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-rw-r--r--src/entities/Entity.cpp45
-rw-r--r--src/entities/Entity.h6
-rw-r--r--src/entities/Physical.cpp8
3 files changed, 31 insertions, 28 deletions
diff --git a/src/entities/Entity.cpp b/src/entities/Entity.cpp
index 4653c173..1545ce95 100644
--- a/src/entities/Entity.cpp
+++ b/src/entities/Entity.cpp
@@ -1,5 +1,6 @@
#include "common.h"
+#include "VuVector.h"
#include "General.h"
#include "RwHelper.h"
#include "ModelIndices.h"
@@ -70,7 +71,7 @@ CEntity::CEntity(void)
bDistanceFade = false;
m_flagE1 = false;
- m_flagE2 = false;
+ bDontCastShadowsOn = false;
bOffscreen = false;
bIsStaticWaitingForCollision = false;
bDontStream = false;
@@ -200,7 +201,7 @@ CEntity::GetBoundRect(void)
{
CRect rect;
CVector v;
- CColModel *col = CModelInfo::GetModelInfo(m_modelIndex)->GetColModel();
+ CColModel *col = CModelInfo::GetColModel(m_modelIndex);
rect.ContainPoint(GetMatrix() * col->boundingBox.min);
rect.ContainPoint(GetMatrix() * col->boundingBox.max);
@@ -219,21 +220,27 @@ CEntity::GetBoundRect(void)
CVector
CEntity::GetBoundCentre(void)
{
- CVector v;
- GetBoundCentre(v);
- return v;
+ return GetMatrix() * CModelInfo::GetColModel(m_modelIndex)->boundingSphere.center;
}
+#ifdef GTA_PS2
+void
+CEntity::GetBoundCentre(CVuVector &out)
+{
+ TransformPoint(out, GetMatrix(), CModelInfo::GetColModel(m_modelIndex)->boundingSphere.center);
+}
+#else
void
CEntity::GetBoundCentre(CVector &out)
{
- out = GetMatrix() * CModelInfo::GetModelInfo(m_modelIndex)->GetColModel()->boundingSphere.center;
+ out = GetMatrix() * CModelInfo::GetColModel(m_modelIndex)->boundingSphere.center;
}
+#endif
float
CEntity::GetBoundRadius(void)
{
- return CModelInfo::GetModelInfo(m_modelIndex)->GetColModel()->boundingSphere.radius;
+ return CModelInfo::GetColModel(m_modelIndex)->boundingSphere.radius;
}
void
@@ -372,7 +379,7 @@ CEntity::PreRender(void)
CVector pos = GetPosition();
CShadows::StoreShadowToBeRendered(SHADOWTYPE_DARK,
gpShadowPedTex, &pos,
- 0.4f, 0.0f, 0.0f, -0.4f,
+ 0.4f, 0.0f, 0.0f, 0.4f,
CTimeCycle::GetShadowStrength(),
CTimeCycle::GetShadowStrength(),
CTimeCycle::GetShadowStrength(),
@@ -418,9 +425,11 @@ CEntity::Render(void)
}
bool
-CEntity::GetIsTouching(CVector const &center, float radius)
+CEntity::GetIsTouching(CVUVECTOR const &center, float radius)
{
- return sq(GetBoundRadius()+radius) > (GetBoundCentre()-center).MagnitudeSqr();
+ CVUVECTOR boundCenter;
+ GetBoundCentre(boundCenter);
+ return sq(GetBoundRadius()+radius) > (boundCenter-center).MagnitudeSqr();
}
bool
@@ -438,8 +447,7 @@ CEntity::IsVisibleComplex(void)
bool
CEntity::GetIsOnScreen(void)
{
- return TheCamera.IsSphereVisible(GetBoundCentre(), GetBoundRadius(),
- &TheCamera.GetCameraMatrix());
+ return TheCamera.IsSphereVisible(GetBoundCentre(), GetBoundRadius());
}
bool
@@ -455,7 +463,7 @@ CEntity::GetIsOnScreenComplex(void)
return true;
CRect rect = GetBoundRect();
- CColModel *colmodel = CModelInfo::GetModelInfo(m_modelIndex)->GetColModel();
+ CColModel *colmodel = CModelInfo::GetColModel(m_modelIndex);
float z = GetPosition().z;
float minz = z + colmodel->boundingBox.min.z;
float maxz = z + colmodel->boundingBox.max.z;
