[1520] | 1 | #ifndef _RayCaster_H__
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| 2 | #define _RayCaster_H__
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| 3 |
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| 4 | #include "Containers.h"
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| 5 | #include <string>
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[1528] | 6 | #include "Vector3.h"
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[2014] | 7 | #include "VssRay.h"
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[1528] | 8 |
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[2176] | 9 | //
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[1520] | 10 |
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| 11 |
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| 12 | namespace GtpVisibilityPreprocessor {
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| 13 |
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| 14 |
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| 15 | class Intersectable;
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| 16 | class VssRay;
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| 17 | class SimpleRayContainer;
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| 18 | class AxisAlignedBox3;
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| 19 | struct VssRayContainer;
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| 20 | class Preprocessor;
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[1528] | 21 | struct SimpleRay;
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[2575] | 22 | class RayPacket2x2;
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[1520] | 23 |
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| 24 | /** This class provides an interface for ray casting.
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| 25 | */
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| 26 | class RayCaster
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| 27 | {
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[1528] | 28 |
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[1520] | 29 | public:
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| 30 |
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[2575] | 31 | enum {
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| 32 | INTERNAL_RAYCASTER = 0,
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| 33 | INTEL_RAYCASTER = 1,
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| 34 | HAVRAN_RAYCASTER = 2
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| 35 | };
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[1520] | 36 |
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[2575] | 37 | RayCaster(const Preprocessor &preprocessor);
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[1520] | 38 |
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[2575] | 39 | virtual ~RayCaster();
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| 40 |
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| 41 | virtual int Type() const = 0;
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[1520] | 42 |
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[2575] | 43 | /** Wrapper for casting single ray.
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| 44 | @returns ray or NULL if invalid
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| 45 | */
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| 46 | VssRay *CastRay(const SimpleRay &simpleRay,
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| 47 | const AxisAlignedBox3 &box,
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| 48 | const bool castDoubleRay);
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[1520] | 49 |
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[2575] | 50 | virtual int CastRay(const SimpleRay &simpleRay,
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| 51 | VssRayContainer &vssRays,
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| 52 | const AxisAlignedBox3 &box,
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| 53 | const bool castDoubleRay,
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| 54 | const bool pruneInvalidRays = true) = 0;
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[1521] | 55 |
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[2575] | 56 | virtual void CastRays16(SimpleRayContainer &rays,
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| 57 | VssRayContainer &vssRays,
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| 58 | const AxisAlignedBox3 &sbox,
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| 59 | const bool castDoubleRay,
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| 60 | const bool pruneInvalidRays = true) = 0;
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| 61 |
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[2076] | 62 | virtual void CastRays(
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[2575] | 63 | SimpleRayContainer &rays,
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| 64 | VssRayContainer &vssRays,
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| 65 | const AxisAlignedBox3 &sbox,
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| 66 | const bool castDoubleRay,
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| 67 | const bool pruneInvalidRays = true);
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[2077] | 68 |
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[2575] | 69 | // Just for testing concept
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| 70 | virtual void CastRaysPacket2x2(RayPacket2x2 &raysPack,
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| 71 | bool castDoubleRay,
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| 72 | const bool pruneInvalidRays = true)
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| 73 | { }
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| 74 |
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[2077] | 75 | /*virtual void CastRaysEye4(SimpleRayContainer &rays,
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[2575] | 76 | VssRayContainer &vssRays,
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| 77 | const AxisAlignedBox3 &sbox,
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| 78 | const bool castDoubleRay,
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| 79 | const bool pruneInvalidRays = true) = 0;
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| 80 | */
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[1974] | 81 |
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[2575] | 82 | virtual void
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| 83 | SortRays(SimpleRayContainer &rays);
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[1974] | 84 |
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[2161] | 85 |
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[2575] | 86 | // pool of vss rays to be used in one pass of the sampling
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| 87 | struct VssRayPool
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| 88 | {
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| 89 | VssRayPool(): mRays(NULL), mIndex(0), mNumber(0)
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| 90 | {}
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| 91 |
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| 92 | ~VssRayPool()
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| 93 | {
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| 94 | delete []mRays;
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| 95 | }
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| 96 |
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| 97 | void Reserve(const int number)
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| 98 | {
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| 99 | DEL_PTR(mRays);
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| 100 | mRays = new VssRay[number];
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| 101 | mNumber = number;
