Make collision code placement more like original (+ small fixes)
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41
src/collision/ColTriangle.cpp
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41
src/collision/ColTriangle.cpp
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@@ -0,0 +1,41 @@
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#include "common.h"
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#include "ColTriangle.h"
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void
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CColTriangle::Set(const CompressedVector *, int a, int b, int c, uint8 surf, uint8 piece)
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{
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this->a = a;
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this->b = b;
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this->c = c;
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this->surface = surf;
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}
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#ifdef VU_COLLISION
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void
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CColTrianglePlane::Set(const CVector &va, const CVector &vb, const CVector &vc)
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{
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CVector norm = CrossProduct(vc-va, vb-va);
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norm.Normalise();
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float d = DotProduct(norm, va);
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normal.x = norm.x*4096.0f;
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normal.y = norm.y*4096.0f;
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normal.z = norm.z*4096.0f;
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dist = d*128.0f;
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}
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#else
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void
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CColTrianglePlane::Set(const CVector &va, const CVector &vb, const CVector &vc)
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{
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normal = CrossProduct(vc-va, vb-va);
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normal.Normalise();
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dist = DotProduct(normal, va);
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CVector an(Abs(normal.x), Abs(normal.y), Abs(normal.z));
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// find out largest component and its direction
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if(an.x > an.y && an.x > an.z)
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dir = normal.x < 0.0f ? DIR_X_NEG : DIR_X_POS;
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else if(an.y > an.z)
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dir = normal.y < 0.0f ? DIR_Y_NEG : DIR_Y_POS;
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else
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dir = normal.z < 0.0f ? DIR_Z_NEG : DIR_Z_POS;
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}
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#endif
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