More cleanups of custom classes in favor of .NET runtime types.
This commit is contained in:
@@ -19,6 +19,7 @@ using Framework.GameMath;
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using System;
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using System.Collections.Generic;
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using System.IO;
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using System.Numerics;
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using System.Runtime.InteropServices;
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namespace Game.Collision
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@@ -76,12 +77,12 @@ namespace Game.Collision
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Vector3 d = gridBox.hi - gridBox.lo;
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for (int i = 0; i < 3; i++)
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{
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if (nodeBox.hi[i] < gridBox.lo[i] || nodeBox.lo[i] > gridBox.hi[i])
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if (nodeBox.hi.GetAt(i) < gridBox.lo.GetAt(i) || nodeBox.lo.GetAt(i) > gridBox.hi.GetAt(i))
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Log.outError(LogFilter.Server, "Reached tree area in error - discarding node with: {0} objects", right - left + 1);
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}
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// find longest axis
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axis = (int)d.primaryAxis();
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split = 0.5f * (gridBox.lo[axis] + gridBox.hi[axis]);
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split = 0.5f * (gridBox.lo.GetAt(axis) + gridBox.hi.GetAt(axis));
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// partition L/R subsets
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clipL = float.NegativeInfinity;
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clipR = float.PositiveInfinity;
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@@ -91,8 +92,8 @@ namespace Game.Collision
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for (int i = left; i <= right; )
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{
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int obj = (int)dat.indices[i];
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float minb = dat.primBound[obj].Lo[axis];
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float maxb = dat.primBound[obj].Hi[axis];
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float minb = dat.primBound[obj].Lo.GetAt(axis);
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float maxb = dat.primBound[obj].Hi.GetAt(axis);
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float center = (minb + maxb) * 0.5f;
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if (center <= split)
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{
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@@ -115,9 +116,9 @@ namespace Game.Collision
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nodeR = Math.Max(nodeR, maxb);
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}
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// check for empty space
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if (nodeL > nodeBox.lo[axis] && nodeR < nodeBox.hi[axis])
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if (nodeL > nodeBox.lo.GetAt(axis) && nodeR < nodeBox.hi.GetAt(axis))
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{
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float nodeBoxW = nodeBox.hi[axis] - nodeBox.lo[axis];
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float nodeBoxW = nodeBox.hi.GetAt(axis) - nodeBox.lo.GetAt(axis);
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float nodeNewW = nodeR - nodeL;
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// node box is too big compare to space occupied by primitives?
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if (1.3f * nodeNewW < nodeBoxW)
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@@ -134,8 +135,8 @@ namespace Game.Collision
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tempTree[nodeIndex + 1] = FloatToRawIntBits(nodeL);
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tempTree[nodeIndex + 2] = FloatToRawIntBits(nodeR);
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// update nodebox and recurse
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nodeBox.lo[axis] = nodeL;
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nodeBox.hi[axis] = nodeR;
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nodeBox.lo.SetAt(nodeL, axis);
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nodeBox.hi.SetAt(nodeR, axis);
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Subdivide(left, rightOrig, tempTree, dat, gridBox, nodeBox, nextIndex1, depth + 1, stats);
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return;
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}
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@@ -154,12 +155,12 @@ namespace Game.Collision
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if (clipL <= split)
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{
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// keep looping on left half
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gridBox.hi[axis] = split;
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gridBox.hi.SetAt(split, axis);
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prevClip = clipL;
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wasLeft = true;
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continue;
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}
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gridBox.hi[axis] = split;
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gridBox.hi.SetAt(split, axis);
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prevClip = float.NaN;
