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https://github.com/GTAmodding/re3.git
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f14b1fba09
Squeeze performance option, minor fixes
251 lines
7.9 KiB
C++
251 lines
7.9 KiB
C++
#pragma once
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#include "templates.h"
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#include "Game.h" // for eLevelName
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#ifdef VU_COLLISION
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#include "VuVector.h"
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#endif
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// If you spawn many tanks at once, you will see that collisions of two entity exceeds 32.
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#if defined(FIX_BUGS) && !defined(SQUEEZE_PERFORMANCE)
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#define MAX_COLLISION_POINTS 64
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#else
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#define MAX_COLLISION_POINTS 32
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#endif
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struct CompressedVector
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{
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#ifdef COMPRESSED_COL_VECTORS
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int16 x, y, z;
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CVector Get(void) const { return CVector(x, y, z)/128.0f; };
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void Set(float x, float y, float z) { this->x = x*128.0f; this->y = y*128.0f; this->z = z*128.0f; };
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#ifdef GTA_PS2
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void Unpack(uint128 &qword) const {
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__asm__ volatile (
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"lh $8, 0(%1)\n"
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"lh $9, 2(%1)\n"
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"lh $10, 4(%1)\n"
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"pextlw $10, $8\n"
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"pextlw $2, $9, $10\n"
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"sq $2, %0\n"
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: "=m" (qword)
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: "r" (this)
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: "$8", "$9", "$10", "$2"
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);
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}
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#else
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void Unpack(int32 *qword) const {
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qword[0] = x;
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qword[1] = y;
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qword[2] = z;
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qword[3] = 0; // junk
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}
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#endif
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#else
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float x, y, z;
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CVector Get(void) const { return CVector(x, y, z); };
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void Set(float x, float y, float z) { this->x = x; this->y = y; this->z = z; };
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#endif
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};
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struct CColSphere
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{
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// NB: this has to be compatible with a CVuVector
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CVector center;
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float radius;
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uint8 surface;
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uint8 piece;
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void Set(float radius, const CVector ¢er, uint8 surf, uint8 piece);
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void Set(float radius, const CVector ¢er) { this->center = center; this->radius = radius; }
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};
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struct CColBox
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{
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CVector min;
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CVector max;
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uint8 surface;
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uint8 piece;
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void Set(const CVector &min, const CVector &max, uint8 surf, uint8 piece);
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CVector GetSize(void) { return max - min; }
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};
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struct CColLine
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{
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// NB: this has to be compatible with two CVuVectors
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CVector p0;
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int pad0;
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CVector p1;
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int pad1;
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CColLine(void) { };
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CColLine(const CVector &p0, const CVector &p1) { this->p0 = p0; this->p1 = p1; };
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void Set(const CVector &p0, const CVector &p1);
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};
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struct CColTriangle
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{
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uint16 a;
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uint16 b;
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uint16 c;
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uint8 surface;
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void Set(const CompressedVector *v, int a, int b, int c, uint8 surf, uint8 piece);
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};
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struct CColTrianglePlane
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{
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#ifdef VU_COLLISION
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CompressedVector normal;
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int16 dist;
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void Set(const CVector &va, const CVector &vb, const CVector &vc);
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void Set(const CompressedVector *v, CColTriangle &tri) { Set(v[tri.a].Get(), v[tri.b].Get(), v[tri.c].Get()); }
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void GetNormal(CVector &n) const { n.x = normal.x/4096.0f; n.y = normal.y/4096.0f; n.z = normal.z/4096.0f; }
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float CalcPoint(const CVector &v) const { CVector n; GetNormal(n); return DotProduct(n, v) - dist/128.0f; };
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#ifdef GTA_PS2
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void Unpack(uint128 &qword) const {
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__asm__ volatile (
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"lh $8, 0(%1)\n"
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"lh $9, 2(%1)\n"
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"lh $10, 4(%1)\n"
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"lh $11, 6(%1)\n"
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"pextlw $10, $8\n"
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"pextlw $11, $9\n"
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"pextlw $2, $11, $10\n"
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"sq $2, %0\n"
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: "=m" (qword)
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: "r" (this)
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: "$8", "$9", "$10", "$11", "$2"
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);
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}
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#else
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void Unpack(int32 *qword) const {
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qword[0] = normal.x;
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qword[1] = normal.y;
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qword[2] = normal.z;
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qword[3] = dist;
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}
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#endif
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#else
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CVector normal;
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float dist;
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uint8 dir;
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void Set(const CVector &va, const CVector &vb, const CVector &vc);
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void Set(const CompressedVector *v, CColTriangle &tri) { Set(v[tri.a].Get(), v[tri.b].Get(), v[tri.c].Get()); }
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void GetNormal(CVector &n) const { n = normal; }
