303 lines
9.1 KiB
JavaScript
303 lines
9.1 KiB
JavaScript
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//
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// largeSphereCollider.js
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//--------------------
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// Provides functions to detect collision against sets of triangles for swept ellipsoids and small rays (low cost, used for green shells).
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// by RHY3756547
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//
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// includes: gl-matrix.js (glMatrix 2.0)
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// /formats/kcl.js
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//
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window.lsc = new (function() {
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this.raycast = raycast;
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this.sweepEllipse = sweepEllipse;
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this.pointInTriangle = pointInTriangle; //expose this because its kinda useful
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function raycast(pos, dir, kclO, error, ignoreList) { //used for shells, bananas and spammable items. Much faster than sphere sweep. Error used to avoid falling through really small seams between tris.
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var error = (error==null)?0:error;
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var t=1;
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var tris = getTriList(pos, dir, kclO);
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var colPlane = null;
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var colPoint = null; //can be calculated from t, but we calculate it anyway so why not include
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for (var i=0; i<tris.length; i++) {
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//first, check if we intersect the plane within reasonable t.
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//only if this happens do we check if the point is in the triangle.
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//we would also only do sphere sweep if this happens.
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var tri = tris[i];
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if (ignoreList.indexOf(tri) != -1) continue;
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var planeConst = -vec3.dot(tri.Normal, tri.Vertex1);
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var dist = vec3.dot(tri.Normal, pos) + planeConst;
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var modDir = vec3.dot(tri.Normal, dir);
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if (dist < 0 || modDir == 0) continue; //can't collide with back side of polygons! also can't intersect plane with ray perpendicular to plane
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var newT = -dist/modDir;
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if (newT>0 && newT<t) {
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//we have a winner! check if the plane intersecion point is in the triangle.
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var pt = vec3.add([], pos, vec3.scale([], dir, newT))
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if (pointInTriangle(tri, pt, error)) {
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t = newT;
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colPlane = tri;
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colPoint = pt; //result!
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}
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}
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}
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if (colPlane != null) {
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return {
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t: t,
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plane: colPlane,
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colPoint: colPoint,
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normal: colPlane.Normal
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}
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} else return null;
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}
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function modTri(tri, mat) {
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var obj = {};
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obj.Vertex1 = vec3.transformMat4([], tri.Vertex1, mat);
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obj.Vertex2 = vec3.transformMat4([], tri.Vertex2, mat);
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obj.Vertex3 = vec3.transformMat4([], tri.Vertex3, mat);
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obj.Normal = vec3.transformMat3([], tri.Normal, mat3.fromMat4([], mat));
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vec3.normalize(obj.Normal, obj.Normal);
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obj.CollisionType = tri.CollisionType;
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return obj;
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}
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function scaleTri(tri, eDim) {
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var obj = {};
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obj.Vertex1 = vec3.divide([], tri.Vertex1, eDim);
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obj.Vertex2 = vec3.divide([], tri.Vertex2, eDim);
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obj.Vertex3 = vec3.divide([], tri.Vertex3, eDim);
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obj.Normal = tri.Normal
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obj.CollisionType = tri.CollisionType;
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return obj;
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}
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var t, colPlane, colPoint, emb, edge, colO, planeNormal;
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function sweepEllipse(pos, dir, scn, eDimensions, ignoreList) { //used for karts or things that need to occupy physical space.
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t=1;
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var ed = vec3.divide([], [1, 1, 1], eDimensions);
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var tris = getTriList(pos, dir, scn.kcl);
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var oPos = pos;
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var oDir = dir;
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var pos = vec3.divide([], pos, eDimensions); //need to rescale position to move into ellipsoid space
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var dir = vec3.divide([], dir, eDimensions);
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colPlane = null;
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colPoint = null; //can be calculated from t, but we calculate it anyway so why not include
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emb = false;
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edge = false;
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ellipseVTris(pos, dir, tris, eDimensions, ignoreList, true);
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for (var i=0; i<scn.colEnt.length; i++) {
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var c = scn.colEnt[i];
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var col = c.getCollision();
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if (vec3.distance(oPos, c.pos) < c.colRad) {
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ellipseVTris(pos, dir, col.tris, mat4.mul([], mat4.scale([], mat4.create(), ed), col.mat), ignoreList, false, c);
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}
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}
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if (colPlane != null) {
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var norm = vec3.scale([], dir, t)
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vec3.add(norm, pos, norm);
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vec3.sub(norm, norm, colPoint);
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if (Math.sqrt(vec3.dot(norm, norm)) < 0.98) emb = true;
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vec3.mul(colPoint, colPoint, eDimensions);
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return {
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t: t,
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plane: colPlane,
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colPoint: colPoint,
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normal: norm,
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pNormal: planeNormal,
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embedded: emb,
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object: colO
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}
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} else return null;
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}
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function ellipseVTris(pos, dir, tris, mat, ignoreList, eDims, targ) {
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for (var i=0; i<tris.length; i++) {
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//first, check if we intersect the plane within reasonable t.
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//only if this happens do we check if the point is in the triangle.
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//we would also only do sphere sweep if this happens.
