mirror of
https://git.rip/DMCA_FUCKER/re3.git
synced 2024-12-23 12:40:00 +00:00
Make collision code placement more like original (+ small fixes)
# Conflicts: # premake5.lua # src/CMakeLists.txt # src/collision/Collision.cpp # src/core/Collision.h
This commit is contained in:
parent
26c6908d25
commit
9bb8ebaa10
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@ -233,6 +233,7 @@ project "reVC"
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files { addSrcFiles("src/audio") }
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files { addSrcFiles("src/audio/eax") }
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files { addSrcFiles("src/audio/oal") }
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files { addSrcFiles("src/collision") }
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files { addSrcFiles("src/control") }
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files { addSrcFiles("src/core") }
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files { addSrcFiles("src/entities") }
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@ -255,6 +256,7 @@ project "reVC"
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includedirs { "src/audio" }
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includedirs { "src/audio/eax" }
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includedirs { "src/audio/oal" }
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includedirs { "src/collision" }
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includedirs { "src/control" }
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includedirs { "src/core" }
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includedirs { "src/entities" }
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21
src/collision/ColBox.cpp
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21
src/collision/ColBox.cpp
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@ -0,0 +1,21 @@
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#include "common.h"
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#include "ColBox.h"
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void
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CColBox::Set(const CVector &min, const CVector &max, uint8 surf, uint8 piece)
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{
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this->min = min;
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this->max = max;
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this->surface = surf;
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this->piece = piece;
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}
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CColBox&
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CColBox::operator=(const CColBox& other)
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{
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min = other.min;
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max = other.max;
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surface = other.surface;
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piece = other.piece;
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return *this;
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}
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22
src/collision/ColBox.h
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22
src/collision/ColBox.h
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@ -0,0 +1,22 @@
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#pragma once
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#include "SurfaceTable.h"
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struct CBox
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{
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CVector min;
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CVector max;
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CVector GetSize(void) { return max - min; }
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void Set(const CVector &min, const CVector &max) { this->min = min; this->max = max; }
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};
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struct CColBox : public CBox
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{
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uint8 surface;
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uint8 piece;
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void Set(const CVector &min, const CVector &max, uint8 surf, uint8 piece);
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using CBox::Set;
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CColBox& operator=(const CColBox &other);
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};
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9
src/collision/ColLine.cpp
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9
src/collision/ColLine.cpp
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@ -0,0 +1,9 @@
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#include "common.h"
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#include "ColLine.h"
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void
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CColLine::Set(const CVector &p0, const CVector &p1)
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{
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this->p0 = p0;
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this->p1 = p1;
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}
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14
src/collision/ColLine.h
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14
src/collision/ColLine.h
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@ -0,0 +1,14 @@
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#pragma once
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struct CColLine
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{
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// NB: this has to be compatible with two CVuVectors
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CVector p0;
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int pad0;
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CVector p1;
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int pad1;
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CColLine(void) { };
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CColLine(const CVector &p0, const CVector &p1) { this->p0 = p0; this->p1 = p1; };
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void Set(const CVector &p0, const CVector &p1);
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};
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201
src/collision/ColModel.cpp
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201
src/collision/ColModel.cpp
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#include "common.h"
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#include "ColModel.h"
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#include "Collision.h"
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#include "Game.h"
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#include "Pools.h"
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CColModel::CColModel(void)
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{
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numSpheres = 0;
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spheres = nil;
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numLines = 0;
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lines = nil;
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numBoxes = 0;
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boxes = nil;
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numTriangles = 0;
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vertices = nil;
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triangles = nil;
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trianglePlanes = nil;
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level = LEVEL_GENERIC; // generic col slot
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ownsCollisionVolumes = true;
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}
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CColModel::~CColModel(void)
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{
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RemoveCollisionVolumes();
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RemoveTrianglePlanes();
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}
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void*
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CColModel::operator new(size_t)
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{
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CColModel* node = CPools::GetColModelPool()->New();
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assert(node);
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return node;
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}
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void
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CColModel::operator delete(void *p, size_t)
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{
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CPools::GetColModelPool()->Delete((CColModel*)p);
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}
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void
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CColModel::RemoveCollisionVolumes(void)
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{
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if(ownsCollisionVolumes){
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RwFree(spheres);
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RwFree(lines);
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RwFree(boxes);
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RwFree(vertices);
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RwFree(triangles);
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CCollision::RemoveTrianglePlanes(this);
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}
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numSpheres = 0;
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numLines = 0;
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numBoxes = 0;
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numTriangles = 0;
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spheres = nil;
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lines = nil;
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boxes = nil;
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vertices = nil;
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triangles = nil;
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}
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void
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CColModel::CalculateTrianglePlanes(void)
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{
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// HACK: allocate space for one more element to stuff the link pointer into
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trianglePlanes = (CColTrianglePlane*)RwMalloc(sizeof(CColTrianglePlane) * (numTriangles+1));
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for(int i = 0; i < numTriangles; i++)
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trianglePlanes[i].Set(vertices, triangles[i]);
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}
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void
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CColModel::RemoveTrianglePlanes(void)
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{
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RwFree(trianglePlanes);
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trianglePlanes = nil;
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}
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void
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CColModel::SetLinkPtr(CLink<CColModel*> *lptr)
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{
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assert(trianglePlanes);
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*(CLink<CColModel*>**)ALIGNPTR(&trianglePlanes[numTriangles]) = lptr;
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}
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CLink<CColModel*>*
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CColModel::GetLinkPtr(void)
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{
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assert(trianglePlanes);
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return *(CLink<CColModel*>**)ALIGNPTR(&trianglePlanes[numTriangles]);
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}
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void
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CColModel::GetTrianglePoint(CVector &v, int i) const
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{
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v = vertices[i].Get();
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}
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CColModel&
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CColModel::operator=(const CColModel &other)
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{
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int i;
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int numVerts;
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boundingSphere = other.boundingSphere;
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boundingBox = other.boundingBox;
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// copy spheres
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if(other.numSpheres){
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if(numSpheres != other.numSpheres){
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numSpheres = other.numSpheres;
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if(spheres)
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RwFree(spheres);
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spheres = (CColSphere*)RwMalloc(numSpheres*sizeof(CColSphere));
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}
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for(i = 0; i < numSpheres; i++)
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spheres[i] = other.spheres[i];
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}else{
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numSpheres = 0;
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if(spheres)
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RwFree(spheres);
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spheres = nil;
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}
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// copy lines
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if(other.numLines){
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if(numLines != other.numLines){
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numLines = other.numLines;
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if(lines)
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RwFree(lines);
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lines = (CColLine*)RwMalloc(numLines*sizeof(CColLine));
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}
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for(i = 0; i < numLines; i++)
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lines[i] = other.lines[i];
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}else{
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numLines = 0;
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if(lines)
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RwFree(lines);
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lines = nil;
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}
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// copy boxes
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if(other.numBoxes){
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if(numBoxes != other.numBoxes){
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numBoxes = other.numBoxes;
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if(boxes)
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RwFree(boxes);
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boxes = (CColBox*)RwMalloc(numBoxes*sizeof(CColBox));
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}
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for(i = 0; i < numBoxes; i++)
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boxes[i] = other.boxes[i];
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}else{
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numBoxes = 0;
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if(boxes)
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RwFree(boxes);
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boxes = nil;
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}
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// copy mesh
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if(other.numTriangles){
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// copy vertices
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numVerts = 0;
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for(i = 0; i < other.numTriangles; i++){
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if(other.triangles[i].a > numVerts)
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numVerts = other.triangles[i].a;
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if(other.triangles[i].b > numVerts)
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numVerts = other.triangles[i].b;
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if(other.triangles[i].c > numVerts)
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numVerts = other.triangles[i].c;
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}
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numVerts++;
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if(vertices)
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RwFree(vertices);
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if(numVerts){
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vertices = (CompressedVector*)RwMalloc(numVerts*sizeof(CompressedVector));
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for(i = 0; i < numVerts; i++)
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vertices[i] = other.vertices[i];
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}
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// copy triangles
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if(numTriangles != other.numTriangles){
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numTriangles = other.numTriangles;
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if(triangles)
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RwFree(triangles);
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triangles = (CColTriangle*)RwMalloc(numTriangles*sizeof(CColTriangle));
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}
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for(i = 0; i < numTriangles; i++)
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triangles[i] = other.triangles[i];
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}else{
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numTriangles = 0;
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if(triangles)
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RwFree(triangles);
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triangles = nil;
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if(vertices)
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RwFree(vertices);
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vertices = nil;
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}
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return *this;
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}
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39
src/collision/ColModel.h
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39
src/collision/ColModel.h
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@ -0,0 +1,39 @@
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#pragma once
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#include "templates.h"
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#include "ColBox.h"
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#include "ColSphere.h"
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#include "ColLine.h"
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#include "ColPoint.h"
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#include "ColTriangle.h"
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struct CColModel
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{
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CSphere boundingSphere;
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CBox boundingBox;
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int16 numSpheres;
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int16 numBoxes;
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int16 numTriangles;
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int8 numLines;
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uint8 level; // colstore slot but probably still named level
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bool ownsCollisionVolumes;
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CColSphere *spheres;
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CColLine *lines;
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CColBox *boxes;
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CompressedVector *vertices;
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CColTriangle *triangles;
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CColTrianglePlane *trianglePlanes;
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CColModel(void);
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~CColModel(void);
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void RemoveCollisionVolumes(void);
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void CalculateTrianglePlanes(void);
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void RemoveTrianglePlanes(void);
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CLink<CColModel*> *GetLinkPtr(void);
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void SetLinkPtr(CLink<CColModel*>*);
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void GetTrianglePoint(CVector &v, int i) const;
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void *operator new(size_t);
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void operator delete(void *p, size_t);
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CColModel& operator=(const CColModel& other);
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};
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16
src/collision/ColPoint.cpp
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16
src/collision/ColPoint.cpp
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#include "common.h"
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#include "ColPoint.h"
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CColPoint&
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CColPoint::operator=(const CColPoint &other)
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{
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point = other.point;
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normal = other.normal;
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surfaceA = other.surfaceA;
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pieceA = other.pieceA;
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surfaceB = other.surfaceB;
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pieceB = other.pieceB;
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// no depth?
