Planet
navi homePPSaboutscreenshotsdownloaddevelopmentforum

Ignore:
Timestamp:
Jan 31, 2006, 11:05:36 PM (18 years ago)
Author:
patrick
Message:

cd: collision algorithm works almost

File:
1 edited

Legend:

Unmodified
Added
Removed
  • branches/current_cd/src/lib/collision_detection/obb_tree_node.cc

    r6919 r6921  
    515515
    516516
    517 void OBBTreeNode::collideWith(const BVTreeNode& treeNode, WorldEntity* nodeA, WorldEntity* nodeB)
    518 {
     517void OBBTreeNode::collideWith(BVTreeNode* treeNode, WorldEntity* nodeA, WorldEntity* nodeB)
     518{
     519  if( unlikely(treeNode == 1))
     520    return;
     521
    519522  PRINTF(3)("collideWith\n");
    520523  /* if the obb overlap, make subtests: check which node is realy overlaping  */
     
    772775    }
    773776
    774     if( this->nodeLeft == NULL || this->nodeRight == NULL)
     777    if( this->nodeLeft == NULL && this->nodeRight == NULL)
    775778      depth = 0;
     779
    776780    if( !(drawMode & DRAW_SINGLE && depth != 0))
    777781    {
     782      PRINTF(0)("debug poly draw: depth: %i, mode: %i\n", depth, drawMode);
     783
    778784      Vector cen = this->bvElement->center;
    779785      Vector* axis = this->bvElement->axis;
Note: See TracChangeset for help on using the changeset viewer.