maintain the upper triangle of A, external particle/force creation/destruction, particle force abstraction, testbed update
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@ -25,6 +25,7 @@ public:
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ClothDragger(Ray3* ray, b3Cloth*& cloth) : m_ray(ray), m_cloth(cloth)
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{
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m_isSelected = false;
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m_spring = false;
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}
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~ClothDragger()
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@ -61,31 +62,32 @@ public:
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{
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B3_ASSERT(m_isSelected == false);
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if (Select(m_selection, m_x) == false)
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b3RayCastInput rayIn;
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rayIn.p1 = m_ray->A();
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rayIn.p2 = m_ray->B();
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rayIn.maxFraction = B3_MAX_FLOAT;
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b3ClothRayCastOutput rayOut;
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if (m_cloth->RayCast(&rayOut, &rayIn) == false)
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{
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return false;
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}
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m_isSelected = true;
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m_selection = rayOut.triangle;
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m_x = rayOut.fraction;
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b3ClothMesh* m = m_cloth->GetMesh();
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b3ClothMeshTriangle* t = m->triangles + m_selection;
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b3Particle* p1 = m_cloth->GetParticle(t->v1);
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m_t1 = p1->type;
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m_cloth->SetType(p1, e_staticParticle);
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b3Particle* p1 = m->particles[t->v1];
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b3Particle* p2 = m->particles[t->v2];
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b3Particle* p3 = m->particles[t->v3];
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b3Particle* p2 = m_cloth->GetParticle(t->v2);
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m_t2 = p2->type;
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m_cloth->SetType(p2, e_staticParticle);
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b3Particle* p3 = m_cloth->GetParticle(t->v3);
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m_t3 = p3->type;
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m_cloth->SetType(p3, e_staticParticle);
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b3Vec3 v1 = p1->position;
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b3Vec3 v2 = p2->position;
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b3Vec3 v3 = p3->position;
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b3Vec3 v1 = p1->GetPosition();
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b3Vec3 v2 = p2->GetPosition();
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b3Vec3 v3 = p3->GetPosition();
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b3Vec3 B = GetPointB();
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@ -102,6 +104,53 @@ public:
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m_u = m_v = 0.0f;
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}
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if (m_spring)
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{
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b3ParticleDef pd;
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pd.type = e_staticParticle;
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pd.position = B;
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m_particle = m_cloth->CreateParticle(pd);
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{
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b3SpringForceDef sfd;
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sfd.p1 = m_particle;
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sfd.p2 = p1;
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sfd.restLength = 0.0f;
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sfd.structural = 10000.0f;
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m_s1 = (b3SpringForce*)m_cloth->CreateForce(sfd);
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}
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{
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b3SpringForceDef sfd;
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sfd.p1 = m_particle;
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sfd.p2 = p2;
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sfd.restLength = 0.0f;
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sfd.structural = 10000.0f;
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m_s2 = (b3SpringForce*)m_cloth->CreateForce(sfd);
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}
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{
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b3SpringForceDef sfd;
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sfd.p1 = m_particle;
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sfd.p2 = p3;
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sfd.restLength = 0.0f;
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sfd.structural = 10000.0f;
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m_s3 = (b3SpringForce*)m_cloth->CreateForce(sfd);
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}
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}
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else
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{
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m_t1 = p1->GetType();
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p1->SetType(e_staticParticle);
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m_t2 = p2->GetType();
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p2->SetType(e_staticParticle);
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m_t3 = p3->GetType();
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p3->SetType(e_staticParticle);
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}
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return true;
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}
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@ -117,14 +166,21 @@ public:
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b3Vec3 dx = B - A;
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b3Particle* p1 = m_cloth->GetParticle(t->v1);
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m_cloth->ApplyTranslation(p1, dx);
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b3Particle* p2 = m_cloth->GetParticle(t->v2);
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m_cloth->ApplyTranslation(p2, dx);
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b3Particle* p3 = m_cloth->GetParticle(t->v3);
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m_cloth->ApplyTranslation(p3, dx);
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if (m_spring)
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{
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m_particle->ApplyTranslation(dx);
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}
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else
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{
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b3Particle* p1 = m->particles[t->v1];
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p1->ApplyTranslation(dx);
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b3Particle* p2 = m->particles[t->v2];
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p2->ApplyTranslation(dx);
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b3Particle* p3 = m->particles[t->v3];
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p3->ApplyTranslation(dx);
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}
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}
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void StopDragging()
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@ -133,141 +189,30 @@ public:
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m_isSelected = false;
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b3ClothMesh* m = m_cloth->GetMesh();
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b3ClothMeshTriangle* t = m->triangles + m_selection;
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if (m_spring)
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{
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m_cloth->DestroyForce(m_s1);
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m_cloth->DestroyForce(m_s2);
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m_cloth->DestroyForce(m_s3);
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m_cloth->DestroyParticle(m_particle);
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}
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else
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{
