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Engine directory for ticket #1
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Engine/source/util/triRayCheck.h
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Engine/source/util/triRayCheck.h
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//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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// Ray to triangle intersection test code originally by Tomas Akenine-Möller
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// and Ben Trumbore.
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// http://www.cs.lth.se/home/Tomas_Akenine_Moller/code/
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// Ported to TGE by DAW, 2005-7-15
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//-----------------------------------------------------------------------------
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#ifndef _TRIRAYCHECK_H_
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#define _TRIRAYCHECK_H_
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#include "math/mPoint2.h"
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#include "math/mPoint3.h"
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bool intersect_triangle(Point3F orig, Point3F dir,
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Point3F vert0, Point3F vert1, Point3F vert2,
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F32& t, F32& u, F32& v);
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//*** Taken from TSE, but based on the above
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bool castRayTriangle(Point3F orig, Point3F dir, Point3F vert0, Point3F vert1, Point3F vert2, F32 &t, Point2F &bary);
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bool castRayTriangle(const Point3D &orig, const Point3D &dir, const Point3D &vert0, const Point3D &vert1, const Point3D &vert2);
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#endif // _TRIRAYCHECK_H_
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