*Massive cleanup (\n\n -> \n, *\n -> \n, cleanup for(...) to for (...), and some other cleanups by hand)

*Fix a possible crash in Spell::DoAllEffectOnTarget

--HG--
branch : trunk
This commit is contained in:
maximius
2009-10-17 15:35:07 -07:00
parent f21f47005d
commit 26b5e033ff
2257 changed files with 750 additions and 103852 deletions
-20
View File
@@ -17,21 +17,16 @@
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
#ifndef _VMAPTOOLS_H
#define _VMAPTOOLS_H
#include <G3D/CollisionDetection.h>
#include <G3D/AABox.h>
#include "NodeValueAccess.h"
/**
The Class is mainly taken from G3D/AABSPTree.h but modified to be able to use our internal data structure.
This is an iterator that helps us analysing the BSP-Trees.
The collision detection is modified to return true, if we are inside an object.
*/
namespace VMAP
{
template<class TValue>
@@ -40,21 +35,17 @@ namespace VMAP
TValue* closestEntity;
G3D::Vector3 hitLocation;
G3D::Vector3 hitNormal;
void operator()(const G3D::Ray& ray, const TValue* entity, bool pStopAtFirstHit, float& distance) {
entity->intersect(ray, distance, pStopAtFirstHit, hitLocation, hitNormal);
}
};
//==============================================================
//==============================================================
//==============================================================
class MyCollisionDetection
{
private:
public:
static bool collisionLocationForMovingPointFixedAABox(
const G3D::Vector3& origin,
const G3D::Vector3& dir,
@@ -62,15 +53,12 @@ namespace VMAP
G3D::Vector3& location,
bool& Inside)
{
// Integer representation of a floating-point value.
#define IR(x) ((G3D::uint32&)x)
Inside = true;
const G3D::Vector3& MinB = box.low();
const G3D::Vector3& MaxB = box.high();
G3D::Vector3 MaxT(-1.0f, -1.0f, -1.0f);
// Find candidate planes.
for (int i = 0; i < 3; ++i)
{
@@ -78,7 +66,6 @@ namespace VMAP
{
location[i] = MinB[i];
Inside = false;
// Calculate T distances to candidate planes
if (IR(dir[i]))
{
@@ -89,7 +76,6 @@ namespace VMAP
{
location[i] = MaxB[i];
Inside = false;
// Calculate T distances to candidate planes
if (IR(dir[i]))
{
@@ -97,33 +83,28 @@ namespace VMAP
}
}
}
if (Inside)
{
// definite hit
location = origin;
return true;
}
// Get largest of the maxT's for final choice of intersection
int WhichPlane = 0;
if (MaxT[1] > MaxT[WhichPlane])
{
WhichPlane = 1;
}
if (MaxT[2] > MaxT[WhichPlane])
{
WhichPlane = 2;
}
// Check final candidate actually inside box
if (IR(MaxT[WhichPlane]) & 0x80000000)
{
// Miss the box
return false;
}
for (int i = 0; i < 3; ++i)
{
if (i != WhichPlane)
@@ -144,7 +125,6 @@ namespace VMAP
normal[WhichPlane] = (dir[WhichPlane] > 0) ? -1.0 : 1.0;
*/
return true;
#undef IR
}
};