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return *this;
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}
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34
src/collision/ColPoint.h
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34
src/collision/ColPoint.h
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#pragma once
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struct CColPoint
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{
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CVector point;
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int pad1;
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// the surface normal on the surface of point
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CVector normal;
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int pad2;
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uint8 surfaceA;
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uint8 pieceA;
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uint8 surfaceB;
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uint8 pieceB;
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float depth;
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const CVector &GetNormal() { return normal; }
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float GetDepth() { return depth; }
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void Set(float depth, uint8 surfA, uint8 pieceA, uint8 surfB, uint8 pieceB) {
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this->depth = depth;
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this->surfaceA = surfA;
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this->pieceA = pieceA;
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this->surfaceB = surfB;
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this->pieceB = pieceB;
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}
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void Set(uint8 surfA, uint8 pieceA, uint8 surfB, uint8 pieceB) {
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this->surfaceA = surfA;
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this->pieceA = pieceA;
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this->surfaceB = surfB;
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this->pieceB = pieceB;
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}
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CColPoint &operator=(const CColPoint &other);
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};
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27
src/collision/ColSphere.cpp
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27
src/collision/ColSphere.cpp
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#include "common.h"
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#include "ColSphere.h"
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#include "General.h"
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void
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CColSphere::Set(float radius, const CVector ¢er, uint8 surf, uint8 piece)
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{
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this->radius = radius;
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this->center = center;
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this->surface = surf;
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this->piece = piece;
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}
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bool
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CColSphere::IntersectRay(CVector const& from, CVector const& dir, CVector &entry, CVector &exit)
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{
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CVector distToCenter = from - center;
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float distToTouchSqr = distToCenter.MagnitudeSqr() - sq(radius);
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float root1, root2;
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if (!CGeneral::SolveQuadratic(1.0f, DotProduct(distToCenter, dir) * 2.f, distToTouchSqr, root1, root2))
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return false;
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entry = from + dir * root1;
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exit = from + dir * root2;
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return true;
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}
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21
src/collision/ColSphere.h
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21
src/collision/ColSphere.h
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#pragma once
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#include "SurfaceTable.h"
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struct CSphere
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{
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// NB: this has to be compatible with a CVuVector
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CVector center;
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float radius;
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void Set(float radius, const CVector ¢er) { this->center = center; this->radius = radius; }
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};
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struct CColSphere : public CSphere
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{
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uint8 surface;
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uint8 piece;
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void Set(float radius, const CVector ¢er, uint8 surf, uint8 piece);
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bool IntersectRay(CVector const &from, CVector const &dir, CVector &entry, CVector &exit);
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using CSphere::Set;
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};
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32
src/collision/ColTriangle.cpp
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32
src/collision/ColTriangle.cpp
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#include "common.h"
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#include "ColTriangle.h"
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#ifdef VU_COLLISION
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void
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CColTrianglePlane::Set(const CVector &va, const CVector &vb, const CVector &vc)
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{
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CVector norm = CrossProduct(vc-va, vb-va);
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norm.Normalise();
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float d = DotProduct(norm, va);
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normal.x = norm.x*4096.0f;
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normal.y = norm.y*4096.0f;
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normal.z = norm.z*4096.0f;
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dist = d*128.0f;
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}
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#else
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void
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CColTrianglePlane::Set(const CVector &va, const CVector &vb, const CVector &vc)
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{
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normal = CrossProduct(vc-va, vb-va);
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normal.Normalise();
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dist = DotProduct(normal, va);
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CVector an(Abs(normal.x), Abs(normal.y), Abs(normal.z));
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// find out largest component and its direction
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if(an.x > an.y && an.x > an.z)
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dir = normal.x < 0.0f ? DIR_X_NEG : DIR_X_POS;
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else if(an.y > an.z)
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dir = normal.y < 0.0f ? DIR_Y_NEG : DIR_Y_POS;
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else
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dir = normal.z < 0.0f ? DIR_Z_NEG : DIR_Z_POS;
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}
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#endif
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77
src/collision/ColTriangle.h
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77
src/collision/ColTriangle.h
Normal file
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#pragma once
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#include "CompressedVector.h"
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enum Direction {
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DIR_X_POS,
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DIR_X_NEG,
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DIR_Y_POS,
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DIR_Y_NEG,
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DIR_Z_POS,
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DIR_Z_NEG,
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};
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struct CColTriangle
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{
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uint16 a;
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uint16 b;
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uint16 c;
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uint8 surface;
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|
||||
void Set(int a, int b, int c, uint8 surf)
|
||||
{
|
||||
this->a = a;
|
||||
this->b = b;
|
||||
this->c = c;
|
||||
this->surface = surf;
|
||||
}
|
||||
};
|
||||
|
||||
struct CColTrianglePlane
|
||||
{
|
||||
#ifdef VU_COLLISION
|
||||
CompressedVector normal;
|
||||
int16 dist;
|
||||
|
||||
void Set(const CVector &va, const CVector &vb, const CVector &vc);
|
||||
void Set(const CompressedVector *v, CColTriangle &tri) { Set(v[tri.a].Get(), v[tri.b].Get(), v[tri.c].Get()); }
|
||||
void GetNormal(CVector &n) const { n.x = normal.x/4096.0f; n.y = normal.y/4096.0f; n.z = normal.z/4096.0f; }
|
||||
float CalcPoint(const CVector &v) const { CVector n; GetNormal(n); return DotProduct(n, v) - dist/128.0f; };
|
||||
#ifdef GTA_PS2
|
||||
void Unpack(uint128 &qword) const {
|
||||
__asm__ volatile (
|
||||
"lh $8, 0(%1)\n"
|
||||
"lh $9, 2(%1)\n"
|
||||
"lh $10, 4(%1)\n"
|
||||
"lh $11, 6(%1)\n"
|
||||
"pextlw $10, $8\n"
|
||||
"pextlw $11, $9\n"
|
||||
"pextlw $2, $11, $10\n"
|
||||
"sq $2, %0\n"
|
||||
: "=m" (qword)
|
||||
: "r" (this)
|
||||
: "$8", "$9", "$10", "$11", "$2"
|
||||
);
|
||||
}
|
||||
#else
|
||||
void Unpack(int32 *qword) const {
|
||||
qword[0] = normal.x;
|
||||
qword[1] = normal.y;
|
||||
qword[2] = normal.z;
|
||||
qword[3] = dist;
|
||||
}
|
||||
#endif
|
||||
#else
|
||||
CVector normal;
|
||||
float dist;
|
||||
uint8 dir;
|
||||
|
||||
void Set(const CVector &va, const CVector &vb, const CVector &vc);
|
||||
void Set(const CompressedVector *v, CColTriangle &tri) { Set(v[tri.a].Get(), v[tri.b].Get(), v[tri.c].Get()); }
|
||||
void GetNormal(CVector &n) const { n = normal; }
|
||||
float GetNormalX() const { return normal.x; }
|
||||
float GetNormalY() const { return normal.y; }
|
||||
float GetNormalZ() const { return normal.z; }
|
||||
float CalcPoint(const CVector &v) const { return DotProduct(normal, v) - dist; };
|
||||
#endif
|
||||
};
|
|
@ -26,303 +26,8 @@
|
|||
|
||||
//--MIAMI: file done
|
||||
|
||||
|
||||
// TODO: where do these go?
