CVector3 vPoly[4];
CVector3 *pt_Poly;
pt_Poly = collines[0].getVecteurCollisionLandDebut(vPoly);
if (IntersectedPolygon(pt_Poly, vLine, 4) || IntersectedPolygon(pt_Poly, vLine2, 4)
||
IntersectedPolygon(pt_Poly, vLine3, 4) || IntersectedPolygon(pt_Poly, vLine4, 4)
)
{
if (!IntersectedPolygon(pt_Poly, vLine5, 4) || !IntersectedPolygon(pt_Poly, vLine6, 4))
{
estUnePente = true;
}
retour = true;
} |