Implement raycasting for capsule shape
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78193d9b03
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@ -25,6 +25,7 @@
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// Libraries
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#include "CapsuleShape.h"
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#include "collision/ProxyShape.h"
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#include "configuration.h"
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#include <cassert>
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@ -145,18 +146,279 @@ bool CapsuleShape::testPointInside(const Vector3& localPoint, ProxyShape* proxyS
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// Raycast method
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bool CapsuleShape::raycast(const Ray& ray, ProxyShape* proxyShape) const {
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// TODO : Normalize the ray direction
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// Transform the ray direction and origin in local-space coordinates
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const Transform localToWorldTransform = proxyShape->getLocalToWorldTransform();
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const Transform worldToLocalTransform = localToWorldTransform.getInverse();
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Vector3 origin = worldToLocalTransform * ray.origin;
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Vector3 n = worldToLocalTransform.getOrientation() * ray.direction.getUnit();
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// TODO : Implement this method
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return false;
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const decimal epsilon = decimal(0.00001);
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Vector3 p(decimal(0), -mHalfHeight, decimal(0));
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Vector3 q(decimal(0), mHalfHeight, decimal(0));
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Vector3 d = q - p;
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Vector3 m = origin - p;
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decimal t;
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decimal mDotD = m.dot(d);
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decimal nDotD = n.dot(d);
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decimal dDotD = d.dot(d);
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decimal mDotN = m.dot(n);
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decimal a = dDotD - nDotD * nDotD;
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decimal k = m.dot(m) - mRadius * mRadius;
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decimal c = dDotD * k - mDotD * mDotD;
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// If the ray is parallel to the cylinder axis
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if (std::abs(a) < epsilon) {
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// If the origin is outside the surface of the cylinder, we return no hit
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if (c > decimal(0.0)) return false;
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// Here we know that the segment intersect an endcap of the cylinder
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// If the ray intersects with the "p" endcap of the capsule
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if (mDotD < decimal(0.0)) {
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// Check intersection with the sphere "p" endcap of the capsule
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return raycastWithSphereEndCap(origin, n, p);
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}
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else if (mDotD > dDotD) { // If the ray intersects with the "q" endcap of the cylinder
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// Check intersection with the sphere "q" endcap of the capsule
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return raycastWithSphereEndCap(origin, n, q);
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}
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else { // If the origin is inside the cylinder, we return no hit
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return false;
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}
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}
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decimal b = dDotD * mDotN - nDotD * mDotD;
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decimal discriminant = b * b - a * c;
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// If the discriminant is negative, no real roots and therfore, no hit
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if (discriminant < decimal(0.0)) return false;
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// Compute the smallest root (first intersection along the ray)
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decimal t0 = t = (-b - std::sqrt(discriminant)) / a;
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// If the intersection is outside the cylinder on "p" endcap side
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decimal value = mDotD + t * nDotD;
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if (value < decimal(0.0)) {
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// Check intersection with the sphere "p" endcap of the capsule
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return raycastWithSphereEndCap(origin, n, p);
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}
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else if (value > dDotD) { // If the intersection is outside the cylinder on the "q" side
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// Check intersection with the sphere "q" endcap of the capsule
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return raycastWithSphereEndCap(origin, n, q);
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}
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// If the intersection is behind the origin of the ray, we return no hit
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return (t0 >= decimal(0.0));
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}
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// Raycast method with feedback information
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bool CapsuleShape::raycast(const Ray& ray, RaycastInfo& raycastInfo, ProxyShape* proxyShape,
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decimal distance) const {
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// TODO : Normalize the ray direction
