void dCustomPulley::SubmitConstraints (dFloat timestep, int threadIndex)
{
	dMatrix matrix0;
	dMatrix matrix1;
	dVector veloc0(0.0f);
	dVector veloc1(0.0f);
	dFloat jacobian0[6];
	dFloat jacobian1[6];

	// calculate the position of the pivot point and the Jacobian direction vectors, in global space. 
	CalculateGlobalMatrix (matrix0, matrix1);

	// set the linear part of Jacobian 0 to translational pin vector	
	dVector dir0 (matrix0.m_front.Scale (1.0f/m_gearRatio));
	const dVector& dir1 = matrix1.m_front;
	jacobian0[0] = dir0.m_x;
	jacobian0[1] = dir0.m_y;	
	jacobian0[2] = dir0.m_z;
	jacobian0[3] = 0.0f;
	jacobian0[4] = 0.0f;
	jacobian0[5] = 0.0f;
	
	jacobian1[0] = dir1.m_x;
	jacobian1[1] = dir1.m_y;	
	jacobian1[2] = dir1.m_z;	
	jacobian1[3] = 0.0f;
	jacobian1[4] = 0.0f;
	jacobian1[5] = 0.0f;

	// calculate the angular velocity for both bodies
	NewtonBodyGetVelocity(m_body0, &veloc0[0]);
	NewtonBodyGetVelocity(m_body1, &veloc1[0]);

	// get angular velocity relative to the pin vector
	dFloat w0 = veloc0.DotProduct3(dir0);
	dFloat w1 = veloc1.DotProduct3(dir1);
	dFloat relVeloc = w0 + w1;

	dFloat invTimestep = (timestep > 0.0f) ? 1.0f / timestep : 1.0f;
	dFloat relAccel = -0.5f * relVeloc * invTimestep;

	// add a angular constraint
	NewtonUserJointAddGeneralRow (m_joint, jacobian0, jacobian1);

	// set the desired angular acceleration between the two bodies
	NewtonUserJointSetRowAcceleration (m_joint, relAccel);
}
void plCullTree::IVisPolyEdge(const hsPoint3& p0, const hsPoint3& p1, hsBool dark) const
{
    hsColorRGBA color;
    if( dark )
        color.Set(0.2f, 0.2f, 0.2f, 1.f);
    else
        color.Set(1.f, 1.f, 1.f, 1.f);

    int vertStart = fVisVerts.GetCount();

    hsVector3 dir0(&p0, &fViewPos);
    hsFastMath::NormalizeAppr(dir0);
    dir0 *= fVisYon;
    hsVector3 dir1(&p1, &fViewPos);
    hsFastMath::NormalizeAppr(dir1);
    dir1 *= fVisYon;

    hsPoint3 p3 = fViewPos;
    p3 += dir0;
    hsPoint3 p2 = fViewPos;
    p2 += dir1;

    hsVector3 norm = hsVector3(&p0, &fViewPos) % hsVector3(&p1, &fViewPos);
    hsFastMath::NormalizeAppr(norm);

    fVisVerts.Append(p0);
    fVisNorms.Append(norm);
    fVisColors.Append(color);
    fVisVerts.Append(p1);
    fVisNorms.Append(norm);
    fVisColors.Append(color);
    fVisVerts.Append(p2);
    fVisNorms.Append(norm);
    fVisColors.Append(color);
    fVisVerts.Append(p3);
    fVisNorms.Append(norm);
    fVisColors.Append(color);

    fVisTris.Append(vertStart + 0);
    fVisTris.Append(vertStart + 2);
    fVisTris.Append(vertStart + 1);

    fVisTris.Append(vertStart + 0);
    fVisTris.Append(vertStart + 3);
    fVisTris.Append(vertStart + 2);
}
示例#3
0
    void CTriangle::Set(
        const SVector4& point0,
        const SVector4& point1,
        const SVector4& point2)
    {
        pt[0].Set(point0.x, point0.y, point0.z);
        pt[1].Set(point1.x, point1.y, point1.z);
        pt[2].Set(point2.x, point2.y, point2.z);

        CVector4 dir0(pt[1], pt[0], CVector4::INIT_SUB);
        CVector4 dir1(pt[2], pt[0], CVector4::INIT_SUB);

        SVector4::Cross(nml, dir0, dir1);
        SVector4::Normalize(nml, nml);

        d = -(a * pt[0].x + b * pt[0].y + c * pt[0].z);
    }
dgInt32 dgCollisionTaperedCapsule::CalculatePlaneIntersection (const dgVector& normal, const dgVector& origin, dgVector* const contactsOut, dgFloat32 normalSign) const
{
	dgInt32 count = 0;
	dgVector p0 (m_height, dgFloat32 (0.0f), dgFloat32 (0.0f), dgFloat32 (0.0f));
	dgVector dir0 (p0 - origin);
	dgFloat32 dist0 = dir0 % normal;
	if ((dist0 * dist0) < (m_radio0 * m_radio0)) {
		contactsOut[count] = p0 - normal.Scale3 (dist0);
		count ++;
	}

	dgVector p1 (-m_height, dgFloat32 (0.0f), dgFloat32 (0.0f), dgFloat32 (0.0f));
	dgVector dir1 (p1 - origin);
	dgFloat32 dist1 = dir1 % normal;
	if ((dist1 * dist1) < (m_radio1 * m_radio1)) {
		contactsOut[count] = p1 - normal.Scale3 (dist1);
		count ++;
	}
	return count;
}
void dCustomRackAndPinion::SubmitConstraints (dFloat timestep, int threadIndex)
{
	dMatrix matrix0;
	dMatrix matrix1;
	dVector omega0(0.0f);
	dVector veloc1(0.0f);
	dFloat jacobian0[6];
	dFloat jacobian1[6];

	// calculate the position of the pivot point and the Jacobian direction vectors, in global space. 
	CalculateGlobalMatrix (matrix0, matrix1);
	
