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-rw-r--r--src/core/Collision.h257
1 files changed, 0 insertions, 257 deletions
diff --git a/src/core/Collision.h b/src/core/Collision.h
deleted file mode 100644
index 93959a72..00000000
--- a/src/core/Collision.h
+++ /dev/null
@@ -1,257 +0,0 @@
-#pragma once
-
-#include "templates.h"
-#include "Game.h" // for eLevelName
-#ifdef VU_COLLISION
-#include "VuVector.h"
-#endif
-
-// If you spawn many tanks at once, you will see that collisions of two entity exceeds 32.
-#if defined(FIX_BUGS) && !defined(SQUEEZE_PERFORMANCE)
-#define MAX_COLLISION_POINTS 64
-#else
-#define MAX_COLLISION_POINTS 32
-#endif
-
-struct CompressedVector
-{
-#ifdef COMPRESSED_COL_VECTORS
- int16 x, y, z;
- CVector Get(void) const { return CVector(x, y, z)/128.0f; };
- void Set(float x, float y, float z) { this->x = x*128.0f; this->y = y*128.0f; this->z = z*128.0f; };
-#ifdef GTA_PS2
- void Unpack(uint128 &qword) const {
- __asm__ volatile (
- "lh $8, 0(%1)\n"
- "lh $9, 2(%1)\n"
- "lh $10, 4(%1)\n"
- "pextlw $10, $8\n"
- "pextlw $2, $9, $10\n"
- "sq $2, %0\n"
- : "=m" (qword)
- : "r" (this)
- : "$8", "$9", "$10", "$2"
- );
- }
-#else
- void Unpack(int32 *qword) const {
- qword[0] = x;
- qword[1] = y;
- qword[2] = z;
- qword[3] = 0; // junk
- }
-#endif
-#else
- float x, y, z;
- CVector Get(void) const { return CVector(x, y, z); };
- void Set(float x, float y, float z) { this->x = x; this->y = y; this->z = z; };
-#endif
-};
-
-struct CSphere
-{
- // NB: this has to be compatible with a CVuVector
- CVector center;
- float radius;
- void Set(float radius, const CVector &center) { this->center = center; this->radius = radius; }
-};
-
-struct CBox
-{
- CVector min;
- CVector max;
- CVector GetSize(void) { return max - min; }
- void Set(const CVector &min, const CVector &max) { this->min = min; this->max = max; }
-};
-
-struct CColSphere : public CSphere
-{
- uint8 surface;
- uint8 piece;
-
- void Set(float radius, const CVector &center, uint8 surf, uint8 piece);
- bool IntersectRay(CVector const &from, CVector const &dir, CVector &entry, CVector &exit);
- using CSphere::Set;
-};
-
-struct CColBox : public CBox
-{
- uint8 surface;
- uint8 piece;
-
- void Set(const CVector &min, const CVector &max, uint8 surf, uint8 piece);
- using CBox::Set;
-};
-
-struct CColLine
-{
- // NB: this has to be compatible with two CVuVectors
- CVector p0;
- int pad0;
- CVector p1;
- int pad1;
-
- CColLine(void) { };
- CColLine(const CVector &p0, const CVector &p1) { this->p0 = p0; this->p1 = p1; };
- void Set(const CVector &p0, const CVector &p1);
-};
-
-struct CColTriangle
-{
- uint16 a;
- uint16 b;
- uint16 c;
- uint8 surface;
-
- void Set(const CompressedVector *v, int a, int b, int c, uint8 surf, uint8 piece);
-};
-
-struct CColTrianglePlane
-{
-#ifdef VU_COLLISION
- CompressedVector normal;
- int16 dist;
-
- void Set(const CVector &va, const CVector &vb, const CVector &vc);
- void Set(const CompressedVector *v, CColTriangle &tri) { Set(v[tri.a].Get(), v[tri.b].Get(), v[tri.c].Get()); }
- void GetNormal(CVector &n) const { n.x = normal.x/4096.0f; n.y = normal.y/4096.0f; n.z = normal.z/4096.0f; }
- float CalcPoint(const CVector &v) const { CVector n; GetNormal(n); return DotProduct(n, v) - dist/128.0f; };
-#ifdef GTA_PS2
- void Unpack(uint128 &qword) const {
- __asm__ volatile (
- "lh $8, 0(%1)\n"
- "lh $9, 2(%1)\n"
- "lh $10, 4(%1)\n"
- "lh $11, 6(%1)\n"
- "pextlw $10, $8\n"
- "pextlw $11, $9\n"
- "pextlw $2, $11, $10\n"
- "sq $2, %0\n"
- : "=m" (qword)
- : "r" (this)
- : "$8", "$9", "$10", "$11", "$2"
- );
- }
-#else
- void Unpack(int32 *qword) const {
- qword[0] = normal.x;
- qword[1] = normal.y;
- qword[2] = normal.z;
- qword[3] = dist;
- }
-#endif
-#else
- CVector normal;
- float dist;
- uint8 dir;
-
- void Set(const CVector &va, const CVector &vb, const CVector &vc);
- void Set(const CompressedVector *v, CColTriangle &tri) { Set(v[tri.a].Get(), v[tri.b].Get(), v[tri.c].Get()); }
- void GetNormal(CVector &n) const { n = normal; }
- float GetNormalX() const { return normal.x; }
- float GetNormalY() const { return normal.y; }
- float GetNormalZ() const { return normal.z; }
- float CalcPoint(const CVector &v) const { return DotProduct(normal, v) - dist; };
-#endif
-};
-
-struct CColPoint
-{
- CVector point;
- int pad1;
- // the surface normal on the surface of point
- CVector normal;
- int pad2;
- uint8 surfaceA;
- uint8 pieceA;
- uint8 surfaceB;
