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-rw-r--r--src/collision/Collision.cpp (renamed from src/core/Collision.cpp)568
1 files changed, 7 insertions, 561 deletions
diff --git a/src/core/Collision.cpp b/src/collision/Collision.cpp
index d8603cd8..41997e32 100644
--- a/src/core/Collision.cpp
+++ b/src/collision/Collision.cpp
@@ -23,303 +23,8 @@
#include "Collision.h"
#include "Frontend.h"
-
-// TODO: where do these go?
-
#ifdef VU_COLLISION
-
-struct VuTriangle
-{
- // Compressed int16 but unpacked
-#ifdef GTA_PS2
- uint128 v0;
- uint128 v1;
- uint128 v2;
- uint128 plane;
-#else
- int32 v0[4];
- int32 v1[4];
- int32 v2[4];
- int32 plane[4];
-#endif
-};
-
-#ifndef GTA_PS2
-static int16 vi01;
-static CVuVector vf01;
-static CVuVector vf02;
-static CVuVector vf03;
-
-CVuVector
-DistanceBetweenSphereAndLine(const CVuVector &center, const CVuVector &p0, const CVuVector &line)
-{
- // center VF12
- // p0 VF14
- // line VF15
- CVuVector ret; // VF16
- CVuVector p1 = p0+line;
- CVuVector dist0 = center - p0; // VF20
- CVuVector dist1 = center - p1; // VF25
- float lenSq = line.MagnitudeSqr(); // VF21
- float distSq0 = dist0.MagnitudeSqr(); // VF22
- float distSq1 = dist1.MagnitudeSqr();
- float dot = DotProduct(dist0, line); // VF23
- if(dot < 0.0f){
- // not above line, closest to p0
- ret = p0;
- ret.w = distSq0;
- return ret;
- }
- float t = dot/lenSq; // param of nearest point on infinite line
- if(t > 1.0f){
- // not above line, closest to p1
- ret = p1;
- ret.w = distSq1;
- return ret;
- }
- // closest to line
- ret = p0 + line*t;
- ret.w = (ret - center).MagnitudeSqr();
- return ret;
-}
-inline int SignFlags(const CVector &v)
-{
- int f = 0;
- if(v.x < 0.0f) f |= 1;
- if(v.y < 0.0f) f |= 2;
- if(v.z < 0.0f) f |= 4;
- return f;
-}
-#endif
-
-extern "C" void
-LineToTriangleCollision(const CVuVector &p0, const CVuVector &p1,
- const CVuVector &v0, const CVuVector &v1, const CVuVector &v2,
- const CVuVector &plane)
-{
-#ifdef GTA_PS2
- __asm__ volatile (
- ".set noreorder\n"
- "lqc2 vf12, 0x0(%0)\n"
- "lqc2 vf13, 0x0(%1)\n"
- "lqc2 vf14, 0x0(%2)\n"
- "lqc2 vf15, 0x0(%3)\n"
- "lqc2 vf16, 0x0(%4)\n"
- "lqc2 vf17, 0x0(%5)\n"
- "vcallms Vu0LineToTriangleCollisionStart\n"
- ".set reorder\n"
- :
- : "r" (&p0), "r" (&p1), "r" (&v0), "r" (&v1), "r" (&v2), "r" (&plane)
- );
-#else
- float dot0 = DotProduct(plane, p0);
- float dot1 = DotProduct(plane, p1);
- float dist0 = plane.w - dot0;
- float dist1 = plane.w - dot1;
-
- // if points are on the same side, no collision
- if(dist0 * dist1 > 0.0f){
- vi01 = 0;
- return;
- }
-
- CVuVector diff = p1 - p0;
- float t = dist0/(dot1 - dot0);
- CVuVector p = p0 + diff*t;
- p.w = 0.0f;
- vf01 = p;
- vf03.x = t;
-
- // Check if point is inside
- CVector cross1 = CrossProduct(p-v0, v1-v0);
- CVector cross2 = CrossProduct(p-v1, v2-v1);
- CVector cross3 = CrossProduct(p-v2, v0-v2);
- // Only check relevant directions
- int flagmask = 0;
- if(Abs(plane.x) > 0.5f) flagmask |= 1;
- if(Abs(plane.y) > 0.5f) flagmask |= 2;
- if(Abs(plane.z) > 0.5f) flagmask |= 4;
- int flags1 = SignFlags(cross1) & flagmask;
- int flags2 = SignFlags(cross2) & flagmask;
- int flags3 = SignFlags(cross3) & flagmask;
- // inside if on the same side of all edges
- if(flags1 != flags2 || flags1 != flags3){
- vi01 = 0;
- return;
- }
- vi01 = 1;
- vf02 = plane;
- return;
-#endif
-}
-
-extern "C" void
-LineToTriangleCollisionCompressed(const CVuVector &p0, const CVuVector &p1, VuTriangle &tri)
-{
-#ifdef GTA_PS2
- __asm__ volatile (
- ".set noreorder\n"
- "lqc2 vf12, 0x0(%0)\n"
- "lqc2 vf13, 0x0(%1)\n"
- "lqc2 vf14, 0x0(%2)\n"
- "lqc2 vf15, 0x10(%2)\n"
- "lqc2 vf16, 0x20(%2)\n"
- "lqc2 vf17, 0x30(%2)\n"
- "vcallms Vu0LineToTriangleCollisionCompressedStart\n"
- ".set reorder\n"
- :
- : "r" (&p0), "r" (&p1), "r" (&tri)
- );
-#else
- CVuVector v0, v1, v2, plane;
- v0.x = tri.v0[0]/128.0f;
- v0.y = tri.v0[1]/128.0f;
- v0.z = tri.v0[2]/128.0f;
- v0.w = tri.v0[3]/128.0f;
- v1.x = tri.v1[0]/128.0f;
- v1.y = tri.v1[1]/128.0f;
- v1.z = tri.v1[2]/128.0f;
- v1.w = tri.v1[3]/128.0f;
- v2.x = tri.v2[0]/128.0f;
- v2.y = tri.v2[1]/128.0f;
- v2.z = tri.v2[2]/128.0f;
- v2.w = tri.v2[3]/128.0f;
- plane.x = tri.plane[0]/4096.0f;
- plane.y = tri.plane[1]/4096.0f;
- plane.z = tri.plane[2]/4096.0f;
- plane.w = tri.plane[3]/128.0f;
- LineToTriangleCollision(p0, p1, v0, v1, v2, plane);
-#endif
-}
-
-extern "C" void
-SphereToTriangleCollision(const CVuVector &sph,
- const CVuVector &v0, const CVuVector &v1, const CVuVector &v2,
- const CVuVector &plane)
-{
-#ifdef GTA_PS2
- __asm__ volatile (
- ".set noreorder\n"
- "lqc2 vf12, 0x0(%0)\n"
- "lqc2 vf14, 0x0(%1)\n"
- "lqc2 vf15, 0x0(%2)\n"
- "lqc2 vf16, 0x0(%3)\n"
- "lqc2 vf17, 0x0(%4)\n"
- "vcallms Vu0SphereToTriangleCollisionStart\n"
- ".set reorder\n"
- :
- : "r" (&sph), "r" (&v0), "r" (&v1), "r" (&v2), "r" (&plane)
- );
-#else
- float planedist = DotProduct(plane, sph) - plane.w; // VF02
- if(Abs(planedist) > sph.w){
- vi01 = 0;
- return;
- }
- // point on plane
- CVuVector p = sph - planedist*plane;
- p.w = 0.0f;
- vf01 = p;
- planedist = Abs(planedist);
- // edges
- CVuVector v01 = v1 - v0;
- CVuVector v12 = v2 - v1;
- CVuVector v20 = v0 - v2;
- // VU code calculates normal again for some weird reason...
- // Check sides of point
- CVector cross1 = CrossProduct(p-v0, v01);
- CVector cross2 = CrossProduct(p-v1, v12);
- CVector cross3 = CrossProduct(p-v2, v20);
- // Only check relevant directions
- int flagmask = 0;
- if(Abs(plane.x) > 0.1f) flagmask |= 1;
- if(Abs(plane.y) > 0.1f) flagmask |= 2;
- if(Abs(plane.z) > 0.1f) flagmask |= 4;
- int nflags = SignFlags(plane) & flagmask;
- int flags1 = SignFlags(cross1) & flagmask;
- int flags2 = SignFlags(cross2) & flagmask;
- int flags3 = SignFlags(cross3) & flagmask;
- int testcase = 0;
- CVuVector closest(0.0f, 0.0f, 0.0f); // VF04
- if(flags1 == nflags){
- closest += v2;
- testcase++;
- }
- if(flags2 == nflags){
- closest += v0;
- testcase++;
- }
- if(flags3 == nflags){
- closest += v1;
- testcase++;
- }
- if(testcase == 3){
- // inside triangle - dist to plane already checked
- vf02 = plane;
- vf02.w = vf03.x = planedist;
- vi01 = 1;
- }else if(testcase == 1){
- // outside two sides - closest to point opposide inside edge
- vf01 = closest;
- vf02 = sph - closest;
- float distSq = vf02.MagnitudeSqr();
- vi01 = sph.w*sph.w > distSq;
- vf03.x = Sqrt(distSq);
- vf02 *= 1.0f/vf03.x;
- }else{
- // inside two sides - closest to third edge
- if(flags1 != nflags)
- closest = DistanceBetweenSphereAndLine(sph, v0, v01);
- else if(flags2 != nflags)
- closest = DistanceBetweenSphereAndLine(sph, v1, v12);
- else
- closest = DistanceBetweenSphereAndLine(sph, v2, v20);
- vi01 = sph.w*sph.w > closest.w;
- vf01 = closest;
- vf02 = sph - closest;
- vf03.x = Sqrt(closest.w);
- vf02 *= 1.0f/vf03.x;
- }
-#endif
-}
-
-extern "C" void
-SphereToTriangleCollisionCompressed(const CVuVector &sph, VuTriangle &tri)
-{
-#ifdef GTA_PS2
- __asm__ volatile (
- ".set noreorder\n"
- "lqc2 vf12, 0x0(%0)\n"
- "lqc2 vf14, 0x0(%1)\n"
- "lqc2 vf15, 0x10(%1)\n"
