Update of /cvsroot/epfl/tgengine-0.1
In directory sc8-pr-cvs1.sourceforge.net:/tmp/cvs-serv28528
Modified Files:
boundingbox.cc glrenderer.cc
Log Message:
fixe dans les collisions
Index: glrenderer.cc
===================================================================
RCS file: /cvsroot/epfl/tgengine-0.1/glrenderer.cc,v
retrieving revision 1.15
retrieving revision 1.16
diff -C2 -d -r1.15 -r1.16
*** glrenderer.cc 9 Nov 2004 18:19:04 -0000 1.15
--- glrenderer.cc 10 Nov 2004 21:02:04 -0000 1.16
***************
*** 1070,1079 ****
Vector3 fwd, rgt, up;
//mesh->GetRotation().ToAngleVectors(fwd, rgt, up);
! //fwd = mesh->GetRotation().GetXAxis();
! //rgt = mesh->GetRotation().GetZAxis();
! //up = mesh->GetRotation().GetYAxis();
! fwd = mesh->GetRotation().Rotate(Vector3::UNIT_X);
! rgt = mesh->GetRotation().Rotate(Vector3::UNIT_Z);
! up = mesh->GetRotation().Rotate(Vector3::UNIT_Y);
fwd *= 10;
rgt *= 10;
--- 1070,1079 ----
Vector3 fwd, rgt, up;
//mesh->GetRotation().ToAngleVectors(fwd, rgt, up);
! fwd = mesh->GetRotation().GetXAxis();
! rgt = mesh->GetRotation().GetZAxis();
! up = mesh->GetRotation().GetYAxis();
! //fwd = mesh->GetRotation().Rotate(Vector3::UNIT_X);
! //rgt = mesh->GetRotation().Rotate(Vector3::UNIT_Z);
! //up = mesh->GetRotation().Rotate(Vector3::UNIT_Y);
fwd *= 10;
rgt *= 10;
***************
*** 1095,1099 ****
}
#endif
!
_RotateNode(mesh);
--- 1095,1100 ----
}
#endif
! //les axes sont inverses dans les trucs ID
! glRotatef(-90, 1, 0, 0);
_RotateNode(mesh);
***************
*** 1872,1876 ****
glEnd ();
!
glPushMatrix();
Vector3 vb = b->vWorldOrigin + b->vBSCenter;
--- 1873,1877 ----
glEnd ();
! //BSphere
glPushMatrix();
Vector3 vb = b->vWorldOrigin + b->vBSCenter;
Index: boundingbox.cc
===================================================================
RCS file: /cvsroot/epfl/tgengine-0.1/boundingbox.cc,v
retrieving revision 1.4
retrieving revision 1.5
diff -C2 -d -r1.4 -r1.5
*** boundingbox.cc 9 Nov 2004 18:19:04 -0000 1.4
--- boundingbox.cc 10 Nov 2004 21:02:04 -0000 1.5
***************
*** 122,129 ****
bool BoundingBox::TraceSphereRay (Vector3 begin, Vector3 end, Vector3& colPoint)
! {
!
! //calcul de l'intersection
! Vector3 D = end.Normalize();
Vector3 EO = (vWorldOrigin+vBSCenter) - begin;
float v = EO*D;
--- 122,127 ----
bool BoundingBox::TraceSphereRay (Vector3 begin, Vector3 end, Vector3& colPoint)
! {
! Vector3 D = (end-begin).Normalize();
Vector3 EO = (vWorldOrigin+vBSCenter) - begin;
float v = EO*D;
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