fix hull mass data calculation and make it more robust, bugfixes
This commit is contained in:
@ -118,15 +118,12 @@ struct b3Quat
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*axis = s * v;
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}
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*angle = 0.0f;
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// cosine check
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if (w >= -1.0f && w <= 1.0f)
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{
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// half angle
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float32 theta = acos(w);
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// full angle
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*angle = 2.0f * theta;
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}
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float32 cosine = b3Clamp(w, -1.0f, 1.0f);
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// half angle
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float32 theta = acos(cosine);
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// full angle
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*angle = 2.0f * theta;
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}
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float32 x, y, z, w;
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@ -112,6 +112,7 @@ public:
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// Set the body world transform from a position, axis of rotation and an angle
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// of rotation about the axis.
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// The transform defines a reference frame for this body world center of mass.
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// However, manipulating a body transform during the simulation may cause non-physical behaviour.
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void SetTransform(const b3Vec3& position, const b3Vec3& axis, float32 angle);
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@ -185,13 +186,16 @@ public:
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// Set this body mass data.
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void SetMassData(const b3MassData* data);
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// Get the linear kinetic energy of the body in Joules (kilogram-meters squared per second squared).
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// Recalculate this body mass data based on all of its shapes.
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void ResetMass();
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// Get the linear kinetic energy of the body in Joules (kg m^2/s^2).
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float32 GetLinearEnergy() const;
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// Get the angular kinetic energy of the body in Joules (kilogram-meters squared per second squared).
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// Get the angular kinetic energy of the body in Joules (kg m^2/s^2).
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float32 GetAngularEnergy() const;
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// Get the total kinetic energy of the body in Joules (kilogram-meters squared per second squared).
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// Get the total kinetic energy of the body in Joules (kg m^2/s^2).
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float32 GetEnergy() const;
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// Transform a vector to the local space of this body.
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@ -257,16 +261,8 @@ private:
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// Destroy all joints connected to the body.
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void DestroyJoints();
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// Recalculate the mass of the body based on the shapes associated
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// with it.
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void ResetMass();
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// Synchronize this body transform with its world
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// center of mass and orientation.
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void SynchronizeTransform();
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// Synchronize this body shape AABBs with the synchronized transform.
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void SynchronizeShapes();
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void SynchronizeTransform();
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// Check if this body should collide with another.
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bool ShouldCollide(const b3Body* other) const;
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@ -306,7 +302,10 @@ private:
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b3Vec3 m_linearVelocity;
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b3Vec3 m_angularVelocity;
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// Motion proxy for CCD.
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b3Sweep m_sweep;
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// The body origin transform.
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b3Transform m_xf;
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// The parent world of this body.
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@ -30,8 +30,8 @@ public :
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~b3HullShape();
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void Swap(const b3HullShape& other);
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void ComputeMass(b3MassData* data, float32 density) const;
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void ComputeMass(b3MassData* data, float32 density) const;
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void ComputeAABB(b3AABB3* aabb, const b3Transform& xf) const;
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@ -51,22 +51,42 @@ enum b3LimitState
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e_equalLimits
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};
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// Move an inertia tensor from the its current center
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// to another.
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inline b3Mat33 b3MoveToCOM(const b3Mat33& inertia, float32 mass, const b3Vec3& center)
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// Return the Steiner's matrix given the displacement vector from the old
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// center of rotation to the new center of rotation.
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// The result equals to transpose( skew(v) ) * skew(v) or diagonal(v^2) - outer(v)
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inline b3Mat33 b3Steiner(const b3Vec3& v)
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{
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// Paralell Axis Theorem
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// J = I + m * dot(r, r) * E - outer(r, r)
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// where
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// I - inertia about the center of mass
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// m - mass
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// E - identity 3x3
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// r - displacement vector from the current com to the new com
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// J - inertia tensor at the new center of rotation
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float32 dd = b3Dot(center, center);
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b3Mat33 A = b3Diagonal(mass * dd);
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b3Mat33 B = b3Outer(center, center);
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return inertia + A - B;
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float32 xx = v.x * v.x;
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float32 yy = v.y * v.y;
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float32 zz = v.z * v.z;
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b3Mat33 S;
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S.x.x = yy + zz;
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S.x.y = -v.x * v.y;
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S.x.z = -v.x * v.z;
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S.y.x = S.x.y;
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S.y.y = xx + zz;
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S.y.z = -v.y * v.z;
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S.z.x = S.x.z;
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S.z.y = S.y.z;
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S.z.z = xx + yy;
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return S;
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}
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// Move an inertia tensor given the displacement vector from the center of mass to the translated origin.
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inline b3Mat33 b3MoveToOrigin(const b3Mat33& I, const b3Vec3& v)
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{
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return I + b3Steiner(v);
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}
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// Move an inertia tensor given the displacement vector from the origin to the translated center of mass.
