//*************************************************************************************
//*************************************************************************************
BOOL IsObjectVertexInValidPosition(EERIE_3DOBJ * obj, long kk, long flags, long source)
{
	EERIEPOLY * back_ep = CheckInPolyPrecis(obj->pbox->vert[kk].pos.x,
	                                        obj->pbox->vert[kk].pos.y,
	                                        obj->pbox->vert[kk].pos.z);

	if (!back_ep)
	{
		EERIE_3D posi;
		Vector_Copy(&posi, &obj->pbox->vert[kk].pos);
		posi.y -= 30.f;

		CUR_COLLISION_MATERIAL = MATERIAL_STONE;
		return FALSE;
	}

	if (!(flags & 1))
	{
		EERIE_SPHERE sphere;
		EERIE_3D * pos = &obj->pbox->vert[kk].pos;
		sphere.origin.x = pos->x;
		sphere.origin.y = pos->y;
		sphere.origin.z = pos->z;
		sphere.radius = 8.f;

		if (ARX_INTERACTIVE_CheckCollision(obj, kk, source))
		{
			CUR_COLLISION_MATERIAL = 11;
			return FALSE;
		}
	}

	return TRUE;
}
Пример #2
0
/**
 * Eliminate the columns corresponding to a list of eliminated parameters.
 * @param M the constraints matrix whose columns are to be removed
 * @param nbVars an offset to be added to the ranks of the variables to be
 * removed
 * @param elimParms the list of ranks of the variables to be removed
 * @param newM (output) the matrix without the removed columns
 */
void Constraints_removeElimCols(Matrix * M, unsigned int nbVars, 
			   unsigned int *elimParms, Matrix ** newM) {
  unsigned int i, j, k;
  if (elimParms[0]==0) {
    Matrix_clone(M, newM);
    return;
  }
  if ((*newM)==NULL) {
    (*newM) = Matrix_Alloc(M->NbRows, M->NbColumns - elimParms[0]);
  }
  else {
    assert ((*newM)->NbColumns==M->NbColumns - elimParms[0]);
  }
  for (i=0; i< M->NbRows; i++) {
    value_assign((*newM)->p[i][0], M->p[i][0]); /* kind of cstr */
    k=0;
    Vector_Copy(&(M->p[i][1]), &((*newM)->p[i][1]), nbVars);
    for (j=0; j< M->NbColumns-2-nbVars; j++) {
      if (j!=elimParms[k+1]) {
	value_assign((*newM)->p[i][j-k+nbVars+1], M->p[i][j+nbVars+1]);
      }
      else {
	k++;
      }
    }
    value_assign((*newM)->p[i][(*newM)->NbColumns-1], 
		 M->p[i][M->NbColumns-1]); /* cst part */
  }
} /* Constraints_removeElimCols */
Пример #3
0
///
//Initializes a new force state
//
//Parameters:
//	state: A pointer to the state to initialize as a force state
//	force: A pointer to a vector to copy as the force this state will apply
//	radius: A pointer to a vector to copy as the radius this state will apply the force at
void State_Force_Initialize(State* state, Vector* force, Vector* radius)
{
	struct State_Force_Members* members = (struct State_Force_Members*)malloc(sizeof(struct State_Force_Members));
	state->members = (State_Members)members;

	members->force = Vector_Allocate();
	Vector_Initialize(members->force, 3);
	Vector_Copy(members->force, force);

	members->radius = Vector_Allocate();
	Vector_Initialize(members->radius, 3);
	Vector_Copy(members->radius, radius);

	state->State_Members_Free = State_Force_Free;
	state->State_Update = State_Force_Update;
}
Пример #4
0
static Matrix *Polyhedron2standard_form(Polyhedron *P, Matrix **T)
{
    int i, j;
    int rows;
    unsigned dim = P->Dimension;
    Matrix *M2;
    Matrix *H, *U;
    Matrix M;

    assert(P->NbEq == 0);
    Polyhedron_Remove_Positivity_Constraint(P);
    for (i = 0; i < P->NbConstraints; ++i)
	assert(value_zero_p(P->Constraint[i][1+dim]));

    Polyhedron_Matrix_View(P, &M, P->NbConstraints);
    H = standard_constraints(&M, 0, &rows, &U);
    *T = homogenize(U);
    Matrix_Free(U);

    M2 = Matrix_Alloc(rows, 2+dim+rows);

    for (i = dim; i < H->NbRows; ++i) {
	Vector_Copy(H->p[i], M2->p[i-dim]+1, dim);
	value_set_si(M2->p[i-dim][1+i], -1);
    }
    for (i = 0, j = H->NbRows-dim; i < dim; ++i) {
	if (First_Non_Zero(H->p[i], i) == -1)
	    continue;
	Vector_Oppose(H->p[i], M2->p[j]+1, dim);
	value_set_si(M2->p[j][1+j+dim], 1);
	++j;
    }
    Matrix_Free(H);
    return M2;
}
Пример #5
0
///
//Allows the parkour controller to vertically wallrun
//
//Parameters:
//	obj: A pointer to the object attached to the parkourController state
//	state: The parkourController state updating the object
static void State_ParkourController_VerticalWallrun(GObject* obj, State* state)
{
    //Get the members of this state
    struct State_ParkourController_Members* members = (struct State_ParkourController_Members*)state->members;


    Vector impulse;
    Vector_INIT_ON_STACK(impulse, 3);
    impulse.components[1] = members->jumpMag;
    RigidBody_ApplyImpulse(obj->body, &impulse, &Vector_ZERO);

    //Cap max upward speed
    if(obj->body->velocity->components[1] > members->maxVelocity)
    {
        obj->body->velocity->components[1] = members->maxVelocity;
    }

    if(obj->body->velocity->components[0] != 0.0f || obj->body->velocity->components[2])
    {
        Vector_Copy(&impulse, &Vector_ZERO);

        impulse.components[0] -= obj->body->velocity->components[0];
        impulse.components[2] -= obj->body->velocity->components[2];

        RigidBody_ApplyImpulse(obj->body, &impulse, &Vector_ZERO);
    }
}
Пример #6
0
//-----------------------------------------------------------------------------
void CMagicMissile::Create(EERIE_3D aeSrc, EERIE_3D angles)
{
	int i;
	EERIE_3D s, e;

	SetDuration(ulDuration);
	SetAngle(angles.b);

	Vector_Copy(&this->angles, &angles);
	eCurPos.x = eSrc.x = aeSrc.x;
	eCurPos.y = eSrc.y = aeSrc.y;
	eCurPos.z = eSrc.z = aeSrc.z;


	fSize = 1;
	bDone = true;

	s.x = eSrc.x;
	s.y = eSrc.y;
	s.z = eSrc.z;
	e.x = eSrc.x;
	e.y = eSrc.y;
	e.z = eSrc.z;

	i = 0;

	i = 40;
	e.x -= fBetaRadSin * 50 * i;
	e.y += sin(DEG2RAD(MAKEANGLE(this->angles.a))) * 50 * i;
	e.z += fBetaRadCos * 50 * i;

	pathways[0].sx = eSrc.x;
	pathways[0].sy = eSrc.y;
	pathways[0].sz = eSrc.z;
	pathways[5].sx = e.x;
	pathways[5].sy = e.y;
	pathways[5].sz = e.z;
	Split(pathways, 0, 5, 50, 0.5f);

	for (i = 0; i < 6; i++)
	{
		if (pathways[i].sy >= eSrc.y + 150)
		{
			pathways[i].sy = eSrc.y + 150;
		}
	}

	fTrail = 0;

	iLength = 50;
	fOneOnLength = 1.0f / (float) iLength;
	iBezierPrecision = BEZIERPrecision;
	fOneOnBezierPrecision = 1.0f / (float) iBezierPrecision;
	bExplo = false;
	bMove = true;

	ARX_SOUND_PlaySFX(SND_SPELL_MM_CREATE, &eCurPos);
	ARX_SOUND_PlaySFX(SND_SPELL_MM_LAUNCH, &eCurPos);
	snd_loop = ARX_SOUND_PlaySFX(SND_SPELL_MM_LOOP, &eCurPos, 1.0F, ARX_SOUND_PLAY_LOOPED);
}
static Polyhedron *partition2polyhedron(Matrix *A,
					struct barvinok_options *options)
{
	int i;
	unsigned nvar, nparam;
	Matrix *M;
	Polyhedron *P;

	nvar = A->NbColumns;
	nparam = A->NbRows;

	M = Matrix_Alloc(nvar + nparam, 1 + nvar + nparam + 1);
	assert(M);

	for (i = 0; i < nparam; ++i) {
		Vector_Copy(A->p[i], M->p[i] + 1, nvar);
		value_set_si(M->p[i][1 + nvar + i], -1);
	}
	for (i = 0; i < nvar; ++i) {
		value_set_si(M->p[nparam + i][0], 1);
		value_set_si(M->p[nparam + i][1 + i], 1);
	}

	P = Constraints2Polyhedron(M, options->MaxRays);
	Matrix_Free(M);

	return P;
}
///
//Lets the runner jump off of a wall
//	obj: A pointer to the object
//	state: A pointer to the runner controller state which is allowing the object to wall jump
void State_RunnerController_WallJump(GObject* obj, State* state)
{
	//Get the members of this state
	struct State_RunnerController_Members* members = (struct State_RunnerController_Members*)state->members;

	Vector impulse;
	Vector_INIT_ON_STACK(impulse, 3);

	Vector_Copy(&impulse, members->wallNormal);
	Vector_Scale(&impulse, members->jumpMag * 2);

	RigidBody_ApplyImpulse(obj->body, &impulse, &Vector_ZERO);