	// calculate the angular velocity for both bodies
	NewtonBodyGetOmega(m_body0, &omega0[0]);
	NewtonBodyGetVelocity(m_body1, &veloc1[0]);
	dVector dir0 (matrix0.m_front.Scale (m_gearRatio));
	const dVector& dir1 = matrix1.m_front;

	jacobian0[0] = dFloat(0.0f);
	jacobian0[1] = dFloat(0.0f);
	jacobian0[2] = dFloat(0.0f);
	jacobian0[3] = dir0.m_x;
	jacobian0[4] = dir0.m_y;
	jacobian0[5] = dir0.m_z;

	jacobian1[0] = dir1.m_x;
	jacobian1[1] = dir1.m_y;
	jacobian1[2] = dir1.m_z;
	jacobian1[3] = dFloat(0.0f);
	jacobian1[4] = dFloat(0.0f);
	jacobian1[5] = dFloat(0.0f);

	dFloat w0 = omega0.DotProduct3(dir0);
	dFloat w1 = veloc1.DotProduct3(dir1);
	dFloat relOmega = w0 + w1;
	dFloat invTimestep = (timestep > 0.0f) ? 1.0f / timestep : 1.0f;
	dFloat relAccel = -0.5f * relOmega * invTimestep;
	NewtonUserJointAddGeneralRow (m_joint, jacobian0, jacobian1);
	NewtonUserJointSetRowAcceleration (m_joint, relAccel);
}
dgVector dgBallConstraint::GetJointOmega () const
{
	dgAssert (m_body0);
	dgAssert (m_body1);
	const dgMatrix& matrix = m_body0->GetMatrix();

	dgVector dir0 (matrix.RotateVector (m_localMatrix0[0]));
	dgVector dir1 (matrix.RotateVector (m_localMatrix0[1]));
	dgVector dir2 (matrix.RotateVector (m_localMatrix0[2]));

	const dgVector& omega0 = m_body0->GetOmega();
	const dgVector& omega1 = m_body1->GetOmega();

//	dgVector omega1 (dgFloat32 (0.0f), dgFloat32 (0.0f), dgFloat32 (0.0f), dgFloat32 (0.0f));
//	if (m_body1) {
//		omega1 = m_body1->GetOmega();
//	}

	dgVector relOmega (omega0 - omega1);
	return dgVector (relOmega % dir0, relOmega % dir1, relOmega % dir2, dgFloat32 (0.0f));

}
dgInt32 dgCollisionConvexPolygon::CalculateContactToConvexHullDescrete(dgCollisionParamProxy& proxy, const dgVector& polyInstanceScale, const dgVector& polyInstanceInvScale)
{
    dgAssert(proxy.m_referenceCollision->IsType(dgCollision::dgCollisionConvexShape_RTTI));
    dgAssert(proxy.m_floatingCollision->IsType(dgCollision::dgCollisionConvexPolygon_RTTI));

    const dgCollisionInstance* const polygonInstance = proxy.m_floatingCollision;
    dgAssert(this == polygonInstance->GetChildShape());
    dgAssert(m_count);
    dgAssert(m_count < dgInt32(sizeof (m_localPoly) / sizeof (m_localPoly[0])));

    dgInt32 count = 0;


    m_normal = m_normal.CompProduct4(polyInstanceInvScale);
    dgAssert(m_normal.m_w == dgFloat32(0.0f));
    m_normal = m_normal.CompProduct4(m_normal.DotProduct4(m_normal).InvSqrt());
    dgVector savedFaceNormal(m_normal);

    dgVector savedPosit (proxy.m_matrix.m_posit);
    proxy.m_matrix.m_posit = dgVector::m_wOne;

    dgVector hullOrigin(proxy.m_matrix.UnrotateVector (savedPosit));
    for (dgInt32 i = 0; i < m_count; i++) {
        m_localPoly[i] = hullOrigin + polyInstanceScale.CompProduct4(dgVector(&m_vertex[m_vertexIndex[i] * m_stride]));
        dgAssert(m_localPoly[i].m_w == dgFloat32(0.0f));
    }

    dgContact* const contactJoint = proxy.m_contactJoint;
    const dgCollisionInstance* const hull = proxy.m_referenceCollision;

    dgVector normalInHull(proxy.m_matrix.RotateVector(m_normal));
    dgVector pointInHull(hull->SupportVertex(normalInHull.Scale4(dgFloat32(-1.0f)), NULL));
    dgVector p0(proxy.m_matrix.UntransformVector(pointInHull));
    dgVector p1(proxy.m_matrix.UntransformVector(hull->SupportVertex(normalInHull, NULL)));

    dgFloat32 penetration = (m_localPoly[0] - p0) % m_normal + proxy.m_skinThickness;
    if (penetration < dgFloat32(0.0f)) {
        contactJoint->m_closestDistance = -penetration;
        proxy.m_matrix.m_posit = savedPosit;
        return 0;
    }

    contactJoint->m_closestDistance = dgFloat32(0.0f);
    dgFloat32 distance = (m_localPoly[0] - p1) % m_normal;
    if (distance >= dgFloat32(0.0f)) {
        proxy.m_matrix.m_posit = savedPosit;
        return 0;
    }

    dgVector boxSize (hull->GetBoxSize() & dgVector::m_triplexMask);
    dgVector boxOrigin ((hull->GetBoxOrigin() & dgVector::m_triplexMask) + dgVector::m_wOne);

    bool inside = true;
    dgInt32 i0 = m_count - 1;
    for (dgInt32 i = 0; i < m_count; i++) {

        dgVector e(m_localPoly[i] - m_localPoly[i0]);
        dgVector n(m_normal * e);
        //dgPlane plane(n, -(m_localPoly[i0] % n));
        dgPlane plane(n, - m_localPoly[i0].DotProduct4 (n).GetScalar());
        plane = proxy.m_matrix.TransformPlane(plane);

        //dgFloat32 supportDist = dgAbsf(plane.m_x) * boxSize.m_x + dgAbsf(plane.m_y) * boxSize.m_y + dgAbsf(plane.m_z) * boxSize.m_z;
        //dgFloat32 centerDist = plane.Evalue(boxOrigin);
        dgFloat32 supportDist = boxSize.DotProduct4 (plane.Abs()).GetScalar();
        dgFloat32 centerDist = plane.DotProduct4 (boxOrigin).GetScalar();

        if ((centerDist + supportDist) < dgFloat32(0.0f)) {
            proxy.m_matrix.m_posit = savedPosit;
            return 0;
        }

        if ((centerDist - supportDist) < dgFloat32(0.0f)) {
            inside = false;
            break;
        }
        i0 = i;
    }

    const dgInt32 hullId = hull->GetUserDataID();
    if (inside & !proxy.m_intersectionTestOnly) {
        dgAssert(penetration >= dgFloat32(0.0f));
        dgVector pointsContacts[64];

        dgAssert(penetration >= 0.0f);
        dgVector point(pointInHull + normalInHull.Scale4(penetration));

        count = hull->CalculatePlaneIntersection(normalInHull.Scale4(dgFloat32(-1.0f)), point, pointsContacts, 1.0f);
        dgVector step(normalInHull.Scale4((proxy.m_skinThickness - penetration) * dgFloat32(0.5f)));

