587 lines
23 KiB
C#
587 lines
23 KiB
C#
using BrewMonster.Scripts.Ornament;
|
||
using BrewMonster.Scripts.Player;
|
||
using BrewMonster.Scripts.World;
|
||
using CSNetwork.GPDataType;
|
||
using System;
|
||
using UnityEngine;
|
||
using WORD = System.UInt16;
|
||
|
||
namespace BrewMonster.Scripts
|
||
{
|
||
public static class EC_CDR
|
||
{
|
||
// Cho phép CECHostMove gán mask theo scene (giữ linh hoạt nhưng không phá cấu trúc)
|
||
public static LayerMask BrushMask { get; set; } = 1<<7;
|
||
public static LayerMask TerrainMask { get; set; } = 1<<6;
|
||
|
||
const float LOCAL_EPSILON = 1e-5f;
|
||
|
||
//[Flags]
|
||
public class CDR_EVN
|
||
{
|
||
public const int CDR_BRUSH = 0x1,
|
||
CDR_TERRAIN = 0x2,
|
||
CDR_WATER = 0x4;
|
||
}
|
||
|
||
static LayerMask UsedMask_Ground() => BrushMask | TerrainMask;
|
||
|
||
static bool CollideWithEnv(env_trace_t pEnvTrc)
|
||
{
|
||
pEnvTrc.fFraction = 100.0f;
|
||
pEnvTrc.bStartSolid = false;
|
||
pEnvTrc.dwClsFlag = 0;
|
||
if ((pEnvTrc.dwCheckFlag & CDR_EVN.CDR_BRUSH) == CDR_EVN.CDR_BRUSH)
|
||
{
|
||
BrushTraceInfo bruInfo = new BrushTraceInfo();
|
||
bruInfo.Init(pEnvTrc.vStart, pEnvTrc.vDelta, pEnvTrc.vExt);
|
||
if (AABBCollideWithBrush(ref bruInfo))
|
||
{
|
||
pEnvTrc.fFraction = bruInfo.fFraction;
|
||
pEnvTrc.vHitNormal = bruInfo.ClipPlane.GetNormal();
|
||
pEnvTrc.bStartSolid = bruInfo.bStartSolid;
|
||
pEnvTrc.dwClsFlag = CDR_EVN.CDR_BRUSH;
|
||
}
|
||
}
|
||
if ((pEnvTrc.dwCheckFlag & CDR_EVN.CDR_TERRAIN) == CDR_EVN.CDR_TERRAIN)
|
||
{
|
||
float fFraction = 0f;
|
||
A3DVECTOR3 vTerNormal = new A3DVECTOR3();
|
||
bool bStart = false;
|
||
if (CollideWithTerrain(pEnvTrc.vTerStart, pEnvTrc.vDelta, ref fFraction, ref vTerNormal, ref bStart)
|
||
&& (fFraction < pEnvTrc.fFraction))
|
||
{
|
||
//assert(fFraction >= 0.0f);
|
||
//pEnvTrc.fFraction = a_Max(0.0f, fFraction - 1E-4f);
|
||
pEnvTrc.fFraction = fFraction;
|
||
pEnvTrc.vHitNormal = vTerNormal;
|
||
pEnvTrc.bStartSolid = bStart;
|
||
pEnvTrc.dwClsFlag = CDR_EVN.CDR_TERRAIN;
|
||
}
|
||
|
||
}
|
||
|
||
if ((pEnvTrc.dwCheckFlag & CDR_EVN.CDR_WATER) == CDR_EVN.CDR_WATER)
|
||
{
|
||
float fFraction = 0f;
|
||
A3DVECTOR3 vWatNormal = new A3DVECTOR3();
|
||
bool bStart = false;
|
||
//@todo : TBD: use center or foot? By Kuiwu[10/10/2005]
|
||
//if (CollideWithWater(pEnvTrc.vWatStart, pEnvTrc.vDelta, pEnvTrc.bWaterSolid, ref fFraction, ref vWatNormal, ref bStart)
|
||
// && fFraction < pEnvTrc.fFraction)
|
||
//{
|
||
// pEnvTrc.fFraction = fFraction;
|
||
// pEnvTrc.vHitNormal = vWatNormal;
|
||