|
||||
|
||||
#ifdef VU_COLLISION
|
||||
|
||||
struct VuTriangle
|
||||
{
|
||||
// Compressed int16 but unpacked
|
||||
#ifdef GTA_PS2
|
||||
uint128 v0;
|
||||
uint128 v1;
|
||||
uint128 v2;
|
||||
uint128 plane;
|
||||
#else
|
||||
int32 v0[4];
|
||||
int32 v1[4];
|
||||
int32 v2[4];
|
||||
int32 plane[4];
|
||||
#endif
|
||||
};
|
||||
|
||||
#ifndef GTA_PS2
|
||||
static int16 vi01;
|
||||
static CVuVector vf01;
|
||||
static CVuVector vf02;
|
||||
static CVuVector vf03;
|
||||
|
||||
CVuVector
|
||||
DistanceBetweenSphereAndLine(const CVuVector ¢er, const CVuVector &p0, const CVuVector &line)
|
||||
{
|
||||
// center VF12
|
||||
// p0 VF14
|
||||
// line VF15
|
||||
CVuVector ret; // VF16
|
||||
CVuVector p1 = p0+line;
|
||||
CVuVector dist0 = center - p0; // VF20
|
||||
CVuVector dist1 = center - p1; // VF25
|
||||
float lenSq = line.MagnitudeSqr(); // VF21
|
||||
float distSq0 = dist0.MagnitudeSqr(); // VF22
|
||||
float distSq1 = dist1.MagnitudeSqr();
|
||||
float dot = DotProduct(dist0, line); // VF23
|
||||
if(dot < 0.0f){
|
||||
// not above line, closest to p0
|
||||
ret = p0;
|
||||
ret.w = distSq0;
|
||||
return ret;
|
||||
}
|
||||
float t = dot/lenSq; // param of nearest point on infinite line
|
||||
if(t > 1.0f){
|
||||
// not above line, closest to p1
|
||||
ret = p1;
|
||||
ret.w = distSq1;
|
||||
return ret;
|
||||
}
|
||||
// closest to line
|
||||
ret = p0 + line*t;
|
||||
ret.w = (ret - center).MagnitudeSqr();
|
||||
return ret;
|
||||
}
|
||||
inline int SignFlags(const CVector &v)
|
||||
{
|
||||
int f = 0;
|
||||
if(v.x < 0.0f) f |= 1;
|
||||
if(v.y < 0.0f) f |= 2;
|
||||
if(v.z < 0.0f) f |= 4;
|
||||
return f;
|
||||
}
|
||||
#endif
|
||||
|
||||
extern "C" void
|
||||
LineToTriangleCollision(const CVuVector &p0, const CVuVector &p1,
|
||||
const CVuVector &v0, const CVuVector &v1, const CVuVector &v2,
|
||||
const CVuVector &plane)
|
||||
{
|
||||
#ifdef GTA_PS2
|
||||
__asm__ volatile (
|
||||
".set noreorder\n"
|
||||
"lqc2 vf12, 0x0(%0)\n"
|
||||
"lqc2 vf13, 0x0(%1)\n"
|
||||
"lqc2 vf14, 0x0(%2)\n"
|
||||
"lqc2 vf15, 0x0(%3)\n"
|
||||
"lqc2 vf16, 0x0(%4)\n"
|
||||
"lqc2 vf17, 0x0(%5)\n"
|
||||
"vcallms Vu0LineToTriangleCollisionStart\n"
|
||||
".set reorder\n"
|
||||
:
|
||||
: "r" (&p0), "r" (&p1), "r" (&v0), "r" (&v1), "r" (&v2), "r" (&plane)
|
||||
);
|
||||
#else
|
||||
float dot0 = DotProduct(plane, p0);
|
||||
float dot1 = DotProduct(plane, p1);
|
||||
float dist0 = plane.w - dot0;
|
||||
float dist1 = plane.w - dot1;
|
||||
|
||||
// if points are on the same side, no collision
|
||||
if(dist0 * dist1 > 0.0f){
|
||||
vi01 = 0;
|
||||
return;
|
||||
}
|
||||
|
||||
CVuVector diff = p1 - p0;
|
||||
float t = dist0/(dot1 - dot0);
|
||||
CVuVector p = p0 + diff*t;
|
||||
p.w = 0.0f;
|
||||
vf01 = p;
|
||||
vf03.x = t;
|
||||
|
||||
// Check if point is inside
|
||||
CVector cross1 = CrossProduct(p-v0, v1-v0);
|
||||
CVector cross2 = CrossProduct(p-v1, v2-v1);
|
||||
CVector cross3 = CrossProduct(p-v2, v0-v2);
|
||||
// Only check relevant directions
|
||||
int flagmask = 0;
|
||||
if(Abs(plane.x) > 0.5f) flagmask |= 1;
|
||||
if(Abs(plane.y) > 0.5f) flagmask |= 2;
|
||||
if(Abs(plane.z) > 0.5f) flagmask |= 4;
|
||||
int flags1 = SignFlags(cross1) & flagmask;
|
||||
int flags2 = SignFlags(cross2) & flagmask;
|
||||
int flags3 = SignFlags(cross3) & flagmask;
|
||||
// inside if on the same side of all edges
|
||||
if(flags1 != flags2 || flags1 != flags3){
|
||||
vi01 = 0;
|
||||
return;
|
||||
}
|
||||
vi01 = 1;
|
||||
vf02 = plane;
|
||||
return;
|
||||
#endif
|
||||
}
|
||||
|
||||
extern "C" void
|
||||
LineToTriangleCollisionCompressed(const CVuVector &p0, const CVuVector &p1, VuTriangle &tri)
|
||||
{
|
||||
#ifdef GTA_PS2
|
||||
__asm__ volatile (
|
||||
".set noreorder\n"
|
||||
"lqc2 vf12, 0x0(%0)\n"
|
||||
"lqc2 vf13, 0x0(%1)\n"
|
||||
"lqc2 vf14, 0x0(%2)\n"
|
||||
"lqc2 vf15, 0x10(%2)\n"
|
||||
"lqc2 vf16, 0x20(%2)\n"
|
||||
"lqc2 vf17, 0x30(%2)\n"
|
||||
"vcallms Vu0LineToTriangleCollisionCompressedStart\n"
|
||||
".set reorder\n"
|
||||
:
|
||||
: "r" (&p0), "r" (&p1), "r" (&tri)
|
||||
);
|
||||
#else
|
||||
CVuVector v0, v1, v2, plane;
|
||||
v0.x = tri.v0[0]/128.0f;
|
||||
v0.y = tri.v0[1]/128.0f;
|
||||
v0.z = tri.v0[2]/128.0f;
|
||||
v0.w = tri.v0[3]/128.0f;
|
||||
v1.x = tri.v1[0]/128.0f;
|
||||
v1.y = tri.v1[1]/128.0f;
|
||||
v1.z = tri.v1[2]/128.0f;
|
||||
v1.w = tri.v1[3]/128.0f;
|
||||
v2.x = tri.v2[0]/128.0f;
|
||||
v2.y = tri.v2[1]/128.0f;
|
||||
v2.z = tri.v2[2]/128.0f;
|
||||
v2.w = tri.v2[3]/128.0f;
|
||||
plane.x = tri.plane[0]/4096.0f;
|
||||
plane.y = tri.plane[1]/4096.0f;
|
||||
plane.z = tri.plane[2]/4096.0f;
|
||||
plane.w = tri.plane[3]/128.0f;
|
||||
LineToTriangleCollision(p0, p1, v0, v1, v2, plane);
|
||||
#endif
|
||||
}
|
||||
|
||||
extern "C" void
|
||||
SphereToTriangleCollision(const CVuVector &sph,
|
||||
const CVuVector &v0, const CVuVector &v1, const CVuVector &v2,
|
||||
const CVuVector &plane)
|
||||
{
|
||||
#ifdef GTA_PS2
|
||||
__asm__ volatile (
|
||||
".set noreorder\n"
|
||||
"lqc2 vf12, 0x0(%0)\n"
|
||||
"lqc2 vf14, 0x0(%1)\n"
|
||||
"lqc2 vf15, 0x0(%2)\n"
|
||||
"lqc2 vf16, 0x0(%3)\n"
|
||||
"lqc2 vf17, 0x0(%4)\n"
|
||||
"vcallms Vu0SphereToTriangleCollisionStart\n"
|
||||
".set reorder\n"
|
||||
:
|
||||
: "r" (&sph), "r" (&v0), "r" (&v1), "r" (&v2), "r" (&plane)
|
||||
);
|
||||
#else
|
||||
float planedist = DotProduct(plane, sph) - plane.w; // VF02
|
||||
if(Abs(planedist) > sph.w){
|
||||
vi01 = 0;
|
||||
return;
|
||||
}
|
||||
// point on plane
|
||||
CVuVector p = sph - planedist*plane;
|
||||
p.w = 0.0f;
|
||||
vf01 = p;
|
||||
planedist = Abs(planedist);
|
||||
// edges
|
||||
CVuVector v01 = v1 - v0;
|
||||
CVuVector v12 = v2 - v1;
|
||||
CVuVector v20 = v0 - v2;
|
||||
// VU code calculates normal again for some weird reason...
