collision fixes

This commit is contained in:
aap
2020-07-27 15:38:12 +02:00
parent e2d56f00dd
commit 2e8048d0fe
6 changed files with 142 additions and 101 deletions
+95 -79
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File diff suppressed because it is too large Load Diff
+23 -9
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@@ -10,6 +10,19 @@
#define MAX_COLLISION_POINTS 32
#endif
struct CompressedVector
{
#ifdef COMPRESSED_COL_VECTORS
int16 x, y, z;
CVector Get(void) const { return CVector(x, y, z)/128.0f; };
void Set(float x, float y, float z) { this->x = x*128.0f; this->y = y*128.0f; this->z = z*128.0f; };
#else
float x, y, z;
CVector Get(void) const { return CVector(x, y, z); };
void Set(float x, float y, float z) { this->x = x; this->y = y; this->z = z; };
#endif
};
struct CColSphere
{
CVector center;
@@ -51,7 +64,7 @@ struct CColTriangle
uint16 c;
uint8 surface;
void Set(const CVector *v, int a, int b, int c, uint8 surf, uint8 piece);
void Set(const CompressedVector *v, int a, int b, int c, uint8 surf, uint8 piece);
};
struct CColTrianglePlane
@@ -60,7 +73,8 @@ struct CColTrianglePlane
float dist;
uint8 dir;
void Set(const CVector *v, CColTriangle &tri);
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; };
};
@@ -94,11 +108,11 @@ struct CColModel
int16 numBoxes;
int16 numTriangles;
int32 level;
bool ownsCollisionVolumes;
bool ownsCollisionVolumes; // missing on PS2
CColSphere *spheres;
CColLine *lines;
CColBox *boxes;
CVector *vertices;
CompressedVector *vertices;
CColTriangle *triangles;
CColTrianglePlane *trianglePlanes;
@@ -136,18 +150,18 @@ public:
static bool TestSphereBox(const CColSphere &sph, const CColBox &box);
static bool TestLineBox(const CColLine &line, const CColBox &box);
static bool TestVerticalLineBox(const CColLine &line, const CColBox &box);
static bool TestLineTriangle(const CColLine &line, const CVector *verts, const CColTriangle &tri, const CColTrianglePlane &plane);
static bool TestLineTriangle(const CColLine &line, const CompressedVector *verts, const CColTriangle &tri, const CColTrianglePlane &plane);
static bool TestLineSphere(const CColLine &line, const CColSphere &sph);
static bool TestSphereTriangle(const CColSphere &sphere, const CVector *verts, const CColTriangle &tri, const CColTrianglePlane &plane);
static bool TestSphereTriangle(const CColSphere &sphere, const CompressedVector *verts, const CColTriangle &tri, const CColTrianglePlane &plane);
static bool TestLineOfSight(const CColLine &line, const CMatrix &matrix, CColModel &model, bool ignoreSeeThrough);
static bool ProcessSphereSphere(const CColSphere &s1, const CColSphere &s2, CColPoint &point, float &mindistsq);
static bool ProcessSphereBox(const CColSphere &sph, const CColBox &box, CColPoint &point, float &mindistsq);
static bool ProcessLineBox(const CColLine &line, const CColBox &box, CColPoint &point, float &mindist);
static bool ProcessVerticalLineTriangle(const CColLine &line, const CVector *verts, const CColTriangle &tri, const CColTrianglePlane &plane, CColPoint &point, float &mindist, CStoredCollPoly *poly);
static bool ProcessLineTriangle(const CColLine &line , const CVector *verts, const CColTriangle &tri, const CColTrianglePlane &plane, CColPoint &point, float &mindist);
static bool ProcessVerticalLineTriangle(const CColLine &line, const CompressedVector *verts, const CColTriangle &tri, const CColTrianglePlane &plane, CColPoint &point, float &mindist, CStoredCollPoly *poly);
static bool ProcessLineTriangle(const CColLine &line , const CompressedVector *verts, const CColTriangle &tri, const CColTrianglePlane &plane, CColPoint &point, float &mindist);
