summaryrefslogblamecommitdiffstats
path: root/src/core/Collision.cpp
blob: 91e7bba788dd100c4031cccba75c4fb0b8ee3539 (plain) (tree)
1
2
3
4
5
6
7
8
9
1946
1947
1948
1949
1950
1951
1952
1953
1954
1955
1956
1957
1958
1959
1960
1961
1962
1963
1964
1965
1966
1967
1968
1969
1970
1971
1972
1973
1974
1975
1976
1977
1978
1979
1980
1981
1982
1983
1984
1985
1986
1987
1988
1989
1990
1991
1992
1993
1994
1995
1996
1997
1998
1999
2000
2001
2002
2003
2004
2005
2006
2007
2008
2009
2010
2011
2012
2013
2014
2015
2016
2017
2018
2019
2020
2021
2022
2023
2024
2025
2026
2027
2028
2029
2030
2031
2032
2033
2034
2035
2036
2037
2038
2039
2040
2041
2042
2043
2044
2045
2046
2047
2048
2049
2050
2051
2052
2053
2054
2055
2056
2057
2058
2059
2060
2061
2062
2063
2064
2065
2066
2067
2068
2069
2070
2071
2072
2073
2074
2075
2076
2077
2078
2079
2080
2081
2082
2083
2084
2085
2086
2087
2088
2089
2090
2091
2092
2093
2094
2095
2096
2097
2098
2099
2100
2101
2102
2103
2104
2105
2106
2107
2108
2109
2110
2111
2112
2113
2114
2115
2116
2117
2118
2119
2120
2121
2122
2123
2124
2125
2126
2127
2128
2129
2130
2131
2132
2133
2134
2135
2136
2137
2138
2139
2140
2141
2142
2143
2144
2145
2146
2147
2148
2149
2150
2151
2152
2153
2154
2155
2156
2157
2158
2159
2160
2161
2162
2163
2164
2165
2166
2167
2168
2169
2170
2171
2172
2173
2174
2175
2176
2177
2178
2179
2180
2181
2182
2183
2184
2185
2186
2187
2188
2189
2190
2191
2192
2193
2194
2195
2196
2197
2198
2199
2200
2201
2202
2203
2204
2205
2206
2207
2208
2209
2210
2211
2212
2213
2214
2215
2216
2217
2218
2219
2220
2221
2222
2223
2224
2225
2226
2227
2228
2229
2230
2231
2232
2233
2234
2235
2236
2237
2238
2239
2240
2241
2242
2243
2244
2245
2246
2247
                   
 
                     

                  
                 
                  
                    
                     








                       
                        

                         
                  
                      

                     
 

                    



















































































































































































































































































































































                                                                                                 









                  

                                                   
 



                                                
                                             
                                


    


                                    
                              


    

                        

 
                 









                                                                                           
                                          

                                                 
                             

 
                 






                                                                             
                                  
                                                                                             
                                  
                                                                                   
                                  
                                                                                           
                                  
                                                                                   
                                  



                                                                                           
    
                                                      
 

 


                                           

                                                          




                                                 
                                            









                                               
 





       
                                                                  





                                                            
                                                              










                                                               
                                                              



















































































                                                                      
                                                                      















                                                       
                                                                                                                                          
 













                                                                                               












                                                                              


                                               
























































                                                                                
      














                                                                                                
                                                                         








                                                                                                                                    
                                                                      

                                                               
                                                             





                                                        
                                                                                               
 













                                                                         
                                                            

                                                         

                             


                                               




                                                                  


                                                  
















                                                                       



                                                   




                                                                          

                      
                                     
                                                                          



                                                                               

                      
                                        




                                      

                                    
      


    
                                                                                                                                          
 

































































                                                                                          










                                                                             





                                                                                            
 





                                                                                          

                                        





                                                                                                          

                     
      

 
                                                                                                           












                                                                                                               

                                                                                          
                                                     














                                                                   




































                                                                                                           
                                                                 
                                                                
                    



                                                     
      



































                                                                                      
                                                

                                                         
                    



                                                     
      

















































































































                                                                                                      
                    



                                     
      





















                                                                                                               
                                                     





                                                            
                    



                                        
      



                    
                 

                                                             
                                                                                               

                                                                










                                                                                



                                    


                                               































































                                                                     
                                      













                                     
      


    

                                                                                                                    



























                                                                                               





                             
                                
                                                                  
 


                                           









                                                                  


                                                               
















































                                                                                   
      


    
                                                     

                                                                                               
 





















                                                                                               















                                                                              


                                               












































                                                                     
                                      





                                     





                                    

                    
      



                                                           
                                                                                               

                                           























                                                                         


                                                            
                                                                

                             


                                               

























                                                                       



                                                   





                                                       

                      
                                     
                                                                          



                                                                                  

                      
                                        
                                      
                                                     



                          






                                                           
                    



                                        
      


                                           
      




                                                    
                                                                                         
 























































































                                                                                            











                                                                             




                                                                                            
 




                                                                                          

                                        




                                                                                                                          







                                                                 
      




                                                     
                                                                                                                
 






















































































































                                                                                                  





                                                                                             
 
                                                    

                             
                                                                                               
                                



                                                                                                
 



                                                                                              


                                        



                                                                                                                                           



                                                                 
                                                 








                                                                 
      








                            








                                               


                                                                                          
                                                                                  




                                                                         













































































































































































































































































































                                                                                                                              















                                                   

                               





                                                                                          

                                       





































































                                                                                                                 
 








































                                                                                          
      


















                                                                                  
                                                                   





















                                                                                                    
                      









                                                                    

















                                                                       








                                                             

                                                                       
























































































































































































































                                                                             

 




























































                                                                                    




                                                                                          

                         
                      

















                                                                             
                                                  
                                            
 
                                           





































                                                                                 
                                            






































































                                                                                 














                                                                                                               
















                                                                             
                                                                                         






                             












                                                                               
    
                                                                               
 


                                            
                                                                







                                                              
      
 












                                            











                             
                                           

















                                       
                                                       












































                                                                                                    
                              

 











                                                           





                                            



























































                                                                                       
                                                                
                                                           
                                                                
                                                           
                                                                




                                         
                                                                                                  























                                                                                               
#include "common.h"

#include "VuVector.h"
#include "main.h"
#include "Lists.h"
#include "Game.h"
#include "Zones.h"
#include "General.h"
#include "ZoneCull.h"
#include "World.h"
#include "Entity.h"
#include "Train.h"
#include "Streaming.h"
#include "Pad.h"
#include "DMAudio.h"
#include "Population.h"
#include "FileLoader.h"
#include "Replay.h"
#include "CutsceneMgr.h"
#include "RenderBuffer.h"
#include "SurfaceTable.h"
#include "Lines.h"
#include "Collision.h"
#include "Camera.h"
#include "ColStore.h"

//--MIAMI: file done


// TODO: where do these go?

#ifdef VU_COLLISION

struct VuTriangle
{
	// Compressed int16 but unpacked
#ifdef GTA_PS2
	uint128 v0;
	uint128 v1;
	uint128 v2;
	uint128 plane;
#else
	int32 v0[4];
	int32 v1[4];
	int32 v2[4];
	int32 plane[4];
#endif
};

#ifndef GTA_PS2
static int16 vi01;
static CVuVector vf01;
static CVuVector vf02;
static CVuVector vf03;

CVuVector
DistanceBetweenSphereAndLine(const CVuVector &center, const CVuVector &p0, const CVuVector &line)
{
	// center  VF12
	// p0      VF14
	// line    VF15
	CVuVector ret;	// VF16
	CVuVector p1 = p0+line;
	CVuVector dist0 = center - p0;	// VF20
	CVuVector dist1 = center - p1;	// VF25
	float lenSq = line.MagnitudeSqr();	// VF21
	float distSq0 = dist0.MagnitudeSqr();	// VF22
	float distSq1 = dist1.MagnitudeSqr();
	float dot = DotProduct(dist0, line);	// VF23
	if(dot < 0.0f){
		// not above line, closest to p0
		ret = p0;
		ret.w = distSq0;
		return ret;
	}
	float t = dot/lenSq;	// param of nearest point on infinite line
	if(t > 1.0f){
		// not above line, closest to p1
		ret = p1;
		ret.w = distSq1;
		return ret;
	}
	// closest to line
	ret = p0 + line*t;
	ret.w = (ret - center).MagnitudeSqr();
	return ret;
}
inline int SignFlags(const CVector &v)
{
	int f = 0;
	if(v.x < 0.0f) f |= 1;
	if(v.y < 0.0f) f |= 2;
	if(v.z < 0.0f) f |= 4;
	return f;
}
#endif

extern "C" void
LineToTriangleCollision(const CVuVector &p0, const CVuVector &p1,
	const CVuVector &v0, const CVuVector &v1, const CVuVector &v2,
	const CVuVector &plane)
{
#ifdef GTA_PS2
	__asm__ volatile (
		".set noreorder\n"
		"lqc2	vf12, 0x0(%0)\n"
		"lqc2	vf13, 0x0(%1)\n"
		"lqc2	vf14, 0x0(%2)\n"
		"lqc2	vf15, 0x0(%3)\n"
		"lqc2	vf16, 0x0(%4)\n"
		"lqc2	vf17, 0x0(%5)\n"
		"vcallms	Vu0LineToTriangleCollisionStart\n"
		".set reorder\n"
		:
		: "r" (&p0), "r" (&p1), "r" (&v0), "r" (&v1), "r" (&v2), "r" (&plane)
	);
#else
	float dot0 = DotProduct(plane, p0);
	float dot1 = DotProduct(plane, p1);
	float dist0 = plane.w - dot0;
	float dist1 = plane.w - dot1;