- "lqc2 vf16, 0x20(%1)\n"
- "lqc2 vf17, 0x30(%1)\n"
- "vcallms Vu0SphereToTriangleCollisionCompressedStart\n"
- ".set reorder\n"
- :
- : "r" (&sph), "r" (&tri)
- );
-#else
- CVuVector v0, v1, v2, plane;
- v0.x = tri.v0[0]/128.0f;
- v0.y = tri.v0[1]/128.0f;
- v0.z = tri.v0[2]/128.0f;
- v0.w = tri.v0[3]/128.0f;
- v1.x = tri.v1[0]/128.0f;
- v1.y = tri.v1[1]/128.0f;
- v1.z = tri.v1[2]/128.0f;
- v1.w = tri.v1[3]/128.0f;
- v2.x = tri.v2[0]/128.0f;
- v2.y = tri.v2[1]/128.0f;
- v2.z = tri.v2[2]/128.0f;
- v2.w = tri.v2[3]/128.0f;
- plane.x = tri.plane[0]/4096.0f;
- plane.y = tri.plane[1]/4096.0f;
- plane.z = tri.plane[2]/4096.0f;
- plane.w = tri.plane[3]/128.0f;
- SphereToTriangleCollision(sph, v0, v1, v2, plane);
-#endif
-}
+#include "VuCollision.h"
inline int
GetVUresult(void)
@@ -362,17 +67,6 @@ GetVUresult(CVuVector &point, CVuVector &normal, float &dist)
#endif
-
-enum Direction
-{
- DIR_X_POS,
- DIR_X_NEG,
- DIR_Y_POS,
- DIR_Y_NEG,
- DIR_Z_POS,
- DIR_Z_NEG,
-};
-
eLevelName CCollision::ms_collisionInMemory;
CLinkList<CColModel*> CCollision::ms_colModelCache;
@@ -2412,11 +2106,12 @@ CCollision::ProcessColModels(const CMatrix &matrixA, CColModel &modelA,
assert(modelA.numLines <= MAXNUMLINES);
// From model A space to model B space
- Invert(matrixB, matAB);
+ matAB = Invert(matrixB, matAB);
matAB *= matrixA;
CColSphere bsphereAB; // bounding sphere of A in B space
- bsphereAB.Set(modelA.boundingSphere.radius, matAB * modelA.boundingSphere.center);
+ bsphereAB.radius = modelA.boundingSphere.radius;
+ bsphereAB.center = matAB * modelA.boundingSphere.center;
if(!TestSphereBox(bsphereAB, modelB.boundingBox))
return 0;
// B to A space
@@ -2449,7 +2144,8 @@ CCollision::ProcessColModels(const CMatrix &matrixA, CColModel &modelA,
int numBoxesB = 0;
int numTrianglesB = 0;
for(i = 0; i < modelB.numSpheres; i++){
- s.Set(modelB.spheres[i].radius, matBA * modelB.spheres[i].center);
+ s.radius = modelB.spheres[i].radius;
+ s.center = matBA * modelB.spheres[i].center;
if(TestSphereBox(s, modelA.boundingBox))
aSphereIndicesB[numSpheresB++] = i;
}
@@ -3037,254 +2733,4 @@ CCollision::DrawColModel_Coloured(const CMatrix &mat, const CColModel &colModel,
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 CompressedVector *, int a, int b, int c, uint8 surf, uint8 piece)
-{
- this->a = a;
- this->b = b;
- this->c = c;
- this->surface = surf;
-}
-
-#ifdef VU_COLLISION
-void
-CColTrianglePlane::Set(const CVector &va, const CVector &vb, const CVector &vc)
-{
- CVector norm = CrossProduct(vc-va, vb-va);
- norm.Normalise();
- float d = DotProduct(norm, va);
- normal.x = norm.x*4096.0f;
- normal.y = norm.y*4096.0f;
- normal.z = norm.z*4096.0f;
- dist = d*128.0f;
-}
-#else
-void
-CColTrianglePlane::Set(const CVector &va, const CVector &vb, const CVector &vc)
-{
- normal = CrossProduct(vc-va, vb-va);
- normal.Normalise();
- dist = DotProduct(normal, va);
- CVector an(Abs(normal.x), Abs(normal.y), Abs(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;
-}
-#endif
-
-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].Get();
-}
-
-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)
- numVerts = other.triangles[i].a;
- if(other.triangles[i].b > numVerts)
- numVerts = other.triangles[i].b;
- if(other.triangles[i].c > numVerts)
- numVerts = other.triangles[i].c;
- }
- numVerts++;
- if(vertices)
- RwFree(vertices);
- if(numVerts){
- vertices = (CompressedVector*)RwMalloc(numVerts*sizeof(CompressedVector));
- 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;
-}
+} \ No newline at end of file