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CCollision done and fixes
This commit is contained in:
parent
5d266ace64
commit
6b7a8f96a6
7 changed files with 272 additions and 200 deletions
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@ -107,8 +107,11 @@ CCollision::LoadCollisionWhenINeedIt(bool forceChange)
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void
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CCollision::SortOutCollisionAfterLoad(void)
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{
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CColStore::LoadCollision(TheCamera.GetPosition());
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CStreaming::LoadAllRequestedModels(false);
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}
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//--MIAMI: done
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void
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CCollision::LoadCollisionScreen(eLevelName level)
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{
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@ -251,7 +254,7 @@ CCollision::TestVerticalLineBox(const CColLine &line, const CBox &box)
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}
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bool
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CCollision::TestLineTriangle(const CColLine &line, const CVector *verts, const CColTriangle &tri, const CColTrianglePlane &plane)
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CCollision::TestLineTriangle(const CColLine &line, const CompressedVector *verts, const CColTriangle &tri, const CColTrianglePlane &plane)
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{
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float t;
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CVector normal;
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@ -266,9 +269,9 @@ CCollision::TestLineTriangle(const CColLine &line, const CVector *verts, const C
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// find point of intersection
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CVector p = line.p0 + (line.p1-line.p0)*t;
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const CVector &va = verts[tri.a];
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const CVector &vb = verts[tri.b];
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const CVector &vc = verts[tri.c];
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const CVector &va = verts[tri.a].Get();
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const CVector &vb = verts[tri.b].Get();
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const CVector &vc = verts[tri.c].Get();
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CVector2D vec1, vec2, vec3, vect;
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// We do the test in 2D. With the plane direction we
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@ -361,15 +364,16 @@ CCollision::TestLineSphere(const CColLine &line, const CColSphere &sph)
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bool
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CCollision::TestSphereTriangle(const CColSphere &sphere,
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const CVector *verts, const CColTriangle &tri, const CColTrianglePlane &plane)
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const CompressedVector *verts, const CColTriangle &tri, const CColTrianglePlane &plane)
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{
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// If sphere and plane don't intersect, no collision
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if(Abs(plane.CalcPoint(sphere.center)) > sphere.radius)
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float planedist = plane.CalcPoint(sphere.center);
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if(Abs(planedist) > sphere.radius)
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return false;
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const CVector &va = verts[tri.a];
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const CVector &vb = verts[tri.b];
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const CVector &vc = verts[tri.c];
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const CVector &va = verts[tri.a].Get();
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const CVector &vb = verts[tri.b].Get();
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const CVector &vc = verts[tri.c].Get();
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// calculate two orthogonal basis vectors for the triangle
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CVector vec2 = vb - va;
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@ -393,28 +397,36 @@ CCollision::TestSphereTriangle(const CColSphere &sphere,
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int testcase = insideAB + insideAC + insideBC;
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float dist = 0.0f;
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if(testcase == 1){
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switch(testcase){
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case 0:
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return false; // shouldn't happen
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case 1:
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// closest to a vertex
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if(insideAB) dist = (sphere.center - vc).Magnitude();
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else if(insideAC) dist = (sphere.center - vb).Magnitude();
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else if(insideBC) dist = (sphere.center - va).Magnitude();
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else assert(0);
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}else if(testcase == 2){
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break;
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case 2:
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// closest to an edge
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// looks like original game as DistToLine manually inlined
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if(!insideAB) dist = DistToLine(&va, &vb, &sphere.center);
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else if(!insideAC) dist = DistToLine(&va, &vc, &sphere.center);
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else if(!insideBC) dist = DistToLine(&vb, &vc, &sphere.center);
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else assert(0);
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}else if(testcase == 3){
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break;
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case 3:
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// center is in triangle
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return true;
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}else
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assert(0); // front fell off
