mirror of https://github.com/bkaradzic/bgfx
Cleanup.
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7468b6d006
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@ -21,7 +21,7 @@ Vec3 getExtents(const Aabb& _aabb)
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Vec3 getCenter(const Triangle& _triangle)
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Vec3 getCenter(const Triangle& _triangle)
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{
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{
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return bx::mul(bx::add(bx::add(_triangle.v0, _triangle.v1), _triangle.v2), 1.0f/3.0f);
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return mul(add(add(_triangle.v0, _triangle.v1), _triangle.v2), 1.0f/3.0f);
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}
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}
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void toAabb(Aabb& _outAabb, const Vec3& _center, const Vec3& _extent)
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void toAabb(Aabb& _outAabb, const Vec3& _center, const Vec3& _extent)
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@ -529,9 +529,9 @@ static bool intersect(const Ray& _ray, const Cylinder& _cylinder, bool _capsule,
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const Vec3 rc = sub(_ray.pos, _cylinder.pos);
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const Vec3 rc = sub(_ray.pos, _cylinder.pos);
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const Vec3 dxa = cross(_ray.dir, axis);
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const Vec3 dxa = cross(_ray.dir, axis);
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const float len = length(dxa);
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const float len = length(dxa);
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const Vec3 normal = normalize(dxa);
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const Vec3 normal = normalize(dxa);
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const float dist = bx::abs(dot(rc, normal) );
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const float dist = bx::abs(dot(rc, normal) );
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if (dist > _cylinder.radius)
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if (dist > _cylinder.radius)
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{
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{
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@ -831,7 +831,7 @@ bool intersect(const Ray& _ray, const Triangle& _triangle, Hit* _hit)
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return true;
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return true;
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}
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}
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void barycentric(float& _outU, float& _outV, float& _outW, const Triangle& _triangle, const Vec3& _pos)
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Vec3 barycentric(const Triangle& _triangle, const Vec3& _pos)
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{
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{
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const Vec3 v0 = sub(_triangle.v1, _triangle.v0);
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const Vec3 v0 = sub(_triangle.v1, _triangle.v0);
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const Vec3 v1 = sub(_triangle.v2, _triangle.v0);
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const Vec3 v1 = sub(_triangle.v2, _triangle.v0);
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@ -844,22 +844,51 @@ void barycentric(float& _outU, float& _outV, float& _outW, const Triangle& _tria
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const float dot12 = dot(v1, v2);
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const float dot12 = dot(v1, v2);
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const float invDenom = 1.0f/(dot00*dot11 - square(dot01) );
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const float invDenom = 1.0f/(dot00*dot11 - square(dot01) );
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_outU = (dot11*dot02 - dot01*dot12)*invDenom;
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_outV = (dot00*dot12 - dot01*dot02)*invDenom;
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const float uu = (dot11*dot02 - dot01*dot12)*invDenom;
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_outW = 1.0f - _outU - _outV;
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const float vv = (dot00*dot12 - dot01*dot02)*invDenom;
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const float ww = 1.0f - uu - vv;
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return { uu, vv, ww };
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}
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}
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Vec3 closestPoint(const Plane& _plane, const Vec3 _pos)
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Vec3 cartesian(const Triangle& _triangle, const Vec3& _uvw)
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{
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const Vec3 b0 = mul(_triangle.v0, _uvw.x);
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const Vec3 b1 = mul(_triangle.v1, _uvw.y);
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const Vec3 b2 = mul(_triangle.v2, _uvw.z);
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return add(add(b0, b1), b2);
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}
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void calcPlane(Plane& _outPlane, const Triangle& _triangle)
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{
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calcPlane(_outPlane, _triangle.v0, _triangle.v1, _triangle.v2);
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}
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Vec3 closestPoint(const Plane& _plane, const Vec3& _pos)
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{
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{
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const float dist = distance(_plane, _pos);
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const float dist = distance(_plane, _pos);
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return sub(_pos, mul(_plane.normal, dist) );
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return sub(_pos, mul(_plane.normal, dist) );
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}
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}
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Vec3 closestPoint(const Aabb& _aabb, const Vec3 _pos)
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Vec3 closestPoint(const Aabb& _aabb, const Vec3& _pos)
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{
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{
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return clamp(_pos, _aabb.min, _aabb.max);
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return clamp(_pos, _aabb.min, _aabb.max);
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}
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}
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Vec3 closestPoint(const Triangle& _triangle, const Vec3& _pos)
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{
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Plane plane;
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calcPlane(plane, _triangle);
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const Vec3 pos = closestPoint(plane, _pos);
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const Vec3 uvw = barycentric(_triangle, pos);
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return cartesian(_triangle, clamp(uvw, {0.0f, 0.0f, 0.0f}, {1.0f, 1.0f, 1.0f}) );
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}
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bool overlap(const Sphere& _sphere, const Vec3& _pos)
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bool overlap(const Sphere& _sphere, const Vec3& _pos)
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{
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{
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const Vec3 ba = sub(_sphere.center, _pos);
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const Vec3 ba = sub(_sphere.center, _pos);
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@ -888,7 +917,7 @@ bool overlap(const Sphere& _sphere, const Plane& _plane)
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bool overlap(const Sphere& _sphere, const Triangle& _triangle)
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bool overlap(const Sphere& _sphere, const Triangle& _triangle)
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{
