X operations(XOPS)に非常に近いFPSゲームを制作・リメイクし、成果物をオープンソースとして公開することを目的としたプロジェクトです。
修訂 | 88 (tree) |
---|---|
時間 | 2015-06-04 00:11:15 |
作者 | xops-mikan |
ブロックとの当たり判定のバグを修正 (特に人とマップの判定に影響があった)
@@ -355,9 +355,9 @@ | ||
355 | 355 | // 面を形成する各4辺との位置関係を算出し、面の法線と比較する。 |
356 | 356 | |
357 | 357 | //外積 |
358 | - vx2 = ((data.y[ vID[1] ] - data.y[ vID[0] ]) * (z - data.z[ vID[0] ])) - ((y - data.y[ vID[0] ]) * (data.z[ vID[1] ] - data.z[ vID[0] ])); | |
359 | - vy2 = ((data.z[ vID[1] ] - data.z[ vID[0] ]) * (x - data.x[ vID[0] ])) - ((z - data.z[ vID[0] ]) * (data.x[ vID[1] ] - data.x[ vID[0] ])); | |
360 | - vz2 = ((data.x[ vID[1] ] - data.x[ vID[0] ]) * (y - data.y[ vID[0] ])) - ((x - data.x[ vID[0] ]) * (data.y[ vID[1] ] - data.y[ vID[0] ])); | |
358 | + vx2 = ((cbdata[blockid].y[ vID[1] ] - cbdata[blockid].y[ vID[0] ]) * (z - cbdata[blockid].z[ vID[0] ])) - ((y - cbdata[blockid].y[ vID[0] ]) * (cbdata[blockid].z[ vID[1] ] - cbdata[blockid].z[ vID[0] ])); | |
359 | + vy2 = ((cbdata[blockid].z[ vID[1] ] - cbdata[blockid].z[ vID[0] ]) * (x - cbdata[blockid].x[ vID[0] ])) - ((z - cbdata[blockid].z[ vID[0] ]) * (cbdata[blockid].x[ vID[1] ] - cbdata[blockid].x[ vID[0] ])); | |
360 | + vz2 = ((cbdata[blockid].x[ vID[1] ] - cbdata[blockid].x[ vID[0] ]) * (y - cbdata[blockid].y[ vID[0] ])) - ((x - cbdata[blockid].x[ vID[0] ]) * (cbdata[blockid].y[ vID[1] ] - cbdata[blockid].y[ vID[0] ])); | |
361 | 361 | |
362 | 362 | //内積 |
363 | 363 | d1 = data.material[face].vx*vx2 + data.material[face].vy*vy2 + data.material[face].vz*vz2; //ブロック面の法線との関係を算出 |
@@ -368,9 +368,9 @@ | ||
368 | 368 | |
369 | 369 | |
370 | 370 | //外積 |
371 | - vx2 = ((data.y[ vID[2] ] - data.y[ vID[1] ]) * (z - data.z[ vID[1] ])) - ((y - data.y[ vID[1] ]) * (data.z[ vID[2] ] - data.z[ vID[1] ])); | |
372 | - vy2 = ((data.z[ vID[2] ] - data.z[ vID[1] ]) * (x - data.x[ vID[1] ])) - ((z - data.z[ vID[1] ]) * (data.x[ vID[2] ] - data.x[ vID[1] ])); | |
373 | - vz2 = ((data.x[ vID[2] ] - data.x[ vID[1] ]) * (y - data.y[ vID[1] ])) - ((x - data.x[ vID[1] ]) * (data.y[ vID[2] ] - data.y[ vID[1] ])); | |
371 | + vx2 = ((cbdata[blockid].y[ vID[2] ] - cbdata[blockid].y[ vID[1] ]) * (z - cbdata[blockid].z[ vID[1] ])) - ((y - cbdata[blockid].y[ vID[1] ]) * (cbdata[blockid].z[ vID[2] ] - cbdata[blockid].z[ vID[1] ])); | |
372 | + vy2 = ((cbdata[blockid].z[ vID[2] ] - cbdata[blockid].z[ vID[1] ]) * (x - cbdata[blockid].x[ vID[1] ])) - ((z - cbdata[blockid].z[ vID[1] ]) * (cbdata[blockid].x[ vID[2] ] - cbdata[blockid].x[ vID[1] ])); | |
373 | + vz2 = ((cbdata[blockid].x[ vID[2] ] - cbdata[blockid].x[ vID[1] ]) * (y - cbdata[blockid].y[ vID[1] ])) - ((x - cbdata[blockid].x[ vID[1] ]) * (cbdata[blockid].y[ vID[2] ] - cbdata[blockid].y[ vID[1] ])); | |
374 | 374 | |
375 | 375 | //内積 |