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| 102 | }
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| 103 |
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| 104 | void Clear()
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| 105 | {
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| 106 | mIndex = 0;
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| 107 | }
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| 108 |
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| 109 | VssRay *Alloc()
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| 110 | {
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| 111 | // reset pool
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| 112 | if (mIndex == mNumber)
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| 113 | mIndex = 0;
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| 114 | return mRays + mIndex ++;
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| 115 | }
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| 116 | protected:
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| 117 | VssRay *mRays;
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| 118 | int mIndex;
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| 119 | int mNumber;
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| 120 | };
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[2543] | 121 |
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| 122 |
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[2575] | 123 | VssRayPool mVssRayPool;
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| 124 |
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| 125 | void ReserveVssRayPool(const int n)
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| 126 | {
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| 127 | mVssRayPool.Reserve(n);
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| 128 | }
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| 129 |
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| 130 | void InitPass()
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| 131 | {
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| 132 | mVssRayPool.Clear();
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| 133 | }
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| 134 |
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| 135 |
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[1520] | 136 | protected:
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[2575] | 137 |
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| 138 | VssRay *RequestRay(const Vector3 &origin,
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| 139 | const Vector3 &termination,
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| 140 | Intersectable *originObject,
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| 141 | Intersectable *terminationObject,
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| 142 | const int pass,
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| 143 | const float pdf);
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| 144 |
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| 145 | void _SortRays(SimpleRayContainer &rays,
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| 146 | const int l,
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| 147 | const int r,
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| 148 | const int depth,
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| 149 | float box[12]);
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| 150 |
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| 151 | struct Intersection
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| 152 | {
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| 153 | Intersection(): mObject(NULL), mFaceId(0)
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| 154 | {}
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| 155 |
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| 156 | Intersection(const Vector3 &p, const Vector3 &n, Intersectable *o, const int f):
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| 157 | mPoint(p), mNormal(n), mObject(o), mFaceId(f)
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| 158 | {}
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| 159 |
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| 160 | Intersection(const Vector3 &p): mPoint(p), mObject(NULL), mFaceId(0)
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| 161 | {}
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| 162 |
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| 163 |
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| 164 | ////////////
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| 165 |
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| 166 | Vector3 mPoint;
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| 167 | Vector3 mNormal;
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| 168 | Intersectable *mObject;
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| 169 | int mFaceId;
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| 170 | };
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[2187] | 171 |
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| 172 |
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[2575] | 173 | int ProcessRay(const SimpleRay &ray,
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| 174 | Intersection &hitA,
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| 175 | Intersection &hitB,
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| 176 | VssRayContainer &vssRays,
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| 177 | const AxisAlignedBox3 &box,
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| 178 | const bool castDoubleRay,
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| 179 | const bool pruneInvalidRays = true);
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| 180 |
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| 181 | /** Checks if ray is valid.
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| 182 | I.e., the ray is in valid view space.
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| 183 | @note: clamps the ray to valid view space.
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| 184 | */
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| 185 | bool ValidateRay(const Vector3 &origin,
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| 186 | const Vector3 &direction,
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| 187 | const AxisAlignedBox3 &box,
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| 188 | Intersection &hit);
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| 189 |
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| 190 | bool ClipToViewSpaceBox(const Vector3 &origin,
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| 191 | const Vector3 &termination,
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| 192 | Vector3 &clippedOrigin,
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| 193 | Vector3 &clippedTermination);
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| 194 |
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| 195 | const Preprocessor &mPreprocessor;
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| 196 | #if 1
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| 197 | public:
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| 198 | // Added by VH for debugging
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| 199 | Intersection intersect;
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| 200 | #endif
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[1520] | 201 | };
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| 202 |
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| 203 |
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| 204 | }
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| 205 |
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| 206 | #endif
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