	Vector_Copy(&impulse, &Vector_E2);
	Vector_Scale(&impulse, members->jumpMag);
	RigidBody_ApplyImpulse(obj->body, &impulse, &Vector_ZERO);
}
Пример #9
0
/* Return
 *             T 0
 *             0 1
 */
static Matrix *homogenize(Matrix *T)
{
    int i;
    Matrix *H = Matrix_Alloc(T->NbRows+1, T->NbColumns+1);

    for (i = 0; i < T->NbRows; ++i)
	Vector_Copy(T->p[i], H->p[i], T->NbColumns);
    value_set_si(H->p[T->NbRows][T->NbColumns], 1);
    return H;
}
//*************************************************************************************
//*************************************************************************************
BOOL IsObjectVertexCollidingPoly(EERIE_3DOBJ * obj, EERIEPOLY * ep, long k, long * validd)
{
	EERIE_3D pol[3];
	Vector_Copy(&pol[0], (EERIE_3D *)&ep->v[0]);
	Vector_Copy(&pol[1], (EERIE_3D *)&ep->v[1]);
	Vector_Copy(&pol[2], (EERIE_3D *)&ep->v[2]);
	float mul = 1.3f;
	pol[0].x = (pol[0].x - ep->center.x) * mul + ep->center.x;
	pol[0].y = (pol[0].y - ep->center.y) * mul + ep->center.y;
	pol[0].z = (pol[0].z - ep->center.z) * mul + ep->center.z;

	if (ep->type & POLY_QUAD)
	{
		if (IsObjectVertexCollidingTriangle(obj, (EERIE_3D *)&pol, k, validd)) return TRUE;

		Vector_Copy(&pol[0], (EERIE_3D *)&ep->v[2]);
		Vector_Copy(&pol[1], (EERIE_3D *)&ep->v[3]);
		Vector_Copy(&pol[2], (EERIE_3D *)&ep->v[0]);

		if (IsObjectVertexCollidingTriangle(obj, (EERIE_3D *)&pol, k, validd)) return TRUE;

		return FALSE;
	}

	if (IsObjectVertexCollidingTriangle(obj, (EERIE_3D *)&pol, k, validd)) return TRUE;

	return FALSE;
}
Пример #11
0
//*************************************************************************************
//*************************************************************************************
void ARX_FOGS_RenderAll(LPDIRECT3DDEVICE7 m_pd3dDevice)
{
	EERIE_3D angle;
	Vector_Init(&angle); 

	SETALPHABLEND(m_pd3dDevice, FALSE);

	for (long i = 0; i < MAX_FOG; i++)
	{
		if (fogs[i].exist)
		{
			if (fogobj)
				DrawEERIEInter(m_pd3dDevice, fogobj, &angle, &fogs[i].pos, NULL);

			Vector_Copy(&fogs[i].bboxmin, &BBOXMIN);
			Vector_Copy(&fogs[i].bboxmax, &BBOXMAX);

			if (fogs[i].special & FOG_DIRECTIONAL)
			{
				EERIE_3D orgn, dest;
				orgn.x = fogs[i].pos.x;
				orgn.y = fogs[i].pos.y;
				orgn.z = fogs[i].pos.z;
				dest.x = orgn.x + fogs[i].move.x * 50.f;
				dest.y = orgn.y + fogs[i].move.y * 50.f;
				dest.z = orgn.z + fogs[i].move.z * 50.f;
				EERIEDraw3DLine(m_pd3dDevice, &orgn, &dest, EERIECOLOR_WHITE); 
			}

			if (fogs[i].selected)
			{
				EERIEDraw2DLine(m_pd3dDevice, fogs[i].bboxmin.x, fogs[i].bboxmin.y, fogs[i].bboxmax.x, fogs[i].bboxmin.y, 0.01f, EERIECOLOR_YELLOW);
				EERIEDraw2DLine(m_pd3dDevice, fogs[i].bboxmax.x, fogs[i].bboxmin.y, fogs[i].bboxmax.x, fogs[i].bboxmax.y, 0.01f, EERIECOLOR_YELLOW);
				EERIEDraw2DLine(m_pd3dDevice, fogs[i].bboxmax.x, fogs[i].bboxmax.y, fogs[i].bboxmin.x, fogs[i].bboxmax.y, 0.01f, EERIECOLOR_YELLOW);
				EERIEDraw2DLine(m_pd3dDevice, fogs[i].bboxmin.x, fogs[i].bboxmax.y, fogs[i].bboxmin.x, fogs[i].bboxmin.y, 0.01f, EERIECOLOR_YELLOW);
			}
		}
	}
}
Пример #12
0
///
//Lets the ParkourController vault over a wall
//
//Parameters:
//	obj: A pointer to the object attached to the ParkourController state
//	state:
void State_ParkourController_WallVault(GObject* obj, State* state)
{
    //Get the members of this state
    struct State_ParkourController_Members* members = (struct State_ParkourController_Members*)state->members;

    Vector impulse;
    Vector_INIT_ON_STACK(impulse, 3);

    Vector_Copy(&impulse, members->wallNormal);
    Vector_Scale(&impulse, -members->maxVelocity);

    RigidBody_ApplyImpulse(obj->body, &impulse, &Vector_ZERO);
}
Пример #13
0
Файл: trace.c Проект: jogi1/jsv
struct trace *Trace_HullTrace(struct trace *trace, struct hull *hull, vec3_t start, vec3_t end)
{
	int check;
	struct trace_local tl;
	struct trace *lt;

	if (hull == NULL)
		return NULL;

	if (trace == NULL)
		lt = calloc(1, sizeof(*lt));
	else
	{
		lt = trace;
		memset(trace, 0, sizeof(*trace));
	}

	if (lt == NULL)
		return NULL;

	memset(&tl, 0, sizeof(*&tl));

	tl.trace = lt;
	lt->fraction = 1;
	lt->startsolid = false;
	Vector_Copy(lt->endpos, end);
	tl.hull = hull;

	check = Trace_RecursiveHullTrace(&tl, hull->firstclipnode, 0, 1, start, end);

	if (check == TR_SOLID)
	{
		lt->startsolid = lt->allsolid = true;
		Vector_Copy(lt->endpos, start);
	}

	return lt;
}
///
//Lets the runner vault off of a wall
//	obj: A pointer to the object
//	state: A pointer to the runner controller state which is allowing the object to wall vault
void State_RunnerController_WallVault(GObject* obj, State* state)
{
	//Get the members of this state
	struct State_RunnerController_Members* members = (struct State_RunnerController_Members*)state->members;

	Vector impulse;
	Vector_INIT_ON_STACK(impulse, 3);

	Vector_Copy(&impulse, members->wallNormal);


	float mag = obj->body->velocity->components[1];

	Vector_Scale(&impulse, -mag * 1.0f);
	RigidBody_ApplyImpulse(obj->body, &impulse, &Vector_ZERO);

	Vector_Copy(&impulse, &Vector_E2);
	obj->body->velocity->components[1] = 0;

	Vector_Scale(&impulse, members->jumpMag);
	RigidBody_ApplyImpulse(obj->body, &impulse, &Vector_ZERO);

}
Пример #15
0
///
//Initializes the scene within the engine.
//This must be done after all engine components are initialized.
void InitializeScene(void)
{
	///
	//Camera controller simulation
	GObject* cam = GObject_Allocate();
	GObject_Initialize(cam);

	State* state = State_Allocate();

	cam->body = RigidBody_Allocate();
	RigidBody_Initialize(cam->body, cam->frameOfReference, 1.0f);
	cam->body->coefficientOfRestitution = 0.1f;


	cam->collider = Collider_Allocate();
	AABBCollider_Initialize(cam->collider, 2.5f, 3.0f, 2.5f, &Vector_ZERO);

	State_ParkourController_Initialize(state, 7.0f, 10.0f, 0.05f, 50.0f, 0.1f);

	GObject_AddState(cam,state);

	ObjectManager_AddObject(cam);

	//Create floor
	GObject* block = GObject_Allocate();
	GObject_Initialize(block);

	block->mesh = AssetManager_LookupMesh("Cube");

	block->collider = Collider_Allocate();
	AABBCollider_Initialize(block->collider, 2.0f, 2.0f, 2.0f, &Vector_ZERO);

	block->body = RigidBody_Allocate();
	RigidBody_Initialize(block->body, block->frameOfReference, 0.0f);
	block->body->freezeTranslation = block->body->freezeRotation = 1;
	block->body->dynamicFriction = block->body->staticFriction = 0.1f;
	block->body->rollingResistance = 0.25f;

	Vector v;
	Vector_INIT_ON_STACK(v, 3);
	v.components[0] = v.components[2] = 40.0f;
	v.components[1] = 1.0f;

	GObject_Scale(block, &v);

	Vector_Copy(&v, &Vector_ZERO);
	v.components[1] = -10.0f;

	GObject_Translate(block, &v);

	ObjectManager_AddObject(block);
	
	//Create sphere

	block = GObject_Allocate();
	GObject_Initialize(block);

	block->mesh = AssetManager_LookupMesh("Sphere");
	block->material = Material_Allocate();
	Material_Initialize(block->material, AssetManager_LookupTexture("Earth"));

	//*Matrix_Index(block->material->colorMatrix, 2, 2) = 0.0f;
	//*Matrix_Index(block->material->colorMatrix, 1, 1) = 0.0f;


	block->collider = Collider_Allocate();
	SphereCollider_Initialize(block->collider, 1.0f);

	block->body = RigidBody_Allocate();
	RigidBody_Initialize(block->body, block->frameOfReference, 0.0f);
	block->body->dynamicFriction = block->body->staticFriction = 1.0f;

	block->body->coefficientOfRestitution = 0.9f;

	Vector_Copy(&v, &Vector_ZERO);
	v.components[0] = -3.0f;
	v.components[1] = 5.0f;
	v.components[2] = -10.0f;