|
||||
// Check sides of point
|
||||
CVector cross1 = CrossProduct(p-v0, v01);
|
||||
CVector cross2 = CrossProduct(p-v1, v12);
|
||||
CVector cross3 = CrossProduct(p-v2, v20);
|
||||
// Only check relevant directions
|
||||
int flagmask = 0;
|
||||
if(Abs(plane.x) > 0.1f) flagmask |= 1;
|
||||
if(Abs(plane.y) > 0.1f) flagmask |= 2;
|
||||
if(Abs(plane.z) > 0.1f) flagmask |= 4;
|
||||
int nflags = SignFlags(plane) & flagmask;
|
||||
int flags1 = SignFlags(cross1) & flagmask;
|
||||
int flags2 = SignFlags(cross2) & flagmask;
|
||||
int flags3 = SignFlags(cross3) & flagmask;
|
||||
int testcase = 0;
|
||||
CVuVector closest(0.0f, 0.0f, 0.0f); // VF04
|
||||
if(flags1 == nflags){
|
||||
closest += v2;
|
||||
testcase++;
|
||||
}
|
||||
if(flags2 == nflags){
|
||||
closest += v0;
|
||||
testcase++;
|
||||
}
|
||||
if(flags3 == nflags){
|
||||
closest += v1;
|
||||
testcase++;
|
||||
}
|
||||
if(testcase == 3){
|
||||
// inside triangle - dist to plane already checked
|
||||
vf02 = plane;
|
||||
vf02.w = vf03.x = planedist;
|
||||
vi01 = 1;
|
||||
}else if(testcase == 1){
|
||||
// outside two sides - closest to point opposide inside edge
|
||||
vf01 = closest;
|
||||
vf02 = sph - closest;
|
||||
float distSq = vf02.MagnitudeSqr();
|
||||
vi01 = sph.w*sph.w > distSq;
|
||||
vf03.x = Sqrt(distSq);
|
||||
vf02 *= 1.0f/vf03.x;
|
||||
}else{
|
||||
// inside two sides - closest to third edge
|
||||
if(flags1 != nflags)
|
||||
closest = DistanceBetweenSphereAndLine(sph, v0, v01);
|
||||
else if(flags2 != nflags)
|
||||
closest = DistanceBetweenSphereAndLine(sph, v1, v12);
|
||||
else
|
||||
closest = DistanceBetweenSphereAndLine(sph, v2, v20);
|
||||
vi01 = sph.w*sph.w > closest.w;
|
||||
vf01 = closest;
|
||||
vf02 = sph - closest;
|
||||
vf03.x = Sqrt(closest.w);
|
||||
vf02 *= 1.0f/vf03.x;
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
extern "C" void
|
||||
SphereToTriangleCollisionCompressed(const CVuVector &sph, VuTriangle &tri)
|
||||
{
|
||||
#ifdef GTA_PS2
|
||||
__asm__ volatile (
|
||||
".set noreorder\n"
|
||||
"lqc2 vf12, 0x0(%0)\n"
|
||||
"lqc2 vf14, 0x0(%1)\n"
|
||||
"lqc2 vf15, 0x10(%1)\n"
|
||||
"lqc2 vf16, 0x20(%1)\n"
|
||||
"lqc2 vf17, 0x30(%1)\n"
|
||||
"vcallms Vu0SphereToTriangleCollisionCompressedStart\n"
|
||||
".set reorder\n"
|
||||
:
|
||||
: "r" (&sph), "r" (&tri)
|
||||
);
|
||||
#else
|
||||
CVuVector v0, v1, v2, plane;
|
||||
v0.x = tri.v0[0]/128.0f;
|
||||
v0.y = tri.v0[1]/128.0f;
|
||||
v0.z = tri.v0[2]/128.0f;
|
||||
v0.w = tri.v0[3]/128.0f;
|
||||
v1.x = tri.v1[0]/128.0f;
|
||||
v1.y = tri.v1[1]/128.0f;
|
||||
v1.z = tri.v1[2]/128.0f;
|
||||
v1.w = tri.v1[3]/128.0f;
|
||||
v2.x = tri.v2[0]/128.0f;
|
||||
v2.y = tri.v2[1]/128.0f;
|
||||
v2.z = tri.v2[2]/128.0f;
|
||||
v2.w = tri.v2[3]/128.0f;
|
||||
plane.x = tri.plane[0]/4096.0f;
|
||||
plane.y = tri.plane[1]/4096.0f;
|
||||
plane.z = tri.plane[2]/4096.0f;
|
||||
plane.w = tri.plane[3]/128.0f;
|
||||
SphereToTriangleCollision(sph, v0, v1, v2, plane);
|
||||
#endif
|
||||
}
|
||||
#include "VuCollision.h"
|
||||
|
||||
inline int
|
||||
GetVUresult(void)
|
||||
|
@ -365,17 +70,6 @@ GetVUresult(CVuVector &point, CVuVector &normal, float &dist)
|
|||
|
||||
#endif
|
||||
|
||||
|
||||
enum Direction
|
||||
{
|
||||
DIR_X_POS,
|
||||
DIR_X_NEG,
|
||||
DIR_Y_POS,
|
||||
DIR_Y_NEG,
|
||||
DIR_Z_POS,
|
||||
DIR_Z_NEG,
|
||||
};
|
||||
|
||||
eLevelName CCollision::ms_collisionInMemory;
|
||||
CLinkList<CColModel*> CCollision::ms_colModelCache;
|
||||
|
||||
|
@ -2261,11 +1955,12 @@ CCollision::ProcessColModels(const CMatrix &matrixA, CColModel &modelA,
|
|||
assert(modelA.numLines <= MAXNUMLINES);
|
||||
|
||||
// From model A space to model B space
|
||||
Invert(matrixB, matAB);
|
||||
matAB = Invert(matrixB, matAB);
|
||||
matAB *= matrixA;
|
||||
|
||||
CColSphere bsphereAB; // bounding sphere of A in B space
|
||||
bsphereAB.Set(modelA.boundingSphere.radius, matAB * modelA.boundingSphere.center);
|
||||
bsphereAB.radius = modelA.boundingSphere.radius;
|
||||
bsphereAB.center = matAB * modelA.boundingSphere.center;
|
||||
if(!TestSphereBox(bsphereAB, modelB.boundingBox))
|
||||
return 0;
|
||||
// B to A space
|
||||
|
@ -2298,7 +1993,8 @@ CCollision::ProcessColModels(const CMatrix &matrixA, CColModel &modelA,
|
|||
int numBoxesB = 0;
|
||||
int numTrianglesB = 0;
|
||||
for(i = 0; i < modelB.numSpheres; i++){
|
||||
s.Set(modelB.spheres[i].radius, matBA * modelB.spheres[i].center);
|
||||
s.radius = modelB.spheres[i].radius;
|
||||
s.center = matBA * modelB.spheres[i].center;
|
||||
if(TestSphereBox(s, modelA.boundingBox))
|
||||
aSphereIndicesB[numSpheresB++] = i;
|
||||
}
|
||||
|
@ -2871,294 +2567,3 @@ CCollision::DrawColModel_Coloured(const CMatrix &mat, const CColModel &colModel,
|
|||
RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)TRUE);
|
||||
RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void*)TRUE);
|
||||
}
|
||||
|
||||
|
||||
/*
|
||||
* ColModel code
|
||||
*/
|
||||
|
||||
void
|
||||
CColSphere::Set(float radius, const CVector ¢er, uint8 surf, uint8 piece)
|
||||
{
|
||||
this->radius = radius;
|
||||
this->center = center;
|
||||
this->surface = surf;
|
||||
this->piece = piece;
|
||||
}
|
||||
|
||||
bool
|
||||
CColSphere::IntersectRay(CVector const& from, CVector const& dir, CVector &entry, CVector &exit)
|
||||
{
|
||||
CVector distToCenter = from - center;
|
||||
float distToTouchSqr = distToCenter.MagnitudeSqr() - sq(radius);
|
||||
float root1, root2;
|
||||
|
||||
if (!CGeneral::SolveQuadratic(1.0f, DotProduct(distToCenter, dir) * 2.f, distToTouchSqr, root1, root2))
|
||||
return false;
|
||||
|
||||
entry = from + dir * root1;
|
||||
exit = from + dir * root2;
|
||||
return true;
|
||||
}
|
||||
|
||||
void
|
||||
CColBox::Set(const CVector &min, const CVector &max, uint8 surf, uint8 piece)
|
||||
{
|
||||
this->min = min;
|
||||
this->max = max;
|
||||
this->surface = surf;
|
||||
this->piece = piece;
|
||||
}
|
||||
|
||||
void
|
||||
CColLine::Set(const CVector &p0, const CVector &p1)
|
||||
{
|
||||
this->p0 = p0;
|
||||
this->p1 = p1;
|
||||
}
|
||||
|
||||
void
|
||||
CColTriangle::Set(const CompressedVector *, int a, int b, int c, uint8 surf, uint8 piece)
|
||||
{
|
||||
this->a = a;
|
||||
this->b = b;
|
||||
this->c = c;
|
||||
this->surface = surf;
|
||||
}
|
||||
|
||||
#ifdef VU_COLLISION
|
||||
void
|
||||
CColTrianglePlane::Set(const CVector &va, const CVector &vb, const CVector &vc)
|
||||
{
|
||||
CVector norm = CrossProduct(vc-va, vb-va);
|
||||
norm.Normalise();
|
||||
float d = DotProduct(norm, va);
|
||||
normal.x = norm.x*4096.0f;
|
||||
normal.y = norm.y*4096.0f;
