diff options
Diffstat (limited to '')
-rw-r--r-- | src/collision/ColBox.h | 12 | ||||
-rw-r--r-- | src/collision/ColModel.cpp | 20 | ||||
-rw-r--r-- | src/collision/ColModel.h | 12 | ||||
-rw-r--r-- | src/collision/ColSphere.cpp | 16 | ||||
-rw-r--r-- | src/collision/ColSphere.h | 12 | ||||
-rw-r--r-- | src/collision/ColStore.cpp | 255 | ||||
-rw-r--r-- | src/collision/ColStore.h | 43 | ||||
-rw-r--r-- | src/collision/ColTriangle.cpp | 9 | ||||
-rw-r--r-- | src/collision/ColTriangle.h | 11 | ||||
-rw-r--r-- | src/collision/Collision.cpp | 413 | ||||
-rw-r--r-- | src/collision/Collision.h | 20 | ||||
-rw-r--r-- | src/collision/TempColModels.cpp | 9 | ||||
-rw-r--r-- | src/collision/TempColModels.h | 1 |
13 files changed, 512 insertions, 321 deletions
diff --git a/src/collision/ColBox.h b/src/collision/ColBox.h index ac2cd675..0df55925 100644 --- a/src/collision/ColBox.h +++ b/src/collision/ColBox.h @@ -2,15 +2,21 @@ #include "SurfaceTable.h" -struct CColBox +struct CBox { CVector min; CVector max; + CVector GetSize(void) { return max - min; } + void Set(const CVector &min, const CVector &max) { this->min = min; this->max = max; } +}; + +struct CColBox : public CBox +{ uint8 surface; uint8 piece; - void Set(const CVector &min, const CVector &max, uint8 surf = SURFACE_DEFAULT, uint8 piece = 0); - CVector GetSize(void) { return max - min; } + void Set(const CVector &min, const CVector &max, uint8 surf, uint8 piece); + using CBox::Set; CColBox& operator=(const CColBox &other); };
\ No newline at end of file diff --git a/src/collision/ColModel.cpp b/src/collision/ColModel.cpp index fb90e7dd..2224a804 100644 --- a/src/collision/ColModel.cpp +++ b/src/collision/ColModel.cpp @@ -1,7 +1,9 @@ #include "common.h" #include "ColModel.h" +#include "Collision.h" #include "Game.h" #include "MemoryHeap.h" +#include "Pools.h" CColModel::CColModel(void) { @@ -15,14 +17,27 @@ CColModel::CColModel(void) vertices = nil; triangles = nil; trianglePlanes = nil; - level = CGame::currLevel; + level = LEVEL_GENERIC; // generic col slot ownsCollisionVolumes = true; } CColModel::~CColModel(void) { RemoveCollisionVolumes(); - RemoveTrianglePlanes(); +} + +void* +CColModel::operator new(size_t) throw() +{ + CColModel* node = CPools::GetColModelPool()->New(); + assert(node); + return node; +} + +void +CColModel::operator delete(void *p, size_t) throw() +{ + CPools::GetColModelPool()->Delete((CColModel*)p); } void @@ -34,6 +49,7 @@ CColModel::RemoveCollisionVolumes(void) RwFree(boxes); RwFree(vertices); RwFree(triangles); + CCollision::RemoveTrianglePlanes(this); } numSpheres = 0; numLines = 0; diff --git a/src/collision/ColModel.h b/src/collision/ColModel.h index 7dcdfa4d..64f05f76 100644 --- a/src/collision/ColModel.h +++ b/src/collision/ColModel.h @@ -9,14 +9,14 @@ struct CColModel { - CColSphere boundingSphere; - CColBox boundingBox; + CSphere boundingSphere; + CBox boundingBox; int16 numSpheres; - int16 numLines; int16 numBoxes; int16 numTriangles; - int32 level; - bool ownsCollisionVolumes; // missing on PS2 + int8 numLines; + uint8 level; // colstore slot but probably still named level + bool ownsCollisionVolumes; CColSphere *spheres; CColLine *lines; CColBox *boxes; @@ -33,5 +33,7 @@ struct CColModel void SetLinkPtr(CLink<CColModel*>*); void GetTrianglePoint(CVector &v, int i) const; + void *operator new(size_t) throw(); + void operator delete(void *p, size_t) throw(); CColModel& operator=(const CColModel& other); };
\ No newline at end of file diff --git a/src/collision/ColSphere.cpp b/src/collision/ColSphere.cpp index 9aac01e0..65f02860 100644 --- a/src/collision/ColSphere.cpp +++ b/src/collision/ColSphere.cpp @@ -1,5 +1,6 @@ #include "common.h" #include "ColSphere.h" +#include "General.h" void CColSphere::Set(float radius, const CVector ¢er, uint8 surf, uint8 piece) @@ -8,4 +9,19 @@ CColSphere::Set(float radius, const CVector ¢er, uint8 surf, uint8 piece) this->center = center; this->surface = surf; this->piece = piece; +} + +bool +CColSphere::IntersectRay(CVector const& from, CVector const& dir, CVector &entry, CVector &exit) +{ + CVector distToCenter = from - center; + float distToTouchSqr = distToCenter.MagnitudeSqr() - sq(radius); + float root1, root2; + + if (!CGeneral::SolveQuadratic(1.0f, DotProduct(distToCenter, dir) * 2.f, distToTouchSqr, root1, root2)) + return false; + + entry = from + dir * root1; + exit = from + dir * root2; + return true; }
