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-rw-r--r--src/Collision.cpp1887
1 files changed, 0 insertions, 1887 deletions
diff --git a/src/Collision.cpp b/src/Collision.cpp
deleted file mode 100644
index 62b27eff..00000000
--- a/src/Collision.cpp
+++ /dev/null
@@ -1,1887 +0,0 @@
-#include "common.h"
-#include "patcher.h"
-#include "main.h"
-#include "Lists.h"
-#include "Game.h"
-#include "Zones.h"
-#include "General.h"
-#include "CullZones.h"
-#include "World.h"
-#include "Entity.h"
-#include "Train.h"
-#include "Streaming.h"
-#include "Pad.h"
-#include "DMAudio.h"
-#include "Population.h"
-#include "FileLoader.h"
-#include "Replay.h"
-#include "CutsceneMgr.h"
-#include "RenderBuffer.h"
-#include "SurfaceTable.h"
-#include "Collision.h"
-
-enum Direction
-{
- DIR_X_POS,
- DIR_X_NEG,
- DIR_Y_POS,
- DIR_Y_NEG,
- DIR_Z_POS,
- DIR_Z_NEG,
-};
-
-eLevelName &CCollision::ms_collisionInMemory = *(eLevelName*)0x8F6250;
-CLinkList<CColModel*> &CCollision::ms_colModelCache = *(CLinkList<CColModel*>*)0x95CB58;
-
-void
-CCollision::Init(void)
-{
- ms_colModelCache.Init(NUMCOLCACHELINKS);
- ms_collisionInMemory = LEVEL_NONE;
-}
-
-void
-CCollision::Shutdown(void)
-{
- ms_colModelCache.Shutdown();
-}
-
-void
-CCollision::Update(void)
-{
- CVector playerCoors;
- playerCoors = FindPlayerCoors();
- eLevelName level = CTheZones::m_CurrLevel;
- bool forceLevelChange = false;
-
- if(CTimer::GetTimeInMilliseconds() < 2000 || CCutsceneMgr::IsCutsceneProcessing())
- return;
-
- // hardcode a level if there are no zones
- if(level == LEVEL_NONE){
- if(CGame::currLevel == LEVEL_INDUSTRIAL &&
- playerCoors.x < 400.0f){
- level = LEVEL_COMMERCIAL;
- forceLevelChange = true;
- }else if(CGame::currLevel == LEVEL_SUBURBAN &&
- playerCoors.x > -450.0f && playerCoors.y < -1400.0f){
- level = LEVEL_COMMERCIAL;
- forceLevelChange = true;
- }else{
- if(playerCoors.x > 800.0f){
- level = LEVEL_INDUSTRIAL;
- forceLevelChange = true;
- }else if(playerCoors.x < -800.0f){
- level = LEVEL_SUBURBAN;
- forceLevelChange = true;
- }
- }
- }
- if(level != LEVEL_NONE && level != CGame::currLevel)
- CGame::currLevel = level;
- if(ms_collisionInMemory != CGame::currLevel)
- LoadCollisionWhenINeedIt(forceLevelChange);
- CStreaming::HaveAllBigBuildingsLoaded(CGame::currLevel);
-}
-
-eLevelName
-GetCollisionInSectorList(CPtrList &list)
-{
- CPtrNode *node;
- CEntity *e;
- int level;
-
- for(node = list.first; node; node = node->next){
- e = (CEntity*)node->item;
- level = CModelInfo::GetModelInfo(e->GetModelIndex())->GetColModel()->level;
- if(level != LEVEL_NONE)
- return (eLevelName)level;
- }
- return LEVEL_NONE;
-}
-
-// Get a level this sector is in based on collision models
-eLevelName
-GetCollisionInSector(CSector &sect)
-{
- int level;
-
- level = GetCollisionInSectorList(sect.m_lists[ENTITYLIST_BUILDINGS]);
- if(level == LEVEL_NONE)
- level = GetCollisionInSectorList(sect.m_lists[ENTITYLIST_BUILDINGS_OVERLAP]);
- if(level == LEVEL_NONE)
- level = GetCollisionInSectorList(sect.m_lists[ENTITYLIST_OBJECTS]);
- if(level == LEVEL_NONE)
- level = GetCollisionInSectorList(sect.m_lists[ENTITYLIST_OBJECTS_OVERLAP]);
- if(level == LEVEL_NONE)
- level = GetCollisionInSectorList(sect.m_lists[ENTITYLIST_DUMMIES]);
- if(level == LEVEL_NONE)
- level = GetCollisionInSectorList(sect.m_lists[ENTITYLIST_DUMMIES_OVERLAP]);
- return (eLevelName)level;
-}
-
-void
-CCollision::LoadCollisionWhenINeedIt(bool forceChange)
-{
- eLevelName level, l;
- bool multipleLevels;
- CVector playerCoors;
- CVehicle *veh;
- CEntryInfoNode *ei;
- int sx, sy;
- int xmin, xmax, ymin, ymax;
- int x, y;
-
- level = LEVEL_NONE;
-
- playerCoors = FindPlayerCoors();
- sx = CWorld::GetSectorIndexX(playerCoors.x);
- sy = CWorld::GetSectorIndexY(playerCoors.y);
- multipleLevels = false;
-
- veh = FindPlayerVehicle();
- if(veh && veh->IsTrain()){
- if(((CTrain*)veh)->m_doorState != TRAIN_DOOR_STATE2)
- return ;
- }else if(playerCoors.z < 4.0f && !CCullZones::DoINeedToLoadCollision())
- return;
-
- // Figure out whose level's collisions we're most likely to be interested in
- if(!forceChange){
- if(veh && veh->IsBoat()){
- // on water we expect to be between levels
- multipleLevels = true;
- }else{
- xmin = max(sx - 1, 0);
- xmax = min(sx + 1, NUMSECTORS_X-1);
- ymin = max(sy - 1, 0);
- ymax = min(sy + 1, NUMSECTORS_Y-1);
-
- for(x = xmin; x <= xmax; x++)
- for(y = ymin; y <= ymax; y++){
- l = GetCollisionInSector(*CWorld::GetSector(x, y));
- if(l != LEVEL_NONE){
- if(level == LEVEL_NONE)
- level = l;
- if(level != l)
- multipleLevels = true;
- }
- }
- }
-
- if(multipleLevels && veh && veh->IsBoat())
- for(ei = veh->m_entryInfoList.first; ei; ei = ei->next){
- level = GetCollisionInSector(*ei->sector);
- if(level != LEVEL_NONE)
- break;
- }
- }
-
- if(level == CGame::currLevel || forceChange){
- CTimer::Stop();
- DMAudio.SetEffectsFadeVol(0);
- CPad::StopPadsShaking();
- LoadCollisionScreen(CGame::currLevel);
- DMAudio.Service();
- CPopulation::DealWithZoneChange(ms_collisionInMemory, CGame::currLevel, false);
- CStreaming::RemoveIslandsNotUsed(LEVEL_INDUSTRIAL);
- CStreaming::RemoveIslandsNotUsed(LEVEL_COMMERCIAL);
- CStreaming::RemoveIslandsNotUsed(LEVEL_SUBURBAN);
- CStreaming::RemoveBigBuildings(LEVEL_INDUSTRIAL);
- CStreaming::RemoveBigBuildings(LEVEL_COMMERCIAL);
- CStreaming::RemoveBigBuildings(LEVEL_SUBURBAN);
- CModelInfo::RemoveColModelsFromOtherLevels(CGame::currLevel);
- CStreaming::RemoveUnusedModelsInLoadedList();
- CGame::TidyUpMemory(true, true);
- CFileLoader::LoadCollisionFromDatFile(CGame::currLevel);
- ms_collisionInMemory = CGame::currLevel;
- CReplay::EmptyReplayBuffer();
- if(CGame::currLevel != LEVEL_NONE)
- LoadSplash(GetLevelSplashScreen(CGame::currLevel));
- CStreaming::RemoveUnusedBigBuildings(CGame::currLevel);
- CStreaming::RemoveUnusedBuildings(CGame::currLevel);
- CStreaming::RequestBigBuildings(CGame::currLevel);
- CStreaming::LoadAllRequestedModels(true);
- CStreaming::HaveAllBigBuildingsLoaded(CGame::currLevel);
- CGame::TidyUpMemory(true, true);
- CTimer::Update();
- DMAudio.SetEffectsFadeVol(127);
- }
-}
-
-void
-CCollision::SortOutCollisionAfterLoad(void)
-{
- if(ms_collisionInMemory == CGame::currLevel)
- return;
-
- CModelInfo::RemoveColModelsFromOtherLevels(CGame::currLevel);
- if(CGame::currLevel != LEVEL_NONE){
- CFileLoader::LoadCollisionFromDatFile(CGame::currLevel);
- if(!CGame::playingIntro)
- LoadSplash(GetLevelSplashScreen(CGame::currLevel));
- }
- ms_collisionInMemory = CGame::currLevel;
- CGame::TidyUpMemory(true, false);
-}
-
-void
-CCollision::LoadCollisionScreen(eLevelName level)
-{
- static char *levelNames[4] = {
- "",
- "IND_ZON",
- "COM_ZON",
- "SUB_ZON"
- };
-
- // Why twice?
