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Make collision code placement more like original (+ small fixes)

This commit is contained in:
Sergeanur 2020-11-14 22:13:32 +02:00
parent be205d9602
commit a6f5f4634c
26 changed files with 932 additions and 854 deletions

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@ -231,6 +231,7 @@ project "re3"
files { addSrcFiles("src/audio") } files { addSrcFiles("src/audio") }
files { addSrcFiles("src/audio/eax") } files { addSrcFiles("src/audio/eax") }
files { addSrcFiles("src/audio/oal") } files { addSrcFiles("src/audio/oal") }
files { addSrcFiles("src/collision") }
files { addSrcFiles("src/control") } files { addSrcFiles("src/control") }
files { addSrcFiles("src/core") } files { addSrcFiles("src/core") }
files { addSrcFiles("src/entities") } files { addSrcFiles("src/entities") }
@ -253,6 +254,7 @@ project "re3"
includedirs { "src/audio" } includedirs { "src/audio" }
includedirs { "src/audio/eax" } includedirs { "src/audio/eax" }
includedirs { "src/audio/oal" } includedirs { "src/audio/oal" }
includedirs { "src/collision" }
includedirs { "src/control" } includedirs { "src/control" }
includedirs { "src/core" } includedirs { "src/core" }
includedirs { "src/entities" } includedirs { "src/entities" }

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@ -13,6 +13,7 @@ MACRO(HEADER_DIRECTORIES return_list)
FILE(GLOB_RECURSE new_list *.cpp) FILE(GLOB_RECURSE new_list *.cpp)
SET(dir_list "animation" SET(dir_list "animation"
"audio" "audio"
"collision"
"control" "control"
"core" "core"
"entities" "entities"

21
src/collision/ColBox.cpp Normal file
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@ -0,0 +1,21 @@
#include "common.h"
#include "ColBox.h"
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;
}
CColBox&
CColBox::operator=(const CColBox& other)
{
min = other.min;
max = other.max;
surface = other.surface;
piece = other.piece;
return *this;
}

16
src/collision/ColBox.h Normal file
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@ -0,0 +1,16 @@
#pragma once
#include "SurfaceTable.h"
struct CColBox
{
CVector min;
CVector max;
uint8 surface;
uint8 piece;
void Set(const CVector &min, const CVector &max, uint8 surf = SURFACE_DEFAULT, uint8 piece = 0);
CVector GetSize(void) { return max - min; }
CColBox& operator=(const CColBox &other);
};

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@ -0,0 +1,9 @@
#include "common.h"
#include "ColLine.h"
void
CColLine::Set(const CVector &p0, const CVector &p1)
{
this->p0 = p0;
this->p1 = p1;
}

14
src/collision/ColLine.h Normal file
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@ -0,0 +1,14 @@
#pragma once
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);
};

184
src/collision/ColModel.cpp Normal file
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@ -0,0 +1,184 @@
#include "common.h"
#include "ColModel.h"
#include "Game.h"
CColModel::CColModel(void)
{
numSpheres = 0;
spheres = nil;
numLines = 0;
lines = nil;
numBoxes = 0;
boxes = nil;
numTriangles = 0;
vertices = nil;
triangles = nil;
trianglePlanes = nil;
level = CGame::currLevel;
ownsCollisionVolumes = true;
}
CColModel::~CColModel(void)
{
RemoveCollisionVolumes();
RemoveTrianglePlanes();
}
void
CColModel::RemoveCollisionVolumes(void)
{
if(ownsCollisionVolumes){
RwFree(spheres);
RwFree(lines);
RwFree(boxes);
RwFree(vertices);
RwFree(triangles);
}
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();
}
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;
}

37
src/collision/ColModel.h Normal file
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@ -0,0 +1,37 @@
#pragma once
#include "templates.h"
#include "ColBox.h"
#include "ColSphere.h"
#include "ColLine.h"
#include "ColPoint.h"
#include "ColTriangle.h"
struct CColModel
{
CColSphere boundingSphere;
CColBox boundingBox;
int16 numSpheres;
int16 numLines;
int16 numBoxes;
int16 numTriangles;
int32 level;
bool ownsCollisionVolumes; // missing on PS2
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;
CColModel& operator=(const CColModel& other);
};

