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https://gitlab.com/GaryOderNichts/re3-wiiu.git
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2145 lines
61 KiB
C++
2145 lines
61 KiB
C++
#include "common.h"
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#include "main.h"
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#include "Lists.h"
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#include "Game.h"
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#include "Zones.h"
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#include "General.h"
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#include "ZoneCull.h"
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#include "World.h"
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#include "Entity.h"
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#include "Train.h"
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#include "Streaming.h"
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#include "Pad.h"
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#include "DMAudio.h"
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#include "Population.h"
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#include "FileLoader.h"
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#include "Replay.h"
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#include "CutsceneMgr.h"
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#include "RenderBuffer.h"
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#include "SurfaceTable.h"
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#include "Lines.h"
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#include "Collision.h"
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enum Direction
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{
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DIR_X_POS,
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DIR_X_NEG,
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DIR_Y_POS,
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DIR_Y_NEG,
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DIR_Z_POS,
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DIR_Z_NEG,
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};
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eLevelName CCollision::ms_collisionInMemory;
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CLinkList<CColModel*> CCollision::ms_colModelCache;
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void
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CCollision::Init(void)
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{
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ms_colModelCache.Init(NUMCOLCACHELINKS);
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ms_collisionInMemory = LEVEL_NONE;
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}
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void
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CCollision::Shutdown(void)
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{
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ms_colModelCache.Shutdown();
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}
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void
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CCollision::Update(void)
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{
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CVector playerCoors;
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playerCoors = FindPlayerCoors();
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eLevelName level = CTheZones::m_CurrLevel;
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bool forceLevelChange = false;
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if(CTimer::GetTimeInMilliseconds() < 2000 || CCutsceneMgr::IsCutsceneProcessing())
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return;
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// hardcode a level if there are no zones
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if(level == LEVEL_NONE){
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if(CGame::currLevel == LEVEL_INDUSTRIAL &&
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playerCoors.x < 400.0f){
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level = LEVEL_COMMERCIAL;
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forceLevelChange = true;
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}else if(CGame::currLevel == LEVEL_SUBURBAN &&
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playerCoors.x > -450.0f && playerCoors.y < -1400.0f){
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level = LEVEL_COMMERCIAL;
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forceLevelChange = true;
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}else{
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if(playerCoors.x > 800.0f){
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level = LEVEL_INDUSTRIAL;
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forceLevelChange = true;
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}else if(playerCoors.x < -800.0f){
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level = LEVEL_SUBURBAN;
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forceLevelChange = true;
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}
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}
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}
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if(level != LEVEL_NONE && level != CGame::currLevel)
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CGame::currLevel = level;
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if(ms_collisionInMemory != CGame::currLevel)
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LoadCollisionWhenINeedIt(forceLevelChange);
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CStreaming::HaveAllBigBuildingsLoaded(CGame::currLevel);
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}
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eLevelName
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GetCollisionInSectorList(CPtrList &list)
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{
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CPtrNode *node;
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CEntity *e;
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int level;
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for(node = list.first; node; node = node->next){
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e = (CEntity*)node->item;
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level = CModelInfo::GetModelInfo(e->GetModelIndex())->GetColModel()->level;
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if(level != LEVEL_NONE)
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return (eLevelName)level;
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}
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return LEVEL_NONE;
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}
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// Get a level this sector is in based on collision models
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eLevelName
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GetCollisionInSector(CSector §)
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{
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int level;
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level = GetCollisionInSectorList(sect.m_lists[ENTITYLIST_BUILDINGS]);
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if(level == LEVEL_NONE)
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level = GetCollisionInSectorList(sect.m_lists[ENTITYLIST_BUILDINGS_OVERLAP]);
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if(level == LEVEL_NONE)
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level = GetCollisionInSectorList(sect.m_lists[ENTITYLIST_OBJECTS]);
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if(level == LEVEL_NONE)
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level = GetCollisionInSectorList(sect.m_lists[ENTITYLIST_OBJECTS_OVERLAP]);
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if(level == LEVEL_NONE)
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level = GetCollisionInSectorList(sect.m_lists[ENTITYLIST_DUMMIES]);
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if(level == LEVEL_NONE)
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level = GetCollisionInSectorList(sect.m_lists[ENTITYLIST_DUMMIES_OVERLAP]);
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return (eLevelName)level;
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}
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void
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CCollision::LoadCollisionWhenINeedIt(bool forceChange)
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{
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eLevelName level, l;
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bool multipleLevels;
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CVector playerCoors;
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CVehicle *veh;
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CEntryInfoNode *ei;
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int sx, sy;
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int xmin, xmax, ymin, ymax;
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int x, y;
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level = LEVEL_NONE;
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playerCoors = FindPlayerCoors();
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sx = CWorld::GetSectorIndexX(playerCoors.x);
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sy = CWorld::GetSectorIndexY(playerCoors.y);
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multipleLevels = false;
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veh = FindPlayerVehicle();
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if(veh && veh->IsTrain()){
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if(((CTrain*)veh)->m_nDoorState != TRAIN_DOOR_OPEN)
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return;
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}else if(playerCoors.z < -4.0f && !CCullZones::DoINeedToLoadCollision())
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return;
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// Figure out whose level's collisions we're most likely to be interested in
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if(!forceChange){
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if(veh && veh->IsBoat()){
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// on water we expect to be between levels
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multipleLevels = true;
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}else{
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xmin = Max(sx - 1, 0);
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xmax = Min(sx + 1, NUMSECTORS_X-1);
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ymin = Max(sy - 1, 0);
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ymax = Min(sy + 1, NUMSECTORS_Y-1);
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for(x = xmin; x <= xmax; x++)
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for(y = ymin; y <= ymax; y++){
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l = GetCollisionInSector(*CWorld::GetSector(x, y));
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if(l != LEVEL_NONE){
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if(level == LEVEL_NONE)
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level = l;
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if(level != l)
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multipleLevels = true;
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}
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}
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}
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if(multipleLevels && veh && veh->IsBoat())
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for(ei = veh->m_entryInfoList.first; ei; ei = ei->next){
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level = GetCollisionInSector(*ei->sector);
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if(level != LEVEL_NONE)
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break;
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}
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}
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if(level == CGame::currLevel || forceChange){
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CTimer::Stop();
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DMAudio.SetEffectsFadeVol(0);
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CPad::StopPadsShaking();
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LoadCollisionScreen(CGame::currLevel);
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DMAudio.Service();
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CPopulation::DealWithZoneChange(ms_collisionInMemory, CGame::currLevel, false);
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CStreaming::RemoveIslandsNotUsed(LEVEL_INDUSTRIAL);
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CStreaming::RemoveIslandsNotUsed(LEVEL_COMMERCIAL);
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CStreaming::RemoveIslandsNotUsed(LEVEL_SUBURBAN);
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CStreaming::RemoveBigBuildings(LEVEL_INDUSTRIAL);
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CStreaming::RemoveBigBuildings(LEVEL_COMMERCIAL);
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CStreaming::RemoveBigBuildings(LEVEL_SUBURBAN);
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CModelInfo::RemoveColModelsFromOtherLevels(CGame::currLevel);
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CStreaming::RemoveUnusedModelsInLoadedList();
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CGame::TidyUpMemory(true, true);
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CFileLoader::LoadCollisionFromDatFile(CGame::currLevel);
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ms_collisionInMemory = CGame::currLevel;
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CReplay::EmptyReplayBuffer();
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if(CGame::currLevel != LEVEL_NONE)
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LoadSplash(GetLevelSplashScreen(CGame::currLevel));
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CStreaming::RemoveUnusedBigBuildings(CGame::currLevel);
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CStreaming::RemoveUnusedBuildings(CGame::currLevel);
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CStreaming::RequestBigBuildings(CGame::currLevel);
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CStreaming::LoadAllRequestedModels(true);
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CStreaming::HaveAllBigBuildingsLoaded(CGame::currLevel);
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CGame::TidyUpMemory(true, true);
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CTimer::Update();
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DMAudio.SetEffectsFadeVol(127);
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}
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}
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void
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CCollision::SortOutCollisionAfterLoad(void)
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{
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if(ms_collisionInMemory == CGame::currLevel)
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return;
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CModelInfo::RemoveColModelsFromOtherLevels(CGame::currLevel);
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if(CGame::currLevel != LEVEL_NONE){
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CFileLoader::LoadCollisionFromDatFile(CGame::currLevel);
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if(!CGame::playingIntro)
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LoadSplash(GetLevelSplashScreen(CGame::currLevel));
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}
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ms_collisionInMemory = CGame::currLevel;
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CGame::TidyUpMemory(true, false);
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}
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void
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CCollision::LoadCollisionScreen(eLevelName level)
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{
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static Const char *levelNames[4] = {
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"",
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"IND_ZON",
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"COM_ZON",
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"SUB_ZON"
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};
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// Why twice?