- LoadingIslandScreen(levelNames[level]);
- LoadingIslandScreen(levelNames[level]);
-}
-
-//
-// Test
-//
-
-
-bool
-CCollision::TestSphereSphere(const CColSphere &s1, const CColSphere &s2)
-{
- float d = s1.radius + s2.radius;
- return (s1.center - s2.center).MagnitudeSqr() < d*d;
-}
-
-bool
-CCollision::TestSphereBox(const CColSphere &sph, const CColBox &box)
-{
- if(sph.center.x + sph.radius < box.min.x) return false;
- if(sph.center.x - sph.radius > box.max.x) return false;
- if(sph.center.y + sph.radius < box.min.y) return false;
- if(sph.center.y - sph.radius > box.max.y) return false;
- if(sph.center.z + sph.radius < box.min.z) return false;
- if(sph.center.z - sph.radius > box.max.z) return false;
- return true;
-}
-
-bool
-CCollision::TestLineBox(const CColLine &line, const CColBox &box)
-{
- float t, x, y, z;
- // If either line point is in the box, we have a collision
- if(line.p0.x > box.min.x && line.p0.x < box.max.x &&
- line.p0.y > box.min.y && line.p0.y < box.max.y &&
- line.p0.z > box.min.z && line.p0.z < box.max.z)
- return true;
- if(line.p1.x > box.min.x && line.p1.x < box.max.x &&
- line.p1.y > box.min.y && line.p1.y < box.max.y &&
- line.p1.z > box.min.z && line.p1.z < box.max.z)
- return true;
-
- // check if points are on opposite sides of min x plane
- if((box.min.x - line.p1.x) * (box.min.x - line.p0.x) < 0.0f){
- // parameter along line where we intersect
- t = (box.min.x - line.p0.x) / (line.p1.x - line.p0.x);
- // y of intersection
- y = line.p0.y + (line.p1.y - line.p0.y)*t;
- if(y > box.min.y && y < box.max.y){
- // z of intersection
- z = line.p0.z + (line.p1.z - line.p0.z)*t;
- if(z > box.min.z && z < box.max.z)
- return true;
- }
- }
-
- // same test with max x plane
- if((line.p1.x - box.max.x) * (line.p0.x - box.max.x) < 0.0f){
- t = (line.p0.x - box.max.x) / (line.p0.x - line.p1.x);
- y = line.p0.y + (line.p1.y - line.p0.y)*t;
- if(y > box.min.y && y < box.max.y){
- z = line.p0.z + (line.p1.z - line.p0.z)*t;
- if(z > box.min.z && z < box.max.z)
- return true;
- }
- }
-
- // min y plne
- if((box.min.y - line.p0.y) * (box.min.y - line.p1.y) < 0.0f){
- t = (box.min.y - line.p0.y) / (line.p1.y - line.p0.y);
- x = line.p0.x + (line.p1.x - line.p0.x)*t;
- if(x > box.min.x && x < box.max.x){
- z = line.p0.z + (line.p1.z - line.p0.z)*t;
- if(z > box.min.z && z < box.max.z)
- return true;
- }
- }
-
- // max y plane
- if((line.p0.y - box.max.y) * (line.p1.y - box.max.y) < 0.0f){
- t = (line.p0.y - box.max.y) / (line.p0.y - line.p1.y);
- x = line.p0.x + (line.p1.x - line.p0.x)*t;
- if(x > box.min.x && x < box.max.x){
- z = line.p0.z + (line.p1.z - line.p0.z)*t;
- if(z > box.min.z && z < box.max.z)
- return true;
- }
- }
-
- // min z plne
- if((box.min.z - line.p0.z) * (box.min.z - line.p1.z) < 0.0f){
- t = (box.min.z - line.p0.z) / (line.p1.z - line.p0.z);
- x = line.p0.x + (line.p1.x - line.p0.x)*t;
- if(x > box.min.x && x < box.max.x){
- y = line.p0.y + (line.p1.y - line.p0.y)*t;
- if(y > box.min.y && y < box.max.y)
- return true;
- }
- }
-
- // max z plane
- if((line.p0.z - box.max.z) * (line.p1.z - box.max.z) < 0.0f){
- t = (line.p0.z - box.max.z) / (line.p0.z - line.p1.z);
- x = line.p0.x + (line.p1.x - line.p0.x)*t;
- if(x > box.min.x && x < box.max.x){
- y = line.p0.y + (line.p1.y - line.p0.y)*t;
- if(y > box.min.y && y < box.max.y)
- return true;
- }
- }
- return false;
-}
-
-bool
-CCollision::TestVerticalLineBox(const CColLine &line, const CColBox &box)
-{
- if(line.p0.x <= box.min.x) return false;
- if(line.p0.y <= box.min.y) return false;
- if(line.p0.x >= box.max.x) return false;
- if(line.p0.y >= box.max.y) return false;
- if(line.p0.z < line.p1.z){
- if(line.p0.z > box.max.z) return false;
- if(line.p1.z < box.min.z) return false;
- }else{
- if(line.p1.z > box.max.z) return false;
- if(line.p0.z < box.min.z) return false;
- }
- return true;
-}
-
-bool
-CCollision::TestLineTriangle(const CColLine &line, const CVector *verts, const CColTriangle &tri, const CColTrianglePlane &plane)
-{
- float t;
- CVector normal;
- plane.GetNormal(normal);
-
- // if points are on the same side, no collision
- if(plane.CalcPoint(line.p0) * plane.CalcPoint(line.p1) > 0.0f)
- return false;
-
- // intersection parameter on line
- t = -plane.CalcPoint(line.p0) / DotProduct(line.p1 - line.p0, normal);
- // find point of intersection
- CVector p = line.p0 + (line.p1-line.p0)*t;
-
- const CVector &va = verts[tri.a];
- const CVector &vb = verts[tri.b];
- const CVector &vc = verts[tri.c];
- CVector2D vec1, vec2, vec3, vect;
-
- // We do the test in 2D. With the plane direction we
- // can figure out how to project the vectors.
- // normal = (c-a) x (b-a)
- switch(plane.dir){
- case DIR_X_POS:
- vec1.x = va.y; vec1.y = va.z;
- vec2.x = vc.y; vec2.y = vc.z;
- vec3.x = vb.y; vec3.y = vb.z;
- vect.x = p.y; vect.y = p.z;
- break;
- case DIR_X_NEG:
- vec1.x = va.y; vec1.y = va.z;
- vec2.x = vb.y; vec2.y = vb.z;
- vec3.x = vc.y; vec3.y = vc.z;
- vect.x = p.y; vect.y = p.z;
- break;
- case DIR_Y_POS:
- vec1.x = va.z; vec1.y = va.x;
- vec2.x = vc.z; vec2.y = vc.x;
- vec3.x = vb.z; vec3.y = vb.x;
- vect.x = p.z; vect.y = p.x;
- break;
- case DIR_Y_NEG:
- vec1.x = va.z; vec1.y = va.x;
- vec2.x = vb.z; vec2.y = vb.x;
- vec3.x = vc.z; vec3.y = vc.x;
- vect.x = p.z; vect.y = p.x;
- break;
- case DIR_Z_POS:
- vec1.x = va.x; vec1.y = va.y;
- vec2.x = vc.x; vec2.y = vc.y;
- vec3.x = vb.x; vec3.y = vb.y;
- vect.x = p.x; vect.y = p.y;
- break;
- case DIR_Z_NEG:
- vec1.x = va.x; vec1.y = va.y;
- vec2.x = vb.x; vec2.y = vb.y;
- vec3.x = vc.x; vec3.y = vc.y;
- vect.x = p.x; vect.y = p.y;
- break;
- default:
- assert(0);
- }
- // This is our triangle:
- // 3-------2
- // \ P /
- // \ /
- // \ /
- // 1
- // We can use the "2d cross product" to check on which side
- // a vector is of another. Test is true if point is inside of all edges.
