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Fix algorithm + add comments
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1 changed files with 17 additions and 5 deletions
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@ -416,34 +416,46 @@ void RenderableModelEntityItem::computeShapeInfo(ShapeInfo& info) {
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}
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}
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bool RenderableModelEntityItem::contains(const glm::vec3& point) const {
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bool RenderableModelEntityItem::contains(const glm::vec3& point) const {
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bool result = EntityItem::contains(point);
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if (EntityItem::contains(point) && _model && _model->getCollisionGeometry()) {
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if (result && _model && _model->getCollisionGeometry()) {
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const QSharedPointer<NetworkGeometry> collisionNetworkGeometry = _model->getCollisionGeometry();
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const QSharedPointer<NetworkGeometry> collisionNetworkGeometry = _model->getCollisionGeometry();
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const FBXGeometry& collisionGeometry = collisionNetworkGeometry->getFBXGeometry();
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const FBXGeometry& collisionGeometry = collisionNetworkGeometry->getFBXGeometry();
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auto checkEachPrimitive = [=](FBXMesh& mesh, QVector<int> indices, int primitiveSize) -> bool {
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auto checkEachPrimitive = [=](FBXMesh& mesh, QVector<int> indices, int primitiveSize) -> bool {
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// Check whether the point is "behind" all the primitives.
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for (unsigned int j = 0; j < indices.size(); j += primitiveSize) {
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for (unsigned int j = 0; j < indices.size(); j += primitiveSize) {
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if (!isPointBehindTrianglesPlane(point,
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if (!isPointBehindTrianglesPlane(point,
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mesh.vertices[indices[j]],
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mesh.vertices[indices[j]],
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mesh.vertices[indices[j + 1]],
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mesh.vertices[indices[j + 1]],
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mesh.vertices[indices[j + 2]])) {
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mesh.vertices[indices[j + 2]])) {
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// it's not behind at least one so we bail
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return false;
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return false;
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}
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}
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}
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}
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return true;
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return true;
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};
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};
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// Check that the point is contained in at least one convex mesh.
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for (auto mesh : collisionGeometry.meshes) {
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for (auto mesh : collisionGeometry.meshes) {
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bool insideMesh = true;
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// To be considered inside a convex mesh,
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// the point needs to be "behind" all the primitives respective planes.
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for (auto part : mesh.parts) {
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for (auto part : mesh.parts) {
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// run through all the triangles and quads
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// run through all the triangles and quads
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if (!checkEachPrimitive(mesh, part.triangleIndices, 3) ||
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if (!checkEachPrimitive(mesh, part.triangleIndices, 3) ||
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!checkEachPrimitive(mesh, part.quadIndices, 4)) {
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!checkEachPrimitive(mesh, part.quadIndices, 4)) {
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return false;
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// If not, the point is outside, bail for this mesh
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insideMesh = false;
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continue;
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}
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}
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}
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}
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if (insideMesh) {
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// It's inside this mesh, return true.
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return true;
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}
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}
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}
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}
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}
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return result;
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// It wasn't in any mesh, return false.
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return false;
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}
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}
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