	// if points are on the same side, no collision
	if(dist0 * dist1 > 0.0f){
		vi01 = 0;
		return;
	}

	CVuVector diff = p1 - p0;
	float t = dist0/(dot1 - dot0);
	CVuVector p = p0 + diff*t;
	p.w = 0.0f;
	vf01 = p;
	vf03.x = t;

	// Check if point is inside
	CVector cross1 = CrossProduct(p-v0, v1-v0);
	CVector cross2 = CrossProduct(p-v1, v2-v1);
	CVector cross3 = CrossProduct(p-v2, v0-v2);
	// Only check relevant directions
	int flagmask = 0;
	if(Abs(plane.x) > 0.5f) flagmask |= 1;
	if(Abs(plane.y) > 0.5f) flagmask |= 2;
	if(Abs(plane.z) > 0.5f) flagmask |= 4;
	int flags1 = SignFlags(cross1) & flagmask;
	int flags2 = SignFlags(cross2) & flagmask;
	int flags3 = SignFlags(cross3) & flagmask;
	// inside if on the same side of all edges
	if(flags1 != flags2 || flags1 != flags3){
		vi01 = 0;
		return;
	}
	vi01 = 1;
	vf02 = plane;
	return;
#endif
}

extern "C" void
LineToTriangleCollisionCompressed(const CVuVector &p0, const CVuVector &p1, VuTriangle &tri)
{
#ifdef GTA_PS2
	__asm__ volatile (
		".set noreorder\n"
		"lqc2	vf12, 0x0(%0)\n"
		"lqc2	vf13, 0x0(%1)\n"
		"lqc2	vf14, 0x0(%2)\n"
		"lqc2	vf15, 0x10(%2)\n"
		"lqc2	vf16, 0x20(%2)\n"
		"lqc2	vf17, 0x30(%2)\n"
		"vcallms	Vu0LineToTriangleCollisionCompressedStart\n"
		".set reorder\n"
		:
		: "r" (&p0), "r" (&p1), "r" (&tri)
	);
#else
	CVuVector v0, v1, v2, plane;
	v0.x = tri.v0[0]/128.0f;
	v0.y = tri.v0[1]/128.0f;
	v0.z = tri.v0[2]/128.0f;
	v0.w = tri.v0[3]/128.0f;
	v1.x = tri.v1[0]/128.0f;
	v1.y = tri.v1[1]/128.0f;
	v1.z = tri.v1[2]/128.0f;
	v1.w = tri.v1[3]/128.0f;
	v2.x = tri.v2[0]/128.0f;
	v2.y = tri.v2[1]/128.0f;
	v2.z = tri.v2[2]/128.0f;
	v2.w = tri.v2[3]/128.0f;
	plane.x = tri.plane[0]/4096.0f;
	plane.y = tri.plane[1]/4096.0f;
	plane.z = tri.plane[2]/4096.0f;
	plane.w = tri.plane[3]/128.0f;
	LineToTriangleCollision(p0, p1, v0, v1, v2, plane);
#endif
}

extern "C" void
SphereToTriangleCollision(const CVuVector &sph,
	const CVuVector &v0, const CVuVector &v1, const CVuVector &v2,
	const CVuVector &plane)
{
#ifdef GTA_PS2
	__asm__ volatile (
		".set noreorder\n"
		"lqc2	vf12, 0x0(%0)\n"
		"lqc2	vf14, 0x0(%1)\n"
		"lqc2	vf15, 0x0(%2)\n"
		"lqc2	vf16, 0x0(%3)\n"
		"lqc2	vf17, 0x0(%4)\n"
		"vcallms	Vu0SphereToTriangleCollisionStart\n"
		".set reorder\n"
		:
		: "r" (&sph), "r" (&v0), "r" (&v1), "r" (&v2), "r" (&plane)
	);
#else
	float planedist = DotProduct(plane, sph) - plane.w;	// VF02
	if(Abs(planedist) > sph.w){
		vi01 = 0;
		return;
	}
	// point on plane
	CVuVector p = sph - planedist*plane;
	p.w = 0.0f;
	vf01 = p;
	planedist = Abs(planedist);
	// edges
	CVuVector v01 = v1 - v0;
	CVuVector v12 = v2 - v1;
	CVuVector v20 = v0 - v2;
	// VU code calculates normal again for some weird reason...
	// Check sides of point
	CVector cross1 = CrossProduct(p-v0, v01);
	CVector cross2 = CrossProduct(p-v1, v12);
	CVector cross3 = CrossProduct(p-v2, v20);
	// Only check relevant directions
	int flagmask = 0;
	if(Abs(plane.x) > 0.1f) flagmask |= 1;
	if(Abs(plane.y) > 0.1f) flagmask |= 2;
	if(Abs(plane.z) > 0.1f) flagmask |= 4;
	int nflags = SignFlags(plane) & flagmask;
	int flags1 = SignFlags(cross1) & flagmask;
	int flags2 = SignFlags(cross2) & flagmask;
	int flags3 = SignFlags(cross3) & flagmask;
	int testcase = 0;
	CVuVector closest(0.0f, 0.0f, 0.0f);	// VF04
	if(flags1 == nflags){
		closest += v2;
		testcase++;
	}
	if(flags2 == nflags){
		closest += v0;
		testcase++;
	}
	if(flags3 == nflags){
		closest += v1;
		testcase++;
	}
	if(testcase == 3){
		// inside triangle - dist to plane already checked
		vf02 = plane;
		vf02.w = vf03.x = planedist;
		vi01 = 1;
	}else if(testcase == 1){
		// outside two sides - closest to point opposide inside edge
		vf01 = closest;
		vf02 = sph - closest;
		float distSq = vf02.MagnitudeSqr();
		vi01 = sph.w*sph.w > distSq;
		vf03.x = Sqrt(distSq);
		vf02 *= 1.0f/vf03.x;
	}else{
		// inside two sides - closest to third edge
		if(flags1 != nflags)
			closest = DistanceBetweenSphereAndLine(sph, v0, v01);
		else if(flags2 != nflags)
			closest = DistanceBetweenSphereAndLine(sph, v1, v12);
		else
			closest = DistanceBetweenSphereAndLine(sph, v2, v20);
		vi01 = sph.w*sph.w > closest.w;
		vf01 = closest;
		vf02 = sph - closest;
		vf03.x = Sqrt(closest.w);
		vf02 *= 1.0f/vf03.x;
	}
#endif
}

extern "C" void
SphereToTriangleCollisionCompressed(const CVuVector &sph, VuTriangle &tri)
{
#ifdef GTA_PS2
	__asm__ volatile (
		".set noreorder\n"
		"lqc2	vf12, 0x0(%0)\n"
		"lqc2	vf14, 0x0(%1)\n"
		"lqc2	vf15, 0x10(%1)\n"
		"lqc2	vf16, 0x20(%1)\n"
		"lqc2	vf17, 0x30(%1)\n"
		"vcallms	Vu0SphereToTriangleCollisionCompressedStart\n"
		".set reorder\n"
		:
		: "r" (&sph), "r" (&tri)
	);
#else
	CVuVector v0, v1, v2, plane;
	v0.x = tri.v0[0]/128.0f;
	v0.y = tri.v0[1]/128.0f;
	v0.z = tri.v0[2]/128.0f;
	v0.w = tri.v0[3]/128.0f;
	v1.x = tri.v1[0]/128.0f;
	v1.y = tri.v1[1]/128.0f;
	v1.z = tri.v1[2]/128.0f;
	v1.w = tri.v1[3]/128.0f;
	v2.x = tri.v2[0]/128.0f;
	v2.y = tri.v2[1]/128.0f;
	v2.z = tri.v2[2]/128.0f;
	v2.w = tri.v2[3]/128.0f;
	plane.x = tri.plane[0]/4096.0f;
	plane.y = tri.plane[1]/4096.0f;
	plane.z = tri.plane[2]/4096.0f;
	plane.w = tri.plane[3]/128.0f;
	SphereToTriangleCollision(sph, v0, v1, v2, plane);
#endif
}