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LoadingIslandScreen(levelNames[level]);
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LoadingIslandScreen(levelNames[level]);
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}
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//
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// Test
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//
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bool
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CCollision::TestSphereSphere(const CColSphere &s1, const CColSphere &s2)
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{
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float d = s1.radius + s2.radius;
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return (s1.center - s2.center).MagnitudeSqr() < d*d;
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}
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bool
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CCollision::TestSphereBox(const CColSphere &sph, const CColBox &box)
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{
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if(sph.center.x + sph.radius < box.min.x) return false;
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if(sph.center.x - sph.radius > box.max.x) return false;
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if(sph.center.y + sph.radius < box.min.y) return false;
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if(sph.center.y - sph.radius > box.max.y) return false;
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if(sph.center.z + sph.radius < box.min.z) return false;
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if(sph.center.z - sph.radius > box.max.z) return false;
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return true;
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}
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bool
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CCollision::TestLineBox(const CColLine &line, const CColBox &box)
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{
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float t, x, y, z;
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// If either line point is in the box, we have a collision
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if(line.p0.x > box.min.x && line.p0.x < box.max.x &&
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line.p0.y > box.min.y && line.p0.y < box.max.y &&
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line.p0.z > box.min.z && line.p0.z < box.max.z)
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return true;
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if(line.p1.x > box.min.x && line.p1.x < box.max.x &&
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line.p1.y > box.min.y && line.p1.y < box.max.y &&
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line.p1.z > box.min.z && line.p1.z < box.max.z)
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return true;
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// check if points are on opposite sides of min x plane
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if((box.min.x - line.p1.x) * (box.min.x - line.p0.x) < 0.0f){
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// parameter along line where we intersect
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t = (box.min.x - line.p0.x) / (line.p1.x - line.p0.x);
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// y of intersection
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y = line.p0.y + (line.p1.y - line.p0.y)*t;
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if(y > box.min.y && y < box.max.y){
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// z of intersection
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z = line.p0.z + (line.p1.z - line.p0.z)*t;
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if(z > box.min.z && z < box.max.z)
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return true;
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}
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}
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// same test with max x plane
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if((line.p1.x - box.max.x) * (line.p0.x - box.max.x) < 0.0f){
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t = (line.p0.x - box.max.x) / (line.p0.x - line.p1.x);
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y = line.p0.y + (line.p1.y - line.p0.y)*t;
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if(y > box.min.y && y < box.max.y){
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z = line.p0.z + (line.p1.z - line.p0.z)*t;
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if(z > box.min.z && z < box.max.z)
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return true;
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}
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}
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// min y plne
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if((box.min.y - line.p0.y) * (box.min.y - line.p1.y) < 0.0f){
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t = (box.min.y - line.p0.y) / (line.p1.y - line.p0.y);
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x = line.p0.x + (line.p1.x - line.p0.x)*t;
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if(x > box.min.x && x < box.max.x){
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z = line.p0.z + (line.p1.z - line.p0.z)*t;
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if(z > box.min.z && z < box.max.z)
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return true;
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}
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}
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// max y plane
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if((line.p0.y - box.max.y) * (line.p1.y - box.max.y) < 0.0f){
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t = (line.p0.y - box.max.y) / (line.p0.y - line.p1.y);
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x = line.p0.x + (line.p1.x - line.p0.x)*t;
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if(x > box.min.x && x < box.max.x){
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z = line.p0.z + (line.p1.z - line.p0.z)*t;
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if(z > box.min.z && z < box.max.z)
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return true;
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}
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}
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// min z plne
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if((box.min.z - line.p0.z) * (box.min.z - line.p1.z) < 0.0f){
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t = (box.min.z - line.p0.z) / (line.p1.z - line.p0.z);
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x = line.p0.x + (line.p1.x - line.p0.x)*t;
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if(x > box.min.x && x < box.max.x){
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y = line.p0.y + (line.p1.y - line.p0.y)*t;
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if(y > box.min.y && y < box.max.y)
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return true;
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}
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}
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// max z plane
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if((line.p0.z - box.max.z) * (line.p1.z - box.max.z) < 0.0f){
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t = (line.p0.z - box.max.z) / (line.p0.z - line.p1.z);
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x = line.p0.x + (line.p1.x - line.p0.x)*t;
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if(x > box.min.x && x < box.max.x){
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y = line.p0.y + (line.p1.y - line.p0.y)*t;
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if(y > box.min.y && y < box.max.y)
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return true;
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}
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}
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return false;
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}
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bool
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CCollision::TestVerticalLineBox(const CColLine &line, const CColBox &box)
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{
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if(line.p0.x <= box.min.x) return false;
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if(line.p0.y <= box.min.y) return false;
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if(line.p0.x >= box.max.x) return false;
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if(line.p0.y >= box.max.y) return false;
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if(line.p0.z < line.p1.z){
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if(line.p0.z > box.max.z) return false;
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if(line.p1.z < box.min.z) return false;
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}else{
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if(line.p1.z > box.max.z) return false;
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if(line.p0.z < box.min.z) return false;
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}
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return true;
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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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{
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float t;
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CVector normal;
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plane.GetNormal(normal);
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// if points are on the same side, no collision
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if(plane.CalcPoint(line.p0) * plane.CalcPoint(line.p1) > 0.0f)
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return false;
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// intersection parameter on line
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t = -plane.CalcPoint(line.p0) / DotProduct(line.p1 - line.p0, normal);
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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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CVector2D vec1, vec2, vec3, vect;
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// We do the test in 2D. With the plane direction we
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// can figure out how to project the vectors.
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// normal = (c-a) x (b-a)
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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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// This is our triangle:
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// 3-------2
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// \ P /
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// \ /
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// \ /
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// 1
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// We can use the "2d cross product" to check on which side
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// a vector is of another. Test is true if point is inside of all edges.
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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;
|
|
if(CrossProduct2D(vec3-vec2, vect-vec2) < 0.0f) return false;
|
|
return true;
|
|
}
|
|
|
|
// Test if line segment intersects with sphere.
|
|
// If the first point is inside the sphere this test does not register a collision!
|
|
// The code is reversed from the original code and rather ugly, see Process for a clear version.
|
|
// TODO: actually rewrite this mess
|
|
bool
|
|
CCollision::TestLineSphere(const CColLine &line, const CColSphere &sph)
|
|
{
|
|
CVector v01 = line.p1 - line.p0; // vector from p0 to p1
|
|
CVector v0c = sph.center - line.p0; // vector from p0 to center
|
|
float linesq = v01.MagnitudeSqr();
|
|
// I leave in the strange -2 factors even though they serve no real purpose
|
|
float projline = -2.0f * DotProduct(v01, v0c); // project v0c onto line
|
|
// Square of tangent from p0 multiplied by line length so we can compare with projline.
|
|
// The length of the tangent would be this: Sqrt((c-p0)^2 - r^2).
|
|
// Negative if p0 is inside the sphere! This breaks the test!
|
|
float tansq = 4.0f * linesq *
|
|
(sph.center.MagnitudeSqr() - 2.0f*DotProduct(sph.center, line.p0) + line.p0.MagnitudeSqr() - sph.radius*sph.radius);
|
|
float diffsq = projline*projline - tansq;
|
|
// if diffsq < 0 that means the line is a passant, so no intersection
|
|
if(diffsq < 0.0f)
|
|
return false;
|
|
// projline (negative in GTA for some reason) is the point on the line
|
|
// in the middle of the two intersection points (startin from p0).
|
|
// Sqrt(diffsq) somehow works out to be the distance from that
|
|
// midpoint to the intersection points.
|
|
// So subtract that and get rid of the awkward scaling:
|
|
float f = (-projline - Sqrt(diffsq)) / (2.0f*linesq);
|
|
// f should now be in range [0, 1] for [p0, p1]
|
|
return f >= 0.0f && f <= 1.0f;
|
|
}
|
|
|
|
bool
|
|
CCollision::TestSphereTriangle(const CColSphere &sphere,
|
|
const CVector *verts, const CColTriangle &tri, const CColTrianglePlane &plane)
|
|
{
|
|
// If sphere and plane don't intersect, no collision
|
|
if(Abs(plane.CalcPoint(sphere.center)) > sphere.radius)
|
|
return false;
|
|
|
|
const CVector &va = verts[tri.a];
|
|
const CVector &vb = verts[tri.b];
|
|
const CVector &vc = verts[tri.c];
|
|
|
|
// calculate two orthogonal basis vectors for the triangle
|
|
CVector vec2 = vb - va;
|
|
float len = vec2.Magnitude();
|
|
vec2 = vec2 * (1.0f/len);
|
|
CVector vec1 = CrossProduct(vec2, plane.normal);
|
|
|
|
// We know A has local coordinate [0,0] and B has [0,len].
|
|
// Now calculate coordinates on triangle for these two vectors:
|
|
CVector vac = vc - va;
|
|
CVector vas = sphere.center - va;
|
|
CVector2D b(0.0f, len);
|
|
CVector2D c(DotProduct(vec1, vac), DotProduct(vec2, vac));
|
|
CVector2D s(DotProduct(vec1, vas), DotProduct(vec2, vas));
|
|
|
|
// The three triangle lines partition the space into 6 sectors,
|
|
// find out in which the center lies.