\ No newline at end of file diff --git a/src/collision/ColSphere.h b/src/collision/ColSphere.h index 70e29763..f86b282a 100644 --- a/src/collision/ColSphere.h +++ b/src/collision/ColSphere.h @@ -2,12 +2,20 @@ #include "SurfaceTable.h" -struct CColSphere +struct CSphere { // NB: this has to be compatible with a CVuVector CVector center; float radius; + void Set(float radius, const CVector ¢er) { this->center = center; this->radius = radius; } +}; + +struct CColSphere : public CSphere +{ uint8 surface; uint8 piece; - void Set(float radius, const CVector ¢er, uint8 surf = SURFACE_DEFAULT, uint8 piece = 0); + + void Set(float radius, const CVector ¢er, uint8 surf, uint8 piece); + bool IntersectRay(CVector const &from, CVector const &dir, CVector &entry, CVector &exit); + using CSphere::Set; };
\ No newline at end of file diff --git a/src/collision/ColStore.cpp b/src/collision/ColStore.cpp new file mode 100644 index 00000000..c74bf5ba --- /dev/null +++ b/src/collision/ColStore.cpp @@ -0,0 +1,255 @@ +#include "common.h" + +#include "templates.h" +#include "General.h" +#include "ModelInfo.h" +#include "Streaming.h" +#include "FileLoader.h" +#include "Script.h" +#include "Timer.h" +#include "Camera.h" +#include "Frontend.h" +#include "Physical.h" +#include "ColStore.h" +#include "VarConsole.h" +#include "Pools.h" + +CPool<ColDef,ColDef> *CColStore::ms_pColPool; +#ifndef MASTER +bool bDispColInMem; +#endif + +void +CColStore::Initialise(void) +{ + if(ms_pColPool == nil) + ms_pColPool = new CPool<ColDef,ColDef>(COLSTORESIZE, "CollisionFiles"); + AddColSlot("generic"); // slot 0. not streamed +#ifndef MASTER + VarConsole.Add("Display collision in memory", &bDispColInMem, true); +#endif +} + +void +CColStore::Shutdown(void) +{ + int i; + for(i = 0; i < COLSTORESIZE; i++) + RemoveColSlot(i); + if(ms_pColPool) + delete ms_pColPool; + ms_pColPool = nil; +} + +int +CColStore::AddColSlot(const char *name) +{ + ColDef *def = ms_pColPool->New(); + assert(def); + def->isLoaded = false; + def->unused = 0; + def->bounds.left = 1000000.0f; + def->bounds.top = 1000000.0f; + def->bounds.right = -1000000.0f; + def->bounds.bottom = -1000000.0f; + def->minIndex = INT16_MAX; + def->maxIndex = INT16_MIN; + strcpy(def->name, name); + return ms_pColPool->GetJustIndex(def); +} + +void +CColStore::RemoveColSlot(int slot) +{ + if(GetSlot(slot)){ + if(GetSlot(slot)->isLoaded) + RemoveCol(slot); + ms_pColPool->Delete(GetSlot(slot)); + } +} + +int +CColStore::FindColSlot(const char *name) +{ + ColDef *def; + int size = ms_pColPool->GetSize(); + for(int i = 0; i < size; i++){ + def = GetSlot(i); + if(def && !CGeneral::faststricmp(def->name, name)) + return i; + } + return -1; +} + +char* +CColStore::GetColName(int32 slot) +{ + return GetSlot(slot)->name; +} + +CRect& +CColStore::GetBoundingBox(int32 slot) +{ + return GetSlot(slot)->bounds; +} + +void +CColStore::IncludeModelIndex(int32 slot, int32 modelIndex) +{ + ColDef *def = GetSlot(slot); + if(modelIndex < def->minIndex) + def->minIndex = modelIndex; + if(modelIndex > def->maxIndex) + def->maxIndex = modelIndex; +} + +bool +CColStore::LoadCol(int32 slot, uint8 *buffer, int32 bufsize) +{ + bool success; + ColDef *def = GetSlot(slot); + if(def->minIndex > def->maxIndex) + success = CFileLoader::LoadCollisionFileFirstTime(buffer, bufsize, slot); + else + success = CFileLoader::LoadCollisionFile(buffer, bufsize, slot); + if(success) + def->isLoaded = true; + else + debug("Failed to load Collision\n"); + return success; +} + +void +CColStore::RemoveCol(int32 slot) +{ + int id; + GetSlot(slot)->isLoaded = false; + for(id = 0; id < MODELINFOSIZE; id++){ + CBaseModelInfo *mi = CModelInfo::GetModelInfo(id); + if(mi){ + CColModel *col = mi->GetColModel(); + if(col && col->level == slot) + col->RemoveCollisionVolumes(); + } + } +} + +void +CColStore::LoadAllCollision(void) +{ + int i; + for(i = 1; i < COLSTORESIZE; i++) + if(GetSlot(i)) + CStreaming::RequestCol(i, 0); + + CStreaming::LoadAllRequestedModels(false); +} + +void +CColStore::RemoveAllCollision(void) +{ + int i; + for(i = 1; i < COLSTORESIZE; i++) + if(GetSlot(i)) + if(CStreaming::CanRemoveCol(i)) + CStreaming::RemoveCol(i); +} + +static