// pEnvTrc.bStartSolid = bStart;
|
||
// pEnvTrc.dwClsFlag = CDR_EVN.CDR_WATER;
|
||
// //# ifdef CDR_DEBUG
|
||
// // A3DVECTOR3 vHitPos(pEnvTrc.vWatStart +pEnvTrc.vDelta * fFraction);
|
||
// // sprintf(msg, "collide water, fraction %f pos %f %f %f \n", fFraction, vHitPos.x, vHitPos.y, vHitPos.z);
|
||
// // OUTPUT_DEBUG_INFO(msg);
|
||
// //#endif
|
||
|
||
//}
|
||
}
|
||
|
||
return (pEnvTrc.fFraction < 1.0f + 1E-4f);
|
||
}
|
||
|
||
// == Thay CollideWithEnv (C++) bằng BoxCast ==
|
||
//static bool CollideWithEnv_BoxCast(Vector3 vStart, Vector3 vDelta, Vector3 vExt,
|
||
// LayerMask mask,
|
||
// out RaycastHit hit, out float fFraction, out Vector3 vHitNormal, out bool bStartSolid,
|
||
// float skin = 0.01f)
|
||
//{
|
||
// hit = default;
|
||
// vHitNormal = Vector3.up;
|
||
// bStartSolid = false;
|
||
// fFraction = 0.0f;
|
||
|
||
// float dist = vDelta.magnitude;
|
||
// if (dist <= 1e-6f) return false;
|
||
|
||
// var hasHit = Physics.Raycast(vStart, vDelta,out hit, dist, mask);
|
||
// if (hasHit)
|
||
// {
|
||
// bStartSolid = true;
|
||
// fFraction = (t - 5E-4f) / vDelta.Normalize();
|
||
// return true;
|
||
// }
|
||
// // start-in-solid
|
||
// var overlapped = Physics.OverlapBox(vStart, vExt - Vector3.one * skin, Quaternion.identity, mask, QueryTriggerInteraction.Ignore);
|
||
// if (overlapped != null && overlapped.Length > 0)
|
||
// {
|
||
// bStartSolid = true;
|
||
// return true;
|
||
// }
|
||
|
||
// // sweep AABB
|
||
// Vector3 dir = vDelta / Mathf.Max(dist, 1e-6f);
|
||
// if (Physics.BoxCast(vStart, vExt - Vector3.one * skin, dir, out hit, Quaternion.identity, dist, mask, QueryTriggerInteraction.Ignore))
|
||
// {
|
||
// fFraction = Mathf.Clamp01(hit.distance / Mathf.Max(dist, 1e-6f));
|
||
// vHitNormal = hit.normal;
|
||
// return true;
|
||
// }
|
||
// return false;
|
||
//}
|
||
|
||
// == Thay RetrieveSupportPlane (C++) bằng Raycast xuống ==
|
||
static bool DoGroundProbe(Vector3 vStart, Vector3 vExt, float fDeltaY, LayerMask mask,
|
||
out Vector3 vEnd, out Vector3 vHitNormal, out bool bSupport,
|
||
float skin = 0.01f)
|
||
{
|
||
vEnd = vStart;
|
||
vHitNormal = Vector3.up;
|
||
bSupport = false;
|
||
|
||
float dist = Mathf.Max(fDeltaY, 0f);
|
||
Vector3 origin = vStart /*+ Vector3.down * vExt.y*/;
|
||
if (Physics.Raycast(origin, (Vector3.down ).normalized, out RaycastHit hit, 1<<6 | 1<<7))
|
||
{
|
||
vHitNormal = hit.normal;
|
||
//Debug.DrawLine(origin, vHitNormal, Color.black, 10f);
|
||
vEnd = new Vector3(vStart.x, hit.point.y + vExt.y, vStart.z);
|
||
bSupport = (vHitNormal.y >= 0f);
