More cleanups of custom classes in favor of .NET runtime types.
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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.IO;
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using System.Numerics;
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namespace Game.Collision
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{
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@@ -85,7 +86,7 @@ namespace Game.Collision
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public class ModelInstance : ModelMinimalData
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{
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Matrix3 iInvRot;
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Matrix4x4 iInvRot;
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float iInvScale;
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WorldModel iModel;
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@@ -107,7 +108,8 @@ namespace Game.Collision
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iModel = model;
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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();
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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);
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iInvScale = 1.0f / iScale;
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}
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@@ -121,8 +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 = iInvRot * (pRay.Origin - iPos) * iInvScale;
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Ray modRay = new(p, iInvRot * pRay.Direction);
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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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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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@@ -144,8 +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 = iInvRot * (p - 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((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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float zDist;
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if (iModel.IntersectPoint(pModel, zDirModel, out zDist, info))
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{
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@@ -153,7 +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 = ((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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@@ -165,7 +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 = iInvRot * (p - iPos) * iInvScale;
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Vector3 pModel = Vector3.Transform((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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@@ -189,8 +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 = iInvRot * (p - 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((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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float zDist;
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if (iModel.GetLocationInfo(pModel, zDirModel, out zDist, info))
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{
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@@ -198,7 +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 = ((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) // 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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