finished CCollision

This commit is contained in:
aap 2020-04-06 20:32:44 +02:00
parent 3a8cbf393a
commit f192d7052e
3 changed files with 81 additions and 4 deletions

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@ -42,7 +42,6 @@ cAudioManager - WIP
CBoat
CBrightLights
CBulletInfo
CCollision - almost done
CCullZone - only mobile stuff
CCullZones - only mobile stuff
CExplosion

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@ -34,8 +34,6 @@ enum Direction
eLevelName &CCollision::ms_collisionInMemory = *(eLevelName*)0x8F6250;
CLinkList<CColModel*> &CCollision::ms_colModelCache = *(CLinkList<CColModel*>*)0x95CB58;
WRAPPER bool CCollision::IsStoredPolyStillValidVerticalLine(const CVector &pos, float z, CColPoint &point, CStoredCollPoly *poly) { EAXJMP(0x4105A0); }
void
CCollision::Init(void)
{
@ -926,6 +924,87 @@ CCollision::ProcessVerticalLineTriangle(const CColLine &line,
return true;
}
bool
CCollision::IsStoredPolyStillValidVerticalLine(const CVector &pos, float z, CColPoint &point, CStoredCollPoly *poly)
{
float t;
if(!poly->valid)
return false;
// maybe inlined?
CColTriangle tri;
tri.a = 0;
tri.b = 1;
tri.c = 2;
CColTrianglePlane plane;
plane.Set(poly->verts, tri);
const CVector &va = poly->verts[tri.a];
const CVector &vb = poly->verts[tri.b];
const CVector &vc = poly->verts[tri.c];
CVector p0 = pos;
CVector p1(pos.x, pos.y, z);
// The rest is pretty much CCollision::ProcessLineTriangle
// if points are on the same side, no collision
if(plane.CalcPoint(p0) * plane.CalcPoint(p1) > 0.0f)
return poly->valid = false;
// intersection parameter on line
t = -plane.CalcPoint(p0) / DotProduct(p1 - p0, plane.normal);
// find point of intersection
CVector p = p0 + (p1-p0)*t;
CVector2D vec1, vec2, vec3, vect;
switch(plane.dir){
case DIR_X_POS:
vec1.x = va.y; vec1.y = va.z;
vec2.x = vc.y; vec2.y = vc.z;
vec3.x = vb.y; vec3.y = vb.z;
vect.x = p.y; vect.y = p.z;
break;
case DIR_X_NEG:
vec1.x = va.y; vec1.y = va.z;
vec2.x = vb.y; vec2.y = vb.z;
vec3.x = vc.y; vec3.y = vc.z;
vect.x = p.y; vect.y = p.z;
break;
case DIR_Y_POS:
vec1.x = va.z; vec1.y = va.x;
vec2.x = vc.z; vec2.y = vc.x;
vec3.x = vb.z; vec3.y = vb.x;
vect.x = p.z; vect.y = p.x;
break;
case DIR_Y_NEG:
vec1.x = va.z; vec1.y = va.x;
vec2.x = vb.z; vec2.y = vb.x;
vec3.x = vc.z; vec3.y = vc.x;
vect.x = p.z; vect.y = p.x;
break;
case DIR_Z_POS:
vec1.x = va.x; vec1.y = va.y;
vec2.x = vc.x; vec2.y = vc.y;
vec3.x = vb.x; vec3.y = vb.y;
vect.x = p.x; vect.y = p.y;
break;
case DIR_Z_NEG:
vec1.x = va.x; vec1.y = va.y;
vec2.x = vb.x; vec2.y = vb.y;
vec3.x = vc.x; vec3.y = vc.y;
vect.x = p.x; vect.y = p.y;
break;
default:
assert(0);
}
if(CrossProduct2D(vec2-vec1, vect-vec1) < 0.0f) return poly->valid = false;
if(CrossProduct2D(vec3-vec1, vect-vec1) > 0.0f) return poly->valid = false;
if(CrossProduct2D(vec3-vec2, vect-vec2) < 0.0f) return poly->valid = false;
point.point = p;
return poly->valid = true;
}
bool
CCollision::ProcessLineTriangle(const CColLine &line ,
const CVector *verts, const CColTriangle &tri, const CColTrianglePlane &plane,

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@ -144,7 +144,6 @@ public:
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);
// TODO:
static bool IsStoredPolyStillValidVerticalLine(const CVector &pos, float z, CColPoint &point, CStoredCollPoly *poly);
static float DistToLine(const CVector *l0, const CVector *l1, const CVector *point);