|
||
return true;
|
||
}
|
||
return true; // không thấy ground → bSupport=false
|
||
}
|
||
|
||
// ======= STATIC OnGroundMove – GIỮ NGUYÊN VAI TRÒ TOÀN CỤC (C API) =======
|
||
public static void OnGroundMove(ref CDR_INFO CDRInfo)
|
||
{
|
||
const float VEL_EPSILON = 1e-4f;
|
||
const float DIST_EPSILON = 1e-4f;
|
||
const float NORMAL_EPSILON = 1e-2f;
|
||
const float VEL_MAX_SPEED = 200f;
|
||
const float VEL_REFLECT = 0.3f;
|
||
|
||
CDRInfo.fMoveDist = 0.0f;
|
||
|
||
bool bFreeFall = (CDRInfo.vTPNormal.y < CDRInfo.fSlopeThresh);
|
||
if (Mathf.Abs(CDRInfo.fYVel) < VEL_EPSILON && Mathf.Abs(CDRInfo.fSpeed) < VEL_EPSILON && !bFreeFall)
|
||
return;
|
||
|
||
float fYVel = CDRInfo.fYVel;
|
||
bool bJump = (fYVel > 0.5f);
|
||
|
||
Vector3 vVelocity = CDRInfo.fSpeed * new Vector3(CDRInfo.vXOZVelDir.x, 0f, CDRInfo.vXOZVelDir.z) + fYVel * Vector3.up;
|
||
|
||
|
||
if (bFreeFall)
|
||
{
|
||
vVelocity += -CDRInfo.fGravityAccel * CDRInfo.t * Vector3.up;
|
||
fYVel += -CDRInfo.fGravityAccel * CDRInfo.t;
|
||
}
|
||
Vector3 vVelDir = vVelocity;
|
||
float fVelSpeed = vVelDir.magnitude;
|
||
//vVelDir = vVelDir.normalized;
|
||
if (fVelSpeed > 1e-6f)
|
||
{
|
||
vVelDir /= fVelSpeed;
|
||
}
|
||
else
|
||
{
|
||
vVelDir = Vector3.zero;
|
||
}
|
||
if (!bFreeFall)
|
||
{
|
||
fVelSpeed = Mathf.Min(fVelSpeed, VEL_MAX_SPEED);
|
||
}
|
||
vVelocity = vVelDir * fVelSpeed;
|
||
|
||
float dtp = Vector3.Dot(vVelDir, CDRInfo.vTPNormal);
|
||
if (dtp < 0f || !bJump)
|
||
{
|
||
vVelocity = (vVelDir - CDRInfo.vTPNormal * dtp - CDRInfo.vTPNormal * dtp * 0.01f) * fVelSpeed;
|
||
}
|
||
|
||
CDRInfo.vAbsVelocity = vVelocity;
|
||
|
||
Vector3 vStart = CDRInfo.vCenter;
|
||
Vector3 vExt = CDRInfo.vExtent;
|
||
float fTime = CDRInfo.t;
|
||
|
||
Vector3 vDelta, vNormal = Vector3.up, vFinalPos = vStart;
|
||
bool bPull = false;
|
||
bool bTryPull = false;
|
||
|
||
int nTry = 0;
|
||
LayerMask mask = UsedMask_Ground();
|
||
|
||
while (nTry < 1)
|
||
{
|
||
vDelta = vVelocity * fTime;
|
||
float fDeltaDist = vDelta.magnitude;
|
||
//if (fDeltaDist < DIST_EPSILON) break;
|
||
|
||
// TO DO: fix later beacuse logic in CollideWithEnv_BoxCast is wrong
|
||
//bool hasHit = CollideWithEnv_BoxCast(vStart, vDelta, vExt, mask,
|
||
// out RaycastHit hit, out float fFraction, out Vector3 hitNormal, out bool bStartSolid);
|
||
Vector3 posFoot = vStart - Vector3.up * vExt.y;
|
||
bool bClear = !Physics.Raycast(posFoot, (posFoot + vDelta).normalized, out RaycastHit hit, fDeltaDist, mask);
|
||
nTry++;
|
||
if (bClear)
|
||
{
|
||