bool bLoadAtSecondPosition; +static CVector2D secondPosition; + +void +CColStore::AddCollisionNeededAtPosn(const CVector2D &pos) +{ + bLoadAtSecondPosition = true; + secondPosition = pos; +} + +void +CColStore::LoadCollision(const CVector2D &pos) +{ + int i; + + if(CStreaming::ms_disableStreaming) + return; + + for(i = 1; i < COLSTORESIZE; i++){ + if(GetSlot(i) == nil) + continue; + + bool wantThisOne = false; + + if(GetBoundingBox(i).IsPointInside(pos) || + bLoadAtSecondPosition && GetBoundingBox(i).IsPointInside(secondPosition, -119.0f) || + strcmp(GetColName(i), "yacht") == 0){ + wantThisOne = true; + }else{ + for (int j = 0; j < MAX_CLEANUP; j++) { + CPhysical* pEntity = nil; + cleanup_entity_struct* pCleanup = &CTheScripts::MissionCleanUp.m_sEntities[j]; + if (pCleanup->type == CLEANUP_CAR) { + pEntity = CPools::GetVehiclePool()->GetAt(pCleanup->id); + if (!pEntity || pEntity->GetStatus() == STATUS_WRECKED) + continue; + } + else if (pCleanup->type == CLEANUP_CHAR) { + pEntity = CPools::GetPedPool()->GetAt(pCleanup->id); + if (!pEntity || ((CPed*)pEntity)->DyingOrDead()) + continue; + } + if (pEntity && !pEntity->bDontLoadCollision && !pEntity->bIsFrozen) { + if (GetBoundingBox(i).IsPointInside(pEntity->GetPosition(), -80.0f)) + wantThisOne = true; + } + } + } + + if(wantThisOne) + CStreaming::RequestCol(i, STREAMFLAGS_PRIORITY); + else + CStreaming::RemoveCol(i); + } + bLoadAtSecondPosition = false; +} + +void +CColStore::RequestCollision(const CVector2D &pos) +{ + int i; + + for(i = 1; i < COLSTORESIZE; i++) + if(GetSlot(i) && GetBoundingBox(i).IsPointInside(pos, -115.0f)) + CStreaming::RequestCol(i, STREAMFLAGS_PRIORITY); +} + +void +CColStore::EnsureCollisionIsInMemory(const CVector2D &pos) +{ + int i; + + if(CStreaming::ms_disableStreaming) + return; + + for(i = 1; i < COLSTORESIZE; i++) + if(GetSlot(i) && GetBoundingBox(i).IsPointInside(pos, -110.0f) && + !CStreaming::HasColLoaded(i)){ + CStreaming::RequestCol(i, 0); + if(TheCamera.GetScreenFadeStatus() == FADE_0) + FrontEndMenuManager.MessageScreen("LOADCOL", false); + CTimer::Suspend(); + CStreaming::LoadAllRequestedModels(false); + CTimer::Resume(); + } +} + +bool +CColStore::HasCollisionLoaded(const CVector2D &pos) +{ + int i; + + for(i = 1; i < COLSTORESIZE; i++) + if(GetSlot(i) && GetBoundingBox(i).IsPointInside(pos, -115.0f) && + !GetSlot(i)->isLoaded) + return false; + return true; +} diff --git a/src/collision/ColStore.h b/src/collision/ColStore.h new file mode 100644 index 00000000..8e2a3a70 --- /dev/null +++ b/src/collision/ColStore.h @@ -0,0 +1,43 @@ +#pragma once + +#include "templates.h" + +struct ColDef { // made up name + int32 unused; + bool isLoaded; + CRect bounds; + char name[20]; + int16 minIndex; + int16 maxIndex; +}; + +class CColStore +{ + static CPool<ColDef,ColDef> *ms_pColPool; + +public: + static void Initialise(void); + static void Shutdown(void); + static int AddColSlot(const char *name); + static void RemoveColSlot(int32 slot); + static int FindColSlot(const char *name); + static char *GetColName(int32 slot); + static CRect &GetBoundingBox(int32 slot); + static void IncludeModelIndex(int32 slot, int32 modelIndex); + static bool LoadCol(int32 storeID, uint8 *buffer, int32 bufsize); + static void RemoveCol(int32 slot); + static void AddCollisionNeededAtPosn(const CVector2D &pos); + static void LoadAllCollision(void); + static void RemoveAllCollision(void); + static void LoadCollision(const CVector2D &pos); + static void RequestCollision(const CVector2D &pos); + static void EnsureCollisionIsInMemory(const CVector2D &pos); + static bool HasCollisionLoaded(const CVector2D &pos); + + static ColDef *GetSlot(int slot) { + assert(slot >= 0); + assert(ms_pColPool); + assert(slot < ms_pColPool->GetSize()); + return ms_pColPool->GetSlot(slot); + } +}; diff --git a/src/collision/ColTriangle.cpp b/src/collision/ColTriangle.cpp index 9120fcff..843fb93f 100644 --- a/src/collision/ColTriangle.cpp +++ b/src/collision/ColTriangle.cpp @@ -1,15 +1,6 @@ #include "common.h" #include "ColTriangle.h" -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) diff --git a/src/collision/ColTriangle.h b/src/collision/ColTriangle.h index 9e918e38..a2580c58 100644 --- a/src/collision/ColTriangle.h +++ b/src/collision/ColTriangle.h @@ -18,7 +18,13 @@ struct CColTriangle uint16 c; uint8 surface; - void Set(const CompressedVector *v, int a, int b, int c, uint8 surf, uint8 piece); + void Set(int a, int b, int c, uint8 surf) + { + this->a = a; + this->b = b; + this->c = c; + this->surface = surf; + } }; struct CColTrianglePlane @@ -63,6 +69,9 @@ struct CColTrianglePlane 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 GetNormalX() const { return normal.x; } + float GetNormalY() const { return normal.y; } + float GetNormalZ() const { return normal.z; } float CalcPoint(const CVector &v) const { return DotProduct(normal, v) - dist; }; #endif };
