Fixed transports.

This commit is contained in:
hondacrx
2022-06-21 22:35:20 -04:00
parent d42733e3b4
commit 8b1e02759a
6 changed files with 29 additions and 27 deletions
+11 -11
View File
@@ -71,7 +71,7 @@ namespace Game.Collision
mdl_box = new AxisAlignedBox(mdl_box.Lo * iScale, mdl_box.Hi * iScale);
AxisAlignedBox rotated_bounds = new();
for (int i = 0; i < 8; ++i)
rotated_bounds.merge(Vector3.Transform(mdl_box.corner(i), iRotation));
rotated_bounds.merge(Vector3.TransformNormal(mdl_box.corner(i), iRotation));
iBound = rotated_bounds + iPos;
owner = modelOwner;
@@ -101,8 +101,8 @@ namespace Game.Collision
return false;
// child bounds are defined in object space:
Vector3 p = Vector3.Transform((ray.Origin - iPos) * iInvScale, iInvRot);
Ray modRay = new Ray(p, Vector3.Transform(ray.Direction, iInvRot));
Vector3 p = Vector3.TransformNormal((ray.Origin - iPos) * iInvScale, iInvRot);
Ray modRay = new Ray(p, Vector3.TransformNormal(ray.Direction, iInvRot));
float distance = maxDist * iInvScale;
bool hit = iModel.IntersectRay(modRay, ref distance, stopAtFirstHit, ignoreFlags);
if (hit)
@@ -125,13 +125,13 @@ namespace Game.Collision
return;
// child bounds are defined in object space:
Vector3 pModel = Vector3.Transform((point - iPos) * iInvScale, iInvRot);
Vector3 zDirModel = Vector3.Transform(new Vector3(0.0f, 0.0f, -1.0f), iInvRot);
Vector3 pModel = Vector3.TransformNormal((point - iPos) * iInvScale, iInvRot);
Vector3 zDirModel = Vector3.TransformNormal(new Vector3(0.0f, 0.0f, -1.0f), iInvRot);
float zDist;
if (iModel.IntersectPoint(pModel, zDirModel, out zDist, info))
{
Vector3 modelGround = pModel + zDist * zDirModel;
float world_Z = (Vector3.Transform(modelGround, iInvRot) * iScale + iPos).Z;
float world_Z = (Vector3.TransformNormal(modelGround, iInvRot) * iScale + iPos).Z;
if (info.ground_Z < world_Z)
{
info.ground_Z = world_Z;
@@ -152,13 +152,13 @@ namespace Game.Collision
return false;
// child bounds are defined in object space:
Vector3 pModel = Vector3.Transform((point - iPos) * iInvScale, iInvRot);
Vector3 zDirModel = Vector3.Transform(new Vector3(0.0f, 0.0f, -1.0f), iInvRot);
Vector3 pModel = Vector3.TransformNormal((point - iPos) * iInvScale, iInvRot);
Vector3 zDirModel = Vector3.TransformNormal(new Vector3(0.0f, 0.0f, -1.0f), iInvRot);
float zDist;
if (iModel.GetLocationInfo(pModel, zDirModel, out zDist, info))
{
Vector3 modelGround = pModel + zDist * zDirModel;
float world_Z = (Vector3.Transform(modelGround, iInvRot) * iScale + iPos).Z;
float world_Z = (Vector3.TransformNormal(modelGround, iInvRot) * iScale + iPos).Z;
if (info.ground_Z < world_Z)
{
info.ground_Z = world_Z;
@@ -172,7 +172,7 @@ namespace Game.Collision
public bool GetLiquidLevel(Vector3 point, LocationInfo info, ref float liqHeight)
{
// child bounds are defined in object space:
Vector3 pModel = Vector3.Transform((point - iPos) * iInvScale, iInvRot);
Vector3 pModel = Vector3.TransformNormal((point - iPos) * iInvScale, iInvRot);
//Vector3 zDirModel = iInvRot * Vector3(0.f, 0.f, -1.f);
float zDist;
if (info.hitModel.GetLiquidLevel(pModel, out zDist))
@@ -210,7 +210,7 @@ namespace Game.Collision
mdl_box = new AxisAlignedBox(mdl_box.Lo * iScale, mdl_box.Hi * iScale);