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var oTri = tris[i];
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if (ignoreList.indexOf(oTri) != -1) continue;
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var tri = (eDims)?scaleTri(tris[i], mat):modTri(tris[i], mat);
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var planeConst = -vec3.dot(tri.Normal, tri.Vertex1);
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var dist = vec3.dot(tri.Normal, pos) + planeConst;
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var modDir = vec3.dot(tri.Normal, dir);
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if (dist < 0) continue; //can't collide with back side of polygons! also can't intersect plane with ray perpendicular to plane
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var t0, t1, embedded = false;
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if (modDir == 0) {
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if (Math.abs(dist) < 1) {
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t0 = 0;
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t1 = 1;
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embedded = true;
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} else {
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t0 = 1000;
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t1 = 2000;
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}
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} else {
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t0 = (1-dist)/modDir;
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t1 = ((-1)-dist)/modDir;
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}
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if (t0 > t1) { //make sure t0 is smallest value
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var temp = t1;
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t1 = t0;
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t0 = temp;
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}
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if (!(t0>1 || t1<0)) {
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//we will intersect this triangle's plane within this frame.
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//
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// Three things can happen for the earliest intersection:
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// - sphere intersects plane of triangle (pt on plane projected from new position is inside triangle)
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// - sphere intersects edge of triangle
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// - sphere intersects point of triangle
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if (t0 < 0) { embedded = true; t0 = 0; }
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if (t1 > 1) t1 = 1;
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var newT = t0;
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//sphere intersects plane of triangle
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var pt = [];
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if (embedded) {
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vec3.sub(pt, pos, vec3.scale([], tri.Normal, dist));
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} else {
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vec3.add(pt, pos, vec3.scale([], dir, newT))
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vec3.sub(pt, pt, tri.Normal); //project new position onto plane along normal
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}
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if (pointInTriangle(tri, pt, 0) && newT<t) {
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t = newT;
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colPlane = oTri;
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colPoint = pt; //result!
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colO = targ;
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edge = false;
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emb = embedded;
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planeNormal = tri.Normal;
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continue;
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}
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//no inside intersection check vertices:
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for (var j=1; j<=3; j++) {
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var vert = vec3.sub([], pos, tri["Vertex"+j]);
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var root = getSmallestRoot(vec3.dot(dir, dir), 2*vec3.dot(dir, vert), vec3.dot(vert, vert)-1, t);
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if (root != null) {
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t = root;
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colPlane = oTri;
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colO = targ;
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colPoint = vec3.clone(tri["Vertex"+j]); //result!
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planeNormal = tri.Normal;
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edge = false;
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}
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}
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//... and lines
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for (var j=1; j<=3; j++) {
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var vert = tri["Vertex"+j];
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var nextV = tri["Vertex"+((j%3)+1)];
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var distVert = vec3.sub([], vert, pos);
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var distLine = vec3.sub([], nextV, vert);
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var edgeDist = vec3.dot(distLine, distLine);
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var edgeDotVelocity = vec3.dot(distLine, dir);
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var edgeDotVert = vec3.dot(distVert, distLine);
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var root = getSmallestRoot(
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edgeDist*(-1)*vec3.dot(dir, dir) + edgeDotVelocity*edgeDotVelocity,
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edgeDist*2*vec3.dot(dir, distVert) - 2*edgeDotVelocity*edgeDotVert,
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edgeDist*(1-vec3.dot(distVert, distVert)) + edgeDotVert*edgeDotVert,
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t
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);
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if (root != null) {
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var edgePos = (edgeDotVelocity*root - edgeDotVert)/edgeDist;
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if (edgePos >= 0 && edgePos <= 1) {
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t = root;
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colPlane = oTri;
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colO = targ;
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colPoint = vec3.add([], vert, vec3.scale(distLine, distLine, edgePos)); //result!
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planeNormal = tri.Normal;
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edge = 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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}
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function getSmallestRoot(a, b, c, upperLimit) {
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var det = (b*b) - 4*(a*c);
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if (det<0) return null; //no result :'(
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else {
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det = Math.sqrt(det);
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var root1 = ((-b)-det)/(2*a)
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var root2 = ((-b)+det)/(2*a)
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if (root1 > root2) { //ensure root1 is smallest
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var temp = root1;
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root1 = root2;
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root2 = temp;
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}
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if (root1>0 && root1<upperLimit) {
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return root1;
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} else if (root2>0 && root2<upperLimit) {
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return root2;
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} else {
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return null;
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}
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}
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}
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function pointInTriangle(tri, point, error) { //barycentric check
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//compute direction vectors to the other verts and the point
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var v0 = vec3.sub([], tri.Vertex3, tri.Vertex1);
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var v1 = vec3.sub([], tri.Vertex2, tri.Vertex1);
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var v2 = vec3.sub([], point, tri.Vertex1);
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//we need to find u and v across the two vectors v0 and v1 such that adding them will result in our point's position
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//where the unit length of both vectors v0 and v1 is 1, the sum of both u and v should not exceed 1 and neither should be negative
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var dot00 = vec3.dot(v0, v0); var dot01 = vec3.dot(v0, v1); var dot02 = vec3.dot(v0, v2);
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var dot11 = vec3.dot(v1, v1); var dot12 = vec3.dot(v1, v2);
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//dot11 and dot00 result in the square of the distance for v0 and v1
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var inverse = 1/(dot00*dot11 - dot01*dot01);
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var u = (dot11*dot02 - dot01*dot12)*inverse;
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var v = (dot00*dot12 - dot01*dot02)*inverse;
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return (u>=-error && v>=-error && (u+v)<1+error);
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}
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function getTriList(pos, diff, kclO) { //gets tris from kcl around a line. currently only fetches from middle point of line, but should include multiple samples for large differences in future.
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var sample = vec3.add([], pos, vec3.scale([], diff, 0.5))
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return kclO.getPlanesAt(sample[0], sample[1], sample[2]);
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}
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})();
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