	GObject_Translate(block, &v);

	Vector_Copy(&v, &Vector_ZERO);
	v.components[0] = v.components[1] = v.components[2] = 10.0f;
	GObject_Scale(block, &v);
	
	ObjectManager_AddObject(block);
	
	
	
	//Set gravity
	
	Vector* gravity = Vector_Allocate();
	Vector_Initialize(gravity, 3);
	gravity->components[1] = -9.81f;
	
	PhysicsManager_AddGlobalAcceleration(gravity);	
}
Пример #16
0
void right_hermite(Matrix *A,Matrix **Hp,Matrix **Up,Matrix **Qp) {
  
  Matrix *H, *Q, *U;
  int i, j, nr, nc, rank;
  Value tmp;
  
  /* Computes form: A = QH , UA = H */  
  nc = A->NbColumns;
  nr = A->NbRows;
  
  /* H = A */
  *Hp = H = Matrix_Alloc(nr,nc);
  if (!H) { 
    errormsg1("DomRightHermite", "outofmem", "out of memory space");
    return;
  }
  
  /* Initialize all the 'Value' variables */
  value_init(tmp);
  
  Vector_Copy(A->p_Init,H->p_Init,nr*nc);
  
  /* U = I */
  if (Up) {
    *Up = U = Matrix_Alloc(nr, nr);
    if (!U) {
      errormsg1("DomRightHermite", "outofmem", "out of memory space");
      value_clear(tmp);
      return;
    }
    Vector_Set(U->p_Init,0,nr*nr);             /* zero's */
    for(i=0;i<nr;i++)                          /* with diagonal of 1's */
      value_set_si(U->p[i][i],1);
  }
  else
    U = (Matrix *)0;
  
  /* Q = I */
  /* Actually I compute Q transpose... its easier */
  if (Qp) {
    *Qp = Q = Matrix_Alloc(nr,nr);
    if (!Q) {
      errormsg1("DomRightHermite", "outofmem", "out of memory space");
      value_clear(tmp);
      return;
    }
    Vector_Set(Q->p_Init,0,nr*nr);            /* zero's */
    for (i=0;i<nr;i++)                      /* with diagonal of 1's */
      value_set_si(Q->p[i][i],1);
  }
  else
    Q = (Matrix *)0;
  
  rank = hermite(H,U,Q);
  
  /* Q is returned transposed */ 
  /* Transpose Q */
  if (Q) {
    for (i=0; i<nr; i++) {
      for (j=i+1; j<nr; j++) {
	value_assign(tmp,Q->p[i][j]);
	value_assign(Q->p[i][j],Q->p[j][i] );
	value_assign(Q->p[j][i],tmp);
      }
    }
  }
  value_clear(tmp);
  return;
} /* right_hermite */
///
//Allows the runner controller to wallrun if necessary conditions are met
//
//Parameters:
//	obj: A pointer to the object which is running on walls
//	state: A pointer to the runner controller state which is allowing the object to wallrun
void State_RunnerController_Wallrun(GObject* obj, State* state)
{
	//Get the members of this state
	struct State_RunnerController_Members* members = (struct State_RunnerController_Members*)state->members;


	//Get the first collision this object is involved in
	Collision* first = (Collision*)obj->collider->currentCollisions->head->data;

	//If we are not wallrunning yet
	if(members->horizontalRunning == 0 && members->verticalRunning == 0)
	{
		//Make sure this is a wall
		if(first->minimumTranslationVector->components[0] != 0.0 || first->minimumTranslationVector->components[2] != 0.0f)
		{
			//Save the normal
			Vector_Copy(members->wallNormal, first->minimumTranslationVector);

			if(first->obj1 != obj)
			{
				Vector_Scale(members->wallNormal, -1.0f);
			}

			//Determine what kind of wallrun is occurring
			//First get the forward vector of the camera
			Camera* cam = RenderingManager_GetRenderingBuffer()->camera;

			Vector forward;
			Vector_INIT_ON_STACK(forward, 3);

			Matrix_SliceRow(&forward, cam->rotationMatrix, 2, 0, 3);

			//Project the forward vector onto the XY Plane
			Vector perp;
			Vector_INIT_ON_STACK(perp, 3);

			Vector_GetProjection(&perp, &forward, &Vector_E2);
			Vector_Decrement(&forward, &perp);

			Vector_Normalize(&forward);

			//Get dot product of forward vector and collision normal
			float dotProd = fabs(Vector_DotProduct(&forward, first->minimumTranslationVector));
			//If the dot product is closer to 0 we are horizontal running, else we are vertical running
			if(dotProd < 0.75)
			{
				members->horizontalRunning = 1;
			}
			else
			{
				members->verticalRunning = 1;

			}
		}
	}

	//If we are horizontal running
	if(members->horizontalRunning == 1)
	{
		printf("Horizontal Wallrunnin\n");

		//combat the force of gravity
		Vector antiGravity;
		Vector_INIT_ON_STACK(antiGravity, 3);
		antiGravity.components[1] = 9.81f;
		RigidBody_ApplyForce(obj->body, &antiGravity, &Vector_ZERO);

		//Zero downward velocity
		if(obj->body->velocity->components[1] < 0.0f)
		{
			Vector_Copy(&antiGravity, &Vector_ZERO);
			antiGravity.components[1] = -obj->body->velocity->components[1];
			RigidBody_ApplyImpulse(obj->body, &antiGravity, &Vector_ZERO);
		}


		State_RunnerController_Accelerate(obj, state);


	}
	else if(members->verticalRunning == 1)
	{
		printf("Vertical Wallrunnin\n");


		//combat the force of gravity
		Vector antiGravity;
		Vector_INIT_ON_STACK(antiGravity, 3);
		Vector_Copy(&antiGravity, &Vector_E2);


		//go up!
		Vector_Scale(&antiGravity, 9.81);
		RigidBody_ApplyForce(obj->body, &antiGravity, &Vector_ZERO);

		//If we aren't jumping too fast yet
		if(Vector_DotProduct(obj->body->velocity, &Vector_E2) < members->maxVelocity)
		{
			Vector_Copy(&antiGravity, &Vector_E2);
			Vector_Scale(&antiGravity, members->acceleration);
			RigidBody_ApplyForce(obj->body, &antiGravity, &Vector_ZERO);
		}
	}
}
Пример #18
0
Файл: trace.c Проект: jogi1/jsv
int Trace_RecursiveHullTrace(struct trace_local *tl, int num, float p1f, float p2f, const vec3_t p1, const vec3_t p2)
{
	struct plane *plane;
	float t1, t2, frac, midf;
	struct clipnode *node;
	int i, nearside, check, oldcheck;
	vec3_t mid;

	struct hull *hull = tl->hull;
	struct trace *trace = tl->trace;

	while (1)
	{
		if (num < 0)
		{
			tl->leafs_count++;
			if (num == CONTENTS_SOLID)
			{
				if (tl->leafs_count == 1)
					trace->startsolid = true;
				return TR_SOLID;
			}
			else
			{
				if (num == CONTENTS_EMPTY)
					trace->inopen = true;
				else
					trace->inwater = true;
				return TR_EMPTY;
			}
		}

		node = hull->clipnodes + num;

		plane = hull->planes + node->planenum;

		//printf("t_rht: %p %p %i %i %f ", node, plane, node->planenum, plane->type, plane->dist);
		//PRINT_VEC(plane->normal);

		if (plane->type < 3)
		{
			t1 = p1[plane->type] - plane->dist;
			t2 = p2[plane->type] - plane->dist;
			//printf("t_rht 1: t1, t2, plane->dist %f %f %f\n", t1, t2, plane->dist);
		}
		else
		{
			t1 = Vector_DotProduct(plane->normal, p1) - plane->dist;
			t2 = Vector_DotProduct(plane->normal, p2) - plane->dist;
			//printf("t_rht 2: t1, t2, plane->dist %f %f %f\n", t1, t2, plane->dist);
		}

		if (t1 >= 0 && t2 >= 0)
		{
			num = node->children[0];
			continue;
		}

		if (t1 < 0 && t2 < 0)
		{
			num = node->children[1];
			continue;
		}

		frac = t1 / (t1 - t2);
		frac = bound(0, frac, 1);
		midf = p1f + (p2f - p1f) * frac;

		for (i=0; i<3; i++)
			mid[i] = p1[i] + frac * (p2[i] - p1[i]);

		nearside = (t1 < t2) ? 1 : 0;
		//printf("doing trace 1 %f %f\n", frac, midf);
		check = Trace_RecursiveHullTrace(tl, node->children[nearside], p1f, midf, p1, mid);
		if (check == TR_BLOCKED)
		{
			return check;
		}

		if (check == TR_SOLID && (trace->inopen  || trace->inwater))
		{
			return check;
		}
		oldcheck = check;

		//printf("doing trace 2\n");
		check = Trace_RecursiveHullTrace(tl, node->children[1 - nearside], midf, p2f, mid, p2);
		if (check == TR_EMPTY || check == TR_BLOCKED)
		{
			return check;
		}

		if (oldcheck != TR_EMPTY)
		{
			return check;
		}

		if (!nearside)
		{
			Vector_Copy(trace->plane.normal, plane->normal);
			trace->plane.dist = plane->dist;
		}
		else
		{
			Vector_Negate(trace->plane.normal, plane->normal);
			trace->plane.dist = -plane->dist;
		}

		if (t1 < t2)
			frac = (t1 + DIST_EPSILON) / (t1 - t2);
		else
			frac = (t1 - DIST_EPSILON) / (t1 - t2);

		frac = bound(0, frac, 1);

		midf = p1f + (p2f - p1f) * frac;

		for (i=0; i<3; i++)
			mid[i] = p1[i] + frac * (p2[i] - p1[i]);

		trace->fraction = midf;