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// Transform the ray direction and origin in local-space coordinates
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const Transform localToWorldTransform = proxyShape->getLocalToWorldTransform();
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const Transform worldToLocalTransform = localToWorldTransform.getInverse();
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Vector3 origin = worldToLocalTransform * ray.origin;
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Vector3 n = worldToLocalTransform.getOrientation() * ray.direction.getUnit();
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// TODO : Implement this method
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return false;
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const decimal epsilon = decimal(0.00001);
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Vector3 p(decimal(0), -mHalfHeight, decimal(0));
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Vector3 q(decimal(0), mHalfHeight, decimal(0));
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Vector3 d = q - p;
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Vector3 m = origin - p;
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decimal t;
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decimal mDotD = m.dot(d);
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decimal nDotD = n.dot(d);
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decimal dDotD = d.dot(d);
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decimal mDotN = m.dot(n);
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decimal a = dDotD - nDotD * nDotD;
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decimal k = m.dot(m) - mRadius * mRadius;
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decimal c = dDotD * k - mDotD * mDotD;
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// If the ray is parallel to the capsule axis
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if (std::abs(a) < epsilon) {
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// If the origin is outside the surface of the capusle's cylinder, we return no hit
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if (c > decimal(0.0)) return false;
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// Here we know that the segment intersect an endcap of the capsule
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// If the ray intersects with the "p" endcap of the capsule
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if (mDotD < decimal(0.0)) {
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// Check intersection between the ray and the "p" sphere endcap of the capsule
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Vector3 hitLocalPoint;
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decimal hitDistance;
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if (raycastWithSphereEndCap(origin, n, p, distance, hitLocalPoint, hitDistance)) {
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raycastInfo.body = proxyShape->getBody();
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raycastInfo.proxyShape = proxyShape;
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raycastInfo.distance = hitDistance;
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raycastInfo.worldPoint = localToWorldTransform * hitLocalPoint;
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Vector3 normalDirection = (hitLocalPoint - p).getUnit();
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raycastInfo.worldNormal = localToWorldTransform.getOrientation() * normalDirection;
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return true;
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}
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return false;
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}
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else if (mDotD > dDotD) { // If the ray intersects with the "q" endcap of the cylinder
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// Check intersection between the ray and the "q" sphere endcap of the capsule
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Vector3 hitLocalPoint;
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decimal hitDistance;
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if (raycastWithSphereEndCap(origin, n, q, distance, hitLocalPoint, hitDistance)) {
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raycastInfo.body = proxyShape->getBody();
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raycastInfo.proxyShape = proxyShape;
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raycastInfo.distance = hitDistance;
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raycastInfo.worldPoint = localToWorldTransform * hitLocalPoint;
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Vector3 normalDirection = (hitLocalPoint - q).getUnit();
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raycastInfo.worldNormal = localToWorldTransform.getOrientation() * normalDirection;
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return true;
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}
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return false;
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}
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else { // If the origin is inside the cylinder, we return no hit
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return false;
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}
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}
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decimal b = dDotD * mDotN - nDotD * mDotD;
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decimal discriminant = b * b - a * c;
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// If the discriminant is negative, no real roots and therfore, no hit
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if (discriminant < decimal(0.0)) return false;
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// Compute the smallest root (first intersection along the ray)
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decimal t0 = t = (-b - std::sqrt(discriminant)) / a;
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// If the intersection is outside the finite cylinder of the capsule on "p" endcap side
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decimal value = mDotD + t * nDotD;
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if (value < decimal(0.0)) {
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// Check intersection between the ray and the "p" sphere endcap of the capsule
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Vector3 hitLocalPoint;
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decimal hitDistance;
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if (raycastWithSphereEndCap(origin, n, p, distance, hitLocalPoint, hitDistance)) {
