[2431] | 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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