|
|
int insideAB = CrossProduct2D(s, b) >= 0.0f;
|
|
int insideAC = CrossProduct2D(c, s) >= 0.0f;
|
|
int insideBC = CrossProduct2D(s-b, c-b) >= 0.0f;
|
|
|
|
int testcase = insideAB + insideAC + insideBC;
|
|
float dist = 0.0f;
|
|
if(testcase == 1){
|
|
// closest to a vertex
|
|
if(insideAB) dist = (sphere.center - vc).Magnitude();
|
|
else if(insideAC) dist = (sphere.center - vb).Magnitude();
|
|
else if(insideBC) dist = (sphere.center - va).Magnitude();
|
|
else assert(0);
|
|
}else if(testcase == 2){
|
|
// closest to an edge
|
|
if(!insideAB) dist = DistToLine(&va, &vb, &sphere.center);
|
|
else if(!insideAC) dist = DistToLine(&va, &vc, &sphere.center);
|
|
else if(!insideBC) dist = DistToLine(&vb, &vc, &sphere.center);
|
|
else assert(0);
|
|
}else if(testcase == 3){
|
|
// center is in triangle
|
|
return true;
|
|
}else
|
|
assert(0); // front fell off
|
|
|
|
return dist < sphere.radius;
|
|
}
|
|
|
|
bool
|
|
CCollision::TestLineOfSight(const CColLine &line, const CMatrix &matrix, CColModel &model, bool ignoreSeeThrough)
|
|
{
|
|
static CMatrix matTransform;
|
|
int i;
|
|
|
|
// transform line to model space
|
|
Invert(matrix, matTransform);
|
|
CColLine newline(matTransform * line.p0, matTransform * line.p1);
|
|
|
|
// If we don't intersect with the bounding box, no chance on the rest
|
|
if(!TestLineBox(newline, model.boundingBox))
|
|
return false;
|
|
|
|
for(i = 0; i < model.numSpheres; i++)
|
|
if(!ignoreSeeThrough || model.spheres[i].surface != SURFACE_GLASS && model.spheres[i].surface != SURFACE_TRANSPARENT_CLOTH)
|
|
if(TestLineSphere(newline, model.spheres[i]))
|
|
return true;
|
|
|
|
for(i = 0; i < model.numBoxes; i++)
|
|
if(!ignoreSeeThrough || model.boxes[i].surface != SURFACE_GLASS && model.boxes[i].surface != SURFACE_TRANSPARENT_CLOTH)
|
|
if(TestLineBox(newline, model.boxes[i]))
|
|
return true;
|
|
|
|
CalculateTrianglePlanes(&model);
|
|
for(i = 0; i < model.numTriangles; i++)
|
|
if(!ignoreSeeThrough || model.triangles[i].surface != SURFACE_GLASS && model.triangles[i].surface != SURFACE_TRANSPARENT_CLOTH)
|
|
if(TestLineTriangle(newline, model.vertices, model.triangles[i], model.trianglePlanes[i]))
|
|
return true;
|
|
|
|
return false;
|
|
}
|
|
|
|
|
|
//
|
|
// Process
|
|
//
|
|
|
|
// For Spheres mindist is the squared distance to its center
|
|
// For Lines mindist is between [0,1]
|
|
|
|
bool
|
|
CCollision::ProcessSphereSphere(const CColSphere &s1, const CColSphere &s2, CColPoint &point, float &mindistsq)
|
|
{
|
|
CVector dist = s1.center - s2.center;
|
|
float d = dist.Magnitude() - s2.radius; // distance from s1's center to s2
|
|
float dc = d < 0.0f ? 0.0f : d; // clamp to zero, i.e. if s1's center is inside s2
|
|
// no collision if sphere is not close enough
|
|
if(mindistsq <= dc*dc || s1.radius <= dc)
|
|
return false;
|
|
dist.Normalise();
|
|
point.point = s1.center - dist*dc;
|
|
point.normal = dist;
|
|
point.surfaceA = s1.surface;
|
|
point.pieceA = s1.piece;
|
|
point.surfaceB = s2.surface;
|
|
point.pieceB = s2.piece;
|
|
point.depth = s1.radius - d; // sphere overlap
|
|
mindistsq = dc*dc; // collision radius
|
|
return true;
|
|
}
|
|
|
|
bool
|
|
CCollision::ProcessSphereBox(const CColSphere &sph, const CColBox &box, CColPoint &point, float &mindistsq)
|
|
{
|
|
CVector p;
|
|
CVector dist;
|
|
|
|
// GTA's code is too complicated, uses a huge 3x3x3 if statement
|
|
// we can simplify the structure a lot
|
|
|
|
// first make sure we have a collision at all
|
|
if(sph.center.x + sph.radius < box.min.x) return false;
|
|
if(sph.center.x - sph.radius > box.max.x) return false;
|
|
if(sph.center.y + sph.radius < box.min.y) return false;
|
|
if(sph.center.y - sph.radius > box.max.y) return false;
|
|
if(sph.center.z + sph.radius < box.min.z) return false;
|
|
if(sph.center.z - sph.radius > box.max.z) return false;
|
|
|
|
// Now find out where the sphere center lies in relation to all the sides
|
|
int xpos = sph.center.x < box.min.x ? 1 :
|
|
sph.center.x > box.max.x ? 2 :
|
|
0;
|
|
int ypos = sph.center.y < box.min.y ? 1 :
|
|
sph.center.y > box.max.y ? 2 :
|
|
0;
|
|
int zpos = sph.center.z < box.min.z ? 1 :
|
|
sph.center.z > box.max.z ? 2 :
|
|
0;
|
|
|
|
if(xpos == 0 && ypos == 0 && zpos == 0){
|
|
// sphere is inside the box
|
|
p = (box.min + box.max)*0.5f;
|
|
|
|
dist = sph.center - p;
|
|
float lensq = dist.MagnitudeSqr();
|
|
if(lensq < mindistsq){
|
|
point.normal = dist * (1.0f/Sqrt(lensq));
|
|
point.point = sph.center - point.normal;
|
|
point.surfaceA = sph.surface;
|
|
point.pieceA = sph.piece;
|
|
point.surfaceB = box.surface;
|
|
point.pieceB = box.piece;
|
|
|
|
// find absolute distance to the closer side in each dimension
|
|
float dx = dist.x > 0.0f ?
|
|
box.max.x - sph.center.x :
|
|
sph.center.x - box.min.x;
|
|
float dy = dist.y > 0.0f ?
|
|
box.max.y - sph.center.y :
|
|
sph.center.y - box.min.y;
|
|
float dz = dist.z > 0.0f ?
|
|
box.max.z - sph.center.z :
|
|
sph.center.z - box.min.z;
|
|
// collision depth is maximum of that:
|
|
if(dx > dy && dx > dz)
|
|
point.depth = dx;
|
|
else if(dy > dz)
|
|
point.depth = dy;
|
|
else
|
|
point.depth = dz;
|
|
return true;
|
|
}
|
|
}else{
|
|
// sphere is outside.
|
|
// closest point on box:
|
|
p.x = xpos == 1 ? box.min.x :
|
|
xpos == 2 ? box.max.x :
|
|
sph.center.x;
|
|
p.y = ypos == 1 ? box.min.y :
|
|
ypos == 2 ? box.max.y :
|
|
sph.center.y;
|
|
p.z = zpos == 1 ? box.min.z :
|
|
zpos == 2 ? box.max.z :
|
|
sph.center.z;
|
|
|
|
dist = sph.center - p;
|
|
float lensq = dist.MagnitudeSqr();
|
|
if(lensq < mindistsq){
|
|
float len = Sqrt(lensq);
|
|
point.point = p;
|
|
point.normal = dist * (1.0f/len);
|
|
point.surfaceA = sph.surface;
|
|
point.pieceA = sph.piece;
|
|
point.surfaceB = box.surface;
|
|
point.pieceB = box.piece;
|
|
point.depth = sph.radius - len;
|
|
mindistsq = lensq;
|
|
return true;
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
bool
|
|
CCollision::ProcessLineBox(const CColLine &line, const CColBox &box, CColPoint &point, float &mindist)
|
|
{
|
|
float mint, t, x, y, z;
|
|
CVector normal;
|
|
CVector p;
|
|
|
|
mint = 1.0f;
|
|
// check if points are on opposite sides of min x plane
|
|
if((box.min.x - line.p1.x) * (box.min.x - line.p0.x) < 0.0f){
|
|
// parameter along line where we intersect
|
|
t = (box.min.x - line.p0.x) / (line.p1.x - line.p0.x);
|
|
// y of intersection
|
|
y = line.p0.y + (line.p1.y - line.p0.y)*t;
|
|
if(y > box.min.y && y < box.max.y){
|
|
// z of intersection
|
|
z = line.p0.z + (line.p1.z - line.p0.z)*t;
|
|
if(z > box.min.z && z < box.max.z)
|
|
if(t < mint){
|
|
mint = t;
|
|
p = CVector(box.min.x, y, z);
|
|
normal = CVector(-1.0f, 0.0f, 0.0f);
|
|
}
|
|
}
|
|
}
|
|
|
|
// max x plane
|
|
if((line.p1.x - box.max.x) * (line.p0.x - box.max.x) < 0.0f){
|
|
t = (line.p0.x - box.max.x) / (line.p0.x - line.p1.x);
|
|
y = line.p0.y + (line.p1.y - line.p0.y)*t;
|
|
if(y > box.min.y && y < box.max.y){
|
|
z = line.p0.z + (line.p1.z - line.p0.z)*t;
|
|
if(z > box.min.z && z < box.max.z)
|
|
if(t < mint){
|
|
mint = t;
|
|
p = CVector(box.max.x, y, z);
|
|
normal = CVector(1.0f, 0.0f, 0.0f);
|
|
}
|
|
}
|
|
}
|
|
|
|
// min y plne
|
|
if((box.min.y - line.p0.y) * (box.min.y - line.p1.y) < 0.0f){
|
|
t = (box.min.y - line.p0.y) / (line.p1.y - line.p0.y);
|
|
x = line.p0.x + (line.p1.x - line.p0.x)*t;
|
|
if(x > box.min.x && x < box.max.x){
|
|
z = line.p0.z + (line.p1.z - line.p0.z)*t;
|
|
if(z > box.min.z && z < box.max.z)
|
|
if(t < mint){
|
|
mint = t;
|
|
p = CVector(x, box.min.y, z);
|
|
normal = CVector(0.0f, -1.0f, 0.0f);
|
|
}
|
|
}
|
|
}
|
|
|
|
// max y plane
|
|
if((line.p0.y - box.max.y) * (line.p1.y - box.max.y) < 0.0f){
|
|
t = (line.p0.y - box.max.y) / (line.p0.y - line.p1.y);
|
|
x = line.p0.x + (line.p1.x - line.p0.x)*t;
|
|
if(x > box.min.x && x < box.max.x){
|
|
z = line.p0.z + (line.p1.z - line.p0.z)*t;
|
|
if(z > box.min.z && z < box.max.z)
|
|
if(t < mint){
|
|
mint = t;
|
|
p = CVector(x, box.max.y, z);
|
|
normal = CVector(0.0f, 1.0f, 0.0f);
|
|
}
|
|
}
|
|
}
|
|
|
|
// min z plne
|
|
if((box.min.z - line.p0.z) * (box.min.z - line.p1.z) < 0.0f){
|
|
t = (box.min.z - line.p0.z) / (line.p1.z - line.p0.z);
|
|
x = line.p0.x + (line.p1.x - line.p0.x)*t;
|
|
if(x > box.min.x && x < box.max.x){
|
|
y = line.p0.y + (line.p1.y - line.p0.y)*t;
|
|
if(y > box.min.y && y < box.max.y)
|
|
if(t < mint){
|
|
mint = t;
|
|
p = CVector(x, y, box.min.z);
|
|
normal = CVector(0.0f, 0.0f, -1.0f);
|
|
}
|
|
}
|
|
}
|
|
|
|
// max z plane
|
|
if((line.p0.z - box.max.z) * (line.p1.z - box.max.z) < 0.0f){
|
|
t = (line.p0.z - box.max.z) / (line.p0.z - line.p1.z);
|
|
x = line.p0.x + (line.p1.x - line.p0.x)*t;
|
|
if(x > box.min.x && x < box.max.x){
|
|
y = line.p0.y + (line.p1.y - line.p0.y)*t;
|
|
if(y > box.min.y && y < box.max.y)
|
|
if(t < mint){
|
|
mint = t;
|
|
p = CVector(x, y, box.max.z);
|
|
normal = CVector(0.0f, 0.0f, 1.0f);
|
|
}
|
|
}
|
|
}
|
|
|
|
if(mint >= mindist)
|
|
return false;
|
|
|
|
point.point = p;
|
|
point.normal = normal;
|
|
point.surfaceA = 0;
|
|
point.pieceA = 0;
|
|
point.surfaceB = box.surface;
|
|
point.pieceB = box.piece;
|
|
mindist = mint;
|
|
|
|
return true;
|
|
}
|
|
|
|
// If line.p0 lies inside sphere, no collision is registered.
