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https://gitlab.com/GaryOderNichts/re3-wiiu.git
synced 2024-11-29 20:44:16 +01:00
collision fixes
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e2d56f00dd
commit
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@ -395,7 +395,7 @@ CCollision::TestVerticalLineBox(const CColLine &line, const CColBox &box)
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}
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bool
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CCollision::TestLineTriangle(const CColLine &line, const CVector *verts, const CColTriangle &tri, const CColTrianglePlane &plane)
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CCollision::TestLineTriangle(const CColLine &line, const CompressedVector *verts, const CColTriangle &tri, const CColTrianglePlane &plane)
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{
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float t;
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CVector normal;
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@ -410,9 +410,9 @@ CCollision::TestLineTriangle(const CColLine &line, const CVector *verts, const C
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// find point of intersection
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CVector p = line.p0 + (line.p1-line.p0)*t;
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const CVector &va = verts[tri.a];
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const CVector &vb = verts[tri.b];
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const CVector &vc = verts[tri.c];
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const CVector &va = verts[tri.a].Get();
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const CVector &vb = verts[tri.b].Get();
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const CVector &vc = verts[tri.c].Get();
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CVector2D vec1, vec2, vec3, vect;
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// We do the test in 2D. With the plane direction we
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@ -505,15 +505,16 @@ CCollision::TestLineSphere(const CColLine &line, const CColSphere &sph)
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bool
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CCollision::TestSphereTriangle(const CColSphere &sphere,
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const CVector *verts, const CColTriangle &tri, const CColTrianglePlane &plane)
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const CompressedVector *verts, const CColTriangle &tri, const CColTrianglePlane &plane)
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{
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// If sphere and plane don't intersect, no collision
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if(Abs(plane.CalcPoint(sphere.center)) > sphere.radius)
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float planedist = plane.CalcPoint(sphere.center);
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if(Abs(planedist) > sphere.radius)
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return false;
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const CVector &va = verts[tri.a];
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const CVector &vb = verts[tri.b];
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const CVector &vc = verts[tri.c];
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const CVector &va = verts[tri.a].Get();
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const CVector &vb = verts[tri.b].Get();
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const CVector &vc = verts[tri.c].Get();
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// calculate two orthogonal basis vectors for the triangle
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CVector vec2 = vb - va;
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@ -537,23 +538,29 @@ CCollision::TestSphereTriangle(const CColSphere &sphere,
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int testcase = insideAB + insideAC + insideBC;
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float dist = 0.0f;
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if(testcase == 1){
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switch(testcase){
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case 1:
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// closest to a vertex
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if(insideAB) dist = (sphere.center - vc).Magnitude();
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else if(insideAC) dist = (sphere.center - vb).Magnitude();
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else if(insideBC) dist = (sphere.center - va).Magnitude();
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else assert(0);
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}else if(testcase == 2){
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break;
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case 2:
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// closest to an edge
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// looks like original game as DistToLine manually inlined
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if(!insideAB) dist = DistToLine(&va, &vb, &sphere.center);
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else if(!insideAC) dist = DistToLine(&va, &vc, &sphere.center);
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else if(!insideBC) dist = DistToLine(&vb, &vc, &sphere.center);
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else assert(0);
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}else if(testcase == 3){
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break;
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case 3:
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// center is in triangle
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return true;
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}else
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assert(0); // front fell off
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dist = Abs(planedist);
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break;
