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re3/src/collision/ColTriangle.cpp

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#include "common.h"
#include "ColTriangle.h"
void
CColTriangle::Set(const CompressedVector *, int a, int b, int c, uint8 surf, uint8 piece)
{
this->a = a;
this->b = b;
this->c = c;
this->surface = surf;
}
#ifdef VU_COLLISION
void
CColTrianglePlane::Set(const CVector &va, const CVector &vb, const CVector &vc)
{
CVector norm = CrossProduct(vc-va, vb-va);
norm.Normalise();
float d = DotProduct(norm, va);
normal.x = norm.x*4096.0f;
normal.y = norm.y*4096.0f;
normal.z = norm.z*4096.0f;
dist = d*128.0f;
}
#else
void
CColTrianglePlane::Set(const CVector &va, const CVector &vb, const CVector &vc)
{
normal = CrossProduct(vc-va, vb-va);
normal.Normalise();
dist = DotProduct(normal, va);
CVector an(Abs(normal.x), Abs(normal.y), Abs(normal.z));
// find out largest component and its direction
if(an.x > an.y && an.x > an.z)
dir = normal.x < 0.0f ? DIR_X_NEG : DIR_X_POS;
else if(an.y > an.z)
dir = normal.y < 0.0f ? DIR_Y_NEG : DIR_Y_POS;
else
dir = normal.z < 0.0f ? DIR_Z_NEG : DIR_Z_POS;
}
#endif