inline int
GetVUresult(void)
{
#ifdef GTA_PS2
	int ret;
	__asm__ volatile (
		"cfc2.i	%0,vi01\n"	// .i important! wait for VU0 to finish
		: "=r" (ret)
	);
	return ret;
#else
	return vi01;
#endif
}

inline int
GetVUresult(CVuVector &point, CVuVector &normal, float &dist)
{
#ifdef GTA_PS2
	int ret;
	__asm__ volatile (
		"cfc2.i	%0,vi01\n"	// .i important! wait for VU0 to finish
		"sqc2	vf01,(%1)\n"
		"sqc2	vf02,(%2)\n"
		"qmfc2	$12,vf03\n"
		"sw	$12,(%3)\n"
		: "=r" (ret)
		: "r" (&point), "r" (&normal), "r" (&dist)
		: "$12"
	);
	return ret;
#else
	point = vf01;
	normal = vf02;
	dist = vf03.x;
	return vi01;
#endif
}

#endif


enum Direction
{
	DIR_X_POS,
	DIR_X_NEG,
	DIR_Y_POS,
	DIR_Y_NEG,
	DIR_Z_POS,
	DIR_Z_NEG,
};

eLevelName CCollision::ms_collisionInMemory;
CLinkList<CColModel*> CCollision::ms_colModelCache;

void
CCollision::Init(void)
{
	ms_colModelCache.Init(NUMCOLCACHELINKS);
	ms_collisionInMemory = LEVEL_GENERIC;
	CColStore::Initialise();
}

void
CCollision::Shutdown(void)
{
	ms_colModelCache.Shutdown();
	CColStore::Shutdown();
}

void
CCollision::Update(void)
{
}

//--MIAMI: unused
eLevelName
GetCollisionInSectorList(CPtrList &list)
{
	CPtrNode *node;
	CEntity *e;
	int level;

	for(node = list.first; node; node = node->next){
		e = (CEntity*)node->item;
		level = CModelInfo::GetModelInfo(e->GetModelIndex())->GetColModel()->level;
		if(level != LEVEL_GENERIC)
			return (eLevelName)level;
	}
	return LEVEL_GENERIC;
}

//--MIAMI: unused
// Get a level this sector is in based on collision models
eLevelName
GetCollisionInSector(CSector &sect)
{
	int level;

	level = GetCollisionInSectorList(sect.m_lists[ENTITYLIST_BUILDINGS]);
	if(level == LEVEL_GENERIC)
		level = GetCollisionInSectorList(sect.m_lists[ENTITYLIST_BUILDINGS_OVERLAP]);
	if(level == LEVEL_GENERIC)
		level = GetCollisionInSectorList(sect.m_lists[ENTITYLIST_OBJECTS]);
	if(level == LEVEL_GENERIC)
		level = GetCollisionInSectorList(sect.m_lists[ENTITYLIST_OBJECTS_OVERLAP]);
	if(level == LEVEL_GENERIC)
		level = GetCollisionInSectorList(sect.m_lists[ENTITYLIST_DUMMIES]);
	if(level == LEVEL_GENERIC)
		level = GetCollisionInSectorList(sect.m_lists[ENTITYLIST_DUMMIES_OVERLAP]);
	return (eLevelName)level;
}

void
CCollision::LoadCollisionWhenINeedIt(bool forceChange)
{
}

void
CCollision::SortOutCollisionAfterLoad(void)
{
	CColStore::LoadCollision(TheCamera.GetPosition());
	CStreaming::LoadAllRequestedModels(false);
}

void
CCollision::LoadCollisionScreen(eLevelName level)
{
	static Const char *levelNames[4] = {
		"",
		"IND_ZON",
		"COM_ZON",
		"SUB_ZON"
	};

	// Why twice?
	LoadingIslandScreen(levelNames[level]);
	LoadingIslandScreen(levelNames[level]);
}

//
// Test
//


bool
CCollision::TestSphereSphere(const CSphere &s1, const CSphere &s2)
{
	float d = s1.radius + s2.radius;
	return (s1.center - s2.center).MagnitudeSqr() < d*d;
}

bool
CCollision::TestSphereBox(const CSphere &sph, const CBox &box)
{
	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;
	return true;
}

bool
CCollision::TestLineBox(const CColLine &line, const CBox &box)
{
	float t, x, y, z;
	// If either line point is in the box, we have a collision
	if(line.p0.x > box.min.x && line.p0.x < box.max.x &&
	   line.p0.y > box.min.y && line.p0.y < box.max.y &&
	   line.p0.z > box.min.z && line.p0.z < box.max.z)
		return true;
	if(line.p1.x > box.min.x && line.p1.x < box.max.x &&
	   line.p1.y > box.min.y && line.p1.y < box.max.y &&
	   line.p1.z > box.min.z && line.p1.z < box.max.z)
		return true;

	// 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)
				return true;
		}
	}

	// same test with 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)
				return true;
		}
	}

	// 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)
				return true;
		}
	}

	// 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)
				return true;
		}
	}

	// 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)
				return true;
		}
	}

	// 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)
				return true;
		}
	}
	return false;
}

bool
CCollision::TestVerticalLineBox(const CColLine &line, const CBox &box)
{
	if(line.p0.x <= box.min.x) return false;
	if(line.p0.y <= box.min.y) return false;
	if(line.p0.x >= box.max.x) return false;
	if(line.p0.y >= box.max.y) return false;
	if(line.p0.z < line.p1.z){
		if(line.p0.z > box.max.z) return false;
		if(line.p1.z < box.min.z) return false;
	}else{
		if(line.p1.z > box.max.z) return false;
		if(line.p0.z < box.min.z) return false;
	}
	return true;
}

bool
CCollision::TestLineTriangle(const CColLine &line, const CompressedVector *verts, const CColTriangle &tri, const CColTrianglePlane &plane)
{
#ifdef VU_COLLISION
	// not used in favour of optimized loops
	VuTriangle vutri;
	verts[tri.a].Unpack(vutri.v0);
	verts[tri.b].Unpack(vutri.v1);
	verts[tri.c].Unpack(vutri.v2);
	plane.Unpack(vutri.plane);

	LineToTriangleCollisionCompressed(*(CVuVector*)&line.p0, *(CVuVector*)&line.p1, vutri);

	if(GetVUresult())
		return true;
	return false;
#else
	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);
	// find point of intersection
	CVector p = line.p0 + (line.p1-line.p0)*t;

	const CVector &va = verts[tri.a].Get();
	const CVector &vb = verts[tri.b].Get();
	const CVector &vc = verts[tri.c].Get();
	CVector2D vec1, vec2, vec3, vect;

	// We do the test in 2D. With the plane direction we
	// can figure out how to project the vectors.
	// normal = (c-a) x (b-a)
	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);
	}
	// This is our triangle:
	// 3-------2
	//  \  P  /
	//   \   /
	//    \ /
	//     1
	// We can use the "2d cross product" to check on which side
	// a vector is of another. Test is true if point is inside of all edges.
	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;
	return true;
#endif
}

// 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 CompressedVector *verts, const CColTriangle &tri, const CColTrianglePlane &plane)
{
#ifdef VU_COLLISION
	// not used in favour of optimized loops
	VuTriangle vutri;
	verts[tri.a].Unpack(vutri.v0);
	verts[tri.b].Unpack(vutri.v1);
	verts[tri.c].Unpack(vutri.v2);
	plane.Unpack(vutri.plane);

	SphereToTriangleCollisionCompressed(*(CVuVector*)&sphere, vutri);

	if(GetVUresult())
		return true;
	return false;
#else
	// If sphere and plane don't intersect, no collision
	float planedist = plane.CalcPoint(sphere.center);
	if(Abs(planedist) > sphere.radius)
		return false;

	const CVector &va = verts[tri.a].Get();
	const CVector &vb = verts[tri.b].Get();
	const CVector &vc = verts[tri.c].Get();