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default:
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assert(0);
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}
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return dist < sphere.radius;
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}
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@ -572,21 +579,24 @@ CCollision::TestLineOfSight(const CColLine &line, const CMatrix &matrix, CColMod
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if(!TestLineBox(newline, model.boundingBox))
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return false;
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for(i = 0; i < model.numSpheres; i++)
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if(!ignoreSeeThrough || model.spheres[i].surface != SURFACE_GLASS && model.spheres[i].surface != SURFACE_TRANSPARENT_CLOTH)
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if(TestLineSphere(newline, model.spheres[i]))
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return true;
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for(i = 0; i < model.numSpheres; i++){
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if(ignoreSeeThrough && IsSeeThrough(model.spheres[i].surface)) continue;
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if(TestLineSphere(newline, model.spheres[i]))
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return true;
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}
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for(i = 0; i < model.numBoxes; i++)
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if(!ignoreSeeThrough || model.boxes[i].surface != SURFACE_GLASS && model.boxes[i].surface != SURFACE_TRANSPARENT_CLOTH)
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if(TestLineBox(newline, model.boxes[i]))
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return true;
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for(i = 0; i < model.numBoxes; i++){
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if(ignoreSeeThrough && IsSeeThrough(model.boxes[i].surface)) continue;
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if(TestLineBox(newline, model.boxes[i]))
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return true;
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}
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CalculateTrianglePlanes(&model);
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for(i = 0; i < model.numTriangles; i++)
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if(!ignoreSeeThrough || model.triangles[i].surface != SURFACE_GLASS && model.triangles[i].surface != SURFACE_TRANSPARENT_CLOTH)
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if(TestLineTriangle(newline, model.vertices, model.triangles[i], model.trianglePlanes[i]))
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return true;
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for(i = 0; i < model.numTriangles; i++){
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if(ignoreSeeThrough && IsSeeThrough(model.triangles[i].surface)) continue;
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if(TestLineTriangle(newline, model.vertices, model.triangles[i], model.trianglePlanes[i]))
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return true;
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}
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return false;
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}
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@ -861,16 +871,16 @@ CCollision::ProcessLineSphere(const CColLine &line, const CColSphere &sphere, CC
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bool
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CCollision::ProcessVerticalLineTriangle(const CColLine &line,
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const CVector *verts, const CColTriangle &tri, const CColTrianglePlane &plane,
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const CompressedVector *verts, const CColTriangle &tri, const CColTrianglePlane &plane,
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CColPoint &point, float &mindist, CStoredCollPoly *poly)
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{
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float t;
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CVector normal;
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const CVector &p0 = line.p0;
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const CVector &va = verts[tri.a];
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const CVector &vb = verts[tri.b];
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const CVector &vc = verts[tri.c];
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const CVector &va = verts[tri.a].Get();
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const CVector &vb = verts[tri.b].Get();
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const CVector &vc = verts[tri.c].Get();
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// early out bound rect test
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if(p0.x < va.x && p0.x < vb.x && p0.x < vc.x) return false;
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@ -935,6 +945,7 @@ CCollision::ProcessVerticalLineTriangle(const CColLine &line,
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if(CrossProduct2D(vec2-vec1, vect-vec1) < 0.0f) return false;
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if(CrossProduct2D(vec3-vec1, vect-vec1) > 0.0f) return false;
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if(CrossProduct2D(vec3-vec2, vect-vec2) < 0.0f) return false;
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if(t >= mindist) return false;
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point.point = p;
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point.normal = normal;
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point.surfaceA = 0;
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@ -960,16 +971,12 @@ CCollision::IsStoredPolyStillValidVerticalLine(const CVector &pos, float z, CCol
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return false;
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// maybe inlined?