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dist = Abs(planedist);
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break;
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default:
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assert(0);
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}
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return dist < sphere.radius;
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}
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//--MIAMI: TODO
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//--MIAMI: DONE
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bool
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CCollision::TestLineOfSight(const CColLine &line, const CMatrix &matrix, CColModel &model, bool ignoreSeeThrough, bool ignoreShootThrough)
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{
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@ -429,25 +441,32 @@ CCollision::TestLineOfSight(const CColLine &line, const CMatrix &matrix, CColMod
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if(!TestLineBox(newline, model.boundingBox))
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return false;
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for(i = 0; i < model.numSpheres; i++)
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if(!ignoreSeeThrough || model.spheres[i].surface != SURFACE_GLASS && model.spheres[i].surface != SURFACE_TRANSPARENT_CLOTH)
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for(i = 0; i < model.numSpheres; i++){
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if(ignoreSeeThrough && IsSeeThrough(model.spheres[i].surface)) continue;
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if(ignoreShootThrough && IsShootThrough(model.spheres[i].surface)) continue;
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if(TestLineSphere(newline, model.spheres[i]))
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return true;
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}
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for(i = 0; i < model.numBoxes; i++)
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if(!ignoreSeeThrough || model.boxes[i].surface != SURFACE_GLASS && model.boxes[i].surface != SURFACE_TRANSPARENT_CLOTH)
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for(i = 0; i < model.numBoxes; i++){
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if(ignoreSeeThrough && IsSeeThrough(model.boxes[i].surface)) continue;
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if(ignoreShootThrough && IsShootThrough(model.boxes[i].surface)) continue;
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if(TestLineBox(newline, model.boxes[i]))
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return true;
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}
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CalculateTrianglePlanes(&model);
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for(i = 0; i < model.numTriangles; i++)
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if(!ignoreSeeThrough || model.triangles[i].surface != SURFACE_GLASS && model.triangles[i].surface != SURFACE_TRANSPARENT_CLOTH)
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for(i = 0; i < model.numTriangles; i++){
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if(ignoreSeeThrough && IsSeeThrough(model.triangles[i].surface)) continue;
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if(ignoreShootThrough && IsShootThrough(model.triangles[i].surface)) continue;
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if(TestLineTriangle(newline, model.vertices, model.triangles[i], model.trianglePlanes[i]))
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return true;
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}
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return false;
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}
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// TODO: TestPillWithSpheresInColModel, but only called from overloaded CWeapon::FireMelee which isn't used
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//
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// Process
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@ -716,18 +735,19 @@ CCollision::ProcessLineSphere(const CColLine &line, const CColSphere &sphere, CC
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return true;
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}
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//--MIAMI: unused
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bool
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CCollision::ProcessVerticalLineTriangle(const CColLine &line,
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const CVector *verts, const CColTriangle &tri, const CColTrianglePlane &plane,
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const CompressedVector *verts, const CColTriangle &tri, const CColTrianglePlane &plane,
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CColPoint &point, float &mindist, CStoredCollPoly *poly)
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{
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float t;
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CVector normal;
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const CVector &p0 = line.p0;
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const CVector &va = verts[tri.a];
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const CVector &vb = verts[tri.b];
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const CVector &vc = verts[tri.c];
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const CVector &va = verts[tri.a].Get();
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const CVector &vb = verts[tri.b].Get();
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const CVector &vc = verts[tri.c].Get();
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// early out bound rect test
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if(p0.x < va.x && p0.x < vb.x && p0.x < vc.x) return false;
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@ -792,6 +812,7 @@ CCollision::ProcessVerticalLineTriangle(const CColLine &line,
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if(CrossProduct2D(vec2-vec1, vect-vec1) < 0.0f) return false;
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if(CrossProduct2D(vec3-vec1, vect-vec1) > 0.0f) return false;
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if(CrossProduct2D(vec3-vec2, vect-vec2) < 0.0f) return false;
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if(t >= mindist) return false;
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point.point = p;
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point.normal = normal;
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point.surfaceA = 0;
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@ -817,16 +838,12 @@ CCollision::IsStoredPolyStillValidVerticalLine(const CVector &pos, float z, CCol
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return false;
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// maybe inlined?
