Implementing basic physics
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#include "ShapeBase.h"
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using namespace Seele;
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using namespace Seele::Component;
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//https://people.eecs.berkeley.edu/~jfc/mirtich/massProps.html
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struct ComputationState
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{
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// compute physics properties
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int A; /* alpha */
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int B; /* beta */
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int C; /* gamma */
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/* projection integrals */
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float P1, Pa, Pb, Paa, Pab, Pbb, Paaa, Paab, Pabb, Pbbb;
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/* face integrals */
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float Fa, Fb, Fc, Faa, Fbb, Fcc, Faaa, Fbbb, Fccc, Faab, Fbbc, Fcca;
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/* volume integrals */
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float T0;
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Math::Vector T1, T2, TP;
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};
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struct Face
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{
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StaticArray<Math::Vector, 3> vertices;
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Math::Vector normal;
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float w;
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};
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void computeProjectionIntegrals(Face& f, ComputationState& state)
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{
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state.P1 = state.Pa = state.Pb = state.Paa = state.Pab = state.Pbb = state.Paaa = state.Paab = state.Pabb = state.Pbbb = 0.0;
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for(uint32_t i = 0; i < 3; ++i)
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{
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float a0 = f.vertices[i][state.A];
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float b0 = f.vertices[i][state.B];
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float a1 = f.vertices[(i+1)%3][state.A];
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float b1 = f.vertices[(i+1)%3][state.B];
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float da = a1 - a0;
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float db = b1 - b0;
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float a0_2 = a0 * a0, a0_3 = a0_2 * a0, a0_4 = a0_3 * a0;
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float b0_2 = b0 * b0, b0_3 = b0_2 * b0, b0_4 = b0_3 * b0;
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float a1_2 = a1 * a1, a1_3 = a1_2 * a1;
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float b1_2 = b1 * b1, b1_3 = b1_2 * b1;
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float C1 = a1 + a0;
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float Ca = a1 * C1 + a0_2;
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float Caa = a1 * Ca + a0_3;
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float Caaa = a1 * Caa + a0_4;
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float Cb = b1 * (b1 + b0) + b0_2;
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float Cbb = b1 * Cb + b0_3;
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float Cbbb = b1 * Cbb + b0_4;
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float Cab = 3 * a1_2 + 2 * a1 * a0 + a0_2;
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float Kab = a1_2 + 2 * a1 * a0 + 3 * a0_2;
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float Caab = a0 * Cab + 4 * a1_3;
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float Kaab = a1 * Kab + 4 * a0_3;
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float Cabb = 4 * b1_3 + 3 * b1_2 * b0 + 2 * b1 * b0_2 + b0_3;
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float Kabb = b1_3 + 2 * b1_2 * b0 + 3 * b1 * b0_2 + 4 * b0_3;
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state.P1 += db * C1;
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state.Pa += db * Ca;
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state.Paa += db * Caa;
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state.Paaa += db * Caaa;
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state.Pb += da * Cb;
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state.Pbb += da * Cbb;
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state.Pbbb += da * Cbbb;
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state.Pab += db * (b1 * Cab + b0 * Kab);
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state.Paab += db * (b1 * Caab + b0 * Kaab);
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state.Pabb += da * (a1 * Cabb + a0 * Kabb);
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}
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state.P1 /= 2.0;
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state.Pa /= 6.0;
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state.Paa /= 12.0;
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state.Paaa /= 20.0;
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state.Pb /= -6.0;
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state.Pbb /= -12.0;
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state.Pbbb /= -20.0;
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state.Pab /= 24.0;
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state.Paab /= 60.0;
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state.Pabb /= -60.0;
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}
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void computeFaceIntegrals(Face& f, ComputationState& state)
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{
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computeProjectionIntegrals(f, state);
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float k1 = 1.0f/f.normal[state.C];
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float k2 = k1 * k1;
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float k3 = k2 * k1;
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float k4 = k3 * k1;
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glm::vec3 n = f.normal;
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float w = f.w;
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state.Fa = k1 * state.Pa;
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state.Fb = k1 * state.Pb;
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state.Fc = -k2 * (n[state.A] * state.Pa + n[state.B] * state.Pb + f.w * state.P1);
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state.Faa = k1 * state.Paa;
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state.Fbb = k1 * state.Pbb;
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state.Fcc = k3 * (n[state.A] * n[state.A] * state.Paa
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+ 2 * n[state.A] * n[state.B] * state.Pab
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+ n[state.B] * n[state.B] * state.Pbb
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+ w * (2 * (n[state.A] * state.Pa + n[state.B] * state.Pb) + w * state.P1));
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state.Faaa = k1 * state.Paaa;
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state.Fbbb = k1 * state.Pbbb;
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state.Fccc = -k4 * (n[state.A] * n[state.A] * n[state.A] * state.Paaa
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+ 3 * n[state.A] * n[state.A] * n[state.B] * state.Paab
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+ 3 * n[state.A] * n[state.B] * n[state.B] * state.Pabb
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+ 3 * n[state.B] * n[state.B] * n[state.B] * state.Pbbb
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+ 3 * w * (n[state.A] * n[state.A] * state.Paa
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+ 2 * n[state.A] * n[state.B] * state.Pa
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+ n[state.B] * n[state.B] * state.Pbb)
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+ w * w *(3 * (n[state.A]*state.Pa + n[state.B]*state.Pb) + w * state.P1)
