flatfacing=DoRotation(flatfacing,0,rotation,0);
facing=flatfacing;
- ReflectVector(&facing,&terrainnormal);
+ ReflectVector(&facing,terrainnormal);
Normalise(&facing);
if(isRun()||targetanimation==sneakanim||targetanimation==rollanim||targetanimation==walkanim){
velocity*=velspeed;
}
velocity.y+=gravity*multiplier*20;
- ReflectVector(&velocity,&terrain.getNormal(coords.x,coords.z));
+ ReflectVector(&velocity,terrain.getNormal(coords.x,coords.z));
velspeed=findLength(&velocity);
velocity=flatfacing*velspeed;
}
velocity*=velspeed;
}
velocity.y+=gravity*multiplier*20;
- ReflectVector(&velocity,&terrain.getNormal(coords.x,coords.z));
+ ReflectVector(&velocity,terrain.getNormal(coords.x,coords.z));
velspeed=findLength(&velocity);
if(velspeed<speed*30*scale)velspeed=speed*30*scale;
velocity=flatfacing*velspeed;
}
}
velocity.y+=gravity*multiplier*20;
- ReflectVector(&velocity,&terrain.getNormal(coords.x,coords.z));
+ ReflectVector(&velocity,terrain.getNormal(coords.x,coords.z));
velspeed=findLength(&velocity);
velocity=flatfacing*velspeed;
}
velocity*=velspeed;
}
velocity.y+=gravity*multiplier*20;
- ReflectVector(&velocity,&terrain.getNormal(coords.x,coords.z));
+ ReflectVector(&velocity,terrain.getNormal(coords.x,coords.z));
velspeed=findLength(&velocity);
velocity=flatfacing*velspeed;
}*/
velocity*=velspeed;
}
velocity.y+=gravity*multiplier*20;
- ReflectVector(&velocity,&terrain.getNormal(coords.x,coords.z));
+ ReflectVector(&velocity,terrain.getNormal(coords.x,coords.z));
velspeed=findLength(&velocity);
velocity=flatfacing*velspeed;
}
velocity*=velspeed;
}
velocity.y+=gravity*multiplier*20;
- ReflectVector(&velocity,&terrain.getNormal(coords.x,coords.z));
+ ReflectVector(&velocity,terrain.getNormal(coords.x,coords.z));
velspeed=findLength(&velocity);
velocity=flatfacing*velspeed;
}*/
velocity*=velspeed;
}
velocity.y+=gravity*multiplier*20;
- ReflectVector(&velocity,&terrain.getNormal(coords.x,coords.z));
+ ReflectVector(&velocity,terrain.getNormal(coords.x,coords.z));
velspeed=findLength(&velocity);
velocity=flatfacing*velspeed;
}
velocity*=velspeed;
}
velocity.y+=gravity*multiplier*20;
- ReflectVector(&velocity,&terrain.getNormal(coords.x,coords.z));
+ ReflectVector(&velocity,terrain.getNormal(coords.x,coords.z));
velspeed=findLength(&velocity);
velocity=flatfacing*velspeed;
}
velocity*=velspeed;
}
velocity.y+=gravity*multiplier*20;
- ReflectVector(&velocity,&terrain.getNormal(coords.x,coords.z));
+ ReflectVector(&velocity,terrain.getNormal(coords.x,coords.z));
velspeed=findLength(&velocity);
velocity=flatfacing*velspeed*-1;
}
velocity*=velspeed;
}
velocity.y+=gravity*multiplier*20;
- ReflectVector(&velocity,&terrain.getNormal(coords.x,coords.z));
+ ReflectVector(&velocity,terrain.getNormal(coords.x,coords.z));
velspeed=findLength(&velocity);
velocity=DoRotation(flatfacing*velspeed,0,-90,0);
}
velocity*=velspeed;
}
velocity.y+=gravity*multiplier*20;
- ReflectVector(&velocity,&terrain.getNormal(coords.x,coords.z));
+ ReflectVector(&velocity,terrain.getNormal(coords.x,coords.z));
velspeed=findLength(&velocity);
velocity=flatfacing*velspeed*-1;
}
velocity*=velspeed;
}
velocity.y+=gravity*multiplier*20;
- ReflectVector(&velocity,&terrain.getNormal(coords.x,coords.z));
+ ReflectVector(&velocity,terrain.getNormal(coords.x,coords.z));
velspeed=findLength(&velocity);
velocity=flatfacing*velspeed*-1;
}
float LineFacetd(XYZ *p1,XYZ *p2,XYZ *pa,XYZ *pb,XYZ *pc, XYZ *p);
bool PointInTriangle(Vector *p, Vector normal, float p11, float p12, float p13, float p21, float p22, float p23, float p31, float p32, float p33);
bool LineFacet(Vector p1,Vector p2,Vector pa,Vector pb,Vector pc,Vector *p);
-inline void ReflectVector(XYZ *vel, XYZ *n);
+inline void ReflectVector(XYZ *vel, const XYZ *n);
+inline void ReflectVector(XYZ *vel, const XYZ &n);
inline XYZ DoRotation(XYZ thePoint, float xang, float yang, float zang);
inline XYZ DoRotationRadian(XYZ thePoint, float xang, float yang, float zang);
inline float findDistance(XYZ *point1, XYZ *point2);
inline float findDistancefast(XYZ *point1, XYZ *point2);
inline float findDistancefast(XYZ point1, XYZ point2);
inline float findDistancefastflat(XYZ *point1, XYZ *point2);
-inline float dotproduct(XYZ *point1, XYZ *point2);
+inline float dotproduct(const XYZ *point1, const XYZ *point2);
bool sphere_line_intersection (
float x1, float y1 , float z1,
float x2, float y2 , float z2,
return returnvalue;
}
-inline void ReflectVector(XYZ *vel, XYZ *n)
+inline void ReflectVector(XYZ *vel, const XYZ *n)
+{
+ ReflectVector(vel, *n);
+}
+
+inline void ReflectVector(XYZ *vel, const XYZ &n)
{
static XYZ vn;
static XYZ vt;
static float dotprod;
- dotprod=dotproduct(n,vel);
- vn.x=n->x*dotprod;
- vn.y=n->y*dotprod;
- vn.z=n->z*dotprod;
+ dotprod=dotproduct(&n,vel);
+ vn.x=n.x*dotprod;
+ vn.y=n.y*dotprod;
+ vn.z=n.z*dotprod;
vt.x=vel->x-vn.x;
vt.y=vel->y-vn.y;
vel->z = vt.z - vn.z;
}
-inline float dotproduct(XYZ *point1, XYZ *point2){
+inline float dotproduct(const XYZ *point1, const XYZ *point2){
static GLfloat returnvalue;
returnvalue=(point1->x*point2->x+point1->y*point2->y+point1->z*point2->z);
return returnvalue;