        const dgMatrix& worldMatrix = hull->m_globalMatrix;
        dgContactPoint* const contactsOut = proxy.m_contacts;
        dgAssert(contactsOut);
        dgVector globalNormal(worldMatrix.RotateVector(normalInHull));
        for (dgInt32 i = 0; i < count; i++) {
            contactsOut[i].m_point = worldMatrix.TransformVector(pointsContacts[i] + step);
            contactsOut[i].m_normal = globalNormal;
            contactsOut[i].m_shapeId0 = hullId;
            contactsOut[i].m_shapeId1 = m_faceId;
            contactsOut[i].m_penetration = penetration;
        }
    } else {
        dgFloat32 convexSphapeUmbra = hull->GetUmbraClipSize();
        if (m_faceClipSize > convexSphapeUmbra) {
            BeamClipping(dgVector(dgFloat32(0.0f)), convexSphapeUmbra);
            m_faceClipSize = hull->m_childShape->GetBoxMaxRadius();
        }

        dgCollisionConvex* const convexShape = (dgCollisionConvex*)hull->m_childShape;
        count = convexShape->CalculateConvexToConvexContact(proxy);
        dgAssert(proxy.m_intersectionTestOnly || (count >= 0));
        if (count >= 1) {
            dgContactPoint* const contactsOut = proxy.m_contacts;
            if (m_closestFeatureType == 3) {
                for (dgInt32 i = 0; i < count; i++) {
                    //contactsOut[i].m_userId = m_faceId;
                    contactsOut[i].m_shapeId0 = hullId;
                    contactsOut[i].m_shapeId1 = m_faceId;
                }
            } else {
                dgVector normal(polygonInstance->m_globalMatrix.UnrotateVector(contactsOut[0].m_normal));
                if (normal.DotProduct4(savedFaceNormal).GetScalar() < dgFloat32(0.9995f)) {
                    dgInt32 index = m_adjacentFaceEdgeNormalIndex[m_closestFeatureStartIndex];
                    dgVector n(&m_vertex[index * m_stride]);
                    if ((savedFaceNormal.DotProduct4(n).GetScalar() > dgFloat32(0.9995f))) {
                        normal = n;
                    } else {
                        dgVector dir0(n * savedFaceNormal);
                        dgVector dir1(n * normal);
                        dgFloat32 projection = dir0.DotProduct4(dir1).GetScalar();
                        if (projection <= dgFloat32(0.0f)) {
                            normal = n;
                        }
                    }
                    normal = polygonInstance->m_globalMatrix.RotateVector(normal);

                    for (dgInt32 i = 0; i < count; i++) {
                        contactsOut[i].m_normal = normal;
                        //contactsOut[i].m_userId = m_faceId;
                        contactsOut[i].m_shapeId0 = hullId;
                        contactsOut[i].m_shapeId1 = m_faceId;
                    }
                } else {
                    for (dgInt32 i = 0; i < count; i++) {
                        //contactsOut[i].m_userId = m_faceId;
                        contactsOut[i].m_shapeId0 = hullId;
                        contactsOut[i].m_shapeId1 = m_faceId;
                    }
                }
            }
        }
    }

    proxy.m_matrix.m_posit = savedPosit;
    return count;
}
dgInt32 dgCollisionConvexPolygon::CalculateContactToConvexHullContinue (dgCollisionParamProxy& proxy, const dgVector& polyInstanceScale, const dgVector& polyInstanceInvScale)
{
    dgAssert (proxy.m_referenceCollision->IsType (dgCollision::dgCollisionConvexShape_RTTI));
    dgAssert (proxy.m_floatingCollision->IsType (dgCollision::dgCollisionConvexPolygon_RTTI));

    const dgCollisionInstance* const hull = proxy.m_referenceCollision;

    dgAssert (this == proxy.m_floatingCollision->GetChildShape());
    dgAssert (m_count);
    dgAssert (m_count < dgInt32 (sizeof (m_localPoly) / sizeof (m_localPoly[0])));

    const dgBody* const floatingBody = proxy.m_floatingBody;
    const dgBody* const referenceBody = proxy.m_referenceBody;

    dgContact* const contactJoint = proxy.m_contactJoint;
    contactJoint->m_closestDistance = dgFloat32 (1.0e10f);

    m_normal = m_normal.CompProduct4(polyInstanceInvScale);
    dgAssert (m_normal.m_w == dgFloat32 (0.0f));
    m_normal = m_normal.CompProduct4(m_normal.DotProduct4(m_normal).InvSqrt());
    const dgVector savedFaceNormal (m_normal);

    for (dgInt32 i = 0; i < m_count; i ++) {
        m_localPoly[i] = polyInstanceScale.CompProduct4(dgVector (&m_vertex[m_vertexIndex[i] * m_stride]));
        dgAssert (m_localPoly[i].m_w == dgFloat32 (0.0f));
    }

    dgVector hullOrigin (proxy.m_matrix.UntransformVector(dgVector (dgFloat32 (0.0f))));
    hullOrigin = (hullOrigin - m_normal.CompProduct4(m_normal.DotProduct4(hullOrigin - m_localPoly[0]))) | dgVector::m_wOne;

    dgMatrix polygonMatrix;
    polygonMatrix[0] = m_localPoly[1] - m_localPoly[0];
    polygonMatrix[0] = polygonMatrix[0].CompProduct4 (polygonMatrix[0].InvMagSqrt());
    polygonMatrix[1] = m_normal;
    polygonMatrix[2] = polygonMatrix[0] * m_normal;
    polygonMatrix[3] = hullOrigin;
    dgAssert (polygonMatrix.TestOrthogonal());

    dgMatrix savedProxyMatrix (proxy.m_matrix);
    proxy.m_matrix = polygonMatrix * proxy.m_matrix;

    dgVector floatingVeloc (floatingBody->m_veloc);
    dgVector referenceVeloc (referenceBody->m_veloc);
    const dgMatrix& hullMatrix = hull->GetGlobalMatrix();
    dgVector hullRelativeVeloc (hullMatrix.UnrotateVector(referenceVeloc - floatingVeloc));
    dgVector polyRelativeVeloc (proxy.m_matrix.UnrotateVector (hullRelativeVeloc));

    dgVector polyBoxP0 (dgFloat32 ( 1.0e15f));
    dgVector polyBoxP1 (dgFloat32 (-1.0e15f));
    m_normal = polygonMatrix.UnrotateVector(m_normal);