- if(CrossProduct2D(vec2-vec1, vect-vec1) < 0.0f) return false;
- if(CrossProduct2D(vec3-vec1, vect-vec1) > 0.0f) return false;
- if(CrossProduct2D(vec3-vec2, vect-vec2) < 0.0f) return false;
- return true;
-}
-
-// Test if line segment intersects with sphere.
-// If the first point is inside the sphere this test does not register a collision!
-// The code is reversed from the original code and rather ugly, see Process for a clear version.
-// TODO: actually rewrite this mess
-bool
-CCollision::TestLineSphere(const CColLine &line, const CColSphere &sph)
-{
- CVector v01 = line.p1 - line.p0; // vector from p0 to p1
- CVector v0c = sph.center - line.p0; // vector from p0 to center
- float linesq = v01.MagnitudeSqr();
- // I leave in the strange -2 factors even though they serve no real purpose
- float projline = -2.0f * DotProduct(v01, v0c); // project v0c onto line
- // Square of tangent from p0 multiplied by line length so we can compare with projline.
- // The length of the tangent would be this: sqrt((c-p0)^2 - r^2).
- // Negative if p0 is inside the sphere! This breaks the test!
- float tansq = 4.0f * linesq *
- (sph.center.MagnitudeSqr() - 2.0f*DotProduct(sph.center, line.p0) + line.p0.MagnitudeSqr() - sph.radius*sph.radius);
- float diffsq = projline*projline - tansq;
- // if diffsq < 0 that means the line is a passant, so no intersection
- if(diffsq < 0.0f)
- return false;
- // projline (negative in GTA for some reason) is the point on the line
- // in the middle of the two intersection points (startin from p0).
- // sqrt(diffsq) somehow works out to be the distance from that
- // midpoint to the intersection points.
- // So subtract that and get rid of the awkward scaling:
- float f = (-projline - sqrt(diffsq)) / (2.0f*linesq);
- // f should now be in range [0, 1] for [p0, p1]
- return f >= 0.0f && f <= 1.0f;
-}
-
-bool
-CCollision::TestSphereTriangle(const CColSphere &sphere,
- const CVector *verts, const CColTriangle &tri, const CColTrianglePlane &plane)
-{
- // If sphere and plane don't intersect, no collision
- if(fabs(plane.CalcPoint(sphere.center)) > sphere.radius)
- return false;
-
- const CVector &va = verts[tri.a];
- const CVector &vb = verts[tri.b];
- const CVector &vc = verts[tri.c];
-
- // calculate two orthogonal basis vectors for the triangle
- CVector vec2 = vb - va;
- float len = vec2.Magnitude();
- vec2 = vec2 * (1.0f/len);
- CVector vec1 = CrossProduct(vec2, plane.normal);
-
- // We know A has local coordinate [0,0] and B has [0,len].
- // Now calculate coordinates on triangle for these two vectors:
- CVector vac = vc - va;
- CVector vas = sphere.center - va;
- CVector2D b(0.0f, len);
- CVector2D c(DotProduct(vec1, vac), DotProduct(vec2, vac));
- CVector2D s(DotProduct(vec1, vas), DotProduct(vec2, vas));
-
- // The three triangle lines partition the space into 6 sectors,
- // find out in which the center lies.
- int insideAB = CrossProduct2D(s, b) >= 0.0f;
- int insideAC = CrossProduct2D(c, s) >= 0.0f;
- int insideBC = CrossProduct2D(s-b, c-b) >= 0.0f;
-
- int testcase = insideAB + insideAC + insideBC;
- float dist = 0.0f;
- if(testcase == 1){
- // closest to a vertex
- if(insideAB) dist = (sphere.center - vc).Magnitude();
- else if(insideAC) dist = (sphere.center - vb).Magnitude();
- else if(insideBC) dist = (sphere.center - va).Magnitude();
- else assert(0);
- }else if(testcase == 2){
- // closest to an edge
- if(!insideAB) dist = DistToLine(&va, &vb, &sphere.center);
- else if(!insideAC) dist = DistToLine(&va, &vc, &sphere.center);
- else if(!insideBC) dist = DistToLine(&vb, &vc, &sphere.center);
- else assert(0);
- }else if(testcase == 3){
- // center is in triangle
- return true;
- }else
- assert(0); // front fell off
-
- return dist < sphere.radius;
-}
-
-bool
-CCollision::TestLineOfSight(const CColLine &line, const CMatrix &matrix, CColModel &model, bool ignoreSeeThrough)
-{
- static CMatrix matTransform;
- int i;
-
- // transform line to model space
- Invert(matrix, matTransform);
- CColLine newline(matTransform * line.p0, matTransform * line.p1);
-
- // If we don't intersect with the bounding box, no chance on the rest
- if(!TestLineBox(newline, model.boundingBox))
- return false;
-
- for(i = 0; i < model.numSpheres; i++)
- if(!ignoreSeeThrough || model.spheres[i].surface != SURFACE_GLASS && model.spheres[i].surface != SURFACE_SCAFFOLD)
- if(TestLineSphere(newline, model.spheres[i]))
- return true;
-
- for(i = 0; i < model.numBoxes; i++)
- if(!ignoreSeeThrough || model.boxes[i].surface != SURFACE_GLASS && model.boxes[i].surface != SURFACE_SCAFFOLD)
- if(TestLineBox(newline, model.boxes[i]))
- return true;
-
- CalculateTrianglePlanes(&model);
- for(i = 0; i < model.numTriangles; i++)
- if(!ignoreSeeThrough || model.triangles[i].surface != SURFACE_GLASS && model.triangles[i].surface != SURFACE_SCAFFOLD)
- if(TestLineTriangle(newline, model.vertices, model.triangles[i], model.trianglePlanes[i]))
- return true;
-
- return false;
-}
-
-
-//
-// Process
-//
-
-// For Spheres mindist is the squared distance to its center
-// For Lines mindist is between [0,1]
-
-bool
-CCollision::ProcessSphereSphere(const CColSphere &s1, const CColSphere &s2, CColPoint &point, float &mindistsq)
-{
- CVector dist = s1.center - s2.center;
- float d = dist.Magnitude() - s2.radius; // distance from s1's center to s2
- float dc = d < 0.0f ? 0.0f : d; // clamp to zero, i.e. if s1's center is inside s2
- // no collision if sphere is not close enough
- if(mindistsq <= dc*dc || s1.radius <= dc)
- return false;
- dist.Normalise();
- point.point = s1.center - dist*dc;
- point.normal = dist;
- point.surfaceA = s1.surface;
- point.pieceA = s1.piece;
- point.surfaceB = s2.surface;
- point.pieceB = s2.piece;
- point.depth = s1.radius - d; // sphere overlap
- mindistsq = dc*dc; // collision radius
- return true;
-}
-
-bool
-CCollision::ProcessSphereBox(const CColSphere &sph, const CColBox &box, CColPoint &point, float &mindistsq)
-{
- CVector p;
- CVector dist;
-
- // GTA's code is too complicated, uses a huge 3x3x3 if statement
- // we can simplify the structure a lot
-
- // first make sure we have a collision at all
- if(sph.center.x + sph.radius < box.min.x) return false;
- if(sph.center.x - sph.radius > box.max.x) return false;
- if(sph.center.y + sph.radius < box.min.y) return false;
- if(sph.center.y - sph.radius > box.max.y) return false;
- if(sph.center.z + sph.radius < box.min.z) return false;
- if(sph.center.z - sph.radius > box.max.z) return false;
-
- // Now find out where the sphere center lies in relation to all the sides
- int xpos = sph.center.x < box.min.x ? 1 :
- sph.center.x > box.max.x ? 2 :
- 0;
- int ypos = sph.center.y < box.min.y ? 1 :
- sph.center.y > box.max.y ? 2 :
- 0;
- int zpos = sph.center.z < box.min.z ? 1 :
- sph.center.z > box.max.z ? 2 :
- 0;
-
- if(xpos == 0 && ypos == 0 && zpos == 0){
- // sphere is inside the box
- p = (box.min + box.max)*0.5f;
-
- dist = sph.center - p;
- float lensq = dist.MagnitudeSqr();
- if(lensq < mindistsq){
- point.normal = dist * (1.0f/sqrt(lensq));
- point.point = sph.center - point.normal;
- point.surfaceA = sph.surface;
- point.pieceA = sph.piece;
- point.surfaceB = box.surface;
- point.pieceB = box.piece;
-
- // find absolute distance to the closer side in each dimension
- float dx = dist.x > 0.0f ?
- box.max.x - sph.center.x :
- sph.center.x - box.min.x;
- float dy = dist.y > 0.0f ?
