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Add triangle flip bit for collision geometry

This commit is contained in:
Jack Andersen
2017-12-08 19:17:51 -10:00
parent 0c1d0b5ce3
commit 5e03278eff
7 changed files with 48 additions and 24 deletions

View File

@@ -653,7 +653,7 @@ bool CMetroidAreaCollider::SphereCollisionCheck(const CAreaOctTree& octTree, con
bool CMetroidAreaCollider::MovingAABoxCollisionCheck_BoxVertexTri(const CCollisionSurface& surf, const zeus::CAABox& aabb,
const rstl::reserved_vector<u32, 8>& vertIndices,
const zeus::CVector3f& dir, double& d,
zeus::CVector3f& normal, zeus::CVector3f& point)
zeus::CVector3f& normalOut, zeus::CVector3f& pointOut)
{
bool ret = false;
for (u32 idx : vertIndices)
@@ -661,8 +661,8 @@ bool CMetroidAreaCollider::MovingAABoxCollisionCheck_BoxVertexTri(const CCollisi
zeus::CVector3f point = aabb.getPoint(idx);
if (CollisionUtil::RayTriangleIntersection_Double(point, dir, surf.GetVerts(), d))
{
point = float(d) * dir + point;
normal = surf.GetNormal();
pointOut = float(d) * dir + point;
normalOut = surf.GetNormal();
ret = true;
}
}