change class to structure for consistency
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@@ -708,8 +708,8 @@ b3GJKOutput b3GJK(const b3Transform& xf1, const b3GJKProxy& proxy1,
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// Apply radius if requested.
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if (applyRadius)
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{
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float32 r1 = proxy1.m_radius;
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float32 r2 = proxy2.m_radius;
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float32 r1 = proxy1.radius;
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float32 r2 = proxy2.radius;
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if (output.distance > r1 + r2 && output.distance > B3_EPSILON)
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{
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@@ -34,25 +34,25 @@ void b3ShapeGJKProxy::Set(const b3Shape* shape, u32 index)
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case e_sphereShape:
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{
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const b3SphereShape* sphere = (b3SphereShape*)shape;
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m_count = 1;
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m_vertices = &sphere->m_center;
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m_radius = sphere->m_radius;
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vertexCount = 1;
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vertices = &sphere->m_center;
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radius = sphere->m_radius;
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break;
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}
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case e_capsuleShape:
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{
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const b3CapsuleShape* capsule = (b3CapsuleShape*)shape;
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m_count = 2;
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m_vertices = capsule->m_centers;
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m_radius = capsule->m_radius;
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vertexCount = 2;
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vertices = capsule->m_centers;
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radius = capsule->m_radius;
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break;
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}
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case e_hullShape:
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{
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const b3HullShape* hull = (b3HullShape*)shape;
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m_count = hull->m_hull->vertexCount;
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m_vertices = hull->m_hull->vertices;
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m_radius = hull->m_radius;
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vertexCount = hull->m_hull->vertexCount;
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vertices = hull->m_hull->vertices;
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radius = hull->m_radius;
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break;
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}
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case e_meshShape:
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@@ -64,13 +64,13 @@ void b3ShapeGJKProxy::Set(const b3Shape* shape, u32 index)
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const b3Triangle& triangle = mesh->m_mesh->GetTriangle(index);
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m_buffer[0] = mesh->m_mesh->vertices[triangle.v1];
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m_buffer[1] = mesh->m_mesh->vertices[triangle.v2];
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m_buffer[2] = mesh->m_mesh->vertices[triangle.v3];
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vertexBuffer[0] = mesh->m_mesh->vertices[triangle.v1];
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vertexBuffer[1] = mesh->m_mesh->vertices[triangle.v2];
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vertexBuffer[2] = mesh->m_mesh->vertices[triangle.v3];
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m_count = 3;
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m_vertices = m_buffer;
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m_radius = mesh->m_radius;
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vertexCount = 3;
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vertices = vertexBuffer;
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radius = mesh->m_radius;
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break;
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}
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default:
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