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CColTriangle tri;
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tri.a = 0;
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tri.b = 1;
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tri.c = 2;
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CColTrianglePlane plane;
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plane.Set(poly->verts, tri);
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plane.Set(poly->verts[0], poly->verts[1], poly->verts[2]);
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const CVector &va = poly->verts[tri.a];
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const CVector &vb = poly->verts[tri.b];
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const CVector &vc = poly->verts[tri.c];
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const CVector &va = poly->verts[0];
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const CVector &vb = poly->verts[1];
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const CVector &vc = poly->verts[2];
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CVector p0 = pos;
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CVector p1(pos.x, pos.y, z);
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@ -1034,7 +1041,7 @@ CCollision::IsStoredPolyStillValidVerticalLine(const CVector &pos, float z, CCol
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bool
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CCollision::ProcessLineTriangle(const CColLine &line ,
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const CVector *verts, const CColTriangle &tri, const CColTrianglePlane &plane,
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const CompressedVector *verts, const CColTriangle &tri, const CColTrianglePlane &plane,
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CColPoint &point, float &mindist)
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{
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float t;
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@ -1053,9 +1060,9 @@ CCollision::ProcessLineTriangle(const CColLine &line ,
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// find point of intersection
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CVector p = line.p0 + (line.p1-line.p0)*t;
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const CVector &va = verts[tri.a];
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const CVector &vb = verts[tri.b];
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const CVector &vc = verts[tri.c];
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const CVector &va = verts[tri.a].Get();
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const CVector &vb = verts[tri.b].Get();
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const CVector &vc = verts[tri.c].Get();
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CVector2D vec1, vec2, vec3, vect;
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switch(plane.dir){
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@ -1101,6 +1108,7 @@ CCollision::ProcessLineTriangle(const CColLine &line ,
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if(CrossProduct2D(vec2-vec1, vect-vec1) < 0.0f) return false;
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if(CrossProduct2D(vec3-vec1, vect-vec1) > 0.0f) return false;
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if(CrossProduct2D(vec3-vec2, vect-vec2) < 0.0f) return false;
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if(t >= mindist) return false;
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point.point = p;
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point.normal = normal;
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point.surfaceA = 0;
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@ -1113,7 +1121,7 @@ CCollision::ProcessLineTriangle(const CColLine &line ,
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bool
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CCollision::ProcessSphereTriangle(const CColSphere &sphere,
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const CVector *verts, const CColTriangle &tri, const CColTrianglePlane &plane,
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const CompressedVector *verts, const CColTriangle &tri, const CColTrianglePlane &plane,
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CColPoint &point, float &mindistsq)
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{
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// If sphere and plane don't intersect, no collision
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@ -1122,9 +1130,9 @@ CCollision::ProcessSphereTriangle(const CColSphere &sphere,
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if(Abs(planedist) > sphere.radius || distsq > mindistsq)
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return false;
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const CVector &va = verts[tri.a];
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const CVector &vb = verts[tri.b];
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const CVector &vc = verts[tri.c];
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const CVector &va = verts[tri.a].Get();
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const CVector &vb = verts[tri.b].Get();
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const CVector &vc = verts[tri.c].Get();
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// calculate two orthogonal basis vectors for the triangle
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CVector normal;
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@ -1151,25 +1159,31 @@ CCollision::ProcessSphereTriangle(const CColSphere &sphere,
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int testcase = insideAB + insideAC + insideBC;
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float dist = 0.0f;
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CVector p;
