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r_matlib.js
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var cullTri = true;
var rendw = 160; var rendh = 100;
function setMatScreen(sw, sh)
{
rendw = sw * 0.5;
rendh = sh * 0.5;
}//setmatscreen
function drawTri(sx0, sy0, w0, u0,v0, sx1,sy1, w1, u1,v1, sx2, sy2, w2, u2,v2, rc,gc,bc)
{
//override me
}//drawtri
/*
var ident = [1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1];
var tq = { x:0,y:0,z:0,w:1 };
var tmat = [1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1];
var cori = {x:0, y:0, z:0, w:1};
var projMat = [1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1];
var viewMat = [1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1];
var temp = [1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1];
setProjMat(temp, 90, 1.33, 1, 2048);
setViewMat(viewMat, camx, camy, camz, cori.x, cori.y, cori.z, cori.w);
multMatrix(temp, viewMat, projMat);
setFrustPlane(90, 1.33, 1, 2048, camx, camy, camz, cori);
setFrustCutter();
*/
function setProjMat(vec,
fovdeg /*= 60.0*/, aspect/*=1.0*/, nearp/* = 1.0*/, farp/*=1000.0*/)
{ var f; var i;
for (i = 0; i < 16; i+=1) { vec[i] = 0.0; }
f = 1.0 / Math.tan( (fovdeg * (3.1415 / 180.0)) * 0.5 );
if (nearp == 0) { nearp = 0.0001; }
if (farp == 0) { farp = 0.0001; }
vec[0] = f / aspect; vec[5] = f;
vec[10] = (farp + nearp) / (nearp - farp);
vec[14] = (2.0 * farp * nearp) / (nearp - farp);
vec[11] = -1.0; vec[15] = 0.0;
}//projmatrix
function setViewMat(vec,
cx, cy, cz, qx, qy, qz, qw)
{ var forwx; var forwy; var forwz;
var sidex; var sidey; var sidez;
var upx; var upy; var upz;
var i; for(i=0;i<16;i++){vec[i]=0.0;}vec[0]=vec[5]=vec[10]=vec[15]=1.0;
forwx=2.0*(qx*qz+qy*qw);forwy=2.0*(qy*qz-qx*qw);forwz=1.0-2.0*(qx*qx+qy*qy);
upx=2.0*(qx*qy-qz*qw);upy=1.0-2.0*(qx*qx+qz*qz);upz=2.0*(qy*qz+qx*qw);
sidex=1.0-2.0*(qy*qy+qz*qz);sidey=2.0*(qx*qy+qz*qw);sidez=2.0*(qx*qz-qy*qw);
vec[0]=sidex;vec[4]=sidey;vec[8]=sidez;
vec[1]=upx;vec[5]=upy;vec[9]=upz;
vec[2]=forwx;vec[6]=forwy;vec[10]=forwz;
vec[12]=(sidex*-cx)+(sidey*-cy)+(sidez*-cz);
vec[13]=(upx*-cx)+(upy*-cy)+(upz*-cz);
vec[14]=(forwx*-cx)+(forwy*-cy)+(forwz*-cz);
}//setlookat
//only works with 4x4 matrices
function multMatrix(a, b, r)
{ var i; for (i = 0; i < 16; i += 4)
{
r[i] = a[0] * b[i] + a[4] * b[i + 1] + a[8] * b[i + 2] + a[12] * b[i + 3];
r[i + 1] = a[1] * b[i] + a[5] * b[i + 1] + a[9] * b[i + 2] + a[13] * b[i + 3];
r[i + 2] = a[2] * b[i] + a[6] * b[i + 1] + a[10] * b[i + 2] + a[14] * b[i + 3];
r[i + 3] = a[3] * b[i] + a[7] * b[i + 1] + a[11] * b[i + 2] + a[15] * b[i + 3];
}//nexti
}//multmat
var frustMat = [1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1];
var vecPlane = [ {cx:0,cy:0,cz:0, nx:0,ny:0,nz:0},
{cx:0,cy:0,cz:0, nx:0,ny:0,nz:0},
{cx:0,cy:0,cz:0, nx:0,ny:0,nz:0},
{cx:0,cy:0,cz:0, nx:0,ny:0,nz:0},