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}
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else if (left > right)
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@@ -177,12 +178,12 @@ namespace Game.Collision
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if (clipR >= split)
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{
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// keep looping on right half
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gridBox.lo[axis] = split;
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gridBox.lo.SetAt(split, axis);
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prevClip = clipR;
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wasLeft = false;
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continue;
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}
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gridBox.lo[axis] = split;
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gridBox.lo.SetAt(split, axis);
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prevClip = float.NaN;
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}
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else
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@@ -254,9 +255,12 @@ namespace Game.Collision
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AABound gridBoxR = gridBox;
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AABound nodeBoxL = nodeBox;
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AABound nodeBoxR = nodeBox;
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gridBoxL.hi[axis] = gridBoxR.lo[axis] = split;
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nodeBoxL.hi[axis] = clipL;
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nodeBoxR.lo[axis] = clipR;
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gridBoxR.lo.SetAt(split, axis);
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gridBoxL.hi.SetAt(split, axis);
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nodeBoxL.hi.SetAt(clipL, axis);
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nodeBoxR.lo.SetAt(clipR, axis);
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// recurse
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if (nl > 0)
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Subdivide(left, right, tempTree, dat, gridBoxL, nodeBoxL, nextIndex, depth + 1, stats);
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@@ -325,11 +329,11 @@ namespace Game.Collision
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Vector3 invDir = new();
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for (int i = 0; i < 3; ++i)
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{
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invDir[i] = 1.0f / dir[i];
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if (MathFunctions.fuzzyNe(dir[i], 0.0f))
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invDir.SetAt(1.0f / dir.GetAt(i), i);
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if (MathFunctions.fuzzyNe(dir.GetAt(i), 0.0f))
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{
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float t1 = (bounds.Lo[i] - org[i]) * invDir[i];
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float t2 = (bounds.Hi[i] - org[i]) * invDir[i];
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float t1 = (bounds.Lo.GetAt(i) - org.GetAt(i)) * invDir.GetAt(i);
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float t2 = (bounds.Hi.GetAt(i) - org.GetAt(i)) * invDir.GetAt(i);
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if (t1 > t2)
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MathFunctions.Swap<float>(ref t1, ref t2);
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if (t1 > intervalMin)
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@@ -356,7 +360,7 @@ namespace Game.Collision
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for (int i = 0; i < 3; ++i)
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{
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offsetFront[i] = FloatToRawIntBits(dir[i]) >> 31;
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offsetFront[i] = FloatToRawIntBits(dir.GetAt(i)) >> 31;
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offsetBack[i] = offsetFront[i] ^ 1;
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offsetFront3[i] = offsetFront[i] * 3;
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offsetBack3[i] = offsetBack[i] * 3;
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@@ -383,8 +387,8 @@ namespace Game.Collision
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if (axis < 3)
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{
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// "normal" interior node
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float tf = (IntBitsToFloat(tree[(int)(node + offsetFront[axis])]) - org[axis]) * invDir[axis];
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float tb = (IntBitsToFloat(tree[(int)(node + offsetBack[axis])]) - org[axis]) * invDir[axis];
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float tf = (IntBitsToFloat(tree[(int)(node + offsetFront[axis])]) - org.GetAt(axis)) * invDir.GetAt(axis);
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float tb = (IntBitsToFloat(tree[(int)(node + offsetBack[axis])]) - org.GetAt(axis)) * invDir.GetAt(axis);
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// ray passes between clip zones
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if (tf < intervalMin && tb > intervalMax)
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break;
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@@ -432,8 +436,8 @@ namespace Game.Collision
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{
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if (axis > 2)
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return; // should not happen