AxisAlignedBox rotated_bounds = new();
for (int i = 0; i < 8; ++i)
rotated_bounds.merge(Vector3.Transform(mdl_box.corner(i), iRotation));
rotated_bounds.merge(Vector3.TransformNormal(mdl_box.corner(i), iRotation));
iBound = rotated_bounds + iPos;
@@ -123,8 +123,8 @@ namespace Game.Collision
return false;
// child bounds are defined in object space:
Vector3 p = Vector3.Transform((pRay.Origin - iPos) * iInvScale, iInvRot);
Ray modRay = new Ray(p, Vector3.Transform(pRay.Direction, iInvRot));
Vector3 p = Vector3.TransformNormal((pRay.Origin - iPos) * iInvScale, iInvRot);
Ray modRay = new Ray(p, Vector3.TransformNormal(pRay.Direction, iInvRot));
float distance = pMaxDist * iInvScale;
bool hit = iModel.IntersectRay(modRay, ref distance, pStopAtFirstHit, ignoreFlags);
if (hit)
@@ -146,8 +146,8 @@ namespace Game.Collision
if (!iBound.contains(p))
return;
// child bounds are defined in object space:
Vector3 pModel = Vector3.Transform((p - iPos) * iInvScale, iInvRot);
Vector3 zDirModel = Vector3.Transform(new Vector3(0.0f, 0.0f, -1.0f), iInvRot);
Vector3 pModel = Vector3.TransformNormal((p - iPos) * iInvScale, iInvRot);
Vector3 zDirModel = Vector3.TransformNormal(new Vector3(0.0f, 0.0f, -1.0f), iInvRot);
float zDist;
if (iModel.IntersectPoint(pModel, zDirModel, out zDist, info))
{
@@ -155,7 +155,7 @@ namespace Game.Collision
// Transform back to world space. Note that:
// Mat * vec == vec * Mat.transpose()
// and for rotation matrices: Mat.inverse() == Mat.transpose()
float world_Z = ((Vector3.Transform(modelGround, iInvRot)) * iScale + iPos).Z;
float world_Z = ((Vector3.TransformNormal(modelGround, iInvRot)) * iScale + iPos).Z;
if (info.ground_Z < world_Z)
{
info.ground_Z = world_Z;
@@ -167,7 +167,7 @@ namespace Game.Collision
public bool GetLiquidLevel(Vector3 p, LocationInfo info, ref float liqHeight)
{
// child bounds are defined in object space:
Vector3 pModel = Vector3.Transform((p - iPos) * iInvScale, iInvRot);
Vector3 pModel = Vector3.TransformNormal((p - iPos) * iInvScale, iInvRot);
//Vector3 zDirModel = iInvRot * Vector3(0.f, 0.f, -1.f);
float zDist;
if (info.hitModel.GetLiquidLevel(pModel, out zDist))
@@ -191,8 +191,8 @@ namespace Game.Collision
if (!iBound.contains(p))
return false;
// child bounds are defined in object space:
Vector3 pModel = Vector3.Transform((p - iPos) * iInvScale, iInvRot);
Vector3 zDirModel = Vector3.Transform(new Vector3(0.0f, 0.0f, -1.0f), iInvRot);
Vector3 pModel = Vector3.TransformNormal((p - iPos) * iInvScale, iInvRot);
Vector3 zDirModel = Vector3.TransformNormal(new Vector3(0.0f, 0.0f, -1.0f), iInvRot);
float zDist;
if (iModel.GetLocationInfo(pModel, zDirModel, out zDist, info))
{
@@ -200,7 +200,7 @@ namespace Game.Collision
// Transform back to world space. Note that:
// Mat * vec == vec * Mat.transpose()
// and for rotation matrices: Mat.inverse() == Mat.transpose()
float world_Z = (Vector3.Transform(modelGround, iInvRot) * iScale + iPos).Z;
float world_Z = (Vector3.TransformNormal(modelGround, iInvRot) * iScale + iPos).Z;
if (info.ground_Z < world_Z) // hm...could it be handled automatically with zDist at intersection?
{
info.ground_Z = world_Z;