		//printf("fraction: %f\n", midf);

		Vector_Copy(trace->endpos, mid);

		return TR_BLOCKED;
	}
#warning maybe return smth else here
	return TR_BLOCKED;
}
Пример #19
0
//-----------------------------------------------------------------------------
float CMagicMissile::Render(LPDIRECT3DDEVICE7 m_pd3dDevice)
{
	int i = 0;
 
	EERIE_3D lastpos, newpos;
	EERIE_3D v;
	EERIE_3D stiteangle;
	EERIE_3D stitepos;
	EERIE_3D stitescale;
	EERIE_RGB stitecolor;
	EERIE_3D av;

	if (ulCurrentTime >= ulDuration)
	{
		return 0.f;
	}

	// Set Appropriate Renderstates -------------------------------------------
	SETCULL(m_pd3dDevice, D3DCULL_NONE);
	SETZWRITE(m_pd3dDevice, FALSE);
	m_pd3dDevice->SetRenderState(D3DRENDERSTATE_SRCBLEND,  D3DBLEND_ONE);
	m_pd3dDevice->SetRenderState(D3DRENDERSTATE_DESTBLEND, D3DBLEND_ONE);
	SETALPHABLEND(m_pd3dDevice, TRUE);

	// Set Texture ------------------------------------------------------------
	if (tex_mm && tex_mm->m_pddsSurface)
	{
		if ((spells[spellinstance].caster == 0) && (cur_mr == 3))
			SETTC(m_pd3dDevice, NULL);
		else
			SETTC(m_pd3dDevice, tex_mm);
	}

	// ------------------------------------------------------------------------

	if (bMove)
	{
		fTrail = (ulCurrentTime * fOneOnDuration) * (iBezierPrecision + 2) * 5;
	}

	lastpos.x = pathways[0].sx;
	lastpos.y = pathways[0].sy;
	lastpos.z = pathways[0].sz;

	Vector_Copy(&newpos, &lastpos);

	for (i = 0; i < 5; i++)
	{
		int kp = i;
		int kpprec = (i > 0) ? kp - 1 : kp ;
		int kpsuiv = kp + 1 ;
		int kpsuivsuiv = (i < (5 - 2)) ? kpsuiv + 1 : kpsuiv;

		for (int toto = 1; toto < iBezierPrecision; toto++)
		{
			if (fTrail < i * iBezierPrecision + toto) break;

			float t = toto * fOneOnBezierPrecision;

			float t1 = t;
			float t2 = t1 * t1 ;
			float t3 = t2 * t1 ;
			float f0 = 2.f * t3 - 3.f * t2 + 1.f ;
			float f1 = -2.f * t3 + 3.f * t2 ;
			float f2 = t3 - 2.f * t2 + t1 ;
			float f3 = t3 - t2 ;

			float val = pathways[kpsuiv].sx;
			float p0 = 0.5f * (val - pathways[kpprec].sx) ;
			float p1 = 0.5f * (pathways[kpsuivsuiv].sx - pathways[kp].sx) ;
			v.x = f0 * pathways[kp].sx + f1 * val + f2 * p0 + f3 * p1 ;

			val = pathways[kpsuiv].sy ;
			p0 = 0.5f * (val - pathways[kpprec].sy) ;
			p1 = 0.5f * (pathways[kpsuivsuiv].sy - pathways[kp].sy) ;
			v.y = f0 * pathways[kp].sy + f1 * val + f2 * p0 + f3 * p1 ;

			val = pathways[kpsuiv].sz ;
			p0 = 0.5f * (val - pathways[kpprec].sz) ;
			p1 = 0.5f * (pathways[kpsuivsuiv].sz - pathways[kp].sz) ;
			v.z = f0 * pathways[kp].sz + f1 * val + f2 * p0 + f3 * p1 ;

			Vector_Copy(&newpos, &v);

			if (!((fTrail - (i * iBezierPrecision + toto)) > iLength))
			{
				float c;

				if (fTrail < iLength)
				{
					c = 1.0f - ((fTrail - (i * iBezierPrecision + toto)) / fTrail);
				}
				else
				{
					c = 1.0f - ((fTrail - (i * iBezierPrecision + toto)) / (float)iLength);
				}

				float fsize = c;
				float alpha = c - 0.2f;

				if (alpha < 0.2f) alpha = 0.2f;

				c += frand2() * 0.1f;

				if (c < 0) c = 0;
				else if (c > 1) c = 1;

				int color = D3DRGB(c * fColor[0] * alpha, c * fColor[1] * alpha, c * fColor[2] * alpha);

				if (fsize < 0.5f)
					fsize = fsize * 2 * 3;
				else
					fsize = (1.0f - fsize + 0.5f) * 2 * (3 * 0.5f);

				float fs = fsize * 6 + rnd() * 0.3f;
				float fe = fsize * 6 + rnd() * 0.3f;
				Draw3DLineTex(m_pd3dDevice, lastpos, newpos, color, fs, fe);
			}

			EERIE_3D temp_vector;
			Vector_Copy(&temp_vector, &lastpos);
			Vector_Copy(&lastpos, &newpos);
			Vector_Copy(&newpos, &temp_vector);
		}
	}

	av.x = newpos.x - lastpos.x;
	av.y = newpos.y - lastpos.y;
	av.z = newpos.z - lastpos.z;

	float bubu = GetAngle(av.x, av.z, 0, 0);
	float bubu1 = GetAngle(av.x, av.y, 0, 0);

	Vector_Copy(&stitepos, &lastpos);

	stiteangle.b = -RAD2DEG(bubu);
	stiteangle.a = 0;
	stiteangle.g = -(RAD2DEG(bubu1));

	if (av.x < 0)
		stiteangle.g -= 90;

	if (av.x > 0)
		stiteangle.g += 90;

	if (stiteangle.g < 0)
		stiteangle.g += 360.0f;

	if ((spells[spellinstance].caster == 0) && (cur_mr == 3))
	{
		stitecolor.r = 1.f;
		stitecolor.g = 0.f;
		stitecolor.b = 0.2f;
	}
	else
	{
		stitecolor.r = 0.3f;
		stitecolor.g = 0.3f;
		stitecolor.b = 0.5f;
	}

	Vector_Init(&stitescale, 1, 1, 1);
	{
		if ((smissile))
			DrawEERIEObjEx(m_pd3dDevice, smissile, &stiteangle, &stitepos, &stitescale, &stitecolor);
	}

	Vector_Copy(&eCurPos, &lastpos);

	return 1 - 0.5f * rnd();
}
Пример #20
0
///
//Allows the parkour controller to run up a wall
//
//Parameters:
//	obj: A pointer to the object attached to the parkourController state
//	state: The parkourController state updating the object
static void State_ParkourController_Wallrun(GObject* obj, State* state)
{
    //Get the members of this state
    struct State_ParkourController_Members* members = (struct State_ParkourController_Members*)state->members;

    //If we are not vertical wallrunning yet
    if(members->verticalRunning == 0 && members->horizontalRunning == 0)
    {
        //Loop through the list of collisions this object was involved in
        struct LinkedList_Node* currentNode = obj->collider->currentCollisions->head;
        while(currentNode != NULL)
        {
            //Get the current collision
            struct Collision* current = (struct Collision*)currentNode->data;

            //Make sure this collision is with a wall
            //TODO: Epsilon check!!!
            if(current->minimumTranslationVector->components[0] != 0.0f || current->minimumTranslationVector->components[2] != 0.0f)
            {
                //Make a copy of the collision normal in case of manipulation
                Vector currentNormal;
                Vector_INIT_ON_STACK(currentNormal, 3);
                Vector_Copy(&currentNormal, current->minimumTranslationVector);

                //Make sure the normal is pointing toward this object
                if(current->obj1 != obj)
                {
                    Vector_Scale(&currentNormal, -1.0f);
                }


                //Next we must determine what kind of wallrun is happening
                //Start by getting for forward vector of the camera
                Camera* cam = RenderingManager_GetRenderingBuffer()->camera;

                Vector forward;
                Vector_INIT_ON_STACK(forward, 3);

                Matrix_SliceRow(&forward, cam->rotationMatrix, 2, 0, 3);

                //Project the forward vector onto the XY plane
                Vector perp;
                Vector_INIT_ON_STACK(perp, 3);

                Vector_GetProjection(&perp, &forward, &Vector_E2);
                Vector_Decrement(&forward, &perp);

                Vector_Normalize(&forward);

                //Get the dot product of the forward vector and collision normal
                float dotProduct = Vector_DotProduct(&forward, &currentNormal);

                //If the dot product is closer to 1, we are starting to vertically wallrun
                if(dotProduct > 0.75f)
                {
                    members->verticalRunning = 1;
                    //Vertical wall running always has higher precedence than horizontal wall running
                    members->horizontalRunning = 0;
                    //SEt the wall normal of state
                    Vector_Copy(members->wallNormal, &currentNormal);
                    break;
                }
                else if(dotProduct > 0.0f)
                {
                    members->horizontalRunning = 1;
                    //Set the wall normal of state
                    Vector_Copy(members->wallNormal, &currentNormal);
                }
            }
            currentNode = currentNode->next;
        }
    }

    //If we are vertical wall running
    if(members->verticalRunning)
    {

        State_ParkourController_VerticalWallrun(obj, state);

    }
    //else If we are horizontal wall running
    else if(members->horizontalRunning)
    {
        State_ParkourController_HorizontalWallrun(obj, state);
    }
}
Пример #21
0
/* Compute integer hull of truncated linear cone C, i.e., of C with
 * the origin removed.
 * Here, we do this by first computing the Hilbert basis of C
 * and then discarding elements from this basis that are rational
 * overconvex combinations of other elements in the basis.
 */
Matrix *Cone_Hilbert_Integer_Hull(Polyhedron *C,
				  struct barvinok_options *options)
{
    int i, j, k;
    Matrix *hilbert = Cone_Hilbert_Basis(C, options->MaxRays);
    Matrix *rays, *hull;
    unsigned dim = C->Dimension;
    Value tmp;
    unsigned MaxRays = options->MaxRays;