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{
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Plane plane;
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Plane plane;
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calcPlane(plane, _triangle.v0, _triangle.v1, _triangle.v2);
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calcPlane(plane, _triangle);
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if (!overlap(_sphere, plane) )
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if (!overlap(_sphere, plane) )
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{
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{
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@ -896,15 +925,12 @@ bool overlap(const Sphere& _sphere, const Triangle& _triangle)
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}
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}
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const Vec3 pos = closestPoint(plane, _sphere.center);
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const Vec3 pos = closestPoint(plane, _sphere.center);
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const Vec3 uvw = barycentric(_triangle, pos);
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float uu, vv, ww;
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barycentric(uu, vv, ww, _triangle, pos);
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const float nr = -_sphere.radius;
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const float nr = -_sphere.radius;
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return uu >= nr
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return uvw.x >= nr
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&& vv >= nr
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&& uvw.y >= nr
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&& ww >= nr
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&& uvw.z >= nr
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;
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;
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}
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}
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@ -933,8 +959,8 @@ bool overlap(const Sphere& _sphere, const Disk& _disk)
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return false;
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return false;
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}
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}
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bx::Plane plane;
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Plane plane;
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bx::calcPlane(plane, _disk.normal, _disk.center);
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calcPlane(plane, _disk.normal, _disk.center);
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return overlap(_sphere, plane);
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return overlap(_sphere, plane);
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}
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}
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@ -1017,7 +1043,7 @@ bool overlap(const Aabb& _aabb, const Plane& _plane)
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bool overlap(const Aabb& _aabb, const Triangle& _triangle)
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bool overlap(const Aabb& _aabb, const Triangle& _triangle)
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{
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{
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Plane plane;
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Plane plane;
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calcPlane(plane, _triangle.v0, _triangle.v1, _triangle.v2);
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calcPlane(plane, _triangle);
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if (!overlap(_aabb, plane) )
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if (!overlap(_aabb, plane) )
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{
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{
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@ -1053,8 +1079,8 @@ bool overlap(const Aabb& _aabb, const Disk& _disk)
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return false;
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return false;
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}
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}
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bx::Plane plane;
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Plane plane;
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bx::calcPlane(plane, _disk.normal, _disk.center);
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calcPlane(plane, _disk.normal, _disk.center);
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return overlap(_aabb, plane);
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return overlap(_aabb, plane);
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}
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}
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@ -1065,14 +1091,13 @@ bool overlap(const Aabb& _aabb, const Obb& _obb)
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return false;
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return false;
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}
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}
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bool overlap(const Triangle& _triangle, const bx::Vec3& _pos)
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bool overlap(const Triangle& _triangle, const Vec3& _pos)
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{
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{
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float uu, vv, ww;
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const Vec3 uvw = barycentric(_triangle, _pos);
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barycentric(uu, vv, ww, _triangle, _pos);
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return uu >= 0.0f
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return uvw.x >= 0.0f
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&& vv >= 0.0f
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&& uvw.y >= 0.0f
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&& ww >= 0.0f
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&& uvw.z >= 0.0f
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;
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;
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}
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}
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@ -1086,7 +1111,7 @@ bool overlap(const Triangle& _triangle, const Aabb& _aabb)
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return overlap(_aabb, _triangle);
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return overlap(_aabb, _triangle);
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}
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}
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bool overlap(const Triangle& _triangle, const bx::Plane& _plane)
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bool overlap(const Triangle& _triangle, const Plane& _plane)
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{
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{
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const float dist0 = distance(_plane, _triangle.v0);
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const float dist0 = distance(_plane, _triangle.v0);
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const float dist1 = distance(_plane, _triangle.v1);
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const float dist1 = distance(_plane, _triangle.v1);
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@ -1131,8 +1156,8 @@ bool overlap(const Triangle& _triangle, const Disk& _disk)
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return false;
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return false;
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}
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}
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bx::Plane plane;
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Plane plane;
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bx::calcPlane(plane, _disk.normal, _disk.center);
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calcPlane(plane, _disk.normal, _disk.center);
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return overlap(_triangle, plane);
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return overlap(_triangle, plane);
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}
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}
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