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collide: Improve box-into-polygon test
* Use nearly-zero test to check which edges to snap the interior/surface points to, if any, to be less sensitive to fp precision * The respect-prev-transform test now tests for a sphere that fits inside the box, to prevent a false positive test when the box has been rotated since the last test * More appropriate surface point for respect-prev-transform test
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@ -1035,88 +1035,108 @@ test_intersection_from_box(const CollisionEntry &entry) const {
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LVecBase3 box_y = plane_mat.get_row3(1) * from_extents[1];
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LVecBase3 box_z = plane_mat.get_row3(2) * from_extents[2];
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PT(CollisionEntry) new_entry;
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// Is there a separating axis between the plane and the box?
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if (cabs(from_center[1]) > cabs(box_x[1]) + cabs(box_y[1]) + cabs(box_z[1])) {
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// There is one. No collision.
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if (cabs(from_center[1]) <= cabs(box_x[1]) + cabs(box_y[1]) + cabs(box_z[1])) {
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// No, there isn't. Now do the same test for each of the box' primary axes.
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PN_stdfloat r1, center, r2;
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r1 = cabs(box_x.dot(box_x)) + cabs(box_y.dot(box_x)) + cabs(box_z.dot(box_x));
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project(box_x, center, r2);
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if (cabs(from_center.dot(box_x) - center) > r1 + r2) {
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return nullptr;
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}
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r1 = cabs(box_x.dot(box_y)) + cabs(box_y.dot(box_y)) + cabs(box_z.dot(box_y));
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project(box_y, center, r2);
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if (cabs(from_center.dot(box_y) - center) > r1 + r2) {
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return nullptr;
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}
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r1 = cabs(box_x.dot(box_z)) + cabs(box_y.dot(box_z)) + cabs(box_z.dot(box_z));
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project(box_z, center, r2);
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if (cabs(from_center.dot(box_z) - center) > r1 + r2) {
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return nullptr;
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}
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// Now do the same check for the cross products between the box axes and the
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// polygon edges.
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Points::const_iterator pi;
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for (pi = _points.begin(); pi != _points.end(); ++pi) {
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const PointDef &pd = *pi;
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LVector3 axis;
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axis.set(-box_x[1] * pd._v[1],
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box_x[0] * pd._v[1] - box_x[2] * pd._v[0],
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box_x[1] * pd._v[0]);
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r1 = cabs(box_x.dot(axis)) + cabs(box_y.dot(axis)) + cabs(box_z.dot(axis));
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project(axis, center, r2);
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if (cabs(from_center.dot(axis) - center) > r1 + r2) {
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return nullptr;
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}
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axis.set(-box_y[1] * pd._v[1],
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box_y[0] * pd._v[1] - box_y[2] * pd._v[0],
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box_y[1] * pd._v[0]);
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r1 = cabs(box_x.dot(axis)) + cabs(box_y.dot(axis)) + cabs(box_z.dot(axis));
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project(axis, center, r2);
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if (cabs(from_center.dot(axis) - center) > r1 + r2) {
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return nullptr;
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}
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axis.set(-box_z[1] * pd._v[1],
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box_z[0] * pd._v[1] - box_z[2] * pd._v[0],
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box_z[1] * pd._v[0]);
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r1 = cabs(box_x.dot(axis)) + cabs(box_y.dot(axis)) + cabs(box_z.dot(axis));
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project(axis, center, r2);
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if (cabs(from_center.dot(axis) - center) > r1 + r2) {
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return nullptr;
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}
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}
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new_entry = new CollisionEntry(entry);
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}
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else {
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// There is a separating axis. No collision, but the box may have moved
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// through the polygon since the last frame.
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if (from_center[1] < 0.0f || !entry.get_respect_prev_transform()) {
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return nullptr;
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}
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CPT(TransformState) wrt_prev_space = entry.get_wrt_prev_space();
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if (wrt_prev_space != wrt_space) {
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// Did the center travel into the plane of the polygon?
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LPoint3 prev_center = box->get_center() * (wrt_prev_space->get_mat() * _to_2d_mat);
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if (prev_center[1] > 0.0f) {
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// Nope, it did not.
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return nullptr;
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}
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// Do the rest of the test with the box placed between the previous and
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// current positions, such that the box center is exactly at the plane.
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// Note that this ensures there is no separating axis between the plane
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// and the box, so we don't need to do that test again.
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PN_stdfloat t = from_center[1] / (from_center[1] - prev_center[1]);
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from_center.set(
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prev_center[0] * t + from_center[0] * (1.0f - t),
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0.0f,
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prev_center[2] * t + from_center[2] * (1.0f - t));
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}
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}
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// Now do the same for each of the box' primary axes.
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PN_stdfloat r1, center, r2;
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r1 = cabs(box_x.dot(box_x)) + cabs(box_y.dot(box_x)) + cabs(box_z.dot(box_x));
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project(box_x, center, r2);
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if (cabs(from_center.dot(box_x) - center) > r1 + r2) {
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return nullptr;
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}
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r1 = cabs(box_x.dot(box_y)) + cabs(box_y.dot(box_y)) + cabs(box_z.dot(box_y));
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project(box_y, center, r2);
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if (cabs(from_center.dot(box_y) - center) > r1 + r2) {
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return nullptr;
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}
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r1 = cabs(box_x.dot(box_z)) + cabs(box_y.dot(box_z)) + cabs(box_z.dot(box_z));
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project(box_z, center, r2);
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if (cabs(from_center.dot(box_z) - center) > r1 + r2) {
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return nullptr;
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}
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// Now do the same check for the cross products between the box axes and the
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// polygon edges.