|
||||
normal.z = norm.z*4096.0f;
|
||||
dist = d*128.0f;
|
||||
}
|
||||
#else
|
||||
void
|
||||
CColTrianglePlane::Set(const CVector &va, const CVector &vb, const CVector &vc)
|
||||
{
|
||||
normal = CrossProduct(vc-va, vb-va);
|
||||
normal.Normalise();
|
||||
dist = DotProduct(normal, va);
|
||||
CVector an(Abs(normal.x), Abs(normal.y), Abs(normal.z));
|
||||
// find out largest component and its direction
|
||||
if(an.x > an.y && an.x > an.z)
|
||||
dir = normal.x < 0.0f ? DIR_X_NEG : DIR_X_POS;
|
||||
else if(an.y > an.z)
|
||||
dir = normal.y < 0.0f ? DIR_Y_NEG : DIR_Y_POS;
|
||||
else
|
||||
dir = normal.z < 0.0f ? DIR_Z_NEG : DIR_Z_POS;
|
||||
}
|
||||
#endif
|
||||
|
||||
CColPoint&
|
||||
CColPoint::operator=(const CColPoint& other)
|
||||
{
|
||||
point = other.point;
|
||||
normal = other.normal;
|
||||
surfaceA = other.surfaceA;
|
||||
pieceA = other.pieceA;
|
||||
surfaceB = other.surfaceB;
|
||||
pieceB = other.pieceB;
|
||||
// doesn't copy depth
|
||||
return *this;
|
||||
}
|
||||
|
||||
CColModel::CColModel(void)
|
||||
{
|
||||
numSpheres = 0;
|
||||
spheres = nil;
|
||||
numLines = 0;
|
||||
lines = nil;
|
||||
numBoxes = 0;
|
||||
boxes = nil;
|
||||
numTriangles = 0;
|
||||
vertices = nil;
|
||||
triangles = nil;
|
||||
trianglePlanes = nil;
|
||||
level = 0; // generic col slot
|
||||
ownsCollisionVolumes = true;
|
||||
}
|
||||
|
||||
CColModel::~CColModel(void)
|
||||
{
|
||||
RemoveCollisionVolumes();
|
||||
RemoveTrianglePlanes();
|
||||
}
|
||||
|
||||
void
|
||||
CColModel::RemoveCollisionVolumes(void)
|
||||
{
|
||||
if(ownsCollisionVolumes){
|
||||
RwFree(spheres);
|
||||
RwFree(lines);
|
||||
RwFree(boxes);
|
||||
RwFree(vertices);
|
||||
RwFree(triangles);
|
||||
CCollision::RemoveTrianglePlanes(this);
|
||||
}
|
||||
numSpheres = 0;
|
||||
numLines = 0;
|
||||
numBoxes = 0;
|
||||
numTriangles = 0;
|
||||
spheres = nil;
|
||||
lines = nil;
|
||||
boxes = nil;
|
||||
vertices = nil;
|
||||
triangles = nil;
|
||||
}
|
||||
|
||||
void
|
||||
CColModel::CalculateTrianglePlanes(void)
|
||||
{
|
||||
// HACK: allocate space for one more element to stuff the link pointer into
|
||||
trianglePlanes = (CColTrianglePlane*)RwMalloc(sizeof(CColTrianglePlane) * (numTriangles+1));
|
||||
for(int i = 0; i < numTriangles; i++)
|
||||
trianglePlanes[i].Set(vertices, triangles[i]);
|
||||
}
|
||||
|
||||
void
|
||||
CColModel::RemoveTrianglePlanes(void)
|
||||
{
|
||||
RwFree(trianglePlanes);
|
||||
trianglePlanes = nil;
|
||||
}
|
||||
|
||||
void
|
||||
CColModel::SetLinkPtr(CLink<CColModel*> *lptr)
|
||||
{
|
||||
assert(trianglePlanes);
|
||||
*(CLink<CColModel*>**)ALIGNPTR(&trianglePlanes[numTriangles]) = lptr;
|
||||
}
|
||||
|
||||
CLink<CColModel*>*
|
||||
CColModel::GetLinkPtr(void)
|
||||
{
|
||||
assert(trianglePlanes);
|
||||
return *(CLink<CColModel*>**)ALIGNPTR(&trianglePlanes[numTriangles]);
|
||||
}
|
||||
|
||||
void
|
||||
CColModel::GetTrianglePoint(CVector &v, int i) const
|
||||
{
|
||||
v = vertices[i].Get();
|
||||
}
|
||||
|
||||
void*
|
||||
CColModel::operator new(size_t){
|
||||
CColModel *node = CPools::GetColModelPool()->New();
|
||||
assert(node);
|
||||
return node;
|
||||
}
|
||||
|
||||
void
|
||||
CColModel::operator delete(void *p, size_t){
|
||||
CPools::GetColModelPool()->Delete((CColModel*)p);
|
||||
}
|
||||
|
||||
CColModel&
|
||||
CColModel::operator=(const CColModel &other)
|
||||
{
|
||||
int i;
|
||||
int numVerts;
|
||||
|
||||
boundingSphere = other.boundingSphere;
|
||||
boundingBox = other.boundingBox;
|
||||
|
||||
// copy spheres
|
||||
if(other.numSpheres){
|
||||
if(numSpheres != other.numSpheres){
|
||||
numSpheres = other.numSpheres;
|
||||
if(spheres)
|
||||
RwFree(spheres);
|
||||
spheres = (CColSphere*)RwMalloc(numSpheres*sizeof(CColSphere));
|
||||
}
|
||||
for(i = 0; i < numSpheres; i++)
|
||||
spheres[i] = other.spheres[i];
|
||||
}else{
|
||||
numSpheres = 0;
|
||||
if(spheres)
|
||||
RwFree(spheres);
|
||||
spheres = nil;
|
||||
}
|
||||
|
||||
// copy lines
|
||||
if(other.numLines){
|
||||
if(numLines != other.numLines){
|
||||
numLines = other.numLines;
|
||||
if(lines)
|
||||
RwFree(lines);
|
||||
lines = (CColLine*)RwMalloc(numLines*sizeof(CColLine));
|
||||
}
|
||||
for(i = 0; i < numLines; i++)
|
||||
lines[i] = other.lines[i];
|
||||
}else{
|
||||
numLines = 0;
|
||||
if(lines)
|
||||
RwFree(lines);
|
||||
lines = nil;
|
||||
}
|
||||
|
||||
// copy boxes
|
||||
if(other.numBoxes){
|
||||
if(numBoxes != other.numBoxes){
|
||||
numBoxes = other.numBoxes;
|
||||
if(boxes)
|
||||
RwFree(boxes);
|
||||
boxes = (CColBox*)RwMalloc(numBoxes*sizeof(CColBox));
|
||||
}
|
||||
for(i = 0; i < numBoxes; i++)
|
||||
boxes[i] = other.boxes[i];
|
||||
}else{
|
||||
numBoxes = 0;
|
||||
if(boxes)
|
||||
RwFree(boxes);
|
||||
boxes = nil;
|
||||
}
|
||||
|
||||
// copy mesh
|
||||
if(other.numTriangles){
|
||||
// copy vertices
|
||||
numVerts = 0;
|
||||
for(i = 0; i < other.numTriangles; i++){
|
||||
if(other.triangles[i].a > numVerts)
|
||||
numVerts = other.triangles[i].a;
|
||||
if(other.triangles[i].b > numVerts)
|
||||
numVerts = other.triangles[i].b;
|
||||
if(other.triangles[i].c > numVerts)
|
||||
numVerts = other.triangles[i].c;
|
||||
}
|
||||
numVerts++;
|
||||
if(vertices)
|
||||
RwFree(vertices);
|
||||
if(numVerts){
|
||||
vertices = (CompressedVector*)RwMalloc(numVerts*sizeof(CompressedVector));
|
||||
for(i = 0; i < numVerts; i++)
|
||||
vertices[i] = other.vertices[i];
|
||||
}
|
||||
|
||||
// copy triangles
|
||||
if(numTriangles != other.numTriangles){
|
||||
numTriangles = other.numTriangles;
|
||||
if(triangles)
|
||||
RwFree(triangles);
|
||||
triangles = (CColTriangle*)RwMalloc(numTriangles*sizeof(CColTriangle));
|
||||
}
|
||||
for(i = 0; i < numTriangles; i++)
|
||||
triangles[i] = other.triangles[i];
|
||||
}else{
|
||||
numTriangles = 0;
|
||||
if(triangles)
|
||||
RwFree(triangles);
|
||||
triangles = nil;
|
||||
if(vertices)
|
||||
RwFree(vertices);
|
||||
vertices = nil;
|
||||
}
|
||||
return *this;
|
||||
}
|
68
src/collision/Collision.h
Normal file
68
src/collision/Collision.h
Normal file
|
@ -0,0 +1,68 @@
|
|||
#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);
|
||||
};
|
36
src/collision/CompressedVector.h
Normal file
36
src/collision/CompressedVector.h
Normal file
|
@ -0,0 +1,36 @@
|
|||
#pragma once
|
||||
|
||||
struct CompressedVector
|
||||
{
|
||||
#ifdef COMPRESSED_COL_VECTORS
|
||||
int16 x, y, z;
|
||||
CVector Get(void) const { return CVector(x, y, z)/128.0f; };
|
||||
void Set(float x, float y, float z) { this->x = x*128.0f; this->y = y*128.0f; this->z = z*128.0f; };
|
||||
