Core/GameObjects: Use all axis rotations for gameobject model collision, not just orientation

This commit is contained in:
Shauren
2022-05-22 14:53:05 +02:00
parent 703452d28d
commit c13d26e1fa
3 changed files with 10 additions and 4 deletions

View File

@@ -23,6 +23,7 @@
#include "Log.h"
#include "MapTree.h"
#include "Timer.h"
#include <G3D/Quat.h>
using G3D::Vector3;
using G3D::Ray;
@@ -124,7 +125,7 @@ bool GameObjectModel::initialize(std::unique_ptr<GameObjectModelOwnerBase> model
iScale = modelOwner->GetScale();
iInvScale = 1.f / iScale;
G3D::Matrix3 iRotation = G3D::Matrix3::fromEulerAnglesZYX(modelOwner->GetOrientation(), 0, 0);
G3D::Matrix3 iRotation = modelOwner->GetRotation().toRotationMatrix();
iInvRot = iRotation.inverse();
// transform bounding box:
mdl_box = AABox(mdl_box.low() * iScale, mdl_box.high() * iScale);
@@ -275,7 +276,7 @@ bool GameObjectModel::UpdatePosition()
iPos = owner->GetPosition();
G3D::Matrix3 iRotation = G3D::Matrix3::fromEulerAnglesZYX(owner->GetOrientation(), 0, 0);
G3D::Matrix3 iRotation = owner->GetRotation().toRotationMatrix();
iInvRot = iRotation.inverse();
// transform bounding box:
mdl_box = AABox(mdl_box.low() * iScale, mdl_box.high() * iScale);