Continue the implementation of convex shape raycasting
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@ -203,7 +203,7 @@ void CollisionBody::askForBroadPhaseCollisionCheck() const {
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bool CollisionBody::testPointInside(const Vector3& worldPoint) const {
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// For each collision shape of the body
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for(ProxyShape* shape = mProxyCollisionShapes; shape != NULL; shape = shape->mNext) {
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for (ProxyShape* shape = mProxyCollisionShapes; shape != NULL; shape = shape->mNext) {
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// Test if the point is inside the collision shape
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if (shape->testPointInside(worldPoint)) return true;
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@ -214,12 +214,32 @@ bool CollisionBody::testPointInside(const Vector3& worldPoint) const {
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// Raycast method
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bool CollisionBody::raycast(const Ray& ray, decimal distance) {
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// TODO : Implement this method
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// For each collision shape of the body
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for (ProxyShape* shape = mProxyCollisionShapes; shape != NULL; shape = shape->mNext) {
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// Test if the ray hits the collision shape
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if (shape->raycast(ray, distance)) return true;
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}
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return false;
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}
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// Raycast method with feedback information
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/// The method returns the closest hit among all the collision shapes of the body
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bool CollisionBody::raycast(const Ray& ray, RaycastInfo& raycastInfo, decimal distance) {
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// TODO : Implement this method
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return false;
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bool isHit = false;
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// For each collision shape of the body
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for (ProxyShape* shape = mProxyCollisionShapes; shape != NULL; shape = shape->mNext) {
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// Test if the ray hits the collision shape
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if (shape->raycast(ray, raycastInfo, distance)) {
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distance = raycastInfo.distance;
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isHit = true;
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}
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}
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return isHit;
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}
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@ -179,6 +179,7 @@ class CollisionBody : public Body {
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friend class CollisionDetection;
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friend class BroadPhaseAlgorithm;
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friend class ConvexMeshShape;
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friend class ProxyShape;
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};
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// Return the type of the body
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@ -93,6 +93,9 @@ class ProxyShape {
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/// Return the local to parent body transform
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const Transform& getLocalToBodyTransform() const;
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/// Return the local to world transform
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const Transform getLocalToWorldTransform() const;
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/// Return true if a point is inside the collision shape
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bool testPointInside(const Vector3& worldPoint);
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@ -146,6 +149,11 @@ inline const Transform& ProxyShape::getLocalToBodyTransform() const {
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return mLocalToBodyTransform;
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}
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// Return the local to world transform
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inline const Transform ProxyShape::getLocalToWorldTransform() const {
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return mBody->mTransform * mLocalToBodyTransform;
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}
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// Return a local support point in a given direction with the object margin
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inline Vector3 ProxyShape::getLocalSupportPointWithMargin(const Vector3& direction) {
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return mCollisionShape->getLocalSupportPointWithMargin(direction, &mCachedCollisionData);
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@ -163,12 +171,12 @@ inline decimal ProxyShape::getMargin() const {
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// Raycast method
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inline bool ProxyShape::raycast(const Ray& ray, decimal distance) {
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return mCollisionShape->raycast(ray, distance);
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return mCollisionShape->raycast(ray, this, distance);
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}
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// Raycast method with feedback information
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inline bool ProxyShape::raycast(const Ray& ray, RaycastInfo& raycastInfo, decimal distance) {
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return mCollisionShape->raycast(ray, raycastInfo, distance);
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return mCollisionShape->raycast(ray, raycastInfo, this, distance);
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}
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}
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@ -60,6 +60,9 @@ struct RaycastInfo {
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/// Hit point in world-space coordinates
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Vector3 worldPoint;
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/// Surface normal at hit point in world-space coordinates
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Vector3 worldNormal;
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/// Distance from the ray origin to the hit point
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decimal distance;
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@ -392,3 +392,104 @@ bool GJKAlgorithm::testPointInside(const Vector3& localPoint, ProxyShape* collis
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// The point is inside the collision shape
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return true;
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}
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// Ray casting algorithm agains a convex collision shape using the GJK Algorithm
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/// This method implements the GJK ray casting algorithm described by Gino Van Den Bergen in
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/// "Ray Casting against General Convex Objects with Application to Continuous Collision Detection".