|
|
bool
|
|
CCollision::ProcessLineSphere(const CColLine &line, const CColSphere &sphere, CColPoint &point, float &mindist)
|
|
{
|
|
CVector v01 = line.p1 - line.p0;
|
|
CVector v0c = sphere.center - line.p0;
|
|
float linesq = v01.MagnitudeSqr();
|
|
// project v0c onto v01, scaled by |v01| this is the midpoint of the two intersections
|
|
float projline = DotProduct(v01, v0c);
|
|
// tangent of p0 to sphere, scaled by linesq just like projline^2
|
|
float tansq = (v0c.MagnitudeSqr() - sphere.radius*sphere.radius) * linesq;
|
|
// this works out to be the square of the distance between the midpoint and the intersections
|
|
float diffsq = projline*projline - tansq;
|
|
// no intersection
|
|
if(diffsq < 0.0f)
|
|
return false;
|
|
// point of first intersection, in range [0,1] between p0 and p1
|
|
float t = (projline - Sqrt(diffsq)) / linesq;
|
|
// if not on line or beyond mindist, no intersection
|
|
if(t < 0.0f || t > 1.0f || t >= mindist)
|
|
return false;
|
|
point.point = line.p0 + v01*t;
|
|
point.normal = point.point - sphere.center;
|
|
point.normal.Normalise();
|
|
point.surfaceA = 0;
|
|
point.pieceA = 0;
|
|
point.surfaceB = sphere.surface;
|
|
point.pieceB = sphere.piece;
|
|
mindist = t;
|
|
return true;
|
|
}
|
|
|
|
bool
|
|
CCollision::ProcessVerticalLineTriangle(const CColLine &line,
|
|
const CVector *verts, const CColTriangle &tri, const CColTrianglePlane &plane,
|
|
CColPoint &point, float &mindist, CStoredCollPoly *poly)
|
|
{
|
|
float t;
|
|
CVector normal;
|
|
|
|
const CVector &p0 = line.p0;
|
|
const CVector &va = verts[tri.a];
|
|
const CVector &vb = verts[tri.b];
|
|
const CVector &vc = verts[tri.c];
|
|
|
|
// early out bound rect test
|
|
if(p0.x < va.x && p0.x < vb.x && p0.x < vc.x) return false;
|
|
if(p0.x > va.x && p0.x > vb.x && p0.x > vc.x) return false;
|
|
if(p0.y < va.y && p0.y < vb.y && p0.y < vc.y) return false;
|
|
if(p0.y > va.y && p0.y > vb.y && p0.y > vc.y) return false;
|
|
|
|
plane.GetNormal(normal);
|
|
// if points are on the same side, no collision
|
|
if(plane.CalcPoint(p0) * plane.CalcPoint(line.p1) > 0.0f)
|
|
return false;
|
|
|
|
// intersection parameter on line
|
|
float h = (line.p1 - p0).z;
|
|
t = -plane.CalcPoint(p0) / (h * normal.z);
|
|
// early out if we're beyond the mindist
|
|
if(t >= mindist)
|
|
return false;
|
|
CVector p(p0.x, p0.y, p0.z + h*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 false;
|
|
if(CrossProduct2D(vec3-vec1, vect-vec1) > 0.0f) return false;
|
|
if(CrossProduct2D(vec3-vec2, vect-vec2) < 0.0f) return false;
|
|
point.point = p;
|
|
point.normal = normal;
|
|
point.surfaceA = 0;
|
|
point.pieceA = 0;
|
|
point.surfaceB = tri.surface;
|
|
point.pieceB = 0;
|
|
if(poly){
|
|
poly->verts[0] = va;
|
|
poly->verts[1] = vb;
|
|
poly->verts[2] = vc;
|
|
poly->valid = true;
|
|
}
|
|
mindist = t;
|
|
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,
|
|
CColPoint &point, float &mindist)
|
|
{
|
|
float t;
|
|
CVector normal;
|
|
plane.GetNormal(normal);
|
|
|
|
// if points are on the same side, no collision
|
|
if(plane.CalcPoint(line.p0) * plane.CalcPoint(line.p1) > 0.0f)
|
|
return false;
|
|
|
|
// intersection parameter on line
|
|
t = -plane.CalcPoint(line.p0) / DotProduct(line.p1 - line.p0, normal);
|
|
// early out if we're beyond the mindist
|
|
if(t >= mindist)
|
|
return false;
|
|
// find point of intersection
|
|
CVector p = line.p0 + (line.p1-line.p0)*t;
|
|
|
|
const CVector &va = verts[tri.a];
|
|
const CVector &vb = verts[tri.b];
|
|
const CVector &vc = verts[tri.c];
|
|
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 false;
|
|
if(CrossProduct2D(vec3-vec1, vect-vec1) > 0.0f) return false;
|
|
if(CrossProduct2D(vec3-vec2, vect-vec2) < 0.0f) return false;
|
|
point.point = p;
|
|
point.normal = normal;
|
|
point.surfaceA = 0;
|
|
point.pieceA = 0;
|
|
point.surfaceB = tri.surface;
|
|
point.pieceB = 0;
|
|
mindist = t;
|
|
return true;
|
|
}
|
|
|
|
bool
|
|
CCollision::ProcessSphereTriangle(const CColSphere &sphere,
|
|
const CVector *verts, const CColTriangle &tri, const CColTrianglePlane &plane,
|
|
CColPoint &point, float &mindistsq)
|
|
{
|
|
// If sphere and plane don't intersect, no collision
|
|
float planedist = plane.CalcPoint(sphere.center);
|
|
float distsq = planedist*planedist;
|
|
if(Abs(planedist) > sphere.radius || distsq > mindistsq)
|
|
return false;
|
|
|
|
const CVector &va = verts[tri.a];
|
|
const CVector &vb = verts[tri.b];
|
|
const CVector &vc = verts[tri.c];
|
|
|
|
// calculate two orthogonal basis vectors for the triangle
|
|
CVector normal;
|
|
plane.GetNormal(normal);
|
|
CVector vec2 = vb - va;
|
|
float len = vec2.Magnitude();
|
|
vec2 = vec2 * (1.0f/len);
|
|
CVector vec1 = CrossProduct(vec2, normal);
|
|
|
|
// We know A has local coordinate [0,0] and B has [0,len].
|
|
// Now calculate coordinates on triangle for these two vectors:
|
|
CVector vac = vc - va;
|
|
CVector vas = sphere.center - va;
|
|
CVector2D b(0.0f, len);
|
|
CVector2D c(DotProduct(vec1, vac), DotProduct(vec2, vac));
|
|
CVector2D s(DotProduct(vec1, vas), DotProduct(vec2, vas));
|
|
|
|
// The three triangle lines partition the space into 6 sectors,
|
|
// find out in which the center lies.
