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
@@ -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