#ifdef GTA_PS2
|
||||
void Unpack(uint128 &qword) const {
|
||||
__asm__ volatile (
|
||||
"lh $8, 0(%1)\n"
|
||||
"lh $9, 2(%1)\n"
|
||||
"lh $10, 4(%1)\n"
|
||||
"pextlw $10, $8\n"
|
||||
"pextlw $2, $9, $10\n"
|
||||
"sq $2, %0\n"
|
||||
: "=m" (qword)
|
||||
: "r" (this)
|
||||
: "$8", "$9", "$10", "$2"
|
||||
);
|
||||
}
|
||||
#else
|
||||
void Unpack(int32 *qword) const {
|
||||
qword[0] = x;
|
||||
qword[1] = y;
|
||||
qword[2] = z;
|
||||
qword[3] = 0; // junk
|
||||
}
|
||||
#endif
|
||||
#else
|
||||
float x, y, z;
|
||||
CVector Get(void) const { return CVector(x, y, z); };
|
||||
void Set(float x, float y, float z) { this->x = x; this->y = y; this->z = z; };
|
||||
#endif
|
||||
};
|
|
@ -1,7 +1,6 @@
|
|||
#include "common.h"
|
||||
|
||||
#include "TempColModels.h"
|
||||
#include "SurfaceTable.h"
|
||||
|
||||
CColModel CTempColModels::ms_colModelPed1;
|
||||
CColModel CTempColModels::ms_colModelPed2;
|
282
src/collision/VuCollision.cpp
Normal file
282
src/collision/VuCollision.cpp
Normal file
|
@ -0,0 +1,282 @@
|
|||
#include "common.h"
|
||||
#ifdef VU_COLLISION
|
||||
#include "VuVector.h"
|
||||
#include "VuCollision.h"
|
||||
|
||||
#ifndef GTA_PS2
|
||||
int16 vi01;
|
||||
CVuVector vf01;
|
||||
CVuVector vf02;
|
||||
CVuVector vf03;
|
||||
|
||||
CVuVector
|
||||
DistanceBetweenSphereAndLine(const CVuVector ¢er, const CVuVector &p0, const CVuVector &line)
|
||||
{
|
||||
// center VF12
|
||||
// p0 VF14
|
||||
// line VF15
|
||||
CVuVector ret; // VF16
|
||||
CVuVector p1 = p0+line;
|
||||
CVuVector dist0 = center - p0; // VF20
|
||||
CVuVector dist1 = center - p1; // VF25
|
||||
float lenSq = line.MagnitudeSqr(); // VF21
|
||||
float distSq0 = dist0.MagnitudeSqr(); // VF22
|
||||
float distSq1 = dist1.MagnitudeSqr();
|
||||
float dot = DotProduct(dist0, line); // VF23
|
||||
if(dot < 0.0f){
|
||||
// not above line, closest to p0
|
||||
ret = p0;
|
||||
ret.w = distSq0;
|
||||
return ret;
|
||||
}
|
||||
float t = dot/lenSq; // param of nearest point on infinite line
|
||||
if(t > 1.0f){
|
||||
// not above line, closest to p1
|
||||
ret = p1;
|
||||
ret.w = distSq1;
|
||||
return ret;
|
||||
}
|
||||
// closest to line
|
||||
ret = p0 + line*t;
|
||||
ret.w = (ret - center).MagnitudeSqr();
|
||||
return ret;
|
||||
}
|
||||
inline int SignFlags(const CVector &v)
|
||||
{
|
||||
int f = 0;
|
||||
if(v.x < 0.0f) f |= 1;
|
||||
if(v.y < 0.0f) f |= 2;
|
||||
if(v.z < 0.0f) f |= 4;
|
||||
return f;
|
||||
}
|
||||
#endif
|
||||
|
||||
extern "C" void
|
||||
LineToTriangleCollision(const CVuVector &p0, const CVuVector &p1,
|
||||
const CVuVector &v0, const CVuVector &v1, const CVuVector &v2,
|
||||
const CVuVector &plane)
|
||||
{
|
||||
#ifdef GTA_PS2
|
||||
__asm__ volatile (
|
||||
".set noreorder\n"
|
||||
"lqc2 vf12, 0x0(%0)\n"
|
||||
"lqc2 vf13, 0x0(%1)\n"
|
||||
"lqc2 vf14, 0x0(%2)\n"
|
||||
"lqc2 vf15, 0x0(%3)\n"
|
||||
"lqc2 vf16, 0x0(%4)\n"
|
||||
"lqc2 vf17, 0x0(%5)\n"
|
||||
"vcallms Vu0LineToTriangleCollisionStart\n"
|
||||
".set reorder\n"
|
||||
:
|
||||
: "r" (&p0), "r" (&p1), "r" (&v0), "r" (&v1), "r" (&v2), "r" (&plane)
|
||||
);
|
||||
#else
|
||||
float dot0 = DotProduct(plane, p0);
|
||||
float dot1 = DotProduct(plane, p1);
|
||||
float dist0 = plane.w - dot0;
|
||||
float dist1 = plane.w - dot1;
|
||||
|
||||
// if points are on the same side, no collision
|
||||
if(dist0 * dist1 > 0.0f){
|
||||
vi01 = 0;
|
||||
return;
|
||||
}
|
||||
|
||||
CVuVector diff = p1 - p0;
|
||||
float t = dist0/(dot1 - dot0);
|
||||
CVuVector p = p0 + diff*t;
|
||||
p.w = 0.0f;
|
||||
vf01 = p;
|
||||
vf03.x = t;
|
||||
|
||||
// Check if point is inside
|
||||
CVector cross1 = CrossProduct(p-v0, v1-v0);
|
||||
CVector cross2 = CrossProduct(p-v1, v2-v1);
|
||||
CVector cross3 = CrossProduct(p-v2, v0-v2);
|
||||
// Only check relevant directions
|
||||
int flagmask = 0;
|
||||
if(Abs(plane.x) > 0.5f) flagmask |= 1;
|
||||
if(Abs(plane.y) > 0.5f) flagmask |= 2;
|
||||
if(Abs(plane.z) > 0.5f) flagmask |= 4;
|
||||
int flags1 = SignFlags(cross1) & flagmask;
|
||||
int flags2 = SignFlags(cross2) & flagmask;
|
||||
int flags3 = SignFlags(cross3) & flagmask;
|
||||
// inside if on the same side of all edges
|
||||
if(flags1 != flags2 || flags1 != flags3){
|
||||
vi01 = 0;
|
||||
return;
|
||||
}
|
||||
vi01 = 1;
|
||||
vf02 = plane;
|
||||
return;
|
||||
#endif
|
||||
}
|
||||
|
||||
extern "C" void
|
||||
LineToTriangleCollisionCompressed(const CVuVector &p0, const CVuVector &p1, VuTriangle &tri)
|
||||
{
|
||||
#ifdef GTA_PS2
|
||||
__asm__ volatile (
|
||||
".set noreorder\n"
|
||||
"lqc2 vf12, 0x0(%0)\n"
|
||||
"lqc2 vf13, 0x0(%1)\n"
|
||||
"lqc2 vf14, 0x0(%2)\n"
|
||||
"lqc2 vf15, 0x10(%2)\n"
|
||||
"lqc2 vf16, 0x20(%2)\n"
|
||||
"lqc2 vf17, 0x30(%2)\n"
|
||||
"vcallms Vu0LineToTriangleCollisionCompressedStart\n"
|
||||
".set reorder\n"
|
||||
:
|
||||
: "r" (&p0), "r" (&p1), "r" (&tri)
|
||||
);
|
||||
#else
|
||||
CVuVector v0, v1, v2, plane;
|
||||
v0.x = tri.v0[0]/128.0f;
|
||||
v0.y = tri.v0[1]/128.0f;
|
||||
v0.z = tri.v0[2]/128.0f;
|
||||
v0.w = tri.v0[3]/128.0f;
|
||||
v1.x = tri.v1[0]/128.0f;
|
||||
v1.y = tri.v1[1]/128.0f;
|
||||
v1.z = tri.v1[2]/128.0f;
|
||||
v1.w = tri.v1[3]/128.0f;
|
||||
v2.x = tri.v2[0]/128.0f;
|
||||
v2.y = tri.v2[1]/128.0f;
|
||||
v2.z = tri.v2[2]/128.0f;
|
||||
v2.w = tri.v2[3]/128.0f;
|
||||
plane.x = tri.plane[0]/4096.0f;
|
||||
plane.y = tri.plane[1]/4096.0f;
|
||||
plane.z = tri.plane[2]/4096.0f;
|
||||
plane.w = tri.plane[3]/128.0f;
|
||||
LineToTriangleCollision(p0, p1, v0, v1, v2, plane);
|
||||
#endif
|
||||
}
|
||||
|
||||
extern "C" void
|
||||
SphereToTriangleCollision(const CVuVector &sph,
|
||||
const CVuVector &v0, const CVuVector &v1, const CVuVector &v2,
|
||||
const CVuVector &plane)
|
||||
{
|
||||
#ifdef GTA_PS2
|
||||
__asm__ volatile (
|
||||
".set noreorder\n"
|
||||
"lqc2 vf12, 0x0(%0)\n"
|
||||
"lqc2 vf14, 0x0(%1)\n"
|
||||
"lqc2 vf15, 0x0(%2)\n"
|
||||
"lqc2 vf16, 0x0(%3)\n"
|
||||
"lqc2 vf17, 0x0(%4)\n"
|
||||
"vcallms Vu0SphereToTriangleCollisionStart\n"
|
||||
".set reorder\n"
|
||||
:
|
||||
: "r" (&sph), "r" (&v0), "r" (&v1), "r" (&v2), "r" (&plane)
|
||||
);
|
||||
#else
|
||||
float planedist = DotProduct(plane, sph) - plane.w; // VF02
|
||||
if(Abs(planedist) > sph.w){
|
||||
vi01 = 0;
|
||||
return;
|
||||
}
|
||||
// point on plane
|
||||
CVuVector p = sph - planedist*plane;
|
||||
p.w = 0.0f;
|
||||
vf01 = p;
|
||||
planedist = Abs(planedist);
|
||||
// edges
|
||||
CVuVector v01 = v1 - v0;
|
||||
CVuVector v12 = v2 - v1;
|
||||
CVuVector v20 = v0 - v2;
|
||||
// VU code calculates normal again for some weird reason...