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inline b3Mat33 b3MoveToCOM(const b3Mat33& I, const b3Vec3& v)
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{
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return I - b3Steiner(v);
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}
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// Compute the inertia matrix of a body measured in
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@ -96,7 +96,7 @@ public:
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b3ShapeDef sd;
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sd.shape = &hs;
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sd.density = 0.1f;
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sd.friction = 0.1f;
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sd.friction = 0.3f;
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body->CreateShape(sd);
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}
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121
include/testbed/tests/multiple_shapes.h
Normal file
121
include/testbed/tests/multiple_shapes.h
Normal file
@ -0,0 +1,121 @@
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/*
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* Copyright (c) 2016-2016 Irlan Robson http://www.irlan.net
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*
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* This software is provided 'as-is', without any express or implied
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* warranty. In no event will the authors be held liable for any damages
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* arising from the use of this software.
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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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* 1. The origin of this software must not be misrepresented; you must not
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* claim that you wrote the original software. If you use this software
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* in a product, an acknowledgment in the product documentation would be
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* appreciated but is not required.
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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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* 3. This notice may not be removed or altered from any source distribution.
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*/
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#ifndef MULTIPLE_SHAPES_H
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#define MULTIPLE_SHAPES_H
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class MultipleShapes : public Test
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{
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public:
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MultipleShapes()
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{
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g_camera.m_center.Set(2.0f, -2.0f, 0.0f);
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g_camera.m_zoom = 50.0f;
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g_settings.drawCenterOfMasses = true;
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{
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b3BodyDef bd;
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b3Body* body = m_world.CreateBody(bd);
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b3HullShape hs;
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hs.m_hull = &m_groundHull;
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b3ShapeDef sd;
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sd.shape = &hs;
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body->CreateShape(sd);
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}
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{
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b3Transform xf;
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xf.SetIdentity();
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xf.position.Set(-5.0f, 10.0f, 0.0f);
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m_box1.SetTransform(xf);
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}
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{
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b3Transform xf;
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xf.SetIdentity();
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xf.position.Set(5.0f, 10.0f, 0.0f);
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m_box2.SetTransform(xf);
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}
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{
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b3Transform xf;
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xf.SetIdentity();
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xf.position.Set(0.0f, 2.0f, 0.0f);
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m_box3.SetTransform(xf);
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}
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{
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b3Transform xf;
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xf.SetIdentity();
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xf.position.Set(0.0f, 6.0f, 0.0f);
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m_box4.SetTransform(xf);
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}
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{
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b3Transform xf;
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xf.SetIdentity();
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xf.position.Set(0.0f, 10.0f, 0.0f);
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m_box5.SetTransform(xf);
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}
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{
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b3BodyDef bd;
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bd.type = e_dynamicBody;
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bd.angularVelocity.Set(0.0f, B3_PI, 0.0f);
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b3Body* body = m_world.CreateBody(bd);
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b3HullShape hs;
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b3ShapeDef sd;
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sd.shape = &hs;
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sd.density = 0.1f;
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hs.m_hull = &m_box1;
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body->CreateShape(sd);
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hs.m_hull = &m_box2;
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body->CreateShape(sd);
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hs.m_hull = &m_box3;
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body->CreateShape(sd);
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hs.m_hull = &m_box4;
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body->CreateShape(sd);
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hs.m_hull = &m_box5;
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body->CreateShape(sd);
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}
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}
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static Test* Create()
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{
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return new MultipleShapes();
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}
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b3BoxHull m_box1;
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b3BoxHull m_box2;
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b3BoxHull m_box3;
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b3BoxHull m_box4;
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b3BoxHull m_box5;
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};
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#endif
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@ -16,8 +16,8 @@
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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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#ifndef QUADRIC_H
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#define QUADRIC_H
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#ifndef QUADRIC_SHAPES_H
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#define QUADRIC_SHAPES_H
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#include <testbed/tests/quickhull_test.h>
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@ -25,39 +25,41 @@ extern DebugDraw* g_debugDraw;
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extern Camera g_camera;
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extern Settings g_settings;
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class Quadric : public Test
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class QuadricShapes : public Test
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{
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public:
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Quadric()
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QuadricShapes()
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{
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g_camera.m_center.Set(2.0f, -2.0f, 0.0f);
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g_camera.m_zoom = 20.0f;
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g_camera.m_q = b3Quat(b3Vec3(0.0f, 1.0f, 0.0f), 0.15f * B3_PI);
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g_camera.m_q = g_camera.m_q * b3Quat(b3Vec3(1.0f, 0.0f, 0.0f), -0.15f * B3_PI);
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g_camera.m_center.SetZero();
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g_settings.drawCenterOfMasses = true;
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{
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qhHull hull;
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b3StackArray<b3Vec3, 32> points;
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ConstructCone(points);