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float tf = (IntBitsToFloat(tree[(int)(node + offsetFront[axis])]) - org[axis]) * invDir[axis];
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float tb = (IntBitsToFloat(tree[(int)(node + offsetBack[axis])]) - org[axis]) * invDir[axis];
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float tf = (IntBitsToFloat(tree[(int)(node + offsetFront[axis])]) - org.GetAt(axis)) * invDir.GetAt(axis);
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float tb = (IntBitsToFloat(tree[(int)(node + offsetBack[axis])]) - org.GetAt(axis)) * invDir.GetAt(axis);
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node = offset;
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intervalMin = (tf >= intervalMin) ? tf : intervalMin;
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intervalMax = (tb <= intervalMax) ? tb : intervalMax;
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@@ -484,18 +488,18 @@ namespace Game.Collision
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float tl = IntBitsToFloat(tree[node + 1]);
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float tr = IntBitsToFloat(tree[node + 2]);
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// point is between clip zones
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if (tl < p[(int)axis] && tr > p[axis])
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if (tl < p.GetAt(axis) && tr > p.GetAt(axis))
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break;
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int right = offset + 3;
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node = right;
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// point is in right node only
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if (tl < p[(int)axis])
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if (tl < p.GetAt(axis))
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{
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continue;
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}
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node = offset; // left
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// point is in left node only
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if (tr > p[axis])
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if (tr > p.GetAt(axis))
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{
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continue;
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}
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@@ -525,7 +529,7 @@ namespace Game.Collision
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float tl = IntBitsToFloat(tree[node + 1]);
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float tr = IntBitsToFloat(tree[node + 2]);
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node = offset;
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if (tl > p[axis] || tr < p[axis])
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if (tl > p.GetAt(axis) || tr < p.GetAt(axis))
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break;
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continue;
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}
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@@ -17,6 +17,7 @@
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using Framework.GameMath;
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using System.Collections.Generic;
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using System.Numerics;
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namespace Game.Collision
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{
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@@ -19,6 +19,7 @@ using Framework.Constants;
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using Framework.GameMath;
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using System;
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using System.Collections.Generic;
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using System.Numerics;
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namespace Game.Collision
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{
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@@ -43,8 +44,8 @@ namespace Game.Collision
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Vector3 lo = vertices[(int)tri.idx0];
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Vector3 hi = lo;
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lo = (lo.Min(vertices[(int)tri.idx1])).Min(vertices[(int)tri.idx2]);
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hi = (hi.Max(vertices[(int)tri.idx1])).Max(vertices[(int)tri.idx2]);
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lo = Vector3.Min(Vector3.Min(lo, vertices[(int)tri.idx1]), vertices[(int)tri.idx2]);
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hi = Vector3.Max(Vector3.Max(hi, vertices[(int)tri.idx1]), vertices[(int)tri.idx2]);
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value = new AxisAlignedBox(lo, hi);
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}
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@@ -119,8 +120,8 @@ namespace Game.Collision
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Vector3 e1 = points[(int)tri.idx1] - points[(int)tri.idx0];
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Vector3 e2 = points[(int)tri.idx2] - points[(int)tri.idx0];
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Vector3 p = new(ray.Direction.cross(e2));
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float a = e1.dot(p);
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Vector3 p = Vector3.Cross(ray.Direction, e2);
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float a = Vector3.Dot(e1, p);
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if (Math.Abs(a) < EPS)
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{