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CColTriangle tri;
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tri.a = 0;
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tri.b = 1;
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tri.c = 2;
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CColTrianglePlane plane;
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plane.Set(poly->verts, tri);
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plane.Set(poly->verts[0], poly->verts[1], poly->verts[2]);
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const CVector &va = poly->verts[tri.a];
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const CVector &vb = poly->verts[tri.b];
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const CVector &vc = poly->verts[tri.c];
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const CVector &va = poly->verts[0];
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const CVector &vb = poly->verts[1];
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const CVector &vc = poly->verts[2];
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CVector p0 = pos;
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CVector p1(pos.x, pos.y, z);
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@ -891,8 +908,8 @@ CCollision::IsStoredPolyStillValidVerticalLine(const CVector &pos, float z, CCol
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bool
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CCollision::ProcessLineTriangle(const CColLine &line ,
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const CVector *verts, const CColTriangle &tri, const CColTrianglePlane &plane,
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CColPoint &point, float &mindist)
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const CompressedVector *verts, const CColTriangle &tri, const CColTrianglePlane &plane,
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CColPoint &point, float &mindist, CStoredCollPoly *poly)
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{
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float t;
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CVector normal;
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@ -910,9 +927,9 @@ CCollision::ProcessLineTriangle(const CColLine &line ,
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// find point of intersection
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CVector p = line.p0 + (line.p1-line.p0)*t;
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const CVector &va = verts[tri.a];
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const CVector &vb = verts[tri.b];
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const CVector &vc = verts[tri.c];
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const CVector &va = verts[tri.a].Get();
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const CVector &vb = verts[tri.b].Get();
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const CVector &vc = verts[tri.c].Get();
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CVector2D vec1, vec2, vec3, vect;
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switch(plane.dir){
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@ -958,19 +975,26 @@ CCollision::ProcessLineTriangle(const CColLine &line ,
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if(CrossProduct2D(vec2-vec1, vect-vec1) < 0.0f) return false;
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if(CrossProduct2D(vec3-vec1, vect-vec1) > 0.0f) return false;
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if(CrossProduct2D(vec3-vec2, vect-vec2) < 0.0f) return false;
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if(t >= mindist) return false;
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point.point = p;
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point.normal = normal;
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point.surfaceA = 0;
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point.pieceA = 0;
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point.surfaceB = tri.surface;
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point.pieceB = 0;
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if(poly){
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poly->verts[0] = va;
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poly->verts[1] = vb;
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poly->verts[2] = vc;
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poly->valid = true;
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}
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mindist = t;
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return true;
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}
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bool
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CCollision::ProcessSphereTriangle(const CColSphere &sphere,
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const CVector *verts, const CColTriangle &tri, const CColTrianglePlane &plane,