- box.max.y - sph.center.y :
- sph.center.y - box.min.y;
- float dz = dist.z > 0.0f ?
- box.max.z - sph.center.z :
- sph.center.z - box.min.z;
- // collision depth is maximum of that:
- if(dx > dy && dx > dz)
- point.depth = dx;
- else if(dy > dz)
- point.depth = dy;
- else
- point.depth = dz;
- return true;
- }
- }else{
- // sphere is outside.
- // closest point on box:
- p.x = xpos == 1 ? box.min.x :
- xpos == 2 ? box.max.x :
- sph.center.x;
- p.y = ypos == 1 ? box.min.y :
- ypos == 2 ? box.max.y :
- sph.center.y;
- p.z = zpos == 1 ? box.min.z :
- zpos == 2 ? box.max.z :
- sph.center.z;
-
- dist = sph.center - p;
- float lensq = dist.MagnitudeSqr();
- if(lensq < mindistsq){
- float len = sqrt(lensq);
- point.point = p;
- point.normal = dist * (1.0f/len);
- point.surfaceA = sph.surface;
- point.pieceA = sph.piece;
- point.surfaceB = box.surface;
- point.pieceB = box.piece;
- point.depth = sph.radius - len;
- mindistsq = lensq;
- return true;
- }
- }
- return false;
-}
-
-bool
-CCollision::ProcessLineBox(const CColLine &line, const CColBox &box, CColPoint &point, float &mindist)
-{
- float mint, t, x, y, z;
- CVector normal;
- CVector p;
-
- mint = 1.0f;
- // check if points are on opposite sides of min x plane
- if((box.min.x - line.p1.x) * (box.min.x - line.p0.x) < 0.0f){
- // parameter along line where we intersect
- t = (box.min.x - line.p0.x) / (line.p1.x - line.p0.x);
- // y of intersection
- y = line.p0.y + (line.p1.y - line.p0.y)*t;
- if(y > box.min.y && y < box.max.y){
- // z of intersection
- z = line.p0.z + (line.p1.z - line.p0.z)*t;
- if(z > box.min.z && z < box.max.z)
- if(t < mint){
- mint = t;
- p = CVector(box.min.x, y, z);
- normal = CVector(-1.0f, 0.0f, 0.0f);
- }
- }
- }
-
- // max x plane
- if((line.p1.x - box.max.x) * (line.p0.x - box.max.x) < 0.0f){
- t = (line.p0.x - box.max.x) / (line.p0.x - line.p1.x);
- y = line.p0.y + (line.p1.y - line.p0.y)*t;
- if(y > box.min.y && y < box.max.y){
- z = line.p0.z + (line.p1.z - line.p0.z)*t;
- if(z > box.min.z && z < box.max.z)
- if(t < mint){
- mint = t;
- p = CVector(box.max.x, y, z);
- normal = CVector(1.0f, 0.0f, 0.0f);
- }
- }
- }
-
- // min y plne
- if((box.min.y - line.p0.y) * (box.min.y - line.p1.y) < 0.0f){
- t = (box.min.y - line.p0.y) / (line.p1.y - line.p0.y);
- x = line.p0.x + (line.p1.x - line.p0.x)*t;
- if(x > box.min.x && x < box.max.x){
- z = line.p0.z + (line.p1.z - line.p0.z)*t;
- if(z > box.min.z && z < box.max.z)
- if(t < mint){
- mint = t;
- p = CVector(x, box.min.y, z);
- normal = CVector(0.0f, -1.0f, 0.0f);
- }
- }
- }
-
- // max y plane
- if((line.p0.y - box.max.y) * (line.p1.y - box.max.y) < 0.0f){
- t = (line.p0.y - box.max.y) / (line.p0.y - line.p1.y);
- x = line.p0.x + (line.p1.x - line.p0.x)*t;
- if(x > box.min.x && x < box.max.x){
- z = line.p0.z + (line.p1.z - line.p0.z)*t;
- if(z > box.min.z && z < box.max.z)
- if(t < mint){
- mint = t;
- p = CVector(x, box.max.y, z);
- normal = CVector(0.0f, 1.0f, 0.0f);
- }
- }
- }
-
- // min z plne
- if((box.min.z - line.p0.z) * (box.min.z - line.p1.z) < 0.0f){
- t = (box.min.z - line.p0.z) / (line.p1.z - line.p0.z);
- x = line.p0.x + (line.p1.x - line.p0.x)*t;
- if(x > box.min.x && x < box.max.x){
- y = line.p0.y + (line.p1.y - line.p0.y)*t;
- if(y > box.min.y && y < box.max.y)
- if(t < mint){
- mint = t;
- p = CVector(x, y, box.min.z);
- normal = CVector(0.0f, 0.0f, -1.0f);
- }
- }
- }
-
- // max z plane
- if((line.p0.z - box.max.z) * (line.p1.z - box.max.z) < 0.0f){
- t = (line.p0.z - box.max.z) / (line.p0.z - line.p1.z);
- x = line.p0.x + (line.p1.x - line.p0.x)*t;
- if(x > box.min.x && x < box.max.x){
- y = line.p0.y + (line.p1.y - line.p0.y)*t;
- if(y > box.min.y && y < box.max.y)
- if(t < mint){
- mint = t;
- p = CVector(x, y, box.max.z);
- normal = CVector(0.0f, 0.0f, 1.0f);
- }
- }
- }
-
- if(mint >= mindist)
- return false;
-
- point.point = p;
- point.normal = normal;
- point.surfaceA = 0;
- point.pieceA = 0;
- point.surfaceB = box.surface;
- point.pieceB = box.piece;
- mindist = mint;
-
- return true;
-}
-
-// If line.p0 lies inside sphere, no collision is registered.
-bool
-CCollision::ProcessLineSphere(const CColLine &line, const CColSphere &sphere, CColPoint &point, float &mindist)
-{
- CVector v01 = line.p1 - line.p0;
- CVector v0c = sphere.center - line.p0;
- float linesq = v01.MagnitudeSqr();
- // project v0c onto v01, scaled by |v01| this is the midpoint of the two intersections
- float projline = DotProduct(v01, v0c);
- // tangent of p0 to sphere, scaled by linesq just like projline^2
- float tansq = (v0c.MagnitudeSqr() - sphere.radius*sphere.radius) * linesq;
- // this works out to be the square of the distance between the midpoint and the intersections
- float diffsq = projline*projline - tansq;
- // no intersection
- if(diffsq < 0.0f)
- return false;
- // point of first intersection, in range [0,1] between p0 and p1
- float t = (projline - sqrt(diffsq)) / linesq;
- // if not on line or beyond mindist, no intersection
- if(t < 0.0f || t > 1.0f || t >= mindist)
- return false;
- point.point = line.p0 + v01*t;
- point.normal = point.point - sphere.center;
- point.normal.Normalise();
- point.surfaceA = 0;
- point.pieceA = 0;
- point.surfaceB = sphere.surface;
- point.pieceB = sphere.piece;
- mindist = t;
- return true;
-}
-
-bool
-CCollision::ProcessVerticalLineTriangle(const CColLine &line,
- const CVector *verts, const CColTriangle &tri, const CColTrianglePlane &plane,
- CColPoint &point, float &mindist, CStoredCollPoly *poly)
-{
- float t;
- CVector normal;
-
- const CVector &p0 = line.p0;
- const CVector &va = verts[tri.a];
- const CVector &vb = verts[tri.b];
- const CVector &vc = verts[tri.c];
-
- // early out bound rect test
- if(p0.x < va.x && p0.x < vb.x && p0.x < vc.x) return false;
- if(p0.x > va.x && p0.x > vb.x && p0.x > vc.x) return false;
- if(p0.y < va.y && p0.y < vb.y && p0.y < vc.y) return false;
- if(p0.y > va.y && p0.y > vb.y && p0.y > vc.y) return false;
-
- plane.GetNormal(normal);
- // if points are on the same side, no collision
- if(plane.CalcPoint(p0) * plane.CalcPoint(line.p1) > 0.0f)
- return false;
-
- // intersection parameter on line
- float h = (line.p1 - p0).z;
- t = -plane.CalcPoint(p0) / (h * normal.z);
- // early out if we're beyond the mindist
- if(t >= mindist)
- return false;
- CVector p(p0.x, p0.y, p0.z + h*t);
-
- CVector2D vec1, vec2, vec3, vect;
- switch(plane.dir){
- case DIR_X_POS:
- vec1.x = va.y; vec1.y = va.z;
- vec2.x = vc.y; vec2.y = vc.z;
- vec3.x = vb.y; vec3.y = vb.z;
- vect.x = p.y; vect.y = p.z;
- break;
- case DIR_X_NEG:
- vec1.x = va.y; vec1.y = va.z;
- vec2.x = vb.y; vec2.y = vb.z;
- vec3.x = vc.y; vec3.y = vc.z;
- vect.x = p.y; vect.y = p.z;
- break;
- case DIR_Y_POS:
- vec1.x = va.z; vec1.y = va.x;
- vec2.x = vc.z; vec2.y = vc.x;
- vec3.x = vb.z; vec3.y = vb.x;
- vect.x = p.z; vect.y = p.x;
- break;
- case DIR_Y_NEG:
- vec1.x = va.z; vec1.y = va.x;
- vec2.x = vb.z; vec2.y = vb.x;
- vec3.x = vc.z; vec3.y = vc.x;
- vect.x = p.z; vect.y = p.x;
- break;
- case DIR_Z_POS:
- vec1.x = va.x; vec1.y = va.y;
