CEntity and C(Vu)Vector fixes and cleanup

This commit is contained in:
aap 2021-05-23 17:49:55 +02:00 committed by Sergeanur
parent be019c6126
commit 93e9929925
13 changed files with 57 additions and 52 deletions

View file

@ -1,5 +1,6 @@
#include "common.h"
#include "VuVector.h"
#include "General.h"
#include "RwHelper.h"
#include "ModelIndices.h"
@ -70,7 +71,7 @@ CEntity::CEntity(void)
bDistanceFade = false;
m_flagE1 = false;
m_flagE2 = false;
bDontCastShadowsOn = false;
bOffscreen = false;
bIsStaticWaitingForCollision = false;
bDontStream = false;
@ -200,7 +201,7 @@ CEntity::GetBoundRect(void)
{
CRect rect;
CVector v;
CColModel *col = CModelInfo::GetModelInfo(m_modelIndex)->GetColModel();
CColModel *col = CModelInfo::GetColModel(m_modelIndex);
rect.ContainPoint(GetMatrix() * col->boundingBox.min);
rect.ContainPoint(GetMatrix() * col->boundingBox.max);
@ -219,21 +220,27 @@ CEntity::GetBoundRect(void)
CVector
CEntity::GetBoundCentre(void)
{
CVector v;
GetBoundCentre(v);
return v;
return GetMatrix() * CModelInfo::GetColModel(m_modelIndex)->boundingSphere.center;
}
#ifdef GTA_PS2
void
CEntity::GetBoundCentre(CVuVector &out)
{
TransformPoint(out, GetMatrix(), CModelInfo::GetColModel(m_modelIndex)->boundingSphere.center);
}
#else
void
CEntity::GetBoundCentre(CVector &out)
{
out = GetMatrix() * CModelInfo::GetModelInfo(m_modelIndex)->GetColModel()->boundingSphere.center;
out = GetMatrix() * CModelInfo::GetColModel(m_modelIndex)->boundingSphere.center;
}
#endif
float
CEntity::GetBoundRadius(void)
{
return CModelInfo::GetModelInfo(m_modelIndex)->GetColModel()->boundingSphere.radius;
return CModelInfo::GetColModel(m_modelIndex)->boundingSphere.radius;
}
void
@ -372,7 +379,7 @@ CEntity::PreRender(void)
CVector pos = GetPosition();
CShadows::StoreShadowToBeRendered(SHADOWTYPE_DARK,
gpShadowPedTex, &pos,
0.4f, 0.0f, 0.0f, -0.4f,
0.4f, 0.0f, 0.0f, 0.4f,
CTimeCycle::GetShadowStrength(),
CTimeCycle::GetShadowStrength(),
CTimeCycle::GetShadowStrength(),
@ -418,9 +425,11 @@ CEntity::Render(void)
}
bool
CEntity::GetIsTouching(CVector const &center, float radius)
CEntity::GetIsTouching(CVUVECTOR const &center, float radius)
{
return sq(GetBoundRadius()+radius) > (GetBoundCentre()-center).MagnitudeSqr();
CVUVECTOR boundCenter;
GetBoundCentre(boundCenter);
return sq(GetBoundRadius()+radius) > (boundCenter-center).MagnitudeSqr();
}
bool
@ -438,8 +447,7 @@ CEntity::IsVisibleComplex(void)
bool
CEntity::GetIsOnScreen(void)
{
return TheCamera.IsSphereVisible(GetBoundCentre(), GetBoundRadius(),
&TheCamera.GetCameraMatrix());
return TheCamera.IsSphereVisible(GetBoundCentre(), GetBoundRadius());
}
bool
@ -455,7 +463,7 @@ CEntity::GetIsOnScreenComplex(void)
return true;
CRect rect = GetBoundRect();
CColModel *colmodel = CModelInfo::GetModelInfo(m_modelIndex)->GetColModel();
CColModel *colmodel = CModelInfo::GetColModel(m_modelIndex);
float z = GetPosition().z;
float minz = z + colmodel->boundingBox.min.z;
float maxz = z + colmodel->boundingBox.max.z;
@ -610,7 +618,7 @@ CEntity::Remove(void)
float
CEntity::GetDistanceFromCentreOfMassToBaseOfModel(void)
{
return -CModelInfo::GetModelInfo(m_modelIndex)->GetColModel()->boundingBox.min.z;
return -CModelInfo::GetColModel(m_modelIndex)->boundingBox.min.z;
}
void
@ -731,11 +739,6 @@ CEntity::PreRenderForGlassWindow(void)
bIsVisible = false;
}
/*
0x487A10 - SetAtomicAlphaCB
0x4879E0 - SetClumpAlphaCB
*/
RpMaterial*
SetAtomicAlphaCB(RpMaterial *material, void *data)
{
@ -834,7 +837,7 @@ CEntity::SaveEntityFlags(uint8*& buf)
if (bDistanceFade) tmp |= BIT(7);
if (m_flagE1) tmp |= BIT(8);
if (m_flagE2) tmp |= BIT(9);
if (bDontCastShadowsOn) tmp |= BIT(9);
if (bOffscreen) tmp |= BIT(10);
if (bIsStaticWaitingForCollision) tmp |= BIT(11);
if (bDontStream) tmp |= BIT(12);
@ -890,7 +893,7 @@ CEntity::LoadEntityFlags(uint8*& buf)
bDistanceFade = !!(tmp & BIT(7));
m_flagE1 = !!(tmp & BIT(8));
m_flagE2 = !!(tmp & BIT(9));
bDontCastShadowsOn = !!(tmp & BIT(9));
bOffscreen = !!(tmp & BIT(10));
bIsStaticWaitingForCollision = !!(tmp & BIT(11));
bDontStream = !!(tmp & BIT(12));