1 | /* |
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2 | Bullet Continuous Collision Detection and Physics Library |
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3 | Copyright (c) 2003-2006 Erwin Coumans http://continuousphysics.com/Bullet/ |
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4 | |
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5 | This software is provided 'as-is', without any express or implied warranty. |
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6 | In no event will the authors be held liable for any damages arising from the use of this software. |
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7 | Permission is granted to anyone to use this software for any purpose, |
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8 | including commercial applications, and to alter it and redistribute it freely, |
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9 | subject to the following restrictions: |
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10 | |
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11 | 1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required. |
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12 | 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software. |
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13 | 3. This notice may not be removed or altered from any source distribution. |
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14 | */ |
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15 | |
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16 | #include "LinearMath/btScalar.h" |
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17 | #include "SphereTriangleDetector.h" |
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18 | #include "BulletCollision/CollisionShapes/btTriangleShape.h" |
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19 | #include "BulletCollision/CollisionShapes/btSphereShape.h" |
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20 | |
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21 | |
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22 | SphereTriangleDetector::SphereTriangleDetector(btSphereShape* sphere,btTriangleShape* triangle,btScalar contactBreakingThreshold) |
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23 | :m_sphere(sphere), |
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24 | m_triangle(triangle), |
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25 | m_contactBreakingThreshold(contactBreakingThreshold) |
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26 | { |
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27 | |
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28 | } |
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29 | |
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30 | void SphereTriangleDetector::getClosestPoints(const ClosestPointInput& input,Result& output,class btIDebugDraw* debugDraw,bool swapResults) |
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31 | { |
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32 | |
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33 | (void)debugDraw; |
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34 | const btTransform& transformA = input.m_transformA; |
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35 | const btTransform& transformB = input.m_transformB; |
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36 | |
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37 | btVector3 point,normal; |
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38 | btScalar timeOfImpact = btScalar(1.); |
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39 | btScalar depth = btScalar(0.); |
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40 | // output.m_distance = btScalar(BT_LARGE_FLOAT); |
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41 | //move sphere into triangle space |
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42 | btTransform sphereInTr = transformB.inverseTimes(transformA); |
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43 | |
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44 | if (collide(sphereInTr.getOrigin(),point,normal,depth,timeOfImpact,m_contactBreakingThreshold)) |
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45 | { |
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46 | if (swapResults) |
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47 | { |
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48 | btVector3 normalOnB = transformB.getBasis()*normal; |
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49 | btVector3 normalOnA = -normalOnB; |
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50 | btVector3 pointOnA = transformB*point+normalOnB*depth; |
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51 | output.addContactPoint(normalOnA,pointOnA,depth); |
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52 | } else |
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53 | { |
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54 | output.addContactPoint(transformB.getBasis()*normal,transformB*point,depth); |
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55 | } |
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56 | } |
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57 | |
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58 | } |
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59 | |
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60 | #define MAX_OVERLAP btScalar(0.) |
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61 | |
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62 | |
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63 | |
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64 | // See also geometrictools.com |
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65 | // Basic idea: D = |p - (lo + t0*lv)| where t0 = lv . (p - lo) / lv . lv |
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66 | btScalar SegmentSqrDistance(const btVector3& from, const btVector3& to,const btVector3 &p, btVector3 &nearest); |
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67 | |
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68 | btScalar SegmentSqrDistance(const btVector3& from, const btVector3& to,const btVector3 &p, btVector3 &nearest) { |
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69 | btVector3 diff = p - from; |
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70 | btVector3 v = to - from; |
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71 | btScalar t = v.dot(diff); |
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72 | |
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73 | if (t > 0) { |
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74 | btScalar dotVV = v.dot(v); |
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75 | if (t < dotVV) { |
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76 | t /= dotVV; |
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77 | diff -= t*v; |
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78 | } else { |
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79 | t = 1; |
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80 | diff -= v; |
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81 | } |
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82 | } else |
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83 | t = 0; |
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84 | |
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85 | nearest = from + t*v; |
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86 | return diff.dot(diff); |
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87 | } |
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88 | |
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89 | bool SphereTriangleDetector::facecontains(const btVector3 &p,const btVector3* vertices,btVector3& normal) { |
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90 | btVector3 lp(p); |
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91 | btVector3 lnormal(normal); |
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92 | |
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93 | return pointInTriangle(vertices, lnormal, &lp); |
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94 | } |
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95 | |
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96 | ///combined discrete/continuous sphere-triangle |
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97 | bool SphereTriangleDetector::collide(const btVector3& sphereCenter,btVector3 &point, btVector3& resultNormal, btScalar& depth, btScalar &timeOfImpact, btScalar contactBreakingThreshold) |
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98 | { |
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99 | |
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100 | const btVector3* vertices = &m_triangle->getVertexPtr(0); |
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101 | const btVector3& c = sphereCenter; |
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102 | btScalar r = m_sphere->getRadius(); |