    if (m_normal.DotProduct4(polyRelativeVeloc).m_x >= 0.0f) {
        proxy.m_matrix = savedProxyMatrix;
        return 0;
    }
    for (dgInt32 i = 0; i < m_count; i ++) {
        m_localPoly[i] = polygonMatrix.UntransformVector(m_localPoly[i]);
        dgAssert (m_localPoly[i].m_w == dgFloat32 (0.0f));
        polyBoxP0 = polyBoxP0.GetMin (m_localPoly[i]);
        polyBoxP1 = polyBoxP1.GetMax (m_localPoly[i]);
    }
    dgInt32 count = 0;


    dgVector hullBoxP0;
    dgVector hullBoxP1;
    hull->CalcAABB (proxy.m_matrix.Inverse(), hullBoxP0, hullBoxP1);
    dgVector minBox (polyBoxP0 - hullBoxP1);
    dgVector maxBox (polyBoxP1 - hullBoxP0);
    dgFastRayTest ray (dgVector (dgFloat32 (0.0f)), polyRelativeVeloc);
    dgFloat32 distance = ray.BoxIntersect(minBox, maxBox);

    if (distance < dgFloat32 (1.0f)) {

        dgVector boxSize ((hullBoxP1 - hullBoxP0).Scale4 (dgFloat32 (0.5f)));
//		dgVector boxOrigin ((hullBoxP1 + hullBoxP0).Scale4 (dgFloat32 (0.5f)));
//		boxOrigin += polyRelativeVeloc.Scale4 (distance);

        dgVector normalInHull (proxy.m_matrix.RotateVector (m_normal.Scale4 (dgFloat32 (-1.0f))));
        dgVector pointInHull (hull->SupportVertex (normalInHull, NULL));
        dgVector pointInPlane (proxy.m_matrix.UntransformVector (pointInHull));
        dgFloat32 distToPlane = (m_localPoly[0] - pointInPlane) % m_normal;
        dgFloat32 timeToPlane = distToPlane / (polyRelativeVeloc % m_normal);
        dgVector boxOrigin (pointInPlane + polyRelativeVeloc.Scale4(timeToPlane));

        bool inside = true;
        dgInt32 i0 = m_count - 1;
        for (dgInt32 i = 0; i < m_count; i ++) {
            dgVector e (m_localPoly[i] - m_localPoly[i0]);
            dgVector n (m_normal * e);
            dgPlane plane (n, - (m_localPoly[i0] % n));

            dgVector supportDist (plane.Abs().DotProduct4 (boxSize));
            dgFloat32 centerDist = plane.Evalue(boxOrigin);

            if ((centerDist + supportDist.m_x) < dgFloat32 (0.0f)) {
                proxy.m_matrix = savedProxyMatrix;
                return 0;
            }

            if ((centerDist - supportDist.m_x) < dgFloat32 (0.0f)) {
                inside = false;
            }
            i0 = i;
        }

// for the time being for the minkousky contact calculation
        inside = false;
        const dgInt32 hullId = hull->GetUserDataID();
        if (inside) {
            dgVector normalInHull (proxy.m_matrix.RotateVector (m_normal.Scale4 (dgFloat32 (-1.0f))));
            dgVector pointInHull (hull->SupportVertex (normalInHull, NULL));
            dgVector p0 (proxy.m_matrix.UntransformVector (pointInHull));

            dgFloat32 timetoImpact = dgFloat32 (0.0f);
            //dgFloat32 closestDistance = dgFloat32 (0.0f);
            dgAssert (0);
//			dgFloat32 penetration = (m_localPoly[0] - p0) % m_normal + proxy.m_skinThickness + DG_IMPULSIVE_CONTACT_PENETRATION;
            dgFloat32 penetration = (m_localPoly[0] - p0) % m_normal + proxy.m_skinThickness;
            if (penetration < dgFloat32 (0.0f)) {
                timetoImpact = penetration / (polyRelativeVeloc % m_normal);
                dgAssert (timetoImpact >= dgFloat32 (0.0f));
//				closestDistance = -penetration;
            }

            if (timetoImpact <= proxy.m_timestep) {
                dgVector pointsContacts[64];

                contactJoint->m_closestDistance = penetration;
                dgAssert (0);
//				dgVector point (pointInHull - normalInHull.Scale4(DG_IMPULSIVE_CONTACT_PENETRATION));
                dgVector point (pointInHull);

                count = hull->CalculatePlaneIntersection (normalInHull, point, pointsContacts, 1.0f);
                dgAssert (0);
//				dgVector step (hullRelativeVeloc.Scale3 (timetoImpact) + normalInHull.Scale4(DG_IMPULSIVE_CONTACT_PENETRATION));
                dgVector step (hullRelativeVeloc.Scale3 (timetoImpact));

                penetration = dgMax (penetration, dgFloat32 (0.0f));
                const dgMatrix& worldMatrix = hull->m_globalMatrix;
                dgContactPoint* const contactsOut = proxy.m_contacts;
                dgVector globalNormal (worldMatrix.RotateVector(normalInHull));
                for (dgInt32 i = 0; i < count; i ++) {
                    contactsOut[i].m_point = worldMatrix.TransformVector (pointsContacts[i] + step);
                    contactsOut[i].m_normal = globalNormal;
                    contactsOut[i].m_shapeId0 = hullId;
                    contactsOut[i].m_shapeId1 = m_faceId;
                    contactsOut[i].m_penetration = penetration;
                }
            }
        } else {
            dgFloat32 convexSphapeUmbra = hull->GetUmbraClipSize ();
            if (m_faceClipSize > convexSphapeUmbra) {
                BeamClipping (boxOrigin, convexSphapeUmbra);
                m_faceClipSize = hull->m_childShape->GetBoxMaxRadius();
            }

            dgCollisionConvex* const convexShape = (dgCollisionConvex*) hull->m_childShape;
            count = convexShape->CalculateConvexCastContacts (proxy);