static bool ProcessLineSphere(const CColLine &line, const CColSphere &sphere, CColPoint &point, float &mindist);
static bool ProcessSphereTriangle(const CColSphere &sph, const CVector *verts, const CColTriangle &tri, const CColTrianglePlane &plane, CColPoint &point, float &mindistsq);
static bool ProcessSphereTriangle(const CColSphere &sph, const CompressedVector *verts, const CColTriangle &tri, const CColTrianglePlane &plane, CColPoint &point, float &mindistsq);
static bool ProcessLineOfSight(const CColLine &line, const CMatrix &matrix, CColModel &model, CColPoint &point, float &mindist, bool ignoreSeeThrough);
static bool ProcessVerticalLine(const CColLine &line, const CMatrix &matrix, CColModel &model, CColPoint &point, float &mindist, bool ignoreSeeThrough, CStoredCollPoly *poly);
static int32 ProcessColModels(const CMatrix &matrixA, CColModel &modelA, const CMatrix &matrixB, CColModel &modelB, CColPoint *spherepoints, CColPoint *linepoints, float *linedists);
+5 -5
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@@ -264,12 +264,12 @@ CFileLoader::LoadCollisionModel(uint8 *buf, CColModel &model, char *modelname)
int32 numVertices = *(int16*)buf;
buf += 4;
if(numVertices > 0){
model.vertices = (CVector*)RwMalloc(numVertices*sizeof(CVector));
model.vertices = (CompressedVector*)RwMalloc(numVertices*sizeof(CompressedVector));
for(i = 0; i < numVertices; i++){
model.vertices[i] = *(CVector*)buf;
if(Abs(model.vertices[i].x) >= 256.0f ||
Abs(model.vertices[i].y) >= 256.0f ||
Abs(model.vertices[i].z) >= 256.0f)
model.vertices[i].Set(*(float*)buf, *(float*)(buf+4), *(float*)(buf+8));
if(Abs(*(float*)buf) >= 256.0f ||
Abs(*(float*)(buf+4)) >= 256.0f ||
Abs(*(float*)(buf+8)) >= 256.0f)
printf("%s:Collision volume too big\n", modelname);
buf += 12;
}
+10
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@@ -54,6 +54,16 @@ enum
struct CColPoint;
inline bool
IsSeeThrough(uint8 surfType)
{
switch(surfType)
case SURFACE_GLASS:
case SURFACE_TRANSPARENT_CLOTH:
return true;
return false;
}
class CSurfaceTable
{
static float ms_aAdhesiveLimitTable[NUMADHESIVEGROUPS][NUMADHESIVEGROUPS];
+1
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@@ -158,6 +158,7 @@ enum Config {
#if defined GTA_PS2
# define GTA_PS2_STUFF
# define RANDOMSPLASH
# define COMPRESSED_COL_VECTORS
#elif defined GTA_PC
# define GTA3_1_1_PATCH
//# define GTA3_STEAM_PATCH
+8 -8
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@@ -424,10 +424,10 @@ CGlass::RenderEntityInGlass(CEntity *entity)
ASSERT(col!=nil);
if ( col->numTriangles >= 2 )
{
CVector a = object->GetMatrix() * col->vertices[0];
CVector b = object->GetMatrix() * col->vertices[1];
CVector c = object->GetMatrix() * col->vertices[2];
CVector d = object->GetMatrix() * col->vertices[3];
CVector a = object->GetMatrix() * col->vertices[0].Get();
CVector b = object->GetMatrix() * col->vertices[1].Get();
CVector c = object->GetMatrix() * col->vertices[2].Get();
CVector d = object->GetMatrix() * col->vertices[3].Get();
if ( object->bGlassCracked )
{
@@ -613,10 +613,10 @@ CGlass::WindowRespondsToCollision(CEntity *entity, float amount, CVector speed,
CColModel *col = object->GetColModel();
ASSERT(col!=nil);
CVector a = object->GetMatrix() * col->vertices[0];
CVector b = object->GetMatrix() * col->vertices[1];
CVector c = object->GetMatrix() * col->vertices[2];
CVector d = object->GetMatrix() * col->vertices[3];
CVector a = object->GetMatrix() * col->vertices[0].Get();
CVector b = object->GetMatrix() * col->vertices[1].Get();
CVector c = object->GetMatrix() * col->vertices[2].Get();
CVector d = object->GetMatrix() * col->vertices[3].Get();
float minx = Min(Min(a.x, b.x), Min(c.x, d.x));
float maxx = Max(Max(a.x, b.x), Max(c.x, d.x));