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@@ -129,8 +130,8 @@ namespace Game.Collision
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}
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float f = 1.0f / a;
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Vector3 s = new(ray.Origin - points[(int)tri.idx0]);
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float u = f * s.dot(p);
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Vector3 s = ray.Origin - points[(int)tri.idx0];
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float u = f * Vector3.Dot(s, p);
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if ((u < 0.0f) || (u > 1.0f))
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{
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@@ -138,8 +139,8 @@ namespace Game.Collision
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return false;
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}
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Vector3 q = new(s.cross(e1));
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float v = f * ray.Direction.dot(q);
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Vector3 q = Vector3.Cross(s, e1);
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float v = f * Vector3.Dot(ray.Direction, q);
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if ((v < 0.0f) || ((u + v) > 1.0f))
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{
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@@ -147,7 +148,7 @@ namespace Game.Collision
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return false;
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}
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float t = f * e2.dot(q);
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float t = f * Vector3.Dot(e2, q);
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if ((t > 0.0f) && (t < distance))
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{
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@@ -16,6 +16,7 @@
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*/
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using Framework.GameMath;
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using System.Numerics;
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namespace Game.Collision
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{
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@@ -64,7 +65,7 @@ namespace Game.Collision
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public bool GetObjectHitPos(Vector3 startPos, Vector3 endPos, ref Vector3 resultHitPos, float modifyDist, PhaseShift phaseShift)
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{
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bool result;
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float maxDist = (endPos - startPos).magnitude();
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float maxDist = (endPos - startPos).Length();
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// valid map coords should *never ever* produce float overflow, but this would produce NaNs too
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Cypher.Assert(maxDist < float.MaxValue);
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// prevent NaN values which can cause BIH intersection to enter infinite loop
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@@ -81,7 +82,7 @@ namespace Game.Collision
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resultHitPos = startPos + dir * dist;
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if (modifyDist < 0)
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{
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if ((resultHitPos - startPos).magnitude() > -modifyDist)
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if ((resultHitPos - startPos).Length() > -modifyDist)
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resultHitPos += dir * modifyDist;
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else
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resultHitPos = startPos;
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@@ -101,7 +102,7 @@ namespace Game.Collision
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public bool IsInLineOfSight(Vector3 startPos, Vector3 endPos, PhaseShift phaseShift)
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{
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float maxDist = (endPos - startPos).magnitude();
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float maxDist = (endPos - startPos).Length();
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if (!MathFunctions.fuzzyGt(maxDist, 0))
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return true;
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@@ -16,10 +16,10 @@
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*/
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using Framework.Constants;
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using Framework.GameMath;
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using Framework.Dynamic;
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using System;
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using System.Collections.Generic;
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using Framework.Dynamic;
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using System.Numerics;
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namespace Game.Collision
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{
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@@ -20,6 +20,7 @@ using Framework.GameMath;
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using System;
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using System.Collections.Generic;
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using System.IO;
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using System.Numerics;
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namespace Game.Collision
