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-rw-r--r--src/collision/ColLine.h4
-rw-r--r--src/collision/ColPoint.h4
-rw-r--r--src/collision/ColSphere.h5
-rw-r--r--src/collision/ColTriangle.h1
-rw-r--r--src/collision/Collision.cpp18
5 files changed, 19 insertions, 13 deletions
diff --git a/src/collision/ColLine.h b/src/collision/ColLine.h
index 21587a06..a2cb9a0b 100644
--- a/src/collision/ColLine.h
+++ b/src/collision/ColLine.h
@@ -4,9 +4,9 @@ struct CColLine
{
// NB: this has to be compatible with two CVuVectors
CVector p0;
- int pad0;
+// int pad0;
CVector p1;
- int pad1;
+// int pad1;
CColLine(void) { };
CColLine(const CVector &p0, const CVector &p1) { this->p0 = p0; this->p1 = p1; };
diff --git a/src/collision/ColPoint.h b/src/collision/ColPoint.h
index a15b2345..f978720d 100644
--- a/src/collision/ColPoint.h
+++ b/src/collision/ColPoint.h
@@ -3,10 +3,10 @@
struct CColPoint
{
CVector point;
- int pad1;
+ int pad1; // this is stupid
// the surface normal on the surface of point
CVector normal;
- int pad2;
+ //int pad2;
uint8 surfaceA;
uint8 pieceA;
uint8 surfaceB;
diff --git a/src/collision/ColSphere.h b/src/collision/ColSphere.h
index f86b282a..3f18d8c0 100644
--- a/src/collision/ColSphere.h
+++ b/src/collision/ColSphere.h
@@ -2,10 +2,11 @@
#include "SurfaceTable.h"
-struct CSphere
+// TODO(LCS): maybe this was in a union with CVuVector? or is the alignment manual?
+struct TYPEALIGN(16) CSphere
{
// NB: this has to be compatible with a CVuVector
- CVector center;
+ RwV3d center;
float radius;
void Set(float radius, const CVector &center) { this->center = center; this->radius = radius; }
};
diff --git a/src/collision/ColTriangle.h b/src/collision/ColTriangle.h
index a2580c58..5ce543b5 100644
--- a/src/collision/ColTriangle.h
+++ b/src/collision/ColTriangle.h
@@ -62,6 +62,7 @@ struct CColTrianglePlane
}
#endif
#else
+ // TODO(LCS): LCS actually uses CompressedVector too
CVector normal;
float dist;
uint8 dir;
diff --git a/src/collision/Collision.cpp b/src/collision/Collision.cpp
index bead5183..82681645 100644
--- a/src/collision/Collision.cpp
+++ b/src/collision/Collision.cpp
@@ -24,6 +24,10 @@
#include "Camera.h"
#include "ColStore.h"
+// gotta figure out how they handled CSphere exactly
+// so using this to remind me to look into it again.
+#define CVECTORHACK(rwv3d) CVector(rwv3d)
+
#ifdef VU_COLLISION
#include "VuCollision.h"
@@ -391,7 +395,7 @@ CCollision::TestLineSphere(const CColLine &line, const CColSphere &sph)
// The length of the tangent would be this: Sqrt((c-p0)^2 - r^2).
// Negative if p0 is inside the sphere! This breaks the test!
float tansq = 4.0f * linesq *
- (sph.center.MagnitudeSqr() - 2.0f*DotProduct(sph.center, line.p0) + line.p0.MagnitudeSqr() - sph.radius*sph.radius);
+ (CVECTORHACK(sph.center).MagnitudeSqr() - 2.0f*DotProduct(sph.center, line.p0) + line.p0.MagnitudeSqr() - sph.radius*sph.radius);
float diffsq = projline*projline - tansq;
// if diffsq < 0 that means the line is a passant, so no intersection
if(diffsq < 0.0f)
@@ -470,9 +474,9 @@ CCollision::TestSphereTriangle(const CColSphere &sphere,
case 2:
// closest to an edge
// looks like original game as DistToLine manually inlined
- if(!insideAB) dist = DistToLine(&va, &vb, &sphere.center);
- else if(!insideAC) dist = DistToLine(&va, &vc, &sphere.center);
- else if(!insideBC) dist = DistToLine(&vb, &vc, &sphere.center);
+ if(!insideAB) dist = DistToLine(&va, &vb, &CVECTORHACK(sphere.center));
+ else if(!insideAC) dist = DistToLine(&va, &vc, &CVECTORHACK(sphere.center));
+ else if(!insideBC) dist = DistToLine(&vb, &vc, &CVECTORHACK(sphere.center));
else assert(0);
break;
case 3:
@@ -1279,9 +1283,9 @@ CCollision::ProcessSphereTriangle(const CColSphere &sphere,
case 2:
// closest to an edge
// looks like original game as DistToLine manually inlined
- if(!insideAB) dist = DistToLine(&va, &vb, &sphere.center, p);
- else if(!insideAC) dist = DistToLine(&va, &vc, &sphere.center, p);
- else if(!insideBC) dist = DistToLine(&vb, &vc, &sphere.center, p);
+ if(!insideAB) dist = DistToLine(&va, &vb, &CVECTORHACK(sphere.center), p);
+ else if(!insideAC) dist = DistToLine(&va, &vc, &CVECTORHACK(sphere.center), p);
+ else if(!insideBC) dist = DistToLine(&vb, &vc, &CVECTORHACK(sphere.center), p);
else assert(0);
break;
case 3: