Fix picking to properly select closest triangle for meshes
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@@ -57,6 +57,7 @@ public:
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bool Intersects(const Ray& ray, const Matrix& world, Real& distance, Vector3& normal) const
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bool Intersects(const Ray& ray, const Matrix& world, Real& distance, Vector3& normal) const
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{
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{
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distance = MAX_Real;
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for (int32 i = 0; i < Triangles.Count(); i++)
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for (int32 i = 0; i < Triangles.Count(); i++)
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{
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{
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CollisionTriangle triangle = Triangles[i];
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CollisionTriangle triangle = Triangles[i];
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@@ -66,18 +67,18 @@ public:
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// TODO: use 32-bit precision for intersection
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// TODO: use 32-bit precision for intersection
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Real d;
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Real d;
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if (CollisionsHelper::RayIntersectsTriangle(ray, triangle.V0, triangle.V1, triangle.V2, d))
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if (CollisionsHelper::RayIntersectsTriangle(ray, triangle.V0, triangle.V1, triangle.V2, d) && d < distance)
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{
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{
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normal = Vector3::Normalize((triangle.V1 - triangle.V0) ^ (triangle.V2 - triangle.V0));
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normal = Vector3::Normalize((triangle.V1 - triangle.V0) ^ (triangle.V2 - triangle.V0));
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distance = d;
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distance = d;
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return true;
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}
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}
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}
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}
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return false;
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return distance < MAX_Real;
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}
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}
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bool Intersects(const Ray& ray, const Transform& transform, Real& distance, Vector3& normal) const
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bool Intersects(const Ray& ray, const Transform& transform, Real& distance, Vector3& normal) const
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{
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{
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distance = MAX_Real;
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for (int32 i = 0; i < Triangles.Count(); i++)
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for (int32 i = 0; i < Triangles.Count(); i++)
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{
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{
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CollisionTriangle triangle = Triangles[i];
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CollisionTriangle triangle = Triangles[i];
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@@ -88,13 +89,12 @@ public:
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// TODO: use 32-bit precision for intersection
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// TODO: use 32-bit precision for intersection
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Real d;
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Real d;
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if (CollisionsHelper::RayIntersectsTriangle(ray, v0, v1, v2, d))
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if (CollisionsHelper::RayIntersectsTriangle(ray, v0, v1, v2, d) && d < distance)
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{
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{
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normal = Vector3::Normalize((v1 - v0) ^ (v2 - v0));
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normal = Vector3::Normalize((v1 - v0) ^ (v2 - v0));
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distance = d;
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distance = d;
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return true;
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}
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}
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}
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}
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return false;
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return distance < MAX_Real;
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}
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}
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};
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};
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