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#include "shape.h"
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CilinderShape::CilinderShape(Real radius, const Vector3 &pos, const Vector3 &dir) {
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Vector3 vx = dir.perp().norm();
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Vector3 vy = vx.cross(dir);
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matrix = Matrix4(
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vx.x*radius, vx.y*radius, vx.z*radius, 0,
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vy.x*radius, vy.y*radius, vy.z*radius, 0,
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dir.x , dir.y , dir.z , 0,
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pos.x , pos.y , pos.z , 1 ).inv();
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}
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Real CilinderShape::distance_to_triangle(const Triangle &triangle) const {
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Real dist = INFINITY;
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Vector3 v[3], d[3];
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Real A[3], B[3], C[3];
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for(int i = 0; i < 3; ++i) {
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v[i] = matrix.transform( triangle.vertices[i] );
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C[i] = v[i].x*v[i].x + v[i].y*v[i].y - 1;
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// collision with vertex
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if (C[i] <= precision)
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dist = std::min(dist, v[i].z);
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}
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for(int i = 0; i < 3; ++i) {
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d[i] = v[(i+1)%3] - v[i];
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A[i] = d[i].x*d[i].x + d[i].y*d[i].y;
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B[i] = 2*(d[i].x*v[i].x + d[i].y*v[i].y);
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// collision with edge
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Real roots[2];
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int count = solve(roots, C[i], B[i], A[i]);
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for(int j = 0; j < count; ++j)
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if (roots[j] >= -precision && roots[j] <= 1 + precision)
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dist = std::min(dist, d[i].z*roots[j] + v[i].z);
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}
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// collision with plane
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Vector3 perp = d[1].cross(d[2]);
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if (perp.z < 0) perp = Vector3(-perp.x, -perp.y, -perp.z);
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if (perp.z > precision) {
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// nearest plane touch point
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Vector3 p(0, 0, perp*v[0]/perp.z);
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Real xy = sqrt(perp.x*perp.x + perp.y*perp.y);
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if (xy > precision) {
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Real dxy = 1/xy;
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p.x = perp.x*dxy;
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p.y = perp.y*dxy;
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p.z -= xy/perp.z;
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}
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// is touch point inside tringle
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Real s = sign( perp.cross(d[0])*(p - v[0]), 0.1*precision );
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if ( s
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&& s == sign( perp.cross(d[1])*(p - v[1]), 0.1*precision )
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&& s == sign( perp.cross(d[2])*(p - v[2]), 0.1*precision ) )
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dist = std::min(dist, p.z);
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}
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return dist;
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}
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