Changed: #878 Fix typos in comments/code
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8 changed files with 24 additions and 24 deletions
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@ -51,7 +51,7 @@ public:
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public:
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public:
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/// Name of the shape to use.
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/// Name of the shape to use.
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std::string ShapeName;
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std::string ShapeName;
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/// Density== Number of instance to create / m².
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/// Density== Number of instance to create / m^2.
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NLMISC::CNoiseValue Density; // floor(Density*surface)== nbShape to create.
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NLMISC::CNoiseValue Density; // floor(Density*surface)== nbShape to create.
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/// the maximum density computed. if <0, no maximum. -1 by default.
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/// the maximum density computed. if <0, no maximum. -1 by default.
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float MaxDensity;
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float MaxDensity;
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@ -276,7 +276,7 @@ void CTessFace::updateErrorMetric()
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ErrorMetric= Size/ sqrdist;
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ErrorMetric= Size/ sqrdist;
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// Hoppe97 formula: k˛= a˛ * ("v-e"˛ - ((v-e).n)˛) / "v-e"^4.
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// Hoppe97 formula: k^2= a^2 * ("v-e"^2 - ((v-e).n)^2) / "v-e"^4.
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//-----------------
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//-----------------
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// Can't do it because geomorph is made on Graphic card, so the simplier is the better.
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// Can't do it because geomorph is made on Graphic card, so the simplier is the better.
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@ -44,7 +44,7 @@ void CQuatPack::pack(const CQuat &quat)
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/*
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/*
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This is the most precise/faster compression we can have. Some other tries have been made.
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This is the most precise/faster compression we can have. Some other tries have been made.
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- deducing w from x,y,z is possible with w= 1-sqrt(x˛+y˛+z˛) (with tradeoff of the W sign)
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- deducing w from x,y,z is possible with w= 1-sqrt(x^2+y^2+z^2) (with tradeoff of the W sign)
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but very not precise.
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but very not precise.
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- Transform the quaternion to an AxisAngle is possible, but slower (some cos/sin or LUT).
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- Transform the quaternion to an AxisAngle is possible, but slower (some cos/sin or LUT).
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Axis is encoded with sint16, and angle is encoded with uint16.
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Axis is encoded with sint16, and angle is encoded with uint16.
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@ -52,7 +52,7 @@ static const char *WaterVPNoWave =
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MUL R3, v[0], c[7]; #compute bump 1 uv's \n\
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MUL R3, v[0], c[7]; #compute bump 1 uv's \n\
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ADD o[TEX1], R3, c[8]; \n\
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ADD o[TEX1], R3, c[8]; \n\
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ADD R0, c[9], -v[0]; #r1 = eye - vertex \n\
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ADD R0, c[9], -v[0]; #r1 = eye - vertex \n\
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DP3 R1, R0, R0; #r1 = eye - vertex, r2 = (eye - vertex)² \n\
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DP3 R1, R0, R0; #r1 = eye - vertex, r2 = (eye - vertex)^2 \n\
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RSQ R1, R1.x; #r1 = eye - vertex, r2 = 1/d(eye, vertex) \n\
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RSQ R1, R1.x; #r1 = eye - vertex, r2 = 1/d(eye, vertex) \n\
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MUL R0, R0, R1; \n\
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MUL R0, R0, R1; \n\
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DP3 R1.x, R0.xyww, R0.xyww; \n\
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DP3 R1.x, R0.xyww, R0.xyww; \n\
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@ -73,7 +73,7 @@ ADD o[TEX0], R3, c[6]; \n\
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MUL R3, v[0], c[7]; #compute bump 1 uv's \n\
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MUL R3, v[0], c[7]; #compute bump 1 uv's \n\
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ADD o[TEX1], R3, c[8]; \n\
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ADD o[TEX1], R3, c[8]; \n\
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ADD R0, c[9], -v[0]; #r1 = eye - vertex \n\
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ADD R0, c[9], -v[0]; #r1 = eye - vertex \n\
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DP3 R1, R0, R0; #r1 = eye - vertex, r2 = (eye - vertex)² \n\
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DP3 R1, R0, R0; #r1 = eye - vertex, r2 = (eye - vertex)^2 \n\
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RSQ R1, R1.x; #r1 = eye - vertex, r2 = 1/d(eye, vertex) \n\
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RSQ R1, R1.x; #r1 = eye - vertex, r2 = 1/d(eye, vertex) \n\
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MUL R0, R0, R1; \n\
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MUL R0, R0, R1; \n\
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MAD o[TEX2], -R0, c[10], c[10]; #envmap tex coord \n\
