1 | i4_image_class *im;
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2 | float *z_buffer;
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3 | i4_transform_class t;
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4 | int iw,ih;
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5 | i4_3d_vector light;
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6 | int mouse_x, mouse_y;
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7 | float theta;
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8 |
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9 | float get_z(int x, int y) { return z_buffer[x+y*iw]; }
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10 | void set_z(int x, int y, float z)
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11 | {
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12 | z_buffer[ x + y*iw ]=z;
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13 | }
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14 |
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15 | void clear_z()
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16 | {
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17 | for (int i=0; i<iw*ih; i++)
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18 | z_buffer[i]=100000;
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19 | }
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20 |
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21 | void render()
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22 | {
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23 | srand(0);
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24 | i4_draw_context_class context(0,0, im->width()-1, im->height()-1);
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25 |
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26 | i4_3d_vector circles[3]={i4_3d_vector(0,0,0), i4_3d_vector(0.5,1,0), i4_3d_vector(-2,-2,4)};
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27 |
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28 | im->clear(0x4f0000, context);
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29 | clear_z();
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30 |
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31 | float sx=width()/2, sy=height()/2;
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32 | float cx=sx,cy=sy;
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33 |
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34 |
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35 | for (int j=0; j<3; j++)
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36 | {
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37 | for (int i=0; i<50000; i++)
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38 | {
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39 | float x=frand(),
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40 | y=frand();
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41 | float z=frand();
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42 |
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43 | i4_3d_vector p(x,y,z);
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44 | p.normalize();
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45 |
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46 |
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47 | float c1=-p.dot(light);
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48 | i4_3d_vector reflect=i4_3d_vector(light.x + 2*p.x*c1,
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49 | light.y + 2*p.y*c1,
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50 | light.z + 2*p.z*c1);
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51 |
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52 |
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53 |
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54 | float light_v=-light.dot(p)*0.7;
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55 |
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56 | i4_3d_vector pixel_pos(circles[j].x+p.x,circles[j].y+p.y, circles[j].z+p.z);
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57 | i4_3d_vector t_p;
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58 | t.transform(pixel_pos, t_p);
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59 |
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60 |
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61 | i4_3d_vector view_dir=t_p;
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62 | view_dir.normalize();
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63 | float view_dot_r=-view_dir.dot(reflect);
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64 | if (view_dot_r>=0)
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65 | {
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66 | light_v += pow(view_dot_r, 0.4)*0.2;
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67 | }
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68 |
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69 |
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70 | if (light_v<0)
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71 | light_v=0;
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72 | if (light_v>1)
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73 | light_v=1;
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74 |
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75 |
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76 | float ooz=1.0/t_p.z;
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77 |
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78 | float px=t_p.x * ooz * sx;
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79 | float py=t_p.y * ooz * sy;
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80 |
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81 | int ix=(int)(px+cx), iy=(int)(py+cy);
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82 | if (ix>=0 && iy>=0 && ix<w && iy<h)
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83 | {
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84 | if (t_p.z<get_z(ix,iy))
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85 | {
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86 | im->put_pixel(ix, iy, (int)(light_v*255.0));
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87 | set_z(ix,iy, t_p.z);
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88 | }
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89 | }
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90 |
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91 | }
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92 | }
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93 |
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94 | }
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95 |
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96 | void calc_transform()
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97 | {
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98 | t.identity();
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99 | t.mult_translate(0,0,8);
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100 | t.mult_rotate_x(theta);
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101 | t.mult_rotate_y(theta);
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102 | }
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103 |
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104 |
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105 | char *name() { return "trace_view"; }
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106 | trace_view(int w, int h) : i4_window_class(w,h)
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107 | {
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108 | theta=0;
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109 |
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110 | i4_pixel_format fmt;
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111 | fmt.default_format();
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112 | fmt.alpha_mask=0;
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113 | fmt.calc_shift();
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114 |
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115 | iw=w; ih=h;
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116 | z_buffer=(float *)i4_malloc(w*h*sizeof(float), "");
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117 | im=i4_create_image(w,h, i4_pal_man.register_pal(&fmt));
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118 |
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119 | calc_transform();
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120 | light=i4_3d_vector(0,0,1);
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121 |
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122 | render();
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123 |
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124 | }
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125 |
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126 |
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127 | i4_bool project_point(i4_3d_vector v, i4_3d_vector &t_v)
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128 | {
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129 | t.transform(v, t_v);
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130 | if (t_v.z>0)
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131 | {
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132 | float ooz=1.0/t_v.z;
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133 | t_v.x=t_v.x * ooz * width()/2.0 + width()/2.0;
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134 | t_v.y=t_v.y * ooz * height()/2.0 + height()/2.0;
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135 | return i4_T;
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136 | }
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137 | return i4_F;
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138 |
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139 | }
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140 |
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141 | void draw_3d_line(i4_3d_vector p1, i4_3d_vector p2,
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142 | w32 color,
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143 | i4_draw_context_class &context)
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144 | {
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145 | i4_3d_vector t_p1, t_p2;
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146 |
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147 | if (project_point(p1, t_p1) &&
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148 | project_point(p2, t_p2))
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149 | local_image->line((int)t_p1.x, (int)t_p1.y,
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150 | (int)t_p2.x, (int)t_p2.y, color, context);
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151 |
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152 | }
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153 |
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154 |
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155 | void receive_event(i4_event *ev)
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156 | {
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157 | if (ev->type()==i4_event::MOUSE_BUTTON_DOWN)
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158 | {
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159 | CAST_PTR(bev, i4_mouse_button_event_class, ev);
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160 | float fw=width(), fh=height();
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161 | light=i4_3d_vector((bev->x-fw/2)/(fw/2),
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162 | (bev->y-fh/2)/(fh/2),
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163 | 1);
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164 | light.normalize();
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165 |
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166 | render();
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167 | request_redraw();
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168 |
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169 | mouse_x=bev->x;
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170 | mouse_y=bev->y;
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171 | }
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172 | else if (ev->type()==i4_event::KEY_PRESS)
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173 | {
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174 | theta+=0.2;
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175 | calc_transform();
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176 | render();
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177 | request_redraw();
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178 | }
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179 |
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180 | i4_window_class::receive_event(ev);
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181 | }
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182 |
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183 | void draw(i4_draw_context_class &context)
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184 | {
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185 | im->put_image(local_image, 0,0, context);
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186 |
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187 | i4_float mx=(mouse_x - width()/2);
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188 | i4_float my=(mouse_y - height()/2);
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189 |
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190 | i4_3d_vector c_pos, c_dir;
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191 | t.inverse_transform(i4_3d_vector(0,0,0),c_pos);
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192 | t.inverse_transform(i4_3d_vector(mx,my, width()),c_dir);
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193 |
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194 | c_dir -= c_pos;
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195 |
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196 |
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197 | draw_3d_line(i4_3d_vector(-1,0,0),
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198 | i4_3d_vector(1,0,0),
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199 | 0x00ff00, context);
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200 | draw_3d_line(i4_3d_vector(0,-1,0),
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201 | i4_3d_vector(0,1,0),
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202 | 0x00ff00, context);
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203 | draw_3d_line(i4_3d_vector(0,0,-1),
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204 | i4_3d_vector(0,0,1),
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205 | 0x00ff00, context);
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206 |
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207 |
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208 |
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209 | draw_3d_line(i4_3d_vector(c_pos.x + mx,
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210 | c_pos.y + my,
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211 | c_pos.z),
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212 | i4_3d_vector(0,0,0),
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213 | 0xffffff, context);
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214 |
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215 |
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216 |
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217 |
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218 |
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219 | }
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