Merge branch 'upstream/master'
This commit is contained in:
commit
0669df763c
@ -231,6 +231,7 @@ project "re3"
|
||||
files { addSrcFiles("src/audio") }
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files { addSrcFiles("src/audio/eax") }
|
||||
files { addSrcFiles("src/audio/oal") }
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||||
files { addSrcFiles("src/collision") }
|
||||
files { addSrcFiles("src/control") }
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||||
files { addSrcFiles("src/core") }
|
||||
files { addSrcFiles("src/entities") }
|
||||
@ -253,6 +254,7 @@ project "re3"
|
||||
includedirs { "src/audio" }
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includedirs { "src/audio/eax" }
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||||
includedirs { "src/audio/oal" }
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||||
includedirs { "src/collision" }
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||||
includedirs { "src/control" }
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||||
includedirs { "src/core" }
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||||
includedirs { "src/entities" }
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||||
|
@ -13,6 +13,7 @@ MACRO(HEADER_DIRECTORIES return_list)
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||||
FILE(GLOB_RECURSE new_list *.cpp)
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SET(dir_list "animation"
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"audio"
|
||||
"collision"
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"control"
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"core"
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"entities"
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|
File diff suppressed because it is too large
Load Diff
@ -332,7 +332,7 @@ public:
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||||
int8 GetMissionScriptPoliceAudioPlayingStatus() const;
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||||
uint8 GetNum3DProvidersAvailable() const;
|
||||
int32 GetPedCommentSfx(CPed *ped, int32 sound);
|
||||
void GetPhrase(uint32 *phrase, uint32 *prevPhrase, uint32 sample, uint32 maxOffset) const;
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||||
void GetPhrase(uint32 &phrase, uint32 &prevPhrase, uint32 sample, uint32 maxOffset) const;
|
||||
float GetVehicleDriveWheelSkidValue(uint8 wheel, CAutomobile *automobile,
|
||||
cTransmission *transmission, float velocityChange);
|
||||
float GetVehicleNonDriveWheelSkidValue(uint8 wheel, CAutomobile *automobile,
|
||||
@ -362,29 +362,29 @@ public:
|
||||
void PreTerminateGameSpecificShutdown();
|
||||
/// processX - main logic of adding new sounds
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void ProcessActiveQueues();
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bool ProcessAirBrakes(cVehicleParams *params);
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||||
bool ProcessAirBrakes(cVehicleParams& params);
|
||||
void ProcessAirportScriptObject(uint8 sound);
|
||||
bool ProcessBoatEngine(cVehicleParams *params);
|
||||
bool ProcessBoatMovingOverWater(cVehicleParams *params);
|
||||
