Changeset 10698 in orxonox.OLD for trunk/src/lib/graphics/importer/bsp
- Timestamp:
- Jun 14, 2007, 5:33:43 PM (17 years ago)
- Location:
- trunk/src/lib/graphics/importer/bsp
- Files:
-
- 2 edited
Legend:
- Unmodified
- Added
- Removed
-
trunk/src/lib/graphics/importer/bsp/bsp_manager.cc
r10643 r10698 173 173 // erase alreadyVisible 174 174 for(int i = 0; i < this->bspFile->numFaces; i++) this->alreadyVisible[i] = false; 175 float tmp = 0;175 // float tmp = 0; 176 176 //this->opal.clear(); 177 177 //this->trasparent.clear(); … … 186 186 187 187 this->viewDir= State::getCamera()->getAbsDirX(); 188 float d = (cam.x*viewDir.x + cam.y*viewDir.y + cam.z * viewDir.z);188 // float d = (cam.x*viewDir.x + cam.y*viewDir.y + cam.z * viewDir.z); 189 189 190 190 BspTreeNode* ActLeaf = this->getLeaf(this->bspFile->root, &ship); … … 254 254 255 255 for(int i = 0; i < this->bspFile->numLeafs ; ++i ) { 256 leaf& camLeaf = (this->bspFile->leaves)[ActLeaf->leafIndex] ;256 // leaf& camLeaf = (this->bspFile->leaves)[ActLeaf->leafIndex] ; 257 257 leaf& curLeaf = (this->bspFile->leaves)[i] ; 258 258 int& cluster = curLeaf.cluster; … … 1696 1696 1697 1697 1698 float BspManager::checkCollisionRay(Vector StartPoint, Vector Direction, float length ) 1699 { 1700 Direction.normalize(); // Oder besser vor dem Fkt-Aufruf schon normalisieren 1701 this->outputStartsOut = true; 1702 this->outputAllSolid = false; 1703 this->outputFraction = 1.0f; 1704 this->inputStart = StartPoint; 1705 Vector End = StartPoint + (Direction)*length; 1706 this->inputEnd = End; 1707 1708 this->checkCollisionRayN(this->root, 0.0f, 1.0f, &StartPoint, &(End) ); 1709 1710 return (this->outputFraction * length); 1711 1712 } 1713 1714 1698 1715 1699 1716 /** -
trunk/src/lib/graphics/importer/bsp/bsp_manager.h
r10618 r10698 77 77 void checkCollision(WorldEntity* worldEntity); /*!< WorldEntities use this function to check wheter they collided with the BspEntity. 78 78 If a collision has been detected, the collides-function of worldEntity will be called.*/ 79 float checkCollisionRay(Vector StartPoint, Vector Direction, float length ) ; 79 80 80 81 int sortTransparency; //!< sort transparent textures
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