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@ -0,0 +1,16 @@
#include "common.h"
#include "ColPoint.h"
CColPoint&
CColPoint::operator=(const CColPoint &other)
{
point = other.point;
normal = other.normal;
surfaceA = other.surfaceA;
pieceA = other.pieceA;
surfaceB = other.surfaceB;
pieceB = other.pieceB;
// no depth?
return *this;
}

34
src/collision/ColPoint.h Normal file
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@ -0,0 +1,34 @@
#pragma once
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;
const CVector &GetNormal() { return normal; }
float GetDepth() { return depth; }
void Set(float depth, uint8 surfA, uint8 pieceA, uint8 surfB, uint8 pieceB) {
this->depth = depth;
this->surfaceA = surfA;
this->pieceA = pieceA;
this->surfaceB = surfB;
this->pieceB = pieceB;
}
void Set(uint8 surfA, uint8 pieceA, uint8 surfB, uint8 pieceB) {
this->surfaceA = surfA;
this->pieceA = pieceA;
this->surfaceB = surfB;
this->pieceB = pieceB;
}
CColPoint &operator=(const CColPoint &other);
};

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@ -0,0 +1,11 @@
#include "common.h"
#include "ColSphere.h"
void
CColSphere::Set(float radius, const CVector &center, uint8 surf, uint8 piece)
{
this->radius = radius;
this->center = center;
this->surface = surf;
this->piece = piece;
}

13
src/collision/ColSphere.h Normal file
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@ -0,0 +1,13 @@
#pragma once
#include "SurfaceTable.h"
struct CColSphere
{
// NB: this has to be compatible with a CVuVector
CVector center;
float radius;
uint8 surface;
uint8 piece;
void Set(float radius, const CVector &center, uint8 surf = SURFACE_DEFAULT, uint8 piece = 0);
};

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@ -0,0 +1,41 @@
#include "common.h"
#include "ColTriangle.h"
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

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@ -0,0 +1,68 @@
#pragma once
#include "CompressedVector.h"
enum Direction {
DIR_X_POS,
DIR_X_NEG,
DIR_Y_POS,
DIR_Y_NEG,
DIR_Z_POS,
DIR_Z_NEG,
};
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 CalcPoint(const CVector &v) const { return DotProduct(normal, v) - dist; };
#endif
};

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@ -23,303 +23,8 @@
#include "Collision.h" #include "Collision.h"
#include "Frontend.h" #include "Frontend.h"
// TODO: where do these go?
#ifdef VU_COLLISION #ifdef VU_COLLISION
#include "VuCollision.h"
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 &center, 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
}
inline int inline int
GetVUresult(void) GetVUresult(void)
@ -362,17 +67,6 @@ GetVUresult(CVuVector &point, CVuVector &normal, float &dist)
#endif #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; eLevelName CCollision::ms_collisionInMemory;
CLinkList<CColModel*> CCollision::ms_colModelCache; CLinkList<CColModel*> CCollision::ms_colModelCache;
@ -2412,11 +2106,12 @@ CCollision::ProcessColModels(const CMatrix &matrixA, CColModel &modelA,
assert(modelA.numLines <= MAXNUMLINES); assert(modelA.numLines <= MAXNUMLINES);
// From model A space to model B space // From model A space to model B space
Invert(matrixB, matAB); matAB = Invert(matrixB, matAB);
matAB *= matrixA; matAB *= matrixA;
CColSphere bsphereAB; // bounding sphere of A in B space 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)) if(!TestSphereBox(bsphereAB, modelB.boundingBox))
return 0; return 0;
// B to A space // B to A space
@ -2449,7 +2144,8 @@ CCollision::ProcessColModels(const CMatrix &matrixA, CColModel &modelA,
int numBoxesB = 0; int numBoxesB = 0;
int numTrianglesB = 0; int numTrianglesB = 0;
for(i = 0; i < modelB.numSpheres; i++){ 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)) if(TestSphereBox(s, modelA.boundingBox))
aSphereIndicesB[numSpheresB++] = i; aSphereIndicesB[numSpheresB++] = i;
} }
@ -3038,253 +2734,3 @@ CCollision::DrawColModel_Coloured(const CMatrix &mat, const CColModel &colModel,
RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)TRUE); RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)TRUE);
RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void*)TRUE); RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void*)TRUE);
} }
/*
* ColModel code
*/
void
CColSphere::Set(float radius, const CVector &center, uint8 surf, uint8 piece)
{
this->radius = radius;
this->center = center;
this->surface = surf;
this->piece = piece;
}
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
CColModel::CColModel(void)
{
numSpheres = 0;
spheres = nil;
numLines = 0;
lines = nil;
numBoxes = 0;
boxes = nil;
numTriangles = 0;
vertices = nil;
triangles = nil;
trianglePlanes = nil;
level = CGame::currLevel;
ownsCollisionVolumes = true;
}
CColModel::~CColModel(void)
{
RemoveCollisionVolumes();
RemoveTrianglePlanes();
}
void
CColModel::RemoveCollisionVolumes(void)
{
if(ownsCollisionVolumes){
RwFree(spheres);
RwFree(lines);
RwFree(boxes);
RwFree(vertices);
RwFree(triangles);
}
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();
}
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;
}