{cx:0,cy:0,cz:0, nx:0,ny:0,nz:0},
{cx:0,cy:0,cz:0, nx:0,ny:0,nz:0} ];
function copyVec(va, vb) { va.x=vb.x; va.y=vb.y; va.z=vb.z; }
function addVec(va, vb) { va.x+=vb.x; va.y+=vb.y; va.z+=vb.z;}
function subVec(va, vb) { va.x-=vb.x; va.y-=vb.y; va.z-=vb.z;}
//quat {x,y,z,w}
function resetQuat(q)
{ q.x = 0; q.y = 0; q.z =0; q.w = 1; }
function normaliseQuat(q)
{ var mag; mag = (q.x * q.x) + (q.y * q.y) + (q.z * q.z) + (q.w * q.w);
if (mag == 1.0) return; //already normal
if (mag == 0) { q.x = 0; q.y = 0; q.z = 0; q.w = 1; return; }
mag = 1.0 / Math.sqrt(mag); q.x *= mag; q.y *= mag; q.z *= mag; q.w *= mag;
}//norm
function quatRotAxis(q, ang, xyz) //0 x 1 y 2 z
{ var ax; var ay; var az; var aw; var tx; var ty; var tz; var tw;
ang *= 0.5;
ax = xyz == 0? Math.sin(ang):0;
ay = xyz == 1? Math.sin(ang):0;
az = xyz == 2? Math.sin(ang):0;
aw = Math.cos(ang);
tx = (q.w * ax + q.x * aw + q.y * az - q.z * ay); ty = (q.w * ay + q.y * aw + q.z * ax - q.x * az);
tz = (q.w * az + q.z * aw + q.x * ay - q.y * ax); tw = (q.w * aw - q.x * ax - q.y * ay - q.z * az);
q.x = tx; q.y = ty; q.z = tz; q.w = tw;
normaliseQuat(q);
}//rotaxis
function quatSetVec(q, vec)
{ var xx = q.x * q.x; var xy = q.x * q.y; var xz = q.x * q.z; var xw = q.x* q.w;
var yy = q.y * q.y; var yz = q.y * q.z; var yw = q.y * q.w;
var zz = q.z * q.z; var zw = q.z * q.w;
vec[3] = vec[7] = vec[11] = vec[12] = vec[13] = vec[14] = 0.0; vec[15] = 1.0;
vec[0] = 1.0 - 2.0 * ( yy + zz ); vec[4] = 2.0 * ( xy - zw ); vec[8] = 2.0 * ( xz + yw );
vec[1] = 2.0 * ( xy + zw ) ; vec[5] = 1.0 - 2.0 * ( xx + zz ); vec[9] = 2.0 * ( yz - xw ) ;
vec[2] = 2.0 * ( xz - yw ); vec[6] = 2.0 * ( yz + xw ); vec[10] = 1.0 - 2.0 * ( xx + yy );
}//setvec
//todo 3 verts should be enough for this
function calcFrustNorm(plane, c,d,e,f)
{
var ax, ay, az; var bx, by, bz;
var cx, cy, cz; var dist;
ax = c.x - d.x; ay = c.y - d.y; az = c.z - d.z;
bx = e.x - f.x; by = e.y - f.y; bz = e.z - f.z;
cx = (ay * bz) - (az * by);
cy = (az * bx) - (ax * bz);
cz = (ax * by) - (ay * bx);
dist = Math.sqrt( (cx * cx) + (cy * cy) + (cz * cz) );
if (dist == 0) { plane.nx = 0; plane.ny = 0; plane.nz = 0; }
else
{ plane.nx = cx / dist; plane.ny = cy / dist; plane.nz = cz / dist; }
}//calcplane
function setFrustPlane(fov, aspect, nearDist, farDist, cx,cy,cz, ori)
{
var tang; var nw, nh; var fw, fh; var vec;
fov *= 3.1415 / 180.0;
tang = Math.tan(fov * 0.5);
nh = nearDist * tang; nw = nh * aspect;
fh = farDist * tang; fw = fh * aspect;
// console.log("frustMat", frustMat );
quatSetVec(ori, frustMat);
vec = frustMat;
//near: position at cx,cy,cz + near -- front plane is ori front
var p;
p = vecPlane[0];
p.cx = cx; p.cy = cy; p.cz = cz;
p.nx = vec[8]; p.ny = vec[9]; p.nz = vec[10];
//nearDist=128;
p.cx += -p.nx * nearDist; p.cy += -p.ny * nearDist; p.cz += -p.nz * nearDist;
//its as if not cut by near plane?
