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https://gitlab.com/GaryOderNichts/re3-wiiu.git
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finished CCollision
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@ -42,7 +42,6 @@ cAudioManager - WIP
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CBoat
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CBrightLights
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CBulletInfo
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CCollision - almost done
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CCullZone - only mobile stuff
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CCullZones - only mobile stuff
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CExplosion
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@ -34,8 +34,6 @@ enum Direction
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eLevelName &CCollision::ms_collisionInMemory = *(eLevelName*)0x8F6250;
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CLinkList<CColModel*> &CCollision::ms_colModelCache = *(CLinkList<CColModel*>*)0x95CB58;
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WRAPPER bool CCollision::IsStoredPolyStillValidVerticalLine(const CVector &pos, float z, CColPoint &point, CStoredCollPoly *poly) { EAXJMP(0x4105A0); }
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void
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CCollision::Init(void)
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{
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@ -926,6 +924,87 @@ CCollision::ProcessVerticalLineTriangle(const CColLine &line,
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return true;
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}
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bool
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CCollision::IsStoredPolyStillValidVerticalLine(const CVector &pos, float z, CColPoint &point, CStoredCollPoly *poly)
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{
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float t;
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if(!poly->valid)
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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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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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CVector p0 = pos;
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CVector p1(pos.x, pos.y, z);
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// The rest is pretty much CCollision::ProcessLineTriangle
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// if points are on the same side, no collision
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if(plane.CalcPoint(p0) * plane.CalcPoint(p1) > 0.0f)
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return poly->valid = false;
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// intersection parameter on line
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t = -plane.CalcPoint(p0) / DotProduct(p1 - p0, plane.normal);
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// find point of intersection
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CVector p = p0 + (p1-p0)*t;
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CVector2D vec1, vec2, vec3, vect;
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switch(plane.dir){
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case DIR_X_POS:
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vec1.x = va.y; vec1.y = va.z;
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vec2.x = vc.y; vec2.y = vc.z;
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vec3.x = vb.y; vec3.y = vb.z;
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vect.x = p.y; vect.y = p.z;
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break;
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case DIR_X_NEG:
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vec1.x = va.y; vec1.y = va.z;
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vec2.x = vb.y; vec2.y = vb.z;
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vec3.x = vc.y; vec3.y = vc.z;
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vect.x = p.y; vect.y = p.z;
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break;
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case DIR_Y_POS:
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vec1.x = va.z; vec1.y = va.x;
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vec2.x = vc.z; vec2.y = vc.x;
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vec3.x = vb.z; vec3.y = vb.x;
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vect.x = p.z; vect.y = p.x;
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break;
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case DIR_Y_NEG:
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vec1.x = va.z; vec1.y = va.x;
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vec2.x = vb.z; vec2.y = vb.x;
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vec3.x = vc.z; vec3.y = vc.x;
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vect.x = p.z; vect.y = p.x;
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break;
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case DIR_Z_POS:
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vec1.x = va.x; vec1.y = va.y;
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vec2.x = vc.x; vec2.y = vc.y;
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vec3.x = vb.x; vec3.y = vb.y;
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vect.x = p.x; vect.y = p.y;
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break;
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case DIR_Z_NEG:
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vec1.x = va.x; vec1.y = va.y;
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vec2.x = vb.x; vec2.y = vb.y;
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vec3.x = vc.x; vec3.y = vc.y;
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vect.x = p.x; vect.y = p.y;
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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(CrossProduct2D(vec2-vec1, vect-vec1) < 0.0f) return poly->valid = false;
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if(CrossProduct2D(vec3-vec1, vect-vec1) > 0.0f) return poly->valid = false;
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if(CrossProduct2D(vec3-vec2, vect-vec2) < 0.0f) return poly->valid = false;
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point.point = p;
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return poly->valid = true;
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}
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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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@ -144,7 +144,6 @@ public:
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static bool ProcessLineOfSight(const CColLine &line, const CMatrix &matrix, CColModel &model, CColPoint &point, float &mindist, bool ignoreSeeThrough);
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static bool ProcessVerticalLine(const CColLine &line, const CMatrix &matrix, CColModel &model, CColPoint &point, float &mindist, bool ignoreSeeThrough, CStoredCollPoly *poly);
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static int32 ProcessColModels(const CMatrix &matrixA, CColModel &modelA, const CMatrix &matrixB, CColModel &modelB, CColPoint *spherepoints, CColPoint *linepoints, float *linedists);
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// TODO:
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static bool IsStoredPolyStillValidVerticalLine(const CVector &pos, float z, CColPoint &point, CStoredCollPoly *poly);
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static float DistToLine(const CVector *l0, const CVector *l1, const CVector *point);
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