added new convex trianglemesh shape
This commit is contained in:
@@ -27,6 +27,7 @@ enum BroadphaseNativeTypes
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BOX_SHAPE_PROXYTYPE,
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TRIANGLE_SHAPE_PROXYTYPE,
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TETRAHEDRAL_SHAPE_PROXYTYPE,
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CONVEX_TRIANGLEMESH_SHAPE_PROXYTYPE,
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CONVEX_HULL_SHAPE_PROXYTYPE,
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//implicit convex shapes
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IMPLICIT_CONVEX_SHAPES_START_HERE,
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197
Bullet/CollisionShapes/ConvexTriangleMeshShape.cpp
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197
Bullet/CollisionShapes/ConvexTriangleMeshShape.cpp
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@@ -0,0 +1,197 @@
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/*
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Bullet Continuous Collision Detection and Physics Library
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Copyright (c) 2003-2006 Erwin Coumans http://continuousphysics.com/Bullet/
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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 "ConvexTriangleMeshShape.h"
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#include "CollisionShapes/CollisionMargin.h"
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#include "SimdQuaternion.h"
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#include "CollisionShapes/StridingMeshInterface.h"
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ConvexTriangleMeshShape ::ConvexTriangleMeshShape (StridingMeshInterface* meshInterface)
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:m_stridingMesh(meshInterface)
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{
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}
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///It's not nice to have all this virtual function overhead, so perhaps we can also gather the points once
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///but then we are duplicating
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class LocalSupportVertexCallback: public InternalTriangleIndexCallback
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{
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SimdVector3 m_supportVertexLocal;
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public:
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SimdScalar m_maxDot;
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SimdVector3 m_supportVecLocal;
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LocalSupportVertexCallback(const SimdVector3& supportVecLocal)
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: m_supportVertexLocal(0.f,0.f,0.f),
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m_supportVecLocal(supportVecLocal),
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m_maxDot(-1e30f)
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{
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}
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virtual void InternalProcessTriangleIndex(SimdVector3* triangle,int partId,int triangleIndex)
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{
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for (int i=0;i<3;i++)
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{
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SimdScalar dot = m_supportVecLocal.dot(triangle[i]);
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if (dot > m_maxDot)
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{
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m_maxDot = dot;
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m_supportVertexLocal = triangle[i];
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}
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}
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}
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SimdVector3 GetSupportVertexLocal()
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{
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return m_supportVertexLocal;
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}
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};
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SimdVector3 ConvexTriangleMeshShape::LocalGetSupportingVertexWithoutMargin(const SimdVector3& vec0)const
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{
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SimdVector3 supVec(0.f,0.f,0.f);
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SimdScalar newDot,maxDot = -1e30f;
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SimdVector3 vec = vec0;
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SimdScalar lenSqr = vec.length2();
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if (lenSqr < 0.0001f)
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{
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vec.setValue(1,0,0);
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} else
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{
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float rlen = 1.f / SimdSqrt(lenSqr );
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vec *= rlen;
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}
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LocalSupportVertexCallback supportCallback(vec);
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SimdVector3 aabbMax(1e30f,1e30f,1e30f);
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m_stridingMesh->InternalProcessAllTriangles(&supportCallback,-aabbMax,aabbMax);
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supVec = supportCallback.GetSupportVertexLocal();
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return supVec;
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}
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void ConvexTriangleMeshShape::BatchedUnitVectorGetSupportingVertexWithoutMargin(const SimdVector3* vectors,SimdVector3* supportVerticesOut,int numVectors) const
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{
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SimdScalar newDot;
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//use 'w' component of supportVerticesOut?
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{
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for (int i=0;i<numVectors;i++)
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{
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supportVerticesOut[i][3] = -1e30f;
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}
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}
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//todo: could do the batch inside the callback!