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MAD o[TEX2], -R0, c[10], c[10]; #envmap tex coord \n\
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@ -103,7 +103,7 @@ END";
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static const char *WaterVPStartCode =
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static const char *WaterVPStartCode =
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"!!VP1.0\n\
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"!!VP1.0\n\
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ADD R1, c[7], -v[0]; #r1 = eye - vertex \n\
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ADD R1, c[7], -v[0]; #r1 = eye - vertex \n\
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DP3 R2, R1, R1; #r1 = eye - vertex, r2 = (eye - vertex)² \n\
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DP3 R2, R1, R1; #r1 = eye - vertex, r2 = (eye - vertex)^2 \n\
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MAX R2, R2, c[16]; # avoid imprecision around 0 \n\
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MAX R2, R2, c[16]; # avoid imprecision around 0 \n\
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RSQ R2, R2.x; #r1 = eye - vertex, r2 = 1/d(eye, vertex) \n\
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RSQ R2, R2.x; #r1 = eye - vertex, r2 = 1/d(eye, vertex) \n\
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RCP R3, R2.x; \n\
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RCP R3, R2.x; \n\
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@ -185,7 +185,7 @@ CRational64 CEdgeCollide::testPointMove(const CVector2f &start, const CVector2f
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// ***************************************************************************
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// ***************************************************************************
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static inline float testCirclePoint(const CVector2f &start, const CVector2f &delta, float radius, const CVector2f &point)
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static inline float testCirclePoint(const CVector2f &start, const CVector2f &delta, float radius, const CVector2f &point)
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{
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{
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// factors of the qaudratic: at² + bt + c=0
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// factors of the qaudratic: at^2 + bt + c=0
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float a,b,c;
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float a,b,c;
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float dta;
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float dta;
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float r0, r1, res;
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float r0, r1, res;
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@ -212,7 +212,7 @@ static inline float testCirclePoint(const CVector2f &start, const CVector2f &de
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b= 2* (relC.x*relV.x + relC.y*relV.y);
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b= 2* (relC.x*relV.x + relC.y*relV.y);
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c= relC.x*relC.x + relC.y*relC.y - radius*radius;
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c= relC.x*relC.x + relC.y*relC.y - radius*radius;
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// compute delta of the quadratic.
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// compute delta of the quadratic.
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dta= b*b - 4*a*c; // b²-4ac
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dta= b*b - 4*a*c; // b^2-4ac
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if(dta>=0)
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if(dta>=0)
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{
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{
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dta= (float)sqrt(dta);
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dta= (float)sqrt(dta);
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@ -389,7 +389,7 @@ bool CEdgeCollide::testEdgeMove(const CVector2f &q0, const CVector2f &q1, const
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// compute D1 line equation of q0q1. bx - ay + c(t)=0, where c is function of time [0,1].
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// compute D1 line equation of q0q1. bx - ay + c(t)=0, where c is function of time [0,1].
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// ===========================
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// ===========================
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tmp= q1 - q0; // NB: along time, the direction doesn't change.
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tmp= q1 - q0; // NB: along time, the direction doesn't change.
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// Divide by norm()², so that a projection on this edge is true if the proj is in interval [0,1].
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// Divide by norm()^2, so that a projection on this edge is true if the proj is in interval [0,1].
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tmp/= tmp.sqrnorm();
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tmp/= tmp.sqrnorm();
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a= tmp.x;
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a= tmp.x;
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b= tmp.y;
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b= tmp.y;
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@ -401,7 +401,7 @@ bool CEdgeCollide::testEdgeMove(const CVector2f &q0, const CVector2f &q1, const
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// compute D2 line equation of P0P1. ex - dy + f=0.
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// compute D2 line equation of P0P1. ex - dy + f=0.
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// ===========================
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// ===========================
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tmp= P1 - P0;
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tmp= P1 - P0;
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// Divide by norm()², so that a projection on this edge is true if the proj is in interval [0,1].
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// Divide by norm()^2, so that a projection on this edge is true if the proj is in interval [0,1].