	// calculate two orthogonal basis vectors for the triangle
	CVector vec2 = vb - va;
	float len = vec2.Magnitude();
	vec2 = vec2 * (1.0f/len);
	CVector normal;
	plane.GetNormal(normal);
	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;
	switch(testcase){
	case 0:
		return false;	// shouldn't happen
	case 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);
		break;
	case 2:
		// closest to an edge
		// looks like original game as DistToLine manually inlined
		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);
		break;
	case 3:
		// center is in triangle
		dist = Abs(planedist);
		break;
	default:
		assert(0);
	}

	return dist < sphere.radius;
#endif
}

bool
CCollision::TestLineOfSight(const CColLine &line, const CMatrix &matrix, CColModel &model, bool ignoreSeeThrough, bool ignoreShootThrough)
{
#ifdef VU_COLLISION
	CMatrix matTransform;
	int i;

	// transform line to model space
	Invert(matrix, matTransform);
	CVuVector newline[2];
	TransformPoints(newline, 2, matTransform, (RwV3d*)&line.p0, sizeof(CColLine)/2);

	// If we don't intersect with the bounding box, no chance on the rest
	if(!TestLineBox(*(CColLine*)newline, model.boundingBox))
		return false;

	for(i = 0; i < model.numSpheres; i++){
		if(ignoreSeeThrough && IsSeeThrough(model.spheres[i].surface)) continue;
		if(TestLineSphere(*(CColLine*)newline, model.spheres[i]))
			return true;
	}

	for(i = 0; i < model.numBoxes; i++){
		if(ignoreSeeThrough && IsSeeThrough(model.boxes[i].surface)) continue;
		if(TestLineBox(*(CColLine*)newline, model.boxes[i]))
			return true;
	}

	CalculateTrianglePlanes(&model);
	int lastTest = -1;
	VuTriangle vutri;
	for(i = 0; i < model.numTriangles; i++){
		if(ignoreSeeThrough && IsSeeThrough(model.triangles[i].surface)) continue;

		CColTriangle *tri = &model.triangles[i];
		model.vertices[tri->a].Unpack(vutri.v0);
		model.vertices[tri->b].Unpack(vutri.v1);
		model.vertices[tri->c].Unpack(vutri.v2);
		model.trianglePlanes[i].Unpack(vutri.plane);

		LineToTriangleCollisionCompressed(newline[0], newline[1], vutri);
		lastTest = i;
		break;
	}
#ifdef FIX_BUGS
	// no need to check first again
	i++;
#endif
	for(; i < model.numTriangles; i++){
		if(ignoreSeeThrough && IsSeeThrough(model.triangles[i].surface)) continue;

		CColTriangle *tri = &model.triangles[i];
		model.vertices[tri->a].Unpack(vutri.v0);
		model.vertices[tri->b].Unpack(vutri.v1);
		model.vertices[tri->c].Unpack(vutri.v2);
		model.trianglePlanes[i].Unpack(vutri.plane);

		if(GetVUresult())
			return true;

		LineToTriangleCollisionCompressed(newline[0], newline[1], vutri);
		lastTest = i;

	}
	if(lastTest != -1 && GetVUresult())
		return true;

	return false;
#else
	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 && IsSeeThrough(model.spheres[i].surface)) continue;
		if(ignoreShootThrough && IsShootThrough(model.spheres[i].surface)) continue;
		if(TestLineSphere(newline, model.spheres[i]))
			return true;
	}

	for(i = 0; i < model.numBoxes; i++){
		if(ignoreSeeThrough && IsSeeThrough(model.boxes[i].surface)) continue;
		if(ignoreShootThrough && IsShootThrough(model.boxes[i].surface)) continue;
		if(TestLineBox(newline, model.boxes[i]))
			return true;
	}

	CalculateTrianglePlanes(&model);
	for(i = 0; i < model.numTriangles; i++){
		if(ignoreSeeThrough && IsSeeThrough(model.triangles[i].surface)) continue;
		if(ignoreShootThrough && IsShootThrough(model.triangles[i].surface)) continue;
		if(TestLineTriangle(newline, model.vertices, model.triangles[i], model.trianglePlanes[i]))
			return true;
	}

	return false;
#endif
}

// TODO: TestPillWithSpheresInColModel, but only called from overloaded CWeapon::FireMelee which isn't used

//
// 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 depth = s1.radius - d;	// sphere overlap
	if(d < 0.0f) d = 0.0f;		// clamp to zero, i.e. if s1's center is inside s2
	// no collision if sphere is not close enough
	if(d*d < mindistsq && d < s1.radius){
		dist.Normalise();
		point.point = s1.center - dist*d;
		point.normal = dist;
#ifndef VU_COLLISION
		point.surfaceA = s1.surface;
		point.pieceA = s1.piece;
		point.surfaceB = s2.surface;
		point.pieceB = s2.piece;
#endif
		point.depth = depth;	
		mindistsq = d*d;		// collision radius
		return true;
	}
	return false;
}

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;
#ifndef VU_COLLISION
			point.surfaceA = sph.surface;
			point.pieceA = sph.piece;
			point.surfaceB = box.surface;
			point.pieceB = box.piece;
#endif

			// 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);
#ifndef VU_COLLISION
			point.surfaceA = sph.surface;
			point.pieceA = sph.piece;
			point.surfaceB = box.surface;
			point.pieceB = box.piece;
#endif
			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;
#ifndef VU_COLLISION
	point.surfaceA = 0;
	point.pieceA = 0;
	point.surfaceB = box.surface;
	point.pieceB = box.piece;
#endif
	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();
#ifndef VU_COLLISION
	point.surfaceA = 0;
	point.pieceA = 0;
	point.surfaceB = sphere.surface;
	point.pieceB = sphere.piece;
#endif
	mindist = t;
	return true;
}

//--MIAMI: unused
bool
CCollision::ProcessVerticalLineTriangle(const CColLine &line,
	const CompressedVector *verts, const CColTriangle &tri, const CColTrianglePlane &plane,
	CColPoint &point, float &mindist, CStoredCollPoly *poly)
{
#ifdef VU_COLLISION
	// not used in favour of optimized loops
	bool res = ProcessLineTriangle(line, verts, tri, plane, point, mindist);
	if(res && poly){
		poly->verts[0] = verts[tri.a].Get();
		poly->verts[1] = verts[tri.b].Get();
		poly->verts[2] = verts[tri.c].Get();
		poly->valid = true;
	}
	return res;
#else
	float t;
	CVector normal;

	const CVector &p0 = line.p0;
	const CVector &va = verts[tri.a].Get();
	const CVector &vb = verts[tri.b].Get();
	const CVector &vc = verts[tri.c].Get();

	// 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;
	if(t >= mindist) 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;
#endif
}

bool
CCollision::IsStoredPolyStillValidVerticalLine(const CVector &pos, float z, CColPoint &point, CStoredCollPoly *poly)
{
#ifdef VU_COLLISION
	if(!poly->valid)
		return false;

	CVuVector p0 = pos;
	CVuVector p1 = pos;
	p1.z = z;

	CVector v01 = poly->verts[1] - poly->verts[0];
	CVector v02 = poly->verts[2] - poly->verts[0];
	CVuVector plane = CrossProduct(v02, v01);
	plane.Normalise();
	plane.w = DotProduct(plane, poly->verts[0]);

	LineToTriangleCollision(p0, p1, poly->verts[0], poly->verts[1], poly->verts[2], plane);

	CVuVector pnt;
	float dist;
	if(!GetVUresult(pnt, plane, dist))
#ifdef FIX_BUGS
		// perhaps not needed but be safe
		return poly->valid = false;
#else
		return false;
#endif
	point.point = pnt;
	return true;
#else
	float t;

	if(!poly->valid)
		return false;

	// maybe inlined?
	CColTrianglePlane plane;
	plane.Set(poly->verts[0], poly->verts[1], poly->verts[2]);

	const CVector &va = poly->verts[0];
	const CVector &vb = poly->verts[1];
	const CVector &vc = poly->verts[2];
	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
	CVector normal;
	plane.GetNormal(normal);
	t = -plane.CalcPoint(p0) / DotProduct(p1 - p0, 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;
#endif
}

bool
CCollision::ProcessLineTriangle(const CColLine &line,
	const CompressedVector *verts, const CColTriangle &tri, const CColTrianglePlane &plane,
	CColPoint &point, float &mindist, CStoredCollPoly *poly)
{
#ifdef VU_COLLISION
	// not used in favour of optimized loops
	VuTriangle vutri;
	verts[tri.a].Unpack(vutri.v0);
	verts[tri.b].Unpack(vutri.v1);
	verts[tri.c].Unpack(vutri.v2);
	plane.Unpack(vutri.plane);

	LineToTriangleCollisionCompressed(*(CVuVector*)&line.p0, *(CVuVector*)&line.p1, vutri);

