From a6f5f4634c63a515196a0f650682953356cb8e18 Mon Sep 17 00:00:00 2001 From: Sergeanur Date: Sat, 14 Nov 2020 22:13:32 +0200 Subject: Make collision code placement more like original (+ small fixes) --- src/collision/ColTriangle.h | 68 +++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 68 insertions(+) create mode 100644 src/collision/ColTriangle.h (limited to 'src/collision/ColTriangle.h') diff --git a/src/collision/ColTriangle.h b/src/collision/ColTriangle.h new file mode 100644 index 00000000..9e918e38 --- /dev/null +++ b/src/collision/ColTriangle.h @@ -0,0 +1,68 @@ +#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(const CompressedVector *v, int a, int b, int c, uint8 surf, uint8 piece); +}; + +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 CalcPoint(const CVector &v) const { return DotProduct(normal, v) - dist; }; +#endif +}; \ No newline at end of file -- cgit v1.2.3