31 int numbrushes = planeEquations.
size();
32 for (
int i = 0; i < numbrushes; i++)
46 int numvertices = vertices.
size();
47 for (
int i = 0; i < numvertices; i++)
63 int numbrushes = planeEquations.
size();
64 for (
int i = 0; i < numbrushes; i++)
67 if (planeEquation.dot(N1) >
btScalar(0.999))
77 const int numvertices = vertices.
size();
79 for (
int i = 0; i < numvertices; i++)
83 for (
int j = i + 1; j < numvertices; j++)
87 for (
int k = j + 1; k < numvertices; k++)
95 for (
int ww = 0; ww < 2; ww++)
97 planeEquation = normalSign * edge0.cross(edge1);
98 if (planeEquation.length2() >
btScalar(0.0001))
100 planeEquation.normalize();
101 if (
notExist(planeEquation, planeEquationsOut))
103 planeEquation[3] = -planeEquation.dot(N1);
108 planeEquationsOut.
push_back(planeEquation);
121 const int numbrushes = planeEquations.
size();
123 for (
int i = 0; i < numbrushes; i++)
127 for (
int j = i + 1; j < numbrushes; j++)
131 for (
int k = j + 1; k < numbrushes; k++)
142 if ((n2n3.length2() >
btScalar(0.0001)) &&
143 (n3n1.length2() >
btScalar(0.0001)) &&
144 (n1n2.length2() >
btScalar(0.0001)))
155 quotient =
btScalar(-1.) / quotient;
160 potentialVertex += n3n1;
161 potentialVertex += n1n2;
162 potentialVertex *= quotient;
in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Sky Generate a procedural sky texture Noise Generate fractal Perlin noise Wave Generate procedural bands or rings with noise Voronoi Generate Worley noise based on the distance to random points Typically used to generate textures such as or biological cells Brick Generate a procedural texture producing bricks Texture Retrieve multiple types of texture coordinates nTypically used as inputs for texture nodes Vector Convert a point
bool notExist(const btVector3 &planeEquation, const btAlignedObjectArray< btVector3 > &planeEquations)
float btScalar
The btScalar type abstracts floating point numbers, to easily switch between double and single floati...
SIMD_FORCE_INLINE btScalar btFabs(btScalar x)
btVector3
btVector3 can be used to represent 3D points and vectors. It has an un-used w component to suit 16-by...
SIMD_FORCE_INLINE int size() const
return the number of elements in the array
SIMD_FORCE_INLINE void push_back(const T &_Val)
static void getVerticesFromPlaneEquations(const btAlignedObjectArray< btVector3 > &planeEquations, btAlignedObjectArray< btVector3 > &verticesOut)
static bool areVerticesBehindPlane(const btVector3 &planeNormal, const btAlignedObjectArray< btVector3 > &vertices, btScalar margin)
static void getPlaneEquationsFromVertices(btAlignedObjectArray< btVector3 > &vertices, btAlignedObjectArray< btVector3 > &planeEquationsOut)
static bool isPointInsidePlanes(const btAlignedObjectArray< btVector3 > &planeEquations, const btVector3 &point, btScalar margin)