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bool GJKAlgorithm::raycast(const Ray& ray, ProxyShape* collisionShape, RaycastInfo& raycastInfo,
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decimal maxDistance) {
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Vector3 suppA; // Current lower bound point on the ray (starting at ray's origin)
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Vector3 suppB; // Support point on the collision shape
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const decimal machineEpsilonSquare = MACHINE_EPSILON * MACHINE_EPSILON;
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const decimal epsilon = decimal(0.0001);
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// Convert the ray origin and direction into the local-space of the collision shape
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const Transform localToWorldTransform = collisionShape->getLocalToWorldTransform();
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const Transform worldToLocalTransform = localToWorldTransform.getInverse();
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Vector3 origin = worldToLocalTransform * ray.origin;
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Vector3 rayDirection = worldToLocalTransform.getOrientation() * ray.direction.getUnit();
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Vector3 w;
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// Create a simplex set
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Simplex simplex;
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Vector3 n(decimal(0.0), decimal(0.0), decimal(0.0));
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decimal lambda = decimal(0.0);
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suppA = origin; // Current lower bound point on the ray (starting at ray's origin)
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suppB = collisionShape->getLocalSupportPointWithoutMargin(rayDirection);
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Vector3 v = suppA - suppB;
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decimal vDotW, vDotR;
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decimal distSquare = v.lengthSquare();
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int nbIterations = 0;
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// GJK Algorithm loop
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while (distSquare > epsilon && nbIterations < MAX_ITERATIONS_GJK_RAYCAST) {
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// Compute the support points
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suppB = collisionShape->getLocalSupportPointWithoutMargin(v);
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w = suppA - suppB;
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vDotW = v.dot(w);
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if (vDotW > decimal(0)) {
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vDotR = v.dot(rayDirection);
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if (vDotR >= -machineEpsilonSquare) {
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return false;
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}
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else {
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// We have found a better lower bound for the hit point along the ray
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lambda = lambda - vDotW / vDotR;
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suppA = origin + lambda * rayDirection;
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w = suppA - suppB;
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n = v;
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}
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}
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// Add the new support point to the simplex
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if (!simplex.isPointInSimplex(w)) {
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simplex.addPoint(w, suppA, suppB);
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}
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// Compute the closest point
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if (simplex.computeClosestPoint(v)) {
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distSquare = v.lengthSquare();
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}
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else {
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distSquare = decimal(0.0);
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}
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// If the current lower bound distance is larger than the maximum raycasting distance
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if (lambda > maxDistance) return false;
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nbIterations++;
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}
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// If the origin was inside the shape, we return no hit
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if (lambda < MACHINE_EPSILON) return false;
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// Compute the closet points of both objects (without the margins)
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Vector3 pointA;
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Vector3 pointB;
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simplex.computeClosestPointsOfAandB(pointA, pointB);
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// A raycast hit has been found, we fill in the raycast info object
