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-rw-r--r--src/collision/Collision.h68
1 files changed, 68 insertions, 0 deletions
diff --git a/src/collision/Collision.h b/src/collision/Collision.h
new file mode 100644
index 00000000..57f5f86e
--- /dev/null
+++ b/src/collision/Collision.h
@@ -0,0 +1,68 @@
+#pragma once
+
+#include "ColModel.h"
+#include "Game.h" // for eLevelName
+#ifdef VU_COLLISION
+#include "VuVector.h"
+#endif
+
+struct CStoredCollPoly
+{
+#ifdef VU_COLLISION
+ CVuVector verts[3];
+#else
+ CVector verts[3];
+#endif
+ bool valid;
+};
+
+// If you spawn many tanks at once, you will see that collisions of two entity exceeds 32.
+#if defined(FIX_BUGS) && !defined(SQUEEZE_PERFORMANCE)
+#define MAX_COLLISION_POINTS 64
+#else
+#define MAX_COLLISION_POINTS 32
+#endif
+
+class CCollision
+{
+public:
+ static eLevelName ms_collisionInMemory;
+ static CLinkList<CColModel*> ms_colModelCache;
+
+ static void Init(void);
+ static void Shutdown(void);
+ static void Update(void);
+ static void LoadCollisionWhenINeedIt(bool changeLevel);
+ static void SortOutCollisionAfterLoad(void);
+ static void LoadCollisionScreen(eLevelName level);
+ static void DrawColModel(const CMatrix &mat, const CColModel &colModel);
+ static void DrawColModel_Coloured(const CMatrix &mat, const CColModel &colModel, int32 id);
+
+ static void CalculateTrianglePlanes(CColModel *model);
+ static void RemoveTrianglePlanes(CColModel *model);
+
+ // all these return true if there's a collision
+ static bool TestSphereSphere(const CSphere &s1, const CSphere &s2);
+ static bool TestSphereBox(const CSphere &sph, const CBox &box);
+ static bool TestLineBox(const CColLine &line, const CBox &box);
+ static bool TestVerticalLineBox(const CColLine &line, const CBox &box);
+ 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 CompressedVector *verts, const CColTriangle &tri, const CColTrianglePlane &plane);
+ static bool TestLineOfSight(const CColLine &line, const CMatrix &matrix, CColModel &model, bool ignoreSeeThrough, bool ignoreShootThrough);
+
+ 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 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, CStoredCollPoly *poly = nil);
+ static bool ProcessLineSphere(const CColLine &line, const CColSphere &sphere, CColPoint &point, float &mindist);
+ 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, bool ignoreShootThrough);
+ static bool ProcessVerticalLine(const CColLine &line, const CMatrix &matrix, CColModel &model, CColPoint &point, float &mindist, bool ignoreSeeThrough, bool ignoreShootThrough, CStoredCollPoly *poly);
+ static int32 ProcessColModels(const CMatrix &matrixA, CColModel &modelA, const CMatrix &matrixB, CColModel &modelB, CColPoint *spherepoints, CColPoint *linepoints, float *linedists);
+ static bool IsStoredPolyStillValidVerticalLine(const CVector &pos, float z, CColPoint &point, CStoredCollPoly *poly);
+
+ static float DistToLine(const CVector *l0, const CVector *l1, const CVector *point);
+ static float DistToLine(const CVector *l0, const CVector *l1, const CVector *point, CVector &closest);
+};