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/********************************************************************************
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2015-02-15 20:56:45 +00:00
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* ReactPhysics3D physics library, http://www.reactphysics3d.com *
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2016-04-11 18:15:20 +00:00
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* Copyright (c) 2010-2016 Daniel Chappuis *
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*********************************************************************************
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* *
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* This software is provided 'as-is', without any express or implied warranty. *
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* In no event will the authors be held liable for any damages arising from the *
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* use of this software. *
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* *
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* Permission is granted to anyone to use this software for any purpose, *
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* including commercial applications, and to alter it and redistribute it *
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* freely, subject to the following restrictions: *
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* *
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* 1. The origin of this software must not be misrepresented; you must not claim *
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* that you wrote the original software. If you use this software in a *
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* product, an acknowledgment in the product documentation would be *
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* appreciated but is not required. *
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* *
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* 2. Altered source versions must be plainly marked as such, and must not be *
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* misrepresented as being the original software. *
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* *
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* 3. This notice may not be removed or altered from any source distribution. *
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* *
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********************************************************************************/
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#ifndef REACTPHYSICS3D_CONVEX_MESH_SHAPE_H
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#define REACTPHYSICS3D_CONVEX_MESH_SHAPE_H
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// Libraries
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#include "ConvexPolyhedronShape.h"
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#include "engine/CollisionWorld.h"
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#include "mathematics/mathematics.h"
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#include "collision/TriangleMesh.h"
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#include "collision/PolyhedronMesh.h"
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#include "collision/narrowphase/GJK/GJKAlgorithm.h"
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#include <vector>
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#include <set>
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#include <map>
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/// ReactPhysics3D namespace
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namespace reactphysics3d {
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2014-08-01 10:36:32 +00:00
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// Declaration
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class CollisionWorld;
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2013-07-15 17:10:30 +00:00
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// Class ConvexMeshShape
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/**
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* This class represents a convex mesh shape. In order to create a convex mesh shape, you
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* need to indicate the local-space position of the mesh vertices. The center of mass
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* of the shape will be at the origin of the local-space geometry that you use to create
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* the mesh.
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*/
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class ConvexMeshShape : public ConvexPolyhedronShape {
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protected :
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// -------------------- Attributes -------------------- //
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/// Polyhedron structure of the mesh
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PolyhedronMesh* mPolyhedronMesh;
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/// Mesh minimum bounds in the three local x, y and z directions
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Vector3 mMinBounds;
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/// Mesh maximum bounds in the three local x, y and z directions
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Vector3 mMaxBounds;
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// -------------------- Methods -------------------- //
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/// Recompute the bounds of the mesh
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void recalculateBounds();
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/// Return a local support point in a given direction without the object margin.
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virtual Vector3 getLocalSupportPointWithoutMargin(const Vector3& direction) const override;
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/// Return true if a point is inside the collision shape
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virtual bool testPointInside(const Vector3& localPoint, ProxyShape* proxyShape) const override;
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/// Raycast method with feedback information
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virtual bool raycast(const Ray& ray, RaycastInfo& raycastInfo, ProxyShape* proxyShape) const override;
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/// Return the number of bytes used by the collision shape
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virtual size_t getSizeInBytes() const override;
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public :
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// -------------------- Methods -------------------- //
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/// Constructor
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ConvexMeshShape(PolyhedronMesh* polyhedronMesh);
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/// Destructor
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virtual ~ConvexMeshShape() override = default;
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/// Deleted copy-constructor
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ConvexMeshShape(const ConvexMeshShape& shape) = delete;
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/// Deleted assignment operator
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ConvexMeshShape& operator=(const ConvexMeshShape& shape) = delete;
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/// Set the scaling vector of the collision shape
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virtual void setLocalScaling(const Vector3& scaling) override;
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/// Return the local bounds of the shape in x, y and z directions
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virtual void getLocalBounds(Vector3& min, Vector3& max) const override;
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/// Return the local inertia tensor of the collision shape.
