/*
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* Java port of Bullet (c) 2008 Martin Dvorak <jezek2@advel.cz>
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*
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* Bullet Continuous Collision Detection and Physics Library
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* Copyright (c) 2003-2008 Erwin Coumans http://www.bulletphysics.com/
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*
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* This software is provided 'as-is', without any express or implied warranty.
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* In no event will the authors be held liable for any damages arising from
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* the use of this software.
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*
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* Permission is granted to anyone to use this software for any purpose,
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* including commercial applications, and to alter it and redistribute it
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* freely, subject to the following restrictions:
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*
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* 1. The origin of this software must not be misrepresented; you must not
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* claim that you wrote the original software. If you use this software
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* in a product, an acknowledgment in the product documentation would be
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* appreciated but is not required.
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* 2. Altered source versions must be plainly marked as such, and must not be
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* misrepresented as being the original software.
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* 3. This notice may not be removed or altered from any source distribution.
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*/
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package com.bulletphysics.collision.dispatch;
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import com.bulletphysics.collision.broadphase.CollisionAlgorithm;
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import com.bulletphysics.collision.broadphase.CollisionAlgorithmConstructionInfo;
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import com.bulletphysics.collision.broadphase.DispatcherInfo;
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import com.bulletphysics.collision.narrowphase.ConvexCast.CastResult;
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import com.bulletphysics.collision.narrowphase.PersistentManifold;
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import com.bulletphysics.collision.narrowphase.SubsimplexConvexCast;
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import com.bulletphysics.collision.narrowphase.VoronoiSimplexSolver;
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import com.bulletphysics.collision.shapes.ConcaveShape;
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import com.bulletphysics.collision.shapes.SphereShape;
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import com.bulletphysics.collision.shapes.TriangleCallback;
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import com.bulletphysics.collision.shapes.TriangleShape;
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import com.bulletphysics.linearmath.Transform;
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import com.bulletphysics.linearmath.VectorUtil;
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import com.bulletphysics.util.ObjectArrayList;
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import com.bulletphysics.util.ObjectPool;
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import cz.advel.stack.Stack;
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import javax.vecmath.Vector3f;
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/**
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* ConvexConcaveCollisionAlgorithm supports collision between convex shapes
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* and (concave) trianges meshes.
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*
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* @author jezek2
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*/
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public class ConvexConcaveCollisionAlgorithm extends CollisionAlgorithm {
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private boolean isSwapped;
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private ConvexTriangleCallback btConvexTriangleCallback;
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public void init(CollisionAlgorithmConstructionInfo ci, CollisionObject body0, CollisionObject body1, boolean isSwapped) {
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super.init(ci);
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this.isSwapped = isSwapped;
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this.btConvexTriangleCallback = new ConvexTriangleCallback(dispatcher, body0, body1, isSwapped);
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}
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@Override
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public void destroy() {
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btConvexTriangleCallback.destroy();
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}
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@Override
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public void processCollision(CollisionObject body0, CollisionObject body1, DispatcherInfo dispatchInfo, ManifoldResult resultOut) {
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CollisionObject convexBody = isSwapped ? body1 : body0;
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CollisionObject triBody = isSwapped ? body0 : body1;
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if (triBody.getCollisionShape().isConcave()) {
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CollisionObject triOb = triBody;
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ConcaveShape concaveShape = (ConcaveShape)triOb.getCollisionShape();
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if (convexBody.getCollisionShape().isConvex()) {
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float collisionMarginTriangle = concaveShape.getMargin();
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resultOut.setPersistentManifold(btConvexTriangleCallback.manifoldPtr);
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btConvexTriangleCallback.setTimeStepAndCounters(collisionMarginTriangle, dispatchInfo, resultOut);
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// Disable persistency. previously, some older algorithm calculated all contacts in one go, so you can clear it here.
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//m_dispatcher->clearManifold(m_btConvexTriangleCallback.m_manifoldPtr);
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btConvexTriangleCallback.manifoldPtr.setBodies(convexBody, triBody);
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concaveShape.processAllTriangles(
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btConvexTriangleCallback,
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btConvexTriangleCallback.getAabbMin(Stack.alloc(Vector3f.class)),
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btConvexTriangleCallback.getAabbMax(Stack.alloc(Vector3f.class)));
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resultOut.refreshContactPoints();
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}
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}
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}
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@Override
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public float calculateTimeOfImpact(CollisionObject body0, CollisionObject body1, DispatcherInfo dispatchInfo, ManifoldResult resultOut) {
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Vector3f tmp = Stack.alloc(Vector3f.class);
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CollisionObject convexbody = isSwapped ? body1 : body0;
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CollisionObject triBody = isSwapped ? body0 : body1;
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// quick approximation using raycast, todo: hook up to the continuous collision detection (one of the btConvexCast)
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// only perform CCD above a certain threshold, this prevents blocking on the long run
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// because object in a blocked ccd state (hitfraction<1) get their linear velocity halved each frame...
