diff options
Diffstat (limited to 'src/collision/Collision.cpp')
-rw-r--r-- | src/collision/Collision.cpp | 18 |
1 files changed, 11 insertions, 7 deletions
diff --git a/src/collision/Collision.cpp b/src/collision/Collision.cpp index f39f3f35..946513d3 100644 --- a/src/collision/Collision.cpp +++ b/src/collision/Collision.cpp @@ -24,6 +24,10 @@ #include "Camera.h" #include "ColStore.h" +// gotta figure out how they handled CSphere exactly +// so using this to remind me to look into it again. +#define CVECTORHACK(rwv3d) CVector(rwv3d) + #ifdef VU_COLLISION #include "VuCollision.h" @@ -398,7 +402,7 @@ CCollision::TestLineSphere(const CColLine &line, const CColSphere &sph) // The length of the tangent would be this: Sqrt((c-p0)^2 - r^2). // Negative if p0 is inside the sphere! This breaks the test! float tansq = 4.0f * linesq * - (sph.center.MagnitudeSqr() - 2.0f*DotProduct(sph.center, line.p0) + line.p0.MagnitudeSqr() - sph.radius*sph.radius); + (CVECTORHACK(sph.center).MagnitudeSqr() - 2.0f*DotProduct(sph.center, line.p0) + line.p0.MagnitudeSqr() - sph.radius*sph.radius); float diffsq = projline*projline - tansq; // if diffsq < 0 that means the line is a passant, so no intersection if(diffsq < 0.0f) @@ -477,9 +481,9 @@ CCollision::TestSphereTriangle(const CColSphere &sphere, case 2: // closest to an edge // looks like original game as DistToLine manually inlined - if(!insideAB) dist = DistToLine(&va, &vb, &sphere.center); - else if(!insideAC) dist = DistToLine(&va, &vc, &sphere.center); - else if(!insideBC) dist = DistToLine(&vb, &vc, &sphere.center); + if(!insideAB) dist = DistToLine(&va, &vb, &CVECTORHACK(sphere.center)); + else if(!insideAC) dist = DistToLine(&va, &vc, &CVECTORHACK(sphere.center)); + else if(!insideBC) dist = DistToLine(&vb, &vc, &CVECTORHACK(sphere.center)); else assert(0); break; case 3: @@ -1295,9 +1299,9 @@ CCollision::ProcessSphereTriangle(const CColSphere &sphere, case 2: // closest to an edge // looks like original game as DistToLine manually inlined - if(!insideAB) dist = DistToLine(&va, &vb, &sphere.center, p); - else if(!insideAC) dist = DistToLine(&va, &vc, &sphere.center, p); - else if(!insideBC) dist = DistToLine(&vb, &vc, &sphere.center, p); + if(!insideAB) dist = DistToLine(&va, &vb, &CVECTORHACK(sphere.center), p); + else if(!insideAC) dist = DistToLine(&va, &vc, &CVECTORHACK(sphere.center), p); + else if(!insideBC) dist = DistToLine(&vb, &vc, &CVECTORHACK(sphere.center), p); else assert(0); break; case 3: |