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tmp/= tmp.sqrnorm();
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tmp/= tmp.sqrnorm();
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d= tmp.x;
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d= tmp.x;
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e= tmp.y;
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e= tmp.y;
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@ -1525,7 +1525,7 @@ void NLPACS::CGlobalRetriever::testCollisionWithCollisionChains(CCollisionSurfac
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nlassert(collidedSurface.RetrieverInstanceId < (sint)_Instances.size());
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nlassert(collidedSurface.RetrieverInstanceId < (sint)_Instances.size());
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// insert or replace this collision in collisionDescs.
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// insert or replace this collision in collisionDescs.
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// NB: yes this looks like a N algorithm (so N²). But not so many collisions may arise, so don't bother.
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// NB: yes this looks like a N algorithm (so N^2). But not so many collisions may arise, so don't bother.
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sint indexInsert= cst.CollisionDescs.size();
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sint indexInsert= cst.CollisionDescs.size();
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sint colFound= -1;
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sint colFound= -1;
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@ -576,19 +576,19 @@ bool CPrimitiveWorldImage::evalCollisionPoverOC (CPrimitiveWorldImage& other, CC
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* p'(t) = p'0 + v'0*(t - t'0)
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* p'(t) = p'0 + v'0*(t - t'0)
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*
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*
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* Find t for this equation:
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* Find t for this equation:
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* R² = Norm² (p(t) - p'(t))
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* R^2 = Norm^2 (p(t) - p'(t))
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* R² = Norm² ( p0 + v0 ( t - t0 ) - p'0 - v'0 ( t - t'0 ) )
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* R^2 = Norm^2 ( p0 + v0 ( t - t0 ) - p'0 - v'0 ( t - t'0 ) )
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*
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*
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* A = p0 - v0*t0 - p'0 + v'0*t'0
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* A = p0 - v0*t0 - p'0 + v'0*t'0
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* B = (v0 - v'0)
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* B = (v0 - v'0)
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*
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*
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* Norm² (B)*t² + 2*(A.B)*t + Norm² (A) - R² = 0
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* Norm^2 (B)*t^2 + 2*(A.B)*t + Norm^2 (A) - R^2 = 0
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*
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*
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* a = Norm² (B)
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* a = Norm^2 (B)
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* b = 2*(A.B)
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* b = 2*(A.B)
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* c = Norm² (A) - R²
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* c = Norm^2 (A) - R^2
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*
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*
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* a*t² + b*t + c = 0
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* a*t^2 + b*t + c = 0
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*/
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*/
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// Let's go
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// Let's go
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@ -784,19 +784,19 @@ bool CPrimitiveWorldImage::evalCollisionOCoverOC (CPrimitiveWorldImage& other, C
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* p'(t) = p'0 + v'0*(t - t'0)
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* p'(t) = p'0 + v'0*(t - t'0)
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*
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*
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* Find t for this equation:
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* Find t for this equation:
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* (R + R')² = Norm² (p(t) - p'(t))
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* (R + R')^2 = Norm^2 (p(t) - p'(t))
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* (R + R')² = Norm² ( p0 + v0 ( t - t0 ) - p'0 - v'0 ( t - t'0 ) )
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* (R + R')^2 = Norm^2 ( p0 + v0 ( t - t0 ) - p'0 - v'0 ( t - t'0 ) )
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*
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*
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* A = p0 - v0*t0 - p'0 + v'0*t'0
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* A = p0 - v0*t0 - p'0 + v'0*t'0
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* B = (v0 - v'0)
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* B = (v0 - v'0)
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*
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*
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* Norm² (B)*t² + 2*(A.B)*t + Norm² (A) - (R + R')² = 0
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* Norm^2 (B)*t^2 + 2*(A.B)*t + Norm^2 (A) - (R + R')^2 = 0
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*
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*
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* a = Norm² (B)
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* a = Norm^2 (B)
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* b = 2*(A.B)
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* b = 2*(A.B)
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* c = Norm² (A) - (R + R')²
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* c = Norm^2 (A) - (R + R')^2
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*
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*
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* a*t² + b*t + c = 0
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* a*t^2 + b*t + c = 0
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*/
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*/
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// Let's go
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// Let's go
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@ -51,7 +51,7 @@ public:
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uint32 size;
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uint32 size;
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message.serial(size);
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message.serial(size);
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// The following test removed by Sadge because it appears to be pointless and prevents ² testing to continue as required
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// The following test removed by Sadge because it appears to be pointless and prevents ^2 testing to continue as required
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// if ( size > 512 )
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// if ( size > 512 )
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// {
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// {
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// throw NLMISC::EInvalidDataStream();
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// throw NLMISC::EInvalidDataStream();
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