bool ProcessBoatEngine(cVehicleParams& params);
|
||||
bool ProcessBoatMovingOverWater(cVehicleParams& params);
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||||
void ProcessBridge();
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void ProcessBridgeMotor();
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void ProcessBridgeOneShots();
|
||||
void ProcessBridgeWarning();
|
||||
bool ProcessCarBombTick(cVehicleParams *params);
|
||||
void ProcessCesna(cVehicleParams *params);
|
||||
bool ProcessCarBombTick(cVehicleParams& params);
|
||||
void ProcessCesna(cVehicleParams& params);
|
||||
void ProcessCinemaScriptObject(uint8 sound);
|
||||
void ProcessCrane();
|
||||
void ProcessDocksScriptObject(uint8 sound);
|
||||
bool ProcessEngineDamage(cVehicleParams *params);
|
||||
bool ProcessEngineDamage(cVehicleParams& params);
|
||||
void ProcessEntity(int32 sound);
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||||
void ProcessExplosions(int32 explosion);
|
||||
void ProcessFireHydrant();
|
||||
void ProcessFires(int32 entity);
|
||||
void ProcessFrontEnd();
|
||||
void ProcessGarages();
|
||||
bool ProcessHelicopter(cVehicleParams *params);
|
||||
bool ProcessHelicopter(cVehicleParams& params);
|
||||
void ProcessHomeScriptObject(uint8 sound);
|
||||
void ProcessJumbo(cVehicleParams *);
|
||||
void ProcessJumbo(cVehicleParams& params);
|
||||
void ProcessJumboAccel(CPlane *plane);
|
||||
void ProcessJumboDecel(CPlane *plane);
|
||||
void ProcessJumboFlying();
|
||||
@ -394,37 +394,37 @@ public:
|
||||
void ProcessLaunderetteScriptObject(uint8 sound);
|
||||
void ProcessLoopingScriptObject(uint8 sound);
|
||||
void ProcessMissionAudio();
|
||||
void ProcessModelCarEngine(cVehicleParams *params);
|
||||
void ProcessModelCarEngine(cVehicleParams& params);
|
||||
void ProcessOneShotScriptObject(uint8 sound);
|
||||
void ProcessPed(CPhysical *ped);
|
||||
void ProcessPedHeadphones(cPedParams *params);
|
||||
void ProcessPedOneShots(cPedParams *params);
|
||||
void ProcessPhysical(int32 id);
|
||||
void ProcessPlane(cVehicleParams *params);
|
||||
void ProcessPlayersVehicleEngine(cVehicleParams *params, CAutomobile *automobile);
|
||||
void ProcessPlane(cVehicleParams& params);
|
||||
void ProcessPlayersVehicleEngine(cVehicleParams& params, CAutomobile *automobile);
|
||||
void ProcessPoliceCellBeatingScriptObject(uint8 sound);
|
||||
void ProcessPornCinema(uint8 sound);
|
||||
void ProcessProjectiles();
|
||||
void ProcessRainOnVehicle(cVehicleParams *params);
|
||||
void ProcessRainOnVehicle(cVehicleParams& params);
|
||||
void ProcessReverb() const;
|
||||
bool ProcessReverseGear(cVehicleParams *params);
|
||||
bool ProcessReverseGear(cVehicleParams& params);
|
||||
void ProcessSawMillScriptObject(uint8 sound);
|
||||
void ProcessScriptObject(int32 id);
|
||||
void ProcessShopScriptObject(uint8 sound);
|
||||
void ProcessSpecial();
|
||||
bool ProcessTrainNoise(cVehicleParams *params);
|
||||
bool ProcessTrainNoise(cVehicleParams& params);
|
||||
void ProcessVehicle(CVehicle *vehicle);
|
||||
bool ProcessVehicleDoors(cVehicleParams *params);
|
||||
void ProcessVehicleEngine(cVehicleParams *params);
|
||||
void ProcessVehicleHorn(cVehicleParams *params);
|
||||
