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HTM
510
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	case StreamTokenizer.TT_NUMBER:
&nbsp;<BR>	&nbsp;&nbsp;if&nbsp;(coordnum&nbsp;&lt;&nbsp;3)&nbsp;{
&nbsp;<BR>	&nbsp;&nbsp;&nbsp;&nbsp;vert[num*3&nbsp;+&nbsp;coordnum]&nbsp;=&nbsp;(float)stream.nval;
&nbsp;<BR>	&nbsp;&nbsp;&nbsp;&nbsp;coordnum++;
&nbsp;<BR>	&nbsp;&nbsp;}
&nbsp;<BR>
&nbsp;<BR>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;}
&nbsp;<BR>
&nbsp;<BR>&nbsp;&nbsp;&nbsp;&nbsp;}
&nbsp;<BR>
&nbsp;<BR>&nbsp;&nbsp;&nbsp;&nbsp;num&nbsp;=&nbsp;0;&nbsp;coordnum&nbsp;=&nbsp;0;
&nbsp;<BR>&nbsp;&nbsp;&nbsp;&nbsp;boolean&nbsp;gotnum&nbsp;=&nbsp;false;
&nbsp;<BR>
&nbsp;<BR>&nbsp;&nbsp;scanfaces:						//&nbsp;read&nbsp;the&nbsp;faces
&nbsp;<BR>
&nbsp;<BR>&nbsp;&nbsp;&nbsp;&nbsp;while&nbsp;(num&nbsp;&lt;&nbsp;nfaces)&nbsp;{
&nbsp;<BR>
&nbsp;<BR>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;switch&nbsp;(stream.nextToken())&nbsp;{
&nbsp;<BR>
&nbsp;<BR>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;default:
&nbsp;<BR>	&nbsp;&nbsp;break;
&nbsp;<BR>
&nbsp;<BR>	case&nbsp;StreamTokenizer.TT_EOL:
&nbsp;<BR>	&nbsp;&nbsp;if&nbsp;(gotnum)&nbsp;{&nbsp;num++;&nbsp;}
&nbsp;<BR>	&nbsp;&nbsp;gotnum&nbsp;=&nbsp;false;
&nbsp;<BR>	&nbsp;&nbsp;break;
&nbsp;<BR>
&nbsp;<BR>	case&nbsp;StreamTokenizer.TT_NUMBER:
&nbsp;<BR>	&nbsp;&nbsp;if&nbsp;(!gotnum)&nbsp;{
&nbsp;<BR>
&nbsp;<BR>	&nbsp;&nbsp;&nbsp;&nbsp;face[num]&nbsp;=&nbsp;new&nbsp;Face();
&nbsp;<BR>	&nbsp;&nbsp;&nbsp;&nbsp;face[num].numVerts((int)stream.nval);
&nbsp;<BR>	&nbsp;&nbsp;&nbsp;&nbsp;gotnum&nbsp;=&nbsp;true;&nbsp;coordnum&nbsp;=&nbsp;0;
&nbsp;<BR>
&nbsp;<BR>	&nbsp;&nbsp;}&nbsp;else&nbsp;if&nbsp;(coordnum&nbsp;&lt;&nbsp;face[num].nverts)&nbsp;{
&nbsp;<BR>
&nbsp;<BR>	&nbsp;&nbsp;&nbsp;&nbsp;face[num].index[coordnum]&nbsp;=&nbsp;3&nbsp;*&nbsp;(int)stream.nval;
&nbsp;<BR>	&nbsp;&nbsp;&nbsp;&nbsp;coordnum++;
&nbsp;<BR>
&nbsp;<BR>	&nbsp;&nbsp;}&nbsp;else&nbsp;{
&nbsp;<BR>
&nbsp;<BR>	&nbsp;&nbsp;&nbsp;&nbsp;face[num].cr&nbsp;=&nbsp;255;&nbsp;face[num].cg&nbsp;=&nbsp;255;&nbsp;face[num].cb&nbsp;=&nbsp;255;