Debug.DrawLine(posFoot, posFoot + vDelta, Color.yellow, 10f);
|
||
vFinalPos = vStart + vDelta;
|
||
CDRInfo.fMoveDist += fDeltaDist;
|
||
break;
|
||
}
|
||
Debug.LogError("Hit");
|
||
//if (bStartSolid)
|
||
//{
|
||
// CDRInfo.fMoveDist = 0f;
|
||
// if (CDRInfo.vTPNormal.y < CDRInfo.fSlopeThresh) CDRInfo.vTPNormal = Vector3.up;
|
||
// return;
|
||
//}
|
||
Debug.DrawLine(posFoot, hit.point, Color.green, 10f);
|
||
|
||
vStart = hit.point + Vector3.up * vExt.y;
|
||
vFinalPos = vStart;
|
||
//CDRInfo.fMoveDist += (fDeltaDist * fFraction);
|
||
//fTime -= fTime * fFraction;
|
||
//vNormal = hitNormal;
|
||
|
||
// Step-up (giữ tinh thần bản gốc)
|
||
if (!bFreeFall && !bTryPull && !bJump)
|
||
{
|
||
//float skin = 0.01f;
|
||
posFoot = vStart - Vector3.up * vExt.y + Vector3.up * CDRInfo.fStepHeight;
|
||
Vector3 vStartUp = new Vector3(0f, CDRInfo.fStepHeight, 0f);
|
||
bPull = !Physics.Raycast(posFoot, (posFoot + vStartUp).normalized, out hit, CDRInfo.fStepHeight, mask);
|
||
if (bPull)
|
||
{
|
||
vStart += Vector3.up * CDRInfo.fStepHeight;
|
||
posFoot = vStart - Vector3.up * vExt.y;
|
||
//Vector3 vDelta2 = vVelocity;
|
||
bool bMove = !Physics.Raycast(posFoot, (posFoot + vVelocity).normalized, out hit, fDeltaDist, mask);
|
||
if (!bMove)
|
||
{
|
||
//vDelta2 *= frac2;
|
||
vFinalPos = hit.point + Vector3.up * vExt.y;
|
||
}
|
||
else
|
||
{
|
||
Debug.DrawLine(vFinalPos, vFinalPos + vDelta, Color.red, 10f);
|
||
vFinalPos += vDelta;
|
||
}
|
||
//if (vDelta2.sqrMagnitude < (vExt.x * vExt.x * 4f))
|
||
//{
|
||
// vStart -= Vector3.up * CDRInfo.fStepHeight;
|
||
// bPull = false;
|
||
//}
|
||
}
|
||
bTryPull = true;
|
||
}
|
||
|
||
//if (!bPull)
|
||
//{
|
||
// if (vVelocity.sqrMagnitude > 1e-12f)
|
||
// {
|
||
// vVelDir = vVelocity.normalized;
|
||
// fVelSpeed = vVelocity.magnitude * (1f - nTry * 0.1f);
|
||
|
||
// dtp = Vector3.Dot(vNormal, vVelDir);
|
||
// float fRelSpeed = Mathf.Min(fVelSpeed, 5.0f);
|
||
|
||
// if (dtp >= 0f && dtp < 1e-4f)
|
||
// {
|
||
// vVelocity += vNormal * VEL_REFLECT * fRelSpeed;
|
||
// }
|
||
// else
|
||
// {
|
||
// vVelocity = (vVelDir - vNormal * dtp) * fVelSpeed - vNormal * dtp * VEL_REFLECT * fRelSpeed;
|
||
// }
|
||
// }
|
||
|
||
// if (fYVel > VEL_EPSILON)
|
||
// {
|
||
// if (vNormal.y >= CDRInfo.fSlopeThresh || vNormal.y < -NORMAL_EPSILON) fYVel = 0f;
|
||
// }
|
||
// else if (fYVel < -VEL_EPSILON)
|
||
// {
|
||
// if (vNormal.y >= CDRInfo.fSlopeThresh) fYVel = 0f;
|
||
// }
|
||
//}
|
||
}
|
||
|
||
// “vertical ground trace” – thay RetrieveSupportPlane
|
||
Vector3 vTPNormal = Vector3.zero;