    /* When checking for redundant points below, we want to
     * check if there are any _rational_ solutions.
     */
    POL_UNSET(options->MaxRays, POL_INTEGER);

    POL_ENSURE_VERTICES(C);
    rays = Matrix_Alloc(C->NbRays-1, C->Dimension);
    for (i = 0, j = 0; i < C->NbRays; ++i) {
	if (value_notzero_p(C->Ray[i][1+C->Dimension]))
	    continue;
	Vector_Copy(C->Ray[i]+1, rays->p[j++], C->Dimension);
    }

    /* We only sort the pointers into the big Value array */
    qsort(rays->p, rays->NbRows, sizeof(Value *), lex_cmp);
    qsort(hilbert->p, hilbert->NbRows, sizeof(Value *), lex_cmp);

    /* Remove rays from Hilbert basis */
    for (i = 0, j = 0, k = 0; i < hilbert->NbRows && j < rays->NbRows; ++i) {
	if (Vector_Equal(hilbert->p[i], rays->p[j], C->Dimension))
	    ++j;
	else
	    hilbert->p[k++] = hilbert->p[i];
    }
    hilbert->NbRows = k;

    /* Now remove points that are overconvex combinations of other points */
    value_init(tmp);
    for (i = 0; hilbert->NbRows > 1 && i < hilbert->NbRows; ++i) {
	Matrix *LP;
	Vector *obj;
	int nray = rays->NbRows;
	int npoint = hilbert->NbRows;
	enum lp_result result;

	LP = Matrix_Alloc(dim + 1 + nray + (npoint-1), 2 + nray + (npoint-1));
	for (j = 0; j < dim; ++j) {
	    for (k = 0; k < nray; ++k)
		value_assign(LP->p[j][k+1], rays->p[k][j]);
	    for (k = 0; k < npoint; ++k) {
		if (k == i)
		    value_oppose(LP->p[j][1+nray+npoint-1], hilbert->p[k][j]);
		else
		    value_assign(LP->p[j][1+nray+k-(k>i)], hilbert->p[k][j]);
	    }
	}
	value_set_si(LP->p[dim][0], 1);
	for (k = 0; k < nray+npoint-1; ++k)
	    value_set_si(LP->p[dim][1+k], 1);
	value_set_si(LP->p[dim][LP->NbColumns-1], -1);
	for (k = 0; k < LP->NbColumns-2; ++k) {
	    value_set_si(LP->p[dim+1+k][0], 1);
	    value_set_si(LP->p[dim+1+k][1+k], 1);
	}

	/* Somewhat arbitrary objective function. */
	obj = Vector_Alloc(LP->NbColumns-1);
	value_set_si(obj->p[0], 1);
	value_set_si(obj->p[obj->Size-1], 1);

	result = constraints_opt(LP, obj->p, obj->p[0], lp_min, &tmp,
				 options);

	/* If the LP is not empty, the point can be discarded */
	if (result != lp_empty) {
	    hilbert->NbRows--;
	    if (i < hilbert->NbRows)
		hilbert->p[i] = hilbert->p[hilbert->NbRows];
	    --i;
	}

	Matrix_Free(LP);
	Vector_Free(obj);
    }
    value_clear(tmp);

    hull = Matrix_Alloc(rays->NbRows + hilbert->NbRows, dim+1);
    for (i = 0; i < rays->NbRows; ++i) {
	Vector_Copy(rays->p[i], hull->p[i], dim);
	value_set_si(hull->p[i][dim], 1);
    }
    for (i = 0; i < hilbert->NbRows; ++i) {
	Vector_Copy(hilbert->p[i], hull->p[rays->NbRows+i], dim);
	value_set_si(hull->p[rays->NbRows+i][dim], 1);
    }
    Matrix_Free(rays);
    Matrix_Free(hilbert);

    options->MaxRays = MaxRays;
    return hull;
}
Пример #22
0
int main(int argc, char **argv)
{
    isl_ctx *ctx;
    int i, nbPol, nbVec, nbMat, func, j, n;
    Polyhedron *A, *B, *C, *D, *E, *F, *G;
    char s[128];
    struct barvinok_options *options = barvinok_options_new_with_defaults();

    argc = barvinok_options_parse(options, argc, argv, ISL_ARG_ALL);
    ctx = isl_ctx_alloc_with_options(&barvinok_options_args, options);

    nbPol = nbVec = nbMat = 0;
    fgets(s, 128, stdin);
    while ((*s=='#') ||
	    ((sscanf(s, "D %d", &nbPol) < 1) &&
	     (sscanf(s, "V %d", &nbVec) < 1) &&
	     (sscanf(s, "M %d", &nbMat) < 1)))
	fgets(s, 128, stdin);

    for (i = 0; i < nbPol; ++i) {
	Matrix *M = Matrix_Read();
	A = Constraints2Polyhedron(M, options->MaxRays);
	Matrix_Free(M);
	fgets(s, 128, stdin);
	while ((*s=='#') || (sscanf(s, "F %d", &func)<1))
	    fgets(s, 128, stdin);

	switch(func) {
	case 0: {
	    Value cb, ck;
	    value_init(cb);
	    value_init(ck);
	    fgets(s, 128, stdin);
	    /* workaround for apparent bug in older gmps */
	    *strchr(s, '\n') = '\0';
	    while ((*s=='#') || (value_read(ck, s) != 0)) {
		fgets(s, 128, stdin);
		/* workaround for apparent bug in older gmps */
		*strchr(s, '\n') = '\0';
	    }
	    barvinok_count_with_options(A, &cb, options);
	    if (value_ne(cb, ck))
		return -1;
	    value_clear(cb);
	    value_clear(ck);
	    break;
	}
	case 1:
	    Polyhedron_Print(stdout, P_VALUE_FMT, A);
	    B = Polyhedron_Polar(A, options->MaxRays);
	    Polyhedron_Print(stdout, P_VALUE_FMT, B);
	    C = Polyhedron_Polar(B, options->MaxRays);
	    Polyhedron_Print(stdout, P_VALUE_FMT, C);
	    Polyhedron_Free(C);
	    Polyhedron_Free(B);
	    break;
	case 2:
	    Polyhedron_Print(stdout, P_VALUE_FMT, A);
	    for (j = 0; j < A->NbRays; ++j) {
		B = supporting_cone(A, j);
		Polyhedron_Print(stdout, P_VALUE_FMT, B);
		Polyhedron_Free(B);
	    }
	    break;
	case 3:
	    Polyhedron_Print(stdout, P_VALUE_FMT, A);
	    C = B = NULL;
	    barvinok_decompose(A,&B,&C);
	    puts("Pos:");
	    Polyhedron_Print(stdout, P_VALUE_FMT, B);
	    puts("Neg:");
	    Polyhedron_Print(stdout, P_VALUE_FMT, C);
	    Domain_Free(B);
	    Domain_Free(C);
	    break;
	case 4: {
	    Value cm, cb;
	    struct tms tms_before, tms_between, tms_after;
	    value_init(cm);
	    value_init(cb);
	    Polyhedron_Print(stdout, P_VALUE_FMT, A);
	    times(&tms_before);
	    manual_count(A, &cm);
	    times(&tms_between);
	    barvinok_count(A, &cb, 100);
	    times(&tms_after);
	    printf("manual: ");
	    value_print(stdout, P_VALUE_FMT, cm);
	    puts("");
	    time_diff(&tms_before, &tms_between);
	    printf("Barvinok: ");
	    value_print(stdout, P_VALUE_FMT, cb);
	    puts("");
	    time_diff(&tms_between, &tms_after);
	    value_clear(cm);
	    value_clear(cb);
	    break;
	}
	case 5:
	    Polyhedron_Print(stdout, P_VALUE_FMT, A);
	    B = triangulate_cone(A, 100);
	    Polyhedron_Print(stdout, P_VALUE_FMT, B);
	    check_triangulization(A, B);
	    Domain_Free(B);
	    break;
	case 6:
	    Polyhedron_Print(stdout, P_VALUE_FMT, A);
	    B = remove_equalities(A, options->MaxRays);
	    Polyhedron_Print(stdout, P_VALUE_FMT, B);
	    Polyhedron_Free(B);
	    break;
	case 8: {
	    evalue *EP;
	    Matrix *M = Matrix_Read();
	    const char **param_name;
	    C = Constraints2Polyhedron(M, options->MaxRays);
	    Matrix_Free(M);
	    Polyhedron_Print(stdout, P_VALUE_FMT, A);
	    Polyhedron_Print(stdout, P_VALUE_FMT, C);
	    EP = barvinok_enumerate_with_options(A, C, options);
	    param_name = Read_ParamNames(stdin, C->Dimension);
	    print_evalue(stdout, EP, (const char**)param_name);
	    evalue_free(EP);
	    Polyhedron_Free(C);
	}
	case 9:
	    Polyhedron_Print(stdout, P_VALUE_FMT, A);
	    Polyhedron_Polarize(A);
	    C = B = NULL;
	    barvinok_decompose(A,&B,&C);
	    for (D = B; D; D = D->next)
		Polyhedron_Polarize(D);
	    for (D = C; D; D = D->next)
		Polyhedron_Polarize(D);
	    puts("Pos:");
	    Polyhedron_Print(stdout, P_VALUE_FMT, B);
	    puts("Neg:");
	    Polyhedron_Print(stdout, P_VALUE_FMT, C);
	    Domain_Free(B);
	    Domain_Free(C);
	    break;
	case 10: {
	    evalue *EP;
	    Value cb, ck;

