1 | /************************************************************************* |
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2 | * * |
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3 | * Open Dynamics Engine, Copyright (C) 2001-2003 Russell L. Smith. * |
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4 | * All rights reserved. Email: russ@q12.org Web: www.q12.org * |
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5 | * * |
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6 | * This library is free software; you can redistribute it and/or * |
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7 | * modify it under the terms of EITHER: * |
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8 | * (1) The GNU Lesser General Public License as published by the Free * |
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9 | * Software Foundation; either version 2.1 of the License, or (at * |
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10 | * your option) any later version. The text of the GNU Lesser * |
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11 | * General Public License is included with this library in the * |
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12 | * file LICENSE.TXT. * |
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13 | * (2) The BSD-style license that is included with this library in * |
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14 | * the file LICENSE-BSD.TXT. * |
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15 | * * |
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16 | * This library is distributed in the hope that it will be useful, * |
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17 | * but WITHOUT ANY WARRANTY; without even the implied warranty of * |
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18 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the files * |
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19 | * LICENSE.TXT and LICENSE-BSD.TXT for more details. * |
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20 | * * |
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21 | *************************************************************************/ |
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22 | |
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23 | // TriMesh code by Erwin de Vries. |
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24 | |
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25 | #include <ode/collision.h> |
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26 | #include <ode/matrix.h> |
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27 | #include <ode/rotation.h> |
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28 | #include <ode/odemath.h> |
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29 | |
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30 | #if dTRIMESH_ENABLED |
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31 | |
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32 | #include "collision_util.h" |
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33 | |
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34 | #define TRIMESH_INTERNAL |
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35 | #include "collision_trimesh_internal.h" |
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36 | |
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37 | #if dTRIMESH_OPCODE |
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38 | int dCollideRTL(dxGeom* g1, dxGeom* RayGeom, int Flags, dContactGeom* Contacts, int Stride){ |
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39 | dIASSERT (Stride >= (int)sizeof(dContactGeom)); |
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40 | dIASSERT (g1->type == dTriMeshClass); |
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41 | dIASSERT (RayGeom->type == dRayClass); |
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42 | dIASSERT ((Flags & NUMC_MASK) >= 1); |
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43 | |
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44 | dxTriMesh* TriMesh = (dxTriMesh*)g1; |
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45 | |
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46 | const dVector3& TLPosition = *(const dVector3*)dGeomGetPosition(TriMesh); |
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47 | const dMatrix3& TLRotation = *(const dMatrix3*)dGeomGetRotation(TriMesh); |
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48 | |
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49 | RayCollider& Collider = TriMesh->_RayCollider; |
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50 | |
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51 | dReal Length = dGeomRayGetLength(RayGeom); |
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52 | |
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53 | int FirstContact, BackfaceCull; |
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54 | dGeomRayGetParams(RayGeom, &FirstContact, &BackfaceCull); |
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55 | int ClosestHit = dGeomRayGetClosestHit(RayGeom); |
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56 | |
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57 | Collider.SetFirstContact(FirstContact != 0); |
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58 | Collider.SetClosestHit(ClosestHit != 0); |
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59 | Collider.SetCulling(BackfaceCull != 0); |
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60 | Collider.SetMaxDist(Length); |
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61 | |
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62 | dVector3 Origin, Direction; |
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63 | dGeomRayGet(RayGeom, Origin, Direction); |
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64 | |
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65 | /* Make Ray */ |
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66 | Ray WorldRay; |
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67 | WorldRay.mOrig.x = Origin[0]; |
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68 | WorldRay.mOrig.y = Origin[1]; |
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69 | WorldRay.mOrig.z = Origin[2]; |
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70 | WorldRay.mDir.x = Direction[0]; |
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71 | WorldRay.mDir.y = Direction[1]; |
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72 | WorldRay.mDir.z = Direction[2]; |
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73 | |
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74 | /* Intersect */ |
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75 | Matrix4x4 amatrix; |
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76 | int TriCount = 0; |
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77 | if (Collider.Collide(WorldRay, TriMesh->Data->BVTree, &MakeMatrix(TLPosition, TLRotation, amatrix))) { |
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78 | TriCount = TriMesh->Faces.GetNbFaces(); |
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79 | } |
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80 | |
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81 | if (TriCount == 0) { |
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82 | return 0; |
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83 | } |
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84 | |
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85 | const CollisionFace* Faces = TriMesh->Faces.GetFaces(); |
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86 | |
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87 | int OutTriCount = 0; |
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88 | for (int i = 0; i < TriCount; i++) { |
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89 | if (TriMesh->RayCallback == null || |
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90 | TriMesh->RayCallback(TriMesh, RayGeom, Faces[i].mFaceID, |
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91 | Faces[i].mU, Faces[i].mV)) { |
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92 | const int& TriIndex = Faces[i].mFaceID; |
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93 | if (!Callback(TriMesh, RayGeom, TriIndex)) { |
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94 | continue; |
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95 | } |
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96 | |
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97 | dContactGeom* Contact = SAFECONTACT(Flags, Contacts, OutTriCount, Stride); |