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const CompressedVector *verts, const CColTriangle &tri, const CColTrianglePlane &plane,
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CColPoint &point, float &mindistsq)
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{
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// If sphere and plane don't intersect, no collision
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@ -979,9 +1003,9 @@ CCollision::ProcessSphereTriangle(const CColSphere &sphere,
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if(Abs(planedist) > sphere.radius || distsq > mindistsq)
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return false;
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const CVector &va = verts[tri.a];
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const CVector &vb = verts[tri.b];
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const CVector &vc = verts[tri.c];
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const CVector &va = verts[tri.a].Get();
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const CVector &vb = verts[tri.b].Get();
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const CVector &vc = verts[tri.c].Get();
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// calculate two orthogonal basis vectors for the triangle
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CVector normal;
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@ -1008,25 +1032,33 @@ CCollision::ProcessSphereTriangle(const CColSphere &sphere,
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int testcase = insideAB + insideAC + insideBC;
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float dist = 0.0f;
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CVector p;
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if(testcase == 1){
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switch(testcase){
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case 0:
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return false; // shouldn't happen
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case 1:
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// closest to a vertex
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if(insideAB) p = vc;
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else if(insideAC) p = vb;
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else if(insideBC) p = va;
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else assert(0);
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dist = (sphere.center - p).Magnitude();
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}else if(testcase == 2){
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break;
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case 2:
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// closest to an edge
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// looks like original game as DistToLine manually inlined
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if(!insideAB) dist = DistToLine(&va, &vb, &sphere.center, p);
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else if(!insideAC) dist = DistToLine(&va, &vc, &sphere.center, p);
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else if(!insideBC) dist = DistToLine(&vb, &vc, &sphere.center, p);
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else assert(0);
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}else if(testcase == 3){
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break;
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case 3:
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// center is in triangle
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dist = Abs(planedist);
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p = sphere.center - normal*planedist;
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}else
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assert(0); // front fell off
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break;
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default:
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assert(0);
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}
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if(dist >= sphere.radius || dist*dist >= mindistsq)
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return false;
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@ -1061,18 +1093,24 @@ CCollision::ProcessLineOfSight(const CColLine &line,
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return false;
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float coldist = mindist;
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for(i = 0; i < model.numSpheres; i++)
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if(!ignoreSeeThrough || model.spheres[i].surface != SURFACE_GLASS && model.spheres[i].surface != SURFACE_TRANSPARENT_CLOTH)