void ProcessVehicleOneShots(cVehicleParams *params);
|
||||
bool ProcessVehicleReverseWarning(cVehicleParams *params);
|
||||
bool ProcessVehicleRoadNoise(cVehicleParams *params);
|
||||
bool ProcessVehicleSirenOrAlarm(cVehicleParams *params);
|
||||
bool ProcessVehicleSkidding(cVehicleParams *params);
|
||||
bool ProcessVehicleDoors(cVehicleParams& params);
|
||||
void ProcessVehicleEngine(cVehicleParams& params);
|
||||
void ProcessVehicleHorn(cVehicleParams& params);
|
||||
void ProcessVehicleOneShots(cVehicleParams& params);
|
||||
bool ProcessVehicleReverseWarning(cVehicleParams& params);
|
||||
bool ProcessVehicleRoadNoise(cVehicleParams& params);
|
||||
bool ProcessVehicleSirenOrAlarm(cVehicleParams& params);
|
||||
bool ProcessVehicleSkidding(cVehicleParams& params);
|
||||
void ProcessWaterCannon(int32);
|
||||
void ProcessWeather(int32 id);
|
||||
bool ProcessWetRoadNoise(cVehicleParams *params);
|
||||
bool ProcessWetRoadNoise(cVehicleParams& params);
|
||||
void ProcessWorkShopScriptObject(uint8 sound);
|
||||
|
||||
int32 RandomDisplacement(uint32 seed) const;
|
||||
|
@ -161,7 +161,7 @@ cMusicManager::DisplayRadioStationName()
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||||
CFont::SetPropOn();
|
||||
CFont::SetFontStyle(FONT_HEADING);
|
||||
CFont::SetCentreOn();
|
||||
CFont::SetCentreSize(SCREEN_SCALE_X(DEFAULT_SCREEN_WIDTH));
|
||||
CFont::SetCentreSize(SCREEN_STRETCH_X(DEFAULT_SCREEN_WIDTH));
|
||||
CFont::SetColor(CRGBA(0, 0, 0, 255));
|
||||
CFont::PrintString(SCREEN_WIDTH / 2 + SCREEN_SCALE_X(2.0f), SCREEN_SCALE_Y(22.0f) + SCREEN_SCALE_Y(2.0f), pCurrentStation);
|
||||
|
||||
|
21
src/collision/ColBox.cpp
Normal file
21
src/collision/ColBox.cpp
Normal file
@ -0,0 +1,21 @@
|
||||
#include "common.h"
|
||||
#include "ColBox.h"
|
||||
|
||||
void
|
||||
CColBox::Set(const CVector &min, const CVector &max, uint8 surf, uint8 piece)
|
||||
{
|
||||
this->min = min;
|
||||
this->max = max;
|
||||
this->surface = surf;
|
||||
this->piece = piece;
|
||||
}
|
||||
|
||||
CColBox&
|
||||
CColBox::operator=(const CColBox& other)
|
||||
{
|
||||
min = other.min;
|
||||
max = other.max;
|
||||
surface = other.surface;
|
||||
piece = other.piece;
|
||||
return *this;
|
||||
}
|
16
src/collision/ColBox.h
Normal file
16
src/collision/ColBox.h
Normal file
@ -0,0 +1,16 @@
|
||||
#pragma once
|
||||
|
||||
#include "SurfaceTable.h"
|
||||
|
||||
struct CColBox
|
||||
{
|
||||
CVector min;
|
||||
CVector max;
|
||||
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; }
|
||||
|
||||
CColBox& operator=(const CColBox &other);
|
||||
};
|
9
src/collision/ColLine.cpp
Normal file
9
src/collision/ColLine.cpp
Normal file
@ -0,0 +1,9 @@
|
||||
#include "common.h"
|
||||
#include "ColLine.h"
|
||||
|
||||
void
|
||||
CColLine::Set(const CVector &p0, const CVector &p1)
|
||||
{
|
||||
this->p0 = p0;
|
||||
this->p1 = p1;
|
||||
}
|
14
src/collision/ColLine.h
Normal file
14
src/collision/ColLine.h
Normal file
@ -0,0 +1,14 @@
|
||||
#pragma once
|
||||
|
||||
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);
|
||||
};
|
184
src/collision/ColModel.cpp
Normal file
184
src/collision/ColModel.cpp
Normal file
@ -0,0 +1,184 @@
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||||