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raycastInfo.body = proxyShape->getBody();
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raycastInfo.proxyShape = proxyShape;
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raycastInfo.distance = hitDistance;
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raycastInfo.worldPoint = localToWorldTransform * hitLocalPoint;
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Vector3 normalDirection = (hitLocalPoint - p).getUnit();
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raycastInfo.worldNormal = localToWorldTransform.getOrientation() * normalDirection;
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return true;
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}
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return false;
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}
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else if (value > dDotD) { // If the intersection is outside the finite cylinder on the "q" side
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// Check intersection between the ray and the "q" sphere endcap of the capsule
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Vector3 hitLocalPoint;
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decimal hitDistance;
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if (raycastWithSphereEndCap(origin, n, q, distance, hitLocalPoint, hitDistance)) {
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raycastInfo.body = proxyShape->getBody();
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raycastInfo.proxyShape = proxyShape;
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raycastInfo.distance = hitDistance;
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raycastInfo.worldPoint = localToWorldTransform * hitLocalPoint;
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Vector3 normalDirection = (hitLocalPoint - q).getUnit();
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raycastInfo.worldNormal = localToWorldTransform.getOrientation() * normalDirection;
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return true;
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}
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return false;
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}
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t = t0;
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// If the intersection is behind the origin of the ray or beyond the maximum
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// raycasting distance, we return no hit
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if (t < decimal(0.0) || t > distance) return false;
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// Compute the hit information
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Vector3 localHitPoint = origin + t * n;
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raycastInfo.body = proxyShape->getBody();
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raycastInfo.proxyShape = proxyShape;
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raycastInfo.distance = t;
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raycastInfo.worldPoint = localToWorldTransform * localHitPoint;
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Vector3 v = localHitPoint - p;
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Vector3 w = (v.dot(d) / d.lengthSquare()) * d;
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Vector3 normalDirection = (localHitPoint - (p + w)).getUnit();
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raycastInfo.worldNormal = localToWorldTransform.getOrientation() * normalDirection;
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return true;
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}
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// Raycasting method between a ray one of the two spheres end cap of the capsule
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bool CapsuleShape::raycastWithSphereEndCap(const Vector3& rayOrigin, const Vector3& rayDirection,
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const Vector3& sphereCenter, decimal maxDistance,
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Vector3& hitLocalPoint, decimal& hitDistance) const {
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Vector3 m = rayOrigin - sphereCenter;
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decimal c = m.dot(m) - mRadius * mRadius;
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// If the origin of the ray is inside the sphere, we return no intersection
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if (c < decimal(0.0)) return false;
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decimal b = m.dot(rayDirection);
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// If the origin of the ray is outside the sphere and the ray
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// is pointing away from the sphere and there is no intersection
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if (c >= decimal(0.0) && b > decimal(0.0)) return false;
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// Compute the discriminant of the quadratic equation
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decimal discriminant = b * b - c;
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// If the discriminant is negative, there is no intersection
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if (discriminant < decimal(0.0)) return false;
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// Compute the solution "t" closest to the origin
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decimal t = -b - std::sqrt(discriminant);
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assert(t >= decimal(0.0));
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// If the intersection distance is larger than the allowed distance, return no intersection
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if (t > maxDistance) return false;
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// Compute the hit point and distance
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hitLocalPoint = rayOrigin + t * rayDirection;
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hitDistance = t;
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return true;
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}
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// Raycasting method between a ray one of the two spheres end cap of the capsule
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/// This method returns true if there is an intersection and false otherwise but does not
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/// compute the intersection point.
