1 | #ifndef GIM_TRI_COLLISION_H_INCLUDED |
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2 | #define GIM_TRI_COLLISION_H_INCLUDED |
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3 | |
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4 | /*! \file gim_tri_collision.h |
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5 | \author Francisco Len Nßjera |
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6 | */ |
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7 | /* |
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8 | ----------------------------------------------------------------------------- |
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9 | This source file is part of GIMPACT Library. |
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10 | |
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11 | For the latest info, see http://gimpact.sourceforge.net/ |
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12 | |
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13 | Copyright (c) 2006 Francisco Leon Najera. C.C. 80087371. |
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14 | email: projectileman@yahoo.com |
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15 | |
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16 | This library is free software; you can redistribute it and/or |
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17 | modify it under the terms of EITHER: |
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18 | (1) The GNU Lesser General Public License as published by the Free |
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19 | Software Foundation; either version 2.1 of the License, or (at |
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20 | your option) any later version. The text of the GNU Lesser |
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21 | General Public License is included with this library in the |
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22 | file GIMPACT-LICENSE-LGPL.TXT. |
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23 | (2) The BSD-style license that is included with this library in |
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24 | the file GIMPACT-LICENSE-BSD.TXT. |
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25 | (3) The zlib/libpng license that is included with this library in |
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26 | the file GIMPACT-LICENSE-ZLIB.TXT. |
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27 | |
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28 | This library is distributed in the hope that it will be useful, |
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29 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
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30 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the files |
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31 | GIMPACT-LICENSE-LGPL.TXT, GIMPACT-LICENSE-ZLIB.TXT and GIMPACT-LICENSE-BSD.TXT for more details. |
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32 | |
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33 | ----------------------------------------------------------------------------- |
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34 | */ |
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35 | |
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36 | #include "gim_box_collision.h" |
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37 | #include "gim_clip_polygon.h" |
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38 | |
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39 | |
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40 | |
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41 | |
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42 | #define MAX_TRI_CLIPPING 16 |
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43 | |
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44 | //! Structure for collision |
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45 | struct GIM_TRIANGLE_CONTACT_DATA |
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46 | { |
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47 | GREAL m_penetration_depth; |
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48 | GUINT m_point_count; |
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49 | btVector4 m_separating_normal; |
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50 | btVector3 m_points[MAX_TRI_CLIPPING]; |
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51 | |
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52 | SIMD_FORCE_INLINE void copy_from(const GIM_TRIANGLE_CONTACT_DATA& other) |
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53 | { |
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54 | m_penetration_depth = other.m_penetration_depth; |
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55 | m_separating_normal = other.m_separating_normal; |
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56 | m_point_count = other.m_point_count; |
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57 | GUINT i = m_point_count; |
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58 | while(i--) |
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59 | { |
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60 | m_points[i] = other.m_points[i]; |
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61 | } |
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62 | } |
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63 | |
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64 | GIM_TRIANGLE_CONTACT_DATA() |
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65 | { |
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66 | } |
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67 | |
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68 | GIM_TRIANGLE_CONTACT_DATA(const GIM_TRIANGLE_CONTACT_DATA& other) |
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69 | { |
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70 | copy_from(other); |
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71 | } |
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72 | |
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73 | |
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74 | |
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75 | |
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76 | //! classify points that are closer |
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77 | template<typename DISTANCE_FUNC,typename CLASS_PLANE> |
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78 | SIMD_FORCE_INLINE void mergepoints_generic(const CLASS_PLANE & plane, |
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79 | GREAL margin, const btVector3 * points, GUINT point_count, DISTANCE_FUNC distance_func) |
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80 | { |
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81 | m_point_count = 0; |
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82 | m_penetration_depth= -1000.0f; |
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83 | |
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84 | GUINT point_indices[MAX_TRI_CLIPPING]; |
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85 | |
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86 | GUINT _k; |
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87 | |
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88 | for(_k=0;_k<point_count;_k++) |
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89 | { |
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90 | GREAL _dist = -distance_func(plane,points[_k]) + margin; |
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91 | |
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92 | if(_dist>=0.0f) |
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93 | { |
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94 | if(_dist>m_penetration_depth) |
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95 | { |
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96 | m_penetration_depth = _dist; |