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for(i = 0; i < model.numSpheres; i++){
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if(ignoreSeeThrough && IsSeeThrough(model.spheres[i].surface)) continue;
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if(ignoreShootThrough && IsShootThrough(model.spheres[i].surface)) continue;
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ProcessLineSphere(newline, model.spheres[i], point, coldist);
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}
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for(i = 0; i < model.numBoxes; i++)
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if(!ignoreSeeThrough || model.boxes[i].surface != SURFACE_GLASS && model.boxes[i].surface != SURFACE_TRANSPARENT_CLOTH)
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for(i = 0; i < model.numBoxes; i++){
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if(ignoreSeeThrough && IsSeeThrough(model.boxes[i].surface)) continue;
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if(ignoreShootThrough && IsShootThrough(model.boxes[i].surface)) continue;
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ProcessLineBox(newline, model.boxes[i], point, coldist);
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}
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CalculateTrianglePlanes(&model);
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for(i = 0; i < model.numTriangles; i++)
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if(!ignoreSeeThrough || model.triangles[i].surface != SURFACE_GLASS && model.triangles[i].surface != SURFACE_TRANSPARENT_CLOTH)
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for(i = 0; i < model.numTriangles; i++){
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if(ignoreSeeThrough && IsSeeThrough(model.triangles[i].surface)) continue;
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if(ignoreShootThrough && IsShootThrough(model.triangles[i].surface)) continue;
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ProcessLineTriangle(newline, model.vertices, model.triangles[i], model.trianglePlanes[i], point, coldist);
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}
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if(coldist < mindist){
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point.point = matrix * point.point;
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@ -1095,31 +1133,33 @@ CCollision::ProcessVerticalLine(const CColLine &line,
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// transform line to model space
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// Why does the game seem to do this differently than above?
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CColLine newline(MultiplyInverse(matrix, line.p0), MultiplyInverse(matrix, line.p1));
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newline.p1.x = newline.p0.x;
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newline.p1.y = newline.p0.y;
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if(!TestVerticalLineBox(newline, model.boundingBox))
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if(!TestLineBox(newline, model.boundingBox))
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return false;
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// BUG? is IsSeeThroughVertical really the right thing? also not checking shoot through
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float coldist = mindist;
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for(i = 0; i < model.numSpheres; i++)
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if(!ignoreSeeThrough || model.spheres[i].surface != SURFACE_GLASS && model.spheres[i].surface != SURFACE_TRANSPARENT_CLOTH)
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for(i = 0; i < model.numSpheres; i++){
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if(ignoreSeeThrough && IsSeeThroughVertical(model.spheres[i].surface)) continue;
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ProcessLineSphere(newline, model.spheres[i], point, coldist);
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}
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for(i = 0; i < model.numBoxes; i++)
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if(!ignoreSeeThrough || model.boxes[i].surface != SURFACE_GLASS && model.boxes[i].surface != SURFACE_TRANSPARENT_CLOTH)
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for(i = 0; i < model.numBoxes; i++){
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if(ignoreSeeThrough && IsSeeThroughVertical(model.boxes[i].surface)) continue;
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ProcessLineBox(newline, model.boxes[i], point, coldist);
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}
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CalculateTrianglePlanes(&model);
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TempStoredPoly.valid = false;
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for(i = 0; i < model.numTriangles; i++)