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bool CapsuleShape::raycastWithSphereEndCap(const Vector3& rayOrigin, const Vector3& rayDirection,
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const Vector3& sphereCenter) const {
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Vector3 m = rayOrigin - sphereCenter;
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decimal c = m.dot(m) - mRadius * mRadius;
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// If the origin of the ray is inside the sphere, we return no intersection
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if (c < decimal(0.0)) return false;
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decimal b = m.dot(rayDirection);
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// If the origin of the ray is outside the sphere and the ray
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// is pointing away from the sphere and there is no intersection
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if (c >= decimal(0.0) && b > decimal(0.0)) return false;
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// Compute the discriminant of the quadratic equation
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decimal discriminant = b * b - c;
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// If the discriminant is negative, there is no intersection
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return (discriminant >= decimal(0.0));
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}
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@ -82,6 +82,15 @@ class CapsuleShape : public CollisionShape {
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virtual bool raycast(const Ray& ray, RaycastInfo& raycastInfo, ProxyShape* proxyShape,
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decimal distance = RAYCAST_INFINITY_DISTANCE) const;
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/// Raycasting method between a ray one of the two spheres end cap of the capsule
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bool raycastWithSphereEndCap(const Vector3& rayOrigin, const Vector3& rayDirection,
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const Vector3& sphereCenter, decimal maxDistance,
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Vector3& hitLocalPoint, decimal& hitDistance) const;
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// Raycasting method between a ray one of the two spheres end cap of the capsule
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bool raycastWithSphereEndCap(const Vector3& rayOrigin, const Vector3& rayDirection,
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const Vector3& sphereCenter) const;
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public :
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// -------------------- Methods -------------------- //
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@ -506,41 +506,70 @@ class TestRaycast : public Test {
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void testCapsule() {
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// ----- Test feedback data ----- //
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Vector3 origin = mLocalShapeToWorld * Vector3(0 , 10, 0);
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Vector3 origin = mLocalShapeToWorld * Vector3(6 , 1, 0);
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const Matrix3x3 mLocalToWorldMatrix = mLocalShapeToWorld.getOrientation().getMatrix();
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Vector3 direction = mLocalToWorldMatrix * Vector3(0, -3, 0);
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Vector3 direction = mLocalToWorldMatrix * Vector3(-2, 0, 0);
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Ray ray(origin, direction);
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Vector3 hitPoint = mLocalShapeToWorld * Vector3(0, 7, 0);
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Vector3 hitPoint = mLocalShapeToWorld * Vector3(2, 1, 0);
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Vector3 origin2 = mLocalShapeToWorld * Vector3(0 , 10, 0);
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Vector3 direction2 = mLocalToWorldMatrix * Vector3(0, -3, 0);
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Ray rayTop(origin2, direction2);
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Vector3 hitPointTop = mLocalShapeToWorld * Vector3(0, decimal(4.5), 0);
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Vector3 origin3 = mLocalShapeToWorld * Vector3(0 , -10, 0);
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Vector3 direction3 = mLocalToWorldMatrix * Vector3(0, 3, 0);
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Ray rayBottom(origin3, direction3);
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Vector3 hitPointBottom = mLocalShapeToWorld * Vector3(0, decimal(-4.5), 0);
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// CollisionWorld::raycast()
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RaycastInfo raycastInfo;
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test(mWorld->raycast(ray, raycastInfo));
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test(raycastInfo.body == mCapsuleBody);
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test(raycastInfo.proxyShape == mCapsuleShape);
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test(approxEqual(raycastInfo.distance, 6));
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test(approxEqual(raycastInfo.worldPoint.x, hitPoint.x));
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test(approxEqual(raycastInfo.worldPoint.y, hitPoint.y));
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test(approxEqual(raycastInfo.worldPoint.z, hitPoint.z));
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test(approxEqual(raycastInfo.distance, 4, epsilon));
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test(approxEqual(raycastInfo.worldPoint.x, hitPoint.x, epsilon));
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test(approxEqual(raycastInfo.worldPoint.y, hitPoint.y, epsilon));