&nbsp;<BR>	&nbsp;&nbsp;&nbsp;&nbsp;float&nbsp;val&nbsp;=&nbsp;(float)stream.nval;
&nbsp;<BR>
&nbsp;<BR>	&nbsp;&nbsp;&nbsp;&nbsp;if&nbsp;(val&nbsp;&lt;=&nbsp;1)&nbsp;{&nbsp;val&nbsp;*=&nbsp;255;&nbsp;}
&nbsp;<BR>
&nbsp;<BR>	&nbsp;&nbsp;&nbsp;&nbsp;face[num].cr&nbsp;=&nbsp;(int)val;
&nbsp;<BR>
&nbsp;<BR>	&nbsp;&nbsp;&nbsp;&nbsp;if&nbsp;(stream.nextToken()&nbsp;!=&nbsp;StreamTokenizer.TT_EOL)&nbsp;{
&nbsp;<BR>
&nbsp;<BR>	&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;val&nbsp;=&nbsp;(float)stream.nval;
&nbsp;<BR>	&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;if&nbsp;(val&nbsp;&lt;=&nbsp;1)&nbsp;{&nbsp;val&nbsp;*=&nbsp;255;&nbsp;}
&nbsp;<BR>	&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;face[num].cg&nbsp;=&nbsp;(int)val;
&nbsp;<BR>
&nbsp;<BR>	&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;if&nbsp;(stream.nextToken()&nbsp;!=&nbsp;StreamTokenizer.TT_EOL)&nbsp;{
&nbsp;<BR>
&nbsp;<BR>		val&nbsp;=&nbsp;(float)stream.nval;
&nbsp;<BR>	&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;if&nbsp;(val&nbsp;&lt;=&nbsp;1)&nbsp;{&nbsp;val&nbsp;*=&nbsp;255;&nbsp;}
&nbsp;<BR>		face[num].cb&nbsp;=&nbsp;(int)val;
&nbsp;<BR>
&nbsp;<BR>	&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;}&nbsp;else&nbsp;{
&nbsp;<BR>
&nbsp;<BR>		face[num].cr&nbsp;=&nbsp;255;&nbsp;face[num].cg&nbsp;=&nbsp;255;&nbsp;face[num].cb&nbsp;=&nbsp;255;
&nbsp;<BR>		num++;&nbsp;gotnum&nbsp;=&nbsp;false;
&nbsp;<BR>
&nbsp;<BR>	&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;}
&nbsp;<BR>
&nbsp;<BR>	&nbsp;&nbsp;&nbsp;&nbsp;}&nbsp;else&nbsp;{
&nbsp;<BR>
&nbsp;<BR>		face[num].cr&nbsp;=&nbsp;255;&nbsp;face[num].cg&nbsp;=&nbsp;255;&nbsp;face[num].cb&nbsp;=&nbsp;255;
&nbsp;<BR>		num++;&nbsp;gotnum&nbsp;=&nbsp;false;
&nbsp;<BR>
&nbsp;<BR>	&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;}
&nbsp;<BR>	&nbsp;&nbsp;}
&nbsp;<BR>
&nbsp;<BR>	&nbsp;&nbsp;break;
&nbsp;<BR>
&nbsp;<BR>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;}
&nbsp;<BR>
&nbsp;<BR>&nbsp;&nbsp;&nbsp;&nbsp;}
&nbsp;<BR>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;<BR>
&nbsp;<BR>&nbsp;&nbsp;}