- vec2.x = vc.x; vec2.y = vc.y;
- vec3.x = vb.x; vec3.y = vb.y;
- vect.x = p.x; vect.y = p.y;
- break;
- case DIR_Z_NEG:
- vec1.x = va.x; vec1.y = va.y;
- vec2.x = vb.x; vec2.y = vb.y;
- vec3.x = vc.x; vec3.y = vc.y;
- vect.x = p.x; vect.y = p.y;
- break;
- default:
- assert(0);
- }
- if(CrossProduct2D(vec2-vec1, vect-vec1) < 0.0f) return false;
- if(CrossProduct2D(vec3-vec1, vect-vec1) > 0.0f) return false;
- if(CrossProduct2D(vec3-vec2, vect-vec2) < 0.0f) return false;
- point.point = p;
- point.normal = normal;
- point.surfaceA = 0;
- point.pieceA = 0;
- point.surfaceB = tri.surface;
- point.pieceB = 0;
- if(poly){
- poly->verts[0] = va;
- poly->verts[1] = vb;
- poly->verts[2] = vc;
- poly->valid = true;
- }
- mindist = t;
- return true;
-}
-
-bool
-CCollision::ProcessLineTriangle(const CColLine &line ,
- const CVector *verts, const CColTriangle &tri, const CColTrianglePlane &plane,
- CColPoint &point, float &mindist)
-{
- float t;
- CVector normal;
- plane.GetNormal(normal);
-
- // if points are on the same side, no collision
- if(plane.CalcPoint(line.p0) * plane.CalcPoint(line.p1) > 0.0f)
- return false;
-
- // intersection parameter on line
- t = -plane.CalcPoint(line.p0) / DotProduct(line.p1 - line.p0, normal);
- // early out if we're beyond the mindist
- if(t >= mindist)
- return false;
- // find point of intersection
- CVector p = line.p0 + (line.p1-line.p0)*t;
-
- const CVector &va = verts[tri.a];
- const CVector &vb = verts[tri.b];
- const CVector &vc = verts[tri.c];
- CVector2D vec1, vec2, vec3, vect;
-
- switch(plane.dir){
- case DIR_X_POS:
- vec1.x = va.y; vec1.y = va.z;
- vec2.x = vc.y; vec2.y = vc.z;
- vec3.x = vb.y; vec3.y = vb.z;
- vect.x = p.y; vect.y = p.z;
- break;
- case DIR_X_NEG:
- vec1.x = va.y; vec1.y = va.z;
- vec2.x = vb.y; vec2.y = vb.z;
- vec3.x = vc.y; vec3.y = vc.z;
- vect.x = p.y; vect.y = p.z;
- break;
- case DIR_Y_POS:
- vec1.x = va.z; vec1.y = va.x;
- vec2.x = vc.z; vec2.y = vc.x;
- vec3.x = vb.z; vec3.y = vb.x;
- vect.x = p.z; vect.y = p.x;
- break;
- case DIR_Y_NEG:
- vec1.x = va.z; vec1.y = va.x;
- vec2.x = vb.z; vec2.y = vb.x;
- vec3.x = vc.z; vec3.y = vc.x;
- vect.x = p.z; vect.y = p.x;
- break;
- case DIR_Z_POS:
- vec1.x = va.x; vec1.y = va.y;
- vec2.x = vc.x; vec2.y = vc.y;
- vec3.x = vb.x; vec3.y = vb.y;
- vect.x = p.x; vect.y = p.y;
- break;
- case DIR_Z_NEG:
- vec1.x = va.x; vec1.y = va.y;
- vec2.x = vb.x; vec2.y = vb.y;
- vec3.x = vc.x; vec3.y = vc.y;
- vect.x = p.x; vect.y = p.y;
- break;
- default:
- assert(0);
- }
- if(CrossProduct2D(vec2-vec1, vect-vec1) < 0.0f) return false;
- if(CrossProduct2D(vec3-vec1, vect-vec1) > 0.0f) return false;
- if(CrossProduct2D(vec3-vec2, vect-vec2) < 0.0f) return false;
- point.point = p;
- point.normal = normal;
- point.surfaceA = 0;
- point.pieceA = 0;
- point.surfaceB = tri.surface;
- point.pieceB = 0;
- mindist = t;
- return true;
-}
-
-bool
-CCollision::ProcessSphereTriangle(const CColSphere &sphere,
- const CVector *verts, const CColTriangle &tri, const CColTrianglePlane &plane,
- CColPoint &point, float &mindistsq)
-{
- // If sphere and plane don't intersect, no collision
- float planedist = plane.CalcPoint(sphere.center);
- float distsq = planedist*planedist;
- if(fabs(planedist) > sphere.radius || distsq > mindistsq)
- return false;
-
- const CVector &va = verts[tri.a];
- const CVector &vb = verts[tri.b];
- const CVector &vc = verts[tri.c];
-
- // calculate two orthogonal basis vectors for the triangle
- CVector normal;
- plane.GetNormal(normal);
- CVector vec2 = vb - va;
- float len = vec2.Magnitude();
- vec2 = vec2 * (1.0f/len);
- CVector vec1 = CrossProduct(vec2, normal);
-
- // We know A has local coordinate [0,0] and B has [0,len].
- // Now calculate coordinates on triangle for these two vectors:
- CVector vac = vc - va;
- CVector vas = sphere.center - va;
- CVector2D b(0.0f, len);
- CVector2D c(DotProduct(vec1, vac), DotProduct(vec2, vac));
- CVector2D s(DotProduct(vec1, vas), DotProduct(vec2, vas));
-
- // The three triangle lines partition the space into 6 sectors,
- // find out in which the center lies.
- int insideAB = CrossProduct2D(s, b) >= 0.0f;
- int insideAC = CrossProduct2D(c, s) >= 0.0f;
- int insideBC = CrossProduct2D(s-b, c-b) >= 0.0f;
-
- int testcase = insideAB + insideAC + insideBC;
- float dist = 0.0f;
- CVector p;
- if(testcase == 1){
- // closest to a vertex
- if(insideAB) p = vc;
- else if(insideAC) p = vb;
- else if(insideBC) p = va;
- else assert(0);
- dist = (sphere.center - p).Magnitude();
- }else if(testcase == 2){
- // closest to an edge
- if(!insideAB) dist = DistToLine(&va, &vb, &sphere.center, p);
- else if(!insideAC) dist = DistToLine(&va, &vc, &sphere.center, p);
- else if(!insideBC) dist = DistToLine(&vb, &vc, &sphere.center, p);
- else assert(0);
- }else if(testcase == 3){
- // center is in triangle
- dist = fabs(planedist);
- p = sphere.center - normal*planedist;
- }else
- assert(0); // front fell off
-
- if(dist >= sphere.radius || dist*dist >= mindistsq)
- return false;
-
- point.point = p;
- point.normal = sphere.center - p;
- point.normal.Normalise();
- point.surfaceA = sphere.surface;
- point.pieceA = sphere.piece;
- point.surfaceB = tri.surface;
- point.pieceB = 0;
- point.depth = sphere.radius - dist;
- mindistsq = dist*dist;
- return true;
-}
-
-bool
-CCollision::ProcessLineOfSight(const CColLine &line,
- const CMatrix &matrix, CColModel &model,
- CColPoint &point, float &mindist, bool ignoreSeeThrough)
-{
- static CMatrix matTransform;
- int i;
-
- // transform line to model space
- Invert(matrix, matTransform);
- CColLine newline(matTransform * line.p0, matTransform * line.p1);
-
- // If we don't intersect with the bounding box, no chance on the rest
- if(!TestLineBox(newline, model.boundingBox))
- return false;
-
- float coldist = mindist;
- for(i = 0; i < model.numSpheres; i++)
- if(!ignoreSeeThrough || model.spheres[i].surface != SURFACE_GLASS && model.spheres[i].surface != SURFACE_SCAFFOLD)
- ProcessLineSphere(newline, model.spheres[i], point, coldist);
-
- for(i = 0; i < model.numBoxes; i++)
- if(!ignoreSeeThrough || model.boxes[i].surface != SURFACE_GLASS && model.boxes[i].surface != SURFACE_SCAFFOLD)
- ProcessLineBox(newline, model.boxes[i], point, coldist);
-
- CalculateTrianglePlanes(&model);
- for(i = 0; i < model.numTriangles; i++)
- if(!ignoreSeeThrough || model.triangles[i].surface != SURFACE_GLASS && model.triangles[i].surface != SURFACE_SCAFFOLD)
- ProcessLineTriangle(newline, model.vertices, model.triangles[i], model.trianglePlanes[i], point, coldist);
-
- if(coldist < mindist){
- point.point = matrix * point.point;
- point.normal = Multiply3x3(matrix, point.normal);
- mindist = coldist;
- return true;
- }
- return false;
-}
-
-bool
-CCollision::ProcessVerticalLine(const CColLine &line,
- const CMatrix &matrix, CColModel &model,
- CColPoint &point, float &mindist, bool ignoreSeeThrough, CStoredCollPoly *poly)
-{
- static CStoredCollPoly TempStoredPoly;
- int i;
-
- // transform line to model space
- // Why does the game seem to do this differently than above?