70
src/collision/Collision.h Normal file
View file

@ -0,0 +1,70 @@
#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;
#ifdef NO_ISLAND_LOADING
static bool bAlreadyLoaded;
#endif
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);
// all these return true if there's a collision
static bool TestSphereSphere(const CColSphere &s1, const CColSphere &s2);
static bool TestSphereBox(const CColSphere &sph, const CColBox &box);
static bool TestLineBox(const CColLine &line, const CColBox &box);
static bool TestVerticalLineBox(const CColLine &line, const CColBox &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);
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);
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);
static bool ProcessVerticalLine(const CColLine &line, const CMatrix &matrix, CColModel &model, CColPoint &point, float &mindist, bool ignoreSeeThrough, 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);
};

View 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
};

View file

@ -1,7 +1,6 @@
#include "common.h" #include "common.h"
#include "TempColModels.h" #include "TempColModels.h"
#include "SurfaceTable.h"
CColModel CTempColModels::ms_colModelPed1; CColModel CTempColModels::ms_colModelPed1;
CColModel CTempColModels::ms_colModelPed2; CColModel CTempColModels::ms_colModelPed2;
@ -45,13 +44,13 @@ CTempColModels::Initialise(void)
int i; int i;
ms_colModelBBox.boundingSphere.Set(2.0f, CVector(0.0f, 0.0f, 0.0f), SURFACE_DEFAULT, 0); ms_colModelBBox.boundingSphere.Set(2.0f, CVector(0.0f, 0.0f, 0.0f));
ms_colModelBBox.boundingBox.Set(CVector(-2.0f, -2.0f, -2.0f), CVector(2.0f, 2.0f, 2.0f), SURFACE_DEFAULT, 0); ms_colModelBBox.boundingBox.Set(CVector(-2.0f, -2.0f, -2.0f), CVector(2.0f, 2.0f, 2.0f));
ms_colModelBBox.level = LEVEL_GENERIC; ms_colModelBBox.level = LEVEL_GENERIC;
for (i = 0; i < ARRAY_SIZE(ms_colModelCutObj); i++) { for (i = 0; i < ARRAY_SIZE(ms_colModelCutObj); i++) {
ms_colModelCutObj[i].boundingSphere.Set(2.0f, CVector(0.0f, 0.0f, 0.0f), SURFACE_DEFAULT, 0); ms_colModelCutObj[i].boundingSphere.Set(2.0f, CVector(0.0f, 0.0f, 0.0f));
ms_colModelCutObj[i].boundingBox.Set(CVector(-2.0f, -2.0f, -2.0f), CVector(2.0f, 2.0f, 2.0f), SURFACE_DEFAULT, 0); ms_colModelCutObj[i].boundingBox.Set(CVector(-2.0f, -2.0f, -2.0f), CVector(2.0f, 2.0f, 2.0f));
ms_colModelCutObj[i].level = LEVEL_GENERIC; ms_colModelCutObj[i].level = LEVEL_GENERIC;
} }
@ -73,8 +72,8 @@ CTempColModels::Initialise(void)
s_aPedSpheres[i].piece = 0; s_aPedSpheres[i].piece = 0;
} }
ms_colModelPed1.boundingSphere.Set(1.25f, CVector(0.0f, 0.0f, 0.0f), SURFACE_DEFAULT, 0); ms_colModelPed1.boundingSphere.Set(1.25f, CVector(0.0f, 0.0f, 0.0f));
ms_colModelPed1.boundingBox.Set(CVector(-0.35f, -0.35f, -1.0f), CVector(0.35f, 0.35f, 0.9f), SURFACE_DEFAULT, 0); ms_colModelPed1.boundingBox.Set(CVector(-0.35f, -0.35f, -1.0f), CVector(0.35f, 0.35f, 0.9f));
SET_COLMODEL_SPHERES(ms_colModelPed1, s_aPedSpheres); SET_COLMODEL_SPHERES(ms_colModelPed1, s_aPedSpheres);
// Ped 2 Spheres // Ped 2 Spheres