//			dgAssert (proxy.m_intersectionTestOnly || (count >= 0));
            if (count >= 1) {
                dgContactPoint* const contactsOut = proxy.m_contacts;
#if 0
                if (m_closestFeatureType == 3) {
                    for (dgInt32 i = 0; i < count; i ++) {
                        contactsOut[i].m_shapeId0 = hullId;
                        contactsOut[i].m_shapeId1 = m_faceId;
                    }
                } else {
                    dgVector normal (polygonInstance->m_globalMatrix.UnrotateVector(contactsOut[0].m_normal));
                    if ((normal % savedFaceNormal) < dgFloat32 (0.995f)) {
                        dgInt32 index = m_adjacentFaceEdgeNormalIndex[m_closestFeatureStartIndex];
                        dgVector n (&m_vertex[index * m_stride]);
                        dgVector dir0 (n * savedFaceNormal);
                        dgVector dir1 (n * normal);
                        dgFloat32 projection = dir0 % dir1;
                        if (projection <= dgFloat32 (0.0f)) {
                            normal = n;
                        }
                        normal = polygonInstance->m_globalMatrix.RotateVector(normal);
                        for (dgInt32 i = 0; i < count; i ++) {
                            contactsOut[i].m_normal = normal;
                            //contactsOut[i].m_userId = m_faceId;
                            contactsOut[i].m_shapeId0 = hullId;
                            contactsOut[i].m_shapeId1 = m_faceId;
                        }
                    } else {
                        for (dgInt32 i = 0; i < count; i ++) {
                            //contactsOut[i].m_userId = m_faceId;
                            contactsOut[i].m_shapeId0 = hullId;
                            contactsOut[i].m_shapeId1 = m_faceId;
                        }
                    }
                }
#endif

                for (dgInt32 i = 0; i < count; i ++) {
                    contactsOut[i].m_shapeId0 = hullId;
                    contactsOut[i].m_shapeId1 = m_faceId;
                }
            }
        }
    }

    proxy.m_matrix = savedProxyMatrix;
    return count;
}
dgInt32 dgCollisionConvexPolygon::CalculateContactToConvexHullDescrete(const dgWorld* const world, const dgCollisionInstance* const parentMesh, dgCollisionParamProxy& proxy)
{
	dgInt32 count = 0;

	dgAssert(proxy.m_instance0->IsType(dgCollision::dgCollisionConvexShape_RTTI));
	dgAssert(proxy.m_instance1->IsType(dgCollision::dgCollisionConvexPolygon_RTTI));
	dgAssert (proxy.m_instance1->GetGlobalMatrix().TestIdentity());

	const dgCollisionInstance* const polygonInstance = proxy.m_instance1;
	dgAssert(this == polygonInstance->GetChildShape());
	dgAssert(m_count);
	dgAssert(m_count < dgInt32(sizeof (m_localPoly) / sizeof (m_localPoly[0])));

	const dgMatrix& hullMatrix = proxy.m_instance0->m_globalMatrix;
	dgContact* const contactJoint = proxy.m_contactJoint;
	const dgCollisionInstance* const hull = proxy.m_instance0;

	dgVector normalInHull(hullMatrix.UnrotateVector(m_normal));
	dgVector pointInHull(hull->SupportVertex(normalInHull.Scale4(dgFloat32(-1.0f)), NULL));
	dgVector p0(hullMatrix.TransformVector(pointInHull));

	dgFloat32 penetration = (m_localPoly[0] - p0) % m_normal + proxy.m_skinThickness;
	if (penetration < dgFloat32(0.0f)) {
		return 0;
	}

	dgVector p1(hullMatrix.TransformVector(hull->SupportVertex(normalInHull, NULL)));
	contactJoint->m_closestDistance = dgFloat32(0.0f);
	dgFloat32 distance = (m_localPoly[0] - p1) % m_normal;
	if (distance >= dgFloat32(0.0f)) {
		return 0;
	}

	dgVector boxSize (hull->GetBoxSize() & dgVector::m_triplexMask);
	dgVector boxOrigin ((hull->GetBoxOrigin() & dgVector::m_triplexMask) + dgVector::m_wOne);

	bool inside = true;
	dgInt32 i0 = m_count - 1;
	for (dgInt32 i = 0; i < m_count; i++) {
		dgVector e(m_localPoly[i] - m_localPoly[i0]);
		dgVector edgeBoundaryNormal(m_normal * e);
		dgPlane plane(edgeBoundaryNormal, - m_localPoly[i0].DotProduct4 (edgeBoundaryNormal).GetScalar());
		plane = hullMatrix.TransformPlane(plane);

		dgFloat32 supportDist = boxSize.DotProduct4 (plane.Abs()).GetScalar();
		dgFloat32 centerDist = plane.DotProduct4 (boxOrigin).GetScalar();

		if ((centerDist + supportDist) < dgFloat32(0.0f)) {
			return 0;
		}

		if ((centerDist - supportDist) < dgFloat32(0.0f)) {
			inside = false;
			break;
		}
		i0 = i;
	}

//inside = false;
	dgFloat32 convexSphapeUmbra = hull->GetUmbraClipSize();
	if (m_faceClipSize > convexSphapeUmbra) {
		BeamClipping(dgVector(dgFloat32(0.0f)), convexSphapeUmbra);
		m_faceClipSize = hull->m_childShape->GetBoxMaxRadius();
	}

	const dgInt32 hullId = hull->GetUserDataID();
	if (inside & !proxy.m_intersectionTestOnly) {
		dgAssert(penetration >= dgFloat32(0.0f));
		dgVector contactPoints[64];

		dgAssert(penetration >= 0.0f);
		dgVector point(pointInHull + normalInHull.Scale4(penetration + DG_ROBUST_PLANE_CLIP));

		count = hull->CalculatePlaneIntersection(normalInHull.Scale4(dgFloat32(-1.0f)), point, contactPoints);
		dgVector step(normalInHull.Scale4((proxy.m_skinThickness - penetration) * dgFloat32(0.5f)));

		dgContactPoint* const contactsOut = proxy.m_contacts;
		dgAssert(contactsOut);
		for (dgInt32 i = 0; i < count; i++) {
			contactsOut[i].m_point = hullMatrix.TransformVector(contactPoints[i] + step);
			contactsOut[i].m_normal = m_normal;
			contactsOut[i].m_shapeId0 = hullId;
			contactsOut[i].m_shapeId1 = m_faceId;
			contactsOut[i].m_penetration = penetration;
		}
	} else {
		m_vertexCount = dgUnsigned16 (m_count);
		count = world->CalculateConvexToConvexContacts(proxy);
		dgAssert(proxy.m_intersectionTestOnly || (count >= 0));

		if (count >= 1) {
			dgContactPoint* const contactsOut = proxy.m_contacts;
			if (m_closestFeatureType == 3) {
				for (dgInt32 i = 0; i < count; i++) {
					//contactsOut[i].m_userId = m_faceId;
					contactsOut[i].m_shapeId0 = hullId;
					contactsOut[i].m_shapeId1 = m_faceId;
				}
			} else {
				dgVector normal (contactsOut[0].m_normal);