- CColLine newline(MultiplyInverse(matrix, line.p0), MultiplyInverse(matrix, line.p1));
- newline.p1.x = newline.p0.x;
- newline.p1.y = newline.p0.y;
-
- if(!TestVerticalLineBox(newline, model.boundingBox))
- return false;
-
- float coldist = mindist;
- for(i = 0; i < model.numSpheres; i++)
- if(!ignoreSeeThrough || model.spheres[i].surface != SURFACE_GLASS && model.spheres[i].surface != SURFACE_SCAFFOLD)
- ProcessLineSphere(newline, model.spheres[i], point, coldist);
-
- for(i = 0; i < model.numBoxes; i++)
- if(!ignoreSeeThrough || model.boxes[i].surface != SURFACE_GLASS && model.boxes[i].surface != SURFACE_SCAFFOLD)
- ProcessLineBox(newline, model.boxes[i], point, coldist);
-
- CalculateTrianglePlanes(&model);
- TempStoredPoly.valid = false;
- for(i = 0; i < model.numTriangles; i++)
- if(!ignoreSeeThrough || model.triangles[i].surface != SURFACE_GLASS && model.triangles[i].surface != SURFACE_SCAFFOLD)
- ProcessVerticalLineTriangle(newline, model.vertices, model.triangles[i], model.trianglePlanes[i], point, coldist, &TempStoredPoly);
-
- if(coldist < mindist){
- point.point = matrix * point.point;
- point.normal = Multiply3x3(matrix, point.normal);
- if(poly && TempStoredPoly.valid){
- *poly = TempStoredPoly;
- poly->verts[0] = matrix * poly->verts[0];
- poly->verts[1] = matrix * poly->verts[1];
- poly->verts[2] = matrix * poly->verts[2];
- }
- mindist = coldist;
- return true;
- }
- return false;
-}
-
-enum {
- MAXNUMSPHERES = 128,
- MAXNUMBOXES = 32,
- MAXNUMLINES = 16,
- MAXNUMTRIS = 600
-};
-
-// This checks model A's spheres and lines against model B's spheres, boxes and triangles.
-// Returns the number of A's spheres that collide.
-// Returned ColPoints are in world space.
-// NB: lines do not seem to be supported very well, use with caution
-int32
-CCollision::ProcessColModels(const CMatrix &matrixA, CColModel &modelA,
- const CMatrix &matrixB, CColModel &modelB,
- CColPoint *spherepoints, CColPoint *linepoints, float *linedists)
-{
- static int aSphereIndicesA[MAXNUMSPHERES];
- static int aLineIndicesA[MAXNUMLINES];
- static int aSphereIndicesB[MAXNUMSPHERES];
- static int aBoxIndicesB[MAXNUMBOXES];
- static int aTriangleIndicesB[MAXNUMTRIS];
- static bool aCollided[MAXNUMLINES];
- static CColSphere aSpheresA[MAXNUMSPHERES];
- static CColLine aLinesA[MAXNUMLINES];
- static CMatrix matAB, matBA;
- CColSphere s;
- int i, j;
-
- assert(modelA.numSpheres <= MAXNUMSPHERES);
- assert(modelA.numLines <= MAXNUMLINES);
-
- // From model A space to model B space
- matAB = Invert(matrixB, matAB) * matrixA;
-
- CColSphere bsphereAB; // bounding sphere of A in B space
- bsphereAB.Set(modelA.boundingSphere.radius, matAB * modelA.boundingSphere.center);
- if(!TestSphereBox(bsphereAB, modelB.boundingBox))
- return 0;
- // B to A space
- matBA = Invert(matrixA, matBA) * matrixB;
-
- // transform modelA's spheres and lines to B space
- for(i = 0; i < modelA.numSpheres; i++){
- CColSphere &s = modelA.spheres[i];
- aSpheresA[i].Set(s.radius, matAB * s.center, s.surface, s.piece);
- }
- for(i = 0; i < modelA.numLines; i++)
- aLinesA[i].Set(matAB * modelA.lines[i].p0, matAB * modelA.lines[i].p1);
-
- // Test them against model B's bounding volumes
- int numSpheresA = 0;
- int numLinesA = 0;
- for(i = 0; i < modelA.numSpheres; i++)
- if(TestSphereBox(aSpheresA[i], modelB.boundingBox))
- aSphereIndicesA[numSpheresA++] = i;
- // no actual check???
- for(i = 0; i < modelA.numLines; i++)
- aLineIndicesA[numLinesA++] = i;
- // No collision
- if(numSpheresA == 0 && numLinesA == 0)
- return 0;
-
- // Check model B against A's bounding volumes
- int numSpheresB = 0;
- int numBoxesB = 0;
- int numTrianglesB = 0;
- for(i = 0; i < modelB.numSpheres; i++){
- s.Set(modelB.spheres[i].radius, matBA * modelB.spheres[i].center);
- if(TestSphereBox(s, modelA.boundingBox))
- aSphereIndicesB[numSpheresB++] = i;
- }
- for(i = 0; i < modelB.numBoxes; i++)
- if(TestSphereBox(bsphereAB, modelB.boxes[i]))
- aBoxIndicesB[numBoxesB++] = i;
- CalculateTrianglePlanes(&modelB);
- for(i = 0; i < modelB.numTriangles; i++)
- if(TestSphereTriangle(bsphereAB, modelB.vertices, modelB.triangles[i], modelB.trianglePlanes[i]))
- aTriangleIndicesB[numTrianglesB++] = i;
- assert(numSpheresB <= MAXNUMSPHERES);
- assert(numBoxesB <= MAXNUMBOXES);
- assert(numTrianglesB <= MAXNUMTRIS);
- // No collision
- if(numSpheresB == 0 && numBoxesB == 0 && numTrianglesB == 0)
- return 0;
-
- // We now have the collision volumes in A and B that are worth processing.
