예제 #1
0
void CPedModelInfo::CreateHitColModelSkinned(RpClump* clump)
{
	RpHAnimHierarchy* hier = GetAnimHierarchyFromSkinClump(clump);
	CColModel* hitColModel = new CColModel;
	RwMatrixTag* frameInverseMat = CGame::GetWorkingMatrix1();
	RwMatrixTag* transformMatrix = CGame::GetWorkingMatrix2();
	hitColModel->AllocateData(12, 0, 0, 0, 0, 0);
	RwMatrixInvert(frameInverseMat, &RpClumpGetFrame(clump)->modelling);
	for (size_t i = 0; i < ELEMS_COUNT(m_pColNodeInfos); i++)
	{
		CColSphere colSphere;
		colSphere.Set(m_pColNodeInfos[i].sphere.GetRadius(), m_pColNodeInfos[i].sphere.GetCenter());
		CCollisionData* colData = hitColModel->GetColData();
		*transformMatrix = *frameInverseMat;
		RwInt32 matIndex = RpHAnimIDGetIndex(hier, m_pColNodeInfos[i].animId) << 6;
		RwMatrix* mat = (RwMatrix*)(RpHAnimHierarchyGetMatrixArray(hier) + matIndex);
		RwMatrixTransform((RwMatrix *)transformMatrix, mat, rwCOMBINEPRECONCAT);
		RwV3dTransformPoints(&colSphere.center, &colSphere.center, 1, (RwMatrix *)transformMatrix);
		colSphere.SetSurfaceTypeA(EColSurface::PED);
		colSphere.SetSurfaceTypeB(m_pColNodeInfos[i].surfaceTypeB);
		colData->SetSphere(i, colSphere);
	}
	CBoundingBox boundingBox;
	CVector maxbb(0.5f, 0.5f, 1.2f);
	CVector minbb(-0.5f,-0.5f,-1.2f);
	CBox box;
	box.Set(minbb, maxbb);
	boundingBox.SetBoundingSphere(CSphere(0, 0, 0, 1.5f));
	hitColModel->SetBoundingBox(boundingBox);
	hitColModel->SetColNum(0);
	m_hitColModel = hitColModel;
}
예제 #2
0
/**
 *  @desc   setCollisionData
 *  @param  CCollisionData
 */
void CCollisionData::set(const CCollisionData &data){
    this->m_position = data.getPosition() ;
    this->setApexs(data.getApexs()) ;
}
예제 #3
0
 /**
  *  @desc   set
  *  @param  CCollisionData
  */
 inline void set(const CCollisionData &data){
     this->m_position = data.getPosition() ;
     this->setApexs(*data.getApexs()) ;
     this->m_radius = data.getRadius() ;
     this->m_angle = data.getAngle() ;
 }