@ -92,8 +91,8 @@ CTempColModels::Initialise(void)
s_aPed2Spheres[i].piece = 0; s_aPed2Spheres[i].piece = 0;
} }
ms_colModelPed2.boundingSphere.Set(2.0f, CVector(0.0f, 0.0f, 0.0f), SURFACE_DEFAULT, 0); ms_colModelPed2.boundingSphere.Set(2.0f, CVector(0.0f, 0.0f, 0.0f));
ms_colModelPed2.boundingBox.Set(CVector(-0.7f, -0.7f, -1.2f), CVector(0.7f, 0.7f, 0.0f), SURFACE_DEFAULT, 0); ms_colModelPed2.boundingBox.Set(CVector(-0.7f, -0.7f, -1.2f), CVector(0.7f, 0.7f, 0.0f));
SET_COLMODEL_SPHERES(ms_colModelPed2, s_aPed2Spheres); SET_COLMODEL_SPHERES(ms_colModelPed2, s_aPed2Spheres);
@ -118,8 +117,8 @@ CTempColModels::Initialise(void)
s_aPedGSpheres[2].piece = 0; s_aPedGSpheres[2].piece = 0;
s_aPedGSpheres[3].piece = 6; s_aPedGSpheres[3].piece = 6;
ms_colModelPedGroundHit.boundingSphere.Set(2.0f, CVector(0.0f, 0.0f, 0.0f), SURFACE_DEFAULT, 0); ms_colModelPedGroundHit.boundingSphere.Set(2.0f, CVector(0.0f, 0.0f, 0.0f));
ms_colModelPedGroundHit.boundingBox.Set(CVector(-0.4f, -1.0f, -1.25f), CVector(0.4f, 1.2f, -0.5f), SURFACE_DEFAULT, 0); ms_colModelPedGroundHit.boundingBox.Set(CVector(-0.4f, -1.0f, -1.25f), CVector(0.4f, 1.2f, -0.5f));
SET_COLMODEL_SPHERES(ms_colModelPedGroundHit, s_aPedGSpheres); SET_COLMODEL_SPHERES(ms_colModelPedGroundHit, s_aPedGSpheres);
@ -142,8 +141,8 @@ CTempColModels::Initialise(void)
s_aDoorSpheres[i].piece = 0; s_aDoorSpheres[i].piece = 0;
} }
ms_colModelDoor1.boundingSphere.Set(1.5f, CVector(0.0f, -0.6f, 0.0f), SURFACE_DEFAULT, 0); ms_colModelDoor1.boundingSphere.Set(1.5f, CVector(0.0f, -0.6f, 0.0f));
ms_colModelDoor1.boundingBox.Set(CVector(-0.3f, 0.0f, -0.6f), CVector(0.3f, -1.2f, 0.6f), SURFACE_DEFAULT, 0); ms_colModelDoor1.boundingBox.Set(CVector(-0.3f, 0.0f, -0.6f), CVector(0.3f, -1.2f, 0.6f));
SET_COLMODEL_SPHERES(ms_colModelDoor1, s_aDoorSpheres); SET_COLMODEL_SPHERES(ms_colModelDoor1, s_aDoorSpheres);
@ -162,8 +161,8 @@ CTempColModels::Initialise(void)
s_aBumperSpheres[i].piece = 0; s_aBumperSpheres[i].piece = 0;
} }
ms_colModelBumper1.boundingSphere.Set(2.2f, CVector(0.0f, -0.6f, 0.0f), SURFACE_DEFAULT, 0); ms_colModelBumper1.boundingSphere.Set(2.2f, CVector(0.0f, -0.6f, 0.0f));
ms_colModelBumper1.boundingBox.Set(CVector(-1.2f, -0.3f, -0.2f), CVector(1.2f, 0.3f, 0.2f), SURFACE_DEFAULT, 0); ms_colModelBumper1.boundingBox.Set(CVector(-1.2f, -0.3f, -0.2f), CVector(1.2f, 0.3f, 0.2f));
SET_COLMODEL_SPHERES(ms_colModelBumper1, s_aBumperSpheres); SET_COLMODEL_SPHERES(ms_colModelBumper1, s_aBumperSpheres);
@ -182,8 +181,8 @@ CTempColModels::Initialise(void)
s_aPanelSpheres[i].piece = 0; s_aPanelSpheres[i].piece = 0;
} }
ms_colModelPanel1.boundingSphere.Set(1.4f, CVector(0.0f, 0.0f, 0.0f), SURFACE_DEFAULT, 0); ms_colModelPanel1.boundingSphere.Set(1.4f, CVector(0.0f, 0.0f, 0.0f));
ms_colModelPanel1.boundingBox.Set(CVector(-0.3f, -0.6f, -0.15f), CVector(0.3f, 0.6f, 0.15f), SURFACE_DEFAULT, 0); ms_colModelPanel1.boundingBox.Set(CVector(-0.3f, -0.6f, -0.15f), CVector(0.3f, 0.6f, 0.15f));
SET_COLMODEL_SPHERES(ms_colModelPanel1, s_aPanelSpheres); SET_COLMODEL_SPHERES(ms_colModelPanel1, s_aPanelSpheres);