|
||||
// Check sides of point
|
||||
CVector cross1 = CrossProduct(p-v0, v01);
|
||||
CVector cross2 = CrossProduct(p-v1, v12);
|
||||
CVector cross3 = CrossProduct(p-v2, v20);
|
||||
// Only check relevant directions
|
||||
int flagmask = 0;
|
||||
if(Abs(plane.x) > 0.1f) flagmask |= 1;
|
||||
if(Abs(plane.y) > 0.1f) flagmask |= 2;
|
||||
if(Abs(plane.z) > 0.1f) flagmask |= 4;
|
||||
int nflags = SignFlags(plane) & flagmask;
|
||||
int flags1 = SignFlags(cross1) & flagmask;
|
||||
int flags2 = SignFlags(cross2) & flagmask;
|
||||
int flags3 = SignFlags(cross3) & flagmask;
|
||||
int testcase = 0;
|
||||
CVuVector closest(0.0f, 0.0f, 0.0f); // VF04
|
||||
if(flags1 == nflags){
|
||||
closest += v2;
|
||||
testcase++;
|
||||
}
|
||||
if(flags2 == nflags){
|
||||
closest += v0;
|
||||
testcase++;
|
||||
}
|
||||
if(flags3 == nflags){
|
||||
closest += v1;
|
||||
testcase++;
|
||||
}
|
||||
if(testcase == 3){
|
||||
// inside triangle - dist to plane already checked
|
||||
vf02 = plane;
|
||||
vf02.w = vf03.x = planedist;
|
||||
vi01 = 1;
|
||||
}else if(testcase == 1){
|
||||
// outside two sides - closest to point opposide inside edge
|
||||
vf01 = closest;
|
||||
vf02 = sph - closest;
|
||||
float distSq = vf02.MagnitudeSqr();
|
||||
vi01 = sph.w*sph.w > distSq;
|
||||
vf03.x = Sqrt(distSq);
|
||||
vf02 *= 1.0f/vf03.x;
|
||||
}else{
|
||||
// inside two sides - closest to third edge
|
||||
if(flags1 != nflags)
|
||||
closest = DistanceBetweenSphereAndLine(sph, v0, v01);
|
||||
else if(flags2 != nflags)
|
||||
closest = DistanceBetweenSphereAndLine(sph, v1, v12);
|
||||
else
|
||||
closest = DistanceBetweenSphereAndLine(sph, v2, v20);
|
||||
vi01 = sph.w*sph.w > closest.w;
|
||||
vf01 = closest;
|
||||
vf02 = sph - closest;
|
||||
vf03.x = Sqrt(closest.w);
|
||||
vf02 *= 1.0f/vf03.x;
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
extern "C" void
|
||||
SphereToTriangleCollisionCompressed(const CVuVector &sph, VuTriangle &tri)
|
||||
{
|
||||
#ifdef GTA_PS2
|
||||
__asm__ volatile (
|
||||
".set noreorder\n"
|
||||
"lqc2 vf12, 0x0(%0)\n"
|
||||
"lqc2 vf14, 0x0(%1)\n"
|
||||
"lqc2 vf15, 0x10(%1)\n"
|
||||
"lqc2 vf16, 0x20(%1)\n"
|
||||
"lqc2 vf17, 0x30(%1)\n"
|
||||
"vcallms Vu0SphereToTriangleCollisionCompressedStart\n"
|
||||
".set reorder\n"
|
||||
:
|
||||
: "r" (&sph), "r" (&tri)
|
||||
);
|
||||
#else
|
||||
CVuVector v0, v1, v2, plane;
|
||||
v0.x = tri.v0[0]/128.0f;
|
||||
v0.y = tri.v0[1]/128.0f;
|
||||
v0.z = tri.v0[2]/128.0f;
|
||||
v0.w = tri.v0[3]/128.0f;
|
||||
v1.x = tri.v1[0]/128.0f;
|
||||
v1.y = tri.v1[1]/128.0f;
|
||||
v1.z = tri.v1[2]/128.0f;
|
||||
v1.w = tri.v1[3]/128.0f;
|
||||
v2.x = tri.v2[0]/128.0f;
|
||||
v2.y = tri.v2[1]/128.0f;
|
||||
v2.z = tri.v2[2]/128.0f;
|
||||
v2.w = tri.v2[3]/128.0f;
|
||||
plane.x = tri.plane[0]/4096.0f;
|
||||
plane.y = tri.plane[1]/4096.0f;
|
||||
plane.z = tri.plane[2]/4096.0f;
|
||||
plane.w = tri.plane[3]/128.0f;
|
||||
SphereToTriangleCollision(sph, v0, v1, v2, plane);
|
||||
#endif
|
||||
}
|
||||
#endif
|
32
src/collision/VuCollision.h
Normal file
32
src/collision/VuCollision.h
Normal file
|
@ -0,0 +1,32 @@
|
|||
#pragma once
|
||||
|
||||
|
||||
struct VuTriangle
|
||||
{
|
||||
// Compressed int16 but unpacked
|
||||
#ifdef GTA_PS2
|
||||
uint128 v0;
|
||||
uint128 v1;
|
||||
uint128 v2;
|
||||
uint128 plane;
|
||||
#else
|
||||
int32 v0[4];
|
||||
int32 v1[4];
|
||||
int32 v2[4];
|
||||
int32 plane[4];
|
||||
#endif
|
||||
};
|
||||
|
||||
#ifndef GTA_PS2
|
||||
extern int16 vi01;
|
||||
extern CVuVector vf01;
|
||||
extern CVuVector vf02;
|
||||
extern CVuVector vf03;
|
||||
#endif
|
||||
|
||||
extern "C" {
|
||||
void LineToTriangleCollision(const CVuVector &p0, const CVuVector &p1, const CVuVector &v0, const CVuVector &v1, const CVuVector &v2, const CVuVector &plane);
|
||||
void LineToTriangleCollisionCompressed(const CVuVector &p0, const CVuVector &p1, VuTriangle &tri);
|
||||
void SphereToTriangleCollision(const CVuVector &sph, const CVuVector &v0, const CVuVector &v1, const CVuVector &v2, const CVuVector &plane);
|
||||
void SphereToTriangleCollisionCompressed(const CVuVector &sph, VuTriangle &tri);
|
||||
}
|
|
@ -1,257 +0,0 @@
|
|||
#pragma once
|
||||
|
||||
#include "templates.h"
|
||||
#include "Game.h" // for eLevelName
|
||||
#ifdef VU_COLLISION
|
||||
#include "VuVector.h"
|
||||
#endif
|
||||
|
||||
// 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
|
||||
|
||||
struct CompressedVector
|
||||
{
|
||||
#ifdef COMPRESSED_COL_VECTORS
|
||||
int16 x, y, z;
|
||||
CVector Get(void) const { return CVector(x, y, z)/128.0f; };
|
||||
void Set(float x, float y, float z) { this->x = x*128.0f; this->y = y*128.0f; this->z = z*128.0f; };
|
||||
#ifdef GTA_PS2
|
||||
void Unpack(uint128 &qword) const {
|
||||
__asm__ volatile (
|
||||
"lh $8, 0(%1)\n"
|
||||
"lh $9, 2(%1)\n"
|
||||
"lh $10, 4(%1)\n"
|
||||
"pextlw $10, $8\n"
|
||||
"pextlw $2, $9, $10\n"
|
||||
"sq $2, %0\n"
|
||||
: "=m" (qword)
|
||||
: "r" (this)
|
||||
: "$8", "$9", "$10", "$2"
|
||||
);
|
||||
}
|
||||
#else
|
||||
void Unpack(int32 *qword) const {
|
||||
qword[0] = x;
|
||||
qword[1] = y;
|
||||
qword[2] = z;
|
||||
qword[3] = 0; // junk
|
||||
}
|
||||
#endif
|
||||
#else
|
||||
float x, y, z;
|
||||
CVector Get(void) const { return CVector(x, y, z); };
|
||||
void Set(float x, float y, float z) { this->x = x; this->y = y; this->z = z; };
|
||||
#endif
|
||||
};
|
||||
|
||||
struct CSphere
|
||||
{
|
||||
// NB: this has to be compatible with a CVuVector
|
||||
CVector center;
|
||||
float radius;
|
||||
void Set(float radius, const CVector ¢er) { this->center = center; this->radius = radius; }
|
||||
};
|
||||
|
||||
struct CBox
|
||||
{
|
||||
CVector min;
|
||||
CVector max;
|
||||
CVector GetSize(void) { return max - min; }
|
||||
void Set(const CVector &min, const CVector &max) { this->min = min; this->max = max; }
|
||||
};
|
||||
|
||||
struct CColSphere : public CSphere
|
||||
{
|
||||
uint8 surface;
|
||||
uint8 piece;
|
||||
|
||||
void Set(float radius, const CVector ¢er, uint8 surf, uint8 piece);
|
||||
bool IntersectRay(CVector const &from, CVector const &dir, CVector &entry, CVector &exit);
|
||||
using CSphere::Set;
|
||||
};
|
||||
|
||||
struct CColBox : public CBox
|
||||
{
|
||||
uint8 surface;
|
||||
uint8 piece;
|
||||
|
||||
void Set(const CVector &min, const CVector &max, uint8 surf, uint8 piece);
|
||||
using CBox::Set;
|
||||
};
|
||||
|
||||
struct CColLine
|
||||
{
|
||||
// NB: this has to be compatible with two CVuVectors
|
||||
CVector p0;
|
||||
int pad0;
|
||||
CVector p1;
|
||||
int pad1;
|
||||
|
||||
CColLine(void) { };
|
||||
CColLine(const CVector &p0, const CVector &p1) { this->p0 = p0; this->p1 = p1; };
|
||||
void Set(const CVector &p0, const CVector &p1);
|
||||
};
|
||||
|
||||
struct CColTriangle
|
||||
{
|
||||
uint16 a;
|
||||
uint16 b;
|
||||
uint16 c;
|
||||
uint8 surface;
|
||||
|
||||
void Set(const CompressedVector *v, int a, int b, int c, uint8 surf, uint8 piece);
|
||||
};
|
||||
|
||||
struct CColTrianglePlane
|
||||
{
|
||||
#ifdef VU_COLLISION
|
||||
CompressedVector normal;
|
||||
int16 dist;
|
||||
|
||||
void Set(const CVector &va, const CVector &vb, const CVector &vc);
|
||||
