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authorjoschiwald <joschiwald.trinity@gmail.com>2017-05-05 20:48:08 +0200
committerjoschiwald <joschiwald.trinity@gmail.com>2017-05-05 21:22:58 +0200
commit036f67c0c144954827733cad0c5881eba1bd88e7 (patch)
tree6ebf1797fd5e27ed67049010af18ecb72aea21db /src/common/Collision/Models/GameObjectModel.cpp
parentc1cc0e9949a73e1cbb2640032d5d038cca051954 (diff)
Core/Collision: Replaced phasemask with proper phases in GameObject collision calculation
Diffstat (limited to 'src/common/Collision/Models/GameObjectModel.cpp')
-rw-r--r--src/common/Collision/Models/GameObjectModel.cpp14
1 files changed, 8 insertions, 6 deletions
diff --git a/src/common/Collision/Models/GameObjectModel.cpp b/src/common/Collision/Models/GameObjectModel.cpp
index b111b0de301..f3e5d9f6e64 100644
--- a/src/common/Collision/Models/GameObjectModel.cpp
+++ b/src/common/Collision/Models/GameObjectModel.cpp
@@ -115,7 +115,6 @@ bool GameObjectModel::initialize(std::unique_ptr<GameObjectModelOwnerBase> model
name = it->second.name;
iPos = modelOwner->GetPosition();
- phasemask = modelOwner->GetPhaseMask();
iScale = modelOwner->GetScale();
iInvScale = 1.f / iScale;
@@ -153,9 +152,12 @@ GameObjectModel* GameObjectModel::Create(std::unique_ptr<GameObjectModelOwnerBas
return mdl;
}
-bool GameObjectModel::intersectRay(const G3D::Ray& ray, float& MaxDist, bool StopAtFirstHit, uint32 ph_mask) const
+bool GameObjectModel::intersectRay(G3D::Ray const& ray, float& maxDist, bool stopAtFirstHit, std::set<uint32> const& phases) const
{
- if (!(phasemask & ph_mask) || !owner->IsSpawned())
+ if (!isCollisionEnabled() || !owner->IsSpawned())
+ return false;
+
+ if (!owner->IsInPhase(phases))
return false;
float time = ray.intersectionTime(iBound);
@@ -165,12 +167,12 @@ bool GameObjectModel::intersectRay(const G3D::Ray& ray, float& MaxDist, bool Sto
// child bounds are defined in object space:
Vector3 p = iInvRot * (ray.origin() - iPos) * iInvScale;
Ray modRay(p, iInvRot * ray.direction());
- float distance = MaxDist * iInvScale;
- bool hit = iModel->IntersectRay(modRay, distance, StopAtFirstHit);
+ float distance = maxDist * iInvScale;
+ bool hit = iModel->IntersectRay(modRay, distance, stopAtFirstHit);
if (hit)
{
distance *= iScale;
- MaxDist = distance;
+ maxDist = distance;
}
return hit;
}