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moved shadow code into teapot.c
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3 changed files with 78 additions and 138 deletions
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/**
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(c) Copyright 1993, Silicon Graphics, Inc.
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ALL RIGHTS RESERVED
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Permission to use, copy, modify, and distribute this software
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for any purpose and without fee is hereby granted, provided
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that the above copyright notice appear in all copies and that
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both the copyright notice and this permission notice appear in
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supporting documentation, and that the name of Silicon
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Graphics, Inc. not be used in advertising or publicity
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pertaining to distribution of the software without specific,
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written prior permission.
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THE MATERIAL EMBODIED ON THIS SOFTWARE IS PROVIDED TO YOU
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"AS-IS" AND WITHOUT WARRANTY OF ANY KIND, EXPRESS, IMPLIED OR
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OTHERWISE, INCLUDING WITHOUT LIMITATION, ANY WARRANTY OF
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MERCHANTABILITY OR FITNESS FOR A PARTICULAR PURPOSE. IN NO
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EVENT SHALL SILICON GRAPHICS, INC. BE LIABLE TO YOU OR ANYONE
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ELSE FOR ANY DIRECT, SPECIAL, INCIDENTAL, INDIRECT OR
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CONSEQUENTIAL DAMAGES OF ANY KIND, OR ANY DAMAGES WHATSOEVER,
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INCLUDING WITHOUT LIMITATION, LOSS OF PROFIT, LOSS OF USE,
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SAVINGS OR REVENUE, OR THE CLAIMS OF THIRD PARTIES, WHETHER OR
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NOT SILICON GRAPHICS, INC. HAS BEEN ADVISED OF THE POSSIBILITY
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OF SUCH LOSS, HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
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ARISING OUT OF OR IN CONNECTION WITH THE POSSESSION, USE OR
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PERFORMANCE OF THIS SOFTWARE.
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US Government Users Restricted Rights
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Use, duplication, or disclosure by the Government is subject to
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restrictions set forth in FAR 52.227.19(c)(2) or subparagraph
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(c)(1)(ii) of the Rights in Technical Data and Computer
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Software clause at DFARS 252.227-7013 and/or in similar or
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successor clauses in the FAR or the DOD or NASA FAR
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Supplement. Unpublished-- rights reserved under the copyright
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laws of the United States. Contractor/manufacturer is Silicon
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Graphics, Inc., 2011 N. Shoreline Blvd., Mountain View, CA
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94039-7311.
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OpenGL(TM) is a trademark of Silicon Graphics, Inc.
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*/
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/* Taken from the projshadow.c - by Tom McReynolds, SGI */
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/* Modified by David Bucciarelli */
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/* Rendering shadows using projective shadows. */
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#include <GL/glut.h>
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#include "shadow.h"
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enum {
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X, Y, Z, W
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};
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enum {
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A, B, C, D
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};
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/* create a matrix that will project the desired shadow */
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void
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shadowmatrix(GLfloat shadowMat[4][4],
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GLfloat groundplane[4],
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GLfloat lightpos[4])
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{
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GLfloat dot;
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/* find dot product between light position vector and ground plane normal */
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dot = groundplane[X] * lightpos[X] +
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groundplane[Y] * lightpos[Y] +
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groundplane[Z] * lightpos[Z] +
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groundplane[W] * lightpos[W];
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shadowMat[0][0] = dot - lightpos[X] * groundplane[X];
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shadowMat[1][0] = 0.f - lightpos[X] * groundplane[Y];
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shadowMat[2][0] = 0.f - lightpos[X] * groundplane[Z];
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shadowMat[3][0] = 0.f - lightpos[X] * groundplane[W];
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shadowMat[X][1] = 0.f - lightpos[Y] * groundplane[X];
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shadowMat[1][1] = dot - lightpos[Y] * groundplane[Y];
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shadowMat[2][1] = 0.f - lightpos[Y] * groundplane[Z];
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shadowMat[3][1] = 0.f - lightpos[Y] * groundplane[W];
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shadowMat[X][2] = 0.f - lightpos[Z] * groundplane[X];
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shadowMat[1][2] = 0.f - lightpos[Z] * groundplane[Y];
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shadowMat[2][2] = dot - lightpos[Z] * groundplane[Z];
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shadowMat[3][2] = 0.f - lightpos[Z] * groundplane[W];
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shadowMat[X][3] = 0.f - lightpos[W] * groundplane[X];
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shadowMat[1][3] = 0.f - lightpos[W] * groundplane[Y];
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shadowMat[2][3] = 0.f - lightpos[W] * groundplane[Z];
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shadowMat[3][3] = dot - lightpos[W] * groundplane[W];
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}
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/* find the plane equation given 3 points */
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void
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findplane(GLfloat plane[4],
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GLfloat v0[3], GLfloat v1[3], GLfloat v2[3])
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{
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GLfloat vec0[3], vec1[3];
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/* need 2 vectors to find cross product */
