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/*==LICENSE==*
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CyanWorlds.com Engine - MMOG client, server and tools
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Copyright (C) 2011 Cyan Worlds, Inc.
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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Additional permissions under GNU GPL version 3 section 7
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If you modify this Program, or any covered work, by linking or
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combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK,
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NVIDIA PhysX SDK, Microsoft DirectX SDK, OpenSSL library, Independent
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JPEG Group JPEG library, Microsoft Windows Media SDK, or Apple QuickTime SDK
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(or a modified version of those libraries),
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containing parts covered by the terms of the Bink SDK EULA, 3ds Max EULA,
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PhysX SDK EULA, DirectX SDK EULA, OpenSSL and SSLeay licenses, IJG
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JPEG Library README, Windows Media SDK EULA, or QuickTime SDK EULA, the
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licensors of this Program grant you additional
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permission to convey the resulting work. Corresponding Source for a
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non-source form of such a combination shall include the source code for
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the parts of OpenSSL and IJG JPEG Library used as well as that of the covered
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work.
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You can contact Cyan Worlds, Inc. by email legal@cyan.com
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or by snail mail at:
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Cyan Worlds, Inc.
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14617 N Newport Hwy
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Mead, WA 99021
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*==LICENSE==*/
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#include "HeadSpin.h"
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#include "Max.h"
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#include "MaxMain/plMaxNode.h"
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#include "plRenderGlobalContext.h"
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plRenderGlobalContext::plRenderGlobalContext(Interface* ip, TimeValue t)
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{
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fInterface = ip;
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renderer = ip->GetProductionRenderer();
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projType = PROJ_PERSPECTIVE;
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devWidth = 640;
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devHeight = 480;
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xscale = 1.6f;
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yscale = -1.6f;
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xc = 320.f;
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yc = 240.f;
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antialias = 1;
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camToWorld.IdentityMatrix();
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worldToCam.IdentityMatrix();
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nearRange = 0;
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farRange = 10000.f;
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devAspect = 1.f; // PIXEL aspect ratio of device pixel H/W
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frameDur = 1.f;
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envMap = nil;
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globalLightLevel.White();
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atmos = nil;
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pToneOp = nil; // The tone operator, may be NULL
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time = t;
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wireMode = false; // wire frame render mode?
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wire_thick = 1.f; // global wire thickness
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force2Side = false; // is force two-sided rendering enabled
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inMtlEdit = false; // rendering in mtl editor?
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fieldRender = false; // are we rendering fields
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first_field = 1; // is this the first field or the second?
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field_order = 1; // which field is first: 0->even first, 1->odd first
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objMotBlur = true; // is object motion blur enabled
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nBlurFrames = 10; // number of object motion blur time slices
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SetRenderElementMgr(ip->GetRenderElementMgr(RS_Production));
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}
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plRenderGlobalContext::~plRenderGlobalContext()
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{
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int i;
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for( i = 0; i < fInstList.GetCount(); i++ )
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{
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fInstList[i].Cleanup();
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}
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}
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void plRenderGlobalContext::Update(TimeValue t)
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{
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time = t;
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int i;
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for( i = 0; i < fInstList.GetCount(); i++ )
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fInstList[i].Update(time);
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}
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void plRenderGlobalContext::MakeRenderInstances(plMaxNode* root, TimeValue t)
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{
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time = t;
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int i;
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for( i = 0; i < root->NumberOfChildren(); i++ )
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IMakeRenderInstances((plMaxNode*)root->GetChildNode(i), t, false);
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for( i = 0; i < fInstList.GetCount() - 1; i++ )
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fInstList[i].SetNext(&fInstList[i+1]);
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}
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void plRenderGlobalContext::IMakeRenderInstances(plMaxNode* node, TimeValue t, hsBool isBarney)
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{
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const char* dbgNodeName = node->GetName();
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if( !isBarney )
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isBarney = node->GetIsBarney();
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hsBool doMe = isBarney || (node->CanConvert() && node->GetDrawable());
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if( !doMe )
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return;
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int idx = fInstList.GetCount();
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plRenderInstance* inst = fInstList.Push();
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if( !inst->GetFromNode(node, t, idx) )
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fInstList.Pop();
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int i;
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for( i = 0; i < node->NumberOfChildren(); i++ )
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IMakeRenderInstances((plMaxNode *)node->GetChildNode(i), t, isBarney);
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}
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void plRenderGlobalContext::IntersectRay(RenderInstance *inst, Ray& origRay, ISect &isct, ISectList &xplist, BOOL findExit)
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{
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const float kFarAway = 1.e5f;
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Ray ray;
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if( findExit )
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{
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ray.p = origRay.p + origRay.dir * kFarAway;
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ray.dir = -ray.dir;
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}
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else
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{
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ray = origRay;
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}
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float at;
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Point3 norm;
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DWORD faceIdx;
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Point3 bary;
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int hit = inst->mesh->IntersectRay(ray, at, norm, faceIdx, bary);
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if( hit )
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{
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ISect thisHit;
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thisHit.t = findExit ? kFarAway - at : at;
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thisHit.exit = findExit;
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thisHit.backFace = findExit;
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thisHit.inst = inst;
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thisHit.fnum = faceIdx;
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thisHit.bc = bary;
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Point3 worldP = (ray.p + at * ray.dir);
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thisHit.p = inst->GetINode()->GetObjectTM(time) * worldP;
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thisHit.pc = worldToCam * thisHit.p;
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thisHit.mtlNum = inst->mesh->faces[faceIdx].getMatID();
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Mtl* mtl = inst->GetINode()->GetMtl();
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thisHit.matreq = mtl ? mtl->Requirements(thisHit.mtlNum) : 0;
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thisHit.next = nil;
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if( thisHit.matreq & (MTLREQ_TRANSP | MTLREQ_ADDITIVE_TRANSP) )
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{
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// advance the ray and try again. This one goes in the xplist.
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ISect* xHit = GetNewISect();
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*xHit = thisHit;
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xplist.Add(xHit);
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const float kAdvanceHack = 0.5f;
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Ray newRay;
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newRay.p = origRay.p + origRay.dir * (thisHit.t + kAdvanceHack);
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newRay.dir = origRay.dir;
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IntersectRay(inst, newRay, isct, xplist, findExit);
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}
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else
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{
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xplist.Prune(thisHit.t);
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isct = thisHit;
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}
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}
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}
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BOOL plRenderGlobalContext::IntersectWorld(Ray &ray, int skipID, ISect &hit, ISectList &xplist, int blurFrame)
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{
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hit.t = -1.f;
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xplist.Init();
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int i;
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for( i = 0; i < fInstList.GetCount(); i++ )
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{
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if( skipID != i )
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{
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ISect thisHit;
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hit.t = -1.f;
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IntersectRay(&fInstList[i], ray, thisHit, xplist, false);
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if( thisHit.t >= 0 )
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{
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if( (hit.t < 0) || (thisHit.t < hit.t) )
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{
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// grab our new winner.
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hit = thisHit;
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}
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}
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}
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}
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return (hit.t >= 0) || !xplist.IsEmpty();
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}
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