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b3ClothMesh* m = m_cloth->GetMesh();
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b3ClothMeshTriangle* t = m->triangles + m_selection;
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b3Particle* p1 = m_cloth->GetParticle(t->v1);
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m_cloth->SetType(p1, m_t1);
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b3Particle* p2 = m_cloth->GetParticle(t->v2);
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m_cloth->SetType(p2, m_t2);
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b3Particle* p3 = m_cloth->GetParticle(t->v3);
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m_cloth->SetType(p3, m_t3);
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b3Particle* p1 = m->particles[t->v1];
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p1->SetType(m_t1);
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b3Particle* p2 = m->particles[t->v2];
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p2->SetType(m_t2);
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b3Particle* p3 = m->particles[t->v3];
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p3->SetType(m_t3);
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}
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}
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private:
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bool RayCast(b3RayCastOutput* output, u32 triangleIndex) const
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{
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b3ClothMesh* mesh = m_cloth->GetMesh();
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B3_ASSERT(triangleIndex < mesh->triangleCount);
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b3ClothMeshTriangle* triangle = mesh->triangles + triangleIndex;
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b3Vec3 v1 = mesh->vertices[triangle->v1];
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b3Vec3 v2 = mesh->vertices[triangle->v2];
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b3Vec3 v3 = mesh->vertices[triangle->v3];
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b3Vec3 p1 = m_ray->A();
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b3Vec3 p2 = m_ray->B();
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b3Vec3 d = p2 - p1;
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float32 maxFraction = b3Length(d);
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b3Vec3 n = b3Cross(v2 - v1, v3 - v1);
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n.Normalize();
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float32 numerator = b3Dot(n, v1 - p1);
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float32 denominator = b3Dot(n, d);
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if (denominator == 0.0f)
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{
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return false;
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}
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float32 t = numerator / denominator;
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// Is the intersection not on the segment?
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if (t < 0.0f || maxFraction < t)
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{
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return false;
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}
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b3Vec3 q = p1 + t * d;
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// Barycentric coordinates for q
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b3Vec3 Q = q;
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b3Vec3 A = v1;
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b3Vec3 B = v2;
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b3Vec3 C = v3;
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b3Vec3 AB = B - A;
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b3Vec3 AC = C - A;
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b3Vec3 QA = A - Q;
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b3Vec3 QB = B - Q;
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b3Vec3 QC = C - Q;
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b3Vec3 QB_x_QC = b3Cross(QB, QC);
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b3Vec3 QC_x_QA = b3Cross(QC, QA);
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b3Vec3 QA_x_QB = b3Cross(QA, QB);
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b3Vec3 AB_x_AC = b3Cross(AB, AC);
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float32 u = b3Dot(QB_x_QC, AB_x_AC);
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float32 v = b3Dot(QC_x_QA, AB_x_AC);
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float32 w = b3Dot(QA_x_QB, AB_x_AC);
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// This tolerance helps intersections lying on
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// shared edges to not be missed.
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const float32 kTol = -B3_EPSILON;
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// Is the intersection on the triangle?
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if (u > kTol && v > kTol && w > kTol)
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{
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output->fraction = t;
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// Does the ray start from below or above the triangle?
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if (numerator > 0.0f)
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{
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output->normal = -n;
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}
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else
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{
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output->normal = n;
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}
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return true;
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}
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return false;
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}
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bool Select(u32& selection, float32& fraction) const
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{
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b3ClothMesh* m = m_cloth->GetMesh();
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b3RayCastInput input;
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input.p1 = m_ray->A();
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input.p2 = m_ray->B();
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input.maxFraction = m_ray->fraction;
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float32 minFraction = B3_MAX_FLOAT;
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b3Vec3 minNormal(0.0f, 0.0f, 0.0f);
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u32 minIndex = ~0;
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for (u32 i = 0; i < m->triangleCount; ++i)
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{
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b3RayCastOutput subOutput;
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if (RayCast(&subOutput, i) == true)
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{
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if (subOutput.fraction < minFraction)
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{
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minFraction = subOutput.fraction;
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minNormal = subOutput.normal;
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minIndex = i;
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}
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}
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}
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if (minIndex != ~0)
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{
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selection = minIndex;
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fraction = minFraction;
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return true;
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}
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return false;
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}
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bool m_isSelected;
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Ray3* m_ray;
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@ -276,6 +221,14 @@ private:
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b3Cloth*& m_cloth;
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u32 m_selection;
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float32 m_u, m_v;
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bool m_spring;
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b3Particle* m_particle;
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b3SpringForce* m_s1;
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b3SpringForce* m_s2;
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b3SpringForce* m_s3;
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b3ParticleType m_t1, m_t2, m_t3;
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};
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