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raycastInfo.distance = lambda;
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raycastInfo.worldPoint = localToWorldTransform * pointB;
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raycastInfo.body = collisionShape->getBody();
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raycastInfo.proxyShape = collisionShape;
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if (n.lengthSquare() >= machineEpsilonSquare) { // The normal vector is valid
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raycastInfo.worldNormal = localToWorldTransform.getOrientation() * n.getUnit();
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}
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else { // Degenerated normal vector, we return a zero normal vector
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raycastInfo.worldNormal = Vector3(decimal(0), decimal(0), decimal(0));
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}
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return true;
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}
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@ -39,6 +39,7 @@ namespace reactphysics3d {
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// Constants
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const decimal REL_ERROR = decimal(1.0e-3);
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const decimal REL_ERROR_SQUARE = REL_ERROR * REL_ERROR;
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const int MAX_ITERATIONS_GJK_RAYCAST = 32;
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// Class GJKAlgorithm
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/**
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@ -95,7 +96,11 @@ class GJKAlgorithm : public NarrowPhaseAlgorithm {
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ContactPointInfo*& contactInfo);
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/// Use the GJK Algorithm to find if a point is inside a convex collision shape
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bool testPointInside(const Vector3& localPoint, ProxyShape *collisionShape);
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bool testPointInside(const Vector3& localPoint, ProxyShape* collisionShape);
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/// Ray casting algorithm agains a convex collision shape using the GJK Algorithm
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bool raycast(const Ray& ray, ProxyShape* collisionShape, RaycastInfo& raycastInfo,
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decimal maxDistance);
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};
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}
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@ -130,7 +130,7 @@ class Simplex {
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/// Return true if the simplex contains 4 points
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bool isFull() const;
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/// Return true if the simple is empty
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/// Return true if the simplex is empty
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bool isEmpty() const;
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/// Return the points of the simplex
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@ -62,13 +62,20 @@ void BoxShape::computeLocalInertiaTensor(Matrix3x3& tensor, decimal mass) const
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}
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// Raycast method
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bool BoxShape::raycast(const Ray& ray, decimal distance) const {
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bool BoxShape::raycast(const Ray& ray, ProxyShape* proxyShape, decimal distance) const {
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// TODO : Normalize the ray direction
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// TODO : Implement this method
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return false;
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}
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// Raycast method with feedback information
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bool BoxShape::raycast(const Ray& ray, RaycastInfo& raycastInfo, decimal distance) const {
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bool BoxShape::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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// TODO : Implement this method
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return false;
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}
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@ -78,6 +78,14 @@ class BoxShape : public CollisionShape {
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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;
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/// Raycast method
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virtual bool raycast(const Ray& ray, ProxyShape* proxyShape,
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decimal distance = RAYCAST_INFINITY_DISTANCE) const;
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/// Raycast method with feedback information
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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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public :