#include "common.h"
|
||||
#include "ColModel.h"
|
||||
#include "Game.h"
|
||||
|
||||
CColModel::CColModel(void)
|
||||
{
|
||||
numSpheres = 0;
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||||
spheres = nil;
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||||
numLines = 0;
|
||||
lines = nil;
|
||||
numBoxes = 0;
|
||||
boxes = nil;
|
||||
numTriangles = 0;
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||||
vertices = nil;
|
||||
triangles = nil;
|
||||
trianglePlanes = nil;
|
||||
level = CGame::currLevel;
|
||||
ownsCollisionVolumes = true;
|
||||
}
|
||||
|
||||
CColModel::~CColModel(void)
|
||||
{
|
||||
RemoveCollisionVolumes();
|
||||
RemoveTrianglePlanes();
|
||||
}
|
||||
|
||||
void
|
||||
CColModel::RemoveCollisionVolumes(void)
|
||||
{
|
||||
if(ownsCollisionVolumes){
|
||||
RwFree(spheres);
|
||||
RwFree(lines);
|
||||
RwFree(boxes);
|
||||
RwFree(vertices);
|
||||
RwFree(triangles);
|
||||
}
|
||||
numSpheres = 0;
|
||||
numLines = 0;
|
||||
numBoxes = 0;
|
||||
numTriangles = 0;
|
||||
spheres = nil;
|
||||
lines = nil;
|
||||
boxes = nil;
|
||||
vertices = nil;
|
||||
triangles = nil;
|
||||
}
|
||||
|
||||
void
|
||||
CColModel::CalculateTrianglePlanes(void)
|
||||
{
|
||||
// HACK: allocate space for one more element to stuff the link pointer into
|
||||
trianglePlanes = (CColTrianglePlane*)RwMalloc(sizeof(CColTrianglePlane) * (numTriangles+1));
|
||||
for(int i = 0; i < numTriangles; i++)
|
||||
trianglePlanes[i].Set(vertices, triangles[i]);
|
||||
}
|
||||
|
||||
void
|
||||
CColModel::RemoveTrianglePlanes(void)
|
||||
{
|
||||
RwFree(trianglePlanes);
|
||||
trianglePlanes = nil;
|
||||
}
|
||||
|
||||
void
|
||||
CColModel::SetLinkPtr(CLink<CColModel*> *lptr)
|
||||
{
|
||||
assert(trianglePlanes);
|
||||
*(CLink<CColModel*>**)ALIGNPTR(&trianglePlanes[numTriangles]) = lptr;
|
||||
}
|
||||
|
||||
CLink<CColModel*>*
|
||||
CColModel::GetLinkPtr(void)
|
||||
{
|
||||
assert(trianglePlanes);
|
||||
return *(CLink<CColModel*>**)ALIGNPTR(&trianglePlanes[numTriangles]);
|
||||
}
|
||||
|
||||
void
|
||||
CColModel::GetTrianglePoint(CVector &v, int i) const
|
||||
{
|
||||
v = vertices[i].Get();
|
||||
}
|
||||
|
||||
CColModel&
|
||||
CColModel::operator=(const CColModel &other)
|
||||
{
|
||||
int i;
|
||||
int numVerts;
|
||||
|
||||
boundingSphere = other.boundingSphere;
|
||||
boundingBox = other.boundingBox;
|
||||
|
||||
// copy spheres
|
||||
if(other.numSpheres){
|
||||
if(numSpheres != other.numSpheres){
|
||||
numSpheres = other.numSpheres;
|
||||
if(spheres)
|
||||
RwFree(spheres);
|
||||
spheres = (CColSphere*)RwMalloc(numSpheres*sizeof(CColSphere));
|
||||
}
|
||||
for(i = 0; i < numSpheres; i++)
|
||||
spheres[i] = other.spheres[i];
|
||||
}else{
|
||||
numSpheres = 0;
|
||||
if(spheres)
|
||||
RwFree(spheres);
|
||||
spheres = nil;
|
||||
}
|
||||
|
||||
// copy lines
|
||||
if(other.numLines){
|
||||
if(numLines != other.numLines){
|
||||
numLines = other.numLines;
|
||||
if(lines)
|
||||
RwFree(lines);
|
||||
lines = (CColLine*)RwMalloc(numLines*sizeof(CColLine));
|
||||
}
|
||||
for(i = 0; i < numLines; i++)
|
||||
lines[i] = other.lines[i];
|
||||
}else{
|
||||
numLines = 0;
|
||||
if(lines)
|