@ -202,8 +201,8 @@ CTempColModels::Initialise(void)
s_aBonnetSpheres[i].piece = 0; s_aBonnetSpheres[i].piece = 0;
} }
ms_colModelBonnet1.boundingSphere.Set(1.7f, CVector(0.0f, 0.5f, 0.0f), SURFACE_DEFAULT, 0); ms_colModelBonnet1.boundingSphere.Set(1.7f, CVector(0.0f, 0.5f, 0.0f));
ms_colModelBonnet1.boundingBox.Set(CVector(-0.7f, -0.2f, -0.3f), CVector(0.7f, 1.2f, 0.3f), SURFACE_DEFAULT, 0); ms_colModelBonnet1.boundingBox.Set(CVector(-0.7f, -0.2f, -0.3f), CVector(0.7f, 1.2f, 0.3f));
SET_COLMODEL_SPHERES(ms_colModelBonnet1, s_aBonnetSpheres); SET_COLMODEL_SPHERES(ms_colModelBonnet1, s_aBonnetSpheres);
@ -222,8 +221,8 @@ CTempColModels::Initialise(void)
s_aBootSpheres[i].piece = 0; s_aBootSpheres[i].piece = 0;
} }
ms_colModelBoot1.boundingSphere.Set(1.4f, CVector(0.0f, -0.4f, 0.0f), SURFACE_DEFAULT, 0); ms_colModelBoot1.boundingSphere.Set(1.4f, CVector(0.0f, -0.4f, 0.0f));
ms_colModelBoot1.boundingBox.Set(CVector(-0.7f, -0.9f, -0.3f), CVector(0.7f, 0.2f, 0.3f), SURFACE_DEFAULT, 0); ms_colModelBoot1.boundingBox.Set(CVector(-0.7f, -0.9f, -0.3f), CVector(0.7f, 0.2f, 0.3f));
SET_COLMODEL_SPHERES(ms_colModelBoot1, s_aBootSpheres); SET_COLMODEL_SPHERES(ms_colModelBoot1, s_aBootSpheres);
@ -244,8 +243,8 @@ CTempColModels::Initialise(void)
s_aWheelSpheres[i].piece = 0; s_aWheelSpheres[i].piece = 0;
} }
ms_colModelWheel1.boundingSphere.Set(1.4f, CVector(0.0f, 0.0f, 0.0f), SURFACE_DEFAULT, 0); ms_colModelWheel1.boundingSphere.Set(1.4f, CVector(0.0f, 0.0f, 0.0f));
ms_colModelWheel1.boundingBox.Set(CVector(-0.7f, -0.4f, -0.4f), CVector(0.7f, 0.4f, 0.4f), SURFACE_DEFAULT, 0); ms_colModelWheel1.boundingBox.Set(CVector(-0.7f, -0.4f, -0.4f), CVector(0.7f, 0.4f, 0.4f));
SET_COLMODEL_SPHERES(ms_colModelWheel1, s_aWheelSpheres); SET_COLMODEL_SPHERES(ms_colModelWheel1, s_aWheelSpheres);
@ -266,8 +265,8 @@ CTempColModels::Initialise(void)
s_aBodyPartSpheres1[i].piece = 0; s_aBodyPartSpheres1[i].piece = 0;
} }
ms_colModelBodyPart1.boundingSphere.Set(0.7f, CVector(0.4f, 0.0f, 0.0f), SURFACE_DEFAULT, 0); ms_colModelBodyPart1.boundingSphere.Set(0.7f, CVector(0.4f, 0.0f, 0.0f));
ms_colModelBodyPart1.boundingBox.Set(CVector(-0.3f, -0.3f, -0.3f), CVector(1.1f, 0.3f, 0.3f), SURFACE_DEFAULT, 0); ms_colModelBodyPart1.boundingBox.Set(CVector(-0.3f, -0.3f, -0.3f), CVector(1.1f, 0.3f, 0.3f));
SET_COLMODEL_SPHERES(ms_colModelBodyPart1, s_aBodyPartSpheres1); SET_COLMODEL_SPHERES(ms_colModelBodyPart1, s_aBodyPartSpheres1);
@ -288,8 +287,8 @@ CTempColModels::Initialise(void)
s_aBodyPartSpheres2[i].piece = 0; s_aBodyPartSpheres2[i].piece = 0;
} }
ms_colModelBodyPart2.boundingSphere.Set(0.5f, CVector(0.25f, 0.0f, 0.0f), SURFACE_DEFAULT, 0); ms_colModelBodyPart2.boundingSphere.Set(0.5f, CVector(0.25f, 0.0f, 0.0f));
ms_colModelBodyPart2.boundingBox.Set(CVector(-0.2f, -0.2f, -0.2f), CVector(0.7f, 0.2f, 0.2f), SURFACE_DEFAULT, 0); ms_colModelBodyPart2.boundingBox.Set(CVector(-0.2f, -0.2f, -0.2f), CVector(0.7f, 0.2f, 0.2f));
SET_COLMODEL_SPHERES(ms_colModelBodyPart2, s_aBodyPartSpheres2); SET_COLMODEL_SPHERES(ms_colModelBodyPart2, s_aBodyPartSpheres2);