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virtual void computeLocalInertiaTensor(Matrix3x3& tensor, decimal mass) const override;
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/// Return the number of faces of the polyhedron
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virtual uint getNbFaces() const override;
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/// Return a given face of the polyhedron
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virtual HalfEdgeStructure::Face getFace(uint faceIndex) const override;
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/// Return the number of vertices of the polyhedron
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virtual uint getNbVertices() const override;
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/// Return a given vertex of the polyhedron
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virtual HalfEdgeStructure::Vertex getVertex(uint vertexIndex) const override;
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/// Return the number of half-edges of the polyhedron
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virtual uint getNbHalfEdges() const override;
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/// Return a given half-edge of the polyhedron
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virtual HalfEdgeStructure::Edge getHalfEdge(uint edgeIndex) const override;
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/// Return the position of a given vertex
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virtual Vector3 getVertexPosition(uint vertexIndex) const override;
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/// Return the normal vector of a given face of the polyhedron
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virtual Vector3 getFaceNormal(uint faceIndex) const override;
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/// Return the centroid of the polyhedron
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virtual Vector3 getCentroid() const override;
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};
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/// Set the scaling vector of the collision shape
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inline void ConvexMeshShape::setLocalScaling(const Vector3& scaling) {
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ConvexShape::setLocalScaling(scaling);
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recalculateBounds();
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}
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// Return the number of bytes used by the collision shape
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inline size_t ConvexMeshShape::getSizeInBytes() const {
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return sizeof(ConvexMeshShape);
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}
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// Return the local bounds of the shape in x, y and z directions
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/**
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* @param min The minimum bounds of the shape in local-space coordinates
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* @param max The maximum bounds of the shape in local-space coordinates
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*/
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inline void ConvexMeshShape::getLocalBounds(Vector3& min, Vector3& max) const {
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min = mMinBounds;
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max = mMaxBounds;
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}
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// Return the local inertia tensor of the collision shape.
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/// The local inertia tensor of the convex mesh is approximated using the inertia tensor
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/// of its bounding box.
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/**
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* @param[out] tensor The 3x3 inertia tensor matrix of the shape in local-space
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* coordinates
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* @param mass Mass to use to compute the inertia tensor of the collision shape
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*/
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inline void ConvexMeshShape::computeLocalInertiaTensor(Matrix3x3& tensor, decimal mass) const {
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decimal factor = (decimal(1.0) / decimal(3.0)) * mass;
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Vector3 realExtent = decimal(0.5) * (mMaxBounds - mMinBounds);
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assert(realExtent.x > 0 && realExtent.y > 0 && realExtent.z > 0);
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decimal xSquare = realExtent.x * realExtent.x;
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decimal ySquare = realExtent.y * realExtent.y;
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decimal zSquare = realExtent.z * realExtent.z;
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tensor.setAllValues(factor * (ySquare + zSquare), 0.0, 0.0,
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0.0, factor * (xSquare + zSquare), 0.0,
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0.0, 0.0, factor * (xSquare + ySquare));
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}
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// Return true if a point is inside the collision shape
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inline bool ConvexMeshShape::testPointInside(const Vector3& localPoint,
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ProxyShape* proxyShape) const {
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// Use the GJK algorithm to test if the point is inside the convex mesh
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return proxyShape->mBody->mWorld.mCollisionDetection.
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mNarrowPhaseGJKAlgorithm.testPointInside(localPoint, proxyShape);
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}
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// Return the number of faces of the polyhedron
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inline uint ConvexMeshShape::getNbFaces() const {
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return mPolyhedronMesh->getHalfEdgeStructure().getNbFaces();
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}
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// Return a given face of the polyhedron
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inline HalfEdgeStructure::Face ConvexMeshShape::getFace(uint faceIndex) const {
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assert(faceIndex < getNbFaces());
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return mPolyhedronMesh->getHalfEdgeStructure().getFace(faceIndex);
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}
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// Return the number of vertices of the polyhedron
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inline uint ConvexMeshShape::getNbVertices() const {
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return mPolyhedronMesh->getHalfEdgeStructure().getNbVertices();
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}
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// Return a given vertex of the polyhedron
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inline HalfEdgeStructure::Vertex ConvexMeshShape::getVertex(uint vertexIndex) const {
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assert(vertexIndex < getNbVertices());
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return mPolyhedronMesh->getHalfEdgeStructure().getVertex(vertexIndex);
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}
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// Return the number of half-edges of the polyhedron
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inline uint ConvexMeshShape::getNbHalfEdges() const {
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return mPolyhedronMesh->getHalfEdgeStructure().getNbHalfEdges();
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}
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// Return a given half-edge of the polyhedron
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inline HalfEdgeStructure::Edge ConvexMeshShape::getHalfEdge(uint edgeIndex) const {
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assert(edgeIndex < getNbHalfEdges());
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return mPolyhedronMesh->getHalfEdgeStructure().getHalfEdge(edgeIndex);
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}
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// Return the position of a given vertex
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inline Vector3 ConvexMeshShape::getVertexPosition(uint vertexIndex) const {
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assert(vertexIndex < getNbVertices());
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return mPolyhedronMesh->getVertex(vertexIndex) * mScaling;
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}
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// Return the normal vector of a given face of the polyhedron
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inline Vector3 ConvexMeshShape::getFaceNormal(uint faceIndex) const {
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assert(faceIndex < getNbFaces());
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return mPolyhedronMesh->getFaceNormal(faceIndex);
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}
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// Return the centroid of the polyhedron
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inline Vector3 ConvexMeshShape::getCentroid() const {
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return mPolyhedronMesh->getCentroid() * mScaling;
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}
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}
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#endif
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