Core: SOme code cleanup, more to follow.
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@@ -25,7 +25,7 @@ namespace Game.Collision
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{
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public class StaticModelList
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{
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public static Dictionary<uint, GameobjectModelData> models = new Dictionary<uint, GameobjectModelData>();
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public static Dictionary<uint, GameobjectModelData> models = new();
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}
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public abstract class GameObjectModelOwnerBase
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@@ -47,7 +47,7 @@ namespace Game.Collision
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if (modelData == null)
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return false;
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AxisAlignedBox mdl_box = new AxisAlignedBox(modelData.bound);
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AxisAlignedBox mdl_box = new(modelData.bound);
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// ignore models with no bounds
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if (mdl_box == AxisAlignedBox.Zero())
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{
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@@ -69,7 +69,7 @@ namespace Game.Collision
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iInvRot = iRotation.inverse();
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// transform bounding box:
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mdl_box = new AxisAlignedBox(mdl_box.Lo * iScale, mdl_box.Hi * iScale);
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AxisAlignedBox rotated_bounds = new AxisAlignedBox();
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AxisAlignedBox rotated_bounds = new();
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for (int i = 0; i < 8; ++i)
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rotated_bounds.merge(iRotation * mdl_box.corner(i));
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@@ -81,7 +81,7 @@ namespace Game.Collision
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public static GameObjectModel Create(GameObjectModelOwnerBase modelOwner)
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{
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GameObjectModel mdl = new GameObjectModel();
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GameObjectModel mdl = new();
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if (!mdl.Initialize(modelOwner))
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return null;
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@@ -102,7 +102,7 @@ namespace Game.Collision
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// child bounds are defined in object space:
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Vector3 p = iInvRot * (ray.Origin - iPos) * iInvScale;
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Ray modRay = new Ray(p, iInvRot * ray.Direction);
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Ray modRay = new(p, iInvRot * ray.Direction);
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float distance = maxDist * iInvScale;
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bool hit = iModel.IntersectRay(modRay, ref distance, stopAtFirstHit, ignoreFlags);
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if (hit)
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@@ -149,7 +149,7 @@ namespace Game.Collision
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if (it == null)
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return false;
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AxisAlignedBox mdl_box = new AxisAlignedBox(it.bound);
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AxisAlignedBox mdl_box = new(it.bound);
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// ignore models with no bounds
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if (mdl_box == AxisAlignedBox.Zero())
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{
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@@ -163,7 +163,7 @@ namespace Game.Collision
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iInvRot = iRotation.inverse();
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// transform bounding box:
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mdl_box = new AxisAlignedBox(mdl_box.Lo * iScale, mdl_box.Hi * iScale);
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AxisAlignedBox rotated_bounds = new AxisAlignedBox();
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AxisAlignedBox rotated_bounds = new();
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for (int i = 0; i < 8; ++i)
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rotated_bounds.merge(iRotation * mdl_box.corner(i));
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@@ -190,7 +190,7 @@ namespace Game.Collision
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}
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try
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{
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using (BinaryReader reader = new BinaryReader(new FileStream(filename, FileMode.Open, FileAccess.Read)))
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using (BinaryReader reader = new(new FileStream(filename, FileMode.Open, FileAccess.Read)))
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{
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string magic = reader.ReadStringFromChars(8);
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if (magic != MapConst.VMapMagic)
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