GUD improvements
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126
src/source/ode/collision_trimesh_ray.cpp
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126
src/source/ode/collision_trimesh_ray.cpp
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/*************************************************************************
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* *
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* Open Dynamics Engine, Copyright (C) 2001-2003 Russell L. Smith. *
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* All rights reserved. Email: russ@q12.org Web: www.q12.org *
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* *
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* This library is free software; you can redistribute it and/or *
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* modify it under the terms of EITHER: *
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* (1) The GNU Lesser General Public License as published by the Free *
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* Software Foundation; either version 2.1 of the License, or (at *
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* your option) any later version. The text of the GNU Lesser *
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* General Public License is included with this library in the *
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* file LICENSE.TXT. *
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* (2) The BSD-style license that is included with this library in *
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* the file LICENSE-BSD.TXT. *
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* *
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* This library is distributed in the hope that it will be useful, *
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* but WITHOUT ANY WARRANTY; without even the implied warranty of *
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the files *
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* LICENSE.TXT and LICENSE-BSD.TXT for more details. *
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* *
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*************************************************************************/
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// TriMesh code by Erwin de Vries.
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#include <ode/collision.h>
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#include <ode/matrix.h>
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#include <ode/rotation.h>
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#include <ode/odemath.h>
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#include "collision_util.h"
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#define TRIMESH_INTERNAL
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#include "collision_trimesh_internal.h"
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int dCollideRTL(dxGeom* g1, dxGeom* RayGeom, int Flags, dContactGeom* Contacts, int Stride){
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dxTriMesh* TriMesh = (dxTriMesh*)g1;
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const dVector3& TLPosition = *(const dVector3*)dGeomGetPosition(TriMesh);
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const dMatrix3& TLRotation = *(const dMatrix3*)dGeomGetRotation(TriMesh);
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RayCollider& Collider = TriMesh->_RayCollider;
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dReal Length = dGeomRayGetLength(RayGeom);
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int FirstContact, BackfaceCull;
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dGeomRayGetParams(RayGeom, &FirstContact, &BackfaceCull);
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int ClosestHit = dGeomRayGetClosestHit(RayGeom);
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Collider.SetFirstContact(FirstContact != 0);
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Collider.SetClosestHit(ClosestHit != 0);
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Collider.SetCulling(BackfaceCull != 0);
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Collider.SetMaxDist(Length);
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dVector3 Origin, Direction;
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dGeomRayGet(RayGeom, Origin, Direction);
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/* Make Ray */
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Ray WorldRay;
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WorldRay.mOrig.x = Origin[0];
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WorldRay.mOrig.y = Origin[1];
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WorldRay.mOrig.z = Origin[2];
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WorldRay.mDir.x = Direction[0];
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WorldRay.mDir.y = Direction[1];
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WorldRay.mDir.z = Direction[2];
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/* Intersect */
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Matrix4x4 amatrix;
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int TriCount = 0;
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if (Collider.Collide(WorldRay, TriMesh->Data->BVTree, &MakeMatrix(TLPosition, TLRotation, amatrix))) {
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TriCount = TriMesh->Faces.GetNbFaces();
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}
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if (TriCount == 0) {
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return 0;
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}
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const CollisionFace* Faces = TriMesh->Faces.GetFaces();
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int OutTriCount = 0;
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for (int i = 0; i < TriCount; i++) {
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if (OutTriCount == (Flags & 0xffff)) {
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break;
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}
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if (TriMesh->RayCallback == null ||
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TriMesh->RayCallback(TriMesh, RayGeom, Faces[i].mFaceID,
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Faces[i].mU, Faces[i].mV)) {
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const int& TriIndex = Faces[i].mFaceID;
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if (!Callback(TriMesh, RayGeom, TriIndex)) {
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continue;
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}
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dContactGeom* Contact = SAFECONTACT(Flags, Contacts, OutTriCount, Stride);
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dVector3 dv[3];
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FetchTriangle(TriMesh, TriIndex, TLPosition, TLRotation, dv);
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float T = Faces[i].mDistance;
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Contact->pos[0] = Origin[0] + (Direction[0] * T);
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Contact->pos[1] = Origin[1] + (Direction[1] * T);
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Contact->pos[2] = Origin[2] + (Direction[2] * T);
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Contact->pos[3] = REAL(0.0);
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dVector3 vu;
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vu[0] = dv[1][0] - dv[0][0];
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vu[1] = dv[1][1] - dv[0][1];
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vu[2] = dv[1][2] - dv[0][2];
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vu[3] = REAL(0.0);
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dVector3 vv;
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vv[0] = dv[2][0] - dv[0][0];
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vv[1] = dv[2][1] - dv[0][1];
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vv[2] = dv[2][2] - dv[0][2];
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vv[3] = REAL(0.0);
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dCROSS(Contact->normal, =, vv, vu); // Reversed
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dNormalize3(Contact->normal);
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Contact->depth = T;
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Contact->g1 = TriMesh;
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Contact->g2 = RayGeom;
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OutTriCount++;
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}
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}
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return OutTriCount;
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}
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