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// -------------------- Methods -------------------- //
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@ -105,13 +113,6 @@ class BoxShape : public CollisionShape {
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/// Test equality between two box shapes
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virtual bool isEqualTo(const CollisionShape& otherCollisionShape) const;
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/// Raycast method
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virtual bool raycast(const Ray& ray, decimal distance = RAYCAST_INFINITY_DISTANCE) const;
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/// Raycast method with feedback information
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virtual bool raycast(const Ray& ray, RaycastInfo& raycastInfo,
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decimal distance = RAYCAST_INFINITY_DISTANCE) const;
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};
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// Allocate and return a copy of the object
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@ -126,18 +126,6 @@ void CapsuleShape::computeLocalInertiaTensor(Matrix3x3& tensor, decimal mass) co
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0.0, 0.0, IxxAndzz);
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}
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// Raycast method
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bool CapsuleShape::raycast(const Ray& ray, decimal distance) const {
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// TODO : Implement this method
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return false;
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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, decimal distance) const {
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// TODO : Implement this method
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return false;
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}
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// Return true if a point is inside the collision shape
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bool CapsuleShape::testPointInside(const Vector3& localPoint, ProxyShape* proxyShape) const {
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@ -153,3 +141,22 @@ bool CapsuleShape::testPointInside(const Vector3& localPoint, ProxyShape* proxyS
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(xSquare + zSquare + diffYCenterSphere1 * diffYCenterSphere1) < squareRadius ||
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(xSquare + zSquare + diffYCenterSphere2 * diffYCenterSphere2) < squareRadius;
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}
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// Raycast method
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bool CapsuleShape::raycast(const Ray& ray, ProxyShape* proxyShape, decimal distance) const {
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// TODO : Normalize the ray direction
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// TODO : Implement this method
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return false;
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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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// TODO : Implement this method
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return false;
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}
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@ -75,6 +75,14 @@ class CapsuleShape : public CollisionShape {
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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;
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/// Raycast method
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virtual bool raycast(const Ray& ray, ProxyShape* proxyShape,
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decimal distance = RAYCAST_INFINITY_DISTANCE) const;
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/// Raycast method with feedback information
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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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public :
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// -------------------- Methods -------------------- //
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@ -105,13 +113,6 @@ class CapsuleShape : public CollisionShape {
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/// Test equality between two capsule shapes
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virtual bool isEqualTo(const CollisionShape& otherCollisionShape) const;
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/// Raycast method
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virtual bool raycast(const Ray& ray, decimal distance = RAYCAST_INFINITY_DISTANCE) const;
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/// Raycast method with feedback information
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virtual bool raycast(const Ray& ray, RaycastInfo& raycastInfo,
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decimal distance = RAYCAST_INFINITY_DISTANCE) const;
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};
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/// Allocate and return a copy of the object
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@ -86,10 +86,11 @@ class CollisionShape {
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virtual bool testPointInside(const Vector3& worldPoint, ProxyShape* proxyShape) const=0;