- uint8 pieceB;
- float depth;
-
- CColPoint& operator=(const CColPoint& other);
-};
-
-struct CStoredCollPoly
-{
-#ifdef VU_COLLISION
- CVuVector verts[3];
-#else
- CVector verts[3];
-#endif
- bool valid;
-};
-
-struct CColModel
-{
- CSphere boundingSphere;
- CBox boundingBox;
- int16 numSpheres;
- int16 numBoxes;
- int16 numTriangles;
- int8 numLines;
- uint8 level; // colstore slot but probably still named level
- bool ownsCollisionVolumes;
- CColSphere *spheres;
- CColLine *lines;
- CColBox *boxes;
- CompressedVector *vertices;
- CColTriangle *triangles;
- CColTrianglePlane *trianglePlanes;
-
- CColModel(void);
- ~CColModel(void);
- void RemoveCollisionVolumes(void);
- void CalculateTrianglePlanes(void);
- void RemoveTrianglePlanes(void);
- CLink<CColModel*> *GetLinkPtr(void);
- void SetLinkPtr(CLink<CColModel*>*);
- void GetTrianglePoint(CVector &v, int i) const;
-
- void *operator new(size_t);
- void operator delete(void *p, size_t);
- CColModel& operator=(const CColModel& other);
-};
-
-class CCollision
-{
-public:
- static eLevelName ms_collisionInMemory;
- static CLinkList<CColModel*> ms_colModelCache;
-
- static void Init(void);
- static void Shutdown(void);
- static void Update(void);
- static void LoadCollisionWhenINeedIt(bool changeLevel);
- static void SortOutCollisionAfterLoad(void);
- static void LoadCollisionScreen(eLevelName level);
- static void DrawColModel(const CMatrix &mat, const CColModel &colModel);
- static void DrawColModel_Coloured(const CMatrix &mat, const CColModel &colModel, int32 id);
-
- static void CalculateTrianglePlanes(CColModel *model);
- static void RemoveTrianglePlanes(CColModel *model);
-
- // all these return true if there's a collision
- static bool TestSphereSphere(const CSphere &s1, const CSphere &s2);
- static bool TestSphereBox(const CSphere &sph, const CBox &box);
- static bool TestLineBox(const CColLine &line, const CBox &box);
- static bool TestVerticalLineBox(const CColLine &line, const CBox &box);
- static bool TestLineTriangle(const CColLine &line, const CompressedVector *verts, const CColTriangle &tri, const CColTrianglePlane &plane);
- static bool TestLineSphere(const CColLine &line, const CColSphere &sph);
- static bool TestSphereTriangle(const CColSphere &sphere, const CompressedVector *verts, const CColTriangle &tri, const CColTrianglePlane &plane);
- static bool TestLineOfSight(const CColLine &line, const CMatrix &matrix, CColModel &model, bool ignoreSeeThrough, bool ignoreShootThrough);
-
- static bool ProcessSphereSphere(const CColSphere &s1, const CColSphere &s2, CColPoint &point, float &mindistsq);
- static bool ProcessSphereBox(const CColSphere &sph, const CColBox &box, CColPoint &point, float &mindistsq);
- static bool ProcessLineBox(const CColLine &line, const CColBox &box, CColPoint &point, float &mindist);
- static bool ProcessVerticalLineTriangle(const CColLine &line, const CompressedVector *verts, const CColTriangle &tri, const CColTrianglePlane &plane, CColPoint &point, float &mindist, CStoredCollPoly *poly);
- static bool ProcessLineTriangle(const CColLine &line , const CompressedVector *verts, const CColTriangle &tri, const CColTrianglePlane &plane, CColPoint &point, float &mindist, CStoredCollPoly *poly = nil);
- static bool ProcessLineSphere(const CColLine &line, const CColSphere &sphere, CColPoint &point, float &mindist);
- static bool ProcessSphereTriangle(const CColSphere &sph, const CompressedVector *verts, const CColTriangle &tri, const CColTrianglePlane &plane, CColPoint &point, float &mindistsq);
- static bool ProcessLineOfSight(const CColLine &line, const CMatrix &matrix, CColModel &model, CColPoint &point, float &mindist, bool ignoreSeeThrough, bool ignoreShootThrough);
- static bool ProcessVerticalLine(const CColLine &line, const CMatrix &matrix, CColModel &model, CColPoint &point, float &mindist, bool ignoreSeeThrough, bool ignoreShootThrough, CStoredCollPoly *poly);
- static int32 ProcessColModels(const CMatrix &matrixA, CColModel &modelA, const CMatrix &matrixB, CColModel &modelB, CColPoint *spherepoints, CColPoint *linepoints, float *linedists);
- static bool IsStoredPolyStillValidVerticalLine(const CVector &pos, float z, CColPoint &point, CStoredCollPoly *poly);
-
- static float DistToLine(const CVector *l0, const CVector *l1, const CVector *point);
- static float DistToLine(const CVector *l0, const CVector *l1, const CVector *point, CVector &closest);
-};