Ported .Net Core commits:
hondacrx: - Initial commit: Switch to .Net Core 2.0 - Fix build and removed not needed files Fabi: - Updated solution platforms. - Changed folder structure. - Change library target framework to netstandard2.0. - Updated solution platforms again... - Removed windows specific kernel32 function usage (Ctrl-C handler).
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/*
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* Copyright (C) 2012-2017 CypherCore <http://github.com/CypherCore>
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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using Framework.GameMath;
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using System;
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using System.Collections.Generic;
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namespace Game.Collision
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{
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public class WorkerCallback
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{
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public virtual void Invoke(Vector3 point, uint entry) { }
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public virtual bool Invoke(Ray ray, uint entry, ref float distance, bool pStopAtFirstHit) { return false; }
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public virtual bool Invoke(Ray r, GameObjectModel obj, ref float distance) { return false; }
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public virtual bool Invoke(Ray r, IModel obj, ref float distance) { return false; }
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public virtual bool Invoke(Ray ray, uint idx, ref float maxDist) { return false; }
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}
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public class TriBoundFunc
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{
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public TriBoundFunc(List<Vector3> vert)
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{
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vertices = vert;
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}
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public void Invoke(MeshTriangle tri, out AxisAlignedBox value)
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{
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Vector3 lo = vertices[(int)tri.idx0];
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Vector3 hi = lo;
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lo = (lo.Min(vertices[(int)tri.idx1])).Min(vertices[(int)tri.idx2]);
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hi = (hi.Max(vertices[(int)tri.idx1])).Max(vertices[(int)tri.idx2]);
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value = new AxisAlignedBox(lo, hi);
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}
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List<Vector3> vertices;
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}
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public class WModelAreaCallback : WorkerCallback
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{
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public WModelAreaCallback(List<GroupModel> vals, Vector3 down)
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{
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prims = vals;
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hit = null;
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zDist = float.PositiveInfinity;
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zVec = down;
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}
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List<GroupModel> prims;
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public GroupModel hit;
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public float zDist;
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Vector3 zVec;
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public override void Invoke(Vector3 point, uint entry)
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{
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float group_Z;
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if (prims[(int)entry].IsInsideObject(point, zVec, out group_Z))
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{
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if (group_Z < zDist)
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{
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zDist = group_Z;
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hit = prims[(int)entry];
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}
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}
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}
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}
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public class WModelRayCallBack : WorkerCallback
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{
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public WModelRayCallBack(List<GroupModel> mod)
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{
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models = mod;
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hit = false;
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}
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public override bool Invoke(Ray ray, uint entry, ref float distance, bool pStopAtFirstHit)
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{
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bool result = models[(int)entry].IntersectRay(ray, ref distance, pStopAtFirstHit);
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if (result) hit = true;
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return hit;
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}
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List<GroupModel> models;
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public bool hit;
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}
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public class GModelRayCallback : WorkerCallback
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{
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public GModelRayCallback(List<MeshTriangle> tris, List<Vector3> vert)
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{
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vertices = vert;
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triangles = tris;
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hit = false;
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}
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public override bool Invoke(Ray ray, uint entry, ref float distance, bool pStopAtFirstHit)
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{
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bool result = IntersectTriangle(triangles[(int)entry], vertices, ray, ref distance);
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if (result)
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hit = true;
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return hit;
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}
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bool IntersectTriangle(MeshTriangle tri, List<Vector3> points, Ray ray, ref float distance)
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{
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const float EPS = 1e-5f;
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// See RTR2 ch. 13.7 for the algorithm.
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Vector3 e1 = points[(int)tri.idx1] - points[(int)tri.idx0];
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Vector3 e2 = points[(int)tri.idx2] - points[(int)tri.idx0];
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Vector3 p = new Vector3(ray.Direction.cross(e2));
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float a = e1.dot(p);
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if (Math.Abs(a) < EPS)
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{
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// Determinant is ill-conditioned; abort early
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return false;
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}
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float f = 1.0f / a;
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Vector3 s = new Vector3(ray.Origin - points[(int)tri.idx0]);
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float u = f * s.dot(p);
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if ((u < 0.0f) || (u > 1.0f))
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{
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// We hit the plane of the m_geometry, but outside the m_geometry
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return false;
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}
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Vector3 q = new Vector3(s.cross(e1));
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float v = f * ray.Direction.dot(q);
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if ((v < 0.0f) || ((u + v) > 1.0f))
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{
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// We hit the plane of the triangle, but outside the triangle
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return false;
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}
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float t = f * e2.dot(q);
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if ((t > 0.0f) && (t < distance))
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{
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// This is a new hit, closer than the previous one
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distance = t;
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return true;
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}
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// This hit is after the previous hit, so ignore it
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return false;
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}
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List<Vector3> vertices;
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List<MeshTriangle> triangles;
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public bool hit;
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}
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public class MapRayCallback : WorkerCallback
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{
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public MapRayCallback(ModelInstance[] val)
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{
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prims = val;
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hit = false;
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}
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public override bool Invoke(Ray ray, uint entry, ref float distance, bool pStopAtFirstHit = true)
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{
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if (prims[entry] == null)
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return false;
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bool result = prims[entry].intersectRay(ray, ref distance, pStopAtFirstHit);
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if (result)
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hit = true;
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return result;
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}
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public bool didHit() { return hit; }
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ModelInstance[] prims;
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bool hit;
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}
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public class AreaInfoCallback : WorkerCallback
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{
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public AreaInfoCallback(ModelInstance[] val)
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{
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prims = val;
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}
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public override void Invoke(Vector3 point, uint entry)
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{
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if (prims[entry] == null)
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return;
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prims[entry].intersectPoint(point, aInfo);
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}
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ModelInstance[] prims;
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public AreaInfo aInfo = new AreaInfo();
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}
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public class LocationInfoCallback : WorkerCallback
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{
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public LocationInfoCallback(ModelInstance[] val, LocationInfo info)
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{
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prims = val;
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locInfo = info;
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result = false;
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}
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public override void Invoke(Vector3 point, uint entry)
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{
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if (prims[entry] != null && prims[entry].GetLocationInfo(point, locInfo))
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result = true;
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}
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ModelInstance[] prims;
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LocationInfo locInfo;
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public bool result;
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}
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public class DynamicTreeIntersectionCallback : WorkerCallback
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{
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public DynamicTreeIntersectionCallback(List<uint> phases)
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{
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_didHit = false;
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_phases = phases;
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}
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public override bool Invoke(Ray r, GameObjectModel obj, ref float distance)
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{
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_didHit = obj.intersectRay(r, ref distance, true, _phases);
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return _didHit;
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}
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public bool didHit() { return _didHit; }
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bool _didHit;
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List<uint> _phases;
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}
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}
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