				if (normal.DotProduct4(m_normal).GetScalar() < dgFloat32(0.9995f)) {
					dgInt32 index = m_adjacentFaceEdgeNormalIndex[m_closestFeatureStartIndex];
					dgVector adjacentNormal (CalculateGlobalNormal (parentMesh, dgVector(&m_vertex[index * m_stride])));
					if ((m_normal.DotProduct4(adjacentNormal).GetScalar() > dgFloat32(0.9995f))) {
						normal = adjacentNormal;
					} else {
						dgVector dir0(adjacentNormal * m_normal);
						dgVector dir1(adjacentNormal * normal);
						dgFloat32 projection = dir0.DotProduct4(dir1).GetScalar();
						if (projection <= dgFloat32(0.0f)) {
							normal = adjacentNormal;
						}
					}
					normal = polygonInstance->m_globalMatrix.RotateVector(normal);

					for (dgInt32 i = 0; i < count; i++) {
						contactsOut[i].m_normal = normal;
						contactsOut[i].m_shapeId0 = hullId;
						contactsOut[i].m_shapeId1 = m_faceId;
					}
				} else {
					for (dgInt32 i = 0; i < count; i++) {
						contactsOut[i].m_shapeId0 = hullId;
						contactsOut[i].m_shapeId1 = m_faceId;
					}
				}
			}
		}
	}
	return count;
}
示例#10
0
void GenericContactProcess (const NewtonJoint* contactJoint, dFloat timestep, int threadIndex)
{
#if 0 
	dFloat speed0;
	dFloat speed1;
	SpecialEffectStruct* currectEffect;

	// get the pointer to the special effect structure
	currectEffect = (SpecialEffectStruct *)NewtonMaterialGetMaterialPairUserData (material);

	// save the contact information
	NewtonMaterialGetContactPositionAndNormal (material, &currectEffect->m_position.m_x, &currectEffect->m_normal.m_x);
	NewtonMaterialGetContactTangentDirections (material, &currectEffect->m_tangentDir0.m_x, &currectEffect->m_tangentDir1.m_x);


	// Get the maximum normal speed of this impact. this can be used for positioning collision sound
	speed0 = NewtonMaterialGetContactNormalSpeed (material);
	if (speed0 > currectEffect->m_contactMaxNormalSpeed) {
		// save the position of the contact (for 3d sound of particles effects)
		currectEffect->m_contactMaxNormalSpeed = speed0;
	}

	// get the maximum of the two sliding contact speed
	speed0 = NewtonMaterialGetContactTangentSpeed (material, 0);
	speed1 = NewtonMaterialGetContactTangentSpeed (material, 1);
	if (speed1 > speed0) {
		speed0 = speed1;
	}

	// Get the maximum tangent speed of this contact. this can be used for particles(sparks) of playing scratch sounds 
	if (speed0 > currectEffect->m_contactMaxTangentSpeed) {
		// save the position of the contact (for 3d sound of particles effects)
		currectEffect->m_contactMaxTangentSpeed = speed0;
	}


#endif
	
	// read the table direction
//	dVector dir (tableDir);
//	dVector updir (TableDir);
//	NewtonBody* const body = NewtonJointGetBody0(contactJoint);
//	for (void* contact = NewtonContactJointGetFirstContact (contactJoint); contact; contact = NewtonContactJointGetNextContact (contactJoint, contact)) {
//		dFloat speed;
//		dVector point;
//		dVector normal;	
//		dVector dir0;	
//		dVector dir1;	
//		dVector force;
//		NewtonMaterial* material;
//
//		material = NewtonContactGetMaterial (contact);
//		NewtonMaterialGetContactPositionAndNormal (material, body, &point.m_x, &normal.m_x);
//
//		// if the normal is vertical is large the say 40 degrees
//		if (fabsf (normal % upDir) > 0.7f) {
//			// rotate the normal to be aligned with the table direction
//			NewtonMaterialContactRotateTangentDirections (material, dir);
//		}
//	}


	NewtonBody* const body = NewtonJointGetBody0(contactJoint);
	for (void* contact = NewtonContactJointGetFirstContact (contactJoint); contact; contact = NewtonContactJointGetNextContact (contactJoint, contact)) {
		dVector point(0.0f);
		dVector normal(0.0f);	
		dVector dir0(0.0f);	
		dVector dir1(0.0f);	
		dVector force(0.0f);

		NewtonMaterial* const material = NewtonContactGetMaterial (contact);

		NewtonMaterialGetContactForce (material, body, &force.m_x);
		NewtonMaterialGetContactPositionAndNormal (material, body, &point.m_x, &normal.m_x);
		NewtonMaterialGetContactTangentDirections (material, body, &dir0.m_x, &dir1.m_x);
		//dFloat speed = NewtonMaterialGetContactNormalSpeed(material);

		//speed = NewtonMaterialGetContactNormalSpeed(material);
		// play sound base of the contact speed.
		//
	}
}
示例#11
0
//--------------------------------------------------------------
void ofApp::setup(){
    
    kinect.setRegistration(false);
    kinect.init();
    kinect.open();
    kinect.setDepthClipping(950,1350); // kinect depth calcs 95cm-135cm (higher resolution)
    
    ofBackground(0);
    ofSetVerticalSync(true);
    
    layers.resize(4);
    layers[0].loadVideo("mars 1080.mp4");
    layers[0].setThresholds(255, THRESH0); // near, far
    layers[0].setColor(ofColor(236,109,18));
    ofDirectory dir0("mars audio");
    dir0.allowExt("aif");
    dir0.listDir();
    for (int i=0; i<dir0.size(); i++){
        layers[0].loadAudio(dir0.getPath(i));
    }
    
    layers[1].setApache();
    layers[1].loadVideo("apache 1080.mp4");
    layers[1].setThresholds(THRESH0, THRESH1);
    layers[1].setColor(ofColor(255,225,86));
    layers[1].loadAudio("apache ambient.aif");
    
    layers[2].loadVideo("fracking 1080.mp4");
    layers[2].setThresholds(THRESH1, THRESH2);
    layers[2].setColor(ofColor(137,210,65));
    ofDirectory dir2("fracking audio");
    dir2.allowExt("aif");
    dir2.listDir();
    for (int i=0; i<dir2.size(); i++){
        layers[2].loadAudio(dir2.getPath(i));
    }
    
    layers[3].loadVideo("piri reis 1080.mp4");
    layers[3].setThresholds(THRESH2, 0);
    layers[3].setColor(ofColor(89,192,214));
    
    warper.setup(0,0,640,480);
    fbo.allocate(640,480,GL_RGB);
    
    width = ofGetWidth();
    height = ofGetHeight();
    
    depthGui.setup();
    depthGui.add(topSlider.setup("top", TOP, 0, 255));
    depthGui.add(thresh0Slider.setup("thresh0", THRESH0, 0, 255));
    depthGui.add(thresh1Slider.setup("thresh1", THRESH1, 0, 255));
    depthGui.add(thresh2Slider.setup("thresh2", THRESH2, 0, 255));
    depthGui.add(bottomSlider.setup("bottom", TOP, 0, 255));
    depthGui.add(blurRadius.setup("blur", 4, 0, 40));
    depthGui.add(lerpAmount.setup("smooth", 0.01, 0, 1.0));