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if(testcase == 1){
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switch(testcase){
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case 1:
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// closest to a vertex
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if(insideAB) p = vc;
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else if(insideAC) p = vb;
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else if(insideBC) p = va;
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else assert(0);
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dist = (sphere.center - p).Magnitude();
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}else if(testcase == 2){
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break;
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case 2:
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// closest to an edge
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// looks like original game as DistToLine manually inlined
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if(!insideAB) dist = DistToLine(&va, &vb, &sphere.center, p);
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else if(!insideAC) dist = DistToLine(&va, &vc, &sphere.center, p);
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else if(!insideBC) dist = DistToLine(&vb, &vc, &sphere.center, p);
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else assert(0);
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}else if(testcase == 3){
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break;
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case 3:
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// center is in triangle
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dist = Abs(planedist);
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p = sphere.center - normal*planedist;
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}else
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assert(0); // front fell off
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break;
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default:
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assert(0);
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}
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if(dist >= sphere.radius || dist*dist >= mindistsq)
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return false;
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@ -1203,18 +1217,21 @@ CCollision::ProcessLineOfSight(const CColLine &line,
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return false;
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float coldist = mindist;
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for(i = 0; i < model.numSpheres; i++)
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if(!ignoreSeeThrough || model.spheres[i].surface != SURFACE_GLASS && model.spheres[i].surface != SURFACE_TRANSPARENT_CLOTH)
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ProcessLineSphere(newline, model.spheres[i], point, coldist);
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for(i = 0; i < model.numSpheres; i++){
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if(ignoreSeeThrough && IsSeeThrough(model.spheres[i].surface)) continue;
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ProcessLineSphere(newline, model.spheres[i], point, coldist);
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}
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for(i = 0; i < model.numBoxes; i++)
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if(!ignoreSeeThrough || model.boxes[i].surface != SURFACE_GLASS && model.boxes[i].surface != SURFACE_TRANSPARENT_CLOTH)
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ProcessLineBox(newline, model.boxes[i], point, coldist);
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for(i = 0; i < model.numBoxes; i++){
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if(ignoreSeeThrough && IsSeeThrough(model.boxes[i].surface)) continue;
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ProcessLineBox(newline, model.boxes[i], point, coldist);
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}
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CalculateTrianglePlanes(&model);
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for(i = 0; i < model.numTriangles; i++)
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if(!ignoreSeeThrough || model.triangles[i].surface != SURFACE_GLASS && model.triangles[i].surface != SURFACE_TRANSPARENT_CLOTH)
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ProcessLineTriangle(newline, model.vertices, model.triangles[i], model.trianglePlanes[i], point, coldist);
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for(i = 0; i < model.numTriangles; i++){
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if(ignoreSeeThrough && IsSeeThrough(model.triangles[i].surface)) continue;
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ProcessLineTriangle(newline, model.vertices, model.triangles[i], model.trianglePlanes[i], point, coldist);
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}
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if(coldist < mindist){
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point.point = matrix * point.point;
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@ -1243,24 +1260,27 @@ CCollision::ProcessVerticalLine(const CColLine &line,
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return false;
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float coldist = mindist;
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for(i = 0; i < model.numSpheres; i++)
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if(!ignoreSeeThrough || model.spheres[i].surface != SURFACE_GLASS && model.spheres[i].surface != SURFACE_TRANSPARENT_CLOTH)
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ProcessLineSphere(newline, model.spheres[i], point, coldist);