||||
RwFree(lines);
|
||||
lines = nil;
|
||||
}
|
||||
|
||||
// copy boxes
|
||||
if(other.numBoxes){
|
||||
if(numBoxes != other.numBoxes){
|
||||
numBoxes = other.numBoxes;
|
||||
if(boxes)
|
||||
RwFree(boxes);
|
||||
boxes = (CColBox*)RwMalloc(numBoxes*sizeof(CColBox));
|
||||
}
|
||||
for(i = 0; i < numBoxes; i++)
|
||||
boxes[i] = other.boxes[i];
|
||||
}else{
|
||||
numBoxes = 0;
|
||||
if(boxes)
|
||||
RwFree(boxes);
|
||||
boxes = nil;
|
||||
}
|
||||
|
||||
// copy mesh
|
||||
if(other.numTriangles){
|
||||
// copy vertices
|
||||
numVerts = 0;
|
||||
for(i = 0; i < other.numTriangles; i++){
|
||||
if(other.triangles[i].a > numVerts)
|
||||
numVerts = other.triangles[i].a;
|
||||
if(other.triangles[i].b > numVerts)
|
||||
numVerts = other.triangles[i].b;
|
||||
if(other.triangles[i].c > numVerts)
|
||||
numVerts = other.triangles[i].c;
|
||||
}
|
||||
numVerts++;
|
||||
if(vertices)
|
||||
RwFree(vertices);
|
||||
if(numVerts){
|
||||
vertices = (CompressedVector*)RwMalloc(numVerts*sizeof(CompressedVector));
|
||||
for(i = 0; i < numVerts; i++)
|
||||
vertices[i] = other.vertices[i];
|
||||
}
|
||||
|
||||
// copy triangles
|
||||
if(numTriangles != other.numTriangles){
|
||||
numTriangles = other.numTriangles;
|
||||
if(triangles)
|
||||
RwFree(triangles);
|
||||
triangles = (CColTriangle*)RwMalloc(numTriangles*sizeof(CColTriangle));
|
||||
}
|
||||
for(i = 0; i < numTriangles; i++)
|
||||
triangles[i] = other.triangles[i];
|
||||
}else{
|
||||
numTriangles = 0;
|
||||
if(triangles)
|
||||
RwFree(triangles);
|
||||
triangles = nil;
|
||||
if(vertices)
|
||||
RwFree(vertices);
|
||||
vertices = nil;
|
||||
}
|
||||
return *this;
|
||||
}
|
37
src/collision/ColModel.h
Normal file
37
src/collision/ColModel.h
Normal file
@ -0,0 +1,37 @@
|
||||
#pragma once
|
||||
|
||||
#include "templates.h"
|
||||
#include "ColBox.h"
|
||||
#include "ColSphere.h"
|
||||
#include "ColLine.h"
|
||||
#include "ColPoint.h"
|
||||
#include "ColTriangle.h"
|
||||
|
||||
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);
|
||||
};
|
16
src/collision/ColPoint.cpp
Normal file
16
src/collision/ColPoint.cpp
Normal file
@ -0,0 +1,16 @@
|
||||
#include "common.h"
|
||||
#include "ColPoint.h"
|
||||
|
||||
CColPoint&
|
||||
CColPoint::operator=(const CColPoint &other)
|
||||
{
|
||||
point = other.point;
|
||||
normal = other.normal;
|
||||
surfaceA = other.surfaceA;
|
||||
pieceA = other.pieceA;
|
||||
surfaceB = other.surfaceB;
|
||||
pieceB = other.pieceB;
|
||||
|
||||
// no depth?
|
||||
return *this;
|
||||
}
|
34
src/collision/ColPoint.h
Normal file
34
src/collision/ColPoint.h
Normal file
@ -0,0 +1,34 @@
|
||||
#pragma once
|
||||
|
||||
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;
|
||||
|
||||
const CVector &GetNormal() { return normal; }
|
||||
float GetDepth() { return 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;
|
||||
}
|
||||
|
||||
CColPoint &operator=(const CColPoint &other);
|
||||
};
|
||||
|
11
src/collision/ColSphere.cpp
Normal file
11
src/collision/ColSphere.cpp
Normal file
@ -0,0 +1,11 @@
|
||||
#include "common.h"
|
||||
#include "ColSphere.h"
|
||||
|
||||
void
|
||||
CColSphere::Set(float radius, const CVector ¢er, uint8 surf, uint8 piece)