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float CalcPoint(const CVector &v) const { return DotProduct(normal, v) - dist; };
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#endif
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};
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struct CColPoint
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{
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CVector point;
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int pad1;
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// the surface normal on the surface of point
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CVector normal;
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int pad2;
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uint8 surfaceA;
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uint8 pieceA;
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uint8 surfaceB;
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uint8 pieceB;
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float depth;
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void Set(float depth, uint8 surfA, uint8 pieceA, uint8 surfB, uint8 pieceB) {
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this->depth = depth;
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this->surfaceA = surfA;
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this->pieceA = pieceA;
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this->surfaceB = surfB;
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this->pieceB = pieceB;
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}
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void Set(uint8 surfA, uint8 pieceA, uint8 surfB, uint8 pieceB) {
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this->surfaceA = surfA;
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this->pieceA = pieceA;
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this->surfaceB = surfB;
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this->pieceB = pieceB;
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}
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};
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struct CStoredCollPoly
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{
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#ifdef VU_COLLISION
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CVuVector verts[3];
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#else
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CVector verts[3];
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#endif
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bool valid;
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};
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struct CColModel
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{
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CColSphere boundingSphere;
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CColBox boundingBox;
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int16 numSpheres;
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int16 numLines;
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int16 numBoxes;
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int16 numTriangles;
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int32 level;
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bool ownsCollisionVolumes; // missing on PS2
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CColSphere *spheres;
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CColLine *lines;
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CColBox *boxes;
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CompressedVector *vertices;
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CColTriangle *triangles;
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CColTrianglePlane *trianglePlanes;
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CColModel(void);
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~CColModel(void);
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void RemoveCollisionVolumes(void);
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void CalculateTrianglePlanes(void);
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void RemoveTrianglePlanes(void);
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CLink<CColModel*> *GetLinkPtr(void);
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void SetLinkPtr(CLink<CColModel*>*);
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void GetTrianglePoint(CVector &v, int i) const;
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CColModel& operator=(const CColModel& other);
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};
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class CCollision
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{
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public:
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static eLevelName ms_collisionInMemory;
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static CLinkList<CColModel*> ms_colModelCache;
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static void Init(void);
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static void Shutdown(void);
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static void Update(void);
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static void LoadCollisionWhenINeedIt(bool changeLevel);
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static void SortOutCollisionAfterLoad(void);
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static void LoadCollisionScreen(eLevelName level);
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static void DrawColModel(const CMatrix &mat, const CColModel &colModel);
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static void DrawColModel_Coloured(const CMatrix &mat, const CColModel &colModel, int32 id);
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static void CalculateTrianglePlanes(CColModel *model);
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// all these return true if there's a collision
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static bool TestSphereSphere(const CColSphere &s1, const CColSphere &s2);
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static bool TestSphereBox(const CColSphere &sph, const CColBox &box);
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static bool TestLineBox(const CColLine &line, const CColBox &box);
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static bool TestVerticalLineBox(const CColLine &line, const CColBox &box);
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static bool TestLineTriangle(const CColLine &line, const CompressedVector *verts, const CColTriangle &tri, const CColTrianglePlane &plane);
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static bool TestLineSphere(const CColLine &line, const CColSphere &sph);
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static bool TestSphereTriangle(const CColSphere &sphere, const CompressedVector *verts, const CColTriangle &tri, const CColTrianglePlane &plane);
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static bool TestLineOfSight(const CColLine &line, const CMatrix &matrix, CColModel &model, bool ignoreSeeThrough);
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static bool ProcessSphereSphere(const CColSphere &s1, const CColSphere &s2, CColPoint &point, float &mindistsq);
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static bool ProcessSphereBox(const CColSphere &sph, const CColBox &box, CColPoint &point, float &mindistsq);
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static bool ProcessLineBox(const CColLine &line, const CColBox &box, CColPoint &point, float &mindist);
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static bool ProcessVerticalLineTriangle(const CColLine &line, const CompressedVector *verts, const CColTriangle &tri, const CColTrianglePlane &plane, CColPoint &point, float &mindist, CStoredCollPoly *poly);
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static bool ProcessLineTriangle(const CColLine &line , const CompressedVector *verts, const CColTriangle &tri, const CColTrianglePlane &plane, CColPoint &point, float &mindist);
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static bool ProcessLineSphere(const CColLine &line, const CColSphere &sphere, CColPoint &point, float &mindist);
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static bool ProcessSphereTriangle(const CColSphere &sph, const CompressedVector *verts, const CColTriangle &tri, const CColTrianglePlane &plane, CColPoint &point, float &mindistsq);
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static bool ProcessLineOfSight(const CColLine &line, const CMatrix &matrix, CColModel &model, CColPoint &point, float &mindist, bool ignoreSeeThrough);
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static bool ProcessVerticalLine(const CColLine &line, const CMatrix &matrix, CColModel &model, CColPoint &point, float &mindist, bool ignoreSeeThrough, CStoredCollPoly *poly);
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static int32 ProcessColModels(const CMatrix &matrixA, CColModel &modelA, const CMatrix &matrixB, CColModel &modelB, CColPoint *spherepoints, CColPoint *linepoints, float *linedists);
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static bool IsStoredPolyStillValidVerticalLine(const CVector &pos, float z, CColPoint &point, CStoredCollPoly *poly);
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static float DistToLine(const CVector *l0, const CVector *l1, const CVector *point);
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static float DistToLine(const CVector *l0, const CVector *l1, const CVector *point, CVector &closest);
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};
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