View 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 &center, 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

View 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);
}

View file

@ -1,254 +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 CColSphere
{
// NB: this has to be compatible with a CVuVector
CVector center;
float radius;
uint8 surface;
uint8 piece;
void Set(float radius, const CVector &center, uint8 surf, uint8 piece);
void Set(float radius, const CVector &center) { this->center = center; this->radius = radius; }
};
struct CColBox
{
CVector min;
CVector max;
uint8 surface;
uint8 piece;
void Set(const CVector &min, const CVector &max, uint8 surf, uint8 piece);
CVector GetSize(void) { return max - min; }
};
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 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;
void Set(float depth, uint8 surfA, uint8 pieceA, uint8 surfB, uint8 pieceB) {
this->depth = depth;
this->surfaceA = surfA;
this->pieceA = pieceA;
this->surfaceB = surfB;
this->pieceB = pieceB;
}
void Set(uint8 surfA, uint8 pieceA, uint8 surfB, uint8 pieceB) {
this->surfaceA = surfA;
this->pieceA = pieceA;
this->surfaceB = surfB;
this->pieceB = pieceB;
}
};
struct CStoredCollPoly
{
#ifdef VU_COLLISION
CVuVector verts[3];
#else
CVector verts[3];
#endif
bool valid;
};
struct CColModel
{
CColSphere boundingSphere;
CColBox boundingBox;
int16 numSpheres;
int16 numLines;
int16 numBoxes;
int16 numTriangles;
int32 level;
bool ownsCollisionVolumes; // missing on PS2
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;
CColModel& operator=(const CColModel& other);
};
class CCollision
{
public:
static eLevelName ms_collisionInMemory;
static CLinkList<CColModel*> ms_colModelCache;
#ifdef NO_ISLAND_LOADING
static bool bAlreadyLoaded;
#endif
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);
// all these return true if there's a collision
static bool TestSphereSphere(const CColSphere &s1, const CColSphere &s2);
static bool TestSphereBox(const CColSphere &sph, const CColBox &box);
static bool TestLineBox(const CColLine &line, const CColBox &box);
static bool TestVerticalLineBox(const CColLine &line, const CColBox &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);
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);
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);
static bool ProcessVerticalLine(const CColLine &line, const CMatrix &matrix, CColModel &model, CColPoint &point, float &mindist, bool ignoreSeeThrough, 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);
};

