Fixed transports.
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@@ -71,7 +71,7 @@ namespace Game.Collision
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mdl_box = new AxisAlignedBox(mdl_box.Lo * iScale, mdl_box.Hi * iScale);
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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(Vector3.Transform(mdl_box.corner(i), iRotation));
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rotated_bounds.merge(Vector3.TransformNormal(mdl_box.corner(i), iRotation));
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iBound = rotated_bounds + iPos;
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owner = modelOwner;
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@@ -101,8 +101,8 @@ namespace Game.Collision
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return false;
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// child bounds are defined in object space:
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Vector3 p = Vector3.Transform((ray.Origin - iPos) * iInvScale, iInvRot);
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Ray modRay = new Ray(p, Vector3.Transform(ray.Direction, iInvRot));
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Vector3 p = Vector3.TransformNormal((ray.Origin - iPos) * iInvScale, iInvRot);
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Ray modRay = new Ray(p, Vector3.TransformNormal(ray.Direction, iInvRot));
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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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@@ -125,13 +125,13 @@ namespace Game.Collision
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return;
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// child bounds are defined in object space:
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Vector3 pModel = Vector3.Transform((point - iPos) * iInvScale, iInvRot);
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Vector3 zDirModel = Vector3.Transform(new Vector3(0.0f, 0.0f, -1.0f), iInvRot);
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Vector3 pModel = Vector3.TransformNormal((point - iPos) * iInvScale, iInvRot);
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Vector3 zDirModel = Vector3.TransformNormal(new Vector3(0.0f, 0.0f, -1.0f), iInvRot);
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float zDist;
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if (iModel.IntersectPoint(pModel, zDirModel, out zDist, info))
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{
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Vector3 modelGround = pModel + zDist * zDirModel;
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float world_Z = (Vector3.Transform(modelGround, iInvRot) * iScale + iPos).Z;
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float world_Z = (Vector3.TransformNormal(modelGround, iInvRot) * iScale + iPos).Z;
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if (info.ground_Z < world_Z)
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{
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info.ground_Z = world_Z;
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@@ -152,13 +152,13 @@ namespace Game.Collision
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return false;
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// child bounds are defined in object space:
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Vector3 pModel = Vector3.Transform((point - iPos) * iInvScale, iInvRot);
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Vector3 zDirModel = Vector3.Transform(new Vector3(0.0f, 0.0f, -1.0f), iInvRot);
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Vector3 pModel = Vector3.TransformNormal((point - iPos) * iInvScale, iInvRot);
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Vector3 zDirModel = Vector3.TransformNormal(new Vector3(0.0f, 0.0f, -1.0f), iInvRot);
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float zDist;
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if (iModel.GetLocationInfo(pModel, zDirModel, out zDist, info))
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{
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Vector3 modelGround = pModel + zDist * zDirModel;
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float world_Z = (Vector3.Transform(modelGround, iInvRot) * iScale + iPos).Z;
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float world_Z = (Vector3.TransformNormal(modelGround, iInvRot) * iScale + iPos).Z;
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if (info.ground_Z < world_Z)
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{
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info.ground_Z = world_Z;
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@@ -172,7 +172,7 @@ namespace Game.Collision
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public bool GetLiquidLevel(Vector3 point, LocationInfo info, ref float liqHeight)
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{
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// child bounds are defined in object space:
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Vector3 pModel = Vector3.Transform((point - iPos) * iInvScale, iInvRot);
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Vector3 pModel = Vector3.TransformNormal((point - iPos) * iInvScale, iInvRot);
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//Vector3 zDirModel = iInvRot * Vector3(0.f, 0.f, -1.f);
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float zDist;
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if (info.hitModel.GetLiquidLevel(pModel, out zDist))
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@@ -210,7 +210,7 @@ namespace Game.Collision
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mdl_box = new AxisAlignedBox(mdl_box.Lo * iScale, mdl_box.Hi * iScale);
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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(Vector3.Transform(mdl_box.corner(i), iRotation));
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rotated_bounds.merge(Vector3.TransformNormal(mdl_box.corner(i), iRotation));