	CVuVector pnt, normal;
	float dist;
	if(GetVUresult(pnt, normal, dist)){
		if(dist < mindist){
			point.point = pnt;
			point.normal = normal;
			mindist = dist;
			return true;
		}
	}
	return false;
#else
	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].Get();
	const CVector &vb = verts[tri.b].Get();
	const CVector &vc = verts[tri.c].Get();
	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;
	if(t >= mindist) 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;
#endif
}

bool
CCollision::ProcessSphereTriangle(const CColSphere &sphere,
	const CompressedVector *verts, const CColTriangle &tri, const CColTrianglePlane &plane,
	CColPoint &point, float &mindistsq)
{
#ifdef VU_COLLISION
	// not used in favour of optimized loops
	VuTriangle vutri;
	verts[tri.a].Unpack(vutri.v0);
	verts[tri.b].Unpack(vutri.v1);
	verts[tri.c].Unpack(vutri.v2);
	plane.Unpack(vutri.plane);

	SphereToTriangleCollisionCompressed(*(CVuVector*)&sphere, vutri);

	CVuVector pnt, normal;
	float dist;
	if(GetVUresult(pnt, normal, dist) && dist*dist < mindistsq){
		float depth = sphere.radius - dist;
		if(depth > point.depth){
			point.point = pnt;
			point.normal = normal;
			point.depth = depth;
			mindistsq = dist*dist;
			return true;
		}
	}
	return false;
#else
	// 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].Get();
	const CVector &vb = verts[tri.b].Get();
	const CVector &vc = verts[tri.c].Get();

	// 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;
	switch(testcase){
	case 0:
		return false;	// shouldn't happen
	case 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();
		break;
	case 2:
		// closest to an edge
		// looks like original game as DistToLine manually inlined
		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);
		break;
	case 3:
		// center is in triangle
		dist = Abs(planedist);
		p = sphere.center - normal*planedist;
		break;
	default:
		assert(0);
	}

	if(dist >= sphere.radius || dist*dist >= mindistsq)
		return false;

	point.point = p;
	point.normal = sphere.center - p;
	point.normal.Normalise();
#ifndef VU_COLLISION
	point.surfaceA = sphere.surface;
	point.pieceA = sphere.piece;
	point.surfaceB = tri.surface;
	point.pieceB = 0;
#endif
	point.depth = sphere.radius - dist;
	mindistsq = dist*dist;
	return true;
#endif
}

bool
CCollision::ProcessLineOfSight(const CColLine &line,
	const CMatrix &matrix, CColModel &model,
	CColPoint &point, float &mindist, bool ignoreSeeThrough, bool ignoreShootThrough)
{
#ifdef VU_COLLISION
	CMatrix matTransform;
	int i;

	// transform line to model space
	Invert(matrix, matTransform);
	CVuVector newline[2];
	TransformPoints(newline, 2, matTransform, (RwV3d*)&line.p0, sizeof(CColLine)/2);

	if(mindist < 1.0f)
		newline[1] = newline[0] + (newline[1] - newline[0])*mindist;

	// If we don't intersect with the bounding box, no chance on the rest
	if(!TestLineBox(*(CColLine*)newline, model.boundingBox))
		return false;

	float coldist = 1.0f;
	for(i = 0; i < model.numSpheres; i++){
		if(ignoreSeeThrough && IsSeeThrough(model.spheres[i].surface)) continue;
		if(ProcessLineSphere(*(CColLine*)newline, model.spheres[i], point, coldist))
			point.Set(0, 0, model.spheres[i].surface, model.spheres[i].piece);
	}

	for(i = 0; i < model.numBoxes; i++){
		if(ignoreSeeThrough && IsSeeThrough(model.boxes[i].surface)) continue;
		if(ProcessLineBox(*(CColLine*)newline, model.boxes[i], point, coldist))
			point.Set(0, 0, model.boxes[i].surface, model.boxes[i].piece);
	}

	CalculateTrianglePlanes(&model);
	VuTriangle vutri;
	CColTriangle *lasttri = nil;
	for(i = 0; i < model.numTriangles; i++){
		if(ignoreSeeThrough && IsSeeThrough(model.triangles[i].surface)) continue;

		CColTriangle *tri = &model.triangles[i];
		model.vertices[tri->a].Unpack(vutri.v0);
		model.vertices[tri->b].Unpack(vutri.v1);
		model.vertices[tri->c].Unpack(vutri.v2);
		model.trianglePlanes[i].Unpack(vutri.plane);

		LineToTriangleCollisionCompressed(newline[0], newline[1], vutri);
		lasttri = tri;
		break;
	}
#ifdef FIX_BUGS
	// no need to check first again
	i++;
#endif
	CVuVector pnt, normal;
	float dist;
	for(; i < model.numTriangles; i++){
		if(ignoreSeeThrough && IsSeeThrough(model.triangles[i].surface)) continue;

		CColTriangle *tri = &model.triangles[i];
		model.vertices[tri->a].Unpack(vutri.v0);
		model.vertices[tri->b].Unpack(vutri.v1);
		model.vertices[tri->c].Unpack(vutri.v2);
		model.trianglePlanes[i].Unpack(vutri.plane);

		if(GetVUresult(pnt, normal, dist))
			if(dist < coldist){
				point.point = pnt;
				point.normal = normal;
				point.Set(0, 0, lasttri->surface, 0);
				coldist = dist;
			}

		LineToTriangleCollisionCompressed(newline[0], newline[1], vutri);
		lasttri = tri;
	}
	if(lasttri && GetVUresult(pnt, normal, dist))
		if(dist < coldist){
			point.point = pnt;
			point.normal = normal;
			point.Set(0, 0, lasttri->surface, 0);
			coldist = dist;
		}


	if(coldist < 1.0f){
		point.point = matrix * point.point;
		point.normal = Multiply3x3(matrix, point.normal);
		mindist *= coldist;
		return true;
	}
	return false;
#else
	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 && IsSeeThrough(model.spheres[i].surface)) continue;
		if(ignoreShootThrough && IsShootThrough(model.spheres[i].surface)) continue;
		ProcessLineSphere(newline, model.spheres[i], point, coldist);
	}

	for(i = 0; i < model.numBoxes; i++){
		if(ignoreSeeThrough && IsSeeThrough(model.boxes[i].surface)) continue;
		if(ignoreShootThrough && IsShootThrough(model.boxes[i].surface)) continue;
		ProcessLineBox(newline, model.boxes[i], point, coldist);
	}

	CalculateTrianglePlanes(&model);
	for(i = 0; i < model.numTriangles; i++){
		if(ignoreSeeThrough && IsSeeThrough(model.triangles[i].surface)) continue;
		if(ignoreShootThrough && IsShootThrough(model.triangles[i].surface)) continue;
		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;
#endif
}

bool
CCollision::ProcessVerticalLine(const CColLine &line,
	const CMatrix &matrix, CColModel &model,
	CColPoint &point, float &mindist, bool ignoreSeeThrough, bool ignoreShootThrough, CStoredCollPoly *poly)
{
#ifdef VU_COLLISION
	static CStoredCollPoly TempStoredPoly;
	CMatrix matTransform;
	int i;

	// transform line to model space
	Invert(matrix, matTransform);
	CVuVector newline[2];
	TransformPoints(newline, 2, matTransform, (RwV3d*)&line.p0, sizeof(CColLine)/2);

	if(mindist < 1.0f)
		newline[1] = newline[0] + (newline[1] - newline[0])*mindist;

	if(!TestLineBox(*(CColLine*)newline, model.boundingBox))
		return false;

	float coldist = 1.0f;
	for(i = 0; i < model.numSpheres; i++){
		if(ignoreSeeThrough && IsSeeThrough(model.spheres[i].surface)) continue;
		if(ProcessLineSphere(*(CColLine*)newline, model.spheres[i], point, coldist))
			point.Set(0, 0, model.spheres[i].surface, model.spheres[i].piece);
	}

	for(i = 0; i < model.numBoxes; i++){
		if(ignoreSeeThrough && IsSeeThrough(model.boxes[i].surface)) continue;
		if(ProcessLineBox(*(CColLine*)newline, model.boxes[i], point, coldist))
			point.Set(0, 0, model.boxes[i].surface, model.boxes[i].piece);
	}

	CalculateTrianglePlanes(&model);
	TempStoredPoly.valid = false;
	if(model.numTriangles){
		bool registeredCol;
		CColTriangle *lasttri = nil;
		VuTriangle vutri;
		for(i = 0; i < model.numTriangles; i++){
			if(ignoreSeeThrough && IsSeeThrough(model.triangles[i].surface)) continue;

			CColTriangle *tri = &model.triangles[i];
			model.vertices[tri->a].Unpack(vutri.v0);
			model.vertices[tri->b].Unpack(vutri.v1);
			model.vertices[tri->c].Unpack(vutri.v2);
			model.trianglePlanes[i].Unpack(vutri.plane);

