diff options
Diffstat (limited to 'src/core/Collision.cpp')
-rw-r--r-- | src/core/Collision.cpp | 213 |
1 files changed, 50 insertions, 163 deletions
diff --git a/src/core/Collision.cpp b/src/core/Collision.cpp index 3244d0b9..fd172cb8 100644 --- a/src/core/Collision.cpp +++ b/src/core/Collision.cpp @@ -20,6 +20,8 @@ #include "SurfaceTable.h" #include "Lines.h" #include "Collision.h" +#include "Camera.h" +#include "ColStore.h" enum Direction { @@ -34,57 +36,30 @@ enum Direction eLevelName CCollision::ms_collisionInMemory; CLinkList<CColModel*> CCollision::ms_colModelCache; +//--MIAMI: done void CCollision::Init(void) { ms_colModelCache.Init(NUMCOLCACHELINKS); ms_collisionInMemory = LEVEL_GENERIC; + CColStore::Initialise(); } +//--MIAMI: done void CCollision::Shutdown(void) { ms_colModelCache.Shutdown(); + CColStore::Shutdown(); } +//--MIAMI: done void CCollision::Update(void) { - CVector playerCoors; - playerCoors = FindPlayerCoors(); - eLevelName level = CTheZones::m_CurrLevel; - bool forceLevelChange = false; - - if(CTimer::GetTimeInMilliseconds() < 2000 || CCutsceneMgr::IsCutsceneProcessing()) - return; - - // hardcode a level if there are no zones - if(level == LEVEL_GENERIC){ - if(CGame::currLevel == LEVEL_INDUSTRIAL && - playerCoors.x < 400.0f){ - level = LEVEL_COMMERCIAL; - forceLevelChange = true; - }else if(CGame::currLevel == LEVEL_SUBURBAN && - playerCoors.x > -450.0f && playerCoors.y < -1400.0f){ - level = LEVEL_COMMERCIAL; - forceLevelChange = true; - }else{ - if(playerCoors.x > 800.0f){ - level = LEVEL_INDUSTRIAL; - forceLevelChange = true; - }else if(playerCoors.x < -800.0f){ - level = LEVEL_SUBURBAN; - forceLevelChange = true; - } - } - } - if(level != LEVEL_GENERIC && level != CGame::currLevel) - CGame::currLevel = level; - if(ms_collisionInMemory != CGame::currLevel) - LoadCollisionWhenINeedIt(forceLevelChange); - CStreaming::HaveAllBigBuildingsLoaded(CGame::currLevel); } +//--MIAMI: unused eLevelName GetCollisionInSectorList(CPtrList &list) { @@ -101,6 +76,7 @@ GetCollisionInSectorList(CPtrList &list) return LEVEL_GENERIC; } +//--MIAMI: unused // Get a level this sector is in based on collision models eLevelName GetCollisionInSector(CSector §) @@ -121,136 +97,16 @@ GetCollisionInSector(CSector §) return (eLevelName)level; } +//--MIAMI: done void CCollision::LoadCollisionWhenINeedIt(bool forceChange) { - eLevelName level, l; - bool multipleLevels; - CVector playerCoors; - CVehicle *veh; - CEntryInfoNode *ei; - int sx, sy; - int xmin, xmax, ymin, ymax; - int x, y; - - level = LEVEL_GENERIC; - - playerCoors = FindPlayerCoors(); - sx = CWorld::GetSectorIndexX(playerCoors.x); - sy = CWorld::GetSectorIndexY(playerCoors.y); - multipleLevels = false; - - veh = FindPlayerVehicle(); - if(veh && veh->IsTrain()){ - if(((CTrain*)veh)->m_nDoorState != TRAIN_DOOR_OPEN) - return; - }else if(playerCoors.z < -4.0f && !CCullZones::DoINeedToLoadCollision()) - return; - - // Figure out whose level's collisions we're most likely to be interested in - if(!forceChange){ - if(veh && veh->IsBoat()){ - // on water we expect to be between levels - multipleLevels = true; - }else{ - xmin = Max(sx - 1, 0); - xmax = Min(sx + 1, NUMSECTORS_X-1); - ymin = Max(sy - 1, 0); - ymax = Min(sy + 1, NUMSECTORS_Y-1); - - for(x = xmin; x <= xmax; x++) - for(y = ymin; y <= ymax; y++){ - l = GetCollisionInSector(*CWorld::GetSector(x, y)); - if(l != LEVEL_GENERIC){ - if(level == LEVEL_GENERIC) - level = l; - if(level != l) - multipleLevels = true; - } - } - } - - if(multipleLevels && veh && veh->IsBoat()) - for(ei = veh->m_entryInfoList.first; ei; ei = ei->next){ - level = GetCollisionInSector(*ei->sector); - if(level != LEVEL_GENERIC) - break; - } - } - - if(level == CGame::currLevel || forceChange){ - CTimer::Stop(); -#ifndef NO_ISLAND_LOADING - DMAudio.SetEffectsFadeVol(0); - CPad::StopPadsShaking(); - LoadCollisionScreen(CGame::currLevel); - DMAudio.Service(); -#endif - - CPopulation::DealWithZoneChange(ms_collisionInMemory, CGame::currLevel, false); - -#ifndef NO_ISLAND_LOADING - CStreaming::RemoveIslandsNotUsed(LEVEL_INDUSTRIAL); - CStreaming::RemoveIslandsNotUsed(LEVEL_COMMERCIAL); - CStreaming::RemoveIslandsNotUsed(LEVEL_SUBURBAN); - CStreaming::RemoveBigBuildings(LEVEL_INDUSTRIAL); - CStreaming::RemoveBigBuildings(LEVEL_COMMERCIAL); - CStreaming::RemoveBigBuildings(LEVEL_SUBURBAN); - CModelInfo::RemoveColModelsFromOtherLevels(CGame::currLevel); - CStreaming::RemoveUnusedModelsInLoadedList(); - CGame::TidyUpMemory(true, true); - CFileLoader::LoadCollisionFromDatFile(CGame::currLevel); -#endif - - ms_collisionInMemory = CGame::currLevel; - CReplay::EmptyReplayBuffer(); -#ifndef NO_ISLAND_LOADING - if(CGame::currLevel != LEVEL_GENERIC) - LoadSplash(GetLevelSplashScreen(CGame::currLevel)); - CStreaming::RemoveUnusedBigBuildings(CGame::currLevel); - CStreaming::RemoveUnusedBuildings(CGame::currLevel); - CStreaming::RequestBigBuildings(CGame::currLevel); -#endif - CStreaming::LoadAllRequestedModels(true); -#ifndef NO_ISLAND_LOADING - CStreaming::HaveAllBigBuildingsLoaded(CGame::currLevel); - - CGame::TidyUpMemory(true, true); -#endif - CTimer::Update(); -#ifndef NO_ISLAND_LOADING - DMAudio.SetEffectsFadeVol(127); -#endif - } } +//--MIAMI: done void CCollision::SortOutCollisionAfterLoad(void) { - if(ms_collisionInMemory == CGame::currLevel) - return; -#ifndef NO_ISLAND_LOADING - CModelInfo::RemoveColModelsFromOtherLevels(CGame::currLevel); -#endif - if (CGame::currLevel != LEVEL_GENERIC) { -#ifdef NO_ISLAND_LOADING - static bool bAlreadyLoaded = false; - if (bAlreadyLoaded) { - ms_collisionInMemory = CGame::currLevel; - return; - } - bAlreadyLoaded = true; - CFileLoader::LoadCollisionFromDatFile(LEVEL_INDUSTRIAL); - CFileLoader::LoadCollisionFromDatFile(LEVEL_COMMERCIAL); - CFileLoader::LoadCollisionFromDatFile(LEVEL_SUBURBAN); -#else - CFileLoader::LoadCollisionFromDatFile(CGame::currLevel); -#endif - if(!CGame::playingIntro) - LoadSplash(GetLevelSplashScreen(CGame::currLevel)); - } - ms_collisionInMemory = CGame::currLevel; - CGame::TidyUpMemory(true, false); } void @@ -274,14 +130,14 @@ CCollision::LoadCollisionScreen(eLevelName level) bool -CCollision::TestSphereSphere(const CColSphere &s1, const CColSphere &s2) +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 CColSphere &sph, const CColBox &box) +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; @@ -293,7 +149,7 @@ CCollision::TestSphereBox(const CColSphere &sph, const CColBox &box) } bool -CCollision::TestLineBox(const CColLine &line, const CColBox &box) +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 @@ -378,7 +234,7 @@ CCollision::TestLineBox(const CColLine &line, const CColBox &box) } bool -CCollision::TestVerticalLineBox(const CColLine &line, const CColBox &box) +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; @@ -558,8 +414,9 @@ CCollision::TestSphereTriangle(const CColSphere &sphere, return dist < sphere.radius; } +//--MIAMI: TODO bool -CCollision::TestLineOfSight(const CColLine &line, const CMatrix &matrix, CColModel &model, bool ignoreSeeThrough) +CCollision::TestLineOfSight(const CColLine &line, const CMatrix &matrix, CColModel &model, bool ignoreSeeThrough, bool ignoreShootThrough) { static CMatrix matTransform; int i; @@ -1186,10 +1043,11 @@ CCollision::ProcessSphereTriangle(const CColSphere &sphere, return true; } +//--MIAMI: TODO bool CCollision::ProcessLineOfSight(const CColLine &line, const CMatrix &matrix, CColModel &model, - CColPoint &point, float &mindist, bool ignoreSeeThrough) + CColPoint &point, float &mindist, bool ignoreSeeThrough, bool ignoreShootThrough) { static CMatrix matTransform; int i; @@ -1225,10 +1083,11 @@ CCollision::ProcessLineOfSight(const CColLine &line, return false; } +//--MIAMI: TODO bool CCollision::ProcessVerticalLine(const CColLine &line, const CMatrix &matrix, CColModel &model, - CColPoint &point, float &mindist, bool ignoreSeeThrough, CStoredCollPoly *poly) + CColPoint &point, float &mindist, bool ignoreSeeThrough, bool ignoreShootThrough, CStoredCollPoly *poly) { static CStoredCollPoly TempStoredPoly; int i; @@ -1942,6 +1801,21 @@ CColSphere::Set(float radius, const CVector ¢er, uint8 surf, uint8 piece) 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) { @@ -1987,6 +1861,19 @@ CColTrianglePlane::Set(const CVector *v, CColTriangle &tri) dir = normal.z < 0.0f ? DIR_Z_NEG : DIR_Z_POS; } +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; @@ -1999,7 +1886,7 @@ CColModel::CColModel(void) vertices = nil; triangles = nil; trianglePlanes = nil; - level = CGame::currLevel; + level = 0; // generic col slot ownsCollisionVolumes = true; } |