mirror of https://github.com/AxioDL/metaforce.git
Fixed some mistakes, generates impacts now
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8b12a48302
commit
2fcd4717c6
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@ -156,10 +156,10 @@ std::optional<CIceImpact::SImpactSphere> CIceImpact::GenerateNewSphere() {
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for (u32 z = 8; loop_cond(fwd_z, z); z = loop_step(fwd_z, z)) {
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for (u32 y = 8; loop_cond(fwd_y, y); y = loop_step(fwd_y, y)) {
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for (u32 x = 8; loop_cond(fwd_x, x); x = loop_step(fwd_x, x)) {
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u32 grid_val = x118_grid.GetValue(z, y, x);
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if (grid_val != 1) {
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zeus::CVector3f pos = x118_grid.GetWorldPositionForCell(z, y, x);
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x118_grid.SetValue(z, y, x, 3);
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u32 grid_val = x118_grid.GetValue(x, y, z);
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if (grid_val == 1) {
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zeus::CVector3f pos = x118_grid.GetWorldPositionForCell(x, y, z);
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x118_grid.SetValue(x, y, z, 3);
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if (PointInSphere(x108_sphereGenRange, pos)) {
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x118_grid.MarkCells(zeus::CSphere(pos, 1.6f), 2);
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return SImpactSphere(pos, 1.6f, 1.6f, 0.f, 0.f);
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@ -249,7 +249,7 @@ void CIceImpact::GenerateParticlesAgainstWorld(CStateManager& mgr,
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CCollisionSurface surface = node.GetOwner().GetMasterListTriangle(arr.GetAt(i));
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if (filter.Passes(CMaterialList(surface.GetSurfaceFlags()))) {
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subdivide_result =
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SubdivideAndGenerateParticles(mgr, surface.GetVert(0), surface.GetVert(1), surface.GetVert(1), a, b);
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SubdivideAndGenerateParticles(mgr, surface.GetVert(0), surface.GetVert(1), surface.GetVert(2), a, b);
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}
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}
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}
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@ -312,7 +312,7 @@ bool CIceImpact::SubdivideAndGenerateParticles(CStateManager& mgr, zeus::CVector
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if (!CollisionUtil::TriSphereOverlap(a, v1, v2, v3)) {
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return false;
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}
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if (!PointInSphere(b, v1) && !PointInSphere(b, v2) && !PointInSphere(b, v3)) {
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if (PointInSphere(b, v1) && PointInSphere(b, v2) && PointInSphere(b, v3)) {
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return false;
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}
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@ -26,9 +26,9 @@ void CMarkerGrid::MarkCells(const zeus::CSphere& area, u32 val) {
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bool CMarkerGrid::GetCoords(zeus::CVector3f const& vec, u32& x, u32& y, u32& z) const {
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if (x0_bounds.pointInside(vec)) {
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x = static_cast<u32>((vec.x() - x0_bounds.min.x()) / x);
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y = static_cast<u32>((vec.y() - x0_bounds.min.y()) / y);
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z = static_cast<u32>((vec.z() - x0_bounds.min.z()) / z);
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x = static_cast<u32>((vec.x() - x0_bounds.min.x()) / x18_gridUnits.x());
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y = static_cast<u32>((vec.y() - x0_bounds.min.y()) / x18_gridUnits.y());
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z = static_cast<u32>((vec.z() - x0_bounds.min.z()) / x18_gridUnits.z());
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return true;
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}
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return false;
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