//far: same with reverse normal
p = vecPlane[1];
p.cx = cx; p.cy = cy; p.cz = cz;
p.nx = -vec[8]; p.ny = -vec[9]; p.nz = -vec[10];
p.cx += p.nx * farDist; p.cy += p.ny * farDist; p.cz += p.nz * farDist;
//http://www.lighthouse3d.com/tutorials/view-frustum-culling/geometric-approach-extracting-the-planes/
//sides: this is where it gets .. tricky
//todo -- these are allocated with every frame with {}
var farUp, nearUp, fc, nc;
nc = {x:vecPlane[0].cx, y:vecPlane[0].cy, z:vecPlane[0].cz };
nearUp = { x:vec[4]*nh,y:vec[5]*nh,z:vec[6]*nh };
nearSide = { x:vec[0]*nw,y:vec[1]*nw,z:vec[2]*nw };
fc = {x:vecPlane[1].cx, y:vecPlane[1].cy, z:vecPlane[1].cz };
farUp = { x:vec[4]*fh,y:vec[5]*fh,z:vec[6]*fh };
farSide = { x:vec[0]*fw,y:vec[1]*fw,z:vec[2]*fw };
var ftl, ftr, fbl, fbr;
var ntl, ntr, nbl, nbr;
ftl = {x:0, y:0, z:0};
ftr = {x:0, y:0, z:0};
fbl = {x:0, y:0, z:0};
fbr = {x:0, y:0, z:0};
ntl = {x:0, y:0, z:0};
ntr = {x:0, y:0, z:0};
nbl = {x:0, y:0, z:0};
nbr = {x:0, y:0, z:0};
copyVec(ftl, fc); addVec(ftl, farUp); subVec(ftl, farSide);
copyVec(ftr, fc); addVec(ftr, farUp); addVec(ftr, farSide);
copyVec(fbl, fc); subVec(fbl, farUp); subVec(fbl, farSide);
copyVec(fbr, fc); subVec(fbr, farUp); addVec(fbr, farSide);
copyVec(ntl, nc); addVec(ntl, nearUp); subVec(ntl, nearSide);
copyVec(ntr, nc); addVec(ntr, nearUp); addVec(ntr, nearSide);
copyVec(nbl, nc); subVec(nbl, nearUp); subVec(nbl, nearSide);
copyVec(nbr, nc); subVec(nbr, nearUp); addVec(nbr, nearSide);
//left
p = vecPlane[2];
p.cx = (ftl.x + fbl.x + ntl.x + nbl.x) / 4;
p.cy = (ftl.y + fbl.y + ntl.y + nbl.y) / 4;
p.cz = (ftl.z + fbl.z + ntl.z + nbl.z) / 4;
calcFrustNorm(p, ftl, fbl, ftl, ntl);
//right
p = vecPlane[3];
p.cx = (ftr.x + fbr.x + ntr.x + nbr.x) / 4;
p.cy = (ftr.y + fbr.y + ntr.y + nbr.y) / 4;
p.cz = (ftr.z + fbr.z + ntr.z + nbr.z) / 4;
calcFrustNorm(p, ftr, ntr, ftr, fbr);
//top
p = vecPlane[4];
p.cx = (ftr.x + ftl.x + ntr.x + ntl.x) / 4;
p.cy = (ftr.y + ftl.y + ntr.y + ntl.y) / 4;
p.cz = (ftr.z + ftl.z + ntr.z + ntl.z) / 4;
calcFrustNorm(p, ftr, ftl, ftr, ntr);
//bottom
p = vecPlane[5];
p.cx = (fbr.x + fbl.x + nbr.x + nbl.x) / 4;
p.cy = (fbr.y + fbl.y + nbr.y + nbl.y) / 4;
p.cz = (fbr.z + fbl.z + nbr.z + nbl.z) / 4;
calcFrustNorm(p, fbl, nbl, fbr, fbl);
}//setplane
function getCutter()
{
return {
ret1:{ sortCode:0, x0:0, y0:0, z0:0, x1:0, y1:0, z1:0, x2:0, y2:0, z2:0,
u0:0, v0:0, u1:0, v1:0, u2:0, v2:0 },
ret2:{ sortCode:0, x0:0, y0:0, z0:0, x1:0, y1:0, z1:0, x2:0, y2:0, z2:0,
u0:0, v0:0, u1:0, v1:0, u2:0, v2:0 },
num:0,
cx:0,cy:0,cz:0,
nx:0,ny:1,nz:0
};
}//getcutter
//are these preallocated for real?
