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-rw-r--r--src/core/Collision.h79
1 files changed, 79 insertions, 0 deletions
diff --git a/src/core/Collision.h b/src/core/Collision.h
index d988f0c2..ccc99244 100644
--- a/src/core/Collision.h
+++ b/src/core/Collision.h
@@ -2,6 +2,9 @@
#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.
#ifdef FIX_BUGS
@@ -16,6 +19,28 @@ struct CompressedVector
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); };
@@ -25,6 +50,7 @@ struct CompressedVector
struct CColSphere
{
+ // NB: this has to be compatible with a CVuVector
CVector center;
float radius;
uint8 surface;
@@ -47,6 +73,7 @@ struct CColBox
struct CColLine
{
+ // NB: this has to be compatible with two CVuVectors
CVector p0;
int pad0;
CVector p1;
@@ -69,6 +96,39 @@ struct CColTriangle
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;
@@ -77,6 +137,7 @@ struct CColTrianglePlane
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 CalcPoint(const CVector &v) const { return DotProduct(normal, v) - dist; };
+#endif
};
struct CColPoint
@@ -91,11 +152,29 @@ struct CColPoint
uint8 surfaceB;
uint8 pieceB;
float depth;
+
+ void Set(float depth, uint8 surfA, uint8 pieceA, uint8 surfB, uint8 pieceB) {
+ this->depth = depth;
+ this->surfaceA = surfA;
+ this->pieceA = pieceA;
+ this->surfaceB = surfB;
+ this->pieceB = pieceB;
+ }
+ void Set(uint8 surfA, uint8 pieceA, uint8 surfB, uint8 pieceB) {
+ this->surfaceA = surfA;
+ this->pieceA = pieceA;
+ this->surfaceB = surfB;
+ this->pieceB = pieceB;
+ }
};
struct CStoredCollPoly
{
+#ifdef VU_COLLISION
+ CVuVector verts[3];
+#else
CVector verts[3];
+#endif
bool valid;
};