Archival snapshot of the Virtual World Entertainment Tesla cockpit software, 1994-1996: MUNGA engine and L4 pod layer source (Borland C++ 5.0), BT/RP game code, and game content (models, audio, maps, gauges, Division renderer data). Includes third-party libraries: Division dVS/DPL graphics, HMI SOS audio, WATTCP networking. Files are preserved byte-for-byte (.gitattributes disables all line-ending conversion). README.md documents the layout, target hardware, and toolchain. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
261 lines
7.6 KiB
C++
261 lines
7.6 KiB
C++
//===========================================================================//
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// File: boxsolid.cc //
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// Project: MUNGA Brick: Spatializer Library //
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// Contents: Implementation details of bounding-box collision subtypes //
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//---------------------------------------------------------------------------//
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// Date Who Modification //
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// -------- --- ---------------------------------------------------------- //
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// 01/11/95 JMA Initial port back to C++ //
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//---------------------------------------------------------------------------//
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// Copyright (C) 1993-1995, Virtual World Entertainment, Inc. //
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// All Rights reserved worldwide //
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// This unpublished sourcecode is PROPRIETARY and CONFIDENTIAL //
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//===========================================================================//
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#include <munga.hpp>
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#pragma hdrstop
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#if !defined(BOXSOLID_HPP)
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# include <boxsolid.hpp>
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#endif
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#if !defined(ORIGIN_HPP)
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# include <origin.hpp>
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#endif
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#if !defined(LINMTRX_HPP)
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# include <linmtrx.hpp>
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#endif
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#if !defined(LINE_HPP)
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# include <line.hpp>
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#endif
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//#############################################################################
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//############################## BoxedSphere ############################
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//#############################################################################
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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BoxedSphere::BoxedSphere(
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const ExtentBox &extents,
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BoxedSolid::Material material,
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Simulation *owner,
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BoxedSolid *next_solid
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):
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BoxedSolid(extents, SphereType, material, owner, next_solid)
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{
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Check_Pointer(this);
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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BoxedSphere::~BoxedSphere()
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{
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Check_Pointer(this);
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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Logical
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BoxedSphere::IntersectsBounded(const ExtentBox &extents)
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{
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Check(this);
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Check(&extents);
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Verify(minX <= extents.minX);
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Verify(maxX >= extents.maxX);
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Verify(minY <= extents.minY);
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Verify(maxY >= extents.maxY);
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Verify(minZ <= extents.minZ);
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Verify(maxZ >= extents.maxZ);
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//
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//----------------------------------------------
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// Find the centerpoint and radius of the sphere
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//----------------------------------------------
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//
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Point3D center;
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center.x = (minX + maxX) * 0.5f;
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center.y = (minY + maxY) * 0.5f;
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center.z = (minZ + maxZ) * 0.5f;
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Scalar radius = maxX - center.x;
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//
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//--------------------------------------------------------------------------
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// Constrain the centerpoint of the sphere to be within the bounded extents.
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// Then see if the constrained point is within the radius of the sphere. If
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// so, it is an intersection
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//--------------------------------------------------------------------------
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//
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Point3D closest = center;
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extents.Constrain(&closest);
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closest -= center;
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return radius*radius >= closest.LengthSquared();
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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Logical
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BoxedSphere::ContainsBounded(const Point3D &point)
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{
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Check(this);
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Check(&point);
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Verify(minX <= point.x);
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Verify(maxX >= point.x);
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Verify(minY <= point.y);
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Verify(maxY >= point.y);
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Verify(minZ <= point.z);
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Verify(maxZ >= point.z);
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//
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//----------------------------------------------
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// Find the centerpoint and radius of the sphere
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//----------------------------------------------
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//
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Point3D center;
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center.x = (minX + maxX) * 0.5f;
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center.y = (minY + maxY) * 0.5f;
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center.z = (minZ + maxZ) * 0.5f;
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Scalar radius = maxX - center.x;
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//
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//-------------------------------------------------------------------------
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// translate the test point into the sphere's frame of reference and see if
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// it is close enough
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//-------------------------------------------------------------------------
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//
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center -= point;
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return radius*radius >= center.LengthSquared();
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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Scalar
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BoxedSphere::FindDistanceBelowBounded(const Point3D &point)
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{
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Check(this);
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Check(&point);
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Verify(minX <= point.x);
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Verify(maxX >= point.x);
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Verify(minY <= point.y);
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Verify(minZ <= point.z);
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Verify(maxZ >= point.z);
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//
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//----------------------------------------------
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// Find the centerpoint and radius of the sphere
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//----------------------------------------------
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//
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Point3D center;
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center.x = (minX + maxX) * 0.5f;
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center.y = (minY + maxY) * 0.5f;
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center.z = (minZ + maxZ) * 0.5f;
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Scalar radius = maxX - center.x;
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//
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//-----------------------------------------------------------------------
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// Convert the point to the coordinates of the sphere, putting the center
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// point of the sphere at the origin. Note that we are subtracting the
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// point from the center point as opposed to the normal way. This will
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// result in both X and Y being negated, but since we are squaring them,
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// this will not matter
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//-----------------------------------------------------------------------
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//
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Scalar x = center.x - point.x;
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Scalar z = center.z - point.z;
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Scalar h = radius*radius - x*x - z*z;
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if (h < SMALL)
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{
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return -1.0f;
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}
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//
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//-------------------------------------------------------------------
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// If the point is in the XZ shadow of the sphere, then the height is
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// determined by the height of the sphere at that point
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//-------------------------------------------------------------------
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//
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Scalar height = point.y - (center.y + Sqrt(h));
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return Abs(height);
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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Logical
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BoxedSphere::HitByBounded(
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Line *line,
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Scalar enters,
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Scalar leaves
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)
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{
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Check(this);
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Check(line);
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Verify(enters <= leaves);
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Verify(leaves >= 0.0f);
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//
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//----------------------------------------------
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// Find the centerpoint and radius of the sphere
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//----------------------------------------------
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//
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Point3D center;
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center.x = (minX + maxX) * 0.5f;
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center.y = (minY + maxY) * 0.5f;
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center.z = (minZ + maxZ) * 0.5f;
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Scalar radius = maxX - center.x;
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//
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//-------------------------------------------------------------------------
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// Find the point of closest approach to the center of the sphere, and make
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// sure that it is within the boundaries of the sphere
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//-------------------------------------------------------------------------
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//
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Scalar midlen = line->LengthToClosestPointTo(center);
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Point3D closest;
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line->Project(midlen, &closest);
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closest -= center;
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Scalar v = radius*radius - closest.LengthSquared();
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if (v < 0.0f)
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{
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return False;
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}
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//
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//---------------------------------------------------------------------
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// Find the closest possible length of ray traversal before hitting the
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// sphere
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//---------------------------------------------------------------------
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//
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v = Sqrt(v);
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Scalar enter = midlen - v;
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if (enter > enters)
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{
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enters = enter;
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}
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Scalar leave = midlen + v;
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if (leave < leaves)
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{
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leaves = leave;
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}
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if (enters > leaves || enters > line->length || leaves < 0.0f)
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{
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return False;
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}
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line->length = Max(enters, 0.0f);
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return True;
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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Logical
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BoxedSphere::TestInstance() const
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{
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return solidType == SphereType;
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}
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