			LineToTriangleCollisionCompressed(newline[0], newline[1], vutri);
			lasttri = tri;
			break;
		}
#ifdef FIX_BUGS
		// no need to check first again
		i++;
#endif
		CVuVector pnt, normal;
		float dist;
		for(; i < model.numTriangles; i++){
			if(ignoreSeeThrough && IsSeeThrough(model.triangles[i].surface)) continue;

			CColTriangle *tri = &model.triangles[i];
			model.vertices[tri->a].Unpack(vutri.v0);
			model.vertices[tri->b].Unpack(vutri.v1);
			model.vertices[tri->c].Unpack(vutri.v2);
			model.trianglePlanes[i].Unpack(vutri.plane);

			if(GetVUresult(pnt, normal, dist)){
				if(dist < coldist){
					point.point = pnt;
					point.normal = normal;
					point.Set(0, 0, lasttri->surface, 0);
					coldist = dist;
					registeredCol = true;
				}else
					registeredCol = false;
			}else
				registeredCol = false;

			if(registeredCol){
				TempStoredPoly.verts[0] = model.vertices[lasttri->a].Get();
				TempStoredPoly.verts[1] = model.vertices[lasttri->b].Get();
				TempStoredPoly.verts[2] = model.vertices[lasttri->c].Get();
				TempStoredPoly.valid = true;
			}

			LineToTriangleCollisionCompressed(newline[0], newline[1], vutri);
			lasttri = tri;
		}
		if(lasttri && GetVUresult(pnt, normal, dist)){
			if(dist < coldist){
				point.point = pnt;
				point.normal = normal;
				point.Set(0, 0, lasttri->surface, 0);
				coldist = dist;
				registeredCol = true;
			}else
				registeredCol = false;
		}else
			registeredCol = false;

		if(registeredCol){
			TempStoredPoly.verts[0] = model.vertices[lasttri->a].Get();
			TempStoredPoly.verts[1] = model.vertices[lasttri->b].Get();
			TempStoredPoly.verts[2] = model.vertices[lasttri->c].Get();
			TempStoredPoly.valid = true;
		}
	}

	if(coldist < 1.0f){
		point.point = matrix * point.point;
		point.normal = Multiply3x3(matrix, point.normal);
		if(TempStoredPoly.valid && poly){
			*poly = TempStoredPoly;
			poly->verts[0] = matrix * CVector(poly->verts[0]);
			poly->verts[1] = matrix * CVector(poly->verts[1]);
			poly->verts[2] = matrix * CVector(poly->verts[2]);
		}
		mindist *= coldist;
		return true;
	}
	return false;
#else
	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));

	if(!TestLineBox(newline, model.boundingBox))
		return false;

	// BUG? is IsSeeThroughVertical really the right thing? also not checking shoot through
	float coldist = mindist;
	for(i = 0; i < model.numSpheres; i++){
		if(ignoreSeeThrough && IsSeeThroughVertical(model.spheres[i].surface)) continue;
		ProcessLineSphere(newline, model.spheres[i], point, coldist);
	}

	for(i = 0; i < model.numBoxes; i++){
		if(ignoreSeeThrough && IsSeeThroughVertical(model.boxes[i].surface)) continue;
		ProcessLineBox(newline, model.boxes[i], point, coldist);
	}

	CalculateTrianglePlanes(&model);
	TempStoredPoly.valid = false;
	for(i = 0; i < model.numTriangles; i++){
		if(ignoreSeeThrough && IsSeeThroughVertical(model.triangles[i].surface)) continue;
		ProcessLineTriangle(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(TempStoredPoly.valid && poly){
			*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;
#endif
}

enum {
	MAXNUMSPHERES = 128,
	MAXNUMBOXES = 32,
	MAXNUMLINES = 16,
	MAXNUMTRIS = 600
};

#ifdef VU_COLLISION
#ifdef GTA_PS2
#define SPR(off) ((uint8*)(0x70000000 + (off)))
#else
static uint8 fakeSPR[16*1024];
#define SPR(off) ((uint8*)(fakeSPR + (off)))
#endif
#endif

// 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)
{
#ifdef VU_COLLISION
	CVuVector *aSpheresA = (CVuVector*)SPR(0x0000);
	CVuVector *aSpheresB = (CVuVector*)SPR(0x0800);
	CVuVector *aLinesA = (CVuVector*)SPR(0x1000);
	int32 *aSphereIndicesA = (int32*)SPR(0x1200);
	int32 *aSphereIndicesB = (int32*)SPR(0x1400);
	int32 *aBoxIndicesB = (int32*)SPR(0x1600);
	int32 *aTriangleIndicesB = (int32*)SPR(0x1680);
	bool *aCollided = (bool*)SPR(0x1FE0);
	CMatrix &matAB = *(CMatrix*)SPR(0x1FF0);
	CMatrix &matBA = *(CMatrix*)SPR(0x2040);
	int i, j, k;

	// From model A space to model B space
	Invert(matrixB, matAB);
	matAB *= matrixA;

	CVuVector bsphereAB;	// bounding sphere of A in B space
	TransformPoint(bsphereAB, matAB, *(RwV3d*)modelA.boundingSphere.center);	// inlined
	bsphereAB.w = modelA.boundingSphere.radius;
	if(!TestSphereBox(*(CColSphere*)&bsphereAB, modelB.boundingBox))
		return 0;

	// transform modelA's spheres and lines to B space
	TransformPoints(aSpheresA, modelA.numSpheres, matAB, (RwV3d*)&modelA.spheres->center, sizeof(CColSphere));
	for(i = 0; i < modelA.numSpheres; i++)
		aSpheresA[i].w = modelA.spheres[i].radius;
	TransformPoints(aLinesA, modelA.numLines*2, matAB, (RwV3d*)&modelA.lines->p0, sizeof(CColLine)/2);

	// Test them against model B's bounding volumes
	int numSpheresA = 0;
	for(i = 0; i < modelA.numSpheres; i++)
		if(TestSphereBox(*(CColSphere*)&aSpheresA[i], modelB.boundingBox))
			aSphereIndicesA[numSpheresA++] = i;
	// No collision
	if(numSpheresA == 0 && modelA.numLines == 0)
		return 0;


	// B to A space
	Invert(matrixA, matBA);
	matBA *= matrixB;

	// transform modelB's spheres to A space
	TransformPoints(aSpheresB, modelB.numSpheres, matBA, (RwV3d*)&modelB.spheres->center, sizeof(CColSphere));
	for(i = 0; i < modelB.numSpheres; i++)
		aSpheresB[i].w = modelB.spheres[i].radius;

	// Check model B against A's bounding volumes
	int numSpheresB = 0;
	int numBoxesB = 0;
	int numTrianglesB = 0;
	for(i = 0; i < modelB.numSpheres; i++)
		if(TestSphereBox(*(CColSphere*)&aSpheresB[i], modelA.boundingBox))
			aSphereIndicesB[numSpheresB++] = i;
	for(i = 0; i < modelB.numBoxes; i++)
		if(TestSphereBox(*(CColSphere*)&bsphereAB, modelB.boxes[i]))
			aBoxIndicesB[numBoxesB++] = i;
	CalculateTrianglePlanes(&modelB);
	if(modelB.numTriangles){
		VuTriangle vutri;
		// process the first triangle
		CColTriangle *tri = &modelB.triangles[0];
		modelB.vertices[tri->a].Unpack(vutri.v0);
		modelB.vertices[tri->b].Unpack(vutri.v1);
		modelB.vertices[tri->c].Unpack(vutri.v2);
		modelB.trianglePlanes[0].Unpack(vutri.plane);

		SphereToTriangleCollisionCompressed(bsphereAB, vutri);

		for(i = 1; i < modelB.numTriangles; i++){
			// set up the next triangle while VU0 is running
			tri = &modelB.triangles[i];
			modelB.vertices[tri->a].Unpack(vutri.v0);
			modelB.vertices[tri->b].Unpack(vutri.v1);
			modelB.vertices[tri->c].Unpack(vutri.v2);
			modelB.trianglePlanes[i].Unpack(vutri.plane);

			// check previous result
			if(GetVUresult())
				aTriangleIndicesB[numTrianglesB++] = i-1;

			// kick off this one
			SphereToTriangleCollisionCompressed(bsphereAB, vutri);
		}