    // set kinect warp corners to defaults
    kinectCorners[TOP_LEFT] = ofVec2f(0,0);
    kinectCorners[TOP_RIGHT] = ofVec2f(640,0);
    kinectCorners[BOTTOM_RIGHT] = ofVec2f(640,480);
    kinectCorners[BOTTOM_LEFT] = ofVec2f(0,480);
    
    kinectWarp.allocate(640,480,OF_IMAGE_COLOR);
    kinectWarp.setColor(ofColor(0,0,0));
    kinectWarp.setImageType(OF_IMAGE_GRAYSCALE);
    
}
示例#12
0
文件: Cone.cpp 项目: play113/swer
void CCone::glCommands(bool select, bool marked, bool no_color)
{
	if(!m_render_without_OpenCASCADE)
	{
		CSolid::glCommands(select, marked, no_color);
		return;
	}


	glEnable(GL_LIGHTING);
	glShadeModel(GL_SMOOTH);
	Material(m_color).glMaterial(1.0);

	int num_facets = 20;
	gp_Pnt pt_top = m_pos.Location().XYZ() + m_pos.Direction().XYZ() * m_height;

	for(int angle_pos = 0; angle_pos<num_facets; angle_pos++)
	{
		double angle0 = ((double)angle_pos)/num_facets * 6.2831853071795;
		double angle1 = ((double)(angle_pos + 1))/num_facets * 6.2831853071795;

		gp_Dir dir0(m_pos.XDirection().XYZ() * cos(angle0) + m_pos.YDirection().XYZ() * sin(angle0));
		gp_Dir dir1(m_pos.XDirection().XYZ() * cos(angle1) + m_pos.YDirection().XYZ() * sin(angle1));

		double p[4][3];
		extract(m_pos.Location().XYZ() + dir0.XYZ() * m_temp_r1, p[0]);
		extract(m_pos.Location().XYZ() + dir1.XYZ() * m_temp_r1, p[1]);
		extract(pt_top.XYZ() + dir1.XYZ() * m_temp_r2, p[2]);
		extract(pt_top.XYZ() + dir0.XYZ() * m_temp_r2, p[3]);

		gp_Dir upside0(p[3][0] - p[0][0], p[3][1] - p[0][1], p[3][2] - p[0][2]);
		gp_Dir upside1(p[2][0] - p[1][0], p[2][1] - p[1][1], p[2][2] - p[1][2]);
		gp_Dir around0( m_pos.YDirection().XYZ() * cos(angle0) - m_pos.XDirection().XYZ() * sin(angle0));
		gp_Dir around1( m_pos.YDirection().XYZ() * cos(angle1) - m_pos.XDirection().XYZ() * sin(angle1));
		gp_Dir norm0 = around0 ^ upside0;
		gp_Dir norm1 = around1 ^ upside1;

		double n0[3], n1[3];
		extract(norm0, n0);
		extract(norm1, n1);

		double up[3];
		extract(m_pos.Direction(), up);
		double down[3] = {-up[0], -up[1], -up[2]};
		double p_bot[3], p_top[3];
		extract(m_pos.Location(), p_bot);
		extract(pt_top, p_top);

		glBegin(GL_TRIANGLES);
		glNormal3dv(n0);
		glVertex3dv(p[0]);
		glNormal3dv(n1);
		glVertex3dv(p[1]);
		glNormal3dv(n1);
		glVertex3dv(p[2]);
		glNormal3dv(n0);
		glVertex3dv(p[0]);
		glNormal3dv(n1);
		glVertex3dv(p[2]);
		glNormal3dv(n0);
		glVertex3dv(p[3]);
		glNormal3dv(up);
		glVertex3dv(p[3]);
		glVertex3dv(p[2]);
		glVertex3dv(p_top);
		glNormal3dv(down);
		glVertex3dv(p_bot);
		glVertex3dv(p[1]);
		glVertex3dv(p[0]);
		glEnd();
	}

	glDisable(GL_LIGHTING);
	glShadeModel(GL_FLAT);

	glColor3ub(0, 0, 0);
	glBegin(GL_LINE_STRIP);
	for(int angle_pos = 0; angle_pos<=num_facets; angle_pos++)
	{
		double angle = ((double)angle_pos)/num_facets * 6.2831853071795;

		gp_Dir dir(m_pos.XDirection().XYZ() * cos(angle) + m_pos.YDirection().XYZ() * sin(angle));

		double p[3];
		extract(m_pos.Location().XYZ() + dir.XYZ() * m_temp_r1, p);
		glVertex3dv(p);
	}
	glEnd();

	glBegin(GL_LINE_STRIP);
	for(int angle_pos = 0; angle_pos<=num_facets; angle_pos++)
	{
		double angle = ((double)angle_pos)/num_facets * 6.2831853071795;

		gp_Dir dir(m_pos.XDirection().XYZ() * cos(angle) + m_pos.YDirection().XYZ() * sin(angle));

		double p[3];
		extract(pt_top.XYZ() + dir.XYZ() * m_temp_r2, p);
		glVertex3dv(p);
	}
	glEnd();
}
示例#13
0
void CoronaRenderer::defineMesh(mtco_MayaObject *obj)
{
	MObject meshObject = obj->mobject;
	MStatus stat = MStatus::kSuccess;
	
	bool hasDisplacement = false;
	Corona::Abstract::Map *displacementMap = NULL;
	float displacementMin = 0.0f;
	float displacementMax = 0.01f;