-
- // Process A's spheres against B's collision volumes
- int numCollisions = 0;
- for(i = 0; i < numSpheresA; i++){
- float coldist = 1.0e24f;
- bool hasCollided = false;
-
- for(j = 0; j < numSpheresB; j++)
- hasCollided |= ProcessSphereSphere(
- aSpheresA[aSphereIndicesA[i]],
- modelB.spheres[aSphereIndicesB[j]],
- spherepoints[numCollisions], coldist);
- for(j = 0; j < numBoxesB; j++)
- hasCollided |= ProcessSphereBox(
- aSpheresA[aSphereIndicesA[i]],
- modelB.boxes[aBoxIndicesB[j]],
- spherepoints[numCollisions], coldist);
- for(j = 0; j < numTrianglesB; j++)
- hasCollided |= ProcessSphereTriangle(
- aSpheresA[aSphereIndicesA[i]],
- modelB.vertices,
- modelB.triangles[aTriangleIndicesB[j]],
- modelB.trianglePlanes[aTriangleIndicesB[j]],
- spherepoints[numCollisions], coldist);
- if(hasCollided)
- numCollisions++;
- }
- for(i = 0; i < numCollisions; i++){
- spherepoints[i].point = matrixB * spherepoints[i].point;
- spherepoints[i].normal = Multiply3x3(matrixB, spherepoints[i].normal);
- }
-
- // And the same thing for the lines in A
- for(i = 0; i < numLinesA; i++){
- aCollided[i] = false;
-
- for(j = 0; j < numSpheresB; j++)
- aCollided[i] |= ProcessLineSphere(
- aLinesA[aLineIndicesA[i]],
- modelB.spheres[aSphereIndicesB[j]],
- linepoints[aLineIndicesA[i]],
- linedists[aLineIndicesA[i]]);
- for(j = 0; j < numBoxesB; j++)
- aCollided[i] |= ProcessLineBox(
- aLinesA[aLineIndicesA[i]],
- modelB.boxes[aBoxIndicesB[j]],
- linepoints[aLineIndicesA[i]],
- linedists[aLineIndicesA[i]]);
- for(j = 0; j < numTrianglesB; j++)
- aCollided[i] |= ProcessLineTriangle(
- aLinesA[aLineIndicesA[i]],
- modelB.vertices,
- modelB.triangles[aTriangleIndicesB[j]],
- modelB.trianglePlanes[aTriangleIndicesB[j]],
- linepoints[aLineIndicesA[i]],
- linedists[aLineIndicesA[i]]);
- }
- for(i = 0; i < numLinesA; i++)
- if(aCollided[i]){
- j = aLineIndicesA[i];
- linepoints[j].point = matrixB * linepoints[j].point;
- linepoints[j].normal = Multiply3x3(matrixB, linepoints[j].normal);
- }
-
- return numCollisions; // sphere collisions
-}
-
-
-//
-// Misc
-//
-
-float
-CCollision::DistToLine(const CVector *l0, const CVector *l1, const CVector *point)
-{
- float lensq = (*l1 - *l0).MagnitudeSqr();
- float dot = DotProduct(*point - *l0, *l1 - *l0);
- // Between 0 and len we're above the line.
- // if not, calculate distance to endpoint
- if(dot <= 0.0f)
- return (*point - *l0).Magnitude();
- if(dot >= lensq)
- return (*point - *l1).Magnitude();
- // distance to line
- return sqrt((*point - *l0).MagnitudeSqr() - dot*dot/lensq);
-}
-
-// same as above but also return the point on the line
-float
-CCollision::DistToLine(const CVector *l0, const CVector *l1, const CVector *point, CVector &closest)
-{
- float lensq = (*l1 - *l0).MagnitudeSqr();
- float dot = DotProduct(*point - *l0, *l1 - *l0);
- // find out which point we're closest to
- if(dot <= 0.0f)
- closest = *l0;
- else if(dot >= lensq)
- closest = *l1;
- else
- closest = *l0 + (*l1 - *l0)*(dot/lensq);
- // this is the distance
- return (*point - closest).Magnitude();
-}
-
-void
-CCollision::CalculateTrianglePlanes(CColModel *model)
-{
- if(model->numTriangles == 0)
- return;
-
- CLink<CColModel*> *lptr;
- if(model->trianglePlanes){
- // re-insert at front so it's not removed again soon
- lptr = model->GetLinkPtr();
- lptr->Remove();
- ms_colModelCache.head.Insert(lptr);
- }else{
- assert(model);
- lptr = ms_colModelCache.Insert(model);
- if(lptr == nil){
- // make room if we have to, remove last in list
- lptr = ms_colModelCache.tail.prev;
- assert(lptr);
- assert(lptr->item);
- lptr->item->RemoveTrianglePlanes();
- ms_colModelCache.Remove(lptr);
- // now this cannot fail
- lptr = ms_colModelCache.Insert(model);
- assert(lptr);
- }
- model->CalculateTrianglePlanes();
- model->SetLinkPtr(lptr);
- }
-}
-
-void
-CCollision::DrawColModel(const CMatrix &mat, const CColModel &colModel)
-{
-}
-
-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;
- RwImVertexIndex *iptr;
- RwIm3DVertex *vptr;
-
- RenderBuffer::ClearRenderBuffer();
- RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)TRUE);
- RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)TRUE);
- RwRenderStateSet(rwRENDERSTATESRCBLEND, (void*)rwBLENDSRCALPHA);
- RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)rwBLENDINVSRCALPHA);
- RwRenderStateSet(rwRENDERSTATETEXTURERASTER, nil);
-extern int gDbgSurf;
-
- for(i = 0; i < colModel.numTriangles; i++){
- colModel.GetTrianglePoint(verts[0], colModel.triangles[i].a);
- colModel.GetTrianglePoint(verts[1], colModel.triangles[i].b);
- colModel.GetTrianglePoint(verts[2], colModel.triangles[i].c);
- verts[0] = mat * verts[0];
- verts[1] = mat * verts[1];
- verts[2] = mat * verts[2];
-
- // TODO: surface
- 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;
- }
-
- // TODO: make some surface types flicker?
-//if(s != gDbgSurf) continue;
-
- if(s > SURFACE_32){
- r = CGeneral::GetRandomNumber();
- g = CGeneral::GetRandomNumber();
- b = CGeneral::GetRandomNumber();
- printf("Illegal surfacetype:%d on MI:%d\n", s, id);
- }
-
- RenderBuffer::StartStoring(6, 3, &iptr, &vptr);
- RwIm3DVertexSetRGBA(&vptr[0], r, g, b, 255);
- RwIm3DVertexSetRGBA(&vptr[1], r, g, b, 255);
- RwIm3DVertexSetRGBA(&vptr[2], r, g, b, 255);
- RwIm3DVertexSetU(&vptr[0], 0.0f);
- RwIm3DVertexSetV(&vptr[0], 0.0f);
- RwIm3DVertexSetU(&vptr[1], 0.0f);
- RwIm3DVertexSetV(&vptr[1], 1.0f);
- RwIm3DVertexSetU(&vptr[2], 1.0f);
- RwIm3DVertexSetV(&vptr[2], 1.0f);
- RwIm3DVertexSetPos(&vptr[0], verts[0].x, verts[0].y, verts[0].z);
- RwIm3DVertexSetPos(&vptr[1], verts[1].x, verts[1].y, verts[1].z);
- RwIm3DVertexSetPos(&vptr[2], verts[2].x, verts[2].y, verts[2].z);
- iptr[0] = 0; iptr[1] = 1; iptr[2] = 2;
- iptr[3] = 0; iptr[4] = 2; iptr[5] = 1;
- RenderBuffer::StopStoring();
- }
-
- for(i = 0; i < colModel.numBoxes; i++){
- min = colModel.boxes[i].min;
- max = colModel.boxes[i].max;
-
- verts[0] = mat * CVector(min.x, min.y, min.z);
- verts[1] = mat * CVector(min.x, min.y, max.z);
- verts[2] = mat * CVector(min.x, max.y, min.z);
- verts[3] = mat * CVector(min.x, max.y, max.z);
- verts[4] = mat * CVector(max.x, min.y, min.z);
- verts[5] = mat * CVector(max.x, min.y, max.z);
- verts[6] = mat * CVector(max.x, max.y, min.z);
- 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;
- }
-
- // TODO: make some surface types flicker?
