diff options
Diffstat (limited to 'src/core/Collision.cpp')
-rw-r--r-- | src/core/Collision.cpp | 390 |
1 files changed, 202 insertions, 188 deletions
diff --git a/src/core/Collision.cpp b/src/core/Collision.cpp index 76019c2f..268e3c5e 100644 --- a/src/core/Collision.cpp +++ b/src/core/Collision.cpp @@ -23,6 +23,8 @@ #include "Camera.h" #include "ColStore.h" +//--MIAMI: file done + enum Direction { DIR_X_POS, @@ -36,16 +38,14 @@ enum Direction eLevelName CCollision::ms_collisionInMemory; CLinkList<CColModel*> CCollision::ms_colModelCache; -//--MIAMI: done void CCollision::Init(void) { ms_colModelCache.Init(NUMCOLCACHELINKS); - ms_collisionInMemory = LEVEL_NONE; + ms_collisionInMemory = LEVEL_GENERIC; CColStore::Initialise(); } -//--MIAMI: done void CCollision::Shutdown(void) { @@ -53,7 +53,6 @@ CCollision::Shutdown(void) CColStore::Shutdown(); } -//--MIAMI: done void CCollision::Update(void) { @@ -70,10 +69,10 @@ GetCollisionInSectorList(CPtrList &list) for(node = list.first; node; node = node->next){ e = (CEntity*)node->item; level = CModelInfo::GetModelInfo(e->GetModelIndex())->GetColModel()->level; - if(level != LEVEL_NONE) + if(level != LEVEL_GENERIC) return (eLevelName)level; } - return LEVEL_NONE; + return LEVEL_GENERIC; } //--MIAMI: unused @@ -84,29 +83,29 @@ GetCollisionInSector(CSector §) int level; level = GetCollisionInSectorList(sect.m_lists[ENTITYLIST_BUILDINGS]); - if(level == LEVEL_NONE) + if(level == LEVEL_GENERIC) level = GetCollisionInSectorList(sect.m_lists[ENTITYLIST_BUILDINGS_OVERLAP]); - if(level == LEVEL_NONE) + if(level == LEVEL_GENERIC) level = GetCollisionInSectorList(sect.m_lists[ENTITYLIST_OBJECTS]); - if(level == LEVEL_NONE) + if(level == LEVEL_GENERIC) level = GetCollisionInSectorList(sect.m_lists[ENTITYLIST_OBJECTS_OVERLAP]); - if(level == LEVEL_NONE) + if(level == LEVEL_GENERIC) level = GetCollisionInSectorList(sect.m_lists[ENTITYLIST_DUMMIES]); - if(level == LEVEL_NONE) + if(level == LEVEL_GENERIC) level = GetCollisionInSectorList(sect.m_lists[ENTITYLIST_DUMMIES_OVERLAP]); return (eLevelName)level; } -//--MIAMI: done void CCollision::LoadCollisionWhenINeedIt(bool forceChange) { } -//--MIAMI: done void CCollision::SortOutCollisionAfterLoad(void) { + CColStore::LoadCollision(TheCamera.GetPosition()); + CStreaming::LoadAllRequestedModels(false); } void @@ -251,7 +250,7 @@ CCollision::TestVerticalLineBox(const CColLine &line, const CBox &box) } bool -CCollision::TestLineTriangle(const CColLine &line, const CVector *verts, const CColTriangle &tri, const CColTrianglePlane &plane) +CCollision::TestLineTriangle(const CColLine &line, const CompressedVector *verts, const CColTriangle &tri, const CColTrianglePlane &plane) { float t; CVector normal; @@ -266,9 +265,9 @@ CCollision::TestLineTriangle(const CColLine &line, const CVector *verts, const C // find point of intersection CVector p = line.p0 + (line.p1-line.p0)*t; - const CVector &va = verts[tri.a]; - const CVector &vb = verts[tri.b]; - const CVector &vc = verts[tri.c]; + const CVector &va = verts[tri.a].Get(); + const CVector &vb = verts[tri.b].Get(); + const CVector &vc = verts[tri.c].Get(); CVector2D vec1, vec2, vec3, vect; // We do the test in 2D. With the plane direction we @@ -361,15 +360,16 @@ CCollision::TestLineSphere(const CColLine &line, const CColSphere &sph) bool CCollision::TestSphereTriangle(const CColSphere &sphere, - const CVector *verts, const CColTriangle &tri, const CColTrianglePlane &plane) + const CompressedVector *verts, const CColTriangle &tri, const CColTrianglePlane &plane) { // If sphere and plane don't intersect, no collision - if(Abs(plane.CalcPoint(sphere.center)) > sphere.radius) + float planedist = plane.CalcPoint(sphere.center); + if(Abs(planedist) > sphere.radius) return false; - const CVector &va = verts[tri.a]; - const CVector &vb = verts[tri.b]; - const CVector &vc = verts[tri.c]; + const CVector &va = verts[tri.a].Get(); + const CVector &vb = verts[tri.b].Get(); + const CVector &vc = verts[tri.c].Get(); // calculate two orthogonal basis vectors for the triangle CVector vec2 = vb - va; @@ -393,28 +393,35 @@ CCollision::TestSphereTriangle(const CColSphere &sphere, int testcase = insideAB + insideAC + insideBC; float dist = 0.0f; - if(testcase == 1){ + switch(testcase){ + case 0: + return false; // shouldn't happen + case 1: // closest to a vertex if(insideAB) dist = (sphere.center - vc).Magnitude(); else if(insideAC) dist = (sphere.center - vb).Magnitude(); else if(insideBC) dist = (sphere.center - va).Magnitude(); else assert(0); - }else if(testcase == 2){ + break; + 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); else assert(0); - }else if(testcase == 3){ + break; + case 3: // center is in triangle - return true; - }else - assert(0); // front fell off + dist = Abs(planedist); + break; + default: + assert(0); + } return dist < sphere.radius; } -//--MIAMI: TODO bool CCollision::TestLineOfSight(const CColLine &line, const CMatrix &matrix, CColModel &model, bool ignoreSeeThrough, bool ignoreShootThrough) { @@ -429,25 +436,32 @@ CCollision::TestLineOfSight(const CColLine &line, const CMatrix &matrix, CColMod if(!TestLineBox(newline, model.boundingBox)) return false; - for(i = 0; i < model.numSpheres; i++) - if(!ignoreSeeThrough || model.spheres[i].surface != SURFACE_GLASS && model.spheres[i].surface != SURFACE_TRANSPARENT_CLOTH) - if(TestLineSphere(newline, model.spheres[i])) - return true; + 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 || model.boxes[i].surface != SURFACE_GLASS && model.boxes[i].surface != SURFACE_TRANSPARENT_CLOTH) - if(TestLineBox(newline, model.boxes[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; + } CalculateTrianglePlanes(&model); - for(i = 0; i < model.numTriangles; i++) - if(!ignoreSeeThrough || model.triangles[i].surface != SURFACE_GLASS && model.triangles[i].surface != SURFACE_TRANSPARENT_CLOTH) - if(TestLineTriangle(newline, model.vertices, model.triangles[i], model.trianglePlanes[i])) - return true; + 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; + } return false; } +// TODO: TestPillWithSpheresInColModel, but only called from overloaded CWeapon::FireMelee which isn't used // // Process @@ -716,18 +730,19 @@ CCollision::ProcessLineSphere(const CColLine &line, const CColSphere &sphere, CC return true; } +//--MIAMI: unused bool CCollision::ProcessVerticalLineTriangle(const CColLine &line, - const CVector *verts, const CColTriangle &tri, const CColTrianglePlane &plane, + const CompressedVector *verts, const CColTriangle &tri, const CColTrianglePlane &plane, CColPoint &point, float &mindist, CStoredCollPoly *poly) { float t; CVector normal; const CVector &p0 = line.p0; - const CVector &va = verts[tri.a]; - const CVector &vb = verts[tri.b]; - const CVector &vc = verts[tri.c]; + const CVector &va = verts[tri.a].Get(); + const CVector &vb = verts[tri.b].Get(); + const CVector &vc = verts[tri.c].Get(); // early out bound rect test if(p0.x < va.x && p0.x < vb.x && p0.x < vc.x) return false; @@ -792,6 +807,7 @@ CCollision::ProcessVerticalLineTriangle(const CColLine &line, if(CrossProduct2D(vec2-vec1, vect-vec1) < 0.0f) return false; if(CrossProduct2D(vec3-vec1, vect-vec1) > 0.0f) return false; if(CrossProduct2D(vec3-vec2, vect-vec2) < 0.0f) return false; + if(t >= mindist) return false; point.point = p; point.normal = normal; point.surfaceA = 0; @@ -817,16 +833,12 @@ CCollision::IsStoredPolyStillValidVerticalLine(const CVector &pos, float z, CCol return false; // maybe inlined? - CColTriangle tri; - tri.a = 0; - tri.b = 1; - tri.c = 2; CColTrianglePlane plane; - plane.Set(poly->verts, tri); + plane.Set(poly->verts[0], poly->verts[1], poly->verts[2]); - const CVector &va = poly->verts[tri.a]; - const CVector &vb = poly->verts[tri.b]; - const CVector &vc = poly->verts[tri.c]; + const CVector &va = poly->verts[0]; + const CVector &vb = poly->verts[1]; + const CVector &vc = poly->verts[2]; CVector p0 = pos; CVector p1(pos.x, pos.y, z); @@ -891,8 +903,8 @@ CCollision::IsStoredPolyStillValidVerticalLine(const CVector &pos, float z, CCol bool CCollision::ProcessLineTriangle(const CColLine &line , - const CVector *verts, const CColTriangle &tri, const CColTrianglePlane &plane, - CColPoint &point, float &mindist) + const CompressedVector *verts, const CColTriangle &tri, const CColTrianglePlane &plane, + CColPoint &point, float &mindist, CStoredCollPoly *poly) { float t; CVector normal; @@ -910,9 +922,9 @@ CCollision::ProcessLineTriangle(const CColLine &line , // find point of intersection CVector p = line.p0 + (line.p1-line.p0)*t; - const CVector &va = verts[tri.a]; - const CVector &vb = verts[tri.b]; - const CVector &vc = verts[tri.c]; + const CVector &va = verts[tri.a].Get(); + const CVector &vb = verts[tri.b].Get(); + const CVector &vc = verts[tri.c].Get(); CVector2D vec1, vec2, vec3, vect; switch(plane.dir){ @@ -958,19 +970,26 @@ CCollision::ProcessLineTriangle(const CColLine &line , if(CrossProduct2D(vec2-vec1, vect-vec1) < 0.0f) return false; if(CrossProduct2D(vec3-vec1, vect-vec1) > 0.0f) return false; if(CrossProduct2D(vec3-vec2, vect-vec2) < 0.0f) return false; + if(t >= mindist) return false; point.point = p; point.normal = normal; point.surfaceA = 0; 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; } bool CCollision::ProcessSphereTriangle(const CColSphere &sphere, - const CVector *verts, const CColTriangle &tri, const CColTrianglePlane &plane, + const CompressedVector *verts, const CColTriangle &tri, const CColTrianglePlane &plane, CColPoint &point, float &mindistsq) { // If sphere and plane don't intersect, no collision @@ -979,9 +998,9 @@ CCollision::ProcessSphereTriangle(const CColSphere &sphere, if(Abs(planedist) > sphere.radius || distsq > mindistsq) return false; - const CVector &va = verts[tri.a]; - const CVector &vb = verts[tri.b]; - const CVector &vc = verts[tri.c]; + const CVector &va = verts[tri.a].Get(); + const CVector &vb = verts[tri.b].Get(); + const CVector &vc = verts[tri.c].Get(); // calculate two orthogonal basis vectors for the triangle CVector normal; @@ -1008,25 +1027,33 @@ CCollision::ProcessSphereTriangle(const CColSphere &sphere, int testcase = insideAB + insideAC + insideBC; float dist = 0.0f; CVector p; - if(testcase == 1){ + switch(testcase){ + case 0: + return false; // shouldn't happen + case 1: // closest to a vertex if(insideAB) p = vc; else if(insideAC) p = vb; else if(insideBC) p = va; else assert(0); dist = (sphere.center - p).Magnitude(); - }else if(testcase == 2){ + break; + 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); else assert(0); - }else if(testcase == 3){ + break; + case 3: // center is in triangle dist = Abs(planedist); p = sphere.center - normal*planedist; - }else - assert(0); // front fell off + break; + default: + assert(0); + } if(dist >= sphere.radius || dist*dist >= mindistsq) return false; @@ -1043,7 +1070,6 @@ CCollision::ProcessSphereTriangle(const CColSphere &sphere, return true; } -//--MIAMI: TODO bool CCollision::ProcessLineOfSight(const CColLine &line, const CMatrix &matrix, CColModel &model, @@ -1061,18 +1087,24 @@ CCollision::ProcessLineOfSight(const CColLine &line, return false; float coldist = mindist; - for(i = 0; i < model.numSpheres; i++) - if(!ignoreSeeThrough || model.spheres[i].surface != SURFACE_GLASS && model.spheres[i].surface != SURFACE_TRANSPARENT_CLOTH) - ProcessLineSphere(newline, model.spheres[i], point, coldist); + 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 || model.boxes[i].surface != SURFACE_GLASS && model.boxes[i].surface != SURFACE_TRANSPARENT_CLOTH) - ProcessLineBox(newline, model.boxes[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 || model.triangles[i].surface != SURFACE_GLASS && model.triangles[i].surface != SURFACE_TRANSPARENT_CLOTH) - ProcessLineTriangle(newline, model.vertices, model.triangles[i], model.trianglePlanes[i], point, coldist); + 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); + } if(coldist < mindist){ point.point = matrix * point.point; @@ -1083,7 +1115,6 @@ CCollision::ProcessLineOfSight(const CColLine &line, return false; } -//--MIAMI: TODO bool CCollision::ProcessVerticalLine(const CColLine &line, const CMatrix &matrix, CColModel &model, @@ -1095,31 +1126,33 @@ 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 || model.spheres[i].surface != SURFACE_GLASS && model.spheres[i].surface != SURFACE_TRANSPARENT_CLOTH) - ProcessLineSphere(newline, model.spheres[i], point, coldist); + for(i = 0; i < model.numSpheres; i++){ + if(ignoreSeeThrough && IsSeeThroughVertical(model.spheres[i].surface)) continue; + ProcessLineSphere(newline, model.spheres[i], point, coldist); + } - for(i = 0; i < model.numBoxes; i++) - if(!ignoreSeeThrough || model.boxes[i].surface != SURFACE_GLASS && model.boxes[i].surface != SURFACE_TRANSPARENT_CLOTH) - ProcessLineBox(newline, model.boxes[i], point, coldist); + for(i = 0; i < model.numBoxes; i++){ + 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 || model.triangles[i].surface != SURFACE_GLASS && model.triangles[i].surface != SURFACE_TRANSPARENT_CLOTH) - ProcessVerticalLineTriangle(newline, model.vertices, model.triangles[i], model.trianglePlanes[i], point, coldist, &TempStoredPoly); + for(i = 0; i < model.numTriangles; i++){ + if(ignoreSeeThrough && IsSeeThroughVertical(model.triangles[i].surface)) continue; + ProcessLineTriangle(newline, model.vertices, model.triangles[i], model.trianglePlanes[i], point, coldist, &TempStoredPoly); + } if(coldist < mindist){ point.point = matrix * point.point; point.normal = Multiply3x3(matrix, point.normal); - if(poly && TempStoredPoly.valid){ + if(TempStoredPoly.valid && poly){ *poly = TempStoredPoly; poly->verts[0] = matrix * poly->verts[0]; poly->verts[1] = matrix * poly->verts[1]; @@ -1354,6 +1387,15 @@ 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; @@ -1575,15 +1617,75 @@ 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; @@ -1602,53 +1704,8 @@ 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(); @@ -1689,47 +1746,7 @@ 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); @@ -1833,7 +1850,7 @@ CColLine::Set(const CVector &p0, const CVector &p1) } void -CColTriangle::Set(const CVector *, int a, int b, int c, uint8 surf, uint8 piece) +CColTriangle::Set(const CompressedVector *, int a, int b, int c, uint8 surf, uint8 piece) { this->a = a; this->b = b; @@ -1842,12 +1859,8 @@ CColTriangle::Set(const CVector *, int a, int b, int c, uint8 surf, uint8 piece) } void -CColTrianglePlane::Set(const CVector *v, CColTriangle &tri) +CColTrianglePlane::Set(const CVector &va, const CVector &vb, const CVector &vc) { - const CVector &va = v[tri.a]; - const CVector &vb = v[tri.b]; - const CVector &vc = v[tri.c]; - normal = CrossProduct(vc-va, vb-va); normal.Normalise(); dist = DotProduct(normal, va); @@ -1905,6 +1918,7 @@ CColModel::RemoveCollisionVolumes(void) RwFree(boxes); RwFree(vertices); RwFree(triangles); + CCollision::RemoveTrianglePlanes(this); } numSpheres = 0; numLines = 0; @@ -1950,7 +1964,7 @@ CColModel::GetLinkPtr(void) void CColModel::GetTrianglePoint(CVector &v, int i) const { - v = vertices[i]; + v = vertices[i].Get(); } CColModel& @@ -2029,7 +2043,7 @@ CColModel::operator=(const CColModel &other) if(vertices) RwFree(vertices); if(numVerts){ - vertices = (CVector*)RwMalloc(numVerts*sizeof(CVector)); + vertices = (CompressedVector*)RwMalloc(numVerts*sizeof(CompressedVector)); for(i = 0; i < numVerts; i++) vertices[i] = other.vertices[i]; } |