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/// Raycast method
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virtual bool raycast(const Ray& ray, decimal distance = RAYCAST_INFINITY_DISTANCE) const=0;
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virtual bool raycast(const Ray& ray, ProxyShape* proxyShape,
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decimal distance = RAYCAST_INFINITY_DISTANCE) const=0;
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/// Raycast method with feedback information
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virtual bool raycast(const Ray& ray, RaycastInfo& raycastInfo,
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virtual bool raycast(const Ray& ray, RaycastInfo& raycastInfo, ProxyShape* proxyShape,
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decimal distance = RAYCAST_INFINITY_DISTANCE) const=0;
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public :
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@ -95,13 +95,20 @@ Vector3 ConeShape::getLocalSupportPointWithoutMargin(const Vector3& direction,
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}
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// Raycast method
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bool ConeShape::raycast(const Ray& ray, decimal distance) const {
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bool ConeShape::raycast(const Ray& ray, ProxyShape* proxyShape, decimal distance) const {
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// TODO : Normalize the ray direction
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// TODO : Implement this method
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return false;
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}
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// Raycast method with feedback information
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bool ConeShape::raycast(const Ray& ray, RaycastInfo& raycastInfo, decimal distance) const {
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bool ConeShape::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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// TODO : Implement this method
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return false;
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}
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@ -82,6 +82,14 @@ class ConeShape : public CollisionShape {
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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;
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/// Raycast method
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virtual bool raycast(const Ray& ray, ProxyShape* proxyShape,
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decimal distance = RAYCAST_INFINITY_DISTANCE) const;
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/// Raycast method with feedback information
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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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public :
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@ -113,13 +121,6 @@ class ConeShape : public CollisionShape {
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/// Test equality between two cone shapes
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virtual bool isEqualTo(const CollisionShape& otherCollisionShape) const;
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/// Raycast method
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virtual bool raycast(const Ray& ray, decimal distance = RAYCAST_INFINITY_DISTANCE) const;
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/// Raycast method with feedback information
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virtual bool raycast(const Ray& ray, RaycastInfo& raycastInfo,
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decimal distance = RAYCAST_INFINITY_DISTANCE) const;
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};
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// Allocate and return a copy of the object
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@ -156,14 +156,14 @@ Vector3 ConvexMeshShape::getLocalSupportPointWithoutMargin(const Vector3& direct
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}
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else { // If the edges information is not used
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decimal maxDotProduct = DECIMAL_SMALLEST;
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double maxDotProduct = DECIMAL_SMALLEST;
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uint indexMaxDotProduct = 0;
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// For each vertex of the mesh
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for (uint i=0; i<mNbVertices; i++) {
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// Compute the dot product of the current vertex
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decimal dotProduct = direction.dot(mVertices[i]);
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double dotProduct = direction.dot(mVertices[i]);
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// If the current dot product is larger than the maximum one
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if (dotProduct > maxDotProduct) {
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@ -231,13 +231,15 @@ bool ConvexMeshShape::isEqualTo(const CollisionShape& otherCollisionShape) const
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}