|
||
Vector3 vFinal = vFinalPos;
|
||
|
||
float downDist = 0.3f;
|
||
if (bPull) downDist = CDRInfo.fStepHeight + 0.1f;
|
||
if (bJump) downDist = 0.0f;
|
||
|
||
if (downDist > 0f)
|
||
{
|
||
if (!DoGroundProbe(vFinalPos, vExt, downDist, 1<<6, out Vector3 vEnd, out Vector3 groundNormal, out bool bSupport))
|
||
{
|
||
CDRInfo.fMoveDist = 0f;
|
||
CDRInfo.vTPNormal = Vector3.up;
|
||
return;
|
||
}
|
||
|
||
if (bSupport)
|
||
{
|
||
Debug.LogError("vFinal = " + vFinal + " == vEnd = " + vEnd);
|
||
vFinal = vEnd;
|
||
if (!bJump) vTPNormal = groundNormal;
|
||
}
|
||
}
|
||
|
||
if ((vTPNormal.y >= CDRInfo.fSlopeThresh && fYVel < 0.0f) || (!bJump && fYVel > 0.0f))
|
||
fYVel = 0.0f;
|
||
|
||
CDRInfo.vCenter = vFinal;
|
||
CDRInfo.fYVel = fYVel;
|
||
if (vTPNormal != Vector3.zero) CDRInfo.vTPNormal = vTPNormal;
|
||
}
|
||
|
||
static bool SegmentTriangleIntersect(A3DVECTOR3 vStart, A3DVECTOR3 vDelta, A3DVECTOR3[] vert, ref float fFraction, bool bCull)
|
||
{
|
||
float dist = 0f;
|
||
A3DVECTOR3 vDir = new A3DVECTOR3(vDelta);
|
||
|
||
dist = vDir.Normalize();
|
||
if (dist < 1E-5f)
|
||
{
|
||
//assert(0 && "too small dist!");
|
||
fFraction = 0.0f;
|
||
return true;
|
||
}
|
||
|
||
float t = 0f, u = 0f, v = 0f;
|
||
|
||
if (RayTriangleIntersect(vStart, vDir, vert, ref t, ref u, ref v, bCull) && (t >= 0.0f) && (t <= dist))
|
||
{
|
||
//fFraction = t/dist;
|
||
//fFraction = a_Max( 0.0f, fFraction -1E-4f); //put back
|
||
fFraction = (t - 5E-4f) / dist;
|
||
AAssist.a_ClampFloor(ref fFraction, 0.0f);
|
||
return true;
|
||
}
|
||
|
||
return false;
|
||
}
|
||
|
||
/*
|
||
* ray: origin + t* dir, triangle: p(u,v) = (1-u -v)vert[0] + u*vert[1] + v*vert[2]
|
||
* @desc :
|
||
* @param vDir: normalized direction
|
||
* @param bCull: cull back face if true
|
||
* @return :
|
||
* @note:
|
||
* @todo:
|
||
* @author: kuiwu [8/10/2005]
|
||
* @ref: Tomas Moller's JGT code
|
||
*/
|
||
static bool RayTriangleIntersect(A3DVECTOR3 vOrigin, A3DVECTOR3 vDir, A3DVECTOR3[] vert, ref float t, ref float u, ref float v, bool bCull)
|
||
{
|
||
// find vectors for two edges sharing vert0
|
||
A3DVECTOR3 edge1 = vert[1] - vert[0];
|
||
A3DVECTOR3 edge2 = vert[2] - vert[0];
|
||
// begin calculating determinant - also used to calculate U parameter
|
||
A3DVECTOR3 pvec = A3DVECTOR3.CrossProduct(vDir, edge2);
|
||
// if determinant is near zero, ray lies in plane of triangle
|
||
float det = A3DVECTOR3.DotProduct(edge1, pvec);
|
||
if (bCull)
|
||
{
|
||
if (det < LOCAL_EPSILON)
|
||
return false;
|
||
// From here, det is > 0.