\ No newline at end of file diff --git a/src/collision/Collision.cpp b/src/collision/Collision.cpp index 9d656581..0ffcd09a 100644 --- a/src/collision/Collision.cpp +++ b/src/collision/Collision.cpp @@ -21,7 +21,8 @@ #include "SurfaceTable.h" #include "Lines.h" #include "Collision.h" -#include "Frontend.h" +#include "Camera.h" +#include "ColStore.h" #ifdef VU_COLLISION #include "VuCollision.h" @@ -75,52 +76,22 @@ CCollision::Init(void) { ms_colModelCache.Init(NUMCOLCACHELINKS); ms_collisionInMemory = LEVEL_GENERIC; + CColStore::Initialise(); } void CCollision::Shutdown(void) { ms_colModelCache.Shutdown(); + CColStore::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_GENERIC){ - 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_GENERIC && level != CGame::currLevel) - CGame::currLevel = level; - if(ms_collisionInMemory != CGame::currLevel) - LoadCollisionWhenINeedIt(forceLevelChange); - CStreaming::HaveAllBigBuildingsLoaded(CGame::currLevel); } +// unused eLevelName GetCollisionInSectorList(CPtrList &list) { @@ -137,6 +108,7 @@ GetCollisionInSectorList(CPtrList &list) return LEVEL_GENERIC; } +// unused // Get a level this sector is in based on collision models eLevelName GetCollisionInSector(CSector §) @@ -160,165 +132,22 @@ GetCollisionInSector(CSector §) 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_GENERIC; - - playerCoors = FindPlayerCoors(); - sx = CWorld::GetSectorIndexX(playerCoors.x); - sy = CWorld::GetSectorIndexY(playerCoors.y); - multipleLevels = false; - - veh = FindPlayerVehicle(); - if(veh && veh->IsTrain()){ - if(((CTrain*)veh)->m_nDoorState != TRAIN_DOOR_OPEN) - 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_GENERIC){ - if(level == LEVEL_GENERIC) - 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_GENERIC) - break; - } - } - - if (level == CGame::currLevel || forceChange) { -#ifdef FIX_BUGS - CTimer::Suspend(); -#else - CTimer::Stop(); -#endif - ISLAND_LOADING_IS(LOW) - { - DMAudio.SetEffectsFadeVol(0); - CPad::StopPadsShaking(); - LoadCollisionScreen(CGame::currLevel); - DMAudio.Service(); - } - - CPopulation::DealWithZoneChange(ms_collisionInMemory, CGame::currLevel, false); - - ISLAND_LOADING_ISNT(HIGH) - { - CStreaming::RemoveIslandsNotUsed(LEVEL_INDUSTRIAL); - CStreaming::RemoveIslandsNotUsed(LEVEL_COMMERCIAL); - CStreaming::RemoveIslandsNotUsed(LEVEL_SUBURBAN); - } - ISLAND_LOADING_IS(LOW) - { - 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(); - ISLAND_LOADING_IS(LOW) - { - if (CGame::currLevel != LEVEL_GENERIC) - LoadSplash(GetLevelSplashScreen(CGame::currLevel)); - CStreaming::RemoveUnusedBigBuildings(CGame::currLevel); - CStreaming::RemoveUnusedBuildings(CGame::currLevel); - CStreaming::RequestBigBuildings(CGame::currLevel); - } -#ifdef NO_ISLAND_LOADING - else if (CMenuManager::m_PrefsIslandLoading == CMenuManager::ISLAND_LOADING_MEDIUM) - CStreaming::RequestIslands(CGame::currLevel); -#endif - CStreaming::LoadAllRequestedModels(true); - - ISLAND_LOADING_IS(LOW) - { - CStreaming::HaveAllBigBuildingsLoaded(CGame::currLevel); - - CGame::TidyUpMemory(true, true); - } -#ifdef FIX_BUGS - CTimer::Resume(); -#else - CTimer::Update(); -#endif - ISLAND_LOADING_IS(LOW) - DMAudio.SetEffectsFadeVol(127); - } } -#ifdef NO_ISLAND_LOADING -bool CCollision::bAlreadyLoaded = false; -#endif void CCollision::SortOutCollisionAfterLoad(void) { - if(ms_collisionInMemory == CGame::currLevel) - return; - ISLAND_LOADING_IS(LOW) - CModelInfo::RemoveColModelsFromOtherLevels(CGame::currLevel); - - if (CGame::currLevel != LEVEL_GENERIC) { -#ifdef NO_ISLAND_LOADING - if (CMenuManager::m_PrefsIslandLoading != CMenuManager::ISLAND_LOADING_LOW) { - if (bAlreadyLoaded) { - ms_collisionInMemory = CGame::currLevel; - return; - } - bAlreadyLoaded = true; - CFileLoader::LoadCollisionFromDatFile(LEVEL_INDUSTRIAL); - CFileLoader::LoadCollisionFromDatFile(LEVEL_COMMERCIAL); - CFileLoader::LoadCollisionFromDatFile(LEVEL_SUBURBAN); - } else -#endif - CFileLoader::LoadCollisionFromDatFile(CGame::currLevel); - if(!CGame::playingIntro) - LoadSplash(GetLevelSplashScreen(CGame::currLevel)); - } - ms_collisionInMemory = CGame::currLevel; - CGame::TidyUpMemory(true, false); + CColStore::LoadCollision(TheCamera.GetPosition()); + CStreaming::LoadAllRequestedModels(false); } void CCollision::LoadCollisionScreen(eLevelName level) { - static Const char *levelNames[4] = { + static Const char *levelNames[] = { "", "IND_ZON", "COM_ZON", - "SUB_ZON" }; // Why twice? @@ -332,14 +161,14 @@ CCollision::LoadCollisionScreen(eLevelName level) bool -CCollision::TestSphereSphere(const CColSphere &s1, const CColSphere &s2) +CCollision::TestSphereSphere(const CSphere &s1, const CSphere &s2) { float d = s1.radius + s2.radius; return (s1.center - s2.center).MagnitudeSqr() < d*d; } bool -CCollision::TestSphereBox(const CColSphere &sph, const CColBox &box) +CCollision::TestSphereBox(const CSphere &sph, const CBox &box) { if(sph.center.x + sph.radius < box.min.x) return false; if(sph.center.x - sph.radius > box.max.x) return false; @@ -351,7 +180,7 @@ CCollision::TestSphereBox(const CColSphere &sph, const CColBox &box) } bool -CCollision::TestLineBox(const CColLine &line, const CColBox &box) +CCollision::TestLineBox(const CColLine &line, const CBox &box) { float t, x, y, z; // If either line point is in the box, we have a collision @@ -436,7 +265,7 @@ CCollision::TestLineBox(const CColLine &line, const CColBox &box) } bool -CCollision::TestVerticalLineBox(const CColLine &line, const CColBox &box) +CCollision::TestVerticalLineBox(const CColLine &line, const CBox &box) { if(line.p0.x <= box.min.x) return false; if(line.p0.y <= box.min.y) return false; @@ -636,6 +465,8 @@ CCollision::TestSphereTriangle(const CColSphere &sphere, int testcase = insideAB + insideAC + insideBC; float dist = 0.0f; switch(testcase){ + case 0: + return false; // shouldn't happen case 1: // closest to a vertex if(insideAB) dist = (sphere.center - vc).Magnitude(); @@ -664,7 +495,7 @@ CCollision::TestSphereTriangle(const CColSphere &sphere, } bool -CCollision::TestLineOfSight(const CColLine &line, const CMatrix &matrix, CColModel &model, bool ignoreSeeThrough) +CCollision::TestLineOfSight(const CColLine &line, const CMatrix &matrix, CColModel &model, bool ignoreSeeThrough, bool ignoreShootThrough) { #ifdef VU_COLLISION CMatrix matTransform; @@ -681,12 +512,14 @@ CCollision::TestLineOfSight(const CColLine &line, const CMatrix &matrix, CColMod for(i = 0; i < model.numSpheres; i++){ if(ignoreSeeThrough && IsSeeThrough(model.spheres[i].surface)) continue; + if(ignoreShootThrough && IsShootThrough(model.spheres[i].surface)) continue; if(TestLineSphere(*(CColLine*)newline, model.spheres[i])) return true; } for(i = 0; i < model.numBoxes; i++){ if(ignoreSeeThrough && IsSeeThrough(model.boxes[i].surface)) continue; + if(ignoreShootThrough && IsShootThrough(model.boxes[i].surface)) continue; if(TestLineBox(*(CColLine*)newline, model.boxes[i])) return true; } @@ -696,6 +529,7 @@ CCollision::TestLineOfSight(const CColLine &line, const CMatrix &matrix, CColMod VuTriangle vutri; for(i = 0; i < model.numTriangles; i++){ if(ignoreSeeThrough && IsSeeThrough(model.triangles[i].surface)) continue; + if(ignoreShootThrough && IsShootThrough(model.triangles[i].surface)) continue; CColTriangle *tri = &model.triangles[i]; model.vertices[tri->a].Unpack(vutri.v0); @@ -713,6 +547,7 @@ CCollision::TestLineOfSight(const CColLine &line, const CMatrix &matrix, CColMod #endif for(; i < model.numTriangles; i++){ if(ignoreSeeThrough && IsSeeThrough(model.triangles[i].surface)) continue; + if(ignoreShootThrough && IsShootThrough(model.triangles[i].surface)) continue; CColTriangle *tri = &model.triangles[i]; model.vertices[tri->a].Unpack(vutri.v0); @@ -745,12 +580,14 @@ CCollision::TestLineOfSight(const CColLine &line, const CMatrix &matrix, CColMod for(i = 0; i < model.numSpheres; i++){ if(ignoreSeeThrough && IsSeeThrough(model.spheres[i].surface)) continue; + if(ignoreShootThrough && IsShootThrough(model.spheres[i].surface)) continue; if(TestLineSphere(newline, model.spheres[i])) return true; } for(i = 0; i < model.numBoxes; i++){ if(ignoreSeeThrough && IsSeeThrough(model.boxes[i].surface)) continue; + if(ignoreShootThrough && IsShootThrough(model.boxes[i].surface)) continue; if(TestLineBox(newline, model.boxes[i])) return true; } @@ -758,6 +595,7 @@ CCollision::TestLineOfSight(const CColLine &line, const CMatrix &matrix, CColMod CalculateTrianglePlanes(&model); for(i = 0; i < model.numTriangles; i++){ if(ignoreSeeThrough && IsSeeThrough(model.triangles[i].surface)) continue; + if(ignoreShootThrough && IsShootThrough(model.triangles[i].surface)) continue; if(TestLineTriangle(newline, model.vertices, model.triangles[i], model.trianglePlanes[i])) return true; } @@ -766,6 +604,7 @@ CCollision::TestLineOfSight(const CColLine &line, const CMatrix &matrix, CColMod #endif } +// TODO: TestPillWithSpheresInColModel, but only called from overloaded CWeapon::FireMelee which isn't used // // Process @@ -1046,6 +885,7 @@ CCollision::ProcessLineSphere(const CColLine &line, const CColSphere &sphere, CC return true; } +// unused bool CCollision::ProcessVerticalLineTriangle(const CColLine &line, const CompressedVector *verts, const CColTriangle &tri, const CColTrianglePlane &plane, @@ -1262,7 +1102,7 @@ CCollision::IsStoredPolyStillValidVerticalLine(const CVector &pos, float z, CCol bool CCollision::ProcessLineTriangle(const CColLine &line, const CompressedVector *verts, const CColTriangle &tri, const CColTrianglePlane &plane, - CColPoint &point, float &mindist) + CColPoint &point, float &mindist, CStoredCollPoly *poly) { #ifdef VU_COLLISION // not used in favour of optimized loops @@ -1366,6 +1206,12 @@ CCollision::ProcessLineTriangle(const CColLine &line, 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; #endif @@ -1436,6 +1282,8 @@ CCollision::ProcessSphereTriangle(const CColSphere &sphere, float dist = 0.0f; CVector p; switch(testcase){ + case 0: + return false; // shouldn't happen case 1: // closest to a vertex if(insideAB) p = vc; @@ -1482,7 +1330,7 @@ CCollision::ProcessSphereTriangle(const CColSphere &sphere, bool CCollision::ProcessLineOfSight(const CColLine &line, const CMatrix &matrix, CColModel &model, - CColPoint &point, float &mindist, bool ignoreSeeThrough) + CColPoint &point, float &mindist, bool ignoreSeeThrough, bool ignoreShootThrough) { #ifdef VU_COLLISION CMatrix matTransform; @@ -1503,6 +1351,7 @@ CCollision::ProcessLineOfSight(const CColLine &line, float coldist = 1.0f; for(i = 0; i < model.numSpheres; i++){ if(ignoreSeeThrough && IsSeeThrough(model.spheres[i].surface)) continue; + if(ignoreShootThrough && IsShootThrough(model.spheres[i].surface)) continue; if(ProcessLineSphere(*(CColLine*)newline, model.spheres[i], point, coldist)) point.Set(0, 0, model.spheres[i].surface, model.spheres[i].piece); } @@ -1518,6 +1367,7 @@ CCollision::ProcessLineOfSight(const CColLine &line, CColTriangle *lasttri = nil; for(i = 0; i < model.numTriangles; i++){ if(ignoreSeeThrough && IsSeeThrough(model.triangles[i].surface)) continue; + if(ignoreShootThrough && IsShootThrough(model.triangles[i].surface)) continue; CColTriangle *tri = &model.triangles[i]; model.vertices[tri->a].Unpack(vutri.v0); @@ -1537,6 +1387,7 @@ CCollision::ProcessLineOfSight(const CColLine &line, float dist; for(; i < model.numTriangles; i++){ if(ignoreSeeThrough && IsSeeThrough(model.triangles[i].surface)) continue; + if(ignoreShootThrough && IsShootThrough(model.triangles[i].surface)) continue; CColTriangle *tri = &model.triangles[i]; model.vertices[tri->a].Unpack(vutri.v0); @@ -1586,17 +1437,20 @@ CCollision::ProcessLineOfSight(const CColLine &line, float coldist = mindist; for(i = 0; i < model.numSpheres; i++){ if(ignoreSeeThrough && IsSeeThrough(model.spheres[i].surface)) continue; + if(ignoreShootThrough && IsShootThrough(model.spheres[i].surface)) continue; ProcessLineSphere(newline, model.spheres[i], point, coldist); } for(i = 0; i < model.numBoxes; i++){ if(ignoreSeeThrough && IsSeeThrough(model.boxes[i].surface)) continue; + if(ignoreShootThrough && IsShootThrough(model.boxes[i].surface)) continue; ProcessLineBox(newline, model.boxes[i], point, coldist); } CalculateTrianglePlanes(&model); for(i = 0; i < model.numTriangles; i++){ if(ignoreSeeThrough && IsSeeThrough(model.triangles[i].surface)) continue; + if(ignoreShootThrough && IsShootThrough(model.triangles[i].surface)) continue; ProcessLineTriangle(newline, model.vertices, model.triangles[i], model.trianglePlanes[i], point, coldist); } @@ -1613,7 +1467,7 @@ CCollision::ProcessLineOfSight(const CColLine &line, bool CCollision::ProcessVerticalLine(const CColLine &line, const CMatrix &matrix, CColModel &model, - CColPoint &point, float &mindist, bool ignoreSeeThrough, CStoredCollPoly *poly) + CColPoint &point, float &mindist, bool ignoreSeeThrough, bool ignoreShootThrough, CStoredCollPoly *poly) { #ifdef VU_COLLISION static CStoredCollPoly TempStoredPoly; @@ -1633,13 +1487,13 @@ CCollision::ProcessVerticalLine(const CColLine &line, float coldist = 1.0f; for(i = 0; i < model.numSpheres; i++){ - if(ignoreSeeThrough && IsSeeThrough(model.spheres[i].surface)) continue; + if(ignoreSeeThrough && IsSeeThroughVertical(model.spheres[i].surface)) continue; if(ProcessLineSphere(*(CColLine*)newline, model.spheres[i], point, coldist)) point.Set(0, 0, model.spheres[i].surface, model.spheres[i].piece); } for(i = 0; i < model.numBoxes; i++){ - if(ignoreSeeThrough && IsSeeThrough(model.boxes[i].surface)) continue; + if(ignoreSeeThrough && IsSeeThroughVertical(model.boxes[i].surface)) continue; if(ProcessLineBox(*(CColLine*)newline, model.boxes[i], point, coldist)) point.Set(0, 0, model.boxes[i].surface, model.boxes[i].piece); } @@ -1651,7 +1505,7 @@ CCollision::ProcessVerticalLine(const CColLine &line, CColTriangle *lasttri = nil; VuTriangle vutri; for(i = 0; i < model.numTriangles; i++){ - if(ignoreSeeThrough && IsSeeThrough(model.triangles[i].surface)) continue; + if(ignoreSeeThrough && IsSeeThroughVertical(model.triangles[i].surface)) continue; CColTriangle *tri = &model.triangles[i]; model.vertices[tri->a].Unpack(vutri.v0); @@ -1670,7 +1524,7 @@ CCollision::ProcessVerticalLine(const CColLine &line, CVuVector pnt, normal; float dist; for(; i < model.numTriangles; i++){ - if(ignoreSeeThrough && IsSeeThrough(model.triangles[i].surface)) continue; + if(ignoreSeeThrough && IsSeeThroughVertical(model.triangles[i].surface)) continue; CColTriangle *tri = &model.triangles[i]; model.vertices[tri->a].Unpack(vutri.v0); @@ -1740,28 +1594,27 @@ CCollision::ProcessVerticalLine(const CColLine &line, // 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)) + if(!TestLineBox(newline, model.boundingBox)) return false; + // BUG? is IsSeeThroughVertical really the right thing? also not checking shoot through float coldist = mindist; for(i = 0; i < model.numSpheres; i++){ - if(ignoreSeeThrough && IsSeeThrough(model.spheres[i].surface)) continue; + if(ignoreSeeThrough && IsSeeThroughVertical(model.spheres[i].surface)) continue; ProcessLineSphere(newline, model.spheres[i], point, coldist); } for(i = 0; i < model.numBoxes; i++){ - if(ignoreSeeThrough && IsSeeThrough(model.boxes[i].surface)) continue; + if(ignoreSeeThrough && IsSeeThroughVertical(model.boxes[i].surface)) continue; ProcessLineBox(newline, model.boxes[i], point, coldist); } CalculateTrianglePlanes(&model); TempStoredPoly.valid = false; for(i = 0; i < model.numTriangles; i++){ - if(ignoreSeeThrough && IsSeeThrough(model.triangles[i].surface)) continue; - ProcessVerticalLineTriangle(newline, model.vertices, model.triangles[i], model.trianglePlanes[i], point, coldist, &TempStoredPoly); + if(ignoreSeeThrough && IsSeeThroughVertical(model.triangles[i].surface)) continue; + ProcessLineTriangle(newline, model.vertices, model.triangles[i], model.trianglePlanes[i], point, coldist, &TempStoredPoly); } if(coldist < mindist){ @@ -2319,6 +2172,15 @@ CCollision::CalculateTrianglePlanes(CColModel *model) } void +CCollision::RemoveTrianglePlanes(CColModel *model) +{ + if(model->trianglePlanes){ + ms_colModelCache.Remove(model->GetLinkPtr()); + model->RemoveTrianglePlanes(); + } +} + +void CCollision::DrawColModel(const CMatrix &mat, const CColModel &colModel) { int i; @@ -2540,15 +2402,75 @@ CCollision::DrawColModel(const CMatrix &mat, const CColModel &colModel) RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void*)TRUE); } +static void +GetSurfaceColor(uint8 surf, uint8 &r, uint8 &g, uint8 &b) +{ + // game doesn't do this + r = 255; + g = 128; + b = 