Restructure repository to include all source folders
Move git root from Client/ to src/ to track all source code: - Client: Game client source (moved to Client/Client/) - Server: Game server source - GameTools: Development tools - CryptoSource: Encryption utilities - database: Database scripts - Script: Game scripts - rylCoder_16.02.2008_src: Legacy coder tools - GMFont, Game: Additional resources 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com>
This commit is contained in:
254
GameTools/Zallad3D SceneClass/OctreeScene.cpp
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254
GameTools/Zallad3D SceneClass/OctreeScene.cpp
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// OctreeScene.cpp: implementation of the COctreeScene class.
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//
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//////////////////////////////////////////////////////////////////////
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#include "OctreeScene.h"
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//////////////////////////////////////////////////////////////////////
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// Construction/Destruction
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//////////////////////////////////////////////////////////////////////
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#define FLOAT_TO_INT(fValue) (*(int *)&(fValue))
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#define IS_SIGNBIT(fValue) (FLOAT_TO_INT(fValue) & 0x80000000)
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COctreeScene::COctreeScene()
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{
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m_pOctree=NULL;
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}
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COctreeScene::~COctreeScene()
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{
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for(int i=0;i<m_PolyList.num;i++)
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{
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delete m_PolyList[i];
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}
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m_PolyList.num=0;
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delete m_pOctree;
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}
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void COctreeScene::AddPoly(vector3 *vecPoly)
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{
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if(m_pOctree==NULL)
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m_pOctree=new COctree();
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PolyNode *pNode=new PolyNode(vecPoly);
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m_PolyList.Add(pNode);
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//m_pOctree->m_PolyList.Add(pNode);
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}
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void COctreeScene::GenerateOctree()
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{
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for(int cPolyNode=0;cPolyNode<m_PolyList.num;cPolyNode++)
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{
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m_pOctree->m_PolyNodeID.Add(cPolyNode);
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}
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m_pOctree->CalcBoundBox(m_PolyList);
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m_pOctree->SplitNode(3,m_PolyList);
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//m_pOctree->CalcBoundBox();
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//m_pOctree->SplitNode(3);
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}
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void COctreeScene::Render(LPDIRECT3DDEVICE8 pd3dDevice)
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{
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m_pOctree->Render(pd3dDevice);
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}
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void COctreeScene::Save(FILE *fp)
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{
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fwrite(&m_PolyList.num,sizeof(int),1,fp);
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for(int cNode=0;cNode<m_PolyList.num;cNode++)
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{
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fwrite(m_PolyList[cNode]->m_vecPoly,sizeof(vector3)*3,1,fp);
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}
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m_pOctree->Save(fp);
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}
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void COctreeScene::Load(FILE *fp)
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{
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int cTotalNode=0;
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vector3 vecPoly[3];
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fread(&cTotalNode,sizeof(int),1,fp);
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for(int cNode=0;cNode<cTotalNode;cNode++)
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{
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fread(vecPoly,sizeof(vector3)*3,1,fp);
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AddPoly(vecPoly);
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}
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m_pOctree->Load(fp);
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}
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void COctreeScene::CullSphere(vector3 vecCenter, float fRad,List<PolyNode*> &CullPoly)
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{
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List<int> CullID;
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m_pOctree->CullSphere(vecCenter,fRad,m_PolyList,CullID);
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vector3 vecPoly[3];
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vector3 vecRadius=vector3(150.0f,200.0f,150.0);
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vector3 vecMaxRadius=vecCenter+vecRadius;
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vector3 vecMinRadius=vecCenter-vecRadius;
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for(int cNode=0;cNode<CullID.num;cNode++)
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{
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m_PolyList[CullID[cNode]]->m_used=0;
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vecPoly[0]=m_PolyList[CullID[cNode]]->m_vecPoly[0];
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vecPoly[1]=m_PolyList[CullID[cNode]]->m_vecPoly[1];
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vecPoly[2]=m_PolyList[CullID[cNode]]->m_vecPoly[2];
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if( vecPoly[0].x < vecMinRadius.x &&
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vecPoly[1].x < vecMinRadius.x &&
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vecPoly[2].x < vecMinRadius.x )
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continue;
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if( vecPoly[0].y < vecMinRadius.y &&
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vecPoly[1].y < vecMinRadius.y &&
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vecPoly[2].y < vecMinRadius.y)
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continue;
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if( vecPoly[0].z < vecMinRadius.z &&
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vecPoly[1].z < vecMinRadius.z &&
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vecPoly[2].z < vecMinRadius.z )
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continue;
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if( vecPoly[0].x > vecMaxRadius.x &&
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vecPoly[1].x > vecMaxRadius.x &&
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vecPoly[2].x > vecMaxRadius.x )
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continue;
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if( vecPoly[0].y > vecMaxRadius.y &&
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vecPoly[1].y > vecMaxRadius.y &&
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vecPoly[2].y > vecMaxRadius.y )
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continue;
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if( vecPoly[0].z > vecMaxRadius.z &&
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vecPoly[1].z > vecMaxRadius.z &&