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if(!ignoreSeeThrough || model.triangles[i].surface != SURFACE_GLASS && model.triangles[i].surface != SURFACE_TRANSPARENT_CLOTH)
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ProcessVerticalLineTriangle(newline, model.vertices, model.triangles[i], model.trianglePlanes[i], point, coldist, &TempStoredPoly);
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for(i = 0; i < model.numTriangles; i++){
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if(ignoreSeeThrough && IsSeeThroughVertical(model.triangles[i].surface)) continue;
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ProcessLineTriangle(newline, model.vertices, model.triangles[i], model.trianglePlanes[i], point, coldist, &TempStoredPoly);
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}
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if(coldist < mindist){
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point.point = matrix * point.point;
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point.normal = Multiply3x3(matrix, point.normal);
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if(poly && TempStoredPoly.valid){
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if(TempStoredPoly.valid && poly){
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*poly = TempStoredPoly;
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poly->verts[0] = matrix * poly->verts[0];
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poly->verts[1] = matrix * poly->verts[1];
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@ -1353,6 +1393,15 @@ CCollision::CalculateTrianglePlanes(CColModel *model)
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}
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}
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void
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CCollision::RemoveTrianglePlanes(CColModel *model)
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{
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if(model->trianglePlanes){
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ms_colModelCache.Remove(model->GetLinkPtr());
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model->RemoveTrianglePlanes();
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}
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}
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void
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CCollision::DrawColModel(const CMatrix &mat, const CColModel &colModel)
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{
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@ -1575,15 +1624,75 @@ CCollision::DrawColModel(const CMatrix &mat, const CColModel &colModel)
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RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void*)TRUE);
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}
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static void
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GetSurfaceColor(uint8 surf, uint8 &r, uint8 &g, uint8 &b)
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{
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// 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;
|
||||
float f;
|
||||
CVector verts[8];
|
||||
CVector min, max;
|
||||
int r, g, b;
|
||||
uint8 r, g, b;
|
||||
RwImVertexIndex *iptr;
|
||||
RwIm3DVertex *vptr;
|
||||
|
||||
|
@ -1602,53 +1711,8 @@ CCollision::DrawColModel_Coloured(const CMatrix &mat, const CColModel &colModel,
|
|||
verts[1] = mat * verts[1];
|
||||
verts[2] = mat * verts[2];
|
||||
|
||||
// game doesn't do this
|
||||
r = 255;
|
||||
g = 128;
|
||||
b = 0;
|
||||
|
||||
s = colModel.triangles[i].surface;
|
||||
f = (s & 0xF)/32.0f + 0.5f;
|
||||
switch(CSurfaceTable::GetAdhesionGroup(s)){
|
||||
case ADHESIVE_RUBBER:
|
||||
r = f * 255.0f;
|
||||
g = 0;
|
||||
b = 0;
|
||||
break;
|
||||
case ADHESIVE_HARD:
|
||||
r = f*255.0f;
|
||||
g = f*255.0f;
|
||||
b = f*128.0f;
|
||||
break;
|
||||
case ADHESIVE_ROAD:
|
||||
r = f*128.0f;
|
||||
g = f*128.0f;
|
||||
b = f*128.0f;
|
||||
break;
|
||||
case ADHESIVE_LOOSE:
|
||||
r = 0;
|
||||
g = f * 255.0f;
|
||||
b = 0;
|
||||
break;
|
||||
case ADHESIVE_WET:
|
||||
r = 0;
|
||||
g = 0;
|
||||
b = f * 255.0f;
|
||||
break;
|
||||
default:
|
||||
// this doesn't make much sense
|
||||
r *= f;
|
||||
g *= f;
|
||||
b *= f;
|
||||
}
|
||||
|
||||
if(s == SURFACE_TRANSPARENT_CLOTH || s == SURFACE_METAL_CHAIN_FENCE ||
|
||||
s == SURFACE_TRANSPARENT_STONE || s == SURFACE_SCAFFOLD_POLE)
|
||||
if(CTimer::GetFrameCounter() & 1){
|
||||
r = 0;
|
||||
g = 0;
|
||||
b = 0;
|
||||
}
|
||||
GetSurfaceColor(s, r, g, b);
|
||||
|
||||
if(s > SURFACE_METAL_GATE){
|
||||
r = CGeneral::GetRandomNumber();
|
||||
|
@ -1689,47 +1753,7 @@ CCollision::DrawColModel_Coloured(const CMatrix &mat, const CColModel &colModel,
|
|||
verts[7] = mat * CVector(max.x, max.y, max.z);
|
||||
|
||||
s = colModel.boxes[i].surface;
|
||||
f = (s & 0xF)/32.0f + 0.5f;
|
||||