//it supposed to only call the function once at start
var vecCutter = [ getCutter(), getCutter(),getCutter(), getCutter(),getCutter(),getCutter() ];
//todo -- cutter to be same as plane?
function setFrustCutter()
{
// return;
var i; var cut; var p;
for (i=0;i<6;i+=1)
{
//if (i!=5){continue;}
cut = vecCutter[i]; p = vecPlane[i];
cut.cx = p.cx; cut.cy = p.cy; cut.cz = p.cz;
cut.nx = -p.nx; cut.ny = -p.ny; cut.nz = -p.nz;
//console.log("cutter ",i, cut.cx, cut.cy, cut.cz, cut.nx,cut.ny, cut.nz );
}//nexti
}//setfrustcut
//replace me
function renderCutTri(tri)
{
//console.log("rendertri ", tri );
drawProjTri(tri.x0,tri.y0,tri.z0, tri.u0, tri.v0,
tri.x1,tri.y1,tri.z1, tri.u1, tri.v1,
tri.x2,tri.y2,tri.z2, tri.u2, tri.v2);
}//rendertri
function drawCut(tri, d)
{
var cut;
var num;
//if (d >= 1) { renderTri(tri); return; }
if (d >= 6) { renderCutTri(tri); return; }
cut = vecCutter[d];
num = cutTri(cut, tri);
if (num < 0) { return; }
if (num == 0) { drawCut(tri, d+1); return; }
drawCut(cut.ret1, d+1);
if (num>1) { drawCut(cut.ret2, d+1); }
}//drawcut
//should be 4 (more indicates bug)
var tempOut = [{x:0,y:0,z:0,u:0,v:0},{x:0,y:0,z:0,u:0,v:0}, {x:0,y:0,z:0,u:0,v:0},{x:0,y:0,z:0,u:0,v:0}
/*,{x:0,y:0,z:0,u:0,v:0}, {x:0,y:0,z:0,u:0,v:0}*/];
//array of 3 vert
var cvert = [{x:0, y:0, z:0, u:0, v:0},
{x:0, y:0, z:0, u:0, v:0},
{x:0, y:0, z:0, u:0, v:0}];
function cutTri(cut, tri)
{
px = cut.cx; py = cut.cy; pz = cut.cz;
nx = cut.nx; ny = cut.ny; nz = cut.nz;
var vecOut; var i, it; var ad,bd,cd;
var t; var va,vs; var da,ds, dw;
var vo;
vecOut = tempOut;
//good enough test, no need to predoit i guess
ad = (tri.x0 - px) *nx + (tri.y0 - py) *ny +(tri.z0 - pz) *nz
bd = (tri.x1 - px) *nx + (tri.y1 - py) *ny +(tri.z1 - pz) *nz
cd = (tri.x2 - px) *nx + (tri.y2 - py) *ny +(tri.z2 - pz) *nz
if (ad >= 0 && bd >= 0 && cd >= 0) { return 0; } //front of plane
if (ad < 0 && bd < 0 && cd < 0) { return -1; } //behind plane
it = 0;
//todo -- optimise this part
//not allocating a new array everytime is the first step
/*
var vert = [{x:tri.x0,y:tri.y0,z:tri.z0,u:tri.u0,v:tri.v0},
{x:tri.x1,y:tri.y1,z:tri.z1,u:tri.u1,v:tri.v1},
{x:tri.x2,y:tri.y2,z:tri.z2,u:tri.u2,v:tri.v2}];
*/
cvert[0].x = tri.x0;
cvert[0].y = tri.y0;
cvert[0].z = tri.z0;
cvert[0].u = tri.u0;
cvert[0].v = tri.v0;
cvert[1].x = tri.x1;
cvert[1].y = tri.y1;
cvert[1].z = tri.z1;
cvert[1].u = tri.u1;
cvert[1].v = tri.v1;
cvert[2].x = tri.x2;
cvert[2].y = tri.y2;
cvert[2].z = tri.z2;
cvert[2].u = tri.u2;
cvert[2].v = tri.v2;