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103 | |
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104 | btVector3 delta (0,0,0); |
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105 | |
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106 | btVector3 normal = (vertices[1]-vertices[0]).cross(vertices[2]-vertices[0]); |
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107 | normal.normalize(); |
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108 | btVector3 p1ToCentre = c - vertices[0]; |
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109 | btScalar distanceFromPlane = p1ToCentre.dot(normal); |
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110 | |
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111 | if (distanceFromPlane < btScalar(0.)) |
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112 | { |
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113 | //triangle facing the other way |
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114 | |
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115 | distanceFromPlane *= btScalar(-1.); |
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116 | normal *= btScalar(-1.); |
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117 | } |
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118 | |
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119 | btScalar contactMargin = contactBreakingThreshold; |
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120 | bool isInsideContactPlane = distanceFromPlane < r + contactMargin; |
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121 | bool isInsideShellPlane = distanceFromPlane < r; |
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122 | |
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123 | btScalar deltaDotNormal = delta.dot(normal); |
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124 | if (!isInsideShellPlane && deltaDotNormal >= btScalar(0.0)) |
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125 | return false; |
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126 | |
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127 | // Check for contact / intersection |
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128 | bool hasContact = false; |
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129 | btVector3 contactPoint; |
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130 | if (isInsideContactPlane) { |
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131 | if (facecontains(c,vertices,normal)) { |
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132 | // Inside the contact wedge - touches a point on the shell plane |
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133 | hasContact = true; |
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134 | contactPoint = c - normal*distanceFromPlane; |
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135 | } else { |
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136 | // Could be inside one of the contact capsules |
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137 | btScalar contactCapsuleRadiusSqr = (r + contactMargin) * (r + contactMargin); |
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138 | btVector3 nearestOnEdge; |
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139 | for (int i = 0; i < m_triangle->getNumEdges(); i++) { |
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140 | |
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141 | btVector3 pa; |
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142 | btVector3 pb; |
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143 | |
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144 | m_triangle->getEdge(i,pa,pb); |
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145 | |
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146 | btScalar distanceSqr = SegmentSqrDistance(pa,pb,c, nearestOnEdge); |
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147 | if (distanceSqr < contactCapsuleRadiusSqr) { |
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148 | // Yep, we're inside a capsule |
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149 | hasContact = true; |
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150 | contactPoint = nearestOnEdge; |
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151 | } |
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152 | |
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153 | } |
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154 | } |
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155 | } |
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156 | |
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157 | if (hasContact) { |
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158 | btVector3 contactToCentre = c - contactPoint; |
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159 | btScalar distanceSqr = contactToCentre.length2(); |
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160 | if (distanceSqr < (r - MAX_OVERLAP)*(r - MAX_OVERLAP)) { |
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161 | btScalar distance = btSqrt(distanceSqr); |
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162 | resultNormal = contactToCentre; |
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163 | resultNormal.normalize(); |
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164 | point = contactPoint; |
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165 | depth = -(r-distance); |
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166 | return true; |
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167 | } |
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168 | |
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169 | if (delta.dot(contactToCentre) >= btScalar(0.0)) |
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170 | return false; |
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171 | |
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172 | // Moving towards the contact point -> collision |
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173 | point = contactPoint; |
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174 | timeOfImpact = btScalar(0.0); |
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175 | return true; |
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176 | } |
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177 | |
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178 | return false; |
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179 | } |
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180 | |
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181 | |
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182 | bool SphereTriangleDetector::pointInTriangle(const btVector3 vertices[], const btVector3 &normal, btVector3 *p ) |
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183 | { |
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184 | const btVector3* p1 = &vertices[0]; |
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185 | const btVector3* p2 = &vertices[1]; |
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186 | const btVector3* p3 = &vertices[2]; |
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187 | |
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188 | btVector3 edge1( *p2 - *p1 ); |
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189 | btVector3 edge2( *p3 - *p2 ); |
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190 | btVector3 edge3( *p1 - *p3 ); |
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191 | |
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192 | btVector3 p1_to_p( *p - *p1 ); |
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193 | btVector3 p2_to_p( *p - *p2 ); |
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194 | btVector3 p3_to_p( *p - *p3 ); |
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195 | |
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196 | btVector3 edge1_normal( edge1.cross(normal)); |
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197 | btVector3 edge2_normal( edge2.cross(normal)); |
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198 | btVector3 edge3_normal( edge3.cross(normal)); |
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199 | |
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200 | btScalar r1, r2, r3; |
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201 | r1 = edge1_normal.dot( p1_to_p ); |
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202 | r2 = edge2_normal.dot( p2_to_p ); |
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203 | r3 = edge3_normal.dot( p3_to_p ); |
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204 | if ( ( r1 > 0 && r2 > 0 && r3 > 0 ) || |
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205 | ( r1 <= 0 && r2 <= 0 && r3 <= 0 ) ) |
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206 | return true; |
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207 | return false; |
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208 | |
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209 | } |
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