376 | 376 | d1 = data.material[face].vx*vx2 + data.material[face].vy*vy2 + data.material[face].vz*vz2; //ブロック面の法線との関係を算出 |
@@ -381,9 +381,9 @@ | ||
381 | 381 | |
382 | 382 | |
383 | 383 | //外積 |
384 | - vx2 = ((data.y[ vID[3] ] - data.y[ vID[2] ]) * (z - data.z[ vID[2] ])) - ((y - data.y[ vID[2] ]) * (data.z[ vID[3] ] - data.z[ vID[2] ])); | |
385 | - vy2 = ((data.z[ vID[3] ] - data.z[ vID[2] ]) * (x - data.x[ vID[2] ])) - ((z - data.z[ vID[2] ]) * (data.x[ vID[3] ] - data.x[ vID[2] ])); | |
386 | - vz2 = ((data.x[ vID[3] ] - data.x[ vID[2] ]) * (y - data.y[ vID[2] ])) - ((x - data.x[ vID[2] ]) * (data.y[ vID[3] ] - data.y[ vID[2] ])); | |
384 | + vx2 = ((cbdata[blockid].y[ vID[3] ] - cbdata[blockid].y[ vID[2] ]) * (z - cbdata[blockid].z[ vID[2] ])) - ((y - cbdata[blockid].y[ vID[2] ]) * (cbdata[blockid].z[ vID[3] ] - cbdata[blockid].z[ vID[2] ])); | |
385 | + vy2 = ((cbdata[blockid].z[ vID[3] ] - cbdata[blockid].z[ vID[2] ]) * (x - cbdata[blockid].x[ vID[2] ])) - ((z - cbdata[blockid].z[ vID[2] ]) * (cbdata[blockid].x[ vID[3] ] - cbdata[blockid].x[ vID[2] ])); | |
386 | + vz2 = ((cbdata[blockid].x[ vID[3] ] - cbdata[blockid].x[ vID[2] ]) * (y - cbdata[blockid].y[ vID[2] ])) - ((x - cbdata[blockid].x[ vID[2] ]) * (cbdata[blockid].y[ vID[3] ] - cbdata[blockid].y[ vID[2] ])); | |
387 | 387 | |
388 | 388 | //内積 |
389 | 389 | d1 = data.material[face].vx*vx2 + data.material[face].vy*vy2 + data.material[face].vz*vz2; //ブロック面の法線との関係を算出 |
@@ -394,9 +394,9 @@ | ||
394 | 394 | |
395 | 395 | |
396 | 396 | //外積 |
397 | - vx2 = ((data.y[ vID[0] ] - data.y[ vID[3] ]) * (z - data.z[ vID[3] ])) - ((y - data.y[ vID[3] ]) * (data.z[ vID[0] ] - data.z[ vID[3] ])); | |
398 | - vy2 = ((data.z[ vID[0] ] - data.z[ vID[3] ]) * (x - data.x[ vID[3] ])) - ((z - data.z[ vID[3] ]) * (data.x[ vID[0] ] - data.x[ vID[3] ])); | |
399 | - vz2 = ((data.x[ vID[0] ] - data.x[ vID[3] ]) * (y - data.y[ vID[3] ])) - ((x - data.x[ vID[3] ]) * (data.y[ vID[0] ] - data.y[ vID[3] ])); | |
397 | + vx2 = ((cbdata[blockid].y[ vID[0] ] - cbdata[blockid].y[ vID[3] ]) * (z - cbdata[blockid].z[ vID[3] ])) - ((y - cbdata[blockid].y[ vID[3] ]) * (cbdata[blockid].z[ vID[0] ] - cbdata[blockid].z[ vID[3] ])); | |
398 | + vy2 = ((cbdata[blockid].z[ vID[0] ] - cbdata[blockid].z[ vID[3] ]) * (x - cbdata[blockid].x[ vID[3] ])) - ((z - cbdata[blockid].z[ vID[3] ]) * (cbdata[blockid].x[ vID[0] ] - cbdata[blockid].x[ vID[3] ])); | |
399 | + vz2 = ((cbdata[blockid].x[ vID[0] ] - cbdata[blockid].x[ vID[3] ]) * (y - cbdata[blockid].y[ vID[3] ])) - ((x - cbdata[blockid].x[ vID[3] ]) * (cbdata[blockid].y[ vID[0] ] - cbdata[blockid].y[ vID[3] ])); | |
400 | 400 | |
401 | 401 | //内積 |
402 | 402 | d1 = data.material[face].vx*vx2 + data.material[face].vy*vy2 + data.material[face].vz*vz2; //ブロック面の法線との関係を算出 |