- in PreSimulationLib alcune correzioni
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@@ -368,6 +368,7 @@ local function CheckCollisionPoint( sAxis, ptOnToolTipCenter, vtHead, vtAux, Par
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local bCollisionFoundRestLength = false
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if not ( bCollisionFoundPiece or bCannotSplitRestLength) then
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local idRestLengthSurfFr = GetRestlengthSurfTm( Part, sRestLengthSideForPreSimulation)
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EgtMove( idRestLengthSurfFr, Vector3d( dDeltaXBeamOffset, 0, 0), GDB_RT.GLOB)
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if idRestLengthSurfFr then
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for i = 1, #CollisionSurfTmId do
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bCollisionFoundRestLength = EgtCDeSolidSolid( idRestLengthSurfFr, CollisionSurfTmId[i], BeamData.COLL_SIC)
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@@ -377,6 +378,9 @@ local function CheckCollisionPoint( sAxis, ptOnToolTipCenter, vtHead, vtAux, Par
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if EgtGetDebugLevel() >= 3 and bCollisionFoundRestLength then
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EgtSetColor( CollisionSurfTmId[i], ORANGE())
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end
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if bCollisionFoundRestLength then
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break
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end
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end
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end
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end
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@@ -448,7 +452,7 @@ end
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function PreSimulationLib.CheckCollision( sBladeEngagement, Parameters, OptionalParameters)
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local bCollisionFound
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local bMoveAfterSplitZ, bMoveAfterSplitC, bMoveAfterSplitAB
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local bMoveAfterSplitL3, bMoveAfterSplitR3, bMoveAfterSplitR2, bMoveAfterSplitR1
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-- parametri obbligatori
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local Edge = Parameters.Edge
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@@ -520,24 +524,24 @@ function PreSimulationLib.CheckCollision( sBladeEngagement, Parameters, Optional
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local sR1 = AxesNames[4]
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-- ultimo asse lineare prima dei rotativi (solitamente Z) si controlla sempre
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bCollisionFound, bMoveAfterSplitZ = CheckCollisionWithAxis( sL3, Parameters, OptionalParametersCheckCollisionWithAxis)
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bCollisionFound, bMoveAfterSplitL3 = CheckCollisionWithAxis( sL3, Parameters, OptionalParametersCheckCollisionWithAxis)
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-- assi rotativi: se richiesto si controlla la collisione solo col grezzo
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OptionalParametersCheckCollisionWithAxis.bCheckOnlyRestlength = bCheckOnlyRestlengthForAxisABC
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if sR3 and not bCollisionFound then
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bCollisionFound, bMoveAfterSplitAB = CheckCollisionWithAxis( sR3, Parameters, OptionalParametersCheckCollisionWithAxis)
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bCollisionFound, bMoveAfterSplitR3 = CheckCollisionWithAxis( sR3, Parameters, OptionalParametersCheckCollisionWithAxis)
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end
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if not bCollisionFound then
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bCollisionFound, bMoveAfterSplitAB = CheckCollisionWithAxis( sR2, Parameters, OptionalParametersCheckCollisionWithAxis)
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bCollisionFound, bMoveAfterSplitR2 = CheckCollisionWithAxis( sR2, Parameters, OptionalParametersCheckCollisionWithAxis)
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end
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if not bCollisionFound then
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bCollisionFound, bMoveAfterSplitC = CheckCollisionWithAxis( sR1, Parameters, OptionalParametersCheckCollisionWithAxis)
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bCollisionFound, bMoveAfterSplitR1 = CheckCollisionWithAxis( sR1, Parameters, OptionalParametersCheckCollisionWithAxis)
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end
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local bMoveAfterSplit = bMoveAfterSplitZ or bMoveAfterSplitC or bMoveAfterSplitAB
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local bMoveAfterSplit = bMoveAfterSplitL3 or bMoveAfterSplitR3 or bMoveAfterSplitR2 or bMoveAfterSplitR1
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return bCollisionFound, bMoveAfterSplit
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end
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