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97 | point_indices[0] = _k; |
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98 | m_point_count=1; |
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99 | } |
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100 | else if((_dist+G_EPSILON)>=m_penetration_depth) |
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101 | { |
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102 | point_indices[m_point_count] = _k; |
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103 | m_point_count++; |
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104 | } |
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105 | } |
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106 | } |
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107 | |
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108 | for( _k=0;_k<m_point_count;_k++) |
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109 | { |
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110 | m_points[_k] = points[point_indices[_k]]; |
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111 | } |
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112 | } |
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113 | |
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114 | //! classify points that are closer |
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115 | SIMD_FORCE_INLINE void merge_points(const btVector4 & plane, GREAL margin, |
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116 | const btVector3 * points, GUINT point_count) |
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117 | { |
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118 | m_separating_normal = plane; |
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119 | mergepoints_generic(plane, margin, points, point_count, DISTANCE_PLANE_3D_FUNC()); |
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120 | } |
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121 | }; |
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122 | |
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123 | |
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124 | //! Class for colliding triangles |
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125 | class GIM_TRIANGLE |
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126 | { |
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127 | public: |
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128 | btScalar m_margin; |
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129 | btVector3 m_vertices[3]; |
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130 | |
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131 | GIM_TRIANGLE():m_margin(0.1f) |
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132 | { |
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133 | } |
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134 | |
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135 | SIMD_FORCE_INLINE GIM_AABB get_box() const |
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136 | { |
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137 | return GIM_AABB(m_vertices[0],m_vertices[1],m_vertices[2],m_margin); |
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138 | } |
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139 | |
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140 | SIMD_FORCE_INLINE void get_normal(btVector3 &normal) const |
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141 | { |
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142 | TRIANGLE_NORMAL(m_vertices[0],m_vertices[1],m_vertices[2],normal); |
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143 | } |
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144 | |
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145 | SIMD_FORCE_INLINE void get_plane(btVector4 &plane) const |
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146 | { |
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147 | TRIANGLE_PLANE(m_vertices[0],m_vertices[1],m_vertices[2],plane);; |
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148 | } |
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149 | |
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150 | SIMD_FORCE_INLINE void apply_transform(const btTransform & trans) |
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151 | { |
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152 | m_vertices[0] = trans(m_vertices[0]); |
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153 | m_vertices[1] = trans(m_vertices[1]); |
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154 | m_vertices[2] = trans(m_vertices[2]); |
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155 | } |
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156 | |
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157 | SIMD_FORCE_INLINE void get_edge_plane(GUINT edge_index,const btVector3 &triangle_normal,btVector4 &plane) const |
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158 | { |
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159 | const btVector3 & e0 = m_vertices[edge_index]; |
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160 | const btVector3 & e1 = m_vertices[(edge_index+1)%3]; |
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161 | EDGE_PLANE(e0,e1,triangle_normal,plane); |
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162 | } |
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163 | |
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164 | //! Gets the relative transformation of this triangle |
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165 | /*! |
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166 | The transformation is oriented to the triangle normal , and aligned to the 1st edge of this triangle. The position corresponds to vertice 0: |
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167 | - triangle normal corresponds to Z axis. |
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168 | - 1st normalized edge corresponds to X axis, |
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169 | |
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170 | */ |
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171 | SIMD_FORCE_INLINE void get_triangle_transform(btTransform & triangle_transform) const |
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172 | { |
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173 | btMatrix3x3 & matrix = triangle_transform.getBasis(); |
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174 | |
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175 | btVector3 zaxis; |
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176 | get_normal(zaxis); |
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177 | MAT_SET_Z(matrix,zaxis); |
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178 | |
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179 | btVector3 xaxis = m_vertices[1] - m_vertices[0]; |
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180 | VEC_NORMALIZE(xaxis); |
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181 | MAT_SET_X(matrix,xaxis); |
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182 | |
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183 | //y axis |
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184 | xaxis = zaxis.cross(xaxis); |
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185 | MAT_SET_Y(matrix,xaxis); |
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186 | |
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187 | triangle_transform.setOrigin(m_vertices[0]); |
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188 | } |
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189 | |
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190 | |
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191 | //! Test triangles by finding separating axis |
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192 | /*! |
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193 | \param other Triangle for collide |