	    value_init(cb);
	    value_init(ck);
	    fgets(s, 128, stdin);
	    sscanf(s, "%d", &n);
	    for (j = 0; j < n; ++j) {
		Polyhedron *P;
		M = Matrix_Read();
		P = Constraints2Polyhedron(M, options->MaxRays);
		Matrix_Free(M);
		A = DomainConcat(P, A);
	    }
	    fgets(s, 128, stdin);
	    /* workaround for apparent bug in older gmps */
	    *strchr(s, '\n') = '\0';
	    while ((*s=='#') || (value_read(ck, s) != 0)) {
		fgets(s, 128, stdin);
		/* workaround for apparent bug in older gmps */
		*strchr(s, '\n') = '\0';
	    }
	    C = Universe_Polyhedron(0);
	    EP = barvinok_enumerate_union(A, C, options->MaxRays);
	    value_set_double(cb, compute_evalue(EP, &ck)+.25);
	    if (value_ne(cb, ck))
		return -1;
	    Domain_Free(C);
	    value_clear(cb);
	    value_clear(ck);
	    evalue_free(EP);
	    break;
	}
	case 11: {
	    isl_space *dim;
	    isl_basic_set *bset;
	    isl_pw_qpolynomial *expected, *computed;
	    unsigned nparam;

	    expected = isl_pw_qpolynomial_read_from_file(ctx, stdin);
	    nparam = isl_pw_qpolynomial_dim(expected, isl_dim_param);
	    dim = isl_space_set_alloc(ctx, nparam, A->Dimension - nparam);
	    bset = isl_basic_set_new_from_polylib(A, dim);
	    computed = isl_basic_set_lattice_width(bset);
	    computed = isl_pw_qpolynomial_sub(computed, expected);
	    if (!isl_pw_qpolynomial_is_zero(computed))
		return -1;
	    isl_pw_qpolynomial_free(computed);
	    break;
	}
	case 12: {
	    Vector *sample;
	    int has_sample;
	    fgets(s, 128, stdin);
	    sscanf(s, "%d", &has_sample);

	    sample = Polyhedron_Sample(A, options);
	    if (!sample && has_sample)
		return -1;
	    if (sample && !has_sample)
		return -1;
	    if (sample && !in_domain(A, sample->p))
		return -1;
	    Vector_Free(sample);
	}
	}
	Domain_Free(A);
    }
    for (i = 0; i < nbVec; ++i) {
	int ok;
	Vector *V = Vector_Read();
	Matrix *M = Matrix_Alloc(V->Size, V->Size);
	Vector_Copy(V->p, M->p[0], V->Size);
	ok = unimodular_complete(M, 1);
	assert(ok);
	Matrix_Print(stdout, P_VALUE_FMT, M);
	Matrix_Free(M);
	Vector_Free(V);
    }
    for (i = 0; i < nbMat; ++i) {
	Matrix *U, *V, *S;
	Matrix *M = Matrix_Read();
	Smith(M, &U, &V, &S);
	Matrix_Print(stdout, P_VALUE_FMT, U);
	Matrix_Print(stdout, P_VALUE_FMT, V);
	Matrix_Print(stdout, P_VALUE_FMT, S);
	Matrix_Free(M);
	Matrix_Free(U);
	Matrix_Free(V);
	Matrix_Free(S);
    }

    isl_ctx_free(ctx);
    return 0;
}
Пример #23
0
/** Removes the equalities that involve only parameters, by eliminating some
 * parameters in the polyhedron's constraints and in the context.<p> 
 * <b>Updates M and Ctxt.</b>
 * @param M1 the polyhedron's constraints
 * @param Ctxt1 the constraints of the polyhedron's context
 * @param renderSpace tells if the returned equalities must be expressed in the
 * parameters space (renderSpace=0) or in the combined var/parms space
 * (renderSpace = 1)
 * @param elimParms the list of parameters that have been removed: an array
 * whose 1st element is the number of elements in the list.  (returned)
 * @return the system of equalities that involve only parameters.
 */
Matrix * Constraints_Remove_parm_eqs(Matrix ** M1, Matrix ** Ctxt1, 
				     int renderSpace, 
				     unsigned int ** elimParms) {
  int i, j, k, nbEqsParms =0;
  int nbEqsM, nbEqsCtxt, allZeros, nbTautoM = 0, nbTautoCtxt = 0;
  Matrix * M = (*M1);
  Matrix * Ctxt = (*Ctxt1);
  int nbVars = M->NbColumns-Ctxt->NbColumns;
  Matrix * Eqs;
  Matrix * EqsMTmp;
  
  /* 1- build the equality matrix(ces) */
  nbEqsM = 0;
  for (i=0; i< M->NbRows; i++) {
    k = First_Non_Zero(M->p[i], M->NbColumns);
    /* if it is a tautology, count it as such */
    if (k==-1) {
      nbTautoM++;
    }
    else {
      /* if it only involves parameters, count it */
      if (k>= nbVars+1) nbEqsM++;
    }
  }

  nbEqsCtxt = 0;
  for (i=0; i< Ctxt->NbRows; i++) {
    if (value_zero_p(Ctxt->p[i][0])) {
      if (First_Non_Zero(Ctxt->p[i], Ctxt->NbColumns)==-1) {
	nbTautoCtxt++;
      }
      else {
	nbEqsCtxt ++;
      }
    }
  }
  nbEqsParms = nbEqsM + nbEqsCtxt; 

  /* nothing to do in this case */
  if (nbEqsParms+nbTautoM+nbTautoCtxt==0) {
    (*elimParms) = (unsigned int*) malloc(sizeof(int));
    (*elimParms)[0] = 0;
    if (renderSpace==0) {
      return Matrix_Alloc(0,Ctxt->NbColumns);
    }
    else {
      return Matrix_Alloc(0,M->NbColumns);
    }
  }
  
  Eqs= Matrix_Alloc(nbEqsParms, Ctxt->NbColumns);
  EqsMTmp= Matrix_Alloc(nbEqsParms, M->NbColumns);
  
  /* copy equalities from the context */
  k = 0;
  for (i=0; i< Ctxt->NbRows; i++) {
    if (value_zero_p(Ctxt->p[i][0]) 
		     && First_Non_Zero(Ctxt->p[i], Ctxt->NbColumns)!=-1) {
      Vector_Copy(Ctxt->p[i], Eqs->p[k], Ctxt->NbColumns);
      Vector_Copy(Ctxt->p[i]+1, EqsMTmp->p[k]+nbVars+1, 
		  Ctxt->NbColumns-1);
      k++;
    }
  }
  for (i=0; i< M->NbRows; i++) {
    j=First_Non_Zero(M->p[i], M->NbColumns);
    /* copy equalities that involve only parameters from M */
    if (j>=nbVars+1) {
      Vector_Copy(M->p[i]+nbVars+1, Eqs->p[k]+1, Ctxt->NbColumns-1);
      Vector_Copy(M->p[i]+nbVars+1, EqsMTmp->p[k]+nbVars+1, 
		  Ctxt->NbColumns-1);
      /* mark these equalities for removal */
      value_set_si(M->p[i][0], 2);
      k++;
    }
    /* mark the all-zero equalities for removal */
    if (j==-1) {
      value_set_si(M->p[i][0], 2);
    }
  }

  /* 2- eliminate parameters until all equalities are used or until we find a
  contradiction (overconstrained system) */
  (*elimParms) = (unsigned int *) malloc((Eqs->NbRows+1) * sizeof(int));
  (*elimParms)[0] = 0;
  allZeros = 0;
  for (i=0; i< Eqs->NbRows; i++) {
    /* find a variable that can be eliminated */
    k = First_Non_Zero(Eqs->p[i], Eqs->NbColumns);
    if (k!=-1) { /* nothing special to do for tautologies */

      /* if there is a contradiction, return empty matrices */
      if (k==Eqs->NbColumns-1) {
	printf("Contradiction in %dth row of Eqs: ",k);
	show_matrix(Eqs);
	Matrix_Free(Eqs);
	Matrix_Free(EqsMTmp);
	(*M1) = Matrix_Alloc(0, M->NbColumns);
	Matrix_Free(M);
	(*Ctxt1) = Matrix_Alloc(0,Ctxt->NbColumns);
	Matrix_Free(Ctxt);
	free(*elimParms);
	(*elimParms) = (unsigned int *) malloc(sizeof(int));
	(*elimParms)[0] = 0;
	if (renderSpace==1) {
	  return Matrix_Alloc(0,(*M1)->NbColumns);
	}
	else {
	  return Matrix_Alloc(0,(*Ctxt1)->NbColumns);
	}
      }	
      /* if we have something we can eliminate, do it in 3 places:
	 Eqs, Ctxt, and M */
      else {
	k--; /* k is the rank of the variable, now */
	(*elimParms)[0]++;
	(*elimParms)[(*elimParms[0])]=k;
	for (j=0; j< Eqs->NbRows; j++) {
	  if (i!=j) {
	    eliminate_var_with_constr(Eqs, i, Eqs, j, k);
	    eliminate_var_with_constr(EqsMTmp, i, EqsMTmp, j, k+nbVars);
	  }
	}
	for (j=0; j< Ctxt->NbRows; j++) {
	  if (value_notzero_p(Ctxt->p[i][0])) {
	    eliminate_var_with_constr(Eqs, i, Ctxt, j, k);
	  }
	}
	for (j=0; j< M->NbRows; j++) {
	  if (value_cmp_si(M->p[i][0], 2)) {
	    eliminate_var_with_constr(EqsMTmp, i, M, j, k+nbVars);
	  }
	}
      }
    }
    /* if (k==-1): count the tautologies in Eqs to remove them later */
    else {
      allZeros++;
    }
  }
  