&nbsp;<BR>
&nbsp;<BR>
&nbsp;<BR>/*&nbsp;transform&nbsp;all&nbsp;points&nbsp;in&nbsp;model&nbsp;*/
&nbsp;<BR>
&nbsp;<BR>&nbsp;&nbsp;void&nbsp;transform()&nbsp;{
&nbsp;<BR>
&nbsp;<BR>&nbsp;&nbsp;&nbsp;&nbsp;if&nbsp;(transformed&nbsp;||&nbsp;nverts&nbsp;&lt;=&nbsp;0)
&nbsp;<BR>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return;
&nbsp;<BR>
&nbsp;<BR>&nbsp;&nbsp;&nbsp;&nbsp;if&nbsp;(tvert&nbsp;==&nbsp;null)
&nbsp;<BR>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;tvert&nbsp;=&nbsp;new&nbsp;int[nverts*3];
&nbsp;<BR>
&nbsp;<BR>&nbsp;&nbsp;&nbsp;&nbsp;mat.transform(vert,&nbsp;tvert,&nbsp;nverts);
&nbsp;<BR>&nbsp;&nbsp;&nbsp;&nbsp;transformed&nbsp;=&nbsp;true;
&nbsp;<BR>&nbsp;&nbsp;}
&nbsp;<BR>
&nbsp;<BR>
&nbsp;<BR>/**
&nbsp;<BR>&nbsp;*&nbsp;&nbsp;The&nbsp;quick&nbsp;sort&nbsp;algorithm&nbsp;in&nbsp;this&nbsp;method&nbsp;is&nbsp;used&nbsp;for&nbsp;sorting&nbsp;faces
&nbsp;<BR>&nbsp;*&nbsp;&nbsp;from&nbsp;back&nbsp;to&nbsp;front&nbsp;by&nbsp;z&nbsp;depth&nbsp;values.
&nbsp;<BR>&nbsp;*/
&nbsp;<BR>
&nbsp;<BR>&nbsp;&nbsp;void&nbsp;qs(int&nbsp;left,&nbsp;int&nbsp;right)&nbsp;{
&nbsp;<BR>
&nbsp;<BR>&nbsp;&nbsp;&nbsp;&nbsp;int		i,&nbsp;j,&nbsp;x,&nbsp;y;
&nbsp;<BR>
&nbsp;<BR>&nbsp;&nbsp;&nbsp;&nbsp;i&nbsp;=&nbsp;left;&nbsp;j&nbsp;=&nbsp;right;
&nbsp;<BR>&nbsp;&nbsp;&nbsp;&nbsp;x&nbsp;=&nbsp;face[findex[(left+right)/2]].zdepth;
&nbsp;<BR>
&nbsp;<BR>&nbsp;&nbsp;&nbsp;&nbsp;do&nbsp;{
&nbsp;<BR>
&nbsp;<BR>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;while&nbsp;(face[findex[i]].zdepth&nbsp;&gt;&nbsp;x&nbsp;&amp;&amp;&nbsp;i&nbsp;&lt;&nbsp;right)&nbsp;i++;
&nbsp;<BR>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;while&nbsp;(x&nbsp;&gt;&nbsp;face[findex[j]].zdepth&nbsp;&amp;&amp;&nbsp;j&nbsp;&gt;&nbsp;left)&nbsp;j--;
&nbsp;<BR>
&nbsp;<BR>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;if&nbsp;(i&nbsp;&lt;=&nbsp;j)&nbsp;{
&nbsp;<BR>	y&nbsp;=&nbsp;findex[i];
&nbsp;<BR>	findex[i]&nbsp;=&nbsp;findex[j];
&nbsp;<BR>	findex[j]&nbsp;=&nbsp;y;
&nbsp;<BR>	i++;&nbsp;j--;
&nbsp;<BR>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;}
&nbsp;<BR>