|
|
int insideAB = CrossProduct2D(s, b) >= 0.0f;
|
|
int insideAC = CrossProduct2D(c, s) >= 0.0f;
|
|
int insideBC = CrossProduct2D(s-b, c-b) >= 0.0f;
|
|
|
|
int testcase = insideAB + insideAC + insideBC;
|
|
float dist = 0.0f;
|
|
CVector p;
|
|
if(testcase == 1){
|
|
// closest to a vertex
|
|
if(insideAB) p = vc;
|
|
else if(insideAC) p = vb;
|
|
else if(insideBC) p = va;
|
|
else assert(0);
|
|
dist = (sphere.center - p).Magnitude();
|
|
}else if(testcase == 2){
|
|
// closest to an edge
|
|
if(!insideAB) dist = DistToLine(&va, &vb, &sphere.center, p);
|
|
else if(!insideAC) dist = DistToLine(&va, &vc, &sphere.center, p);
|
|
else if(!insideBC) dist = DistToLine(&vb, &vc, &sphere.center, p);
|
|
else assert(0);
|
|
}else if(testcase == 3){
|
|
// center is in triangle
|
|
dist = Abs(planedist);
|
|
p = sphere.center - normal*planedist;
|
|
}else
|
|
assert(0); // front fell off
|
|
|
|
if(dist >= sphere.radius || dist*dist >= mindistsq)
|
|
return false;
|
|
|
|
point.point = p;
|
|
point.normal = sphere.center - p;
|
|
point.normal.Normalise();
|
|
point.surfaceA = sphere.surface;
|
|
point.pieceA = sphere.piece;
|
|
point.surfaceB = tri.surface;
|
|
point.pieceB = 0;
|
|
point.depth = sphere.radius - dist;
|
|
mindistsq = dist*dist;
|
|
return true;
|
|
}
|
|
|
|
bool
|
|
CCollision::ProcessLineOfSight(const CColLine &line,
|
|
const CMatrix &matrix, CColModel &model,
|
|
CColPoint &point, float &mindist, bool ignoreSeeThrough)
|
|
{
|
|
static CMatrix matTransform;
|
|
int i;
|
|
|
|
// transform line to model space
|
|
Invert(matrix, matTransform);
|
|
CColLine newline(matTransform * line.p0, matTransform * line.p1);
|
|
|
|
// If we don't intersect with the bounding box, no chance on the rest
|
|
if(!TestLineBox(newline, model.boundingBox))
|
|
return false;
|
|
|
|
float coldist = mindist;
|
|
for(i = 0; i < model.numSpheres; i++)
|
|
if(!ignoreSeeThrough || model.spheres[i].surface != SURFACE_GLASS && model.spheres[i].surface != SURFACE_TRANSPARENT_CLOTH)
|
|
ProcessLineSphere(newline, model.spheres[i], point, coldist);
|
|
|
|
for(i = 0; i < model.numBoxes; i++)
|
|
if(!ignoreSeeThrough || model.boxes[i].surface != SURFACE_GLASS && model.boxes[i].surface != SURFACE_TRANSPARENT_CLOTH)
|
|
ProcessLineBox(newline, model.boxes[i], point, coldist);
|
|
|
|
CalculateTrianglePlanes(&model);
|
|
for(i = 0; i < model.numTriangles; i++)
|
|
if(!ignoreSeeThrough || model.triangles[i].surface != SURFACE_GLASS && model.triangles[i].surface != SURFACE_TRANSPARENT_CLOTH)
|
|
ProcessLineTriangle(newline, model.vertices, model.triangles[i], model.trianglePlanes[i], point, coldist);
|
|
|
|
if(coldist < mindist){
|
|
point.point = matrix * point.point;
|
|
point.normal = Multiply3x3(matrix, point.normal);
|
|
mindist = coldist;
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
bool
|
|
CCollision::ProcessVerticalLine(const CColLine &line,
|
|
const CMatrix &matrix, CColModel &model,
|
|
CColPoint &point, float &mindist, bool ignoreSeeThrough, CStoredCollPoly *poly)
|
|
{
|
|
static CStoredCollPoly TempStoredPoly;
|
|
int i;
|
|
|
|
// transform line to model space
|
|
// Why does the game seem to do this differently than above?
|
|
CColLine newline(MultiplyInverse(matrix, line.p0), MultiplyInverse(matrix, line.p1));
|
|
newline.p1.x = newline.p0.x;
|
|
newline.p1.y = newline.p0.y;
|
|
|
|
if(!TestVerticalLineBox(newline, model.boundingBox))
|
|
return false;
|
|
|
|
float coldist = mindist;
|
|
for(i = 0; i < model.numSpheres; i++)
|
|
if(!ignoreSeeThrough || model.spheres[i].surface != SURFACE_GLASS && model.spheres[i].surface != SURFACE_TRANSPARENT_CLOTH)
|
|
ProcessLineSphere(newline, model.spheres[i], point, coldist);
|
|
|
|
for(i = 0; i < model.numBoxes; i++)
|
|
if(!ignoreSeeThrough || model.boxes[i].surface != SURFACE_GLASS && model.boxes[i].surface != SURFACE_TRANSPARENT_CLOTH)
|
|
ProcessLineBox(newline, model.boxes[i], point, coldist);
|
|
|
|
CalculateTrianglePlanes(&model);
|
|
TempStoredPoly.valid = false;
|
|
for(i = 0; i < model.numTriangles; i++)
|
|
if(!ignoreSeeThrough || model.triangles[i].surface != SURFACE_GLASS && model.triangles[i].surface != SURFACE_TRANSPARENT_CLOTH)
|
|
ProcessVerticalLineTriangle(newline, model.vertices, model.triangles[i], model.trianglePlanes[i], point, coldist, &TempStoredPoly);
|
|
|
|
if(coldist < mindist){
|
|
point.point = matrix * point.point;
|
|
point.normal = Multiply3x3(matrix, point.normal);
|
|
if(poly && TempStoredPoly.valid){
|
|
*poly = TempStoredPoly;
|
|
poly->verts[0] = matrix * poly->verts[0];
|
|
poly->verts[1] = matrix * poly->verts[1];
|
|
poly->verts[2] = matrix * poly->verts[2];
|
|
}
|
|
mindist = coldist;
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
enum {
|
|
MAXNUMSPHERES = 128,
|
|
MAXNUMBOXES = 32,
|
|
MAXNUMLINES = 16,
|
|
MAXNUMTRIS = 600
|
|
};
|
|
|
|
// This checks model A's spheres and lines against model B's spheres, boxes and triangles.
|
|
// Returns the number of A's spheres that collide.
|
|
// Returned ColPoints are in world space.
|
|
// NB: only vehicles can have col models with lines, exactly 4, one for each wheel
|
|
int32
|
|
CCollision::ProcessColModels(const CMatrix &matrixA, CColModel &modelA,
|
|
const CMatrix &matrixB, CColModel &modelB,
|
|
CColPoint *spherepoints, CColPoint *linepoints, float *linedists)
|
|
{
|
|
static int aSphereIndicesA[MAXNUMSPHERES];
|
|
static int aLineIndicesA[MAXNUMLINES];
|
|
static int aSphereIndicesB[MAXNUMSPHERES];
|
|
static int aBoxIndicesB[MAXNUMBOXES];
|
|
static int aTriangleIndicesB[MAXNUMTRIS];
|
|
static bool aCollided[MAXNUMLINES];
|
|
static CColSphere aSpheresA[MAXNUMSPHERES];
|
|
static CColLine aLinesA[MAXNUMLINES];
|
|
static CMatrix matAB, matBA;
|
|
CColSphere s;
|
|
int i, j;
|
|
|
|
assert(modelA.numSpheres <= MAXNUMSPHERES);
|
|
assert(modelA.numLines <= MAXNUMLINES);
|
|
|
|
// From model A space to model B space
|
|
matAB = Invert(matrixB, matAB) * matrixA;
|
|
|
|
CColSphere bsphereAB; // bounding sphere of A in B space
|
|
bsphereAB.Set(modelA.boundingSphere.radius, matAB * modelA.boundingSphere.center);
|
|
if(!TestSphereBox(bsphereAB, modelB.boundingBox))
|
|
return 0;
|
|
// B to A space
|
|
matBA = Invert(matrixA, matBA) * matrixB;
|
|
|
|
// transform modelA's spheres and lines to B space
|
|
for(i = 0; i < modelA.numSpheres; i++){
|
|
CColSphere &s = modelA.spheres[i];
|
|
aSpheresA[i].Set(s.radius, matAB * s.center, s.surface, s.piece);
|
|
}
|
|
for(i = 0; i < modelA.numLines; i++)
|
|
aLinesA[i].Set(matAB * modelA.lines[i].p0, matAB * modelA.lines[i].p1);
|
|
|
|
// Test them against model B's bounding volumes
|
|
int numSpheresA = 0;
|
|
int numLinesA = 0;
|
|
for(i = 0; i < modelA.numSpheres; i++)
|
|
if(TestSphereBox(aSpheresA[i], modelB.boundingBox))
|
|
aSphereIndicesA[numSpheresA++] = i;
|
|
// no actual check???
|
|
for(i = 0; i < modelA.numLines; i++)
|
|
aLineIndicesA[numLinesA++] = i;
|
|
// No collision
|
|
if(numSpheresA == 0 && numLinesA == 0)
|
|
return 0;
|
|
|
|
// Check model B against A's bounding volumes
|
|
int numSpheresB = 0;
|
|
int numBoxesB = 0;
|
|
int numTrianglesB = 0;
|
|
for(i = 0; i < modelB.numSpheres; i++){
|
|
s.Set(modelB.spheres[i].radius, matBA * modelB.spheres[i].center);
|
|
if(TestSphereBox(s, modelA.boundingBox))
|
|
aSphereIndicesB[numSpheresB++] = i;
|
|
}
|
|
for(i = 0; i < modelB.numBoxes; i++)
|
|
if(TestSphereBox(bsphereAB, modelB.boxes[i]))
|
|
aBoxIndicesB[numBoxesB++] = i;
|
|
CalculateTrianglePlanes(&modelB);
|
|
for(i = 0; i < modelB.numTriangles; i++)
|
|
if(TestSphereTriangle(bsphereAB, modelB.vertices, modelB.triangles[i], modelB.trianglePlanes[i]))
|
|
aTriangleIndicesB[numTrianglesB++] = i;
|
|
assert(numSpheresB <= MAXNUMSPHERES);
|
|
assert(numBoxesB <= MAXNUMBOXES);
|
|
assert(numTrianglesB <= MAXNUMTRIS);
|
|
// No collision
|
|
if(numSpheresB == 0 && numBoxesB == 0 && numTrianglesB == 0)
|
|
return 0;
|
|
|
|
// We now have the collision volumes in A and B that are worth processing.
