Fixes using gameobject like chairs, also fixes indoor checks

This commit is contained in:
hondacrx
2022-07-13 15:02:06 -04:00
parent 206c5afcca
commit d05595e44c
9 changed files with 168 additions and 48 deletions
+15 -15
View File
@@ -65,13 +65,13 @@ namespace Game.Collision
iScale = modelOwner.GetScale();
iInvScale = 1.0f / iScale;
Matrix4x4 iRotation = Matrix4x4.CreateFromQuaternion(modelOwner.GetRotation());
Matrix4x4.Invert(iRotation, out iInvRot);
Matrix4x4 iRotation = modelOwner.GetRotation().ToMatrix();
iRotation.Inverse(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(Vector3.TransformNormal(mdl_box.corner(i), iRotation));
rotated_bounds.merge(iRotation.Multiply(mdl_box.corner(i)));
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.TransformNormal((ray.Origin - iPos) * iInvScale, iInvRot);
Ray modRay = new Ray(p, Vector3.TransformNormal(ray.Direction, iInvRot));
Vector3 p = iInvRot.Multiply(ray.Origin - iPos) * iInvScale;
Ray modRay = new Ray(p, iInvRot.Multiply(ray.Direction));
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.TransformNormal((point - iPos) * iInvScale, iInvRot);
Vector3 zDirModel = Vector3.TransformNormal(new Vector3(0.0f, 0.0f, -1.0f), iInvRot);
Vector3 pModel = iInvRot.Multiply(point - iPos) * iInvScale;
Vector3 zDirModel = iInvRot.Multiply(new Vector3(0.0f, 0.0f, -1.0f));
float zDist;
if (iModel.IntersectPoint(pModel, zDirModel, out zDist, info))
{
Vector3 modelGround = pModel + zDist * zDirModel;
float world_Z = (Vector3.TransformNormal(modelGround, iInvRot) * iScale + iPos).Z;
float world_Z = (iInvRot.Multiply(modelGround) * 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.TransformNormal((point - iPos) * iInvScale, iInvRot);
Vector3 zDirModel = Vector3.TransformNormal(new Vector3(0.0f, 0.0f, -1.0f), iInvRot);
Vector3 pModel = iInvRot.Multiply(point - iPos) * iInvScale;
Vector3 zDirModel = iInvRot.Multiply(new Vector3(0.0f, 0.0f, -1.0f));
float zDist;
if (iModel.GetLocationInfo(pModel, zDirModel, out zDist, info))
{
Vector3 modelGround = pModel + zDist * zDirModel;
float world_Z = (Vector3.TransformNormal(modelGround, iInvRot) * iScale + iPos).Z;
float world_Z = (iInvRot.Multiply(modelGround) * 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.TransformNormal((point - iPos) * iInvScale, iInvRot);
Vector3 pModel = iInvRot.Multiply(point - iPos) * iInvScale;
//Vector3 zDirModel = iInvRot * Vector3(0.f, 0.f, -1.f);
float zDist;
if (info.hitModel.GetLiquidLevel(pModel, out zDist))
@@ -204,13 +204,13 @@ namespace Game.Collision
iPos = owner.GetPosition();
Matrix4x4 iRotation = Matrix4x4.CreateFromQuaternion(owner.GetRotation());
Matrix4x4.Invert(iRotation, out iInvRot);
Matrix4x4 iRotation = owner.GetRotation().ToMatrix();
iRotation.Inverse(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(Vector3.TransformNormal(mdl_box.corner(i), iRotation));
rotated_bounds.merge(iRotation.Multiply(mdl_box.corner(i)));
iBound = rotated_bounds + iPos;