-//if(s != gDbgSurf) continue;
-
- RenderBuffer::StartStoring(36, 8, &iptr, &vptr);
- RwIm3DVertexSetRGBA(&vptr[0], r, g, b, 255);
- RwIm3DVertexSetRGBA(&vptr[1], r, g, b, 255);
- RwIm3DVertexSetRGBA(&vptr[2], r, g, b, 255);
- RwIm3DVertexSetRGBA(&vptr[3], r, g, b, 255);
- RwIm3DVertexSetRGBA(&vptr[4], r, g, b, 255);
- RwIm3DVertexSetRGBA(&vptr[5], r, g, b, 255);
- RwIm3DVertexSetRGBA(&vptr[6], r, g, b, 255);
- RwIm3DVertexSetRGBA(&vptr[7], r, g, b, 255);
- RwIm3DVertexSetU(&vptr[0], 0.0f);
- RwIm3DVertexSetV(&vptr[0], 0.0f);
- RwIm3DVertexSetU(&vptr[1], 0.0f);
- RwIm3DVertexSetV(&vptr[1], 1.0f);
- RwIm3DVertexSetU(&vptr[2], 1.0f);
- RwIm3DVertexSetV(&vptr[2], 1.0f);
- RwIm3DVertexSetU(&vptr[3], 0.0f);
- RwIm3DVertexSetV(&vptr[3], 0.0f);
- RwIm3DVertexSetU(&vptr[4], 0.0f);
- RwIm3DVertexSetV(&vptr[4], 1.0f);
- RwIm3DVertexSetU(&vptr[5], 1.0f);
- RwIm3DVertexSetV(&vptr[5], 1.0f);
- RwIm3DVertexSetU(&vptr[6], 0.0f);
- RwIm3DVertexSetV(&vptr[6], 1.0f);
- RwIm3DVertexSetU(&vptr[7], 1.0f);
- RwIm3DVertexSetV(&vptr[7], 1.0f);
- RwIm3DVertexSetPos(&vptr[0], verts[0].x, verts[0].y, verts[0].z);
- RwIm3DVertexSetPos(&vptr[1], verts[1].x, verts[1].y, verts[1].z);
- RwIm3DVertexSetPos(&vptr[2], verts[2].x, verts[2].y, verts[2].z);
- RwIm3DVertexSetPos(&vptr[3], verts[3].x, verts[3].y, verts[3].z);
- RwIm3DVertexSetPos(&vptr[4], verts[4].x, verts[4].y, verts[4].z);
- RwIm3DVertexSetPos(&vptr[5], verts[5].x, verts[5].y, verts[5].z);
- RwIm3DVertexSetPos(&vptr[6], verts[6].x, verts[6].y, verts[6].z);
- RwIm3DVertexSetPos(&vptr[7], verts[7].x, verts[7].y, verts[7].z);
- iptr[0] = 0; iptr[1] = 1; iptr[2] = 2;
- iptr[3] = 1; iptr[4] = 3; iptr[5] = 2;
- iptr[6] = 1; iptr[7] = 5; iptr[8] = 7;
- iptr[9] = 1; iptr[10] = 7; iptr[11] = 3;
- iptr[12] = 2; iptr[13] = 3; iptr[14] = 7;
- iptr[15] = 2; iptr[16] = 7; iptr[17] = 6;
- iptr[18] = 0; iptr[19] = 5; iptr[20] = 1;
- iptr[21] = 0; iptr[22] = 4; iptr[23] = 5;
- iptr[24] = 0; iptr[25] = 2; iptr[26] = 4;
- iptr[27] = 2; iptr[28] = 6; iptr[29] = 4;
- iptr[30] = 4; iptr[31] = 6; iptr[32] = 7;
- iptr[33] = 4; iptr[34] = 7; iptr[35] = 5;
- RenderBuffer::StopStoring();
- }
-
- RenderBuffer::RenderStuffInBuffer();
- RwRenderStateSet(rwRENDERSTATESRCBLEND, (void*)rwBLENDSRCALPHA);
- RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)rwBLENDINVSRCALPHA);
- 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;
-}
-
-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 CVector *, int a, int b, int c, uint8 surf, uint8 piece)
-{
- this->a = a;
- this->b = b;
- this->c = c;
- this->surface = surf;
-}
-
-void
-CColTrianglePlane::Set(const CVector *v, CColTriangle &tri)
-{
- 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);
- CVector an(fabs(normal.x), fabs(normal.y), fabs(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;
-}
-
-CColModel::CColModel(void)
-{
- numSpheres = 0;
- spheres = nil;
- numLines = 0;
- lines = nil;
- numBoxes = 0;
- boxes = nil;
- numTriangles = 0;
- vertices = nil;
- triangles = nil;
- trianglePlanes = nil;
- level = CGame::currLevel;
- ownsCollisionVolumes = true;
-}
-
-CColModel::~CColModel(void)
-{
- RemoveCollisionVolumes();
- RemoveTrianglePlanes();
-}
-
-void
-CColModel::RemoveCollisionVolumes(void)
-{
- if(ownsCollisionVolumes){
- RwFree(spheres);
- RwFree(lines);
- RwFree(boxes);
- RwFree(vertices);
- RwFree(triangles);
- }
- 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];
-}
-
-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)
- other.triangles[i].a = numVerts;
- if(other.triangles[i].b > numVerts)
- other.triangles[i].b = numVerts;
- if(other.triangles[i].c > numVerts)
- other.triangles[i].c = numVerts;
- }
- numVerts++;
- if(vertices)
- RwFree(vertices);
- if(numVerts){
- vertices = (CVector*)RwMalloc(numVerts*sizeof(CVector));
- 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;
-}
-
-STARTPATCHES
- InjectHook(0x4B9C30, (CMatrix& (*)(const CMatrix &src, CMatrix &dst))Invert, PATCH_JUMP);
-
- InjectHook(0x40B380, CCollision::Init, PATCH_JUMP);
- InjectHook(0x40B3A0, CCollision::Shutdown, PATCH_JUMP);
- InjectHook(0x40B3B0, CCollision::Update, PATCH_JUMP);
- InjectHook(0x40B5B0, CCollision::LoadCollisionWhenINeedIt, PATCH_JUMP);
- InjectHook(0x40B900, CCollision::SortOutCollisionAfterLoad, PATCH_JUMP);
-
- InjectHook(0x40BB70, CCollision::TestSphereBox, PATCH_JUMP);
- InjectHook(0x40E130, CCollision::TestLineBox, PATCH_JUMP);
- InjectHook(0x40E5C0, CCollision::TestVerticalLineBox, PATCH_JUMP);
- InjectHook(0x40EC10, CCollision::TestLineTriangle, PATCH_JUMP);
- InjectHook(0x40DAA0, CCollision::TestLineSphere, PATCH_JUMP);
- InjectHook(0x40C580, CCollision::TestSphereTriangle, PATCH_JUMP);
- InjectHook(0x40F720, CCollision::TestLineOfSight, PATCH_JUMP);
-
- InjectHook(0x40B9F0, CCollision::ProcessSphereSphere, PATCH_JUMP);
- InjectHook(0x40BC00, CCollision::ProcessSphereBox, PATCH_JUMP);
- InjectHook(0x40E670, CCollision::ProcessLineBox, PATCH_JUMP);
- InjectHook(0x40DE80, CCollision::ProcessLineSphere, PATCH_JUMP);
- InjectHook(0x40FB50, CCollision::ProcessVerticalLineTriangle, PATCH_JUMP);
- InjectHook(0x40F140, CCollision::ProcessLineTriangle, PATCH_JUMP);
- InjectHook(0x40CE30, CCollision::ProcessSphereTriangle, PATCH_JUMP);
-
- InjectHook(0x40F910, CCollision::ProcessLineOfSight, PATCH_JUMP);
- InjectHook(0x410120, CCollision::ProcessVerticalLine, PATCH_JUMP);
- InjectHook(0x410BE0, CCollision::ProcessColModels, PATCH_JUMP);
-
- InjectHook(0x40B960, CCollision::CalculateTrianglePlanes, PATCH_JUMP);
- InjectHook(0x411640, &CLink<CColModel*>::Remove, PATCH_JUMP);
- InjectHook(0x411620, &CLink<CColModel*>::Insert, PATCH_JUMP);
- InjectHook(0x4115C0, &CLinkList<CColModel*>::Insert, PATCH_JUMP);
- InjectHook(0x411600, &CLinkList<CColModel*>::Remove, PATCH_JUMP);
-// InjectHook(0x411530, &CLinkList<CColModel*>::Init, PATCH_JUMP);
-
- InjectHook(0x411E40, (void (CColSphere::*)(float, const CVector&, uint8, uint8))&CColSphere::Set, PATCH_JUMP);
- InjectHook(0x40B2A0, &CColBox::Set, PATCH_JUMP);
- InjectHook(0x40B320, &CColLine::ctor, PATCH_JUMP);
- InjectHook(0x40B350, &CColLine::Set, PATCH_JUMP);
- InjectHook(0x411E70, &CColTriangle::Set, PATCH_JUMP);
-
- InjectHook(0x411EA0, &CColTrianglePlane::Set, PATCH_JUMP);
- InjectHook(0x412140, &CColTrianglePlane::GetNormal, PATCH_JUMP);
-
- InjectHook(0x411680, &CColModel::ctor, PATCH_JUMP);
- InjectHook(0x4116E0, &CColModel::dtor, PATCH_JUMP);
- InjectHook(0x411D80, &CColModel::RemoveCollisionVolumes, PATCH_JUMP);
- InjectHook(0x411CB0, &CColModel::CalculateTrianglePlanes, PATCH_JUMP);
- InjectHook(0x411D10, &CColModel::RemoveTrianglePlanes, PATCH_JUMP);
- InjectHook(0x411D40, &CColModel::SetLinkPtr, PATCH_JUMP);
- InjectHook(0x411D60, &CColModel::GetLinkPtr, PATCH_JUMP);
-ENDPATCHES