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iBound = rotated_bounds + iPos;
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@@ -123,8 +123,8 @@ namespace Game.Collision
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return false;
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// child bounds are defined in object space:
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Vector3 p = Vector3.Transform((pRay.Origin - iPos) * iInvScale, iInvRot);
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Ray modRay = new Ray(p, Vector3.Transform(pRay.Direction, iInvRot));
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Vector3 p = Vector3.TransformNormal((pRay.Origin - iPos) * iInvScale, iInvRot);
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Ray modRay = new Ray(p, Vector3.TransformNormal(pRay.Direction, iInvRot));
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float distance = pMaxDist * iInvScale;
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bool hit = iModel.IntersectRay(modRay, ref distance, pStopAtFirstHit, ignoreFlags);
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if (hit)
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@@ -146,8 +146,8 @@ namespace Game.Collision
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if (!iBound.contains(p))
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return;
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// child bounds are defined in object space:
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Vector3 pModel = Vector3.Transform((p - iPos) * iInvScale, iInvRot);
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Vector3 zDirModel = Vector3.Transform(new Vector3(0.0f, 0.0f, -1.0f), iInvRot);
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Vector3 pModel = Vector3.TransformNormal((p - iPos) * iInvScale, iInvRot);
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Vector3 zDirModel = Vector3.TransformNormal(new Vector3(0.0f, 0.0f, -1.0f), iInvRot);
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float zDist;
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if (iModel.IntersectPoint(pModel, zDirModel, out zDist, info))
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{
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@@ -155,7 +155,7 @@ namespace Game.Collision
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// Transform back to world space. Note that:
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// Mat * vec == vec * Mat.transpose()
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// and for rotation matrices: Mat.inverse() == Mat.transpose()
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float world_Z = ((Vector3.Transform(modelGround, iInvRot)) * iScale + iPos).Z;
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float world_Z = ((Vector3.TransformNormal(modelGround, iInvRot)) * iScale + iPos).Z;
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if (info.ground_Z < world_Z)
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{
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info.ground_Z = world_Z;
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@@ -167,7 +167,7 @@ namespace Game.Collision
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public bool GetLiquidLevel(Vector3 p, LocationInfo info, ref float liqHeight)
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{
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// child bounds are defined in object space:
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Vector3 pModel = Vector3.Transform((p - iPos) * iInvScale, iInvRot);
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Vector3 pModel = Vector3.TransformNormal((p - iPos) * iInvScale, iInvRot);
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//Vector3 zDirModel = iInvRot * Vector3(0.f, 0.f, -1.f);
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float zDist;
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if (info.hitModel.GetLiquidLevel(pModel, out zDist))
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@@ -191,8 +191,8 @@ namespace Game.Collision
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if (!iBound.contains(p))
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return false;
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// child bounds are defined in object space:
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Vector3 pModel = Vector3.Transform((p - iPos) * iInvScale, iInvRot);
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Vector3 zDirModel = Vector3.Transform(new Vector3(0.0f, 0.0f, -1.0f), iInvRot);
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Vector3 pModel = Vector3.TransformNormal((p - iPos) * iInvScale, iInvRot);
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Vector3 zDirModel = Vector3.TransformNormal(new Vector3(0.0f, 0.0f, -1.0f), iInvRot);
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float zDist;
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if (iModel.GetLocationInfo(pModel, zDirModel, out zDist, info))
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{
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@@ -200,7 +200,7 @@ namespace Game.Collision
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// Transform back to world space. Note that:
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// Mat * vec == vec * Mat.transpose()
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// and for rotation matrices: Mat.inverse() == Mat.transpose()
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float world_Z = (Vector3.Transform(modelGround, iInvRot) * iScale + iPos).Z;
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float world_Z = (Vector3.TransformNormal(modelGround, iInvRot) * iScale + iPos).Z;
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if (info.ground_Z < world_Z) // hm...could it be handled automatically with zDist at intersection?
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{
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info.ground_Z = world_Z;
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