@@ -610,7 +618,7 @@ CEntity::Remove(void)
float
CEntity::GetDistanceFromCentreOfMassToBaseOfModel(void)
{
- return -CModelInfo::GetModelInfo(m_modelIndex)->GetColModel()->boundingBox.min.z;
+ return -CModelInfo::GetColModel(m_modelIndex)->boundingBox.min.z;
}
void
@@ -731,11 +739,6 @@ CEntity::PreRenderForGlassWindow(void)
bIsVisible = false;
}
-/*
-0x487A10 - SetAtomicAlphaCB
-0x4879E0 - SetClumpAlphaCB
-*/
-
RpMaterial*
SetAtomicAlphaCB(RpMaterial *material, void *data)
{
@@ -834,7 +837,7 @@ CEntity::SaveEntityFlags(uint8*& buf)
if (bDistanceFade) tmp |= BIT(7);
if (m_flagE1) tmp |= BIT(8);
- if (m_flagE2) tmp |= BIT(9);
+ if (bDontCastShadowsOn) tmp |= BIT(9);
if (bOffscreen) tmp |= BIT(10);
if (bIsStaticWaitingForCollision) tmp |= BIT(11);
if (bDontStream) tmp |= BIT(12);
@@ -890,7 +893,7 @@ CEntity::LoadEntityFlags(uint8*& buf)
bDistanceFade = !!(tmp & BIT(7));
m_flagE1 = !!(tmp & BIT(8));
- m_flagE2 = !!(tmp & BIT(9));
+ bDontCastShadowsOn = !!(tmp & BIT(9));
bOffscreen = !!(tmp & BIT(10));
bIsStaticWaitingForCollision = !!(tmp & BIT(11));
bDontStream = !!(tmp & BIT(12));
diff --git a/src/entities/Entity.h b/src/entities/Entity.h
index 2749e3f7..957ee3bf 100644
--- a/src/entities/Entity.h
+++ b/src/entities/Entity.h
@@ -84,7 +84,7 @@ public:
// flagsE
uint32 m_flagE1 : 1;
- uint32 m_flagE2 : 1;
+ uint32 bDontCastShadowsOn : 1; // Dont cast shadows on this object
uint32 bOffscreen : 1; // offscreen flag. This can only be trusted when it is set to true
uint32 bIsStaticWaitingForCollision : 1; // this is used by script created entities - they are static until the collision is loaded below them
uint32 bDontStream : 1; // tell the streaming not to stream me
@@ -148,11 +148,11 @@ public:
return (RpClump*)m_rwObject;
}
- void GetBoundCentre(CVector &out);
+ void GetBoundCentre(CVUVECTOR &out);
CVector GetBoundCentre(void);
float GetBoundRadius(void);
float GetDistanceFromCentreOfMassToBaseOfModel(void);
- bool GetIsTouching(CVector const &center, float r);
+ bool GetIsTouching(CVUVECTOR const &center, float r);
bool GetIsOnScreen(void);
bool GetIsOnScreenComplex(void);
bool IsVisible(void);
diff --git a/src/entities/Physical.cpp b/src/entities/Physical.cpp
index 03fbad03..86ef0669 100644
--- a/src/entities/Physical.cpp
+++ b/src/entities/Physical.cpp
@@ -226,7 +226,7 @@ CPhysical::RemoveAndAdd(void)
CRect
CPhysical::GetBoundRect(void)
{
- CVector center;
+ CVUVECTOR center;
float radius;
GetBoundCentre(center);
radius = GetBoundRadius();
@@ -1259,7 +1259,7 @@ CPhysical::ProcessShiftSectorList(CPtrList *lists)
CPhysical *A, *B;
CObject *Bobj;
bool canshift;
- CVector center;
+ CVUVECTOR center;
float radius;
int numCollisions;
@@ -1418,7 +1418,7 @@ CPhysical::ProcessCollisionSectorList_SimpleCar(CPtrList *lists)
{
static CColPoint aColPoints[MAX_COLLISION_POINTS];
float radius;
- CVector center;
+ CVUVECTOR center;
int listtype;
CPhysical *A, *B;
int numCollisions;
@@ -1585,7 +1585,7 @@ CPhysical::ProcessCollisionSectorList(CPtrList *lists)
{
static CColPoint aColPoints[MAX_COLLISION_POINTS];
float radius;
- CVector center;
+ CVUVECTOR center;
CPtrList *list;
CPhysical *A, *B;
CObject *Aobj, *Bobj;