|
||
// Calculate distance from vert0 to ray origin
|
||
A3DVECTOR3 tvec = vOrigin - vert[0];
|
||
// Calculate U parameter and test bounds
|
||
u = A3DVECTOR3.DotProduct(tvec, pvec);
|
||
if ((u < 0.0f) || (u > det))
|
||
return false;
|
||
|
||
// prepare to test V parameter
|
||
A3DVECTOR3 qvec = A3DVECTOR3.CrossProduct(tvec, edge1);
|
||
// calculate V parameter and test bounds
|
||
v = A3DVECTOR3.DotProduct(vDir, qvec);
|
||
if ((v < 0.0f) || (u + v > det))
|
||
return false;
|
||
|
||
// calculate t, ray intersects triangle
|
||
t = A3DVECTOR3.DotProduct(edge2, qvec);
|
||
// Det > 0 so we can early exit here
|
||
// Intersection point is valid if distance is positive
|
||
// (else it can just be a face behind the orig point)
|
||
if (t < 0.0f)
|
||
{
|
||
return false;
|
||
}
|
||
|
||
float OneOverDet = 1.0f / det;
|
||
|
||
|
||
t *= OneOverDet;
|
||
u *= OneOverDet;
|
||
v *= OneOverDet;
|
||
}
|
||
|
||
else
|
||
{
|
||
if (det > -LOCAL_EPSILON && det < LOCAL_EPSILON)
|
||
return false;
|
||
float OneOverDet = 1.0f / det;
|
||
// Calculate distance from vert0 to ray origin
|
||
A3DVECTOR3 tvec = vOrigin - vert[0];
|
||
// calculate U parameter and test bounds
|
||
u = A3DVECTOR3.DotProduct(tvec, pvec) * OneOverDet;
|
||
if ((u < 0.0f) || (u > 1.0f))
|
||
return false;
|
||
// prepare to test V parameter
|
||
A3DVECTOR3 qvec = A3DVECTOR3.CrossProduct(tvec, edge1);
|
||
// calculate V parameter and test bounds
|
||
v = A3DVECTOR3.DotProduct(vDir, qvec) * OneOverDet;
|
||
if ((v < 0.0f) || (u + v > 1.0f))
|
||
return false;
|
||
// calculate t, ray intersects triangle
|
||
t = A3DVECTOR3.DotProduct(edge2, qvec) * OneOverDet;
|
||
}
|
||
|
||
return true;
|
||
}
|
||
|
||
public static bool CollideWithTerrain(A3DVECTOR3 vStart, A3DVECTOR3 vDelta, ref float fFraction, ref A3DVECTOR3 vHitNormal, ref bool bStart)
|
||
{
|
||
|
||
CECWorld pWorld = CECWorld.Instance; //g_pGame.GetGameRun().GetWorld();
|
||
A3DTerrain2 pTerrain = pWorld.GetTerrain();
|
||
bStart = false;
|
||
float h1 = pTerrain.GetPosHeight(vStart, ref vHitNormal);
|
||
if (h1 > vStart.y + 1E-4f)
|
||
{//start under terrain
|
||
bStart = true;
|
||
fFraction = 0.0f;
|
||
return true;
|
||
}
|
||
|
||
int nWid, nHei; // in grid, 2 meters
|
||
float fMag = vDelta.Magnitude();
|
||
|
||
nWid = (int)Math.Ceiling(fMag / 2.0f);
|
||
nWid = Math.Max(3, nWid);
|
||
nHei = nWid;
|
||
int nTriangles = nWid * nHei * 2;
|
||
A3DVECTOR3[] pVerts = new A3DVECTOR3[(nWid + 1) * (nHei + 1)];
|
||
//assert(pVerts != NULL);
|
||
//memset(pVerts, 0, sizeof(A3DVECTOR3)* (nWid + 1) * (nHei + 1));
|
||
WORD[] pIndices = new WORD[nTriangles * 3];
|
||
//assert(pIndices != NULL);
|
||
//memset(pIndices, 0, sizeof(WORD)* nTriangles * 3);
|
||
if (!pTerrain.GetFacesOfArea(vStart, nWid, nHei, ref pVerts, ref pIndices))
|
||
{
|
||
//a_freetemp(pVerts);
|
||
// a_freetemp(pIndices);
|
||
return false;
|
||
}
|
||
int i;
|
||
A3DVECTOR3[] vert = new A3DVECTOR3[3];
|
||
//@note : Here init the fraction. By Kuiwu[9/10/2005]
|
||
fFraction = 100.0f;
|
||
float tmpFraction = fFraction;
|
||
|
||
for (i = 0; i < nTriangles; i++)
|
||
{
|
||