|
||||
{
|
||||
this->radius = radius;
|
||||
this->center = center;
|
||||
this->surface = surf;
|
||||
this->piece = piece;
|
||||
}
|
13
src/collision/ColSphere.h
Normal file
13
src/collision/ColSphere.h
Normal file
@ -0,0 +1,13 @@
|
||||
#pragma once
|
||||
|
||||
#include "SurfaceTable.h"
|
||||
|
||||
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 ¢er, uint8 surf = SURFACE_DEFAULT, uint8 piece = 0);
|
||||
};
|
41
src/collision/ColTriangle.cpp
Normal file
41
src/collision/ColTriangle.cpp
Normal file
@ -0,0 +1,41 @@
|
||||
#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)
|
||||
{
|
||||
CVector norm = CrossProduct(vc-va, vb-va);
|
||||
norm.Normalise();
|
||||
float d = DotProduct(norm, va);
|
||||
normal.x = norm.x*4096.0f;
|
||||
normal.y = norm.y*4096.0f;
|
||||
normal.z = norm.z*4096.0f;
|
||||
dist = d*128.0f;
|
||||
}
|
||||
#else
|
||||
void
|
||||
CColTrianglePlane::Set(const CVector &va, const CVector &vb, const CVector &vc)
|
||||
{
|
||||
normal = CrossProduct(vc-va, vb-va);
|
||||
normal.Normalise();
|
||||
dist = DotProduct(normal, va);
|
||||
CVector an(Abs(normal.x), Abs(normal.y), Abs(normal.z));
|
||||
// find out largest component and its direction
|
||||
if(an.x > an.y && an.x > an.z)
|
||||
dir = normal.x < 0.0f ? DIR_X_NEG : DIR_X_POS;
|
||||
else if(an.y > an.z)
|
||||
dir = normal.y < 0.0f ? DIR_Y_NEG : DIR_Y_POS;
|
||||
else
|
||||
dir = normal.z < 0.0f ? DIR_Z_NEG : DIR_Z_POS;
|
||||
}
|
||||
#endif
|
68
src/collision/ColTriangle.h
Normal file
68
src/collision/ColTriangle.h
Normal file
@ -0,0 +1,68 @@
|
||||
#pragma once
|
||||
|
||||
#include "CompressedVector.h"
|
||||
|
||||
enum Direction {
|
||||
DIR_X_POS,
|
||||
DIR_X_NEG,
|
||||
DIR_Y_POS,
|
||||
DIR_Y_NEG,
|
||||
DIR_Z_POS,
|
||||
DIR_Z_NEG,
|
||||
};
|
||||
|
||||
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
|
||||
};
|
@ -23,303 +23,8 @@
|
||||
#include "Collision.h"
|
||||
#include "Frontend.h"
|
||||
|
||||
|
||||
// TODO: where do these go?
|
||||
|
||||
#ifdef VU_COLLISION
|
||||
|
||||
struct VuTriangle
|
||||
{
|
||||
// Compressed int16 but unpacked
|
||||
#ifdef GTA_PS2
|
||||
uint128 v0;
|
||||
uint128 v1;
|
||||
uint128 v2;
|
||||
uint128 plane;
|
||||
#else
|
||||
int32 v0[4];
|
||||
int32 v1[4];
|
||||
int32 v2[4];
|
||||
int32 plane[4];
|
||||
#endif
|
||||
};
|
||||
|
||||
#ifndef GTA_PS2
|
||||
static int16 vi01;
|
||||
static CVuVector vf01;
|
||||
static CVuVector vf02;
|
||||
static CVuVector vf03;
|
||||
|
||||
CVuVector
|
||||
DistanceBetweenSphereAndLine(const CVuVector ¢er, const CVuVector &p0, const CVuVector &line)
|
||||
{
|
||||
// center VF12
|
||||
// p0 VF14
|
||||
// line VF15
|
||||
CVuVector ret; // VF16
|
||||
CVuVector p1 = p0+line;
|
||||
CVuVector dist0 = center - p0; // VF20
|
||||
CVuVector dist1 = center - p1; // VF25
|
||||
float lenSq = line.MagnitudeSqr(); // VF21
|
||||
float distSq0 = dist0.MagnitudeSqr(); // VF22
|
||||
float distSq1 = dist1.MagnitudeSqr();
|
||||
float dot = DotProduct(dist0, line); // VF23
|
||||
if(dot < 0.0f){
|
||||
// not above line, closest to p0
|
||||
ret = p0;
|
||||
ret.w = distSq0;
|
||||
return ret;
|
||||
}
|
||||
float t = dot/lenSq; // param of nearest point on infinite line
