mirror of
https://git.rip/DMCA_FUCKER/re3.git
synced 2024-11-10 21:29:16 +00:00
69 lines
3.7 KiB
C
69 lines
3.7 KiB
C
|
#pragma once
|
||
|
|
||
|
#include "ColModel.h"
|
||
|
#include "Game.h" // for eLevelName
|
||
|
#ifdef VU_COLLISION
|
||
|
#include "VuVector.h"
|
||
|
#endif
|
||
|
|
||
|
struct CStoredCollPoly
|
||
|
{
|
||
|
#ifdef VU_COLLISION
|
||
|
CVuVector verts[3];
|
||
|
#else
|
||
|
CVector verts[3];
|
||
|
#endif
|
||
|
bool valid;
|
||
|
};
|
||
|
|
||
|
// If you spawn many tanks at once, you will see that collisions of two entity exceeds 32.
|
||
|
#if defined(FIX_BUGS) && !defined(SQUEEZE_PERFORMANCE)
|
||
|
#define MAX_COLLISION_POINTS 64
|
||
|
#else
|
||
|
#define MAX_COLLISION_POINTS 32
|
||
|
#endif
|
||
|
|
||
|
class CCollision
|
||
|
{
|
||
|
public:
|
||
|
static eLevelName ms_collisionInMemory;
|
||
|
static CLinkList<CColModel*> ms_colModelCache;
|
||
|
|
||
|
static void Init(void);
|
||
|
static void Shutdown(void);
|
||
|
static void Update(void);
|
||
|
static void LoadCollisionWhenINeedIt(bool changeLevel);
|
||
|
static void SortOutCollisionAfterLoad(void);
|
||
|
static void LoadCollisionScreen(eLevelName level);
|
||
|
static void DrawColModel(const CMatrix &mat, const CColModel &colModel);
|
||
|
static void DrawColModel_Coloured(const CMatrix &mat, const CColModel &colModel, int32 id);
|
||
|
|
||
|
static void CalculateTrianglePlanes(CColModel *model);
|
||
|
static void RemoveTrianglePlanes(CColModel *model);
|
||
|
|
||
|
// all these return true if there's a collision
|
||
|
static bool TestSphereSphere(const CSphere &s1, const CSphere &s2);
|
||
|
static bool TestSphereBox(const CSphere &sph, const CBox &box);
|
||
|
static bool TestLineBox(const CColLine &line, const CBox &box);
|
||
|
static bool TestVerticalLineBox(const CColLine &line, const CBox &box);
|
||
|
static bool TestLineTriangle(const CColLine &line, const CompressedVector *verts, const CColTriangle &tri, const CColTrianglePlane &plane);
|
||
|
static bool TestLineSphere(const CColLine &line, const CColSphere &sph);
|
||
|
static bool TestSphereTriangle(const CColSphere &sphere, const CompressedVector *verts, const CColTriangle &tri, const CColTrianglePlane &plane);
|
||
|
static bool TestLineOfSight(const CColLine &line, const CMatrix &matrix, CColModel &model, bool ignoreSeeThrough, bool ignoreShootThrough);
|
||
|
|
||
|
static bool ProcessSphereSphere(const CColSphere &s1, const CColSphere &s2, CColPoint &point, float &mindistsq);
|
||
|
static bool ProcessSphereBox(const CColSphere &sph, const CColBox &box, CColPoint &point, float &mindistsq);
|
||
|
static bool ProcessLineBox(const CColLine &line, const CColBox &box, CColPoint &point, float &mindist);
|
||
|
static bool ProcessVerticalLineTriangle(const CColLine &line, const CompressedVector *verts, const CColTriangle &tri, const CColTrianglePlane &plane, CColPoint &point, float &mindist, CStoredCollPoly *poly);
|
||
|
static bool ProcessLineTriangle(const CColLine &line , const CompressedVector *verts, const CColTriangle &tri, const CColTrianglePlane &plane, CColPoint &point, float &mindist, CStoredCollPoly *poly = nil);
|
||
|
static bool ProcessLineSphere(const CColLine &line, const CColSphere &sphere, CColPoint &point, float &mindist);
|
||
|
static bool ProcessSphereTriangle(const CColSphere &sph, const CompressedVector *verts, const CColTriangle &tri, const CColTrianglePlane &plane, CColPoint &point, float &mindistsq);
|
||
|
static bool ProcessLineOfSight(const CColLine &line, const CMatrix &matrix, CColModel &model, CColPoint &point, float &mindist, bool ignoreSeeThrough, bool ignoreShootThrough);
|
||
|
static bool ProcessVerticalLine(const CColLine &line, const CMatrix &matrix, CColModel &model, CColPoint &point, float &mindist, bool ignoreSeeThrough, bool ignoreShootThrough, CStoredCollPoly *poly);
|
||
|
static int32 ProcessColModels(const CMatrix &matrixA, CColModel &modelA, const CMatrix &matrixB, CColModel &modelB, CColPoint *spherepoints, CColPoint *linepoints, float *linedists);
|
||
|
static bool IsStoredPolyStillValidVerticalLine(const CVector &pos, float z, CColPoint &point, CStoredCollPoly *poly);
|
||
|
|
||
|
static float DistToLine(const CVector *l0, const CVector *l1, const CVector *point);
|
||
|
static float DistToLine(const CVector *l0, const CVector *l1, const CVector *point, CVector &closest);
|
||
|
};
|