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engines/tetraedge/te/te_pick_mesh2.cpp
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261
engines/tetraedge/te/te_pick_mesh2.cpp
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#include "common/util.h"
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#include "tetraedge/tetraedge.h"
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#include "tetraedge/te/te_mesh.h"
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#include "tetraedge/te/te_pick_mesh2.h"
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#include "tetraedge/te/te_renderer.h"
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#include "tetraedge/te/te_ray_intersection.h"
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namespace Tetraedge {
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TePickMesh2::TePickMesh2() : _lastTriangleHit(0) {
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}
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void TePickMesh2::draw() {
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if (!worldVisible())
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return;
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const uint nverticies = _verticies.size();
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Common::SharedPtr<TeMesh> mesh(TeMesh::makeInstance());
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mesh->setConf(nverticies, nverticies, TeMesh::MeshMode_Triangles, 0, 0);
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for (uint i = 0; i < nverticies; i++) {
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mesh->setIndex(i, i);
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mesh->setVertex(i, _verticies[i]);
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}
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TeRenderer *renderer = g_engine->getRenderer();
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const TeColor prevCol = renderer->currentColor();
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renderer->enableWireFrame(); // NOTE: added this so we can draw _clickMeshes in scene.
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renderer->setCurrentColor(TeColor(0xff, 0, 0, 0xff));
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renderer->pushMatrix();
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renderer->multiplyMatrix(transformationMatrix());
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mesh->draw();
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renderer->popMatrix();
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renderer->setCurrentColor(prevCol);
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renderer->disableWireFrame();
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}
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bool TePickMesh2::intersect(const TeVector3f32 &origin, const TeVector3f32 &dir, TeVector3f32 &hitPtOut, float &hitDistOut, bool lastHitFirst, uint *triangleHitOut) {
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if (_verticies.size() / 3 == 0)
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return false;
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TeVector3f32 hitPt;
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float hitDist;
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const TeMatrix4x4 worldTrans = worldTransformationMatrix();
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const Math::Ray ray(origin, dir);
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if (lastHitFirst) {
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const TeVector3f32 triv1 = worldTrans * _verticies[_lastTriangleHit * 3 + 0];
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const TeVector3f32 triv2 = worldTrans * _verticies[_lastTriangleHit * 3 + 1];
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const TeVector3f32 triv3 = worldTrans * _verticies[_lastTriangleHit * 3 + 2];
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bool result = ray.intersectTriangle(triv1, triv2, triv3, hitPt, hitDist);
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if (result && hitDist >= 0.0 && hitDist < FLT_MAX) {
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hitPtOut = origin + dir * hitDist;
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hitDistOut = hitDist;
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if (triangleHitOut)
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*triangleHitOut = _lastTriangleHit;
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return true;
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}
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}
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float lastHitDist = FLT_MAX;
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for (uint i = 0; i < _verticies.size() / 3; i++) {
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const TeVector3f32 triv1 = worldTrans * _verticies[i * 3 + 0];
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const TeVector3f32 triv2 = worldTrans * _verticies[i * 3 + 1];
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const TeVector3f32 triv3 = worldTrans * _verticies[i * 3 + 2];
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bool result = ray.intersectTriangle(triv1, triv2, triv3, hitPt, hitDist);
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if (result && hitDist >= 0.0 && hitDist < FLT_MAX) {
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_lastTriangleHit = i;
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lastHitDist = hitDist;
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if (lastHitFirst)
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break;
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}
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}
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if (lastHitDist != FLT_MAX) {
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hitPtOut = origin + dir * lastHitDist;
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hitDistOut = lastHitDist;
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if (triangleHitOut)
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*triangleHitOut = _lastTriangleHit;
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return true;
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}
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return false;
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}
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bool TePickMesh2::intersect2D(const TeVector2f32 &pt) {
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if (_verticies.size() < 3)
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return false;
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// Check last triangle hit first..