View file

@ -572,7 +572,7 @@ CPhysical::ApplyCollision(CPhysical *B, CColPoint &colpoint, float &impulseA, fl
if(IsGlass(B->GetModelIndex())) if(IsGlass(B->GetModelIndex()))
CGlass::WindowRespondsToSoftCollision(B, impulseA); CGlass::WindowRespondsToSoftCollision(B, impulseA);
if(!A->bInfiniteMass) 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; return true;
} }
}else if(!B->bInfiniteMass) }else if(!B->bInfiniteMass)
@ -624,7 +624,7 @@ CPhysical::ApplyCollision(CPhysical *B, CColPoint &colpoint, float &impulseA, fl
}else{ }else{
if(IsGlass(B->GetModelIndex())) if(IsGlass(B->GetModelIndex()))
CGlass::WindowRespondsToSoftCollision(B, impulseA); CGlass::WindowRespondsToSoftCollision(B, impulseA);
CVector f = colpoint.normal * impulseA; CVector f = colpoint.GetNormal() * impulseA;
if(A->IsVehicle() && colpoint.normal.z < 0.7f) if(A->IsVehicle() && colpoint.normal.z < 0.7f)
f.z *= 0.3f; f.z *= 0.3f;
if(!A->bInfiniteMass){ if(!A->bInfiniteMass){
@ -1146,43 +1146,43 @@ CPhysical::ProcessShiftSectorList(CPtrList *lists)
mostColliding = 0; mostColliding = 0;
for(j = 1; j < numCollisions; j++) for(j = 1; j < numCollisions; j++)
if(colpoints[j].depth > colpoints[mostColliding].depth) if (colpoints[j].GetDepth() > colpoints[mostColliding].GetDepth())
mostColliding = j; mostColliding = j;
if(CWorld::bSecondShift) if(CWorld::bSecondShift)
for(j = 0; j < numCollisions; j++) 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 else
for(j = 0; j < numCollisions; j++) 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()){ if(A->IsVehicle() && B->IsVehicle()){
CVector dir = A->GetPosition() - B->GetPosition(); CVector dir = A->GetPosition() - B->GetPosition();
dir.Normalise(); dir.Normalise();
if(dir.z < 0.0f && dir.z < A->GetForward().z && dir.z < A->GetRight().z) 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)); 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()){ }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); float f = Min(Abs(dir.z), 0.9f);
dir.z = 0.0f; dir.z = 0.0f;
dir.Normalise(); dir.Normalise();
shift += dir * colpoints[mostColliding].depth / (1.0f - f); shift += dir * colpoints[mostColliding].GetDepth() / (1.0f - f);
boat = B; boat = B;
}else if(B->IsPed() && A->IsVehicle() && ((CVehicle*)A)->IsBoat()){ }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); float f = Min(Abs(dir.z), 0.9f);
dir.z = 0.0f; dir.z = 0.0f;
dir.Normalise(); 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 // BUG? how can that ever happen? A is a Ped
if(B->IsVehicle()) if(B->IsVehicle())
B->ProcessEntityCollision(A, colpoints); B->ProcessEntityCollision(A, colpoints);
}else{ }else{
if(CWorld::bSecondShift) if(CWorld::bSecondShift)
shift += colpoints[mostColliding].normal * colpoints[mostColliding].depth * 0.4f; shift += colpoints[mostColliding].GetNormal() * colpoints[mostColliding].GetDepth() * 0.4f;
else else
shift += colpoints[mostColliding].normal * colpoints[mostColliding].depth * 0.2f; shift += colpoints[mostColliding].GetNormal() * colpoints[mostColliding].GetDepth() * 0.2f;
} }
doShift = true; doShift = true;