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{
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@@ -346,7 +347,7 @@ namespace Game.Collision
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public bool GetObjectHitPos(Vector3 pPos1, Vector3 pPos2, out Vector3 pResultHitPos, float pModifyDist)
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{
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bool result;
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float maxDist = (pPos2 - pPos1).magnitude();
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float maxDist = (pPos2 - pPos1).Length();
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// valid map coords should *never ever* produce float overflow, but this would produce NaNs too
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Cypher.Assert(maxDist < float.MaxValue);
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// prevent NaN values which can cause BIH intersection to enter infinite loop
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@@ -363,7 +364,7 @@ namespace Game.Collision
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pResultHitPos = pPos1 + dir * dist;
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if (pModifyDist < 0)
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{
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if ((pResultHitPos - pPos1).magnitude() > -pModifyDist)
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if ((pResultHitPos - pPos1).Length() > -pModifyDist)
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{
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pResultHitPos += dir * pModifyDist;
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}
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@@ -388,7 +389,7 @@ namespace Game.Collision
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public bool IsInLineOfSight(Vector3 pos1, Vector3 pos2, ModelIgnoreFlags ignoreFlags)
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{
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float maxDist = (pos2 - pos1).magnitude();
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float maxDist = (pos2 - pos1).Length();
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// return false if distance is over max float, in case of cheater teleporting to the end of the universe
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if (maxDist == float.MaxValue ||
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maxDist == float.PositiveInfinity)
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@@ -15,11 +15,12 @@
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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using Framework.Constants;
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using Framework.GameMath;
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using System;
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using System.Collections.Generic;
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using System.IO;
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using Framework.Constants;
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using System.Numerics;
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namespace Game.Collision
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{
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@@ -64,13 +65,13 @@ namespace Game.Collision
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iScale = modelOwner.GetScale();
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iInvScale = 1.0f / iScale;
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Matrix3 iRotation = Matrix3.fromEulerAnglesZYX(modelOwner.GetOrientation(), 0, 0);
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iInvRot = iRotation.inverse();
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Matrix4x4 iRotation = Extensions.fromEulerAnglesZYX(modelOwner.GetOrientation(), 0, 0);
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Matrix4x4.Invert(iRotation, out iInvRot);
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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();
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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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rotated_bounds.merge(Vector3.Transform(mdl_box.corner(i), iRotation));
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iBound = rotated_bounds + iPos;
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owner = modelOwner;
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@@ -100,8 +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 = iInvRot * (ray.Origin - iPos) * iInvScale;
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Ray modRay = new(p, iInvRot * ray.Direction);
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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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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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@@ -124,13 +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 = iInvRot * (point - iPos) * iInvScale;
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Vector3 zDirModel = iInvRot * new Vector3(0.0f, 0.0f, -1.0f);
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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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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 = ((modelGround * iInvRot) * iScale + iPos).Z;
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float world_Z = (Vector3.Transform(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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@@ -151,13 +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 = iInvRot * (point - iPos) * iInvScale;
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Vector3 zDirModel = iInvRot * new Vector3(0.0f, 0.0f, -1.0f);
