Collision check for building part.
1071 {
1073 return false;
1075
1076 if ( construction_part )
1077 {
1079 float absolute_ofset = 0.05;
1084
1086 if (check_data.m_AdditionalExcludes.Count() > 0)
1087 {
1088 excluded_objects.InsertAll(check_data.m_AdditionalExcludes);
1089 }
1090
1093 center =
GetParent().ModelToWorld( center );
1095
1096 if (
GetGame().IsBoxCollidingGeometry(
Vector( center[0], center[1] + absolute_ofset, center[2] ),
GetParent().
GetOrientation(), edge_length, check_data.m_PrimaryGeometry, check_data.m_SecondaryGeometry, excluded_objects, collided_objects ) )
1097 {
1098
1099
1100 for (int i = 0; i < collided_objects.Count(); i++)
1101 {
1104 return true;
1105 }
1106 }
1107
1108
1109 }
1110 return false;
1111 }
vector GetBoxCenter(vector min_max[2])
vector GetCollisionBoxSize(vector min_max[2])
void GetCollisionBoxData(string part_name, out vector min_max[2])
ConstructionPart GetConstructionPart(string part_name)
static bool GetDisableIsCollidingCheck()
override bool IsIgnoredByConstruction()
Result for an object found in CGame.IsBoxCollidingGeometryProxy.
proto native CGame GetGame()
proto native vector Vector(float x, float y, float z)
Vector constructor from components.