	// I do it here for displacement mapping, maybe we should to another place
	getObjectShadingGroups(obj->dagPath, obj->perFaceAssignments, obj->shadingGroups);
	if( obj->shadingGroups.length() > 0)
	{
		MFnDependencyNode shadingGroup(obj->shadingGroups[0]);
		MString sgn = shadingGroup.name();
		MObject displacementObj = getConnectedInNode(obj->shadingGroups[0], "displacementShader");
		MString doo = getObjectName(displacementObj);

		if( (displacementObj != MObject::kNullObj) && (displacementObj.hasFn(MFn::kDisplacementShader)))
		{
			MObject displacementMapObj = getConnectedInNode(displacementObj, "displacement");
			if( (displacementMapObj != MObject::kNullObj) && (displacementMapObj.hasFn(MFn::kFileTexture)))
			{
				MFnDependencyNode displacmentMapNode(displacementObj);
				getFloat("mtco_displacementMin", displacmentMapNode, displacementMin);
				getFloat("mtco_displacementMax", displacmentMapNode, displacementMax);
				MString fileTexturePath = getConnectedFileTexturePath(MString("displacement"), displacmentMapNode);
				if( fileTexturePath != "")
				{
					MapLoader loader;
					displacementMap = loader.loadBitmap(fileTexturePath.asChar());
					hasDisplacement = true;
				}
			}
		}
	}
	
	MFnMesh meshFn(meshObject, &stat);
	CHECK_MSTATUS(stat);

	MItMeshPolygon faceIt(meshObject, &stat);
	CHECK_MSTATUS(stat);

	MPointArray points;
	meshFn.getPoints(points);
	MFloatVectorArray normals;
	meshFn.getNormals( normals, MSpace::kWorld );
	MFloatArray uArray, vArray;
	meshFn.getUVs(uArray, vArray);

	//logger.debug(MString("Translating mesh object ") + meshFn.name().asChar());
	MString meshFullName = makeGoodString(meshFn.fullPathName());

	Corona::TriangleData td;
	
	Corona::IGeometryGroup* geom = NULL;
	
	geom = this->context.scene->addGeomGroup();
	obj->geom = geom;

	for( uint vtxId = 0; vtxId < points.length(); vtxId++)
	{
		geom->getVertices().push(Corona::Pos(points[vtxId].x,points[vtxId].y,points[vtxId].z));
	}
	
	for( uint nId = 0; nId < normals.length(); nId++)
	{
		geom->getNormals().push(Corona::Dir(normals[nId].x,normals[nId].y,normals[nId].z));
	}

	for( uint tId = 0; tId < uArray.length(); tId++)
	{
		geom->getMapCoords().push(Corona::Pos(uArray[tId],vArray[tId],0.0f));
		geom->getMapCoordIndices().push(geom->getMapCoordIndices().size());
	}   

	MPointArray triPoints;
	MIntArray triVtxIds;
	MIntArray faceVtxIds;
	MIntArray faceNormalIds;


	for(faceIt.reset(); !faceIt.isDone(); faceIt.next())
	{
		int faceId = faceIt.index();
		int numTris;
		faceIt.numTriangles(numTris);
		faceIt.getVertices(faceVtxIds);

		MIntArray faceUVIndices;

		faceNormalIds.clear();
		for( uint vtxId = 0; vtxId < faceVtxIds.length(); vtxId++)
		{
			faceNormalIds.append(faceIt.normalIndex(vtxId));
			int uvIndex;
			faceIt.getUVIndex(vtxId, uvIndex);
			faceUVIndices.append(uvIndex);
		}

		for( int triId = 0; triId < numTris; triId++)
		{
			int faceRelIds[3];
			faceIt.getTriangle(triId, triPoints, triVtxIds);

			for( uint triVtxId = 0; triVtxId < 3; triVtxId++)
			{
				for(uint faceVtxId = 0; faceVtxId < faceVtxIds.length(); faceVtxId++)
				{
					if( faceVtxIds[faceVtxId] == triVtxIds[triVtxId])
					{
						faceRelIds[triVtxId] = faceVtxId;
					}
				}
			}
			
			uint vtxId0 = faceVtxIds[faceRelIds[0]];
			uint vtxId1 = faceVtxIds[faceRelIds[1]];
			uint vtxId2 = faceVtxIds[faceRelIds[2]];
			uint normalId0 = faceNormalIds[faceRelIds[0]];
			uint normalId1 = faceNormalIds[faceRelIds[1]];
			uint normalId2 = faceNormalIds[faceRelIds[2]];
			uint uvId0 = faceUVIndices[faceRelIds[0]];
			uint uvId1 = faceUVIndices[faceRelIds[1]];
			uint uvId2 = faceUVIndices[faceRelIds[2]];


			if( hasDisplacement )
			{
				Corona::DisplacedTriangleData tri;
				tri.displacement.map = displacementMap;
				MPoint p0 = points[vtxId0];
				MPoint p1 = points[vtxId1];
				MPoint p2 = points[vtxId2];
				tri.v[0] = Corona::AnimatedPos(Corona::Pos(p0.x, p0.y, p0.z));
				tri.v[1] = Corona::AnimatedPos(Corona::Pos(p1.x, p1.y, p1.z));
				tri.v[2] = Corona::AnimatedPos(Corona::Pos(p2.x, p2.y, p2.z));
				MVector n0 = normals[normalId0];
				MVector n1 = normals[normalId1];
				MVector n2 = normals[normalId2];
				Corona::Dir dir0(n0.x, n0.y, n0.z);
				Corona::Dir dir1(n1.x, n1.y, n1.z);
				Corona::Dir dir2(n2.x, n2.y, n2.z);
				tri.n[0] = Corona::AnimatedDir(dir0);
				tri.n[1] = Corona::AnimatedDir(dir1);
				tri.n[2] = Corona::AnimatedDir(dir2);
				Corona::Pos uv0(uArray[uvId0],vArray[uvId0],0.0);
				Corona::Pos uv1(uArray[uvId1],vArray[uvId1],0.0);
				Corona::Pos uv2(uArray[uvId2],vArray[uvId2],0.0);
				Corona::StaticArray<Corona::Pos, 3> uvp;
				uvp[0] = uv0;
				uvp[1] = uv1;
				uvp[2] = uv2;
				tri.t.push(uvp);
				tri.materialId = 0;
				tri.displacement.min = displacementMin;
				tri.displacement.max = displacementMax;
				geom->addPrimitive(tri);			
			}else{
				Corona::TriangleData tri;
				tri.v = Corona::AnimatedPosI3(vtxId0, vtxId1, vtxId2);
				tri.n = Corona::AnimatedDirI3(normalId0, normalId1, normalId2);
				tri.t[0] = uvId0;
				tri.t[1] = uvId1;
				tri.t[2] = uvId2;
				tri.materialId = 0;
				geom->addPrimitive(tri);			
			}

		}		
	}
}