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for(i = 0; i < model.numSpheres; i++){
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if(ignoreSeeThrough && IsSeeThrough(model.spheres[i].surface)) continue;
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ProcessLineSphere(newline, model.spheres[i], point, coldist);
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}
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for(i = 0; i < model.numBoxes; i++)
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if(!ignoreSeeThrough || model.boxes[i].surface != SURFACE_GLASS && model.boxes[i].surface != SURFACE_TRANSPARENT_CLOTH)
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ProcessLineBox(newline, model.boxes[i], point, coldist);
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for(i = 0; i < model.numBoxes; i++){
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if(ignoreSeeThrough && IsSeeThrough(model.boxes[i].surface)) continue;
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ProcessLineBox(newline, model.boxes[i], point, coldist);
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}
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CalculateTrianglePlanes(&model);
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TempStoredPoly.valid = false;
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for(i = 0; i < model.numTriangles; i++)
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if(!ignoreSeeThrough || model.triangles[i].surface != SURFACE_GLASS && model.triangles[i].surface != SURFACE_TRANSPARENT_CLOTH)
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ProcessVerticalLineTriangle(newline, model.vertices, model.triangles[i], model.trianglePlanes[i], point, coldist, &TempStoredPoly);
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for(i = 0; i < model.numTriangles; i++){
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if(ignoreSeeThrough && IsSeeThrough(model.triangles[i].surface)) continue;
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ProcessVerticalLineTriangle(newline, model.vertices, model.triangles[i], model.trianglePlanes[i], point, coldist, &TempStoredPoly);
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}
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if(coldist < mindist){
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point.point = matrix * point.point;
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point.normal = Multiply3x3(matrix, point.normal);
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if(poly && TempStoredPoly.valid){
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if(TempStoredPoly.valid && poly){
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*poly = TempStoredPoly;
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poly->verts[0] = matrix * poly->verts[0];
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poly->verts[1] = matrix * poly->verts[1];
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@ -1959,7 +1979,7 @@ CColLine::Set(const CVector &p0, const CVector &p1)
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}
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void
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CColTriangle::Set(const CVector *, int a, int b, int c, uint8 surf, uint8 piece)
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CColTriangle::Set(const CompressedVector *, int a, int b, int c, uint8 surf, uint8 piece)
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{
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this->a = a;
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this->b = b;
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@ -1968,12 +1988,8 @@ CColTriangle::Set(const CVector *, int a, int b, int c, uint8 surf, uint8 piece)
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}
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void
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CColTrianglePlane::Set(const CVector *v, CColTriangle &tri)
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CColTrianglePlane::Set(const CVector &va, const CVector &vb, const CVector &vc)
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{
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const CVector &va = v[tri.a];
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const CVector &vb = v[tri.b];
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const CVector &vc = v[tri.c];
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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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@ -2063,7 +2079,7 @@ CColModel::GetLinkPtr(void)
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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];
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v = vertices[i].Get();
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}
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CColModel&
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@ -2142,7 +2158,7 @@ CColModel::operator=(const CColModel &other)
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if(vertices)
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RwFree(vertices);
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if(numVerts){
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vertices = (CVector*)RwMalloc(numVerts*sizeof(CVector));
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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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@ -10,6 +10,19 @@
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#define MAX_COLLISION_POINTS 32
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#endif
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struct CompressedVector
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{
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#ifdef COMPRESSED_COL_VECTORS
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int16 x, y, z;
