summaryrefslogtreecommitdiffstats
path: root/src/core/Collision.h
blob: d7498ac03e9ac1472fc6f00eb550c9a2e90f6783 (plain) (blame)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
#pragma once

#include "templates.h"
#include "Game.h"	// for eLevelName
#ifdef VU_COLLISION
#include "VuVector.h"
#endif

// 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

struct CompressedVector
{
#ifdef COMPRESSED_COL_VECTORS
	int16 x, y, z;
	CVector Get(void) const { return CVector(x, y, z)/128.0f; };
	void Set(float x, float y, float z) { this->x = x*128.0f; this->y = y*128.0f; this->z = z*128.0f; };
#ifdef GTA_PS2
	void Unpack(uint128 &qword) const {
		__asm__ volatile (
			"lh      $8, 0(%1)\n"
			"lh      $9, 2(%1)\n"
			"lh      $10, 4(%1)\n"
			"pextlw  $10, $8\n"
			"pextlw  $2, $9, $10\n"
			"sq      $2, %0\n"
			: "=m" (qword)
			: "r" (this)
			: "$8", "$9", "$10", "$2"
		);
	}
#else
	void Unpack(int32 *qword) const {
		qword[0] = x;
		qword[1] = y;
		qword[2] = z;
		qword[3] = 0;	// junk
	}
#endif
#else
	float x, y, z;
	CVector Get(void) const { return CVector(x, y, z); };
	void Set(float x, float y, float z) { this->x = x; this->y = y; this->z = z; };
#endif
};

struct CColSphere
{
	// NB: this has to be compatible with a CVuVector
	CVector center;
	float radius;
	uint8 surface;
	uint8 piece;

	void Set(float radius, const CVector &center, uint8 surf, uint8 piece);
	void Set(float radius, const CVector &center) { this->center = center; this->radius = radius; }
};

struct CColBox
{
	CVector min;
	CVector max;
	uint8 surface;
	uint8 piece;

	void Set(const CVector &min, const CVector &max, uint8 surf, uint8 piece);
	CVector GetSize(void) { return max - min; }
};

struct CColLine
{
	// NB: this has to be compatible with two CVuVectors
	CVector p0;
	int pad0;
	CVector p1;
	int pad1;

	CColLine(void) { };
	CColLine(const CVector &p0, const CVector &p1) { this->p0 = p0; this->p1 = p1; };
	void Set(const CVector &p0, const CVector &p1);
};

struct CColTriangle
{
	uint16 a;
	uint16 b;
	uint16 c;
	uint8 surface;

	void Set(const CompressedVector *v, int a, int b, int c, uint8 surf, uint8 piece);
};

struct CColTrianglePlane
{
#ifdef VU_COLLISION
	CompressedVector normal;
	int16 dist;

	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.x = normal.x/4096.0f; n.y = normal.y/4096.0f; n.z = normal.z/4096.0f; }
	float CalcPoint(const CVector &v) const { CVector n; GetNormal(n); return DotProduct(n, v) - dist/128.0f; };
#ifdef GTA_PS2
	void Unpack(uint128 &qword) const {
		__asm__ volatile (
			"lh      $8, 0(%1)\n"
			"lh      $9, 2(%1)\n"
			"lh      $10, 4(%1)\n"
			"lh      $11, 6(%1)\n"
			"pextlw  $10, $8\n"
			"pextlw  $11, $9\n"
			"pextlw  $2, $11, $10\n"
			"sq      $2, %0\n"
			: "=m" (qword)
			: "r" (this)
			: "$8", "$9", "$10", "$11", "$2"
		);
	}
#else
	void Unpack(int32 *qword) const {
		qword[0] = normal.x;
		qword[1] = normal.y;
		qword[2] = normal.z;
		qword[3] = dist;
	}
#endif
#else
	CVector normal;
	float dist;
	uint8 dir;

	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 CalcPoint(const CVector &v) const { return DotProduct(normal, v) - dist; };
#endif
};

struct CColPoint
{
	CVector point;
	int pad1;
	// the surface normal on the surface of point
	CVector normal;
	int pad2;
	uint8 surfaceA;
	uint8 pieceA;
	uint8 surfaceB;
	uint8 pieceB;
	float depth;

	void Set(float depth, uint8 surfA, uint8 pieceA, uint8 surfB, uint8 pieceB) {
		this->depth = depth;
		this->surfaceA = surfA;
		this->pieceA = pieceA;
		this->surfaceB = surfB;
		this->pieceB = pieceB;
	}
	void Set(uint8 surfA, uint8 pieceA, uint8 surfB, uint8 pieceB) {
		this->surfaceA = surfA;
		this->pieceA = pieceA;
		this->surfaceB = surfB;
		this->pieceB = pieceB;
	}
};

struct CStoredCollPoly
{
#ifdef VU_COLLISION
	CVuVector verts[3];
#else
	CVector verts[3];
#endif
	bool valid;
};

struct CColModel
{
	CColSphere boundingSphere;
	CColBox boundingBox;
	int16 numSpheres;
	int16 numLines;
	int16 numBoxes;
	int16 numTriangles;
	int32 level;
	bool ownsCollisionVolumes;	// missing on PS2
	CColSphere *spheres;
	CColLine *lines;
	CColBox *boxes;
	CompressedVector *vertices;
	CColTriangle *triangles;
	CColTrianglePlane *trianglePlanes;

	CColModel(void);
	~CColModel(void);
	void RemoveCollisionVolumes(void);
	void CalculateTrianglePlanes(void);
	void RemoveTrianglePlanes(void);
	CLink<CColModel*> *GetLinkPtr(void);
	void SetLinkPtr(CLink<CColModel*>*);
	void GetTrianglePoint(CVector &v, int i) const;

	CColModel& operator=(const CColModel& other);
};

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);

	// 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 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 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 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 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);
};