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tmp.sub(convexbody.getInterpolationWorldTransform(Stack.alloc(Transform.class)).origin, convexbody.getWorldTransform(Stack.alloc(Transform.class)).origin);
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float squareMot0 = tmp.lengthSquared();
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if (squareMot0 < convexbody.getCcdSquareMotionThreshold()) {
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return 1f;
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}
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Transform tmpTrans = Stack.alloc(Transform.class);
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//const btVector3& from = convexbody->m_worldTransform.getOrigin();
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//btVector3 to = convexbody->m_interpolationWorldTransform.getOrigin();
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//todo: only do if the motion exceeds the 'radius'
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Transform triInv = triBody.getWorldTransform(Stack.alloc(Transform.class));
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triInv.inverse();
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Transform convexFromLocal = Stack.alloc(Transform.class);
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convexFromLocal.mul(triInv, convexbody.getWorldTransform(tmpTrans));
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Transform convexToLocal = Stack.alloc(Transform.class);
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convexToLocal.mul(triInv, convexbody.getInterpolationWorldTransform(tmpTrans));
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if (triBody.getCollisionShape().isConcave()) {
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Vector3f rayAabbMin = (Vector3f) Stack.alloc(convexFromLocal.origin);
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VectorUtil.setMin(rayAabbMin, convexToLocal.origin);
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Vector3f rayAabbMax = (Vector3f) Stack.alloc(convexFromLocal.origin);
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VectorUtil.setMax(rayAabbMax, convexToLocal.origin);
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float ccdRadius0 = convexbody.getCcdSweptSphereRadius();
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tmp.set(ccdRadius0, ccdRadius0, ccdRadius0);
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rayAabbMin.sub(tmp);
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rayAabbMax.add(tmp);
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float curHitFraction = 1f; // is this available?
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LocalTriangleSphereCastCallback raycastCallback = new LocalTriangleSphereCastCallback(convexFromLocal, convexToLocal, convexbody.getCcdSweptSphereRadius(), curHitFraction);
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raycastCallback.hitFraction = convexbody.getHitFraction();
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CollisionObject concavebody = triBody;
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ConcaveShape triangleMesh = (ConcaveShape)concavebody.getCollisionShape();
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if (triangleMesh != null) {
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triangleMesh.processAllTriangles(raycastCallback, rayAabbMin, rayAabbMax);
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}
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if (raycastCallback.hitFraction < convexbody.getHitFraction()) {
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convexbody.setHitFraction(raycastCallback.hitFraction);
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return raycastCallback.hitFraction;
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}
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}
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return 1f;
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}
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@Override
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public void getAllContactManifolds(ObjectArrayList<PersistentManifold> manifoldArray) {
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if (btConvexTriangleCallback.manifoldPtr != null) {
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manifoldArray.add(btConvexTriangleCallback.manifoldPtr);
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}
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}
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public void clearCache() {
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btConvexTriangleCallback.clearCache();
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}
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////////////////////////////////////////////////////////////////////////////
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private static class LocalTriangleSphereCastCallback extends TriangleCallback {
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public final Transform ccdSphereFromTrans = new Transform();
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public final Transform ccdSphereToTrans = new Transform();
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public final Transform meshTransform = new Transform();
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public float ccdSphereRadius;
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public float hitFraction;
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private final Transform ident = new Transform();
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public LocalTriangleSphereCastCallback(Transform from, Transform to, float ccdSphereRadius, float hitFraction) {
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this.ccdSphereFromTrans.set(from);
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this.ccdSphereToTrans.set(to);
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this.ccdSphereRadius = ccdSphereRadius;
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this.hitFraction = hitFraction;
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// JAVA NOTE: moved here from processTriangle
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ident.setIdentity();
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}
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public void processTriangle(Vector3f[] triangle, int partId, int triangleIndex) {
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// do a swept sphere for now
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//btTransform ident;
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//ident.setIdentity();
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CastResult castResult = new CastResult();
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castResult.fraction = hitFraction;
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SphereShape pointShape = new SphereShape(ccdSphereRadius);
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TriangleShape triShape = new TriangleShape(triangle[0], triangle[1], triangle[2]);
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VoronoiSimplexSolver simplexSolver = new VoronoiSimplexSolver();
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SubsimplexConvexCast convexCaster = new SubsimplexConvexCast(pointShape, triShape, simplexSolver);
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//GjkConvexCast convexCaster(&pointShape,convexShape,&simplexSolver);
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//ContinuousConvexCollision convexCaster(&pointShape,convexShape,&simplexSolver,0);
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//local space?
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if (convexCaster.calcTimeOfImpact(ccdSphereFromTrans, ccdSphereToTrans, ident, ident, castResult)) {
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if (hitFraction > castResult.fraction) {
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hitFraction = castResult.fraction;
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}
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}
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}
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}
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////////////////////////////////////////////////////////////////////////////
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public static class CreateFunc extends CollisionAlgorithmCreateFunc {
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private final ObjectPool<ConvexConcaveCollisionAlgorithm> pool = ObjectPool.get(ConvexConcaveCollisionAlgorithm.class);
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@Override
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public CollisionAlgorithm createCollisionAlgorithm(CollisionAlgorithmConstructionInfo ci, CollisionObject body0, CollisionObject body1) {
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ConvexConcaveCollisionAlgorithm algo = pool.get();
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algo.init(ci, body0, body1, false);
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return algo;
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}
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@Override
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public void releaseCollisionAlgorithm(CollisionAlgorithm algo) {
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pool.release((ConvexConcaveCollisionAlgorithm)algo);
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}
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}
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public static class SwappedCreateFunc extends CollisionAlgorithmCreateFunc {
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private final ObjectPool<ConvexConcaveCollisionAlgorithm> pool = ObjectPool.get(ConvexConcaveCollisionAlgorithm.class);
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@Override
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public CollisionAlgorithm createCollisionAlgorithm(CollisionAlgorithmConstructionInfo ci, CollisionObject body0, CollisionObject body1) {
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ConvexConcaveCollisionAlgorithm algo = pool.get();
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algo.init(ci, body0, body1, true);
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return algo;
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}
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@Override
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public void releaseCollisionAlgorithm(CollisionAlgorithm algo) {
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pool.release((ConvexConcaveCollisionAlgorithm)algo);
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}
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}
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}
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