fix transforms on collision geometry

This commit is contained in:
David Rose 2003-03-11 23:10:54 +00:00
parent 499e4e239a
commit 7dbd65eab0

View File

@ -1648,18 +1648,23 @@ make_collision_sphere(EggGroup *egg_group, CollisionNode *cnode,
if (num_vertices > 0) {
center /= (double)num_vertices;
LMatrix4d mat = egg_group->get_vertex_to_node();
center = center * mat;
// And the furthest vertex determines the radius.
double radius2 = 0.0;
for (vi = vertices.begin(); vi != vertices.end(); ++vi) {
EggVertex *vtx = (*vi);
if (vtx->get_num_dimensions() == 3) {
LVector3d v = vtx->get_pos3() - center;
LPoint3d p3 = vtx->get_pos3();
LVector3d v = p3 * mat - center;
radius2 = max(radius2, v.length_squared());
} else if (vtx->get_num_dimensions() == 4) {
LPoint4d p = vtx->get_pos4();
if (p[3] != 0.0) {
LVector3d v = LPoint3d(p[0], p[1], p[2]) / p[3] - center;
LPoint4d p4 = vtx->get_pos4();
if (p4[3] != 0.0) {
LPoint3d p3 = LPoint3d(p4[0], p4[1], p4[2]) / p4[3];
LVector3d v = p3 * mat - center;
radius2 = max(radius2, v.length_squared());
}
}
@ -1743,18 +1748,20 @@ create_collision_plane(EggPolygon *egg_poly, EggGroup *parent_group) {
return NULL;
}
LMatrix4d mat = egg_poly->get_vertex_to_node();
pvector<Vertexf> vertices;
if (!egg_poly->empty()) {
EggPolygon::const_iterator vi;
vi = egg_poly->begin();
Vertexd vert = (*vi)->get_pos3();
Vertexd vert = (*vi)->get_pos3() * mat;
vertices.push_back(LCAST(float, vert));
Vertexd last_vert = vert;
++vi;
while (vi != egg_poly->end()) {
vert = (*vi)->get_pos3();
vert = (*vi)->get_pos3() * mat;
if (!vert.almost_equal(last_vert)) {
vertices.push_back(LCAST(float, vert));
}
@ -1782,6 +1789,7 @@ void EggLoader::
create_collision_polygons(CollisionNode *cnode, EggPolygon *egg_poly,
EggGroup *parent_group,
EggGroup::CollideFlags flags) {
LMatrix4d mat = egg_poly->get_vertex_to_node();
PT(EggGroup) group = new EggGroup;
@ -1809,13 +1817,13 @@ create_collision_polygons(CollisionNode *cnode, EggPolygon *egg_poly,
EggPolygon::const_iterator vi;
vi = poly->begin();
Vertexd vert = (*vi)->get_pos3();
Vertexd vert = (*vi)->get_pos3() * mat;
vertices.push_back(LCAST(float, vert));
Vertexd last_vert = vert;
++vi;
while (vi != poly->end()) {
vert = (*vi)->get_pos3();
vert = (*vi)->get_pos3() * mat;
if (!vert.almost_equal(last_vert)) {
vertices.push_back(LCAST(float, vert));
}