 the kitchen and created 2 very nice shower rooms from the one very odd shaped 40-year-old bathroom. We are very pleased with the result – it is a lovely house. Lots of light, spacious rooms and we particularly like the balcony from the lounge. Here, we had our breakfasts, lunches and coffee breaks throughout the summer as we worked on the house.
We were under serious pressure yet again as we had a family booked in from the 1st of September, giving us just 10 weeks to complete all the works. Talk about 60-minute makeover – bit too close to the deadline for me. It meant we grafted 16 hour days over the UK bank holiday weekend when we were full in the main B&B part of the farm!
One of the unexpected opportunities came from local people who wanted to learn about the night sky and because of this demand we ran a couple of complete beginner courses, open evenings and telescope help sessions. We were a little overwhelmed at the success and so now we have scheduled the courses and events for each month throughout 2016 and have agreed to start a club for local residents.
We have now promised absolutely no more. We are completely exhausted, jaded and hurt everywhere. We have been here for 2 summers and only seen the inside of our local Bricomarche! Time has come to enjoy living in this wonderful part of the world. We will take long walks with the dogs, meet friends for lunch, explore our wonderful countryside and enjoy driving to the coast on a Sunday.
The perfect way to show off the variant covers that you have that make up one single image. Covers are separated by 1/8" to give the illusion of being connected, while still being safely separated. Choose from 30 of our custom themes that can be used to highlight your particular covers.
Contact us for custom designs and sizes.Stefan Liner is the owner of the award-winning production company, Liner House and the author and publisher of books for those who find it difficult to read. Liner House has recently branched out into book publishing with a focus on books for reluctant readers and a desire to give them books that remove barriers to reading.Julie competes in 2010 World Finals!
Information:
The World Rhythmic Gymnastics Championships are the World Championships for the sport of Rhythmic Gymnastics. They were first held in 1963. On 9/24/2010, Julie Zetlin of Capital Rhythmics became the first U.S. woman since 2003 to advance to the all-around finals at the 2010 World Rhythmic Gymnastics Championships, held at the Olympiysky Sports Complex in Moscow. Julie finished 23rd with a score of 99.025. To celebrate this historic accomplishment, Capital Rhythmic families went to the airport to welcome Julie and our head coach Olga as they arrived home from Moscow.
Accomplishments:“Oh, how glad I am that she
Whom I wanted so badly to want me
Has rejected me! How pleased I am, too,
That my Fulbright to India fell through!
The job with the big salary and the perks
Went to a toad of my acquaintance, a loathsome jerk
Instead of me! I deserved it! Yet rather than resent
My fate, I praise it: heaven sent
It is! For it has given me pain, prophetic pain,
Creative pain that giveth and that taketh away again!
Pain the premonition of death, mother of beauty,
Refinement of all pleasure, relief from duty!
Pain you swallow and nurture until it grows
Hard like a diamond or blooms like a rose!
Pain that redoubles desire! Pain that sharpens the sense!
Of thee I sing, to thee affirm my allegiance!”
The audience watched in grim anticipation
Which turned into evil fascination
And then a standing ovation, which mesmerized the nation,
As he flew like a moth into the flames of his elation.
Taken from Operation Memory, Princeton University Press, 1990.<gh_stars>1-10
//%Header {
/*****************************************************************************
 *
 * File: src/MushCollision/MushCollisionResolver.cpp
 *
 * Copyright: <NAME> 2002-2007, 2020
 *
 * Permission is hereby granted, free of charge, to any person obtaining a
 * copy of this software and associated documentation files (the "Software"),
 * to deal in the Software without restriction, including without limitation
 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
 * and/or sell copies of the Software, and to permit persons to whom the
 * Software is furnished to do so, subject to the following conditions:
 *
 * The above copyright notice and this permission notice shall be included in
 * all copies or substantial portions of the Software.
 *
 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
 * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
 * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
 * DEALINGS IN THE SOFTWARE.
 *
 ****************************************************************************/
//%Header } rxiDjeyCKySiuVM3p7/QAw
/*
 * $Id: MushCollisionResolver.cpp,v 1.8 2007/03/21 11:56:06 southa Exp $
 * $Log: MushCollisionResolver.cpp,v $
 * Revision 1.8  2007/03/21 11:56:06  southa
 * Rail effects and damage icons
 *
 * Revision 1.7  2006/11/14 20:28:37  southa
 * Added rail gun
 *
 * Revision 1.6  2006/10/12 22:04:48  southa
 * Collision events
 *
 * Revision 1.5  2006/06/01 15:39:16  southa
 * DrawArray verification and fixes
 *
 * Revision 1.4  2005/08/01 13:09:58  southa
 * Collision messaging
 *
 * Revision 1.3  2005/07/30 19:06:14  southa
 * Collision checking
 *
 * Revision 1.2  2005/07/29 08:27:47  southa
 * Collision work
 *
 * Revision 1.1  2005/07/27 18:09:59  southa
 * Collision checking
 *
 */

#include "MushCollisionResolver.h"

using namespace Mushware;
using namespace std;

MUSHCORE_SINGLETON_INSTANCE(MushCollisionResolver);

void
MushCollisionResolver::ChunkResolve(MushCollisionInfo& outCollInfo, const MushCollisionPiece& inPiece1, const MushCollisionPiece& inPiece2) const
{
    const MushMesh4Mesh& meshRef1 = inPiece1.CollisionMesh();
    const MushMesh4Mesh& meshRef2 = inPiece2.CollisionMesh();
    const MushMesh4Mesh::tChunks& chunksRef1 = meshRef1.Chunks();
    const MushMesh4Mesh::tChunks& chunksRef2 = meshRef2.Chunks();
    const MushCollisionWorkspace::tChunkCentroids& centroidsRef1 = inPiece1.CollisionChunkWorldCentroids();
    const MushCollisionWorkspace::tChunkCentroids& centroidsRef2 = inPiece2.CollisionChunkWorldCentroids();
    
    U32 numChunks1 = chunksRef1.size();
    U32 numChunks2 = chunksRef2.size();
    
    tVal minDistanceSep = 1;
    U32 chunkNum1 = 0;
    U32 chunkNum2 = 0;
    
    for (U32 i=0; i<numChunks1; ++i)
    {
        tVal boundingRadius1 = meshRef1.ChunkBoundingRadius(i) * inPiece1.ShrinkFactor();
        
        for (U32 j=0; j<numChunks2; ++j)
        {
            tVal boundingRadius2 = meshRef2.ChunkBoundingRadius(j) * inPiece2.ShrinkFactor();
            
            tVal distanceSep = (centroidsRef1[i] - centroidsRef2[j]).Magnitude() - boundingRadius1 - boundingRadius2;
            if ((i == 0 && j == 0) || distanceSep < minDistanceSep)
            {
                minDistanceSep = distanceSep;
                chunkNum1 = i;
                chunkNum2 = j;
            }                
        }
    }
    outCollInfo.SeparatingDistanceSet(minDistanceSep);
    outCollInfo.ChunkNum1Set(chunkNum1);
    outCollInfo.ChunkNum2Set(chunkNum2);
    outCollInfo.ChunkNumsValidSet(true);
    outCollInfo.ObjectPointersValidSet(false);
}

void
MushCollision