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vecPoly[2].z > vecMaxRadius.z )
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continue;
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CullPoly.Add(m_PolyList[CullID[cNode]]);
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}
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}
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void COctreeScene::CullFrustum(CViewCamera *pCamera,List<PolyNode*> &CullPoly)
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{
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List<int> CullID;
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m_pOctree->CullFrustum(pCamera,m_PolyList,CullID);
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for(int cNode=0;cNode<CullID.num;cNode++)
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{
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CullPoly.Add(m_PolyList[CullID[cNode]]);
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m_PolyList[CullID[cNode]]->m_used=0;
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}
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}
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void COctreeScene::CullRay(vector3 vecStart, vector3 vecDir, float fLens,List<PolyNode*> &CullPoly)
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{
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List<int> CullID;
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m_pOctree->CullRay(vecStart,vecDir,fLens,m_PolyList,CullID);
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for(int cNode=0;cNode<CullID.num;cNode++)
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{
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CullPoly.Add(m_PolyList[CullID[cNode]]);
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m_PolyList[CullID[cNode]]->m_used=0;
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}
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}
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bool COctreeScene::CollisionToRay(const D3DXVECTOR3 &vecStart,const D3DXVECTOR3 &vecDir,const float &fDist)
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{
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if(!m_pOctree)
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return false;
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static float fNear,fFar;
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static COctree *pStack[64];
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if(m_pOctree->IntersectionRay(vecStart,vecDir,fNear,fFar) == -1)
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return 0;
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COctree *pCurrent;
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int iStack = 1;
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int i;
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pStack[0] = m_pOctree;
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while(iStack)
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{
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pCurrent = pStack[--iStack];
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if(pCurrent->m_PolyNodeID.num == 0)
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{
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for(i = 0; i < 8;i++)
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{
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if(pCurrent->m_pChild[i] && pCurrent->m_pChild[i]->IntersectionRay(vecStart,vecDir,fNear,fFar) != -1)
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pStack[iStack++] = pCurrent->m_pChild[i];
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}
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}
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else
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{
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long iCurrentFaceId;
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for(i = 0; i < (int)pCurrent->m_PolyNodeID.num; i++)
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{
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iCurrentFaceId = pCurrent->m_PolyNodeID[i];
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if(CollisionTriangleToRay(iCurrentFaceId,vecStart,vecDir,fDist))
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{
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return true;
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}
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}
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}
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}
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return false;
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}
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bool COctreeScene::CollisionTriangleToRay(long iFaceIndex,const D3DXVECTOR3 &vecStart,const D3DXVECTOR3 &vecDir,const float &fDist)
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{
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D3DXVECTOR3 vecPos[3];
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D3DXVECTOR3 vecTmp1,vecTmp2;
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D3DXVECTOR3 vecNormal;
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float ffDist;
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vecPos[0] = D3DXVECTOR3(m_PolyList[iFaceIndex]->m_vecPoly[0].x,m_PolyList[iFaceIndex]->m_vecPoly[0].y,m_PolyList[iFaceIndex]->m_vecPoly[0].z);
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vecPos[1] = D3DXVECTOR3(m_PolyList[iFaceIndex]->m_vecPoly[1].x,m_PolyList[iFaceIndex]->m_vecPoly[1].y,m_PolyList[iFaceIndex]->m_vecPoly[1].z);
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vecPos[2] = D3DXVECTOR3(m_PolyList[iFaceIndex]->m_vecPoly[2].x,m_PolyList[iFaceIndex]->m_vecPoly[2].y,m_PolyList[iFaceIndex]->m_vecPoly[2].z);
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vecTmp1 = vecPos[1] - vecPos[0];
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vecTmp2 = vecPos[2] - vecPos[0];
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D3DXVec3Cross(&vecNormal,&vecTmp1,&vecTmp2);
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D3DXVec3Normalize(&vecNormal,&vecNormal);
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ffDist = D3DXVec3Dot(&vecNormal,&(vecPos[0]));
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float fDot = D3DXVec3Dot(&vecNormal,&vecDir);
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if(IS_SIGNBIT(fDot) == 0) // <20><><EFBFBD>ְ<EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>̰ų<CCB0> 90<39><30> <20><><EFBFBD><EFBFBD><EFBFBD>϶<EFBFBD> (BackFace Check)
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return false;
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float fffDist = (ffDist - D3DXVec3Dot(&vecNormal,&(vecStart))) / fDot; // ray<61><79> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>浹 üũ (rayOrigin + dir * t <20><> t<><74> <20><><EFBFBD><EFBFBD>)
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if(IS_SIGNBIT(fffDist) || (fffDist >= fDist)) //t<><74> <20><><EFBFBD><EFBFBD><EFBFBD>̰ų<CCB0> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD≯<EFBFBD> <20>Ѿ<EFBFBD><D1BE><EFBFBD><EFBFBD><EFBFBD>.
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return false;
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D3DXVECTOR3 vec1 = vecStart + vecDir * fffDist; //ve1 : intersect point.
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// Edge Normal <20><> dot <20>ؼ<EFBFBD> 90 <20>Ѿ<D1BE><EEB0A1> <20>ܺ<EFBFBD>.
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D3DXVECTOR3 Edges[3];
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int i;
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for(i = 0; i < 3; i++ )
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{
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D3DXVECTOR3 vecTmp = vecPos[(i + 1) % 3] - vecPos[i];
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D3DXVec3Cross(&(Edges[i]),&vecTmp,&vecNormal);
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D3DXVec3Normalize(&(Edges[i]),&(Edges[i]));
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}
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for(i = 0; i < 3; i++ )
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{
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if ((vec1.x - vecPos[i].x) * Edges[i].x + (vec1.y - vecPos[i].y) * Edges[i].y + (vec1.z - vecPos[i].z)* Edges[i].z > 0)
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return false;
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}
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return true;
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}
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