		// check last result
		if(GetVUresult())
			aTriangleIndicesB[numTrianglesB++] = i-1;
	}
	// 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;
	spherepoints[numCollisions].depth = -1.0f;
	for(i = 0; i < numSpheresA; i++){
		float coldist = 1.0e24f;
		bool hasCollided = false;
		CColSphere *sphA = &modelA.spheres[aSphereIndicesA[i]];
		CVuVector *vusphA = &aSpheresA[aSphereIndicesA[i]];

		for(j = 0; j < numSpheresB; j++)
			// This actually looks like something was inlined here
			if(ProcessSphereSphere(*(CColSphere*)vusphA, modelB.spheres[aSphereIndicesB[j]],
					spherepoints[numCollisions], coldist)){
				spherepoints[numCollisions].Set(
					sphA->surface, sphA->piece,
					modelB.spheres[aSphereIndicesB[j]].surface, modelB.spheres[aSphereIndicesB[j]].piece);
				hasCollided = true;
			}
		for(j = 0; j < numBoxesB; j++)
			if(ProcessSphereBox(*(CColSphere*)vusphA, modelB.boxes[aBoxIndicesB[j]],
					spherepoints[numCollisions], coldist)){
				spherepoints[numCollisions].Set(
					sphA->surface, sphA->piece,
					modelB.boxes[aBoxIndicesB[j]].surface, modelB.boxes[aBoxIndicesB[j]].piece);
				hasCollided = true;
			}
		if(numTrianglesB){
			CVuVector point, normal;
			float depth;
			bool registeredCol;
			CColTriangle *lasttri;

			VuTriangle vutri;
			// process the first triangle
			k = aTriangleIndicesB[0];
			CColTriangle *tri = &modelB.triangles[k];
			modelB.vertices[tri->a].Unpack(vutri.v0);
			modelB.vertices[tri->b].Unpack(vutri.v1);
			modelB.vertices[tri->c].Unpack(vutri.v2);
			modelB.trianglePlanes[k].Unpack(vutri.plane);

			SphereToTriangleCollisionCompressed(*vusphA, vutri);
			lasttri = tri;

			for(j = 1; j < numTrianglesB; j++){
				k = aTriangleIndicesB[j];
				// set up the next triangle while VU0 is running
				tri = &modelB.triangles[k];
				modelB.vertices[tri->a].Unpack(vutri.v0);
				modelB.vertices[tri->b].Unpack(vutri.v1);
				modelB.vertices[tri->c].Unpack(vutri.v2);
				modelB.trianglePlanes[k].Unpack(vutri.plane);

				// check previous result
				// TODO: this looks inlined but spherepoints[numCollisions] does not...
				if(GetVUresult(point, normal, depth)){
					depth = sphA->radius - depth;
					if(depth > spherepoints[numCollisions].depth){
						spherepoints[numCollisions].point = point;
						spherepoints[numCollisions].normal = normal;
						spherepoints[numCollisions].Set(depth,
							sphA->surface, sphA->piece, lasttri->surface, 0);
						registeredCol = true;
					}else
						registeredCol = false;
				}else
					registeredCol = false;

				if(registeredCol)
					hasCollided = true;

				// kick off this one
				SphereToTriangleCollisionCompressed(*vusphA, vutri);
				lasttri = tri;
			}

			// check last result
			// TODO: this looks inlined but spherepoints[numCollisions] does not...
			if(GetVUresult(point, normal, depth)){
				depth = sphA->radius - depth;
				if(depth > spherepoints[numCollisions].depth){
					spherepoints[numCollisions].point = point;
					spherepoints[numCollisions].normal = normal;
					spherepoints[numCollisions].Set(depth,
						sphA->surface, sphA->piece, lasttri->surface, 0);
					registeredCol = true;
				}else
					registeredCol = false;
			}else
				registeredCol = false;

			if(registeredCol)
				hasCollided = true;
		}

		if(hasCollided){
			numCollisions++;
			if(numCollisions == MAX_COLLISION_POINTS)
				break;
			spherepoints[numCollisions].depth = -1.0f;
		}
	}
	for(i = 0; i < numCollisions; i++){
		// TODO: both VU0 macros
		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 < modelA.numLines; i++){
		aCollided[i] = false;
		CVuVector *lineA = &aLinesA[i*2];

		for(j = 0; j < numSpheresB; j++)
			if(ProcessLineSphere(*(CColLine*)lineA, modelB.spheres[aSphereIndicesB[j]],
					linepoints[i], linedists[i])){
				linepoints[i].Set(0, 0,
#ifdef FIX_BUGS
					modelB.spheres[aSphereIndicesB[j]].surface, modelB.spheres[aSphereIndicesB[j]].piece);
#else
					modelB.spheres[j].surface, modelB.spheres[j].piece);
#endif
				aCollided[i] = true;
			}
		for(j = 0; j < numBoxesB; j++)
			if(ProcessLineBox(*(CColLine*)lineA, modelB.boxes[aBoxIndicesB[j]],
					linepoints[i], linedists[i])){
				linepoints[i].Set(0, 0,
					modelB.boxes[aBoxIndicesB[j]].surface, modelB.boxes[aBoxIndicesB[j]].piece);
				aCollided[i] = true;
			}
		if(numTrianglesB){
			CVuVector point, normal;
			float dist;
			bool registeredCol;
			CColTriangle *lasttri;

			VuTriangle vutri;
			// process the first triangle
			k = aTriangleIndicesB[0];
			CColTriangle *tri = &modelB.triangles[k];
			modelB.vertices[tri->a].Unpack(vutri.v0);
			modelB.vertices[tri->b].Unpack(vutri.v1);
			modelB.vertices[tri->c].Unpack(vutri.v2);
			modelB.trianglePlanes[k].Unpack(vutri.plane);

			LineToTriangleCollisionCompressed(lineA[0], lineA[1], vutri);
			lasttri = tri;

			for(j = 1; j < numTrianglesB; j++){
				k = aTriangleIndicesB[j];
				// set up the next triangle while VU0 is running
				CColTriangle *tri = &modelB.triangles[k];
				modelB.vertices[tri->a].Unpack(vutri.v0);
				modelB.vertices[tri->b].Unpack(vutri.v1);
				modelB.vertices[tri->c].Unpack(vutri.v2);
				modelB.trianglePlanes[k].Unpack(vutri.plane);

				// check previous result
				// TODO: this again somewhat looks inlined
				if(GetVUresult(point, normal, dist)){
					if(dist < linedists[i]){
						linepoints[i].point = point;
						linepoints[i].normal = normal;
						linedists[i] = dist;
						linepoints[i].Set(0, 0, lasttri->surface, 0);
						registeredCol = true;
					}else
						registeredCol = false;
				}else
					registeredCol = false;

				if(registeredCol)
					aCollided[i] = true;

				// kick of this one
				LineToTriangleCollisionCompressed(lineA[0], lineA[1], vutri);
				lasttri = tri;
			}

			// check last result
			if(GetVUresult(point, normal, dist)){
				if(dist < linedists[i]){
					linepoints[i].point = point;
					linepoints[i].normal = normal;
					linedists[i] = dist;
					linepoints[i].Set(0, 0, lasttri->surface, 0);
					registeredCol = true;
				}else
					registeredCol = false;
			}else
				registeredCol = false;

			if(registeredCol)
				aCollided[i] = true;
		}

		if(aCollided[i]){
			// TODO: both VU0 macros
			linepoints[i].point = matrixB * linepoints[i].point;
			linepoints[i].normal = Multiply3x3(matrixB, linepoints[i].normal);
		}
	}

	return numCollisions;	// sphere collisions
#else
	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
	Invert(matrixB, matAB);
	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);
	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
#endif
}


//
// 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::RemoveTrianglePlanes(CColModel *model)
{
	if(model->trianglePlanes){
		ms_colModelCache.Remove(model->GetLinkPtr());
		model->RemoveTrianglePlanes();
	}
}

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);
}

static void
GetSurfaceColor(uint8 surf, uint8 &r, uint8 &g, uint8 &b)
{
	// game doesn't do this
	r = 255;
	g = 128;
	b = 0;

	switch(CSurfaceTable::GetAdhesionGroup(surf)){
	case ADHESIVE_RUBBER:
		r = 255;
		g = 0;
		b = 0;
		break;
	case ADHESIVE_HARD:
		r = 255;
		g = 255;
		b = 128;
		break;
	case ADHESIVE_ROAD:
		r = 128;
		g = 128;
		b = 128;
		break;
	case ADHESIVE_LOOSE:
		r = 0;
		g = 255;
		b = 0;
		break;
	case ADHESIVE_SAND:
		r = 255;
		g = 128;
		b = 128;
		break;
	case ADHESIVE_WET:
		r = 0;
		g = 0;
		b = 255;
		break;
	}

	if(surf == SURFACE_SAND || surf == SURFACE_SAND_BEACH){
		r = 255;
		g = 255;
		b = 0;
	}

	float f = (surf & 0xF)/32.0f + 0.5f;
	r *= f;
	g *= f;
	b *= f;

	if(surf == SURFACE_TRANSPARENT_CLOTH || surf == SURFACE_METAL_CHAIN_FENCE ||
	   surf == SURFACE_TRANSPARENT_STONE || surf == SURFACE_SCAFFOLD_POLE)
		if(CTimer::GetFrameCounter() & 1){
			r = 0;
			g = 0;
			b = 0;
		}
}

void
CCollision::DrawColModel_Coloured(const CMatrix &mat, const CColModel &colModel, int32 id)
{
	int i;
	int s;
	CVector verts[8];
	CVector min, max;
	uint8 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];

		s = colModel.triangles[i].surface;
		GetSurfaceColor(s, r, g, b);