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// Raycast method
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bool ConvexMeshShape::raycast(const Ray& ray, decimal distance) const {
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// TODO : Implement this method
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return false;
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bool ConvexMeshShape::raycast(const Ray& ray, ProxyShape* proxyShape, decimal distance) const {
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RaycastInfo raycastInfo;
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return proxyShape->mBody->mWorld.mCollisionDetection.mNarrowPhaseGJKAlgorithm.raycast(
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ray, proxyShape, raycastInfo, distance);
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}
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// Raycast method with feedback information
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bool ConvexMeshShape::raycast(const Ray& ray, RaycastInfo& raycastInfo, decimal distance) const {
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// TODO : Implement this method
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return false;
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bool ConvexMeshShape::raycast(const Ray& ray, RaycastInfo& raycastInfo, ProxyShape* proxyShape,
|
||||
decimal distance) const {
|
||||
return proxyShape->mBody->mWorld.mCollisionDetection.mNarrowPhaseGJKAlgorithm.raycast(
|
||||
ray, proxyShape, raycastInfo, distance);
|
||||
}
|
||||
|
|
|
@ -104,6 +104,14 @@ class ConvexMeshShape : public CollisionShape {
|
|||
/// Return true if a point is inside the collision shape
|
||||
virtual bool testPointInside(const Vector3& localPoint, ProxyShape* proxyShape) const;
|
||||
|
||||
/// Raycast method
|
||||
virtual bool raycast(const Ray& ray, ProxyShape* proxyShape,
|
||||
decimal distance = RAYCAST_INFINITY_DISTANCE) const;
|
||||
|
||||
/// Raycast method with feedback information
|
||||
virtual bool raycast(const Ray& ray, RaycastInfo& raycastInfo, ProxyShape* proxyShape,
|
||||
decimal distance = RAYCAST_INFINITY_DISTANCE) const;
|
||||
|
||||
public :
|
||||
|
||||
// -------------------- Methods -------------------- //
|
||||
|
@ -145,13 +153,6 @@ class ConvexMeshShape : public CollisionShape {
|
|||
/// Set the variable to know if the edges information is used to speed up the
|
||||
/// collision detection
|
||||
void setIsEdgesInformationUsed(bool isEdgesUsed);
|
||||
|
||||
/// Raycast method
|
||||
virtual bool raycast(const Ray& ray, decimal distance = RAYCAST_INFINITY_DISTANCE) const;
|
||||
|
||||
/// Raycast method with feedback information
|
||||
virtual bool raycast(const Ray& ray, RaycastInfo& raycastInfo,
|
||||
decimal distance = RAYCAST_INFINITY_DISTANCE) const;
|
||||
};
|
||||
|
||||
// Allocate and return a copy of the object
|
||||
|
|
|
@ -88,13 +88,20 @@ Vector3 CylinderShape::getLocalSupportPointWithoutMargin(const Vector3& directio
|
|||
}
|
||||
|
||||
// Raycast method
|
||||
bool CylinderShape::raycast(const Ray& ray, decimal distance) const {
|
||||
bool CylinderShape::raycast(const Ray& ray, ProxyShape* proxyShape, decimal distance) const {
|
||||
|
||||
// TODO : Normalize the ray direction
|
||||
|
||||
// TODO : Implement this method
|
||||
return false;
|
||||
}
|
||||
|
||||
// Raycast method with feedback information
|
||||
bool CylinderShape::raycast(const Ray& ray, RaycastInfo& raycastInfo, decimal distance) const {
|
||||
bool CylinderShape::raycast(const Ray& ray, RaycastInfo& raycastInfo, ProxyShape* proxyShape,
|
||||
decimal distance) const {
|
||||
|
||||
// TODO : Normalize the ray direction
|
||||
|
||||
// TODO : Implement this method
|
||||
return false;
|
||||
}
|
||||
|
|
|
@ -80,6 +80,14 @@ class CylinderShape : public CollisionShape {
|
|||
/// Return true if a point is inside the collision shape
|
||||
virtual bool testPointInside(const Vector3& localPoint, ProxyShape* proxyShape) const;
|
||||
|
||||
/// Raycast method
|
||||
virtual bool raycast(const Ray& ray, ProxyShape* proxyShape,
|
||||
decimal distance = RAYCAST_INFINITY_DISTANCE) const;
|
||||
|
||||
/// Raycast method with feedback information
|
||||
virtual bool raycast(const Ray& ray, RaycastInfo& raycastInfo, ProxyShape* proxyShape,
|
||||
decimal distance = RAYCAST_INFINITY_DISTANCE) const;
|
||||
|
||||
public :
|
||||
|
||||
// -------------------- Methods -------------------- //
|
||||
|
@ -110,13 +118,6 @@ class CylinderShape : public CollisionShape {
|
|||
|
||||
/// Test equality between two cylinder shapes
|
||||
virtual bool isEqualTo(const CollisionShape& otherCollisionShape) const;
|
||||
|
||||
/// Raycast method
|
||||
virtual bool raycast(const Ray& ray, decimal distance = RAYCAST_INFINITY_DISTANCE) const;
|
||||
|
||||
/// Raycast method with feedback information
|
||||
virtual bool raycast(const Ray& ray, RaycastInfo& raycastInfo,
|
||||
decimal distance = RAYCAST_INFINITY_DISTANCE) const;
|
||||
};
|
||||
|
||||
/// Allocate and return a copy of the object
|
||||
|
|
|
@ -47,13 +47,21 @@ SphereShape::~SphereShape() {
|
|||
}
|
||||
|
||||
// Raycast method
|
||||
bool SphereShape::raycast(const Ray& ray, decimal distance) const {
|
||||
bool SphereShape::raycast(const Ray& ray, ProxyShape* proxyShape, decimal distance) const {
|
||||
|
||||
// TODO : Normalize the ray direction
|
||||
|
||||
|
||||
// TODO : Implement this method
|
||||
return false;
|
||||
}
|
||||
|
||||
// Raycast method with feedback information
|
||||
bool SphereShape::raycast(const Ray& ray, RaycastInfo& raycastInfo, decimal distance) const {