void Set(const CompressedVector *v, CColTriangle &tri) { Set(v[tri.a].Get(), v[tri.b].Get(), v[tri.c].Get()); }
|
||||
void GetNormal(CVector &n) const { n.x = normal.x/4096.0f; n.y = normal.y/4096.0f; n.z = normal.z/4096.0f; }
|
||||
float CalcPoint(const CVector &v) const { CVector n; GetNormal(n); return DotProduct(n, v) - dist/128.0f; };
|
||||
#ifdef GTA_PS2
|
||||
void Unpack(uint128 &qword) const {
|
||||
__asm__ volatile (
|
||||
"lh $8, 0(%1)\n"
|
||||
"lh $9, 2(%1)\n"
|
||||
"lh $10, 4(%1)\n"
|
||||
"lh $11, 6(%1)\n"
|
||||
"pextlw $10, $8\n"
|
||||
"pextlw $11, $9\n"
|
||||
"pextlw $2, $11, $10\n"
|
||||
"sq $2, %0\n"
|
||||
: "=m" (qword)
|
||||
: "r" (this)
|
||||
: "$8", "$9", "$10", "$11", "$2"
|
||||
);
|
||||
}
|
||||
#else
|
||||
void Unpack(int32 *qword) const {
|
||||
qword[0] = normal.x;
|
||||
qword[1] = normal.y;
|
||||
qword[2] = normal.z;
|
||||
qword[3] = dist;
|
||||
}
|
||||
#endif
|
||||
#else
|
||||
CVector normal;
|
||||
float dist;
|
||||
uint8 dir;
|
||||
|
||||
void Set(const CVector &va, const CVector &vb, const CVector &vc);
|
||||
void Set(const CompressedVector *v, CColTriangle &tri) { Set(v[tri.a].Get(), v[tri.b].Get(), v[tri.c].Get()); }
|
||||
void GetNormal(CVector &n) const { n = normal; }
|
||||
float GetNormalX() const { return normal.x; }
|
||||
float GetNormalY() const { return normal.y; }
|
||||
float GetNormalZ() const { return normal.z; }
|
||||
float CalcPoint(const CVector &v) const { return DotProduct(normal, v) - dist; };
|
||||
#endif
|
||||
};
|
||||
|
||||
struct CColPoint
|
||||
{
|
||||
CVector point;
|
||||
int pad1;
|
||||
// the surface normal on the surface of point
|
||||
CVector normal;
|
||||
int pad2;
|
||||
uint8 surfaceA;
|
||||
uint8 pieceA;
|
||||
uint8 surfaceB;
|
||||
uint8 pieceB;
|
||||
float depth;
|
||||
|
||||
CColPoint& operator=(const CColPoint& other);
|
||||
};
|
||||
|
||||
struct CStoredCollPoly
|
||||
{
|
||||
#ifdef VU_COLLISION
|
||||
CVuVector verts[3];
|
||||
#else
|
||||
CVector verts[3];
|
||||
#endif
|
||||
bool valid;
|
||||
};
|
||||
|
||||
struct CColModel
|
||||
{
|
||||
CSphere boundingSphere;
|
||||
CBox boundingBox;
|
||||
int16 numSpheres;
|
||||
int16 numBoxes;
|
||||
int16 numTriangles;
|
||||
int8 numLines;
|
||||
uint8 level; // colstore slot but probably still named level
|
||||
bool ownsCollisionVolumes;
|
||||
CColSphere *spheres;
|
||||
CColLine *lines;
|
||||
CColBox *boxes;
|
||||
CompressedVector *vertices;
|
||||
CColTriangle *triangles;
|
||||
CColTrianglePlane *trianglePlanes;
|
||||
|
||||
CColModel(void);
|
||||
~CColModel(void);
|
||||
void RemoveCollisionVolumes(void);
|
||||
void CalculateTrianglePlanes(void);
|
||||
void RemoveTrianglePlanes(void);
|
||||
CLink<CColModel*> *GetLinkPtr(void);
|
||||
void SetLinkPtr(CLink<CColModel*>*);
|
||||
void GetTrianglePoint(CVector &v, int i) const;
|
||||
|
||||
void *operator new(size_t);
|
||||
void operator delete(void *p, size_t);
|
||||
CColModel& operator=(const CColModel& other);
|
||||
};
|
||||
|
||||
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);
|
||||
};
|
|
@ -345,7 +345,7 @@ CFileLoader::LoadCollisionModel(uint8 *buf, CColModel &model, char *modelname)
|
|||
if(model.numTriangles > 0){
|
||||
model.triangles = (CColTriangle*)RwMalloc(model.numTriangles*sizeof(CColTriangle));
|
||||
for(i = 0; i < model.numTriangles; i++){
|
||||
model.triangles[i].Set(model.vertices, *(int32*)buf, *(int32*)(buf+4), *(int32*)(buf+8), buf[12], buf[13]);
|
||||
model.triangles[i].Set(*(int32*)buf, *(int32*)(buf+4), *(int32*)(buf+8), buf[12]);
|
||||
buf += 16;
|
||||
}
|
||||
}else
|
||||
|
|
|
@ -633,7 +633,7 @@ CPhysical::ApplyCollision(CPhysical *B, CColPoint &colpoint, float &impulseA, fl
|
|||
if(IsGlass(B->GetModelIndex()))
|
||||
CGlass::WindowRespondsToSoftCollision(B, impulseA);
|
||||
if(!A->bInfiniteMass)
|
||||
A->ApplyMoveForce(colpoint.normal*(1.0f + A->m_fElasticity)*impulseA);
|
||||
A->ApplyMoveForce(colpoint.GetNormal() * (1.0f + A->m_fElasticity) * impulseA);
|
||||
return true;
|
||||
}
|
||||
}else if(!B->bInfiniteMass)
|
||||
|
@ -688,7 +688,7 @@ CPhysical::ApplyCollision(CPhysical *B, CColPoint &colpoint, float &impulseA, fl
|
|||
}else{
|
||||
if(IsGlass(B->GetModelIndex()))
|
||||
CGlass::WindowRespondsToSoftCollision(B, impulseA);
|
||||
CVector f = colpoint.normal * impulseA;
|
||||
CVector f = colpoint.GetNormal() * impulseA;
|
||||
if(A->IsVehicle() && colpoint.normal.z < 0.7f)
|
||||
f.z *= 0.3f;
|
||||
if(!A->bInfiniteMass){
|
||||
|
@ -1303,43 +1303,43 @@ CPhysical::ProcessShiftSectorList(CPtrList *lists)
|
|||
|
||||
mostColliding = 0;
|
||||
for(j = 1; j < numCollisions; j++)
|
||||
if(colpoints[j].depth > colpoints[mostColliding].depth)
|
||||
if (colpoints[j].GetDepth() > colpoints[mostColliding].GetDepth())
|
||||
mostColliding = j;
|
||||
|
||||
if(CWorld::bSecondShift)
|
||||
for(j = 0; j < numCollisions; j++)
|
||||
shift += colpoints[j].normal * colpoints[j].depth * 1.5f/numCollisions;
|
||||
shift += colpoints[j].GetNormal() * colpoints[j].GetDepth() * 1.5f / numCollisions;
|
||||
else
|
||||
for(j = 0; j < numCollisions; j++)
|
||||
shift += colpoints[j].normal * colpoints[j].depth * 1.2f/numCollisions;
|
||||
shift += colpoints[j].GetNormal() * colpoints[j].GetDepth() * 1.2f / numCollisions;
|
||||
|
||||
if(A->IsVehicle() && B->IsVehicle()){
|
||||
CVector dir = A->GetPosition() - B->GetPosition();
|
||||
dir.Normalise();
|
||||
if(dir.z < 0.0f && dir.z < A->GetForward().z && dir.z < A->GetRight().z)
|
||||
dir.z = Min(0.0f, Min(A->GetForward().z, A->GetRight().z));
|
||||
shift += dir * colpoints[mostColliding].depth * 0.5f;
|
||||
shift += dir * colpoints[mostColliding].GetDepth() * 0.5f;
|
||||
}else if(A->IsPed() && B->IsVehicle() && ((CVehicle*)B)->IsBoat()){
|
||||
CVector dir = colpoints[mostColliding].normal;
|
||||
CVector dir = colpoints[mostColliding].GetNormal();
|
||||
float f = Min(Abs(dir.z), 0.9f);
|
||||
dir.z = 0.0f;
|
||||
dir.Normalise();
|
||||
shift += dir * colpoints[mostColliding].depth / (1.0f - f);
|
||||
shift += dir * colpoints[mostColliding].GetDepth() / (1.0f - f);
|
||||
boat = B;
|
||||
}else if(B->IsPed() && A->IsVehicle() && ((CVehicle*)A)->IsBoat()){
|
||||
CVector dir = colpoints[mostColliding].normal * -1.0f;
|
||||
CVector dir = colpoints[mostColliding].GetNormal() * -1.0f;
|
||||
float f = Min(Abs(dir.z), 0.9f);
|
||||
dir.z = 0.0f;
|
||||
dir.Normalise();
|
||||
B->GetMatrix().Translate(dir * colpoints[mostColliding].depth / (1.0f - f));
|
||||
B->GetMatrix().Translate(dir * colpoints[mostColliding].GetDepth() / (1.0f - f));
|
||||
// BUG? how can that ever happen? A is a Ped
|
||||
if(B->IsVehicle())
|
||||
B->ProcessEntityCollision(A, colpoints);
|
||||
}else{
|
||||
if(CWorld::bSecondShift)
|
||||
shift += colpoints[mostColliding].normal * colpoints[mostColliding].depth * 0.4f;
|
||||
shift += colpoints[mostColliding].GetNormal() * colpoints[mostColliding].GetDepth() * 0.4f;
|
||||
else
|
||||
shift += colpoints[mostColliding].normal * colpoints[mostColliding].depth * 0.2f;
|
||||
shift += colpoints[mostColliding].GetNormal() * colpoints[mostColliding].GetDepth() * 0.2f;
|
||||
}
|
||||
|
||||
doShift = true;
|
||||
|
|
Loading…
Reference in a new issue