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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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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 = ((modelGround * iInvRot) * iScale + iPos).Z;
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float world_Z = (Vector3.Transform(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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@@ -171,7 +172,7 @@ namespace Game.Collision
|
||||
public bool GetLiquidLevel(Vector3 point, LocationInfo info, ref float liqHeight)
|
||||
{
|
||||
// child bounds are defined in object space:
|
||||
Vector3 pModel = iInvRot * (point - iPos) * iInvScale;
|
||||
Vector3 pModel = Vector3.Transform((point - iPos) * iInvScale, iInvRot);
|
||||
//Vector3 zDirModel = iInvRot * Vector3(0.f, 0.f, -1.f);
|
||||
float zDist;
|
||||
if (info.hitModel.GetLiquidLevel(pModel, out zDist))
|
||||
@@ -203,13 +204,13 @@ namespace Game.Collision
|
||||
|
||||
iPos = owner.GetPosition();
|
||||
|
||||
Matrix3 iRotation = Matrix3.fromEulerAnglesZYX(owner.GetOrientation(), 0, 0);
|
||||
iInvRot = iRotation.inverse();
|
||||
Matrix4x4 iRotation = Extensions.fromEulerAnglesZYX(owner.GetOrientation(), 0, 0);
|
||||
Matrix4x4.Invert(iRotation, out iInvRot);
|
||||
// transform bounding box:
|
||||
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(iRotation * mdl_box.corner(i));
|
||||
rotated_bounds.merge(Vector3.Transform(mdl_box.corner(i), iRotation));
|
||||
|
||||
iBound = rotated_bounds + iPos;
|
||||
|
||||
@@ -269,7 +270,7 @@ namespace Game.Collision
|
||||
|
||||
bool _collisionEnabled;
|
||||
AxisAlignedBox iBound;
|
||||
Matrix3 iInvRot;
|
||||
Matrix4x4 iInvRot;
|
||||
Vector3 iPos;
|
||||
float iInvScale;
|
||||
float iScale;
|
||||
|
||||
@@ -15,8 +15,9 @@
|
||||
* along with this program. If not, see <http://www.gnu.org/licenses/>.
|
||||
*/
|
||||
|
||||
using Framework.GameMath;
|
||||
using Framework.Constants;
|
||||
using Framework.GameMath;
|
||||
using System.Numerics;
|
||||
|
||||
namespace Game.Collision
|
||||
{
|
||||
|
||||
@@ -19,6 +19,7 @@ using Framework.Constants;
|
||||
using Framework.GameMath;
|
||||
using System;
|
||||
using System.IO;
|
||||
using System.Numerics;
|
||||
|
||||
namespace Game.Collision
|
||||
{
|
||||
@@ -85,7 +86,7 @@ namespace Game.Collision
|
||||
|
||||
public class ModelInstance : ModelMinimalData
|
||||
{
|
||||
Matrix3 iInvRot;
|
||||
Matrix4x4 iInvRot;
|
||||
float iInvScale;
|
||||
WorldModel iModel;
|
||||
|
||||
@@ -107,7 +108,8 @@ namespace Game.Collision
|
||||
|
||||
iModel = model;
|
||||
|
||||
iInvRot = Matrix3.fromEulerAnglesZYX(MathFunctions.PI * spawn.iRot.Y / 180.0f, MathFunctions.PI * spawn.iRot.X / 180.0f, MathFunctions.PI * spawn.iRot.Z / 180.0f).inverse();
|
||||
Matrix4x4.Invert(Extensions.fromEulerAnglesZYX(MathFunctions.PI * spawn.iRot.Y / 180.0f, MathFunctions.PI * spawn.iRot.X / 180.0f, MathFunctions.PI * spawn.iRot.Z / 180.0f), out iInvRot);
|
||||
|
||||
iInvScale = 1.0f / iScale;
|
||||
}
|
||||
|
||||
@@ -121,8 +123,8 @@ namespace Game.Collision
|
||||
return false;
|
||||
|
||||
// child bounds are defined in object space:
|
||||
Vector3 p = iInvRot * (pRay.Origin - iPos) * iInvScale;
|
||||
Ray modRay = new(p, iInvRot * pRay.Direction);
|
||||
Vector3 p = Vector3.Transform((pRay.Origin - iPos) * iInvScale, iInvRot);
|
||||
Ray modRay = new Ray(p, Vector3.Transform(pRay.Direction, iInvRot));
|
||||
float distance = pMaxDist * iInvScale;
|
||||
bool hit = iModel.IntersectRay(modRay, ref distance, pStopAtFirstHit, ignoreFlags);
|
||||
if (hit)
|
||||
@@ -144,8 +146,8 @@ namespace Game.Collision
|
||||
if (!iBound.contains(p))
|
||||
return;
|
||||
// child bounds are defined in object space:
|
||||
Vector3 pModel = iInvRot * (p - iPos) * iInvScale;
|
||||
Vector3 zDirModel = iInvRot * new Vector3(0.0f, 0.0f, -1.0f);
|
||||
Vector3 pModel = Vector3.Transform((p - iPos) * iInvScale, iInvRot);
|
||||
Vector3 zDirModel = Vector3.Transform(new Vector3(0.0f, 0.0f, -1.0f), iInvRot);
|
||||
float zDist;
|
||||
if (iModel.IntersectPoint(pModel, zDirModel, out zDist, info))
|
||||
{
|
||||
@@ -153,7 +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 = ((modelGround * iInvRot) * iScale + iPos).Z;
|
||||
float world_Z = ((Vector3.Transform(modelGround, iInvRot)) * iScale + iPos).Z;
|
||||
if (info.ground_Z < world_Z)
|
||||
{
|
||||
info.ground_Z = world_Z;
|
||||
@@ -165,7 +167,7 @@ namespace Game.Collision
|
||||
public bool GetLiquidLevel(Vector3 p, LocationInfo info, ref float liqHeight)
|
||||
{
|
||||
// child bounds are defined in object space:
|
||||
Vector3 pModel = iInvRot * (p - iPos) * iInvScale;
|
||||
Vector3 pModel = Vector3.Transform((p - iPos) * iInvScale, iInvRot);
|
||||
//Vector3 zDirModel = iInvRot * Vector3(0.f, 0.f, -1.f);
|
||||
float zDist;
|
||||
if (info.hitModel.GetLiquidLevel(pModel, out zDist))
|
||||
@@ -189,8 +191,8 @@ namespace Game.Collision
|
||||
if (!iBound.contains(p))
|
||||
return false;
|
||||
// child bounds are defined in object space:
|
||||
Vector3 pModel = iInvRot * (p - iPos) * iInvScale;
|
||||
Vector3 zDirModel = iInvRot * new Vector3(0.0f, 0.0f, -1.0f);
|
||||
Vector3 pModel = Vector3.Transform((p - iPos) * iInvScale, iInvRot);
|
||||
Vector3 zDirModel = Vector3.Transform(new Vector3(0.0f, 0.0f, -1.0f), iInvRot);
|
||||
float zDist;
|
||||
if (iModel.GetLocationInfo(pModel, zDirModel, out zDist, info))
|
||||
{
|
||||
@@ -198,7 +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 = ((modelGround * iInvRot) * iScale + iPos).Z;
|
||||
float world_Z = (Vector3.Transform(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;
|
||||
|
||||
@@ -20,6 +20,7 @@ using Framework.GameMath;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.IO;
|
||||
using System.Numerics;
|
||||
|
||||
namespace Game.Collision
|
||||
{
|
||||
|
||||
@@ -18,6 +18,7 @@
|
||||
using Framework.GameMath;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Numerics;
|
||||
|
||||
namespace Game.Collision
|
||||
{
|
||||
|
||||
Reference in New Issue
Block a user