switch(CSurfaceTable::GetAdhesionGroup(s)){
|
||||
case ADHESIVE_RUBBER:
|
||||
r = f * 255.0f;
|
||||
g = 0;
|
||||
b = 0;
|
||||
break;
|
||||
case ADHESIVE_HARD:
|
||||
r = f*255.0f;
|
||||
g = f*255.0f;
|
||||
b = f*128.0f;
|
||||
break;
|
||||
case ADHESIVE_ROAD:
|
||||
r = f*128.0f;
|
||||
g = f*128.0f;
|
||||
b = f*128.0f;
|
||||
break;
|
||||
case ADHESIVE_LOOSE:
|
||||
r = 0;
|
||||
g = f * 255.0f;
|
||||
b = 0;
|
||||
break;
|
||||
case ADHESIVE_WET:
|
||||
r = 0;
|
||||
g = 0;
|
||||
b = f * 255.0f;
|
||||
break;
|
||||
default:
|
||||
// this doesn't make much sense
|
||||
r *= f;
|
||||
g *= f;
|
||||
b *= f;
|
||||
}
|
||||
|
||||
if(s == SURFACE_TRANSPARENT_CLOTH || s == SURFACE_METAL_CHAIN_FENCE ||
|
||||
s == SURFACE_TRANSPARENT_STONE || s == SURFACE_SCAFFOLD_POLE)
|
||||
if(CTimer::GetFrameCounter() & 1){
|
||||
r = 0;
|
||||
g = 0;
|
||||
b = 0;
|
||||
}
|
||||
GetSurfaceColor(s, r, g, b);
|
||||
|
||||
RenderBuffer::StartStoring(36, 8, &iptr, &vptr);
|
||||
RwIm3DVertexSetRGBA(&vptr[0], r, g, b, 255);
|
||||
|
@ -1833,7 +1857,7 @@ CColLine::Set(const CVector &p0, const CVector &p1)
|
|||
}
|
||||
|
||||
void
|
||||
CColTriangle::Set(const CVector *, int a, int b, int c, uint8 surf, uint8 piece)
|
||||
CColTriangle::Set(const CompressedVector *, int a, int b, int c, uint8 surf, uint8 piece)
|
||||
{
|
||||
this->a = a;
|
||||
this->b = b;
|
||||
|
@ -1842,12 +1866,8 @@ CColTriangle::Set(const CVector *, int a, int b, int c, uint8 surf, uint8 piece)
|
|||
}
|
||||
|
||||
void
|
||||
CColTrianglePlane::Set(const CVector *v, CColTriangle &tri)
|
||||
CColTrianglePlane::Set(const CVector &va, const CVector &vb, const CVector &vc)
|
||||
{
|
||||
const CVector &va = v[tri.a];
|
||||
const CVector &vb = v[tri.b];
|
||||
const CVector &vc = v[tri.c];
|
||||
|
||||
normal = CrossProduct(vc-va, vb-va);
|
||||
normal.Normalise();
|
||||
dist = DotProduct(normal, va);
|
||||
|
@ -1905,6 +1925,7 @@ CColModel::RemoveCollisionVolumes(void)
|
|||
RwFree(boxes);
|
||||
RwFree(vertices);
|
||||
RwFree(triangles);
|
||||
CCollision::RemoveTrianglePlanes(this);
|
||||
}
|
||||
numSpheres = 0;
|
||||
numLines = 0;
|
||||
|
@ -1950,7 +1971,7 @@ CColModel::GetLinkPtr(void)
|
|||
void
|
||||
CColModel::GetTrianglePoint(CVector &v, int i) const
|
||||
{
|
||||
v = vertices[i];
|
||||
v = vertices[i].Get();
|
||||
}
|
||||
|
||||
CColModel&
|
||||
|
@ -2029,7 +2050,7 @@ CColModel::operator=(const CColModel &other)
|
|||
if(vertices)
|
||||
RwFree(vertices);
|
||||
if(numVerts){
|
||||
vertices = (CVector*)RwMalloc(numVerts*sizeof(CVector));
|
||||
vertices = (CompressedVector*)RwMalloc(numVerts*sizeof(CompressedVector));
|
||||
for(i = 0; i < numVerts; i++)
|
||||
vertices[i] = other.vertices[i];
|
||||
}
|
||||
|
|
|
@ -10,6 +10,19 @@
|
|||
#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; };
|
||||
#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
|
||||
{
|
||||
CVector center;
|
||||
|
@ -63,7 +76,7 @@ struct CColTriangle
|
|||
uint16 c;
|
||||
uint8 surface;
|
||||
|
||||
void Set(const CVector *v, int a, int b, int c, uint8 surf, uint8 piece);
|
||||
void Set(const CompressedVector *v, int a, int b, int c, uint8 surf, uint8 piece);
|
||||
};
|
||||
|
||||
struct CColTrianglePlane
|
||||
|
@ -72,7 +85,8 @@ struct CColTrianglePlane
|
|||
float dist;
|
||||
uint8 dir;
|
||||
|
||||
void Set(const CVector *v, CColTriangle &tri);
|
||||
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 CalcPoint(const CVector &v) const { return DotProduct(normal, v) - dist; };
|
||||
};
|
||||
|
@ -113,7 +127,7 @@ struct CColModel
|
|||
CColSphere *spheres;
|
||||
CColLine *lines;
|
||||
CColBox *boxes;
|
||||
CVector *vertices;
|
||||
CompressedVector *vertices;
|
||||
CColTriangle *triangles;
|
||||
CColTrianglePlane *trianglePlanes;
|
||||
|
||||
|
@ -145,24 +159,25 @@ public:
|
|||
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 CVector *verts, const CColTriangle &tri, const CColTrianglePlane &plane);
|
||||
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 CVector *verts, const CColTriangle &tri, const CColTrianglePlane &plane);
|
||||
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 CVector *verts, const CColTriangle &tri, const CColTrianglePlane &plane, CColPoint &point, float &mindist, CStoredCollPoly *poly);
|
||||
static bool ProcessLineTriangle(const CColLine &line , const CVector *verts, const CColTriangle &tri, const CColTrianglePlane &plane, 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 CVector *verts, const CColTriangle &tri, const CColTrianglePlane &plane, CColPoint &point, float &mindistsq);
|
||||
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);
|
||||
|
|
|
@ -326,13 +326,13 @@ CFileLoader::LoadCollisionModel(uint8 *buf, CColModel &model, char *modelname)
|
|||
int32 numVertices = *(int16*)buf;
|
||||
buf += 4;
|
||||
if(numVertices > 0){
|
||||
model.vertices = (CVector*)RwMalloc(numVertices*sizeof(CVector));
|
||||
model.vertices = (CompressedVector*)RwMalloc(numVertices*sizeof(CompressedVector));
|
||||
for(i = 0; i < numVertices; i++){