		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;
		GetSurfaceColor(s, r, g, b);

		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 &center, uint8 surf, uint8 piece)
{
	this->radius = radius;
	this->center = center;
	this->surface = surf;
	this->piece = piece;
}

bool
CColSphere::IntersectRay(CVector const& from, CVector const& dir, CVector &entry, CVector &exit)
{
	CVector distToCenter = from - center;
	float distToTouchSqr = distToCenter.MagnitudeSqr() - sq(radius);
	float root1, root2;

	if (!CGeneral::SolveQuadratic(1.0f, DotProduct(distToCenter, dir) * 2.f, distToTouchSqr, root1, root2))
		return false;

	entry = from + dir * root1;
	exit = from + dir * root2;
	return true;
}

void
CColBox::Set(const CVector &min, const CVector &max, uint8 surf, uint8 piece)
{
	this->min = min;
	this->max = max;
	this->surface = surf;
	this->piece = piece;
}

void
CColLine::Set(const CVector &p0, const CVector &p1)
{
	this->p0 = p0;
	this->p1 = p1;
}

void
CColTriangle::Set(const CompressedVector *, int a, int b, int c, uint8 surf, uint8 piece)
{
	this->a = a;
	this->b = b;
	this->c = c;
	this->surface = surf;
}

#ifdef VU_COLLISION
void
CColTrianglePlane::Set(const CVector &va, const CVector &vb, const CVector &vc)
{
	CVector norm = CrossProduct(vc-va, vb-va);
	norm.Normalise();
	float d = DotProduct(norm, va);
	normal.x = norm.x*4096.0f;
	normal.y = norm.y*4096.0f;
	normal.z = norm.z*4096.0f;
	dist = d*128.0f;
}
#else
void
CColTrianglePlane::Set(const CVector &va, const CVector &vb, const CVector &vc)
{
	normal = CrossProduct(vc-va, vb-va);
	normal.Normalise();
	dist = DotProduct(normal, va);
	CVector an(Abs(normal.x), Abs(normal.y), Abs(normal.z));
	// find out largest component and its direction
	if(an.x > an.y && an.x > an.z)
		dir = normal.x < 0.0f ? DIR_X_NEG : DIR_X_POS;
	else if(an.y > an.z)
		dir = normal.y < 0.0f ? DIR_Y_NEG : DIR_Y_POS;
	else
		dir = normal.z < 0.0f ? DIR_Z_NEG : DIR_Z_POS;
}
#endif

CColPoint&
CColPoint::operator=(const CColPoint& other)
{
	point = other.point;
	normal = other.normal;
	surfaceA = other.surfaceA;
	pieceA = other.pieceA;
	surfaceB = other.surfaceB;
	pieceB = other.pieceB;
	// doesn't copy depth
	return *this;
}

CColModel::CColModel(void)
{
	numSpheres = 0;
	spheres = nil;
	numLines = 0;
	lines = nil;
	numBoxes = 0;
	boxes = nil;
	numTriangles = 0;
	vertices = nil;
	triangles = nil;
	trianglePlanes = nil;
	level = 0;	// generic col slot
	ownsCollisionVolumes = true;
}

CColModel::~CColModel(void)
{
	RemoveCollisionVolumes();
	RemoveTrianglePlanes();
}

void
CColModel::RemoveCollisionVolumes(void)
{
	if(ownsCollisionVolumes){
		RwFree(spheres);
		RwFree(lines);
		RwFree(boxes);
		RwFree(vertices);
		RwFree(triangles);
		CCollision::RemoveTrianglePlanes(this);
	}
	numSpheres = 0;
	numLines = 0;
	numBoxes = 0;
	numTriangles = 0;
	spheres = nil;
	lines = nil;
	boxes = nil;
	vertices = nil;
	triangles = nil;
}

void
CColModel::CalculateTrianglePlanes(void)
{
	// HACK: allocate space for one more element to stuff the link pointer into
	trianglePlanes = (CColTrianglePlane*)RwMalloc(sizeof(CColTrianglePlane) * (numTriangles+1));
	for(int i = 0; i < numTriangles; i++)
		trianglePlanes[i].Set(vertices, triangles[i]);
}

void
CColModel::RemoveTrianglePlanes(void)
{
	RwFree(trianglePlanes);
	trianglePlanes = nil;
}

void
CColModel::SetLinkPtr(CLink<CColModel*> *lptr)
{
	assert(trianglePlanes);
	*(CLink<CColModel*>**)ALIGNPTR(&trianglePlanes[numTriangles]) = lptr;
}

CLink<CColModel*>*
CColModel::GetLinkPtr(void)
{
	assert(trianglePlanes);
	return *(CLink<CColModel*>**)ALIGNPTR(&trianglePlanes[numTriangles]);
}

void
CColModel::GetTrianglePoint(CVector &v, int i) const
{
	v = vertices[i].Get();
}

void*
CColModel::operator new(size_t){
	CColModel *node = CPools::GetColModelPool()->New();
	assert(node);
	return node;
}

void
CColModel::operator delete(void *p, size_t){
	CPools::GetColModelPool()->Delete((CColModel*)p);
}

CColModel&
CColModel::operator=(const CColModel &other)
{
	int i;
	int numVerts;

	boundingSphere = other.boundingSphere;
	boundingBox = other.boundingBox;

	// copy spheres
	if(other.numSpheres){
		if(numSpheres != other.numSpheres){
			numSpheres = other.numSpheres;
			if(spheres)
				RwFree(spheres);
			spheres = (CColSphere*)RwMalloc(numSpheres*sizeof(CColSphere));
		}
		for(i = 0; i < numSpheres; i++)
			spheres[i] = other.spheres[i];
	}else{
		numSpheres = 0;
		if(spheres)
			RwFree(spheres);
		spheres = nil;
	}

	// copy lines
	if(other.numLines){
		if(numLines != other.numLines){
			numLines = other.numLines;
			if(lines)
				RwFree(lines);
			lines = (CColLine*)RwMalloc(numLines*sizeof(CColLine));
		}
		for(i = 0; i < numLines; i++)
			lines[i] = other.lines[i];
	}else{
		numLines = 0;
		if(lines)
			RwFree(lines);
		lines = nil;
	}

	// copy boxes
	if(other.numBoxes){
		if(numBoxes != other.numBoxes){
			numBoxes = other.numBoxes;
			if(boxes)
				RwFree(boxes);
			boxes = (CColBox*)RwMalloc(numBoxes*sizeof(CColBox));
		}
		for(i = 0; i < numBoxes; i++)
			boxes[i] = other.boxes[i];
	}else{
		numBoxes = 0;
		if(boxes)
			RwFree(boxes);
		boxes = nil;
	}

	// copy mesh
	if(other.numTriangles){
		// copy vertices
		numVerts = 0;
		for(i = 0; i < other.numTriangles; i++){
			if(other.triangles[i].a > numVerts)
				numVerts = other.triangles[i].a;
			if(other.triangles[i].b > numVerts)
				numVerts = other.triangles[i].b;
			if(other.triangles[i].c > numVerts)
				numVerts = other.triangles[i].c;
		}
		numVerts++;
		if(vertices)
			RwFree(vertices);
		if(numVerts){
			vertices = (CompressedVector*)RwMalloc(numVerts*sizeof(CompressedVector));
			for(i = 0; i < numVerts; i++)
				vertices[i] = other.vertices[i];
		}

		// copy triangles
		if(numTriangles != other.numTriangles){
			numTriangles = other.numTriangles;
			if(triangles)
				RwFree(triangles);
			triangles = (CColTriangle*)RwMalloc(numTriangles*sizeof(CColTriangle));
		}
		for(i = 0; i < numTriangles; i++)
			triangles[i] = other.triangles[i];
	}else{
		numTriangles = 0;
		if(triangles)
			RwFree(triangles);
		triangles = nil;
		if(vertices)
			RwFree(vertices);
		vertices = nil;
	}
	return *this;
}