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test(approxEqual(raycastInfo.worldPoint.z, hitPoint.z, epsilon));
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// CollisionBody::raycast()
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RaycastInfo raycastInfo2;
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test(mCapsuleBody->raycast(ray, raycastInfo2));
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test(raycastInfo2.body == mCapsuleBody);
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test(raycastInfo2.proxyShape == mCapsuleShape);
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test(approxEqual(raycastInfo2.distance, 6));
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test(approxEqual(raycastInfo2.worldPoint.x, hitPoint.x));
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test(approxEqual(raycastInfo2.worldPoint.y, hitPoint.y));
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test(approxEqual(raycastInfo2.worldPoint.z, hitPoint.z));
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test(approxEqual(raycastInfo2.distance, 4, epsilon));
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test(approxEqual(raycastInfo2.worldPoint.x, hitPoint.x, epsilon));
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test(approxEqual(raycastInfo2.worldPoint.y, hitPoint.y, epsilon));
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test(approxEqual(raycastInfo2.worldPoint.z, hitPoint.z, epsilon));
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// ProxyCollisionShape::raycast()
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RaycastInfo raycastInfo3;
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test(mCapsuleShape->raycast(ray, raycastInfo3));
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test(raycastInfo3.body == mCapsuleBody);
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test(raycastInfo3.proxyShape == mCapsuleShape);
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test(approxEqual(raycastInfo3.distance, 6));
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test(approxEqual(raycastInfo3.worldPoint.x, hitPoint.x));
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test(approxEqual(raycastInfo3.worldPoint.y, hitPoint.y));
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test(approxEqual(raycastInfo3.worldPoint.z, hitPoint.z));
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test(approxEqual(raycastInfo3.distance, 4, epsilon));
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test(approxEqual(raycastInfo3.worldPoint.x, hitPoint.x, epsilon));
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test(approxEqual(raycastInfo3.worldPoint.y, hitPoint.y, epsilon));
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test(approxEqual(raycastInfo3.worldPoint.z, hitPoint.z, epsilon));
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RaycastInfo raycastInfo4;
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test(mCapsuleShape->raycast(rayTop, raycastInfo4));
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test(raycastInfo4.body == mCapsuleBody);
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test(raycastInfo4.proxyShape == mCapsuleShape);
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test(approxEqual(raycastInfo4.distance, decimal(5.5), epsilon));
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test(approxEqual(raycastInfo4.worldPoint.x, hitPointTop.x, epsilon));
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test(approxEqual(raycastInfo4.worldPoint.y, hitPointTop.y, epsilon));
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test(approxEqual(raycastInfo4.worldPoint.z, hitPointTop.z, epsilon));
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// ProxyCollisionShape::raycast()
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RaycastInfo raycastInfo5;
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test(mCapsuleShape->raycast(rayBottom, raycastInfo5));
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test(raycastInfo5.body == mCapsuleBody);
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test(raycastInfo5.proxyShape == mCapsuleShape);
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test(approxEqual(raycastInfo5.distance, decimal(5.5), epsilon));
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test(approxEqual(raycastInfo5.worldPoint.x, hitPointBottom.x, epsilon));
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test(approxEqual(raycastInfo5.worldPoint.y, hitPointBottom.y, epsilon));
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test(approxEqual(raycastInfo5.worldPoint.z, hitPointBottom.z, epsilon));
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Ray ray1(mLocalShapeToWorld * Vector3(0, 0, 0), mLocalToWorldMatrix * Vector3(5, 7, -1));
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Ray ray2(mLocalShapeToWorld * Vector3(5, 11, 7), mLocalToWorldMatrix * Vector3(4, 6, 7));
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@ -552,7 +581,7 @@ class TestRaycast : public Test {
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Ray ray8(mLocalShapeToWorld * Vector3(-4, 9, 0), mLocalToWorldMatrix * Vector3(1, 0, 0));
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Ray ray9(mLocalShapeToWorld * Vector3(0, -9, -4), mLocalToWorldMatrix * Vector3(0, 5, 0));
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Ray ray10(mLocalShapeToWorld * Vector3(-4, 0, -6), mLocalToWorldMatrix * Vector3(0, 0, 8));
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Ray ray11(mLocalShapeToWorld * Vector3(4, 1, 2), mLocalToWorldMatrix * Vector3(-4, 0, 0));
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Ray ray11(mLocalShapeToWorld * Vector3(4, 1, 1.5), mLocalToWorldMatrix * Vector3(-4, 0, 0));
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Ray ray12(mLocalShapeToWorld * Vector3(1, 9, -1), mLocalToWorldMatrix * Vector3(0, -3, 0));
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Ray ray13(mLocalShapeToWorld * Vector3(-1, 2, 3), mLocalToWorldMatrix * Vector3(0, 0, -8));
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Ray ray14(mLocalShapeToWorld * Vector3(-3, 2, -2), mLocalToWorldMatrix * Vector3(4, 0, 0));
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