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249
Torque/SDK/engine/collision/convex.h
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249
Torque/SDK/engine/collision/convex.h
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//-----------------------------------------------------------------------------
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// Torque Game Engine
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// Copyright (C) GarageGames.com, Inc.
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//-----------------------------------------------------------------------------
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#ifndef _CONVEX_H_
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#define _CONVEX_H_
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#ifndef _MMATH_H_
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#include "math/mMath.h"
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#endif
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#ifndef _TVECTOR_H_
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#include "core/tVector.h"
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#endif
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struct Collision;
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struct CollisionList;
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struct CollisionStateList;
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class AbstractPolyList;
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class SceneObject;
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class Convex;
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//----------------------------------------------------------------------------
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class ConvexFeature
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{
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public:
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struct Edge {
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S32 vertex[2];
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};
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struct Face {
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VectorF normal;
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S32 vertex[3];
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};
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Vector<Point3F> mVertexList;
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Vector<Edge> mEdgeList;
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Vector<Face> mFaceList;
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S32 material;
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SceneObject* object;
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ConvexFeature() : mVertexList(64), mEdgeList(128), mFaceList(64) {
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VECTOR_SET_ASSOCIATION(mVertexList);
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VECTOR_SET_ASSOCIATION(mEdgeList);
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VECTOR_SET_ASSOCIATION(mFaceList);
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}
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bool collide(ConvexFeature& cf,CollisionList* cList, F32 tol = 0.1);
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void testVertex(const Point3F& v,CollisionList* cList,bool,F32 tol);
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void testEdge(ConvexFeature* cf,const Point3F& s1, const Point3F& e1, CollisionList* cList, F32 tol);
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bool inVolume(const Point3F& v);
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};
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//----------------------------------------------------------------------------
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enum ConvexType {
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TSConvexType,
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BoxConvexType,
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TerrainConvexType,
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InteriorConvexType,
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ShapeBaseConvexType,
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TSStaticConvexType,
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InteriorMapConvexType
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};
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//----------------------------------------------------------------------------
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struct CollisionState
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{
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CollisionStateList* mLista;
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CollisionStateList* mListb;
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Convex* a;
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Convex* b;
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F32 dist; // Current estimated distance
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VectorF v; // Vector between closest points
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//
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CollisionState();
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virtual ~CollisionState();
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virtual void swap();
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virtual void set(Convex* a,Convex* b,const MatrixF& a2w, const MatrixF& b2w);
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virtual F32 distance(const MatrixF& a2w, const MatrixF& b2w, const F32 dontCareDist,
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const MatrixF* w2a = NULL, const MatrixF* _w2b = NULL);
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void render();
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};
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//----------------------------------------------------------------------------
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struct CollisionStateList
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{
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static CollisionStateList sFreeList;
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CollisionStateList* mNext;
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CollisionStateList* mPrev;
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CollisionState* mState;
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CollisionStateList();
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void linkAfter(CollisionStateList* next);
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void unlink();
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bool isEmpty() { return mNext == this; }
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static CollisionStateList* alloc();
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void free();
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};
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//----------------------------------------------------------------------------
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struct CollisionWorkingList
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{
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static CollisionWorkingList sFreeList;
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struct WLink {
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CollisionWorkingList* mNext;
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CollisionWorkingList* mPrev;
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} wLink;
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struct RLink {
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CollisionWorkingList* mNext;
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CollisionWorkingList* mPrev;
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} rLink;
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Convex* mConvex;
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void wLinkAfter(CollisionWorkingList* next);
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void rLinkAfter(CollisionWorkingList* next);
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void unlink();
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CollisionWorkingList();
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static CollisionWorkingList* alloc();
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void free();
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};
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//----------------------------------------------------------------------------
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class Convex {
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/// @name Linked list managent
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/// @{
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Convex* mNext; ///< Next item in linked list of Convex's
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Convex* mPrev; ///< Previous item in linked list of Convex's
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/// Insert this Convex after the provided convex
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/// @param next
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void linkAfter(Convex* next);
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/// Remove this Convex from the linked list
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void unlink();
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/// @}
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U32 mTag;
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static U32 sTag;
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protected:
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CollisionStateList mList; ///< Objects we're testing against
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CollisionWorkingList mWorking; ///< Objects within our bounds
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CollisionWorkingList mReference; ///< Other convex testing against us
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SceneObject* mObject; ///< Object this Convex is built around
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ConvexType mType; ///< Type of Convex this is @see ConvexType
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//
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public:
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/// Constructor
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Convex();
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/// Destructor
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virtual ~Convex();
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/// Registers another Convex by linking it after this one
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void registerObject(Convex *convex);
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/// Runs through the linked list of Convex objects and removes the ones
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/// with no references
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void collectGarbage();
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/// Deletes all convex objects in the list
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void nukeList();
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/// Returns the type of this Convex
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ConvexType getType() { return mType; }
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/// Returns the object this Convex is built from
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SceneObject* getObject() { return mObject; }
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/// Traverses mList and renders all collision states
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void render();
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/// Adds the provided Convex to the list of objects within the bounds of this Convex
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/// @param ptr Convex to add to the working list of this object
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void addToWorkingList(Convex* ptr);
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/// Returns the list of objects currently inside the bounds of this Convex
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CollisionWorkingList& getWorkingList() { return mWorking; }
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/// Finds the closest
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CollisionState* findClosestState(const MatrixF& mat, const Point3F& scale, const F32 dontCareDist = 1);
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/// Returns the list of objects this object is testing against
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CollisionStateList* getStateList() { return mList.mNext; }
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/// Updates the CollisionStateList (mList) with new collision states and removing
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/// ones no longer under consideration
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/// @param mat Used as the matrix to create a bounding box for updating the list
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/// @param scale Used to scale the bounding box
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/// @param displacement Bounding box displacement (optional)
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void updateStateList(const MatrixF& mat, const Point3F& scale, const Point3F* displacement = NULL);
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/// Updates the working collision list of objects which are currently colliding with
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/// (inside the bounds of) this Convex.
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///
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/// @param box Used as the bounding box.
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/// @param colMask Mask of objects to check against.
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void updateWorkingList(const Box3F& box, const U32 colMask);
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/// Returns the transform of the object this is built around
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virtual const MatrixF& getTransform() const;
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/// Returns the scale of the object this is built around
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virtual const Point3F& getScale() const;
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/// Returns the bounding box for the object this is built around in world space
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virtual Box3F getBoundingBox() const;
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/// Returns the object space bounding box for the object this is built around
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/// transformed and scaled
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/// @param mat Matrix to transform the object-space box by
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/// @param scale Scaling factor to scale the bounding box by
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virtual Box3F getBoundingBox(const MatrixF& mat, const Point3F& scale) const;
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/// Returns the farthest point, along a vector, still bound by the convex
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/// @param v Vector
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virtual Point3F support(const VectorF& v) const;
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///
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virtual void getFeatures(const MatrixF& mat,const VectorF& n, ConvexFeature* cf);
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/// Builds a collision poly list out of this convex
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/// @param list (Out) Poly list built
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virtual void getPolyList(AbstractPolyList* list);
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///
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bool getCollisionInfo(const MatrixF& mat, const Point3F& scale, CollisionList* cList,F32 tol);
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};
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#endif
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