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Points::const_iterator pi;
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for (pi = _points.begin(); pi != _points.end(); ++pi) {
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const PointDef &pd = *pi;
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LVector3 axis;
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axis.set(-box_x[1] * pd._v[1],
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box_x[0] * pd._v[1] - box_x[2] * pd._v[0],
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box_x[1] * pd._v[0]);
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r1 = cabs(box_x.dot(axis)) + cabs(box_y.dot(axis)) + cabs(box_z.dot(axis));
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project(axis, center, r2);
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if (cabs(from_center.dot(axis) - center) > r1 + r2) {
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if (wrt_prev_space == wrt_space) {
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return nullptr;
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}
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axis.set(-box_y[1] * pd._v[1],
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box_y[0] * pd._v[1] - box_y[2] * pd._v[0],
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box_y[1] * pd._v[0]);
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r1 = cabs(box_x.dot(axis)) + cabs(box_y.dot(axis)) + cabs(box_z.dot(axis));
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project(axis, center, r2);
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if (cabs(from_center.dot(axis) - center) > r1 + r2) {
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// Did the center travel into the plane of the polygon?
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LPoint3 prev_center = box->get_center() * (wrt_prev_space->get_mat() * _to_2d_mat);
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if (prev_center[1] > 0.0f) {
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// Nope, it did not.
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return nullptr;
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}
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axis.set(-box_z[1] * pd._v[1],
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box_z[0] * pd._v[1] - box_z[2] * pd._v[0],
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box_z[1] * pd._v[0]);
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r1 = cabs(box_x.dot(axis)) + cabs(box_y.dot(axis)) + cabs(box_z.dot(axis));
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project(axis, center, r2);
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if (cabs(from_center.dot(axis) - center) > r1 + r2) {
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// We don't know how much the box has been rotated in the meantime, so we
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// test a circle that we know fits inside the box, positioned at the box
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// center as it was going through the plane.
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PN_stdfloat t = from_center[1] / (from_center[1] - prev_center[1]);
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LPoint2 p(
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prev_center[0] * t + from_center[0] * (1.0f - t),
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prev_center[2] * t + from_center[2] * (1.0f - t));
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LPoint2 edge_p(p);
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PN_stdfloat edge_dist = dist_to_polygon(p, edge_p, _points);
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if (edge_dist > from_extents[0] ||
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edge_dist > from_extents[1] ||
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edge_dist > from_extents[2]) {
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return nullptr;
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}
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new_entry = new CollisionEntry(entry);
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// This is not quite correct but close enough.
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LMatrix4 to_3d_mat;
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rederive_to_3d_mat(to_3d_mat);
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new_entry->set_surface_point(to_3d(edge_p, to_3d_mat));
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}
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if (collide_cat.is_debug()) {
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@ -1124,7 +1144,6 @@ test_intersection_from_box(const CollisionEntry &entry) const {
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<< "intersection detected from " << entry.get_from_node_path()
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<< " into " << entry.get_into_node_path() << "\n";
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}
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PT(CollisionEntry) new_entry = new CollisionEntry(entry);
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LVector3 normal = (has_effective_normal() && box->get_respect_effective_normal()) ? get_effective_normal() : get_normal();
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new_entry->set_surface_normal(normal);
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@ -1132,14 +1151,18 @@ test_intersection_from_box(const CollisionEntry &entry) const {
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// Determine which point on the cube will be the interior point. This is
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// the calculation that is also used for the plane, which is not perfectly
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// applicable, but I suppose it's better than nothing.
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const PN_stdfloat nearly_zero = get_nearly_zero_value((PN_stdfloat)0);
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LPoint3 interior_point = box->get_center() * wrt_mat +
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wrt_mat.get_row3(0) * from_extents[0] * ((box_x[1] > 0) - (box_x[1] < 0)) +
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wrt_mat.get_row3(1) * from_extents[1] * ((box_y[1] > 0) - (box_y[1] < 0)) +
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wrt_mat.get_row3(2) * from_extents[2] * ((box_z[1] > 0) - (box_z[1] < 0));
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wrt_mat.get_row3(0) * from_extents[0] * ((box_x[1] > nearly_zero) - (box_x[1] < -nearly_zero)) +
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wrt_mat.get_row3(1) * from_extents[1] * ((box_y[1] > nearly_zero) - (box_y[1] < -nearly_zero)) +
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wrt_mat.get_row3(2) * from_extents[2] * ((box_z[1] > nearly_zero) - (box_z[1] < -nearly_zero));
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new_entry->set_interior_point(interior_point);
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// The surface point is the interior point projected onto the plane.
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new_entry->set_surface_point(get_plane().project(interior_point));
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new_entry->set_interior_point(interior_point);
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if (!new_entry->has_surface_point()) {
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new_entry->set_surface_point(get_plane().project(interior_point));
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}
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return new_entry;
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}
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