&nbsp;<BR>&nbsp;&nbsp;&nbsp;&nbsp;}&nbsp;while&nbsp;(i&nbsp;&lt;=&nbsp;j);
&nbsp;<BR>
&nbsp;<BR>&nbsp;&nbsp;&nbsp;&nbsp;if&nbsp;(left&nbsp;&lt;&nbsp;j)&nbsp;qs(left,&nbsp;j);
&nbsp;<BR>&nbsp;&nbsp;&nbsp;&nbsp;if&nbsp;(i&nbsp;&lt;&nbsp;right)&nbsp;qs(i,&nbsp;right);
&nbsp;<BR>
&nbsp;<BR>&nbsp;&nbsp;}
&nbsp;<BR>
&nbsp;<BR>
&nbsp;<BR>/*&nbsp;Paint&nbsp;myself&nbsp;to&nbsp;the&nbsp;graphics&nbsp;context.&nbsp;*/
&nbsp;<BR>
&nbsp;<BR>&nbsp;&nbsp;void&nbsp;paint(Graphics&nbsp;g)&nbsp;{
&nbsp;<BR>
&nbsp;<BR>&nbsp;&nbsp;&nbsp;&nbsp;if&nbsp;(vert&nbsp;==&nbsp;null&nbsp;||&nbsp;nverts&nbsp;&lt;=&nbsp;0)
&nbsp;<BR>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return;
&nbsp;<BR>
&nbsp;<BR>&nbsp;&nbsp;&nbsp;&nbsp;transform();
&nbsp;<BR>
&nbsp;<BR>&nbsp;&nbsp;&nbsp;&nbsp;if&nbsp;(gr&nbsp;==&nbsp;null)&nbsp;{					//&nbsp;allocate&nbsp;colors&nbsp;if
&nbsp;<BR>							//&nbsp;they&nbsp;haven't&nbsp;been
&nbsp;<BR>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;gr&nbsp;=&nbsp;new&nbsp;Color[nfaces];				//&nbsp;allocated&nbsp;already
&nbsp;<BR>
&nbsp;<BR>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;for&nbsp;(int&nbsp;i&nbsp;=&nbsp;0;&nbsp;i&nbsp;&lt;&nbsp;nfaces;&nbsp;i++)&nbsp;{
&nbsp;<BR>
&nbsp;<BR>	gr[i]&nbsp;=&nbsp;new&nbsp;Color(face[i].cr,&nbsp;face[i].cg,&nbsp;face[i].cb);
&nbsp;<BR>
&nbsp;<BR>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;}
&nbsp;<BR>
&nbsp;<BR>&nbsp;&nbsp;&nbsp;&nbsp;}
&nbsp;<BR>
&nbsp;<BR>/**
&nbsp;<BR>&nbsp;*&nbsp;&nbsp;Calculate&nbsp;the&nbsp;average&nbsp;z&nbsp;depth&nbsp;of&nbsp;faces&nbsp;and&nbsp;use&nbsp;this&nbsp;to&nbsp;sort&nbsp;them.
&nbsp;<BR>&nbsp;*&nbsp;&nbsp;This&nbsp;is&nbsp;called&nbsp;the&nbsp;&quot;Painter's&nbsp;algorithm&quot;&nbsp;and&nbsp;although&nbsp;it&nbsp;works&nbsp;in
&nbsp;<BR>&nbsp;*&nbsp;&nbsp;some&nbsp;case,&nbsp;does&nbsp;*not*&nbsp;always&nbsp;provide&nbsp;a&nbsp;correct&nbsp;ordering.&nbsp;Sometimes
&nbsp;<BR>&nbsp;*&nbsp;&nbsp;a&nbsp;correct&nbsp;ordering&nbsp;is&nbsp;impossible,&nbsp;especially&nbsp;in&nbsp;the&nbsp;case&nbsp;of&nbsp;mutually
&nbsp;<BR>&nbsp;*&nbsp;&nbsp;overlapping&nbsp;polygons.
