use extension
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@@ -409,10 +409,10 @@ void b3QHull::Set(const b3Vec3* points, u32 count, bool simplify)
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centroid = b3ComputeCentroid(this);
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}
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void b3QHull::SetAsCylinder(float32 radius, float32 height)
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void b3QHull::SetAsCylinder(float32 radius, float32 ey)
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{
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B3_ASSERT(radius > 0.0f);
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B3_ASSERT(height > 0.0f);
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B3_ASSERT(ey > 0.0f);
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const u32 kEdgeCount = 20;
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const u32 kVertexCount = 4 * kEdgeCount;
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@@ -424,7 +424,7 @@ void b3QHull::SetAsCylinder(float32 radius, float32 height)
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b3Quat q = b3QuatRotationY(kAngleInc);
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{
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b3Vec3 center(0.0f, -0.5f * height, 0.0f);
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b3Vec3 center(0.0f, -ey, 0.0f);
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b3Vec3 n1(1.0f, 0.0f, 0.0f);
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b3Vec3 v1 = center + radius * n1;
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for (u32 i = 0; i < kEdgeCount; ++i)
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@@ -441,7 +441,7 @@ void b3QHull::SetAsCylinder(float32 radius, float32 height)
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}
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{
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b3Vec3 center(0.0f, 0.5f * height, 0.0f);
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b3Vec3 center(0.0f, ey, 0.0f);
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b3Vec3 n1(1.0f, 0.0f, 0.0f);
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b3Vec3 v1 = center + radius * n1;
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for (u32 i = 0; i < kEdgeCount; ++i)
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@@ -461,10 +461,10 @@ void b3QHull::SetAsCylinder(float32 radius, float32 height)
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Set(vs, count, false);
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}
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void b3QHull::SetAsCone(float32 radius, float32 height)
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void b3QHull::SetAsCone(float32 radius, float32 ey)
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{
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B3_ASSERT(radius > 0.0f);
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B3_ASSERT(height > 0.0f);
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B3_ASSERT(ey > 0.0f);
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const u32 kEdgeCount = 20;
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const u32 kVertexCount = 2 * kEdgeCount + 1;
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@@ -475,7 +475,7 @@ void b3QHull::SetAsCone(float32 radius, float32 height)
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float32 kAngleInc = 2.0f * B3_PI / float32(kEdgeCount);
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b3Quat q = b3QuatRotationY(kAngleInc);
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b3Vec3 center(0.0f, -0.5f * height, 0.0f);
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b3Vec3 center(0.0f, -ey, 0.0f);
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b3Vec3 n1(1.0f, 0.0f, 0.0f);
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b3Vec3 v1 = center + radius * n1;
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for (u32 i = 0; i < kEdgeCount; ++i)
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@@ -490,7 +490,7 @@ void b3QHull::SetAsCone(float32 radius, float32 height)
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v1 = v2;
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}
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vs[count++].Set(0.0f, 0.5f * height, 0.0f);
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vs[count++].Set(0.0f, ey, 0.0f);
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// Set
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Set(vs, count, false);
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