0; + + switch(CSurfaceTable::GetAdhesionGroup(surf)){ + case ADHESIVE_RUBBER: + r = 255; + g = 0; + b = 0; + break; + case ADHESIVE_HARD: + r = 255; + g = 255; + b = 128; + break; + case ADHESIVE_ROAD: + r = 128; + g = 128; + b = 128; + break; + case ADHESIVE_LOOSE: + r = 0; + g = 255; + b = 0; + break; + case ADHESIVE_SAND: + r = 255; + g = 128; + b = 128; + break; + case ADHESIVE_WET: + r = 0; + g = 0; + b = 255; + break; + } + + if(surf == SURFACE_SAND || surf == SURFACE_SAND_BEACH){ + r = 255; + g = 255; + b = 0; + } + + float f = (surf & 0xF)/32.0f + 0.5f; + r *= f; + g *= f; + b *= f; + + if(surf == SURFACE_TRANSPARENT_CLOTH || surf == SURFACE_METAL_CHAIN_FENCE || + surf == SURFACE_TRANSPARENT_STONE || surf == SURFACE_SCAFFOLD_POLE) + if(CTimer::GetFrameCounter() & 1){ + r = 0; + g = 0; + b = 0; + } +} + 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; + uint8 r, g, b; RwImVertexIndex *iptr; RwIm3DVertex *vptr; @@ -2567,53 +2489,8 @@ CCollision::DrawColModel_Coloured(const CMatrix &mat, const CColModel &colModel, verts[1] = mat * verts[1]; verts[2] = mat * verts[2]; - // game doesn't do this - 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; - } - - if(s == SURFACE_TRANSPARENT_CLOTH || s == SURFACE_METAL_CHAIN_FENCE || - s == SURFACE_TRANSPARENT_STONE || s == SURFACE_SCAFFOLD_POLE) - if(CTimer::GetFrameCounter() & 1){ - r = 0; - g = 0; - b = 0; - } + GetSurfaceColor(s, r, g, b); if(s > SURFACE_METAL_GATE){ r = CGeneral::GetRandomNumber(); @@ -2654,47 +2531,7 @@ CCollision::DrawColModel_Coloured(const CMatrix &mat, const CColModel &colModel, 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; - } - - if(s == SURFACE_TRANSPARENT_CLOTH || s == SURFACE_METAL_CHAIN_FENCE || - s == SURFACE_TRANSPARENT_STONE || s == SURFACE_SCAFFOLD_POLE) - if(CTimer::GetFrameCounter() & 1){ - r = 0; - g = 0; - b = 0; - } + GetSurfaceColor(s, r, g, b); RenderBuffer::StartStoring(36, 8, &iptr, &vptr); RwIm3DVertexSetRGBA(&vptr[0], r, g, b, 255); diff --git a/src/collision/Collision.h b/src/collision/Collision.h index f4270bc5..57f5f86e 100644 --- a/src/collision/Collision.h +++ b/src/collision/Collision.h @@ -28,9 +28,6 @@ class CCollision public: static eLevelName ms_collisionInMemory; static CLinkList<CColModel*> ms_colModelCache; -#ifdef NO_ISLAND_LOADING - static bool bAlreadyLoaded; -#endif static void Init(void); static void Shutdown(void); @@ -42,26 +39,27 @@ public: 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 CColSphere &s1, const CColSphere &s2); - 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 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); + 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); + 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); - static bool ProcessVerticalLine(const CColLine &line, const CMatrix &matrix, CColModel &model, CColPoint &point, float &mindist, bool ignoreSeeThrough, CStoredCollPoly *poly); + 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); diff --git a/src/collision/TempColModels.cpp b/src/collision/TempColModels.cpp index 494c148d..0c0d4376 100644 --- a/src/collision/TempColModels.cpp +++ b/src/collision/TempColModels.cpp @@ -16,6 +16,7 @@ CColModel CTempColModels::ms_colModelPedGroundHit; CColModel CTempColModels::ms_colModelBoot1; CColModel CTempColModels::ms_colModelDoor1; CColModel CTempColModels::ms_colModelBonnet1; +CColModel CTempColModels::ms_colModelWeapon; CColSphere s_aPedSpheres[3]; @@ -293,5 +294,13 @@ CTempColModels::Initialise(void) SET_COLMODEL_SPHERES(ms_colModelBodyPart2, s_aBodyPartSpheres2); + ms_colModelWeapon.boundingSphere.radius = 0.25f; + ms_colModelWeapon.boundingBox.min.x = -0.25f; + ms_colModelWeapon.boundingBox.min.y = -0.25f; + ms_colModelWeapon.boundingBox.min.z = -0.25f; + ms_colModelWeapon.boundingBox.max.x = 0.25f; + ms_colModelWeapon.boundingBox.max.y = 0.25f; + ms_colModelWeapon.boundingBox.max.z = 0.25f; + #undef SET_COLMODEL_SPHERES } diff --git a/src/collision/TempColModels.h b/src/collision/TempColModels.h index 057728af..1a888723 100644 --- a/src/collision/TempColModels.h +++ b/src/collision/TempColModels.h @@ -18,6 +18,7 @@ public: static CColModel ms_colModelBoot1; static CColModel ms_colModelDoor1; static CColModel ms_colModelBonnet1; + static CColModel ms_colModelWeapon; static void Initialise(void); }; |