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for (int j=0;j<numVectors;j++)
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{
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const SimdVector3& vec = vectors[j];
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LocalSupportVertexCallback supportCallback(vec);
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SimdVector3 aabbMax(1e30f,1e30f,1e30f);
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m_stridingMesh->InternalProcessAllTriangles(&supportCallback,-aabbMax,aabbMax);
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supportVerticesOut[j] = supportCallback.GetSupportVertexLocal();
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}
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}
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SimdVector3 ConvexTriangleMeshShape::LocalGetSupportingVertex(const SimdVector3& vec)const
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{
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SimdVector3 supVertex = LocalGetSupportingVertexWithoutMargin(vec);
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if ( GetMargin()!=0.f )
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{
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SimdVector3 vecnorm = vec;
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if (vecnorm .length2() < (SIMD_EPSILON*SIMD_EPSILON))
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{
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vecnorm.setValue(-1.f,-1.f,-1.f);
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}
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vecnorm.normalize();
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supVertex+= GetMargin() * vecnorm;
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}
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return supVertex;
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}
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//currently just for debugging (drawing), perhaps future support for algebraic continuous collision detection
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//Please note that you can debug-draw ConvexTriangleMeshShape with the Raytracer Demo
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int ConvexTriangleMeshShape::GetNumVertices() const
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{
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//cache this?
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assert(0);
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return 0;
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}
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int ConvexTriangleMeshShape::GetNumEdges() const
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{
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assert(0);
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return 0;
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}
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void ConvexTriangleMeshShape::GetEdge(int i,SimdPoint3& pa,SimdPoint3& pb) const
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{
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assert(0);
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}
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void ConvexTriangleMeshShape::GetVertex(int i,SimdPoint3& vtx) const
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{
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assert(0);
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}
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int ConvexTriangleMeshShape::GetNumPlanes() const
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{
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return 0;
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}
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void ConvexTriangleMeshShape::GetPlane(SimdVector3& planeNormal,SimdPoint3& planeSupport,int i ) const
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{
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assert(0);
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}
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//not yet
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bool ConvexTriangleMeshShape::IsInside(const SimdPoint3& pt,SimdScalar tolerance) const
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{
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assert(0);
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return false;
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}
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void ConvexTriangleMeshShape::setLocalScaling(const SimdVector3& scaling)
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{
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m_stridingMesh->setScaling(scaling);
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}
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49
Bullet/CollisionShapes/ConvexTriangleMeshShape.h
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49
Bullet/CollisionShapes/ConvexTriangleMeshShape.h
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@@ -0,0 +1,49 @@
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#ifndef CONVEX_TRIANGLEMESH_SHAPE_H
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#define CONVEX_TRIANGLEMESH_SHAPE_H
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#include "PolyhedralConvexShape.h"
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#include "BroadphaseCollision/BroadphaseProxy.h" // for the types
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#include <vector>
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/// ConvexTriangleMeshShape is a convex hull of a triangle mesh. If you just have a point cloud, you can use ConvexHullShape instead.
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/// It uses the StridingMeshInterface instead of a point cloud. This can avoid the duplication of the triangle mesh data.
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class ConvexTriangleMeshShape : public PolyhedralConvexShape
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{
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class StridingMeshInterface* m_stridingMesh;
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public:
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ConvexTriangleMeshShape(StridingMeshInterface* meshInterface);
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class StridingMeshInterface* GetStridingMesh()
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{
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return m_stridingMesh;
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}
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virtual SimdVector3 LocalGetSupportingVertex(const SimdVector3& vec)const;
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virtual SimdVector3 LocalGetSupportingVertexWithoutMargin(const SimdVector3& vec)const;
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virtual void BatchedUnitVectorGetSupportingVertexWithoutMargin(const SimdVector3* vectors,SimdVector3* supportVerticesOut,int numVectors) const;
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virtual int GetShapeType()const { return CONVEX_TRIANGLEMESH_SHAPE_PROXYTYPE; }
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//debugging
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virtual char* GetName()const {return "ConvexTrimesh";}
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virtual int GetNumVertices() const;
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virtual int GetNumEdges() const;
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virtual void GetEdge(int i,SimdPoint3& pa,SimdPoint3& pb) const;
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virtual void GetVertex(int i,SimdPoint3& vtx) const;
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virtual int GetNumPlanes() const;
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virtual void GetPlane(SimdVector3& planeNormal,SimdPoint3& planeSupport,int i ) const;
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virtual bool IsInside(const SimdPoint3& pt,SimdScalar tolerance) const;
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void setLocalScaling(const SimdVector3& scaling);
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};
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#endif //CONVEX_TRIANGLEMESH_SHAPE_H
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