vert[0] = pVerts[pIndices[i * 3]];
|
||
vert[1] = pVerts[pIndices[i * 3 + 1]];
|
||
vert[2] = pVerts[pIndices[i * 3 + 2]];
|
||
//A3DVECTOR3 vPt;
|
||
|
||
//@note: Tomas Moller's JGT code : By Kuiwu[9/10/2005]
|
||
//@note: discard the engine version because it put back the hit point too much. By Kuiwu[13/10/2005]
|
||
// if(CLS_RayToTriangle(vStart, vDelta, *vert[0], *vert[1], *vert[2], vPt, true, &tmpFraction)
|
||
// && (tmpFraction <= 1.0f) && (tmpFraction < fFraction))
|
||
if (SegmentTriangleIntersect(vStart, vDelta, vert, ref tmpFraction, true) && (tmpFraction < fFraction))
|
||
{
|
||
//get the triangle normal
|
||
A3DVECTOR3 vEdge1 = vert[1] - vert[0];
|
||
A3DVECTOR3 vEdge2 = vert[2] - vert[0];
|
||
vHitNormal = A3DVECTOR3.CrossProduct(vEdge1, vEdge2);
|
||
vHitNormal.Normalize();
|
||
|
||
//@note : may be redundant, but to assure. By Kuiwu[17/10/2005]
|
||
A3DVECTOR3 vDir = new A3DVECTOR3();
|
||
A3DVECTOR3.Normalize(vDelta, out vDir);
|
||
if (A3DVECTOR3.DotProduct(vHitNormal, vDir) > 0.01f)
|
||
{//leave the hit plane
|
||
//assert(0 && "hit a plane with same direction!");
|
||
continue;
|
||
}
|
||
|
||
fFraction = Math.Max(0.0f, tmpFraction);
|
||
}
|
||
|
||
}
|
||
//a_freetemp(pVerts);
|
||
// a_freetemp(pIndices);
|
||
|
||
return (fFraction <= 1.0f);
|
||
|
||
}
|
||
|
||
public static bool AABBCollideWithBrush(ref BrushTraceInfo pInfo)
|
||
{
|
||
//TO DO: fix later
|
||
return false;
|
||
//CECWorld pWorld = CECWorld.Instance; //g_pGame.GetGameRun().GetWorld();
|
||
|
||
//CECOrnamentMan pOrnMan = pWorld.GetOrnamentMan();
|
||
//bool bBrush = pOrnMan.TraceWithBrush(ref pInfo);
|
||
|
||
//BrushTraceInfo info = pInfo;
|
||
//CECMatterMan pMatterMan = pWorld.GetMatterMan();
|
||
//if (pMatterMan.TraceWithBrush(ref info) && info.fFraction < pInfo.fFraction)
|
||
//{
|
||
// pInfo = info;
|
||
// bBrush = true;
|
||
//}
|
||
|
||
//info = pInfo;
|
||
//CECNPCMan pNPCMan = pWorld.GetNPCMan();
|
||
//if (pNPCMan.TraceWithBrush(ref info) && info.fFraction < pInfo.fFraction)
|
||
//{
|
||
// pInfo = info;
|
||
// bBrush = true;
|
||
//}
|
||
|
||
//return bBrush;
|
||
}
|
||
}
|
||
public struct OtherPlayer_Move_Info
|
||
{
|
||
// Bounding sphere of avator
|
||
public A3DVECTOR3 vCenter;
|
||
public A3DVECTOR3 vExts;
|
||
public float fStepHeight;
|
||
public A3DVECTOR3 vVelocity;
|
||
public float t;
|
||
public bool bTraceGround; // Whether trace the ground
|
||
public bool bTestTrnOnly; // Trace terrain only
|
||
public A3DVECTOR3 vecGroundNormal; // if bTraceGround is true, this will contain the ground normal when returned
|
||
};
|
||
|
||
//@desc :used to trace the environment, brush&terrain&water By Kuiwu[8/10/2005]
|
||
public struct env_trace_t
|
||
{
|
||
public A3DVECTOR3 vStart; // brush start
|
||
public A3DVECTOR3 vExt;
|
||
public A3DVECTOR3 vDelta;
|
||
public A3DVECTOR3 vTerStart;
|
||
public A3DVECTOR3 vWatStart;
|
||
public uint dwCheckFlag;
|
||
public bool bWaterSolid;
|
||
|
||
public float fFraction;
|
||
public A3DVECTOR3 vHitNormal;
|
||
public bool bStartSolid; //start in solid
|
||
public uint dwClsFlag; //collision flag
|
||
};
|
||
}
|