|
||||
bool SphereShape::raycast(const Ray& ray, RaycastInfo& raycastInfo, ProxyShape* proxyShape,
|
||||
decimal distance) const {
|
||||
|
||||
// TODO : Normalize the ray direction
|
||||
|
||||
// TODO : Implement this method
|
||||
return false;
|
||||
}
|
||||
|
|
|
@ -70,6 +70,14 @@ class SphereShape : public CollisionShape {
|
|||
/// Return true if a point is inside the collision shape
|
||||
virtual bool testPointInside(const Vector3& localPoint, ProxyShape* proxyShape) const;
|
||||
|
||||
/// Raycast method
|
||||
virtual bool raycast(const Ray& ray, ProxyShape* proxyShape,
|
||||
decimal distance = RAYCAST_INFINITY_DISTANCE) const;
|
||||
|
||||
/// Raycast method with feedback information
|
||||
virtual bool raycast(const Ray& ray, RaycastInfo& raycastInfo, ProxyShape* proxyShape,
|
||||
decimal distance = RAYCAST_INFINITY_DISTANCE) const;
|
||||
|
||||
public :
|
||||
|
||||
// -------------------- Methods -------------------- //
|
||||
|
@ -100,13 +108,6 @@ class SphereShape : public CollisionShape {
|
|||
|
||||
/// Test equality between two sphere shapes
|
||||
virtual bool isEqualTo(const CollisionShape& otherCollisionShape) const;
|
||||
|
||||
/// Raycast method
|
||||
virtual bool raycast(const Ray& ray, decimal distance = RAYCAST_INFINITY_DISTANCE) const;
|
||||
|
||||
/// Raycast method with feedback information
|
||||
virtual bool raycast(const Ray& ray, RaycastInfo& raycastInfo,
|
||||
decimal distance = RAYCAST_INFINITY_DISTANCE) const;
|
||||
};
|
||||
|
||||
/// Allocate and return a copy of the object
|
||||
|
|
|
@ -132,7 +132,7 @@ const decimal DYNAMIC_TREE_AABB_GAP = decimal(0.1);
|
|||
const decimal DYNAMIC_TREE_AABB_LIN_GAP_MULTIPLIER = decimal(1.7);
|
||||
|
||||
/// Raycasting infinity distance constant
|
||||
const decimal RAYCAST_INFINITY_DISTANCE = decimal(-1.0);
|
||||
const decimal RAYCAST_INFINITY_DISTANCE = std::numeric_limits<decimal>::infinity();
|
||||
|
||||
}
|
||||
|
||||
|
|
|
@ -66,7 +66,7 @@ void Test::applyFail(const std::string& testText, const char* filename, long lin
|
|||
if (mOutputStream) {
|
||||
|
||||
// Display the failure message
|
||||
*mOutputStream << mName << "failure : (" << testText << "), " <<
|
||||
*mOutputStream << mName << " failure : (" << testText << "), " <<
|
||||
filename << "(line " << lineNumber << ")" << std::endl;
|
||||
}
|
||||
|
||||
|
|
|
@ -89,7 +89,7 @@ class TestPointInside : public Test {
|
|||
// Body transform
|
||||
Vector3 position(-3, 2, 7);
|
||||
Quaternion orientation(PI / 5, PI / 6, PI / 7);
|
||||
//mBodyTransform = Transform(position, orientation); // TODO : Uncomment this
|
||||
mBodyTransform = Transform(position, orientation);
|
||||
|
||||
// Create the bodies
|
||||
mBoxBody = mWorld->createCollisionBody(mBodyTransform);
|
||||
|
@ -104,7 +104,7 @@ class TestPointInside : public Test {
|
|||
// Collision shape transform
|
||||
Vector3 shapePosition(1, -4, -3);
|
||||
Quaternion shapeOrientation(3 * PI / 6 , -PI / 8, PI / 3);
|
||||
//mShapeTransform = Transform(shapePosition, shapeOrientation); // TODO : Uncomment this
|
||||
mShapeTransform = Transform(shapePosition, shapeOrientation);
|
||||
|
||||
// Compute the the transform from a local shape point to world-space
|
||||
mLocalShapeToWorld = mBodyTransform * mShapeTransform;
|
||||
|
@ -156,7 +156,8 @@ class TestPointInside : public Test {
|
|||
convexMeshShapeEdgesInfo.addEdge(3, 7);
|
||||
convexMeshShapeEdgesInfo.setIsEdgesInformationUsed(true);
|
||||
mConvexMeshShapeEdgesInfo = mConvexMeshBodyEdgesInfo->addCollisionShape(
|
||||
convexMeshShapeEdgesInfo);
|
||||
convexMeshShapeEdgesInfo,
|
||||
mShapeTransform);
|
||||
|
||||
CylinderShape cylinderShape(3, 8, 0);
|
||||
mCylinderShape = mCylinderBody->addCollisionShape(cylinderShape, mShapeTransform);
|
||||
|
|
|
@ -50,6 +50,9 @@ class TestRaycast : public Test {
|
|||
|
||||
// ---------- Atributes ---------- //
|
||||
|
||||
// Epsilon
|
||||
decimal epsilon;
|
||||
|
||||
// Physics world
|
||||
CollisionWorld* mWorld;
|
||||
|
||||
|
@ -85,6 +88,8 @@ class TestRaycast : public Test {
|
|||
/// Constructor
|
||||
TestRaycast(const std::string& name) : Test(name) {
|
||||
|
||||
epsilon = 0.0001;
|
||||
|
||||
// Create the world
|
||||
mWorld = new CollisionWorld();
|
||||
|
||||
|
@ -125,40 +130,41 @@ class TestRaycast : public Test {
|
|||
mConeShape = mConeBody->addCollisionShape(coneShape, mShapeTransform);
|
||||
|
||||
ConvexMeshShape convexMeshShape(0); // Box of dimension (2, 3, 4)
|
||||
convexMeshShape.addVertex(Vector3(-2, -3, 4));
|
||||
convexMeshShape.addVertex(Vector3(-2, -3, -4));
|
||||
convexMeshShape.addVertex(Vector3(2, -3, -4));
|
||||
convexMeshShape.addVertex(Vector3(2, -3, 4));
|
||||
convexMeshShape.addVertex(Vector3(-2, -3, 4));
|
||||
convexMeshShape.addVertex(Vector3(2, -3, -4));
|
||||
convexMeshShape.addVertex(Vector3(-2, 3, 4));
|
||||
convexMeshShape.addVertex(Vector3(2, 3, 4));
|
||||
convexMeshShape.addVertex(Vector3(-2, 3, -4));
|
||||
convexMeshShape.addVertex(Vector3(2, 3, -4));
|
||||
convexMeshShape.addVertex(Vector3(2, 3, 4));
|
||||
convexMeshShape.addVertex(Vector3(-2, 3, 4));
|
||||
mConvexMeshShape = mConvexMeshBody->addCollisionShape(convexMeshShape, mShapeTransform);
|
||||
|
||||
ConvexMeshShape convexMeshShapeEdgesInfo(0);
|
||||
convexMeshShapeEdgesInfo.addVertex(Vector3(-2, -3, 4));
|
||||
convexMeshShapeEdgesInfo.addVertex(Vector3(-2, -3, -4));
|
||||
convexMeshShapeEdgesInfo.addVertex(Vector3(2, -3, -4));
|
||||
convexMeshShapeEdgesInfo.addVertex(Vector3(2, -3, 4));
|
||||
convexMeshShapeEdgesInfo.addVertex(Vector3(-2, -3, 4));
|
||||
convexMeshShapeEdgesInfo.addVertex(Vector3(2, -3, -4));
