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-rw-r--r--src/collision/Collision.cpp (renamed from src/core/Collision.cpp)609
-rw-r--r--src/collision/TempColModels.cpp (renamed from src/core/TempColModels.cpp)1
-rw-r--r--src/collision/TempColModels.h (renamed from src/core/TempColModels.h)0
-rw-r--r--src/collision/vu0Collision.dsm (renamed from src/core/vu0Collision.dsm)0
-rw-r--r--src/collision/vu0Collision_1.s (renamed from src/core/vu0Collision_1.s)0
-rw-r--r--src/collision/vu0Collision_2.s (renamed from src/core/vu0Collision_2.s)0
-rw-r--r--src/core/Collision.h257
-rw-r--r--src/core/FileLoader.cpp2
8 files changed, 8 insertions, 861 deletions
diff --git a/src/core/Collision.cpp b/src/collision/Collision.cpp
index 91e7bba7..20778345 100644
--- a/src/core/Collision.cpp
+++ b/src/collision/Collision.cpp
@@ -26,303 +26,8 @@
//--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
-}
+#include "VuCollision.h"
inline int
GetVUresult(void)
@@ -365,17 +70,6 @@ GetVUresult(CVuVector &point, CVuVector &normal, float &dist)
#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;
@@ -2261,11 +1955,12 @@ CCollision::ProcessColModels(const CMatrix &matrixA, CColModel &modelA,
assert(modelA.numLines <= MAXNUMLINES);
// From model A space to model B space
- Invert(matrixB, matAB);
+ matAB = Invert(matrixB, matAB);
matAB *= matrixA;
CColSphere bsphereAB; // bounding sphere of A in B space
- bsphereAB.Set(modelA.boundingSphere.radius, matAB * modelA.boundingSphere.center);
+ bsphereAB.radius = modelA.boundingSphere.radius;
+ bsphereAB.center = matAB * modelA.boundingSphere.center;
if(!TestSphereBox(bsphereAB, modelB.boundingBox))
return 0;
// B to A space
@@ -2298,7 +1993,8 @@ CCollision::ProcessColModels(const CMatrix &matrixA, CColModel &modelA,
int numBoxesB = 0;
int numTrianglesB = 0;
for(i = 0; i < modelB.numSpheres; i++){
- s.Set(modelB.spheres[i].radius, matBA * modelB.spheres[i].center);
+ s.radius = modelB.spheres[i].radius;
+ s.center = matBA * modelB.spheres[i].center;
if(TestSphereBox(s, modelA.boundingBox))
aSphereIndicesB[numSpheresB++] = i;
}
@@ -2870,295 +2566,4 @@ CCollision::DrawColModel_Coloured(const CMatrix &mat, const CColModel &colModel,
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;
-}
+} \ No newline at end of file
diff --git a/src/core/TempColModels.cpp b/src/collision/TempColModels.cpp
index 203d24d0..e7ba54f1 100644
--- a/src/core/TempColModels.cpp
+++ b/src/collision/TempColModels.cpp
@@ -1,7 +1,6 @@
#include "common.h"
#include "TempColModels.h"
-#include "SurfaceTable.h"
CColModel CTempColModels::ms_colModelPed1;
CColModel CTempColModels::ms_colModelPed2;
diff --git a/src/core/TempColModels.h b/src/collision/TempColModels.h
index 0c936d6f..0c936d6f 100644
--- a/src/core/TempColModels.h
+++ b/src/collision/TempColModels.h
diff --git a/src/core/vu0Collision.dsm b/src/collision/vu0Collision.dsm
index 657c8b81..657c8b81 100644
--- a/src/core/vu0Collision.dsm
+++ b/src/collision/vu0Collision.dsm
diff --git a/src/core/vu0Collision_1.s b/src/collision/vu0Collision_1.s
index 055c8640..055c8640 100644
--- a/src/core/vu0Collision_1.s
+++ b/src/collision/vu0Collision_1.s
diff --git a/src/core/vu0Collision_2.s b/src/collision/vu0Collision_2.s
index 716c29ac..716c29ac 100644
--- a/src/core/vu0Collision_2.s
+++ b/src/collision/vu0Collision_2.s
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);
-};
diff --git a/src/core/FileLoader.cpp b/src/core/FileLoader.cpp
index da678fd3..1c9b4036 100644
--- a/src/core/FileLoader.cpp
+++ b/src/core/FileLoader.cpp
@@ -345,7 +345,7 @@ CFileLoader::LoadCollisionModel(uint8 *buf, CColModel &model, char *modelname)
if(model.numTriangles > 0){
model.triangles = (CColTriangle*)RwMalloc(model.numTriangles*sizeof(CColTriangle));
for(i = 0; i < model.numTriangles; i++){
- model.triangles[i].Set(model.vertices, *(int32*)buf, *(int32*)(buf+4), *(int32*)(buf+8), buf[12], buf[13]);
+ model.triangles[i].Set(*(int32*)buf, *(int32*)(buf+4), *(int32*)(buf+8), buf[12]);
buf += 16;
}
}else