  /* elimParms may have been overallocated. Now we know how many parms have
     been eliminated so we can reallocate the right amount of memory. */
  if (!realloc((*elimParms), ((*elimParms)[0]+1)*sizeof(int))) {
    fprintf(stderr, "Constraints_Remove_parm_eqs > cannot realloc()");
  }

  Matrix_Free(EqsMTmp);

  /* 3- remove the "bad" equalities from the input matrices
     and copy the equalities involving only parameters */
  EqsMTmp = Matrix_Alloc(M->NbRows-nbEqsM-nbTautoM, M->NbColumns);
  k=0;
  for (i=0; i< M->NbRows; i++) {
    if (value_cmp_si(M->p[i][0], 2)) {
      Vector_Copy(M->p[i], EqsMTmp->p[k], M->NbColumns);
      k++;
    }
  }
  Matrix_Free(M);
  (*M1) = EqsMTmp;
  
  EqsMTmp = Matrix_Alloc(Ctxt->NbRows-nbEqsCtxt-nbTautoCtxt, Ctxt->NbColumns);
  k=0;
  for (i=0; i< Ctxt->NbRows; i++) {
    if (value_notzero_p(Ctxt->p[i][0])) {
      Vector_Copy(Ctxt->p[i], EqsMTmp->p[k], Ctxt->NbColumns);
      k++;
    }
  }
  Matrix_Free(Ctxt);
  (*Ctxt1) = EqsMTmp;
  
  if (renderSpace==0) {/* renderSpace=0: equalities in the parameter space */
    EqsMTmp = Matrix_Alloc(Eqs->NbRows-allZeros, Eqs->NbColumns);
    k=0;
    for (i=0; i<Eqs->NbRows; i++) {
      if (First_Non_Zero(Eqs->p[i], Eqs->NbColumns)!=-1) {
	Vector_Copy(Eqs->p[i], EqsMTmp->p[k], Eqs->NbColumns);
	k++;
      }
    }
  }
  else {/* renderSpace=1: equalities rendered in the combined space */
    EqsMTmp = Matrix_Alloc(Eqs->NbRows-allZeros, (*M1)->NbColumns);
    k=0;
    for (i=0; i<Eqs->NbRows; i++) {
      if (First_Non_Zero(Eqs->p[i], Eqs->NbColumns)!=-1) {
	Vector_Copy(Eqs->p[i], &(EqsMTmp->p[k][nbVars]), Eqs->NbColumns);
	k++;
      }
    }
  }
  Matrix_Free(Eqs);
  Eqs = EqsMTmp;

  return Eqs;
} /* Constraints_Remove_parm_eqs */
Пример #24
0
void State_ParkourController_Shoot(GObject* obj, State* state)
{
    //Get the members of the state
    struct State_ParkourController_Members* members = (struct State_ParkourController_Members*)state->members;

    //Get a reference to the camera
    Camera* cam = RenderingManager_GetRenderingBuffer()->camera;


    if(InputManager_GetInputBuffer().mouseLock)
    {
        //IF we can shoot again
        if(members->shootTimer >= members->shootCooldown)
        {
            //Get the forward vector of the camera
            Vector direction;
            Vector_INIT_ON_STACK(direction, 3);

            Matrix_SliceRow(&direction, cam->rotationMatrix, 2, 0, 3);
            Vector_Scale(&direction, -1.0f);

            //Create the bullet object
            GObject* bullet = GObject_Allocate();
            GObject_Initialize(bullet);

            //Set the appearance
            bullet->mesh = AssetManager_LookupMesh("Cube");
            //bullet->texture = AssetManager_LookupTexture("White");
            bullet->material = Material_Allocate();
            Material_Initialize(bullet->material, AssetManager_LookupTexture("Jacob"));
            //*Matrix_Index(bullet->material->colorMatrix, 1, 1) = 0.0f;
            //*Matrix_Index(bullet->material->colorMatrix, 2, 2) = 0.0f;

            //Create ridgid body
            bullet->body = RigidBody_Allocate();
            RigidBody_Initialize(bullet->body, bullet->frameOfReference, 1.0f);
            bullet->body->coefficientOfRestitution = 0.2f;
            bullet->body->rollingResistance = 0.2f;
            bullet->body->staticFriction = 0.4f;
            bullet->body->dynamicFriction = 0.2f;

            //Create collider
            bullet->collider = Collider_Allocate();
            ConvexHullCollider_Initialize(bullet->collider);
            ConvexHullCollider_MakeRectangularCollider(bullet->collider->data->convexHullData, 2.0f, 2.0f, 2.0f);

            //Position bullet
            Vector transform;
            Vector_INIT_ON_STACK(transform, 3);

            Vector_GetScalarProduct(&transform, &direction, 2.8243f);
            Vector_Increment(&transform, obj->frameOfReference->position);
            GObject_Translate(bullet, &transform);

            Vector_Copy(&transform, &Vector_ZERO);
            transform.components[2] = 1.0f;
            GObject_Rotate(bullet, &transform, 3.14159f);

            //Scale bullet
            Vector_Copy(&transform, &Vector_ZERO);
            transform.components[0] = transform.components[1] = transform.components[2] = 0.5f;
            GObject_Scale(bullet, &transform);

            //Apply impulse
            Vector_Scale(&direction, 25.0f);
            RigidBody_ApplyImpulse(bullet->body, &direction, &Vector_ZERO);

            //Add the remove state
            State* state = State_Allocate();
            State_Remove_Initialize(state, 7.0f);
            GObject_AddState(bullet, state);

            //Add the bullet to the world
            ObjectManager_AddObject(bullet);

            //Set shoot timer to 0
            members->shootTimer = 0.0f;
        }
    }
}
//*************************************************************************************
// Checks is a triangle of a physical object is colliding a triangle
//*************************************************************************************
BOOL IsObjectVertexCollidingTriangle(EERIE_3DOBJ * obj, EERIE_3D * verts, long k, long * validd)
{
	EERIE_TRI t1, t2;
	BOOL ret = FALSE;
	memcpy(&t2, verts, sizeof(EERIE_3D) * 3);

	PHYSVERT * vert = obj->pbox->vert;

	EERIE_3D center;
	center.x = (verts[0].x + verts[1].x + verts[2].x) * DIV3;
	center.y = (verts[0].y + verts[1].y + verts[2].y) * DIV3;
	center.z = (verts[0].z + verts[1].z + verts[2].z) * DIV3;
	float rad = EEDistance3D(&center, &verts[0]);

	if (k == -1)
	{
		long nn = 0;

		for (; nn < obj->pbox->nb_physvert; nn++)
		{
			if (EEDistance3D(&center, &vert[nn].pos) <= __max(60, rad + 25))
			{
				nn = 1000;
			}
		}

		if (nn < 1000)
			return FALSE;
	}
	else
	{
		if (EEDistance3D(&center, &vert[k].pos) > rad + 25)
			return FALSE;
	}

	//TOP
	if ((k == -1) || (k == 1) || (k == 2) || (k == 3))
	{
		Vector_Copy(&t1.v[0], &vert[1].pos);
		Vector_Copy(&t1.v[1], &vert[2].pos);
		Vector_Copy(&t1.v[2], &vert[3].pos);
		PHYS_COLLIDER = 1;

		if (Triangles_Intersect(&t1, &t2))
		{
			if (validd)
			{
				validd[1] = 0;
				validd[2] = 0;
				validd[3] = 0;
				ret = TRUE;
			}
			else return TRUE;
		}//MAKE_COLL_TEST
	}

#if FULLTESTS==TRUE

	if ((k == -1) || (k == 1) || (k == 4) || (k == 3))
	{
		Vector_Copy(&t1.v[0], &vert[3].pos);
		Vector_Copy(&t1.v[1], &vert[4].pos);
		Vector_Copy(&t1.v[2], &vert[1].pos);
		PHYS_COLLIDER = 1;

		if (Triangles_Intersect(&t1, &t2))
		{
			if (validd)
			{
				validd[1] = 0;
				validd[3] = 0;
				validd[4] = 0;
				ret = TRUE;
			}
			else return TRUE;
		}//MAKE_COLL_TEST
	}

#endif

	//BOTTOM
	if ((k == -1) || (k == 9) || (k == 10) || (k == 12))
	{
		Vector_Copy(&t1.v[0], &vert[10].pos);
		Vector_Copy(&t1.v[1], &vert[9].pos);
		Vector_Copy(&t1.v[2], &vert[11].pos);
		PHYS_COLLIDER = 9;

		if (Triangles_Intersect(&t1, &t2))
		{
			if (validd)
			{
				validd[0] = 0;
				validd[10] = 0;
				validd[12] = 0;
				ret = TRUE;
			}
			else return TRUE;
		}//MAKE_COLL_TEST
	}

#if FULLTESTS==TRUE

	if ((k == -1) || (k == 10) || (k == 11) || (k == 12))
	{
		Vector_Copy(&t1.v[0], &vert[9].pos);
		Vector_Copy(&t1.v[1], &vert[12].pos);
		Vector_Copy(&t1.v[2], &vert[11].pos);
		PHYS_COLLIDER = 10;

		if (Triangles_Intersect(&t1, &t2))
		{
			if (validd)
			{
				validd[10] = 0;
				validd[11] = 0;
				validd[12] = 0;
				ret = TRUE;
			}
			else return TRUE;
		}//MAKE_COLL_TEST
	}

#endif

	//UP/FRONT
	if ((k == -1) || (k == 1) || (k == 4) || (k == 5))
	{
		Vector_Copy(&t1.v[0], &vert[1].pos);
		Vector_Copy(&t1.v[1], &vert[4].pos);
		Vector_Copy(&t1.v[2], &vert[5].pos);
		PHYS_COLLIDER = 4;

		if (Triangles_Intersect(&t1, &t2))
		{
			if (validd)
			{
				validd[1] = 0;
				validd[4] = 0;
				validd[5] = 0;
				ret = TRUE;
			}
			else return TRUE;
		}//MAKE_COLL_TEST
	}