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CVector Get(void) const { return CVector(x, y, z)/128.0f; };
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void Set(float x, float y, float z) { this->x = x*128.0f; this->y = y*128.0f; this->z = z*128.0f; };
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#else
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float x, y, z;
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CVector Get(void) const { return CVector(x, y, z); };
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void Set(float x, float y, float z) { this->x = x; this->y = y; this->z = z; };
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#endif
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};
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struct CColSphere
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{
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CVector center;
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@ -51,7 +64,7 @@ struct CColTriangle
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uint16 c;
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uint8 surface;
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void Set(const CVector *v, int a, int b, int c, uint8 surf, uint8 piece);
|
||||
void Set(const CompressedVector *v, int a, int b, int c, uint8 surf, uint8 piece);
|
||||
};
|
||||
|
||||
struct CColTrianglePlane
|
||||
@ -60,7 +73,8 @@ struct CColTrianglePlane
|
||||
float dist;
|
||||
uint8 dir;
|
||||
|
||||
void Set(const CVector *v, CColTriangle &tri);
|
||||
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; };
|
||||
};
|
||||
@ -94,11 +108,11 @@ struct CColModel
|
||||
int16 numBoxes;
|
||||
int16 numTriangles;
|
||||
int32 level;
|
||||
bool ownsCollisionVolumes;
|
||||
bool ownsCollisionVolumes; // missing on PS2
|
||||
CColSphere *spheres;
|
||||
CColLine *lines;
|
||||
CColBox *boxes;
|
||||
CVector *vertices;
|
||||
CompressedVector *vertices;
|
||||
CColTriangle *triangles;
|
||||
CColTrianglePlane *trianglePlanes;
|
||||
|
||||
@ -136,18 +150,18 @@ public:
|
||||
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 CVector *verts, const CColTriangle &tri, const CColTrianglePlane &plane);
|
||||
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 CVector *verts, const CColTriangle &tri, const CColTrianglePlane &plane);
|
||||
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 CVector *verts, const CColTriangle &tri, const CColTrianglePlane &plane, CColPoint &point, float &mindist, CStoredCollPoly *poly);
|
||||
static bool ProcessLineTriangle(const CColLine &line , const CVector *verts, const CColTriangle &tri, const CColTrianglePlane &plane, 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 CVector *verts, const CColTriangle &tri, const CColTrianglePlane &plane, CColPoint &point, float &mindistsq);
|
||||
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);
|
||||
|
@ -264,12 +264,12 @@ CFileLoader::LoadCollisionModel(uint8 *buf, CColModel &model, char *modelname)
|
||||
int32 numVertices = *(int16*)buf;
|
||||
buf += 4;
|
||||
if(numVertices > 0){
|
||||
model.vertices = (CVector*)RwMalloc(numVertices*sizeof(CVector));
|
||||
model.vertices = (CompressedVector*)RwMalloc(numVertices*sizeof(CompressedVector));
|
||||
for(i = 0; i < numVertices; i++){
|
||||
model.vertices[i] = *(CVector*)buf;
|
||||
if(Abs(model.vertices[i].x) >= 256.0f ||
|
||||
Abs(model.vertices[i].y) >= 256.0f ||
|
||||
Abs(model.vertices[i].z) >= 256.0f)
|
||||
model.vertices[i].Set(*(float*)buf, *(float*)(buf+4), *(float*)(buf+8));
|
||||
if(Abs(*(float*)buf) >= 256.0f ||
|
||||
Abs(*(float*)(buf+4)) >= 256.0f ||
|
||||
Abs(*(float*)(buf+8)) >= 256.0f)
|
||||
printf("%s:Collision volume too big\n", modelname);
|
||||
buf += 12;
|
||||
}
|
||||
|
@ -54,6 +54,16 @@ enum
|
||||
|
||||
struct CColPoint;
|
||||
|
||||
inline bool
|
||||
IsSeeThrough(uint8 surfType)
|
||||
{
|
||||
switch(surfType)
|
||||
case SURFACE_GLASS:
|
||||
case SURFACE_TRANSPARENT_CLOTH:
|
||||
return true;
|
||||
return false;
|
||||
}
|
||||
|
||||
class CSurfaceTable
|
||||
{
|
||||
static float ms_aAdhesiveLimitTable[NUMADHESIVEGROUPS][NUMADHESIVEGROUPS];
|
||||
|
@ -158,6 +158,7 @@ enum Config {
|
||||
#if defined GTA_PS2
|
||||
# define GTA_PS2_STUFF
|
||||
# define RANDOMSPLASH
|
||||
# define COMPRESSED_COL_VECTORS
|
||||
#elif defined GTA_PC
|
||||
# define GTA3_1_1_PATCH
|
||||
//# define GTA3_STEAM_PATCH
|
||||
|
@ -424,10 +424,10 @@ CGlass::RenderEntityInGlass(CEntity *entity)
|
||||
ASSERT(col!=nil);
|
||||
if ( col->numTriangles >= 2 )
|
||||
{
|
||||
CVector a = object->GetMatrix() * col->vertices[0];
|
||||
CVector b = object->GetMatrix() * col->vertices[1];
|
||||
CVector c = object->GetMatrix() * col->vertices[2];
|
||||
CVector d = object->GetMatrix() * col->vertices[3];
|
||||
CVector a = object->GetMatrix() * col->vertices[0].Get();
|
||||
CVector b = object->GetMatrix() * col->vertices[1].Get();
|
||||
CVector c = object->GetMatrix() * col->vertices[2].Get();
|
||||
CVector d = object->GetMatrix() * col->vertices[3].Get();
|
||||
|
||||
if ( object->bGlassCracked )
|
||||
{
|
||||
@ -613,10 +613,10 @@ CGlass::WindowRespondsToCollision(CEntity *entity, float amount, CVector speed,
|
||||
CColModel *col = object->GetColModel();
|
||||
ASSERT(col!=nil);
|
||||
|
||||
CVector a = object->GetMatrix() * col->vertices[0];
|
||||
CVector b = object->GetMatrix() * col->vertices[1];
|
||||
CVector c = object->GetMatrix() * col->vertices[2];
|
||||
CVector d = object->GetMatrix() * col->vertices[3];
|
||||
CVector a = object->GetMatrix() * col->vertices[0].Get();
|
||||
CVector b = object->GetMatrix() * col->vertices[1].Get();
|
||||
CVector c = object->GetMatrix() * col->vertices[2].Get();
|
||||
CVector d = object->GetMatrix() * col->vertices[3].Get();
|
||||
|
||||
float minx = Min(Min(a.x, b.x), Min(c.x, d.x));
|
||||
float maxx = Max(Max(a.x, b.x), Max(c.x, d.x));
|
||||
|
Loading…
Reference in New Issue
Block a user