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TeVector2f32 vert2s[3];
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for (uint i = 0; i < 3; i++) {
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const TeVector3f32 &vert = _verticies[_lastTriangleHit * 3 + i];
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vert2s[i] = TeVector2f32(vert.x(), vert.z());
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}
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if (pointInTriangle(pt, vert2s[0], vert2s[1], vert2s[2]))
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return true;
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for (uint tri = 0; tri < _verticies.size() / 3; tri++) {
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for (uint i = 0; i < 3; i++) {
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const TeVector3f32 &vert = _verticies[tri * 3 + i];
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vert2s[i] = TeVector2f32(vert.x(), vert.z());
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}
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if (pointInTriangle(pt, vert2s[0], vert2s[1], vert2s[2])) {
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_lastTriangleHit = tri;
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return true;
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}
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}
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return false;
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}
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uint TePickMesh2::lastTriangleHit() const {
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if (_lastTriangleHit < _verticies.size() / 3)
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return _lastTriangleHit;
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return 0;
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}
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static float TeSgn(float f) {
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if (f < 0.0)
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return -1.0;
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else if (f > 0.0)
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return 1.0;
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return 0.0;
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}
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bool TePickMesh2::pointInTriangle(const TeVector2f32 &p1, const TeVector2f32 &p2, const TeVector2f32 &p3, const TeVector2f32 &p4) const {
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float f1 = TeSgn(TeVector2f32(p3 - p2).crossProduct(p4 - p2));
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float f2 = TeSgn(TeVector2f32(p3 - p2).crossProduct(p1 - p2));
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f1 = -f1;
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if (f1 == f2)
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return false;
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f2 = TeSgn(TeVector2f32(p4 - p3).crossProduct(p1 - p3));
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if (f1 == f2)
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return false;
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f2 = TeSgn(TeVector2f32(p2 - p4).crossProduct(p1 - p4));
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return f1 != f2;
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}
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void TePickMesh2::setNbTriangles(uint num) {
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_verticies.resize(num * 3);
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_lastTriangleHit = 0;
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}
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void TePickMesh2::setTriangle(uint num, const TeVector3f32 &v1, const TeVector3f32 &v2, const TeVector3f32 &v3) {
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assert(num <= _verticies.size() / 3);
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_verticies[num * 3 + 0] = v1;
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_verticies[num * 3 + 1] = v2;
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_verticies[num * 3 + 2] = v3;
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}
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static float linePointIntersection(const TeVector3f32 &v1, const TeVector3f32 &v2, const TeVector3f32 &v3) {
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const TeVector3f32 line = v2 - v1;
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float dot = line.dotProduct(line);
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float retval = 0;
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if (dot != 0) {
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const TeVector3f32 segment = v3 - v1;
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retval = segment.dotProduct(line);
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}
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return retval;
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}
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static float segmentPointIntersection(const TeVector3f32 &v1, const TeVector3f32 &v2, const TeVector3f32 &v3) {
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float intersect = linePointIntersection(v1, v2, v3);
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float retval;
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if (intersect < 0)
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retval = 0;
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else if (intersect > 1)
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retval = 1;
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else
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retval = intersect;
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return retval;
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}
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TeVector3f32 TePickMesh2::slide(const TeVector3f32 &pos) {
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const TeMatrix4x4 worldTransform = worldTransformationMatrix();
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float shortest = 0;
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TeVector3f32 retval;
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for (uint i = 0; i < _verticies.size() / 3; i += 3) {
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TeVector3f32 v1 = _verticies[i];
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TeVector3f32 v2 = _verticies[i + 1];
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TeVector3f32 v3 = _verticies[i + 2];
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v1 = worldTransform * v1;
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v2 = worldTransform * v2;
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v3 = worldTransform * v3;
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const TeVector3f32 pt1 = (v1 + (v2 - v1) * segmentPointIntersection(v1, v2, pos));
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const TeVector3f32 off1 = pos - pt1;
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if (i == 0 || off1.squaredLength() < shortest) {
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retval = pt1;
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shortest = off1.squaredLength();
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}
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const TeVector3f32 pt2 = v2 + (v3 - v2) * segmentPointIntersection(v2, v3, pos);
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const TeVector3f32 off2 = pos - pt2;
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if (off2.squaredLength() < shortest) {
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retval = pt2;
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shortest = off2.squaredLength();
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}
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const TeVector3f32 pt3 = v3 + (v1 - v3) * segmentPointIntersection(v3, v1, pos);
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const TeVector3f32 off3 = pos - pt3;
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if (off3.squaredLength() < shortest) {
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retval = pt3;
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shortest = off3.squaredLength();
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}
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}
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return retval;
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}
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/*static*/
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void TePickMesh2::serialize(Common::WriteStream &stream, const TePickMesh2 &mesh) {
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error("TODO: Implement TePickMesh2::serialize");
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}
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/*static*/
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void TePickMesh2::deserialize(Common::ReadStream &stream, TePickMesh2 &mesh) {
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Te3DObject2::deserialize(stream, mesh);
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uint32 ntriangles = stream.readUint32LE();
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if (ntriangles > 100000)
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error("TePickMesh2::deserialize: Improbable number of triangles %d", ntriangles);
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mesh._verticies.resize(ntriangles * 3);
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mesh._lastTriangleHit = 0;
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for (uint i = 0; i < ntriangles * 3; i++) {
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TeVector3f32 vec;
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TeVector3f32::deserialize(stream, vec);
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mesh._verticies[i] = vec;
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}
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}
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} // end namespace Tetraedge
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