&nbsp;<BR>&nbsp;*/
&nbsp;<BR>
&nbsp;<BR>&nbsp;&nbsp;&nbsp;&nbsp;for&nbsp;(int&nbsp;i&nbsp;=&nbsp;0;&nbsp;i&nbsp;&lt;&nbsp;nfaces;&nbsp;i++)&nbsp;{
&nbsp;<BR>
&nbsp;<BR>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;face[i].zdepth&nbsp;=&nbsp;0;
&nbsp;<BR>
&nbsp;<BR>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;for&nbsp;(int&nbsp;c&nbsp;=&nbsp;0;&nbsp;c&nbsp;&lt;&nbsp;face[i].nverts;&nbsp;c++)&nbsp;{
&nbsp;<BR>
&nbsp;<BR>	if&nbsp;(face[i].zdepth&nbsp;&lt;&nbsp;tvert[face[i].index[c]+2])
&nbsp;<BR>	&nbsp;&nbsp;face[i].zdepth&nbsp;=&nbsp;tvert[face[i].index[c]+2];
&nbsp;<BR>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;}
&nbsp;<BR>
&nbsp;<BR>&nbsp;&nbsp;&nbsp;&nbsp;}
&nbsp;<BR>
&nbsp;<BR>&nbsp;&nbsp;&nbsp;&nbsp;qs(0,&nbsp;nfaces-1);					//&nbsp;quick&nbsp;sort&nbsp;the&nbsp;faces
&nbsp;<BR>
&nbsp;<BR>&nbsp;&nbsp;&nbsp;&nbsp;for&nbsp;(int&nbsp;f&nbsp;=&nbsp;0;&nbsp;f&nbsp;&lt;&nbsp;nfaces;&nbsp;f++)&nbsp;{
&nbsp;<BR>
&nbsp;<BR>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;int&nbsp;i&nbsp;=&nbsp;findex[f];
&nbsp;<BR>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;int&nbsp;v&nbsp;=&nbsp;0;
&nbsp;<BR>
&nbsp;<BR>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;for&nbsp;(int&nbsp;c&nbsp;=&nbsp;0;&nbsp;c&nbsp;&lt;&nbsp;face[i].nverts;&nbsp;c++)&nbsp;{
&nbsp;<BR>	vx[c]&nbsp;=&nbsp;tvert[face[i].index[c]];
&nbsp;<BR>	vy[c]&nbsp;=&nbsp;tvert[face[i].index[c]+1];
&nbsp;<BR>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;}
&nbsp;<BR>
&nbsp;<BR>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;g.setColor(gr[i]);
&nbsp;<BR>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;g.fillPolygon(vx,&nbsp;vy,&nbsp;face[i].nverts);		//&nbsp;draw&nbsp;each&nbsp;face
&nbsp;<BR>
&nbsp;<BR>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;g.setColor(Color.black);
&nbsp;<BR>
&nbsp;<BR>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;for&nbsp;(v&nbsp;=&nbsp;0;&nbsp;v&nbsp;&lt;&nbsp;(face[i].nverts-1);&nbsp;v++)&nbsp;{
&nbsp;<BR>	g.drawLine(vx[v],&nbsp;vy[v],&nbsp;vx[v+1],&nbsp;vy[v+1]);	//&nbsp;draw&nbsp;the&nbsp;face&nbsp;edges
&nbsp;<BR>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;}
&nbsp;<BR>
&nbsp;<BR>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;g.drawLine(vx[v],&nbsp;vy[v],&nbsp;vx[0],&nbsp;vy[0]);
&nbsp;<BR>
&nbsp;<BR>&nbsp;&nbsp;&nbsp;&nbsp;}
&nbsp;<BR>
&nbsp;<BR>&nbsp;&nbsp;}
&nbsp;<BR>
&nbsp;<BR>/*&nbsp;calculate&nbsp;the&nbsp;bounding&nbsp;box&nbsp;of&nbsp;our&nbsp;object:&nbsp;*/
&nbsp;<BR>