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98 | |
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99 | dVector3 dv[3]; |
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100 | FetchTriangle(TriMesh, TriIndex, TLPosition, TLRotation, dv); |
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101 | |
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102 | // No sense to save on single type conversion in algorithm of this size. |
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103 | // If there would be a custom typedef for distance type it could be used |
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104 | // instead of dReal. However using float directly is the loss of abstraction |
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105 | // and possible loss of precision in future. |
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106 | /*float*/ dReal T = Faces[i].mDistance; |
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107 | Contact->pos[0] = Origin[0] + (Direction[0] * T); |
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108 | Contact->pos[1] = Origin[1] + (Direction[1] * T); |
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109 | Contact->pos[2] = Origin[2] + (Direction[2] * T); |
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110 | Contact->pos[3] = REAL(0.0); |
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111 | |
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112 | dVector3 vu; |
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113 | vu[0] = dv[1][0] - dv[0][0]; |
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114 | vu[1] = dv[1][1] - dv[0][1]; |
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115 | vu[2] = dv[1][2] - dv[0][2]; |
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116 | vu[3] = REAL(0.0); |
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117 | |
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118 | dVector3 vv; |
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119 | vv[0] = dv[2][0] - dv[0][0]; |
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120 | vv[1] = dv[2][1] - dv[0][1]; |
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121 | vv[2] = dv[2][2] - dv[0][2]; |
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122 | vv[3] = REAL(0.0); |
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123 | |
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124 | dCROSS(Contact->normal, =, vv, vu); // Reversed |
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125 | |
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126 | dNormalize3(Contact->normal); |
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127 | |
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128 | Contact->depth = T; |
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129 | Contact->g1 = TriMesh; |
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130 | Contact->g2 = RayGeom; |
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131 | |
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132 | OutTriCount++; |
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133 | |
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134 | // Putting "break" at the end of loop prevents unnecessary checks on first pass and "continue" |
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135 | if (OutTriCount >= (Flags & NUMC_MASK)) { |
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136 | break; |
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137 | } |
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138 | } |
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139 | } |
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140 | return OutTriCount; |
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141 | } |
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142 | #endif // dTRIMESH_OPCODE |
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143 | |
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144 | #if dTRIMESH_GIMPACT |
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145 | int dCollideRTL(dxGeom* g1, dxGeom* RayGeom, int Flags, dContactGeom* Contacts, int Stride) |
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146 | { |
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147 | dIASSERT (Stride >= (int)sizeof(dContactGeom)); |
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148 | dIASSERT (g1->type == dTriMeshClass); |
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149 | dIASSERT (RayGeom->type == dRayClass); |
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150 | dIASSERT ((Flags & NUMC_MASK) >= 1); |
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151 | |
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152 | dxTriMesh* TriMesh = (dxTriMesh*)g1; |
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153 | |
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154 | dReal Length = dGeomRayGetLength(RayGeom); |
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155 | int FirstContact, BackfaceCull; |
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156 | dGeomRayGetParams(RayGeom, &FirstContact, &BackfaceCull); |
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157 | int ClosestHit = dGeomRayGetClosestHit(RayGeom); |
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158 | dVector3 Origin, Direction; |
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159 | dGeomRayGet(RayGeom, Origin, Direction); |
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160 | |
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161 | char intersect=0; |
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162 | GIM_TRIANGLE_RAY_CONTACT_DATA contact_data; |
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163 | |
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164 | if(ClosestHit) |
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165 | { |
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166 | intersect = gim_trimesh_ray_closest_collision(&TriMesh->m_collision_trimesh,Origin,Direction,Length,&contact_data); |
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167 | } |
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168 | else |
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169 | { |
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170 | intersect = gim_trimesh_ray_collision(&TriMesh->m_collision_trimesh,Origin,Direction,Length,&contact_data); |
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171 | } |
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172 | |
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173 | if(intersect == 0) |
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174 | { |
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175 | return 0; |
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176 | } |
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177 | |
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178 | int OutTriCount = 0; |
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179 | |
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180 | if(!TriMesh->RayCallback || |
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181 | TriMesh->RayCallback(TriMesh, RayGeom, contact_data.m_face_id, contact_data.u , contact_data.v)) |
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182 | { |
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183 | dContactGeom* Contact = SAFECONTACT(Flags, Contacts, (OutTriCount-1), Stride); |
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184 | VEC_COPY(Contact->pos,contact_data.m_point); |
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185 | VEC_COPY(Contact->normal,contact_data.m_normal); |
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186 | Contact->depth = contact_data.tparam; |
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187 | Contact->g1 = TriMesh; |
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188 | Contact->g2 = RayGeom; |
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189 | |
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190 | OutTriCount = 1; |
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191 | } |
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192 | |
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193 | return OutTriCount; |
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194 | } |
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195 | #endif // dTRIMESH_GIMPACT |
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196 | |
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197 | #endif // dTRIMESH_ENABLED |
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198 | |
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