#if FULLTESTS==TRUE

	if ((k == -1) || (k == 4) || (k == 5) || (k == 8))
	{
		Vector_Copy(&t1.v[0], &vert[4].pos);
		Vector_Copy(&t1.v[1], &vert[8].pos);
		Vector_Copy(&t1.v[2], &vert[5].pos);
		PHYS_COLLIDER = 5;

		if (Triangles_Intersect(&t1, &t2))
		{
			if (validd)
			{
				validd[4] = 0;
				validd[5] = 0;
				validd[8] = 0;
				ret = TRUE;
			}
			else return TRUE;
		}//MAKE_COLL_TEST
	}

#endif

	//DOWN/FRONT
	if ((k == -1) || (k == 5) || (k == 8) || (k == 9))
	{
		Vector_Copy(&t1.v[0], &vert[5].pos);
		Vector_Copy(&t1.v[1], &vert[8].pos);
		Vector_Copy(&t1.v[2], &vert[9].pos);
		PHYS_COLLIDER = 8;

		if (Triangles_Intersect(&t1, &t2))
		{
			if (validd)
			{
				validd[5] = 0;
				validd[8] = 0;
				validd[9] = 0;
				ret = TRUE;
			}
			else return TRUE;
		}//MAKE_COLL_TEST
	}

#if FULLTESTS==TRUE

	if ((k == -1) || (k == 8) || (k == 12) || (k == 9))
	{
		Vector_Copy(&t1.v[0], &vert[8].pos);
		Vector_Copy(&t1.v[1], &vert[12].pos);
		Vector_Copy(&t1.v[2], &vert[9].pos);
		PHYS_COLLIDER = 12;

		if (Triangles_Intersect(&t1, &t2))
		{
			if (validd)
			{
				validd[8] = 0;
				validd[12] = 0;
				validd[9] = 0;
				ret = TRUE;
			}
			else return TRUE;
		}//MAKE_COLL_TEST
	}

#endif

	//UP/BACK
	if ((k == -1) || (k == 3) || (k == 2) || (k == 7))
	{
		Vector_Copy(&t1.v[0], &vert[3].pos);
		Vector_Copy(&t1.v[1], &vert[2].pos);
		Vector_Copy(&t1.v[2], &vert[7].pos);
		PHYS_COLLIDER = 3;

		if (Triangles_Intersect(&t1, &t2))
		{
			if (validd)
			{
				validd[3] = 0;
				validd[2] = 0;
				validd[7] = 0;
				ret = TRUE;
			}
			else return TRUE;
		}//MAKE_COLL_TEST
	}

#if FULLTESTS==TRUE

	if ((k == -1) || (k == 2) || (k == 6) || (k == 7))
	{
		Vector_Copy(&t1.v[0], &vert[2].pos);
		Vector_Copy(&t1.v[1], &vert[6].pos);
		Vector_Copy(&t1.v[2], &vert[7].pos);
		PHYS_COLLIDER = 2;

		if (Triangles_Intersect(&t1, &t2))
		{
			if (validd)
			{
				validd[2] = 0;
				validd[6] = 0;
				validd[7] = 0;
				ret = TRUE;
			}
			else return TRUE;
		}//MAKE_COLL_TEST
	}

#endif

	//DOWN/BACK
	if ((k == -1) || (k == 7) || (k == 6) || (k == 11))
	{
		Vector_Copy(&t1.v[0], &vert[7].pos);
		Vector_Copy(&t1.v[1], &vert[6].pos);
		Vector_Copy(&t1.v[2], &vert[11].pos);
		PHYS_COLLIDER = 7;

		if (Triangles_Intersect(&t1, &t2))
		{
			if (validd)
			{
				validd[6] = 0;
				validd[7] = 0;
				validd[11] = 0;
				ret = TRUE;
			}
			else return TRUE;
		}//MAKE_COLL_TEST
	}

#if FULLTESTS==TRUE

	if ((k == -1) || (k == 6) || (k == 10) || (k == 11))
	{
		Vector_Copy(&t1.v[0], &vert[6].pos);
		Vector_Copy(&t1.v[1], &vert[10].pos);
		Vector_Copy(&t1.v[2], &vert[11].pos);
		PHYS_COLLIDER = 6;

		if (Triangles_Intersect(&t1, &t2))
		{
			if (validd)
			{
				validd[6] = 0;
				validd[10] = 0;
				validd[11] = 0;
				ret = TRUE;
			}
			else return TRUE;
		}//MAKE_COLL_TEST
	}

#endif

	//UP/LEFT
	if ((k == -1) || (k == 1) || (k == 2) || (k == 6))
	{
		Vector_Copy(&t1.v[0], &vert[6].pos);
		Vector_Copy(&t1.v[1], &vert[2].pos);
		Vector_Copy(&t1.v[2], &vert[1].pos);
		PHYS_COLLIDER = 2;

		if (Triangles_Intersect(&t1, &t2))
		{
			if (validd)
			{
				validd[1] = 0;
				validd[2] = 0;
				validd[6] = 0;
				ret = TRUE;
			}
			else return TRUE;
		}//MAKE_COLL_TEST
	}

#if FULLTESTS==TRUE

	if ((k == -1) || (k == 1) || (k == 5) || (k == 6))
	{
		Vector_Copy(&t1.v[0], &vert[1].pos);
		Vector_Copy(&t1.v[1], &vert[5].pos);
		Vector_Copy(&t1.v[2], &vert[6].pos);
		PHYS_COLLIDER = 5;

		if (Triangles_Intersect(&t1, &t2))
		{
			if (validd)
			{
				validd[1] = 0;
				validd[5] = 0;
				validd[6] = 0;
				ret = TRUE;
			}
			else return TRUE;
		}//MAKE_COLL_TEST
	}

#endif

	//DOWN/LEFT
	if ((k == -1) || (k == 10) || (k == 6) || (k == 5))
	{
		Vector_Copy(&t1.v[0], &vert[10].pos);
		Vector_Copy(&t1.v[1], &vert[6].pos);
		Vector_Copy(&t1.v[2], &vert[5].pos);
		PHYS_COLLIDER = 6;

		if (Triangles_Intersect(&t1, &t2))
		{
			if (validd)
			{
				validd[10] = 0;
				validd[6] = 0;
				validd[5] = 0;
				ret = TRUE;
			}
			else return TRUE;
		}//MAKE_COLL_TEST
	}

#if FULLTESTS==TRUE

	if ((k == -1) || (k == 5) || (k == 9) || (k == 10))
	{
		Vector_Copy(&t1.v[0], &vert[5].pos);
		Vector_Copy(&t1.v[1], &vert[9].pos);
		Vector_Copy(&t1.v[2], &vert[10].pos);
		PHYS_COLLIDER = 5;

		if (Triangles_Intersect(&t1, &t2))
		{
			if (validd)
			{
				validd[5] = 0;
				validd[9] = 0;
				validd[10] = 0;
				ret = TRUE;
			}
			else return TRUE;
		}//MAKE_COLL_TEST
	}

#endif

	//UP/RIGHT
	if ((k == -1) || (k == 4) || (k == 3) || (k == 7))
	{
		Vector_Copy(&t1.v[0], &vert[4].pos);
		Vector_Copy(&t1.v[1], &vert[3].pos);
		Vector_Copy(&t1.v[2], &vert[7].pos);
		PHYS_COLLIDER = 4;

		if (Triangles_Intersect(&t1, &t2))
		{
			if (validd)
			{
				validd[3] = 0;
				validd[4] = 0;
				validd[7] = 0;
				ret = TRUE;
			}
			else return TRUE;
		}//MAKE_COLL_TEST
	}

#if FULLTESTS==TRUE

	if ((k == -1) || (k == 7) || (k == 8) || (k == 4))
	{
		Vector_Copy(&t1.v[0], &vert[7].pos);
		Vector_Copy(&t1.v[1], &vert[8].pos);
		Vector_Copy(&t1.v[2], &vert[4].pos);
		PHYS_COLLIDER = 7;

		if (Triangles_Intersect(&t1, &t2))
		{
			if (validd)
			{
				validd[4] = 0;
				validd[7] = 0;
				validd[8] = 0;
				ret = TRUE;
			}
			else return TRUE;
		}//MAKE_COLL_TEST
	}

#endif

	//DOWN/RIGHT
	if ((k == -1) || (k == 8) || (k == 7) || (k == 11))
	{
		Vector_Copy(&t1.v[0], &vert[8].pos);
		Vector_Copy(&t1.v[1], &vert[7].pos);
		Vector_Copy(&t1.v[2], &vert[11].pos);
		PHYS_COLLIDER = 8;

		if (Triangles_Intersect(&t1, &t2))
		{
			if (validd)
			{
				validd[7] = 0;
				validd[8] = 0;
				validd[11] = 0;
				ret = TRUE;
			}
			else return TRUE;
		}//MAKE_COLL_TEST
	}

#if FULLTESTS==TRUE

	if ((k == -1) || (k == 11) || (k == 12) || (k == 8))
	{
		Vector_Copy(&t1.v[0], &vert[11].pos);
		Vector_Copy(&t1.v[1], &vert[12].pos);
		Vector_Copy(&t1.v[2], &vert[8].pos);
		PHYS_COLLIDER = 11;

		if (Triangles_Intersect(&t1, &t2))
		{
			if (validd)
			{
				validd[8] = 0;
				validd[11] = 0;
				validd[12] = 0;
				ret = TRUE;
			}
			else return TRUE;
		}//MAKE_COLL_TEST
	}

#endif
	return ret;
}