|
|
|
|
// Process A's spheres against B's collision volumes
|
|
int numCollisions = 0;
|
|
for(i = 0; i < numSpheresA; i++){
|
|
float coldist = 1.0e24f;
|
|
bool hasCollided = false;
|
|
|
|
for(j = 0; j < numSpheresB; j++)
|
|
hasCollided |= ProcessSphereSphere(
|
|
aSpheresA[aSphereIndicesA[i]],
|
|
modelB.spheres[aSphereIndicesB[j]],
|
|
spherepoints[numCollisions], coldist);
|
|
for(j = 0; j < numBoxesB; j++)
|
|
hasCollided |= ProcessSphereBox(
|
|
aSpheresA[aSphereIndicesA[i]],
|
|
modelB.boxes[aBoxIndicesB[j]],
|
|
spherepoints[numCollisions], coldist);
|
|
for(j = 0; j < numTrianglesB; j++)
|
|
hasCollided |= ProcessSphereTriangle(
|
|
aSpheresA[aSphereIndicesA[i]],
|
|
modelB.vertices,
|
|
modelB.triangles[aTriangleIndicesB[j]],
|
|
modelB.trianglePlanes[aTriangleIndicesB[j]],
|
|
spherepoints[numCollisions], coldist);
|
|
|
|
if(hasCollided)
|
|
numCollisions++;
|
|
}
|
|
for(i = 0; i < numCollisions; i++){
|
|
spherepoints[i].point = matrixB * spherepoints[i].point;
|
|
spherepoints[i].normal = Multiply3x3(matrixB, spherepoints[i].normal);
|
|
}
|
|
|
|
// And the same thing for the lines in A
|
|
for(i = 0; i < numLinesA; i++){
|
|
aCollided[i] = false;
|
|
|
|
for(j = 0; j < numSpheresB; j++)
|
|
aCollided[i] |= ProcessLineSphere(
|
|
aLinesA[aLineIndicesA[i]],
|
|
modelB.spheres[aSphereIndicesB[j]],
|
|
linepoints[aLineIndicesA[i]],
|
|
linedists[aLineIndicesA[i]]);
|
|
for(j = 0; j < numBoxesB; j++)
|
|
aCollided[i] |= ProcessLineBox(
|
|
aLinesA[aLineIndicesA[i]],
|
|
modelB.boxes[aBoxIndicesB[j]],
|
|
linepoints[aLineIndicesA[i]],
|
|
linedists[aLineIndicesA[i]]);
|
|
for(j = 0; j < numTrianglesB; j++)
|
|
aCollided[i] |= ProcessLineTriangle(
|
|
aLinesA[aLineIndicesA[i]],
|
|
modelB.vertices,
|
|
modelB.triangles[aTriangleIndicesB[j]],
|
|
modelB.trianglePlanes[aTriangleIndicesB[j]],
|
|
linepoints[aLineIndicesA[i]],
|
|
linedists[aLineIndicesA[i]]);
|
|
}
|
|
for(i = 0; i < numLinesA; i++)
|
|
if(aCollided[i]){
|
|
j = aLineIndicesA[i];
|
|
linepoints[j].point = matrixB * linepoints[j].point;
|
|
linepoints[j].normal = Multiply3x3(matrixB, linepoints[j].normal);
|
|
}
|
|
|
|
return numCollisions; // sphere collisions
|
|
}
|
|
|
|
|
|
//
|
|
// Misc
|
|
//
|
|
|
|
float
|
|
CCollision::DistToLine(const CVector *l0, const CVector *l1, const CVector *point)
|
|
{
|
|
float lensq = (*l1 - *l0).MagnitudeSqr();
|
|
float dot = DotProduct(*point - *l0, *l1 - *l0);
|
|
// Between 0 and len we're above the line.
|
|
// if not, calculate distance to endpoint
|
|
if(dot <= 0.0f)
|
|
return (*point - *l0).Magnitude();
|
|
if(dot >= lensq)
|
|
return (*point - *l1).Magnitude();
|
|
// distance to line
|
|
return Sqrt((*point - *l0).MagnitudeSqr() - dot*dot/lensq);
|
|
}
|
|
|
|
// same as above but also return the point on the line
|
|
float
|
|
CCollision::DistToLine(const CVector *l0, const CVector *l1, const CVector *point, CVector &closest)
|
|
{
|
|
float lensq = (*l1 - *l0).MagnitudeSqr();
|
|
float dot = DotProduct(*point - *l0, *l1 - *l0);
|
|
// find out which point we're closest to
|
|
if(dot <= 0.0f)
|
|
closest = *l0;
|
|
else if(dot >= lensq)
|
|
closest = *l1;
|
|
else
|
|
closest = *l0 + (*l1 - *l0)*(dot/lensq);
|
|
// this is the distance
|
|
return (*point - closest).Magnitude();
|
|
}
|
|
|
|
void
|
|
CCollision::CalculateTrianglePlanes(CColModel *model)
|
|
{
|
|
assert(model);
|
|
if(model->numTriangles == 0)
|
|
return;
|
|
|
|
CLink<CColModel*> *lptr;
|
|
if(model->trianglePlanes){
|
|
// re-insert at front so it's not removed again soon
|
|
lptr = model->GetLinkPtr();
|
|
lptr->Remove();
|
|
ms_colModelCache.head.Insert(lptr);
|
|
}else{
|
|
lptr = ms_colModelCache.Insert(model);
|
|
if(lptr == nil){
|
|
// make room if we have to, remove last in list
|
|
lptr = ms_colModelCache.tail.prev;
|
|
assert(lptr);
|
|
assert(lptr->item);
|
|
lptr->item->RemoveTrianglePlanes();
|
|
ms_colModelCache.Remove(lptr);
|
|
// now this cannot fail
|
|
lptr = ms_colModelCache.Insert(model);
|
|
assert(lptr);
|
|
}
|
|
model->CalculateTrianglePlanes();
|
|
model->SetLinkPtr(lptr);
|
|
}
|
|
}
|
|
|
|
void
|
|
CCollision::DrawColModel(const CMatrix &mat, const CColModel &colModel)
|
|
{
|
|
int i;
|
|
CVector min, max;
|
|
CVector verts[8];
|
|
CVector c;
|
|
float r;
|
|
|
|
RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)TRUE);
|
|
RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)TRUE);
|
|
RwRenderStateSet(rwRENDERSTATESRCBLEND, (void*)rwBLENDSRCALPHA);
|
|
RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)rwBLENDINVSRCALPHA);
|
|
RwRenderStateSet(rwRENDERSTATETEXTURERASTER, nil);
|
|
|
|
min = colModel.boundingBox.min;
|
|
max = colModel.boundingBox.max;
|
|
|
|
verts[0] = mat * CVector(min.x, min.y, min.z);
|
|
verts[1] = mat * CVector(min.x, min.y, max.z);
|
|
verts[2] = mat * CVector(min.x, max.y, min.z);
|
|
verts[3] = mat * CVector(min.x, max.y, max.z);
|
|
verts[4] = mat * CVector(max.x, min.y, min.z);
|
|
verts[5] = mat * CVector(max.x, min.y, max.z);
|
|
verts[6] = mat * CVector(max.x, max.y, min.z);
|
|
verts[7] = mat * CVector(max.x, max.y, max.z);
|
|
|
|
CLines::RenderLineWithClipping(
|
|
verts[0].x, verts[0].y, verts[0].z,
|
|
verts[1].x, verts[1].y, verts[1].z,
|
|
0xFF0000FF, 0xFF0000FF);
|
|
CLines::RenderLineWithClipping(
|
|
verts[1].x, verts[1].y, verts[1].z,
|
|
verts[3].x, verts[3].y, verts[3].z,
|
|
0xFF0000FF, 0xFF0000FF);
|
|
CLines::RenderLineWithClipping(
|
|
verts[3].x, verts[3].y, verts[3].z,
|
|
verts[2].x, verts[2].y, verts[2].z,
|
|
0xFF0000FF, 0xFF0000FF);
|
|
CLines::RenderLineWithClipping(
|
|
verts[2].x, verts[2].y, verts[2].z,
|
|
verts[0].x, verts[0].y, verts[0].z,
|
|
0xFF0000FF, 0xFF0000FF);
|
|
|
|
CLines::RenderLineWithClipping(
|
|
verts[4].x, verts[4].y, verts[4].z,
|
|
verts[5].x, verts[5].y, verts[5].z,
|
|
0xFF0000FF, 0xFF0000FF);
|
|
CLines::RenderLineWithClipping(
|
|
verts[5].x, verts[5].y, verts[5].z,
|
|
verts[7].x, verts[7].y, verts[7].z,
|
|
0xFF0000FF, 0xFF0000FF);
|
|
CLines::RenderLineWithClipping(
|
|
verts[7].x, verts[7].y, verts[7].z,
|
|
verts[6].x, verts[6].y, verts[6].z,
|
|
0xFF0000FF, 0xFF0000FF);
|
|
CLines::RenderLineWithClipping(
|
|
verts[6].x, verts[6].y, verts[6].z,
|
|
verts[4].x, verts[4].y, verts[4].z,
|
|
0xFF0000FF, 0xFF0000FF);
|
|
|
|
CLines::RenderLineWithClipping(
|
|
verts[0].x, verts[0].y, verts[0].z,
|
|
verts[4].x, verts[4].y, verts[4].z,
|
|
0xFF0000FF, 0xFF0000FF);
|
|
CLines::RenderLineWithClipping(
|
|
verts[1].x, verts[1].y, verts[1].z,