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u32 size = qhGetMemorySize(points.Count());
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void* p = b3Alloc(size);
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qhHull hull;
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hull.Construct(p, points);
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m_coneHull = ConvertHull(hull);
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b3Free(p);
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}
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{
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qhHull hull;
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b3StackArray<b3Vec3, 32> points;
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ConstructCylinder(points);
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u32 size = qhGetMemorySize(points.Count());
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const u32 size = qhGetMemorySize(points.Count());
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void* p = b3Alloc(size);
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qhHull hull;
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hull.Construct(p, points);
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m_cylinderHull = ConvertHull(hull);
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b3Free(p);
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}
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@ -85,7 +87,7 @@ public:
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hull.m_hull = &m_coneHull;
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b3ShapeDef sdef;
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sdef.density = 0.2f;
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sdef.density = 0.1f;
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sdef.friction = 0.3f;
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sdef.shape = &hull;
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@ -103,7 +105,7 @@ public:
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hull.m_hull = &m_cylinderHull;
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b3ShapeDef sdef;
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sdef.density = 1.0f;
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sdef.density = 0.1f;
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sdef.friction = 0.3f;
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sdef.shape = &hull;
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@ -111,7 +113,7 @@ public:
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}
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}
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~Quadric()
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~QuadricShapes()
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{
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{
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b3Free(m_coneHull.vertices);
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@ -130,7 +132,7 @@ public:
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static Test* Create()
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{
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return new Quadric();
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return new QuadricShapes();
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}
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b3Hull m_coneHull;
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@ -25,6 +25,70 @@ extern DebugDraw* g_debugDraw;
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extern Camera g_camera;
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extern Settings g_settings;
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inline b3Vec3 ComputeCentroid(const b3Hull& h)
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{
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b3Vec3 c(0.0f, 0.0f, 0.0f);
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float32 volume = 0.0f;
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// Pick reference point not too away from the origin
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// to minimize floating point rounding errors.
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b3Vec3 p1(0.0f, 0.0f, 0.0f);
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// Put it inside the hull.
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for (u32 i = 0; i < h.vertexCount; ++i)
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{
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p1 += h.vertices[i];
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}
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p1 *= 1.0f / float32(h.vertexCount);
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const float32 inv4 = 0.25f;
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const float32 inv6 = 1.0f / 6.0f;
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const float32 inv60 = 1.0f / 60.0f;
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const float32 inv120 = 1.0f / 120.0f;
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b3Vec3 diag(0.0f, 0.0f, 0.0f);
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b3Vec3 offDiag(0.0f, 0.0f, 0.0f);
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// Triangulate convex polygons
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for (u32 i = 0; i < h.faceCount; ++i)
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{
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const b3Face* face = h.GetFace(i);
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const b3HalfEdge* begin = h.GetEdge(face->edge);
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const b3HalfEdge* edge = h.GetEdge(begin->next);
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do
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{
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u32 i1 = begin->origin;
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u32 i2 = edge->origin;
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const b3HalfEdge* next = h.GetEdge(edge->next);
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u32 i3 = next->origin;
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b3Vec3 p2 = h.vertices[i1];
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b3Vec3 p3 = h.vertices[i2];
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b3Vec3 p4 = h.vertices[i3];
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b3Vec3 e1 = p2 - p1;
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b3Vec3 e2 = p3 - p1;
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b3Vec3 e3 = p4 - p1;
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float32 D = b3Det(e1, e2, e3);
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float32 tetraVolume = inv6 * D;
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volume += tetraVolume;
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// Volume weighted centroid
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c += tetraVolume * inv4 * (e1 + e2 + e3);
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edge = next;
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} while (h.GetEdge(edge->next) != begin);
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}
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// Centroid
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B3_ASSERT(volume > B3_EPSILON);
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c *= 1.0f / volume;
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c += p1;
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return c;
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}
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struct Pair
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{
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void* key;
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@ -195,14 +259,7 @@ inline b3Hull ConvertHull(const qhHull& hull)
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out.faceCount = faceCount;
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out.faces = faces;
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out.planes = planes;
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out.centroid.SetZero();
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for (u32 i = 0; i < vertexCount; ++i)
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{
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out.centroid += vertices[i];
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}
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out.centroid /= float32(vertexCount);
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out.centroid = ComputeCentroid(out);
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out.Validate();
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return out;
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}
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@ -351,23 +408,6 @@ public:
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m_qhull.Draw(g_debugDraw);
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}
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void KeyDown(int button)
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{
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if (button == GLFW_KEY_LEFT)
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{
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//m_index = b3Max(m_index - 1, 0);
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}
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if (button == GLFW_KEY_RIGHT)
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{
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//m_index = b3Min(m_index + 1, i32(horizon.Count()) - 1);
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}
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if (button == GLFW_KEY_I)
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{
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}
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}
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static Test* Create()
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{
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return new QuickhullTest();
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Reference in New Issue
Block a user