for (i = 0; i < 3; i+=1)
{
if (i == 0) { va = cvert[0]; vs = cvert[2]; da = ad; ds = cd; }
else if (i == 1){ va = cvert[1]; vs = cvert[0]; da = bd; ds = ad; }
else { va = cvert[2]; vs = cvert[1]; da = cd; ds = bd; }
if (da > 0 && ds > 0)
{
vo = vecOut[it];
vo.x = va.x; vo.y = va.y; vo.z = va.z;
vo.u = va.u; vo.v = va.v;
it += 1;
}
else if (da > 0 || ds > 0)
{
t = da / (nx * (va.x - vs.x) + ny * (va.y - vs.y) + nz * (va.z - vs.z) );
//console.log("it ", it);
vo = vecOut[it];
vo.x = va.x + (vs.x - va.x) * t;
vo.y = va.y + (vs.y - va.y) * t;
vo.z = va.z + (vs.z - va.z) * t;
vo.u = va.u + (vs.u - va.u) * t;
vo.v = va.v + (vs.v - va.v) * t;
it += 1;
if (ds < 0)
{
vo = vecOut[it];
vo.x = va.x; vo.y = va.y; vo.z = va.z;
vo.u = va.u; vo.v = va.v;
it += 1;
}//endif2
}//endif
}//nexti
if (it < 3) { return -1;}
var ret1, ret2;
ret1 = cut.ret1;
ret1.x0 = vecOut[0].x; ret1.y0 = vecOut[0].y; ret1.z0 = vecOut[0].z;
ret1.u0 = vecOut[0].u; ret1.v0 = vecOut[0].v;
ret1.x1 = vecOut[1].x; ret1.y1 = vecOut[1].y; ret1.z1 = vecOut[1].z;
ret1.u1 = vecOut[1].u; ret1.v1 = vecOut[1].v;
ret1.x2 = vecOut[2].x; ret1.y2 = vecOut[2].y; ret1.z2 = vecOut[2].z;
ret1.u2 = vecOut[2].u; ret1.v2 = vecOut[2].v;
if (it == 3) { return 1; }
ret2 = cut.ret2;
ret2.x0 = vecOut[0].x; ret2.y0 = vecOut[0].y; ret2.z0 = vecOut[0].z;
ret2.u0 = vecOut[0].u; ret2.v0 = vecOut[0].v;
ret2.x1 = vecOut[2].x; ret2.y1 = vecOut[2].y; ret2.z1 = vecOut[2].z;
ret2.u1 = vecOut[2].u; ret2.v1 = vecOut[2].v;
ret2.x2 = vecOut[3].x; ret2.y2 = vecOut[3].y; ret2.z2 = vecOut[3].z;
ret2.u2 = vecOut[3].u; ret2.v2 = vecOut[3].v;
return 2;
}//cuttri
function drawProjTri(x0, y0, z0, u0, v0,
x1, y1, z1, u1, v1,
x2, y2, z2, u2, v2)
{
var sx0, sy0, w0;
var sx1, sy1, w1;
var sx2, sy2, w2;
var sz0, sz1, sz2;
var mat;
mat = projMat;
w0 = x0 * mat[3] + y0 * mat[7] + z0 * mat[11] + mat[15];
w1 = x1 * mat[3] + y1 * mat[7] + z1 * mat[11] + mat[15];
w2 = x2 * mat[3] + y2 * mat[7] + z2 * mat[11] + mat[15];
if (w0 <= 0 && w1 <= 0 && w2 <= 0) { return; }
sx0 = x0 * mat[0] + y0 * mat[4] + z0 * mat[8] + mat[12];
sy0 = x0 * mat[1] + y0 * mat[5] + z0 * mat[9] + mat[13];
//sz0 = x0 * mat[2] + y0 * mat[6] + z0 * mat[10] + mat[14];
sx1 = x1 * mat[0] + y1 * mat[4] + z1 * mat[8] + mat[12];
sy1 = x1 * mat[1] + y1 * mat[5] + z1 * mat[9] + mat[13];
// sz1 = x1 * mat[2] + y1 * mat[6] + z1 * mat[10] + mat[14];
sx2 = x2 * mat[0] + y2 * mat[4] + z2 * mat[8] + mat[12];
sy2 = x2 * mat[1] + y2 * mat[5] + z2 * mat[9] + mat[13];
