- if (PointInTriangle( &point, facenormals[j], &vertex[Triangles[j].vertex[0]], &vertex[Triangles[j].vertex[1]], &vertex[Triangles[j].vertex[2]]))intersecting = 1;
- if (!intersecting)intersecting = sphere_line_intersection(&vertex[Triangles[j].vertex[0]],
- &vertex[Triangles[j].vertex[1]],
- p1, &radius);
- if (!intersecting)intersecting = sphere_line_intersection(&vertex[Triangles[j].vertex[1]],
- &vertex[Triangles[j].vertex[2]],
- p1, &radius);
- if (!intersecting)intersecting = sphere_line_intersection(&vertex[Triangles[j].vertex[0]],
- &vertex[Triangles[j].vertex[2]],
- p1, &radius);
+ if (PointInTriangle( &point, facenormals[j], &vertex[Triangles[j].vertex[0]], &vertex[Triangles[j].vertex[1]], &vertex[Triangles[j].vertex[2]]))
+ intersecting = 1;
+ if (!intersecting)
+ intersecting = sphere_line_intersection(&vertex[Triangles[j].vertex[0]], &vertex[Triangles[j].vertex[1]], p1, &radius);
+ if (!intersecting)
+ intersecting = sphere_line_intersection(&vertex[Triangles[j].vertex[1]], &vertex[Triangles[j].vertex[2]], p1, &radius);
+ if (!intersecting)
+ intersecting = sphere_line_intersection(&vertex[Triangles[j].vertex[0]], &vertex[Triangles[j].vertex[2]], p1, &radius);