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authorSergeanur <s.anureev@yandex.ua>2020-11-14 21:13:32 +0100
committerSergeanur <s.anureev@yandex.ua>2020-11-15 23:36:54 +0100
commit9bb8ebaa1011dc1dc70e3d5bf70c9a55c44b976c (patch)
tree3dcbab653ba34fa1fdc273887bd377603c4ff4f2 /src/collision/ColTriangle.h
parentcar AI revision (diff)
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Diffstat (limited to '')
-rw-r--r--src/collision/ColTriangle.h77
1 files changed, 77 insertions, 0 deletions
diff --git a/src/collision/ColTriangle.h b/src/collision/ColTriangle.h
new file mode 100644
index 00000000..a2580c58
--- /dev/null
+++ b/src/collision/ColTriangle.h
@@ -0,0 +1,77 @@
+#pragma once
+
+#include "CompressedVector.h"
+
+enum Direction {
+ DIR_X_POS,
+ DIR_X_NEG,
+ DIR_Y_POS,
+ DIR_Y_NEG,
+ DIR_Z_POS,
+ DIR_Z_NEG,
+};
+
+struct CColTriangle
+{
+ uint16 a;
+ uint16 b;
+ uint16 c;
+ uint8 surface;
+
+ void Set(int a, int b, int c, uint8 surf)
+ {
+ this->a = a;
+ this->b = b;
+ this->c = c;
+ this->surface = surf;
+ }
+};
+
+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
+}; \ No newline at end of file