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);
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state.Faab = k1 * state.Paab;
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state.Fbbc = -k2 * (n[state.A] * state.Paab + n[state.B] * state.Pbbb + w * state.Pbb);
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state.Fcca = k3 * (n[state.A] * n[state.A] * state.Paa + 2 * n[state.A] * n[state.B] * state.Paab + n[state.B] * n[state.B] * state.Pabb
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+ w * (2 * (n[state.A] * state.Paa + n[state.B] * state.Pab) + w * state.Pa));
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}
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void computeVolumeIntegrals(const Array<Math::Vector> vertices, const Array<uint32>& indices, ComputationState& state)
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{
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std::memset(&state, 0, sizeof(ComputationState));
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for (size_t i = 0; i < indices.size(); i+=3)
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{
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Face f;
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f.vertices = {
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vertices[indices[i]],
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vertices[indices[i+1]],
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vertices[indices[i+2]],
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};
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Math::Vector e1 = f.vertices[2] - f.vertices[0];
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Math::Vector e2 = f.vertices[1] - f.vertices[0];
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f.normal = glm::normalize(glm::cross(e1, e2));
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f.w = - f.normal.x * f.vertices[0].x
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- f.normal.y * f.vertices[0].y
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- f.normal.z * f.vertices[0].z;
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float nx = std::abs(f.normal.x);
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float ny = std::abs(f.normal.y);
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float nz = std::abs(f.normal.z);
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if (nx > ny && nx > nz) state.C = 0;
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else state.C = (ny > nz) ? 1 : 2;
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state.A = (state.C + 1) % 3;
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state.B = (state.A + 1) % 3;
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computeFaceIntegrals(f, state);
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state.T0 += f.normal.x * ((state.A == 0) ? state.Fa : ((state.B == 0) ? state.Fb : state.Fc));
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state.T1[state.A] += f.normal[state.A] * state.Faa;
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state.T1[state.B] += f.normal[state.B] * state.Fbb;
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state.T1[state.C] += f.normal[state.C] * state.Fcc;
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state.T2[state.A] += f.normal[state.A] * state.Faaa;
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state.T2[state.B] += f.normal[state.B] * state.Fbbb;
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state.T2[state.C] += f.normal[state.C] * state.Fccc;
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state.TP[state.A] += f.normal[state.A] * state.Faab;
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state.TP[state.B] += f.normal[state.B] * state.Fbbc;
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state.TP[state.C] += f.normal[state.C] * state.Fcca;
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}
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state.T1 /= 2.0f;
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state.T2 /= 3.0f;
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state.TP /= 2.0f;
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}
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void computePhysicsParamsForMesh(Array<Math::Vector>& vertices, const Array<uint32_t>& indices, Math::Matrix3& bodyInertia, Math::Vector& centerOfMass, float& mass)
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{
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ComputationState state;
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computeVolumeIntegrals(vertices, indices, state);
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float density = 1;
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mass = density * state.T0;
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Math::Vector r = state.T1 / state.T0;
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centerOfMass = r;
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bodyInertia[0][0] = density * (state.T2.y + state.T2.z);
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bodyInertia[1][1] = density * (state.T2.z + state.T2.x);
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bodyInertia[2][2] = density * (state.T2.x + state.T2.y);
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bodyInertia[0][1] = bodyInertia[1][0] = - density * state.TP.x;
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bodyInertia[1][2] = bodyInertia[2][1] = - density * state.TP.y;
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bodyInertia[2][1] = bodyInertia[1][2] = - density * state.TP.z;
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bodyInertia[0][0] -= mass * (r.y * r.y + r.z * r.z);
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bodyInertia[1][1] -= mass * (r.z * r.z + r.x * r.x);
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bodyInertia[2][2] -= mass * (r.x * r.x + r.y * r.y);
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bodyInertia[0][1] = bodyInertia[1][0] += mass * r.x * r.y;
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bodyInertia[1][2] = bodyInertia[2][1] += mass * r.y * r.z;
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bodyInertia[2][1] = bodyInertia[1][2] += mass * r.z * r.x;
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}
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ShapeBase::ShapeBase(Array<Math::Vector> vertices, Array<uint32> indices)
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: vertices(vertices)
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, indices(indices)
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{
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computePhysicsParamsForMesh(vertices, indices, bodyInertia, centerOfMass, mass);
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}
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ShapeBase ShapeBase::transform(const Component::Transform& transform) const
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{
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ShapeBase result = *this;
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for(auto& vert : result.vertices)
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{
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vert = transform.toMatrix() * Math::Vector4(vert, 1.0f);
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}
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return result;
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}
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void ShapeBase::addCollider(Array<Math::Vector> verts, Array<uint32> inds, Math::Matrix4 matrix)
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{
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size_t indOffset = vertices.size();
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for(auto vert : verts)
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{
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vertices.add(Math::Vector(matrix * Math::Vector4(vert, 1.0f)));
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}
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for(auto ind : inds)
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{
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indices.add(ind + static_cast<uint32>(indOffset));
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}
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computePhysicsParamsForMesh(vertices, indices, bodyInertia, centerOfMass, mass);
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}
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