|
||||
model.vertices[i] = *(CVector*)buf;
|
||||
model.vertices[i].Set(*(float*)buf, *(float*)(buf+4), *(float*)(buf+8));
|
||||
#if 0
|
||||
if(Abs(model.vertices[i].x) >= 256.0f ||
|
||||
Abs(model.vertices[i].y) >= 256.0f ||
|
||||
Abs(model.vertices[i].z) >= 256.0f)
|
||||
if(Abs(*(float*)buf) >= 256.0f ||
|
||||
Abs(*(float*)(buf+4)) >= 256.0f ||
|
||||
Abs(*(float*)(buf+8)) >= 256.0f)
|
||||
printf("%s:Collision volume too big\n", modelname);
|
||||
#endif
|
||||
buf += 12;
|
||||
|
|
|
@ -53,6 +53,41 @@ enum
|
|||
|
||||
struct CColPoint;
|
||||
|
||||
inline bool
|
||||
IsSeeThrough(uint8 surfType)
|
||||
{
|
||||
switch(surfType)
|
||||
case SURFACE_GLASS:
|
||||
case SURFACE_TRANSPARENT_CLOTH:
|
||||
case SURFACE_METAL_CHAIN_FENCE:
|
||||
case SURFACE_TRANSPARENT_STONE:
|
||||
case SURFACE_SCAFFOLD_POLE:
|
||||
return true;
|
||||
return false;
|
||||
}
|
||||
|
||||
// I think the necessity of this function is really a bug
|
||||
inline bool
|
||||
IsSeeThroughVertical(uint8 surfType)
|
||||
{
|
||||
switch(surfType)
|
||||
case SURFACE_GLASS:
|
||||
case SURFACE_TRANSPARENT_CLOTH:
|
||||
return true;
|
||||
return false;
|
||||
}
|
||||
|
||||
inline bool
|
||||
IsShootThrough(uint8 surfType)
|
||||
{
|
||||
switch(surfType)
|
||||
case SURFACE_METAL_CHAIN_FENCE:
|
||||
case SURFACE_TRANSPARENT_STONE:
|
||||
case SURFACE_SCAFFOLD_POLE:
|
||||
return true;
|
||||
return false;
|
||||
}
|
||||
|
||||
class CSurfaceTable
|
||||
{
|
||||
static float ms_aAdhesiveLimitTable[NUMADHESIVEGROUPS][NUMADHESIVEGROUPS];
|
||||
|
|
|
@ -54,7 +54,7 @@ enum Config {
|
|||
NUMBOATALPHALIST = 20,
|
||||
NUMALPHAENTITYLIST = 200,
|
||||
NUMALPHAUNTERWATERENTITYLIST = 30,
|
||||
NUMCOLCACHELINKS = 200,
|
||||
NUMCOLCACHELINKS = 50,
|
||||
NUMREFERENCES = 800,
|
||||
|
||||
// Zones
|
||||
|
@ -166,6 +166,7 @@ enum Config {
|
|||
#if defined GTA_PS2
|
||||
# define GTA_PS2_STUFF
|
||||
# define RANDOMSPLASH
|
||||
# define COMPRESSED_COL_VECTORS
|
||||
#elif defined GTA_PC
|
||||
# define GTA3_1_1_PATCH
|
||||
//# define GTA3_STEAM_PATCH
|
||||
|
|
|
@ -424,10 +424,10 @@ CGlass::RenderEntityInGlass(CEntity *entity)
|
|||
ASSERT(col!=nil);
|
||||
if ( col->numTriangles >= 2 )
|
||||
{
|
||||
CVector a = object->GetMatrix() * col->vertices[0];
|
||||
CVector b = object->GetMatrix() * col->vertices[1];
|
||||
CVector c = object->GetMatrix() * col->vertices[2];
|
||||
CVector d = object->GetMatrix() * col->vertices[3];
|
||||
CVector a = object->GetMatrix() * col->vertices[0].Get();
|
||||
CVector b = object->GetMatrix() * col->vertices[1].Get();
|
||||
CVector c = object->GetMatrix() * col->vertices[2].Get();
|
||||
CVector d = object->GetMatrix() * col->vertices[3].Get();
|
||||
|
||||
if ( object->bGlassCracked )
|
||||
{
|
||||
|
@ -613,10 +613,10 @@ CGlass::WindowRespondsToCollision(CEntity *entity, float amount, CVector speed,
|
|||
CColModel *col = object->GetColModel();
|
||||
ASSERT(col!=nil);
|
||||
|
||||
CVector a = object->GetMatrix() * col->vertices[0];
|
||||
CVector b = object->GetMatrix() * col->vertices[1];
|
||||
CVector c = object->GetMatrix() * col->vertices[2];
|
||||
CVector d = object->GetMatrix() * col->vertices[3];
|
||||
CVector a = object->GetMatrix() * col->vertices[0].Get();
|
||||
CVector b = object->GetMatrix() * col->vertices[1].Get();
|
||||
CVector c = object->GetMatrix() * col->vertices[2].Get();
|
||||
CVector d = object->GetMatrix() * col->vertices[3].Get();
|
||||
|
||||
float minx = Min(Min(a.x, b.x), Min(c.x, d.x));
|
||||
float maxx = Max(Max(a.x, b.x), Max(c.x, d.x));
|
||||
|
|
|
@ -2239,7 +2239,7 @@ CVehicle::DoSunGlare(void)
|
|||
int a2 = colmodel->triangles[i+1].a;
|
||||
int b2 = colmodel->triangles[i+1].b;
|
||||
int c2 = colmodel->triangles[i+1].c;
|
||||
CVector vert1 = colmodel->vertices[a1];
|
||||
CVector vert1 = colmodel->vertices[a1].Get();
|
||||
CVector vert4;
|
||||
// Need an upward surface
|
||||
if(vert1.z <= 0.0f)
|
||||
|
@ -2250,23 +2250,23 @@ CVehicle::DoSunGlare(void)
|
|||
if(a2 != a1 && a2 != b1 && a2 != c1){
|
||||
// a2 is not in tri1
|
||||
numTri2Verts++;
|
||||
vert4 = colmodel->vertices[a2];
|
||||
vert4 = colmodel->vertices[a2].Get();
|
||||
}
|
||||
if(b2 != a1 && b2 != b1 && b2 != c1){
|
||||
// b2 is not in tri1
|
||||
numTri2Verts++;
|
||||
vert4 = colmodel->vertices[b2];
|
||||
vert4 = colmodel->vertices[b2].Get();
|
||||
}
|
||||
if(c2 != a1 && c2 != b1 && c2 != c1){
|
||||
// c2 is not in tri1
|
||||
numTri2Verts++;
|
||||
vert4 = colmodel->vertices[c2];
|
||||
vert4 = colmodel->vertices[c2].Get();
|
||||
}
|
||||
// Need exactly one vertex from tri2 for a quad with tri1
|
||||
if(numTri2Verts != 1)
|
||||
continue;
|
||||
|
||||
CVector mid = (vert1 + colmodel->vertices[b1] + colmodel->vertices[c1] + vert4)/4.0f;
|
||||
CVector mid = (vert1 + colmodel->vertices[b1].Get() + colmodel->vertices[c1].Get() + vert4)/4.0f;
|
||||
float dy = mid.y - vert1.y;
|
||||
float dx = mid.x - vert1.x;
|
||||
float dist = 1.4f * Min(Abs(dx), Abs(dy));
|
||||
|
|
Loading…
Reference in a new issue