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vec0[X] = v1[X] - v0[X];
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vec0[Y] = v1[Y] - v0[Y];
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vec0[Z] = v1[Z] - v0[Z];
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vec1[X] = v2[X] - v0[X];
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vec1[Y] = v2[Y] - v0[Y];
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vec1[Z] = v2[Z] - v0[Z];
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/* find cross product to get A, B, and C of plane equation */
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plane[A] = vec0[Y] * vec1[Z] - vec0[Z] * vec1[Y];
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plane[B] = -(vec0[X] * vec1[Z] - vec0[Z] * vec1[X]);
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plane[C] = vec0[X] * vec1[Y] - vec0[Y] * vec1[X];
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plane[D] = -(plane[A] * v0[X] + plane[B] * v0[Y] + plane[C] * v0[Z]);
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}
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@ -1,18 +0,0 @@
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#ifndef SHADOW_H
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#define SHADOW_H
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extern void
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shadowmatrix(GLfloat shadowMat[4][4],
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GLfloat groundplane[4],
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GLfloat lightpos[4]);
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extern void
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findplane(GLfloat plane[4],
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GLfloat v0[3], GLfloat v1[3], GLfloat v2[3]);
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#endif
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@ -17,7 +17,6 @@
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#include <GL/glut.h>
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#include "readtex.c"
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#include "shadow.c"
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#ifdef XMESA
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#include "GL/xmesa.h"
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@ -66,6 +65,84 @@ static int joyactive=0;
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static GLuint t1id,t2id;
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static GLuint teapotdlist,basedlist,lightdlist;
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/******************** begin shadow code ********************/
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/* Taken from the projshadow.c - by Tom McReynolds, SGI */
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/* Modified by David Bucciarelli */
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enum {
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X, Y, Z, W
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};
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enum {
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A, B, C, D
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};
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/* create a matrix that will project the desired shadow */
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void
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shadowmatrix(GLfloat shadowMat[4][4],
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GLfloat groundplane[4],
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GLfloat lightpos[4])
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{
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GLfloat dot;
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/* find dot product between light position vector and ground plane normal */
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dot = groundplane[X] * lightpos[X] +
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groundplane[Y] * lightpos[Y] +
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groundplane[Z] * lightpos[Z] +
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groundplane[W] * lightpos[W];
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shadowMat[0][0] = dot - lightpos[X] * groundplane[X];
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shadowMat[1][0] = 0.f - lightpos[X] * groundplane[Y];
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shadowMat[2][0] = 0.f - lightpos[X] * groundplane[Z];
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shadowMat[3][0] = 0.f - lightpos[X] * groundplane[W];
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shadowMat[X][1] = 0.f - lightpos[Y] * groundplane[X];
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shadowMat[1][1] = dot - lightpos[Y] * groundplane[Y];
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shadowMat[2][1] = 0.f - lightpos[Y] * groundplane[Z];
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shadowMat[3][1] = 0.f - lightpos[Y] * groundplane[W];
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shadowMat[X][2] = 0.f - lightpos[Z] * groundplane[X];
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shadowMat[1][2] = 0.f - lightpos[Z] * groundplane[Y];
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shadowMat[2][2] = dot - lightpos[Z] * groundplane[Z];
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shadowMat[3][2] = 0.f - lightpos[Z] * groundplane[W];
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shadowMat[X][3] = 0.f - lightpos[W] * groundplane[X];
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shadowMat[1][3] = 0.f - lightpos[W] * groundplane[Y];
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shadowMat[2][3] = 0.f - lightpos[W] * groundplane[Z];
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shadowMat[3][3] = dot - lightpos[W] * groundplane[W];
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}
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/* find the plane equation given 3 points */
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void
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findplane(GLfloat plane[4],
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GLfloat v0[3], GLfloat v1[3], GLfloat v2[3])
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{
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GLfloat vec0[3], vec1[3];
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/* need 2 vectors to find cross product */
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vec0[X] = v1[X] - v0[X];
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vec0[Y] = v1[Y] - v0[Y];
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vec0[Z] = v1[Z] - v0[Z];
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vec1[X] = v2[X] - v0[X];
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vec1[Y] = v2[Y] - v0[Y];
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vec1[Z] = v2[Z] - v0[Z];
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/* find cross product to get A, B, and C of plane equation */
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plane[A] = vec0[Y] * vec1[Z] - vec0[Z] * vec1[Y];
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plane[B] = -(vec0[X] * vec1[Z] - vec0[Z] * vec1[X]);
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plane[C] = vec0[X] * vec1[Y] - vec0[Y] * vec1[X];
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plane[D] = -(plane[A] * v0[X] + plane[B] * v0[Y] + plane[C] * v0[Z]);
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}
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/******************** end shadow code ********************/
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static void calcposobs(void)
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{
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dir[0]=sin(alpha*M_PI/180.0);
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