292 lines
8.3 KiB
C++
292 lines
8.3 KiB
C++
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/*
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This source file is part of GIMPACT Library.
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For the latest info, see http://gimpact.sourceforge.net/
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Copyright (c) 2007 Francisco Leon Najera. C.C. 80087371.
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email: projectileman@yahoo.com
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This software is provided 'as-is', without any express or implied warranty.
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In no event will the authors be held liable for any damages 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 freely,
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subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and must not be 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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#include "btGImpactShape.h"
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#include "btGImpactMassUtil.h"
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btGImpactMeshShapePart::btGImpactMeshShapePart( btStridingMeshInterface * meshInterface, int part )
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{
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// moved from .h to .cpp because of conditional compilation
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// (The setting of BT_THREADSAFE may differ between various cpp files, so it is best to
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// avoid using it in h files)
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m_primitive_manager.m_meshInterface = meshInterface;
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m_primitive_manager.m_part = part;
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m_box_set.setPrimitiveManager( &m_primitive_manager );
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#if BT_THREADSAFE
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// If threadsafe is requested, this object uses a different lock/unlock
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// model with the btStridingMeshInterface -- lock once when the object is constructed
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// and unlock once in the destructor.
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// The other way of locking and unlocking for each collision check in the narrowphase
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// is not threadsafe. Note these are not thread-locks, they are calls to the meshInterface's
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// getLockedReadOnlyVertexIndexBase virtual function, which by default just returns a couple of
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// pointers. In theory a client could override the lock function to do all sorts of
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// things like reading data from GPU memory, or decompressing data on the fly, but such things
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// do not seem all that likely or useful, given the performance cost.
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m_primitive_manager.lock();
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#endif
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}
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btGImpactMeshShapePart::~btGImpactMeshShapePart()
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{
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// moved from .h to .cpp because of conditional compilation
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#if BT_THREADSAFE
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m_primitive_manager.unlock();
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#endif
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}
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void btGImpactMeshShapePart::lockChildShapes() const
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{
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// moved from .h to .cpp because of conditional compilation
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#if ! BT_THREADSAFE
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// called in the narrowphase -- not threadsafe!
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void * dummy = (void*) ( m_box_set.getPrimitiveManager() );
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TrimeshPrimitiveManager * dummymanager = static_cast<TrimeshPrimitiveManager *>( dummy );
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dummymanager->lock();
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#endif
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}
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void btGImpactMeshShapePart::unlockChildShapes() const
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{
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// moved from .h to .cpp because of conditional compilation
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#if ! BT_THREADSAFE
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// called in the narrowphase -- not threadsafe!
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void * dummy = (void*) ( m_box_set.getPrimitiveManager() );
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TrimeshPrimitiveManager * dummymanager = static_cast<TrimeshPrimitiveManager *>( dummy );
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dummymanager->unlock();
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#endif
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}
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#define CALC_EXACT_INERTIA 1
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void btGImpactCompoundShape::calculateLocalInertia(btScalar mass,btVector3& inertia) const
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{
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lockChildShapes();
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#ifdef CALC_EXACT_INERTIA
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inertia.setValue(0.f,0.f,0.f);
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int i = this->getNumChildShapes();
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btScalar shapemass = mass/btScalar(i);
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while(i--)
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{
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btVector3 temp_inertia;
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m_childShapes[i]->calculateLocalInertia(shapemass,temp_inertia);
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if(childrenHasTransform())
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{
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inertia = gim_inertia_add_transformed( inertia,temp_inertia,m_childTransforms[i]);
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}
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else
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{
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inertia = gim_inertia_add_transformed( inertia,temp_inertia,btTransform::getIdentity());
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}
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}
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#else
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// Calc box inertia
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btScalar lx= m_localAABB.m_max[0] - m_localAABB.m_min[0];
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btScalar ly= m_localAABB.m_max[1] - m_localAABB.m_min[1];
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btScalar lz= m_localAABB.m_max[2] - m_localAABB.m_min[2];
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const btScalar x2 = lx*lx;
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const btScalar y2 = ly*ly;
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const btScalar z2 = lz*lz;
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const btScalar scaledmass = mass * btScalar(0.08333333);
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inertia = scaledmass * (btVector3(y2+z2,x2+z2,x2+y2));
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#endif
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unlockChildShapes();
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}
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void btGImpactMeshShapePart::calculateLocalInertia(btScalar mass,btVector3& inertia) const
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{
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lockChildShapes();
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#ifdef CALC_EXACT_INERTIA
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inertia.setValue(0.f,0.f,0.f);
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int i = this->getVertexCount();
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btScalar pointmass = mass/btScalar(i);
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while(i--)
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{
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btVector3 pointintertia;
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this->getVertex(i,pointintertia);
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pointintertia = gim_get_point_inertia(pointintertia,pointmass);
