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@@ -488,6 +488,9 @@ class SelectionQueue(CollisionHandlerQueue):
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v.normalize()
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v.normalize()
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return v.dot(n) >= 0
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return v.dot(n) >= 0
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+ def findNextCollisionEntry(self, skipFlags = SKIP_NONE):
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+ return self.findCollisionEntry(skipFlags, self.index + 1)
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+
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def findCollisionEntry(self, skipFlags = SKIP_NONE, startIndex = 0 ):
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def findCollisionEntry(self, skipFlags = SKIP_NONE, startIndex = 0 ):
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# Init self.index and self.entry
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# Init self.index and self.entry
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self.setCurrentIndex(-1)
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self.setCurrentIndex(-1)
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@@ -658,10 +661,17 @@ class SelectionSphere(SelectionQueue):
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# If dot product of collision point surface normal and
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# If dot product of collision point surface normal and
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# ray from sphere origin to collision point is positive, we are
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# ray from sphere origin to collision point is positive, we are
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# looking at the backface of the polygon
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# looking at the backface of the polygon
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+ ip = entry.getFromIntersectionPoint()
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+ c = entry.getFrom().getCenter()
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+ n = entry.getFromSurfaceNormal()
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v = Vec3(entry.getFromIntersectionPoint() -
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v = Vec3(entry.getFromIntersectionPoint() -
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entry.getFrom().getCenter())
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entry.getFrom().getCenter())
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- n = entry.getFromSurfaceNormal()
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# Normalize and check angle between to vectors
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# Normalize and check angle between to vectors
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+ print '(%0.2f, %0.2f, %0.2f), (%0.2f, %0.2f, %0.2f), (%0.2f, %0.2f, %0.2f), %0.2f' %(ip[0],ip[1],ip[2],c[0],c[1],c[2],n[0],n[1],n[2], v.dot(n))
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+ if v.length() < 0.05:
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+ # Points almost on top of each other,
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+ # reject face (treat as backfacing)
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+ return 1
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v.normalize()
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v.normalize()
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return v.dot(n) >= 0
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return v.dot(n) >= 0
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