|
||||
convexMeshShapeEdgesInfo.addVertex(Vector3(-2, 3, 4));
|
||||
convexMeshShapeEdgesInfo.addVertex(Vector3(2, 3, 4));
|
||||
convexMeshShapeEdgesInfo.addVertex(Vector3(-2, 3, -4));
|
||||
convexMeshShapeEdgesInfo.addVertex(Vector3(2, 3, -4));
|
||||
convexMeshShapeEdgesInfo.addVertex(Vector3(2, 3, 4));
|
||||
convexMeshShapeEdgesInfo.addVertex(Vector3(-2, 3, 4));
|
||||
convexMeshShapeEdgesInfo.addEdge(0, 1);
|
||||
convexMeshShapeEdgesInfo.addEdge(1, 3);
|
||||
convexMeshShapeEdgesInfo.addEdge(1, 2);
|
||||
convexMeshShapeEdgesInfo.addEdge(2, 3);
|
||||
convexMeshShapeEdgesInfo.addEdge(0, 2);
|
||||
convexMeshShapeEdgesInfo.addEdge(0, 3);
|
||||
convexMeshShapeEdgesInfo.addEdge(4, 5);
|
||||
convexMeshShapeEdgesInfo.addEdge(5, 7);
|
||||
convexMeshShapeEdgesInfo.addEdge(5, 6);
|
||||
convexMeshShapeEdgesInfo.addEdge(6, 7);
|
||||
convexMeshShapeEdgesInfo.addEdge(4, 6);
|
||||
convexMeshShapeEdgesInfo.addEdge(4, 7);
|
||||
convexMeshShapeEdgesInfo.addEdge(0, 4);
|
||||
convexMeshShapeEdgesInfo.addEdge(1, 5);
|
||||
convexMeshShapeEdgesInfo.addEdge(2, 6);
|
||||
convexMeshShapeEdgesInfo.addEdge(3, 7);
|
||||
convexMeshShapeEdgesInfo.setIsEdgesInformationUsed(true);
|
||||
mConvexMeshShapeEdgesInfo = mConvexMeshBodyEdgesInfo->addCollisionShape(
|
||||
convexMeshShapeEdgesInfo);
|
||||
convexMeshShapeEdgesInfo,
|
||||
mShapeTransform);
|
||||
|
||||
CylinderShape cylinderShape(2, 5, 0);
|
||||
mCylinderShape = mCylinderBody->addCollisionShape(cylinderShape, mShapeTransform);
|
||||
|
@ -823,50 +829,50 @@ class TestRaycast : public Test {
|
|||
test(mWorld->raycast(ray, raycastInfo));
|
||||
test(raycastInfo.body == mConvexMeshBody);
|
||||
test(raycastInfo.proxyShape == mConvexMeshShape);
|
||||
test(approxEqual(raycastInfo.distance, 6));
|
||||
test(approxEqual(raycastInfo.worldPoint.x, hitPoint.x));
|
||||
test(approxEqual(raycastInfo.worldPoint.y, hitPoint.y));
|
||||
test(approxEqual(raycastInfo.worldPoint.z, hitPoint.z));
|
||||
test(approxEqual(raycastInfo.distance, 6, epsilon));
|
||||
test(approxEqual(raycastInfo.worldPoint.x, hitPoint.x, epsilon));
|
||||
test(approxEqual(raycastInfo.worldPoint.y, hitPoint.y, epsilon));
|
||||
test(approxEqual(raycastInfo.worldPoint.z, hitPoint.z, epsilon));
|
||||
|
||||
// CollisionBody::raycast()
|
||||
RaycastInfo raycastInfo2;
|
||||
test(mConvexMeshBody->raycast(ray, raycastInfo2));
|
||||
test(raycastInfo2.body == mConvexMeshBody);
|
||||
test(raycastInfo2.proxyShape == mConvexMeshShape);
|
||||
test(approxEqual(raycastInfo2.distance, 6));
|
||||
test(approxEqual(raycastInfo2.worldPoint.x, hitPoint.x));
|
||||
test(approxEqual(raycastInfo2.worldPoint.y, hitPoint.y));
|
||||
test(approxEqual(raycastInfo2.worldPoint.z, hitPoint.z));
|
||||
test(approxEqual(raycastInfo2.distance, 6, epsilon));
|
||||
test(approxEqual(raycastInfo2.worldPoint.x, hitPoint.x, epsilon));
|
||||
test(approxEqual(raycastInfo2.worldPoint.y, hitPoint.y, epsilon));
|
||||
test(approxEqual(raycastInfo2.worldPoint.z, hitPoint.z, epsilon));
|
||||
|
||||
// ProxyCollisionShape::raycast()
|
||||
RaycastInfo raycastInfo3;
|
||||
test(mConvexMeshBodyEdgesInfo->raycast(ray, raycastInfo3));
|
||||
test(raycastInfo3.body == mConvexMeshBodyEdgesInfo);
|
||||
test(raycastInfo3.proxyShape == mConvexMeshShapeEdgesInfo);
|
||||
test(approxEqual(raycastInfo3.distance, 6));
|
||||
test(approxEqual(raycastInfo3.worldPoint.x, hitPoint.x));
|
||||
test(approxEqual(raycastInfo3.worldPoint.y, hitPoint.y));
|
||||
test(approxEqual(raycastInfo3.worldPoint.z, hitPoint.z));
|
||||
test(approxEqual(raycastInfo3.distance, 6, epsilon));
|
||||
test(approxEqual(raycastInfo3.worldPoint.x, hitPoint.x, epsilon));
|
||||
test(approxEqual(raycastInfo3.worldPoint.y, hitPoint.y, epsilon));
|
||||
test(approxEqual(raycastInfo3.worldPoint.z, hitPoint.z, epsilon));
|
||||
|
||||
// ProxyCollisionShape::raycast()
|
||||
RaycastInfo raycastInfo4;
|
||||
test(mConvexMeshShape->raycast(ray, raycastInfo4));
|
||||
test(raycastInfo4.body == mConvexMeshBody);
|
||||
test(raycastInfo4.proxyShape == mConvexMeshShape);
|
||||
test(approxEqual(raycastInfo4.distance, 6));
|
||||
test(approxEqual(raycastInfo4.worldPoint.x, hitPoint.x));
|
||||
test(approxEqual(raycastInfo4.worldPoint.y, hitPoint.y));
|
||||
test(approxEqual(raycastInfo4.worldPoint.z, hitPoint.z));
|
||||
test(approxEqual(raycastInfo4.distance, 6, epsilon));
|
||||
test(approxEqual(raycastInfo4.worldPoint.x, hitPoint.x, epsilon));
|
||||
test(approxEqual(raycastInfo4.worldPoint.y, hitPoint.y, epsilon));
|
||||
test(approxEqual(raycastInfo4.worldPoint.z, hitPoint.z, epsilon));
|
||||
|
||||
// ProxyCollisionShape::raycast()
|
||||
RaycastInfo raycastInfo5;
|
||||
test(mConvexMeshShapeEdgesInfo->raycast(ray, raycastInfo5));
|
||||
test(raycastInfo5.body == mConvexMeshBodyEdgesInfo);
|
||||
test(raycastInfo5.proxyShape == mConvexMeshShapeEdgesInfo);
|
||||
test(approxEqual(raycastInfo5.distance, 6));
|
||||
test(approxEqual(raycastInfo5.worldPoint.x, hitPoint.x));
|
||||
test(approxEqual(raycastInfo5.worldPoint.y, hitPoint.y));
|
||||
test(approxEqual(raycastInfo5.worldPoint.z, hitPoint.z));
|
||||
test(approxEqual(raycastInfo5.distance, 6, epsilon));
|
||||
test(approxEqual(raycastInfo5.worldPoint.x, hitPoint.x, epsilon));
|
||||
test(approxEqual(raycastInfo5.worldPoint.y, hitPoint.y, epsilon));
|
||||
test(approxEqual(raycastInfo5.worldPoint.z, hitPoint.z, epsilon));
|
||||
|
||||
Ray ray1(mLocalShapeToWorld * Vector3(0, 0, 0), mLocalToWorldMatrix * Vector3(5, 7, -1));
|
||||
Ray ray2(mLocalShapeToWorld * Vector3(5, 11, 7), mLocalToWorldMatrix * Vector3(4, 6, 7));
|
||||
|
|
Loading…
Reference in New Issue
Block a user