mirror of
https://github.com/bearstonem/openmohaa-vr.git
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82 lines
2.1 KiB
C++
82 lines
2.1 KiB
C++
/*
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===========================================================================
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Copyright (C) 2025 the OpenMoHAA team
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This file is part of OpenMoHAA source code.
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OpenMoHAA source code is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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OpenMoHAA source code is distributed in the hope that it will be
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useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with OpenMoHAA source code; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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===========================================================================
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*/
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#include "navigation_recast_helpers.h"
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#include "Recast.h"
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void ConvertGameToRecastCoord(const float *in, float *out)
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{
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#if 0
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vec3_t mat[3];
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vec3_t angles = { 0, 0, -90 };
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AnglesToAxis(angles, mat);
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MatrixTransformVector(in, mat, out);
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#endif
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// Same as above
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out[0] = in[0];
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out[1] = in[2];
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out[2] = -in[1];
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}
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void ConvertGameToRecastExtents(const float *in, float *out)
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{
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out[0] = in[0];
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out[1] = in[2];
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out[2] = in[1];
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}
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void ConvertRecastToGameCoord(const float *in, float *out)
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{
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#if 0
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vec3_t mat[3];
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vec3_t angles = { 0, 0, 90 };
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AnglesToAxis(angles, mat);
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MatrixTransformVector(in, mat, out);
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#endif
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out[0] = in[0];
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out[1] = -in[2];
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out[2] = in[1];
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}
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void ConvertRecastToGameExtents(const float *in, float *out)
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{
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out[0] = in[0];
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out[1] = in[2];
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out[2] = in[1];
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}
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void GetPolyMeshVertPosition(const rcPolyMesh *polyMesh, int vertNum, vec3_t out)
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{
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const unsigned short *v;
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vec3_t tmp;
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v = &polyMesh->verts[vertNum * 3];
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tmp[0] = polyMesh->bmin[0] + v[0] * polyMesh->cs;
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tmp[1] = polyMesh->bmin[1] + (v[1] + 1) * polyMesh->ch;
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tmp[2] = polyMesh->bmin[2] + v[2] * polyMesh->cs;
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ConvertRecastToGameCoord(tmp, out);
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}
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