// sz2 = x2 * mat[2] + y2 * mat[6] + z2 * mat[10] + mat[14];
//backface culling - check winding
sx0 /= w0; sy0 /= w0; sx1 /= w1; sy1 /= w1; sx2 /= w2; sy2 /= w2;
sx0 *= rendw; sy0 *= -rendh; sx0 += rendw; sy0 += rendh;
sx1 *= rendw; sy1 *= -rendh; sx1 += rendw; sy1 += rendh;
sx2 *= rendw; sy2 *= -rendh; sx2 += rendw; sy2 += rendh;
if (cullTri)
{ if (((sx1 - sx0) * (sy2 - sy0) - (sx2 - sx0) * (sy1 - sy0)) > 0) { return; } }
w0 = 1 - (1.0 / w0); w1 = 1 - (1.0 / w1); w2 = 1 - (1.0 / w2);
//fixes holes
//sx0 |= 0; sy0 |= 0;
//sx1 |= 0; sy1 |= 0;
//sx2 |= 0; sy2 |= 0;
sx0 = (sx0+0.5)|0;
sx1 = (sx1+0.5)|0;
sx2 = (sx2+0.5)|0;
sy0 = (sy0+0.5)|0;
sy1 = (sy1+0.5)|0;
sy2 = (sy2+0.5)|0;
drawTri(sx0, sy0, w0, u0,v0, sx1,sy1, w1, u1,v1, sx2, sy2, w2, u2,v2);
}//drawProjTri
//todo -- auto call this from
var vecTri = 0;
function clearTri()
{
var i;
vecTri = [];
for (i=0;i<1024;i+=1)
{ vecTri.push( { sortCode:0, x0:0, y0:0, z0:0, x1:0, y1:0, z1:0, x2:0, y2:0, z2:0,
u0:0, v0:0, u1:0, v1:0, u2:0, v2:0 } ); }
}//cleartri
//vecface vecvert vecuv object matrix
function drawMesh(vf, vec, vuv, mat)
{
var k; var i; var num; var it; var tri;
var rx; var ry; var rz; var x0; var y0; var z0;
var x1; var y1; var z1; var x2; var y2; var z2;
if (vecTri == 0) { clearTri(); } //just call it after the function def instead?
it = 0;
num = vf.length;
for (k=0;k<num;k+=3)
{
tri = vecTri[it]; it+=1; if (it>=1024) { return; } //todo -- break;
i = vf[k] * 3; rx = vec[i]; ry = vec[i+1]; rz = vec[i+2];
tri.x0 = rx * mat[0] + ry * mat[4] + rz * mat[8] + mat[12];
tri.y0 = rx * mat[1] + ry * mat[5] + rz * mat[9] + mat[13];
tri.z0 = rx * mat[2] + ry * mat[6] + rz * mat[10] + mat[14];
i = vf[k+1]*3; rx = vec[i]; ry = vec[i+1]; rz = vec[i+2];
tri.x1 = rx * mat[0] + ry * mat[4] + rz * mat[8] + mat[12];
tri.y1 = rx * mat[1] + ry * mat[5] + rz * mat[9] + mat[13];
tri.z1 = rx * mat[2] + ry * mat[6] + rz * mat[10] + mat[14];
i = vf[k+2]*3; rx = vec[i]; ry = vec[i+1]; rz = vec[i+2];
tri.x2 = rx * mat[0] + ry * mat[4] + rz * mat[8] + mat[12];
tri.y2 = rx * mat[1] + ry * mat[5] + rz * mat[9] + mat[13];
tri.z2 = rx * mat[2] + ry * mat[6] + rz * mat[10] + mat[14];
i = vf[k+0] * 2;
tri.u0 = vuv[i+0];
tri.v0 = vuv[i+1];
i = vf[k+1] * 2;
tri.u1 = vuv[i+0];
tri.v1 = vuv[i+1];
i = vf[k+2] * 2;
tri.u2 = vuv[i+0];
tri.v2 = vuv[i+1];
tri.sortCode = 32768+(((tri.x0 + tri.x1 + tri.x2+ tri.y0 + tri.y1 + tri.y2+tri.z0 + tri.z1 + tri.z2) * 0.33));
}//nextk
for (i=0;i<it;i+=1)
{
tri = vecTri[i];
drawCut(tri, 0);
}//nexti
}//drawmesh