|
|
verts[5].x, verts[5].y, verts[5].z,
|
|
0xFF0000FF, 0xFF0000FF);
|
|
CLines::RenderLineWithClipping(
|
|
verts[2].x, verts[2].y, verts[2].z,
|
|
verts[6].x, verts[6].y, verts[6].z,
|
|
0xFF0000FF, 0xFF0000FF);
|
|
CLines::RenderLineWithClipping(
|
|
verts[3].x, verts[3].y, verts[3].z,
|
|
verts[7].x, verts[7].y, verts[7].z,
|
|
0xFF0000FF, 0xFF0000FF);
|
|
|
|
for(i = 0; i < colModel.numSpheres; i++){
|
|
c = mat * colModel.spheres[i].center;
|
|
r = colModel.spheres[i].radius;
|
|
|
|
CLines::RenderLineWithClipping(
|
|
c.x, c.y, c.z-r,
|
|
c.x-r, c.y-r, c.z,
|
|
0xFF00FFFF, 0xFF00FFFF);
|
|
CLines::RenderLineWithClipping(
|
|
c.x, c.y, c.z-r,
|
|
c.x-r, c.y+r, c.z,
|
|
0xFF00FFFF, 0xFF00FFFF);
|
|
CLines::RenderLineWithClipping(
|
|
c.x, c.y, c.z-r,
|
|
c.x+r, c.y-r, c.z,
|
|
0xFF00FFFF, 0xFF00FFFF);
|
|
CLines::RenderLineWithClipping(
|
|
c.x, c.y, c.z-r,
|
|
c.x+r, c.y+r, c.z,
|
|
0xFF00FFFF, 0xFF00FFFF);
|
|
CLines::RenderLineWithClipping(
|
|
c.x-r, c.y-r, c.z,
|
|
c.x, c.y, c.z+r,
|
|
0xFF00FFFF, 0xFF00FFFF);
|
|
CLines::RenderLineWithClipping(
|
|
c.x-r, c.y+r, c.z,
|
|
c.x, c.y, c.z+r,
|
|
0xFF00FFFF, 0xFF00FFFF);
|
|
CLines::RenderLineWithClipping(
|
|
c.x+r, c.y-r, c.z,
|
|
c.x, c.y, c.z+r,
|
|
0xFF00FFFF, 0xFF00FFFF);
|
|
CLines::RenderLineWithClipping(
|
|
c.x+r, c.y+r, c.z,
|
|
c.x, c.y, c.z+r,
|
|
0xFF00FFFF, 0xFF00FFFF);
|
|
}
|
|
|
|
for(i = 0; i < colModel.numLines; i++){
|
|
verts[0] = colModel.lines[i].p0;
|
|
verts[1] = colModel.lines[i].p1;
|
|
|
|
verts[0] = mat * verts[0];
|
|
verts[1] = mat * verts[1];
|
|
|
|
CLines::RenderLineWithClipping(
|
|
verts[0].x, verts[0].y, verts[0].z,
|
|
verts[1].x, verts[1].y, verts[1].z,
|
|
0x00FFFFFF, 0x00FFFFFF);
|
|
}
|
|
|
|
for(i = 0; i < colModel.numBoxes; i++){
|
|
min = colModel.boxes[i].min;
|
|
max = colModel.boxes[i].max;
|
|
|
|
verts[0] = mat * CVector(min.x, min.y, min.z);
|
|
verts[1] = mat * CVector(min.x, min.y, max.z);
|
|
verts[2] = mat * CVector(min.x, max.y, min.z);
|
|
verts[3] = mat * CVector(min.x, max.y, max.z);
|
|
verts[4] = mat * CVector(max.x, min.y, min.z);
|
|
verts[5] = mat * CVector(max.x, min.y, max.z);
|
|
verts[6] = mat * CVector(max.x, max.y, min.z);
|
|
verts[7] = mat * CVector(max.x, max.y, max.z);
|
|
|
|
CLines::RenderLineWithClipping(
|
|
verts[0].x, verts[0].y, verts[0].z,
|
|
verts[1].x, verts[1].y, verts[1].z,
|
|
0xFFFFFFFF, 0xFFFFFFFF);
|
|
CLines::RenderLineWithClipping(
|
|
verts[1].x, verts[1].y, verts[1].z,
|
|
verts[3].x, verts[3].y, verts[3].z,
|
|
0xFFFFFFFF, 0xFFFFFFFF);
|
|
CLines::RenderLineWithClipping(
|
|
verts[3].x, verts[3].y, verts[3].z,
|
|
verts[2].x, verts[2].y, verts[2].z,
|
|
0xFFFFFFFF, 0xFFFFFFFF);
|
|
CLines::RenderLineWithClipping(
|
|
verts[2].x, verts[2].y, verts[2].z,
|
|
verts[0].x, verts[0].y, verts[0].z,
|
|
0xFFFFFFFF, 0xFFFFFFFF);
|
|
|
|
CLines::RenderLineWithClipping(
|
|
verts[4].x, verts[4].y, verts[4].z,
|
|
verts[5].x, verts[5].y, verts[5].z,
|
|
0xFFFFFFFF, 0xFFFFFFFF);
|
|
CLines::RenderLineWithClipping(
|
|
verts[5].x, verts[5].y, verts[5].z,
|
|
verts[7].x, verts[7].y, verts[7].z,
|
|
0xFFFFFFFF, 0xFFFFFFFF);
|
|
CLines::RenderLineWithClipping(
|
|
verts[7].x, verts[7].y, verts[7].z,
|
|
verts[6].x, verts[6].y, verts[6].z,
|
|
0xFFFFFFFF, 0xFFFFFFFF);
|
|
CLines::RenderLineWithClipping(
|
|
verts[6].x, verts[6].y, verts[6].z,
|
|
verts[4].x, verts[4].y, verts[4].z,
|
|
0xFFFFFFFF, 0xFFFFFFFF);
|
|
|
|
CLines::RenderLineWithClipping(
|
|
verts[0].x, verts[0].y, verts[0].z,
|
|
verts[4].x, verts[4].y, verts[4].z,
|
|
0xFFFFFFFF, 0xFFFFFFFF);
|
|
CLines::RenderLineWithClipping(
|
|
verts[1].x, verts[1].y, verts[1].z,
|
|
verts[5].x, verts[5].y, verts[5].z,
|
|
0xFFFFFFFF, 0xFFFFFFFF);
|
|
CLines::RenderLineWithClipping(
|
|
verts[2].x, verts[2].y, verts[2].z,
|
|
verts[6].x, verts[6].y, verts[6].z,
|
|
0xFFFFFFFF, 0xFFFFFFFF);
|
|
CLines::RenderLineWithClipping(
|
|
verts[3].x, verts[3].y, verts[3].z,
|
|
verts[7].x, verts[7].y, verts[7].z,
|
|
0xFFFFFFFF, 0xFFFFFFFF);
|
|
}
|
|
|
|
for(i = 0; i < colModel.numTriangles; i++){
|
|
colModel.GetTrianglePoint(verts[0], colModel.triangles[i].a);
|
|
colModel.GetTrianglePoint(verts[1], colModel.triangles[i].b);
|
|
colModel.GetTrianglePoint(verts[2], colModel.triangles[i].c);
|
|
verts[0] = mat * verts[0];
|
|
verts[1] = mat * verts[1];
|
|
verts[2] = mat * verts[2];
|
|
CLines::RenderLineWithClipping(
|
|
verts[0].x, verts[0].y, verts[0].z,
|
|
verts[1].x, verts[1].y, verts[1].z,
|
|
0x00FF00FF, 0x00FF00FF);
|
|
CLines::RenderLineWithClipping(
|
|
verts[0].x, verts[0].y, verts[0].z,
|
|
verts[2].x, verts[2].y, verts[2].z,
|
|
0x00FF00FF, 0x00FF00FF);
|
|
CLines::RenderLineWithClipping(
|
|
verts[1].x, verts[1].y, verts[1].z,
|
|
verts[2].x, verts[2].y, verts[2].z,
|
|
0x00FF00FF, 0x00FF00FF);
|
|
}
|
|
|
|
RwRenderStateSet(rwRENDERSTATESRCBLEND, (void*)rwBLENDSRCALPHA);
|
|
RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)rwBLENDINVSRCALPHA);
|
|
RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)FALSE);
|
|
RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)TRUE);
|
|
RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void*)TRUE);
|
|
}
|
|
|
|
void
|
|
CCollision::DrawColModel_Coloured(const CMatrix &mat, const CColModel &colModel, int32 id)
|
|
{
|
|
int i;
|
|
int s;
|
|
float f;
|
|
CVector verts[8];
|
|
CVector min, max;
|
|
int r, g, b;
|
|
RwImVertexIndex *iptr;
|
|
RwIm3DVertex *vptr;
|
|
|
|
RenderBuffer::ClearRenderBuffer();
|
|
RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)TRUE);
|
|
RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)TRUE);
|
|
RwRenderStateSet(rwRENDERSTATESRCBLEND, (void*)rwBLENDSRCALPHA);
|
|
RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)rwBLENDINVSRCALPHA);
|
|
RwRenderStateSet(rwRENDERSTATETEXTURERASTER, nil);
|
|
|
|
for(i = 0; i < colModel.numTriangles; i++){
|
|
colModel.GetTrianglePoint(verts[0], colModel.triangles[i].a);
|
|
colModel.GetTrianglePoint(verts[1], colModel.triangles[i].b);
|
|
colModel.GetTrianglePoint(verts[2], colModel.triangles[i].c);
|
|
verts[0] = mat * verts[0];
|
|
verts[1] = mat * verts[1];
|
|
verts[2] = mat * verts[2];
|
|
|
|
// game doesn't do this
|
|
r = 255;
|
|
g = 128;
|
|
b = 0;
|
|
|
|
s = colModel.triangles[i].surface;
|
|
f = (s & 0xF)/32.0f + 0.5f;
|
|
switch(CSurfaceTable::GetAdhesionGroup(s)){
|
|
case ADHESIVE_RUBBER:
|
|
r = f * 255.0f;
|
|
g = 0;
|
|
b = 0;
|
|
break;
|
|
case ADHESIVE_HARD:
|
|
r = f*255.0f;
|
|
g = f*255.0f;
|
|
b = f*128.0f;