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inertia+=pointintertia;
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}
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#else
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// Calc box inertia
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btScalar lx= m_localAABB.m_max[0] - m_localAABB.m_min[0];
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btScalar ly= m_localAABB.m_max[1] - m_localAABB.m_min[1];
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btScalar lz= m_localAABB.m_max[2] - m_localAABB.m_min[2];
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const btScalar x2 = lx*lx;
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const btScalar y2 = ly*ly;
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const btScalar z2 = lz*lz;
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const btScalar scaledmass = mass * btScalar(0.08333333);
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inertia = scaledmass * (btVector3(y2+z2,x2+z2,x2+y2));
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#endif
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unlockChildShapes();
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}
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void btGImpactMeshShape::calculateLocalInertia(btScalar mass,btVector3& inertia) const
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{
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#ifdef CALC_EXACT_INERTIA
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inertia.setValue(0.f,0.f,0.f);
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int i = this->getMeshPartCount();
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btScalar partmass = mass/btScalar(i);
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while(i--)
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{
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btVector3 partinertia;
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getMeshPart(i)->calculateLocalInertia(partmass,partinertia);
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inertia+=partinertia;
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}
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#else
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// Calc box inertia
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btScalar lx= m_localAABB.m_max[0] - m_localAABB.m_min[0];
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btScalar ly= m_localAABB.m_max[1] - m_localAABB.m_min[1];
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btScalar lz= m_localAABB.m_max[2] - m_localAABB.m_min[2];
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const btScalar x2 = lx*lx;
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const btScalar y2 = ly*ly;
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const btScalar z2 = lz*lz;
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const btScalar scaledmass = mass * btScalar(0.08333333);
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inertia = scaledmass * (btVector3(y2+z2,x2+z2,x2+y2));
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#endif
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}
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void btGImpactMeshShape::rayTest(const btVector3& rayFrom, const btVector3& rayTo, btCollisionWorld::RayResultCallback& resultCallback) const
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{
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}
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void btGImpactMeshShapePart::processAllTrianglesRay(btTriangleCallback* callback,const btVector3& rayFrom, const btVector3& rayTo) const
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{
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lockChildShapes();
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btAlignedObjectArray<int> collided;
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btVector3 rayDir(rayTo - rayFrom);
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rayDir.normalize();
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m_box_set.rayQuery(rayDir, rayFrom, collided);
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if(collided.size()==0)
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{
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unlockChildShapes();
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return;
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}
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int part = (int)getPart();
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btPrimitiveTriangle triangle;
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int i = collided.size();
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while(i--)
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{
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getPrimitiveTriangle(collided[i],triangle);
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callback->processTriangle(triangle.m_vertices,part,collided[i]);
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}
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unlockChildShapes();
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}
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void btGImpactMeshShapePart::processAllTriangles(btTriangleCallback* callback,const btVector3& aabbMin,const btVector3& aabbMax) const
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{
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lockChildShapes();
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btAABB box;
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box.m_min = aabbMin;
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box.m_max = aabbMax;
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btAlignedObjectArray<int> collided;
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m_box_set.boxQuery(box,collided);
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if(collided.size()==0)
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{
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unlockChildShapes();
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return;
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}
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int part = (int)getPart();
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btPrimitiveTriangle triangle;
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int i = collided.size();
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while(i--)
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{
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this->getPrimitiveTriangle(collided[i],triangle);
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callback->processTriangle(triangle.m_vertices,part,collided[i]);
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}
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unlockChildShapes();
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}
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void btGImpactMeshShape::processAllTriangles(btTriangleCallback* callback,const btVector3& aabbMin,const btVector3& aabbMax) const
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{
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int i = m_mesh_parts.size();
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while(i--)
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{
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m_mesh_parts[i]->processAllTriangles(callback,aabbMin,aabbMax);
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}
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}
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void btGImpactMeshShape::processAllTrianglesRay(btTriangleCallback* callback,const btVector3& rayFrom, const btVector3& rayTo) const
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{
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int i = m_mesh_parts.size();
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while(i--)
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{
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m_mesh_parts[i]->processAllTrianglesRay(callback, rayFrom, rayTo);
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}
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}
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///fills the dataBuffer and returns the struct name (and 0 on failure)
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const char* btGImpactMeshShape::serialize(void* dataBuffer, btSerializer* serializer) const
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{
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btGImpactMeshShapeData* trimeshData = (btGImpactMeshShapeData*) dataBuffer;
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btCollisionShape::serialize(&trimeshData->m_collisionShapeData,serializer);
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m_meshInterface->serialize(&trimeshData->m_meshInterface, serializer);
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trimeshData->m_collisionMargin = float(m_collisionMargin);
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localScaling.serializeFloat(trimeshData->m_localScaling);
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trimeshData->m_gimpactSubType = int(getGImpactShapeType());
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return "btGImpactMeshShapeData";
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}
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