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https://github.com/TorqueGameEngines/Torque3D.git
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Rename all member variables to follow the style guidelines (prefixed with the 'm') - class TSStaticPolysoupConvex
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@ -897,31 +897,31 @@ void TSStatic::buildConvex(const Box3F& box, Convex* convex)
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SceneObject* TSStaticPolysoupConvex::smCurObject = NULL;
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TSStaticPolysoupConvex::TSStaticPolysoupConvex()
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: box( 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f ),
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normal( 0.0f, 0.0f, 0.0f, 0.0f ),
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idx( 0 ),
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mesh( NULL )
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: mBox( 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f ),
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mNormal( 0.0f, 0.0f, 0.0f, 0.0f ),
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mIdx( 0 ),
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mMesh( NULL )
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{
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mType = TSPolysoupConvexType;
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for ( U32 i = 0; i < 4; ++i )
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{
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verts[i].set( 0.0f, 0.0f, 0.0f );
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mVerts[i].set( 0.0f, 0.0f, 0.0f );
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}
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}
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Point3F TSStaticPolysoupConvex::support(const VectorF& vec) const
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{
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F32 bestDot = mDot( verts[0], vec );
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F32 bestDot = mDot( mVerts[0], vec );
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const Point3F *bestP = &verts[0];
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const Point3F *bestP = &mVerts[0];
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for(S32 i=1; i<4; i++)
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{
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F32 newD = mDot(verts[i], vec);
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F32 newD = mDot(mVerts[i], vec);
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if(newD > bestDot)
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{
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bestDot = newD;
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bestP = &verts[i];
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bestP = &mVerts[i];
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}
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}
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@ -930,7 +930,7 @@ Point3F TSStaticPolysoupConvex::support(const VectorF& vec) const
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Box3F TSStaticPolysoupConvex::getBoundingBox() const
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{
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Box3F wbox = box;
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Box3F wbox = mBox;
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wbox.minExtents.convolve( mObject->getScale() );
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wbox.maxExtents.convolve( mObject->getScale() );
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mObject->getTransform().mul(wbox);
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@ -940,7 +940,7 @@ Box3F TSStaticPolysoupConvex::getBoundingBox() const
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Box3F TSStaticPolysoupConvex::getBoundingBox(const MatrixF& mat, const Point3F& scale) const
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{
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AssertISV(false, "TSStaticPolysoupConvex::getBoundingBox(m,p) - Not implemented. -- XEA");
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return box;
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return mBox;
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}
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void TSStaticPolysoupConvex::getPolyList(AbstractPolyList *list)
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@ -952,11 +952,11 @@ void TSStaticPolysoupConvex::getPolyList(AbstractPolyList *list)
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list->setObject(mObject);
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// Add only the original collision triangle
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S32 base = list->addPoint(verts[0]);
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list->addPoint(verts[2]);
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list->addPoint(verts[1]);
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S32 base = list->addPoint(mVerts[0]);
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list->addPoint(mVerts[2]);
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list->addPoint(mVerts[1]);
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list->begin(0, (U32)idx ^ (U32)mesh);
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list->begin(0, (U32)mIdx ^ (U32)mMesh);
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list->vertex(base + 2);
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list->vertex(base + 1);
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list->vertex(base + 0);
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@ -972,10 +972,10 @@ void TSStaticPolysoupConvex::getFeatures(const MatrixF& mat,const VectorF& n, Co
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// For a tetrahedron this is pretty easy... first
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// convert everything into world space.
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Point3F tverts[4];
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mat.mulP(verts[0], &tverts[0]);
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mat.mulP(verts[1], &tverts[1]);
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mat.mulP(verts[2], &tverts[2]);
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mat.mulP(verts[3], &tverts[3]);
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mat.mulP(mVerts[0], &tverts[0]);
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mat.mulP(mVerts[1], &tverts[1]);
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mat.mulP(mVerts[2], &tverts[2]);
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mat.mulP(mVerts[3], &tverts[3]);
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// points...
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S32 firstVert = cf->mVertexList.size();
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@ -56,11 +56,11 @@ public:
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~TSStaticPolysoupConvex() {};
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public:
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Box3F box;
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Point3F verts[4];
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PlaneF normal;
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S32 idx;
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TSMesh *mesh;
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Box3F mBox;
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Point3F mVerts[4];
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PlaneF mNormal;
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S32 mIdx;
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TSMesh *mMesh;
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static SceneObject* smCurObject;
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@ -1280,10 +1280,10 @@ bool TSMesh::buildConvexOpcode( const MatrixF &meshToObjectMat, const Box3F &nod
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if( chunkc->getObject() != TSStaticPolysoupConvex::smCurObject )
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continue;
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if( chunkc->mesh != this )
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if( chunkc->mMesh != this )
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continue;
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if( chunkc->idx != curIdx )
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if( chunkc->mIdx != curIdx )
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continue;
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// A match! Don't need to add it.
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@ -1315,18 +1315,18 @@ bool TSMesh::buildConvexOpcode( const MatrixF &meshToObjectMat, const Box3F &nod
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list->registerObject( cp );
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convex->addToWorkingList( cp );
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cp->mesh = this;
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cp->idx = curIdx;
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cp->mMesh = this;
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cp->mIdx = curIdx;
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cp->mObject = TSStaticPolysoupConvex::smCurObject;
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cp->normal = p;
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cp->verts[0] = a;
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cp->verts[1] = b;
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cp->verts[2] = c;
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cp->verts[3] = peak;
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cp->mNormal = p;
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cp->mVerts[0] = a;
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cp->mVerts[1] = b;
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cp->mVerts[2] = c;
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cp->mVerts[3] = peak;
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// Update the bounding box.
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Box3F &bounds = cp->box;
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Box3F &bounds = cp->mBox;
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bounds.minExtents.set( F32_MAX, F32_MAX, F32_MAX );
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bounds.maxExtents.set( -F32_MAX, -F32_MAX, -F32_MAX );
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