|
|
break;
|
|
case ADHESIVE_ROAD:
|
|
r = f*128.0f;
|
|
g = f*128.0f;
|
|
b = f*128.0f;
|
|
break;
|
|
case ADHESIVE_LOOSE:
|
|
r = 0;
|
|
g = f * 255.0f;
|
|
b = 0;
|
|
break;
|
|
case ADHESIVE_WET:
|
|
r = 0;
|
|
g = 0;
|
|
b = f * 255.0f;
|
|
break;
|
|
default:
|
|
// this doesn't make much sense
|
|
r *= f;
|
|
g *= f;
|
|
b *= f;
|
|
}
|
|
|
|
if(s == SURFACE_TRANSPARENT_CLOTH || s == SURFACE_METAL_CHAIN_FENCE ||
|
|
s == SURFACE_TRANSPARENT_STONE || s == SURFACE_SCAFFOLD_POLE)
|
|
if(CTimer::GetFrameCounter() & 1){
|
|
r = 0;
|
|
g = 0;
|
|
b = 0;
|
|
}
|
|
|
|
if(s > SURFACE_METAL_GATE){
|
|
r = CGeneral::GetRandomNumber();
|
|
g = CGeneral::GetRandomNumber();
|
|
b = CGeneral::GetRandomNumber();
|
|
printf("Illegal surfacetype:%d on MI:%d\n", s, id);
|
|
}
|
|
|
|
RenderBuffer::StartStoring(6, 3, &iptr, &vptr);
|
|
RwIm3DVertexSetRGBA(&vptr[0], r, g, b, 255);
|
|
RwIm3DVertexSetRGBA(&vptr[1], r, g, b, 255);
|
|
RwIm3DVertexSetRGBA(&vptr[2], r, g, b, 255);
|
|
RwIm3DVertexSetU(&vptr[0], 0.0f);
|
|
RwIm3DVertexSetV(&vptr[0], 0.0f);
|
|
RwIm3DVertexSetU(&vptr[1], 0.0f);
|
|
RwIm3DVertexSetV(&vptr[1], 1.0f);
|
|
RwIm3DVertexSetU(&vptr[2], 1.0f);
|
|
RwIm3DVertexSetV(&vptr[2], 1.0f);
|
|
RwIm3DVertexSetPos(&vptr[0], verts[0].x, verts[0].y, verts[0].z);
|
|
RwIm3DVertexSetPos(&vptr[1], verts[1].x, verts[1].y, verts[1].z);
|
|
RwIm3DVertexSetPos(&vptr[2], verts[2].x, verts[2].y, verts[2].z);
|
|
iptr[0] = 0; iptr[1] = 1; iptr[2] = 2;
|
|
iptr[3] = 0; iptr[4] = 2; iptr[5] = 1;
|
|
RenderBuffer::StopStoring();
|
|
}
|
|
|
|
for(i = 0; i < colModel.numBoxes; i++){
|
|
min = colModel.boxes[i].min;
|
|
max = colModel.boxes[i].max;
|
|
|
|
verts[0] = mat * CVector(min.x, min.y, min.z);
|
|
verts[1] = mat * CVector(min.x, min.y, max.z);
|
|
verts[2] = mat * CVector(min.x, max.y, min.z);
|
|
verts[3] = mat * CVector(min.x, max.y, max.z);
|
|
verts[4] = mat * CVector(max.x, min.y, min.z);
|
|
verts[5] = mat * CVector(max.x, min.y, max.z);
|
|
verts[6] = mat * CVector(max.x, max.y, min.z);
|
|
verts[7] = mat * CVector(max.x, max.y, max.z);
|
|
|
|
s = colModel.boxes[i].surface;
|
|
f = (s & 0xF)/32.0f + 0.5f;
|
|
switch(CSurfaceTable::GetAdhesionGroup(s)){
|
|
case ADHESIVE_RUBBER:
|
|
r = f * 255.0f;
|
|
g = 0;
|
|
b = 0;
|
|
break;
|
|
case ADHESIVE_HARD:
|
|
r = f*255.0f;
|
|
g = f*255.0f;
|
|
b = f*128.0f;
|
|
break;
|
|
case ADHESIVE_ROAD:
|
|
r = f*128.0f;
|
|
g = f*128.0f;
|
|
b = f*128.0f;
|
|
break;
|
|
case ADHESIVE_LOOSE:
|
|
r = 0;
|
|
g = f * 255.0f;
|
|
b = 0;
|
|
break;
|
|
case ADHESIVE_WET:
|
|
r = 0;
|
|
g = 0;
|
|
b = f * 255.0f;
|
|
break;
|
|
default:
|
|
// this doesn't make much sense
|
|
r *= f;
|
|
g *= f;
|
|
b *= f;
|
|
}
|
|
|
|
if(s == SURFACE_TRANSPARENT_CLOTH || s == SURFACE_METAL_CHAIN_FENCE ||
|
|
s == SURFACE_TRANSPARENT_STONE || s == SURFACE_SCAFFOLD_POLE)
|
|
if(CTimer::GetFrameCounter() & 1){
|
|
r = 0;
|
|
g = 0;
|
|
b = 0;
|
|
}
|
|
|
|
RenderBuffer::StartStoring(36, 8, &iptr, &vptr);
|
|
RwIm3DVertexSetRGBA(&vptr[0], r, g, b, 255);
|
|
RwIm3DVertexSetRGBA(&vptr[1], r, g, b, 255);
|
|
RwIm3DVertexSetRGBA(&vptr[2], r, g, b, 255);
|
|
RwIm3DVertexSetRGBA(&vptr[3], r, g, b, 255);
|
|
RwIm3DVertexSetRGBA(&vptr[4], r, g, b, 255);
|
|
RwIm3DVertexSetRGBA(&vptr[5], r, g, b, 255);
|
|
RwIm3DVertexSetRGBA(&vptr[6], r, g, b, 255);
|
|
RwIm3DVertexSetRGBA(&vptr[7], r, g, b, 255);
|
|
RwIm3DVertexSetU(&vptr[0], 0.0f);
|
|
RwIm3DVertexSetV(&vptr[0], 0.0f);
|
|
RwIm3DVertexSetU(&vptr[1], 0.0f);
|
|
RwIm3DVertexSetV(&vptr[1], 1.0f);
|
|
RwIm3DVertexSetU(&vptr[2], 1.0f);
|
|
RwIm3DVertexSetV(&vptr[2], 1.0f);
|
|
RwIm3DVertexSetU(&vptr[3], 0.0f);
|
|
RwIm3DVertexSetV(&vptr[3], 0.0f);
|
|
RwIm3DVertexSetU(&vptr[4], 0.0f);
|
|
RwIm3DVertexSetV(&vptr[4], 1.0f);
|
|
RwIm3DVertexSetU(&vptr[5], 1.0f);
|
|
RwIm3DVertexSetV(&vptr[5], 1.0f);
|
|
RwIm3DVertexSetU(&vptr[6], 0.0f);
|
|
RwIm3DVertexSetV(&vptr[6], 1.0f);
|
|
RwIm3DVertexSetU(&vptr[7], 1.0f);
|
|
RwIm3DVertexSetV(&vptr[7], 1.0f);
|
|
RwIm3DVertexSetPos(&vptr[0], verts[0].x, verts[0].y, verts[0].z);
|
|
RwIm3DVertexSetPos(&vptr[1], verts[1].x, verts[1].y, verts[1].z);
|
|
RwIm3DVertexSetPos(&vptr[2], verts[2].x, verts[2].y, verts[2].z);
|
|
RwIm3DVertexSetPos(&vptr[3], verts[3].x, verts[3].y, verts[3].z);
|
|
RwIm3DVertexSetPos(&vptr[4], verts[4].x, verts[4].y, verts[4].z);
|
|
RwIm3DVertexSetPos(&vptr[5], verts[5].x, verts[5].y, verts[5].z);
|
|
RwIm3DVertexSetPos(&vptr[6], verts[6].x, verts[6].y, verts[6].z);
|
|
RwIm3DVertexSetPos(&vptr[7], verts[7].x, verts[7].y, verts[7].z);
|
|
iptr[0] = 0; iptr[1] = 1; iptr[2] = 2;
|
|
iptr[3] = 1; iptr[4] = 3; iptr[5] = 2;
|
|
iptr[6] = 1; iptr[7] = 5; iptr[8] = 7;
|
|
iptr[9] = 1; iptr[10] = 7; iptr[11] = 3;
|
|
iptr[12] = 2; iptr[13] = 3; iptr[14] = 7;
|
|
iptr[15] = 2; iptr[16] = 7; iptr[17] = 6;
|
|
iptr[18] = 0; iptr[19] = 5; iptr[20] = 1;
|
|
iptr[21] = 0; iptr[22] = 4; iptr[23] = 5;
|
|
iptr[24] = 0; iptr[25] = 2; iptr[26] = 4;
|
|
iptr[27] = 2; iptr[28] = 6; iptr[29] = 4;
|
|
iptr[30] = 4; iptr[31] = 6; iptr[32] = 7;
|
|
iptr[33] = 4; iptr[34] = 7; iptr[35] = 5;
|
|
RenderBuffer::StopStoring();
|
|
}
|
|
|
|
RenderBuffer::RenderStuffInBuffer();
|
|
RwRenderStateSet(rwRENDERSTATESRCBLEND, (void*)rwBLENDSRCALPHA);
|
|
RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)rwBLENDINVSRCALPHA);
|
|
RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)FALSE);
|
|
RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)TRUE);
|
|
RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void*)TRUE);
|
|
}
|
|
|
|
|
|
/*
|
|
* ColModel code
|
|
*/
|
|
|
|
void
|
|
CColSphere::Set(float radius, const CVector ¢er, uint8 surf, uint8 piece)
|
|
{
|
|
this->radius = radius;
|
|
this->center = center;
|
|
this->surface = surf;
|
|
this->piece = piece;
|
|
}
|
|
|
|
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 CVector *, int a, int b, int c, uint8 surf, uint8 piece)
|
|
{
|
|
this->a = a;
|
|
this->b = b;
|
|
this->c = c;
|
|
this->surface = surf;
|
|
}
|
|
|
|
void
|
|
CColTrianglePlane::Set(const CVector *v, CColTriangle &tri)
|
|
{
|
|
const CVector &va = v[tri.a];
|
|
const CVector &vb = v[tri.b];
|
|
const CVector &vc = v[tri.c];
|
|
|
|
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;
|
|
}
|
|
|
|
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];
|
|
}
|
|
|
|
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 = (CVector*)RwMalloc(numVerts*sizeof(CVector));
|
|
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;
|
|
}
|