glBegin(GL_LINES);
if (playerdetail)
- for (i = 0; i < skeleton.drawmodel.TriangleNum; i++) {
+ for (i = 0; i < skeleton.drawmodel.Triangles.size(); i++) {
XYZ &v0 = skeleton.drawmodel.vertex[skeleton.drawmodel.Triangles[i].vertex[0]];
XYZ &v1 = skeleton.drawmodel.vertex[skeleton.drawmodel.Triangles[i].vertex[1]];
XYZ &v2 = skeleton.drawmodel.vertex[skeleton.drawmodel.Triangles[i].vertex[2]];
if (*rotate)
*p1 = DoRotation(*p1, 0, -*rotate, 0);
for (i = 0; i < 4; i++) {
- for (j = 0; j < model->TriangleNum; j++) {
- if (model->facenormals[j].y <= slopethreshold) {
+ for (j = 0; j < model->Triangles.size(); j++) {
+ if (model->Triangles[j].facenormal.y <= slopethreshold) {
intersecting = 0;
- distance = abs((model->facenormals[j].x * p1->x) + (model->facenormals[j].y * p1->y) + (model->facenormals[j].z * p1->z) - ((model->facenormals[j].x * model->vertex[model->Triangles[j].vertex[0]].x) + (model->facenormals[j].y * model->vertex[model->Triangles[j].vertex[0]].y) + (model->facenormals[j].z * model->vertex[model->Triangles[j].vertex[0]].z)));
+ distance = abs((model->Triangles[j].facenormal.x * p1->x) + (model->Triangles[j].facenormal.y * p1->y) + (model->Triangles[j].facenormal.z * p1->z) - ((model->Triangles[j].facenormal.x * model->vertex[model->Triangles[j].vertex[0]].x) + (model->Triangles[j].facenormal.y * model->vertex[model->Triangles[j].vertex[0]].y) + (model->Triangles[j].facenormal.z * model->vertex[model->Triangles[j].vertex[0]].z)));
if (distance < radius) {
- point = *p1 - model->facenormals[j] * distance;
- if (PointInTriangle( &point, model->facenormals[j], &model->vertex[model->Triangles[j].vertex[0]], &model->vertex[model->Triangles[j].vertex[1]], &model->vertex[model->Triangles[j].vertex[2]]))
+ point = *p1 - model->Triangles[j].facenormal * distance;
+ if (PointInTriangle( &point, model->Triangles[j].facenormal, &model->vertex[model->Triangles[j].vertex[0]], &model->vertex[model->Triangles[j].vertex[1]], &model->vertex[model->Triangles[j].vertex[2]]))
intersecting = 1;
if (!intersecting)
intersecting = sphere_line_intersection(&model->vertex[model->Triangles[j].vertex[0]],
&model->vertex[model->Triangles[j].vertex[2]],
p1, &radius);
end = *p1 - point;
- if (dotproduct(&model->facenormals[j], &end) > 0 && intersecting) {
+ if (dotproduct(&model->Triangles[j].facenormal, &end) > 0 && intersecting) {
start = *p1;
end = *p1;
end.y -= radius;
- if (LineFacetd(&start, &end, &model->vertex[model->Triangles[j].vertex[0]], &model->vertex[model->Triangles[j].vertex[1]], &model->vertex[model->Triangles[j].vertex[2]], &model->facenormals[j], &point)) {
+ if (LineFacetd(&start, &end, &model->vertex[model->Triangles[j].vertex[0]], &model->vertex[model->Triangles[j].vertex[1]], &model->vertex[model->Triangles[j].vertex[2]], &model->Triangles[j].facenormal, &point)) {
p1->y = point.y + radius;
if ((animTarget == jumpdownanim || isFlip())) {
if (isFlip() && (frameTarget < 5 || targetFrame().label == 7 || targetFrame().label == 4))
}
}
}
- for (j = 0; j < model->TriangleNum; j++) {
- if (model->facenormals[j].y > slopethreshold) {
+ for (j = 0; j < model->Triangles.size(); j++) {
+ if (model->Triangles[j].facenormal.y > slopethreshold) {
intersecting = 0;
start = *p1;
start.y -= radius / 4;
XYZ &v0 = model->vertex[model->Triangles[j].vertex[0]];
XYZ &v1 = model->vertex[model->Triangles[j].vertex[1]];
XYZ &v2 = model->vertex[model->Triangles[j].vertex[2]];
- distance = abs((model->facenormals[j].x * start.x)
- + (model->facenormals[j].y * start.y)
- + (model->facenormals[j].z * start.z)
- - ((model->facenormals[j].x * v0.x)
- + (model->facenormals[j].y * v0.y)
- + (model->facenormals[j].z * v0.z)));
+ distance = abs((model->Triangles[j].facenormal.x * start.x)
+ + (model->Triangles[j].facenormal.y * start.y)
+ + (model->Triangles[j].facenormal.z * start.z)
+ - ((model->Triangles[j].facenormal.x * v0.x)
+ + (model->Triangles[j].facenormal.y * v0.y)
+ + (model->Triangles[j].facenormal.z * v0.z)));
if (distance < radius * .5) {
- point = start - model->facenormals[j] * distance;
- if (PointInTriangle( &point, model->facenormals[j], &v0, &v1, &v2))
+ point = start - model->Triangles[j].facenormal * distance;
+ if (PointInTriangle( &point, model->Triangles[j].facenormal, &v0, &v1, &v2))
intersecting = 1;
if (!intersecting)
intersecting = sphere_line_intersection(v0.x, v0.y, v0.z, v1.x, v1.y, v1.z, p1->x, p1->y, p1->z, radius / 2);
if (!intersecting)
intersecting = sphere_line_intersection(v0.x, v0.y, v0.z, v2.x, v2.y, v2.z, p1->x, p1->y, p1->z, radius / 2);
end = *p1 - point;
- if (dotproduct(&model->facenormals[j], &end) > 0 && intersecting) {
+ if (dotproduct(&model->Triangles[j].facenormal, &end) > 0 && intersecting) {
if ((animTarget == jumpdownanim || animTarget == jumpupanim || isFlip())) {
start = velocity;
- velocity -= DoRotation(model->facenormals[j], 0, *rotate, 0) * findLength(&velocity) * abs(normaldotproduct(velocity, DoRotation(model->facenormals[j], 0, *rotate, 0))); //(distance-radius*.5)/multiplier;
+ velocity -= DoRotation(model->Triangles[j].facenormal, 0, *rotate, 0) * findLength(&velocity) * abs(normaldotproduct(velocity, DoRotation(model->Triangles[j].facenormal, 0, *rotate, 0))); //(distance-radius*.5)/multiplier;
if (findLengthfast(&start) < findLengthfast(&velocity))
velocity = start;
}
- *p1 += model->facenormals[j] * (distance - radius * .5);
+ *p1 += model->Triangles[j].facenormal * (distance - radius * .5);
}
}
if ((distance < olddistance || firstintersecting == -1) && intersecting) {