&nbsp;<BR>&nbsp;&nbsp;void&nbsp;findBB()&nbsp;{
&nbsp;<BR>&nbsp;&nbsp;&nbsp;&nbsp;if&nbsp;(nverts&nbsp;&lt;=&nbsp;0)
&nbsp;<BR>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return;
&nbsp;<BR>
&nbsp;<BR>&nbsp;&nbsp;&nbsp;&nbsp;float&nbsp;v[]&nbsp;=&nbsp;vert;
&nbsp;<BR>&nbsp;&nbsp;&nbsp;&nbsp;float&nbsp;xmin&nbsp;=&nbsp;v[0],&nbsp;xmax&nbsp;=&nbsp;xmin;
&nbsp;<BR>&nbsp;&nbsp;&nbsp;&nbsp;float&nbsp;ymin&nbsp;=&nbsp;v[1],&nbsp;ymax&nbsp;=&nbsp;ymin;
&nbsp;<BR>&nbsp;&nbsp;&nbsp;&nbsp;float&nbsp;zmin&nbsp;=&nbsp;v[2],&nbsp;zmax&nbsp;=&nbsp;zmin;
&nbsp;<BR>
&nbsp;<BR>&nbsp;&nbsp;&nbsp;&nbsp;for&nbsp;(int&nbsp;i&nbsp;=&nbsp;nverts&nbsp;*&nbsp;3;&nbsp;(i&nbsp;-=&nbsp;3)&nbsp;&gt;&nbsp;0;)&nbsp;{
&nbsp;<BR>
&nbsp;<BR>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;float&nbsp;x&nbsp;=&nbsp;v[i];
&nbsp;<BR>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;if&nbsp;(x&nbsp;&lt;&nbsp;xmin)
&nbsp;<BR>	xmin&nbsp;=&nbsp;x;
&nbsp;<BR>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;if&nbsp;(x&nbsp;&gt;&nbsp;xmax)
&nbsp;<BR>	xmax&nbsp;=&nbsp;x;
&nbsp;<BR>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;float&nbsp;y&nbsp;=&nbsp;v[i&nbsp;+&nbsp;1];
&nbsp;<BR>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;if&nbsp;(y&nbsp;&lt;&nbsp;ymin)
&nbsp;<BR>	ymin&nbsp;=&nbsp;y;
&nbsp;<BR>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;if&nbsp;(y&nbsp;&gt;&nbsp;ymax)
&nbsp;<BR>	ymax&nbsp;=&nbsp;y;
&nbsp;<BR>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;float&nbsp;z&nbsp;=&nbsp;v[i&nbsp;+&nbsp;2];
&nbsp;<BR>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;if&nbsp;(z&nbsp;&lt;&nbsp;zmin)
&nbsp;<BR>	zmin&nbsp;=&nbsp;z;
&nbsp;<BR>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;if&nbsp;(z&nbsp;&gt;&nbsp;zmax)
&nbsp;<BR>	zmax&nbsp;=&nbsp;z;
&nbsp;<BR>
&nbsp;<BR>&nbsp;&nbsp;&nbsp;&nbsp;}
&nbsp;<BR>
&nbsp;<BR>&nbsp;&nbsp;&nbsp;&nbsp;this.xmax&nbsp;=&nbsp;xmax;
&nbsp;<BR>&nbsp;&nbsp;&nbsp;&nbsp;this.xmin&nbsp;=&nbsp;xmin;
&nbsp;<BR>&nbsp;&nbsp;&nbsp;&nbsp;this.ymax&nbsp;=&nbsp;ymax;
&nbsp;<BR>&nbsp;&nbsp;&nbsp;&nbsp;this.ymin&nbsp;=&nbsp;ymin;
&nbsp;<BR>&nbsp;&nbsp;&nbsp;&nbsp;this.zmax&nbsp;=&nbsp;zmax;
&nbsp;<BR>&nbsp;&nbsp;&nbsp;&nbsp;this.zmin&nbsp;=&nbsp;zmin;
&nbsp;<BR>
&nbsp;<BR>&nbsp;&nbsp;}
&nbsp;<BR>
&nbsp;<BR>}
&nbsp;<BR>
&nbsp;<BR>&nbsp;<BR>&nbsp;<BR>--&nbsp;<BR>※&nbsp;来源:·BBS&nbsp;水木清华站&nbsp;bbs.net.tsinghua.edu.cn·[FROM:&nbsp;162.105.18.102]&nbsp;&nbsp;<BR><CENTER><H1>BBS水木清华站∶精华区</H1></CENTER></BODY></HTML>

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