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194 | \param contact_data Structure for holding contact points, normal and penetration depth; The normal is pointing toward this triangle from the other triangle |
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195 | */ |
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196 | bool collide_triangle_hard_test( |
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197 | const GIM_TRIANGLE & other, |
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198 | GIM_TRIANGLE_CONTACT_DATA & contact_data) const; |
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199 | |
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200 | //! Test boxes before doing hard test |
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201 | /*! |
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202 | \param other Triangle for collide |
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203 | \param contact_data Structure for holding contact points, normal and penetration depth; The normal is pointing toward this triangle from the other triangle |
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204 | \ |
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205 | */ |
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206 | SIMD_FORCE_INLINE bool collide_triangle( |
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207 | const GIM_TRIANGLE & other, |
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208 | GIM_TRIANGLE_CONTACT_DATA & contact_data) const |
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209 | { |
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210 | //test box collisioin |
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211 | GIM_AABB boxu(m_vertices[0],m_vertices[1],m_vertices[2],m_margin); |
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212 | GIM_AABB boxv(other.m_vertices[0],other.m_vertices[1],other.m_vertices[2],other.m_margin); |
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213 | if(!boxu.has_collision(boxv)) return false; |
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214 | |
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215 | //do hard test |
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216 | return collide_triangle_hard_test(other,contact_data); |
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217 | } |
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218 | |
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219 | /*! |
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220 | |
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221 | Solve the System for u,v parameters: |
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222 | |
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223 | u*axe1[i1] + v*axe2[i1] = vecproj[i1] |
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224 | u*axe1[i2] + v*axe2[i2] = vecproj[i2] |
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225 | |
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226 | sustitute: |
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227 | v = (vecproj[i2] - u*axe1[i2])/axe2[i2] |
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228 | |
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229 | then the first equation in terms of 'u': |
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230 | |
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231 | --> u*axe1[i1] + ((vecproj[i2] - u*axe1[i2])/axe2[i2])*axe2[i1] = vecproj[i1] |
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232 | |
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233 | --> u*axe1[i1] + vecproj[i2]*axe2[i1]/axe2[i2] - u*axe1[i2]*axe2[i1]/axe2[i2] = vecproj[i1] |
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234 | |
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235 | --> u*(axe1[i1] - axe1[i2]*axe2[i1]/axe2[i2]) = vecproj[i1] - vecproj[i2]*axe2[i1]/axe2[i2] |
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236 | |
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237 | --> u*((axe1[i1]*axe2[i2] - axe1[i2]*axe2[i1])/axe2[i2]) = (vecproj[i1]*axe2[i2] - vecproj[i2]*axe2[i1])/axe2[i2] |
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238 | |
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239 | --> u*(axe1[i1]*axe2[i2] - axe1[i2]*axe2[i1]) = vecproj[i1]*axe2[i2] - vecproj[i2]*axe2[i1] |
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240 | |
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241 | --> u = (vecproj[i1]*axe2[i2] - vecproj[i2]*axe2[i1]) /(axe1[i1]*axe2[i2] - axe1[i2]*axe2[i1]) |
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242 | |
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243 | if 0.0<= u+v <=1.0 then they are inside of triangle |
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244 | |
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245 | \return false if the point is outside of triangle.This function doesn't take the margin |
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246 | */ |
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247 | SIMD_FORCE_INLINE bool get_uv_parameters( |
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248 | const btVector3 & point, |
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249 | const btVector3 & tri_plane, |
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250 | GREAL & u, GREAL & v) const |
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251 | { |
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252 | btVector3 _axe1 = m_vertices[1]-m_vertices[0]; |
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253 | btVector3 _axe2 = m_vertices[2]-m_vertices[0]; |
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254 | btVector3 _vecproj = point - m_vertices[0]; |
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255 | GUINT _i1 = (tri_plane.closestAxis()+1)%3; |
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256 | GUINT _i2 = (_i1+1)%3; |
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257 | if(btFabs(_axe2[_i2])<G_EPSILON) |
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258 | { |
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259 | u = (_vecproj[_i2]*_axe2[_i1] - _vecproj[_i1]*_axe2[_i2]) /(_axe1[_i2]*_axe2[_i1] - _axe1[_i1]*_axe2[_i2]); |
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260 | v = (_vecproj[_i1] - u*_axe1[_i1])/_axe2[_i1]; |
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261 | } |
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262 | else |
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263 | { |
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264 | u = (_vecproj[_i1]*_axe2[_i2] - _vecproj[_i2]*_axe2[_i1]) /(_axe1[_i1]*_axe2[_i2] - _axe1[_i2]*_axe2[_i1]); |
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265 | v = (_vecproj[_i2] - u*_axe1[_i2])/_axe2[_i2]; |
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266 | } |
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267 | |
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268 | if(u<-G_EPSILON) |
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269 | { |
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270 | return false; |
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271 | } |
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272 | else if(v<-G_EPSILON) |
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273 | { |
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274 | return false; |
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275 | } |
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276 | else |
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277 | { |
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278 | float sumuv; |
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279 | sumuv = u+v; |
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280 | if(sumuv<-G_EPSILON) |
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281 | { |
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282 | return false; |
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283 | } |
