Core/Vmap: Fix vmaps not getting floor on gameobjects

This commit is contained in:
hondacrx
2018-03-21 23:44:08 -04:00
parent caa3cfed24
commit caad52f636
6 changed files with 24 additions and 21 deletions
@@ -33,12 +33,10 @@ namespace Game.Collision
void init_empty()
{
tree.Clear();
objects.Clear();
tree= new uint[3];
objects = new uint[0];
// create space for the first node
tree.Add(3u << 30); // dummy leaf
tree.Add(0);
tree.Add(0);
tree[0] = (3u << 30); // dummy leaf
}
void buildHierarchy(List<uint> tempTree, buildData dat, BuildStats stats)
@@ -278,14 +276,14 @@ namespace Game.Collision
bounds = new AxisAlignedBox(lo, hi);
uint treeSize = reader.ReadUInt32();
tree.Clear();
tree = new uint[treeSize];
for (var i = 0; i < treeSize; i++)
tree.Add(reader.ReadUInt32());
tree[i] = reader.ReadUInt32();
var count = reader.ReadUInt32();
objects.Clear();
objects = new uint[count];
for (var i = 0; i < count; i++)
objects.Add(reader.ReadUInt32());
objects[i] = reader.ReadUInt32();
return true;
}
@@ -314,12 +312,14 @@ namespace Game.Collision
BuildStats stats = new BuildStats();
buildHierarchy(tempTree, dat, stats);
objects = new uint[dat.numPrims];
for (int i = 0; i < dat.numPrims; ++i)
objects.Add(dat.indices[i]);
tree = tempTree;
objects[i] = dat.indices[i];
tree = tempTree.ToArray();
}
public uint primCount() { return (uint)objects.Count; }
public uint primCount() { return (uint)objects.Length; }
public void intersectRay(Ray r, WorkerCallback intersectCallback, ref float maxDist, bool stopAtFirst = false)
{
@@ -612,8 +612,8 @@ namespace Game.Collision
AxisAlignedBox bounds;
List<uint> tree = new List<uint>();
List<uint> objects = new List<uint>();
uint[] tree;
uint[] objects;
[StructLayout(LayoutKind.Explicit)]
public struct FloatToIntConverter
@@ -85,7 +85,7 @@ namespace Game.Collision
}
/// Intersect ray
public override bool Invoke(Ray ray, uint idx, ref float maxDist)
public override bool Invoke(Ray ray, uint idx, ref float maxDist, bool stopAtFirst)
{
if (idx >= objects_size)
return false;
+2 -3
View File
@@ -25,7 +25,6 @@ namespace Game.Collision
{
public virtual void Invoke(Vector3 point, uint entry) { }
public virtual bool Invoke(Ray ray, uint entry, ref float distance, bool pStopAtFirstHit) { return false; }
public virtual bool Invoke(Ray r, GameObjectModel obj, ref float distance) { return false; }
public virtual bool Invoke(Ray r, IModel obj, ref float distance) { return false; }
public virtual bool Invoke(Ray ray, uint idx, ref float maxDist) { return false; }
}
@@ -234,9 +233,9 @@ namespace Game.Collision
_phases = phases;
}
public override bool Invoke(Ray r, GameObjectModel obj, ref float distance)
public override bool Invoke(Ray r, IModel obj, ref float distance)
{
_didHit = obj.intersectRay(r, ref distance, true, _phases);
_didHit = obj.IntersectRay(r, ref distance, true, _phases);
return _didHit;
}
@@ -86,7 +86,7 @@ namespace Game.Collision
return mdl;
}
public bool intersectRay(Ray ray, ref float maxDist, bool stopAtFirstHit, List<uint> phases)
public override bool IntersectRay(Ray ray, ref float maxDist, bool stopAtFirstHit, List<uint> phases)
{
if (!isCollisionEnabled() || !owner.IsSpawned())
return false;
+4
View File
@@ -16,6 +16,7 @@
*/
using Framework.GameMath;
using System.Collections.Generic;
namespace Game.Collision
{
@@ -23,5 +24,8 @@ namespace Game.Collision
{
public virtual Vector3 getPosition() { return default(Vector3); }
public virtual AxisAlignedBox getBounds() { return default(AxisAlignedBox); }
public virtual bool IntersectRay(Ray ray, ref float maxDist, bool stopAtFirstHit, List<uint> phases) { return false; }
public virtual bool IntersectRay(Ray ray, ref float distance, bool stopAtFirstHit) { return false; }
}
}
+2 -2
View File
@@ -249,7 +249,7 @@ namespace Game.Collision
return true;
}
public bool IntersectRay(Ray ray, ref float distance, bool stopAtFirstHit)
public override bool IntersectRay(Ray ray, ref float distance, bool stopAtFirstHit)
{
if (triangles.Empty())
return false;
@@ -311,7 +311,7 @@ namespace Game.Collision
RootWMOID = 0;
}
public bool IntersectRay(Ray ray, ref float distance, bool stopAtFirstHit)
public override bool IntersectRay(Ray ray, ref float distance, bool stopAtFirstHit)
{
// small M2 workaround, maybe better make separate class with virtual intersection funcs
// in any case, there's no need to use a bound tree if we only have one submodel