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284 | else if(sumuv-1.0f>G_EPSILON) |
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285 | { |
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286 | return false; |
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287 | } |
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288 | } |
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289 | return true; |
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290 | } |
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291 | |
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292 | //! is point in triangle beam? |
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293 | /*! |
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294 | Test if point is in triangle, with m_margin tolerance |
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295 | */ |
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296 | SIMD_FORCE_INLINE bool is_point_inside(const btVector3 & point, const btVector3 & tri_normal) const |
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297 | { |
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298 | //Test with edge 0 |
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299 | btVector4 edge_plane; |
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300 | this->get_edge_plane(0,tri_normal,edge_plane); |
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301 | GREAL dist = DISTANCE_PLANE_POINT(edge_plane,point); |
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302 | if(dist-m_margin>0.0f) return false; // outside plane |
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303 | |
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304 | this->get_edge_plane(1,tri_normal,edge_plane); |
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305 | dist = DISTANCE_PLANE_POINT(edge_plane,point); |
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306 | if(dist-m_margin>0.0f) return false; // outside plane |
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307 | |
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308 | this->get_edge_plane(2,tri_normal,edge_plane); |
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309 | dist = DISTANCE_PLANE_POINT(edge_plane,point); |
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310 | if(dist-m_margin>0.0f) return false; // outside plane |
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311 | return true; |
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312 | } |
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313 | |
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314 | |
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315 | //! Bidireccional ray collision |
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316 | SIMD_FORCE_INLINE bool ray_collision( |
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317 | const btVector3 & vPoint, |
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318 | const btVector3 & vDir, btVector3 & pout, btVector3 & triangle_normal, |
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319 | GREAL & tparam, GREAL tmax = G_REAL_INFINITY) |
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320 | { |
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321 | btVector4 faceplane; |
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322 | { |
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323 | btVector3 dif1 = m_vertices[1] - m_vertices[0]; |
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324 | btVector3 dif2 = m_vertices[2] - m_vertices[0]; |
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325 | VEC_CROSS(faceplane,dif1,dif2); |
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326 | faceplane[3] = m_vertices[0].dot(faceplane); |
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327 | } |
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328 | |
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329 | GUINT res = LINE_PLANE_COLLISION(faceplane,vDir,vPoint,pout,tparam, btScalar(0), tmax); |
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330 | if(res == 0) return false; |
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331 | if(! is_point_inside(pout,faceplane)) return false; |
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332 | |
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333 | if(res==2) //invert normal |
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334 | { |
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335 | triangle_normal.setValue(-faceplane[0],-faceplane[1],-faceplane[2]); |
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336 | } |
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337 | else |
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338 | { |
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339 | triangle_normal.setValue(faceplane[0],faceplane[1],faceplane[2]); |
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340 | } |
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341 | |
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342 | VEC_NORMALIZE(triangle_normal); |
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343 | |
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344 | return true; |
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345 | } |
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346 | |
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347 | |
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348 | //! one direccion ray collision |
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349 | SIMD_FORCE_INLINE bool ray_collision_front_side( |
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350 | const btVector3 & vPoint, |
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351 | const btVector3 & vDir, btVector3 & pout, btVector3 & triangle_normal, |
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352 | GREAL & tparam, GREAL tmax = G_REAL_INFINITY) |
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353 | { |
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354 | btVector4 faceplane; |
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355 | { |
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356 | btVector3 dif1 = m_vertices[1] - m_vertices[0]; |
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357 | btVector3 dif2 = m_vertices[2] - m_vertices[0]; |
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358 | VEC_CROSS(faceplane,dif1,dif2); |
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359 | faceplane[3] = m_vertices[0].dot(faceplane); |
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360 | } |
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361 | |
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362 | GUINT res = LINE_PLANE_COLLISION(faceplane,vDir,vPoint,pout,tparam, btScalar(0), tmax); |
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363 | if(res != 1) return false; |
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364 | |
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365 | if(!is_point_inside(pout,faceplane)) return false; |
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366 | |
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367 | triangle_normal.setValue(faceplane[0],faceplane[1],faceplane[2]); |
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368 | |
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369 | VEC_NORMALIZE(triangle_normal); |
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370 | |
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371 | return true; |
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372 | } |
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373 | |
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374 | }; |
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375 | |
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376 | |
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377 | |
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378 | |
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379 | #endif // GIM_TRI_COLLISION_H_INCLUDED |
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