|
||||
if(t > 1.0f){
|
||||
// not above line, closest to p1
|
||||
ret = p1;
|
||||
ret.w = distSq1;
|
||||
return ret;
|
||||
}
|
||||
// closest to line
|
||||
ret = p0 + line*t;
|
||||
ret.w = (ret - center).MagnitudeSqr();
|
||||
return ret;
|
||||
}
|
||||
inline int SignFlags(const CVector &v)
|
||||
{
|
||||
int f = 0;
|
||||
if(v.x < 0.0f) f |= 1;
|
||||
if(v.y < 0.0f) f |= 2;
|
||||
if(v.z < 0.0f) f |= 4;
|
||||
return f;
|
||||
}
|
||||
#endif
|
||||
|
||||
extern "C" void
|
||||
LineToTriangleCollision(const CVuVector &p0, const CVuVector &p1,
|
||||
const CVuVector &v0, const CVuVector &v1, const CVuVector &v2,
|
||||
const CVuVector &plane)
|
||||
{
|
||||
#ifdef GTA_PS2
|
||||
__asm__ volatile (
|
||||
".set noreorder\n"
|
||||
"lqc2 vf12, 0x0(%0)\n"
|
||||
"lqc2 vf13, 0x0(%1)\n"
|
||||
"lqc2 vf14, 0x0(%2)\n"
|
||||
"lqc2 vf15, 0x0(%3)\n"
|
||||
"lqc2 vf16, 0x0(%4)\n"
|
||||
"lqc2 vf17, 0x0(%5)\n"
|
||||
"vcallms Vu0LineToTriangleCollisionStart\n"
|
||||
".set reorder\n"
|
||||
:
|
||||
: "r" (&p0), "r" (&p1), "r" (&v0), "r" (&v1), "r" (&v2), "r" (&plane)
|
||||
);
|
||||
#else
|
||||
float dot0 = DotProduct(plane, p0);
|
||||
float dot1 = DotProduct(plane, p1);
|
||||
float dist0 = plane.w - dot0;
|
||||
float dist1 = plane.w - dot1;
|
||||
|
||||
// if points are on the same side, no collision
|
||||
if(dist0 * dist1 > 0.0f){
|
||||
vi01 = 0;
|
||||
return;
|
||||
}
|
||||
|
||||
CVuVector diff = p1 - p0;
|
||||
float t = dist0/(dot1 - dot0);
|
||||
CVuVector p = p0 + diff*t;
|
||||
p.w = 0.0f;
|
||||
vf01 = p;
|
||||
vf03.x = t;
|
||||
|
||||
// Check if point is inside
|
||||
CVector cross1 = CrossProduct(p-v0, v1-v0);
|
||||
CVector cross2 = CrossProduct(p-v1, v2-v1);
|
||||
CVector cross3 = CrossProduct(p-v2, v0-v2);
|
||||
// Only check relevant directions
|
||||
int flagmask = 0;
|
||||
if(Abs(plane.x) > 0.5f) flagmask |= 1;
|
||||
if(Abs(plane.y) > 0.5f) flagmask |= 2;
|
||||
if(Abs(plane.z) > 0.5f) flagmask |= 4;
|
||||
int flags1 = SignFlags(cross1) & flagmask;
|
||||
int flags2 = SignFlags(cross2) & flagmask;
|
||||
int flags3 = SignFlags(cross3) & flagmask;
|
||||
// inside if on the same side of all edges
|
||||
if(flags1 != flags2 || flags1 != flags3){
|
||||
vi01 = 0;
|
||||
return;
|
||||
}
|
||||
vi01 = 1;
|
||||
vf02 = plane;
|
||||
return;
|
||||
#endif
|
||||
}
|
||||
|
||||
extern "C" void
|
||||
LineToTriangleCollisionCompressed(const CVuVector &p0, const CVuVector &p1, VuTriangle &tri)
|
||||
{
|
||||
#ifdef GTA_PS2
|
||||
__asm__ volatile (
|
||||
".set noreorder\n"
|
||||
"lqc2 vf12, 0x0(%0)\n"
|
||||
"lqc2 vf13, 0x0(%1)\n"
|
||||
"lqc2 vf14, 0x0(%2)\n"
|
||||
"lqc2 vf15, 0x10(%2)\n"
|
||||
"lqc2 vf16, 0x20(%2)\n"
|
||||
"lqc2 vf17, 0x30(%2)\n"
|
||||
"vcallms Vu0LineToTriangleCollisionCompressedStart\n"
|
||||
".set reorder\n"
|
||||
:
|
||||
: "r" (&p0), "r" (&p1), "r" (&tri)
|
||||
);
|
||||
#else
|
||||
CVuVector v0, v1, v2, plane;
|
||||
v0.x = tri.v0[0]/128.0f;
|
||||
v0.y = tri.v0[1]/128.0f;
|
||||
v0.z = tri.v0[2]/128.0f;
|
||||
v0.w = tri.v0[3]/128.0f;
|
||||
v1.x = tri.v1[0]/128.0f;
|
||||
v1.y = tri.v1[1]/128.0f;
|
||||
v1.z = tri.v1[2]/128.0f;
|
||||
v1.w = tri.v1[3]/128.0f;
|
||||
v2.x = tri.v2[0]/128.0f;
|
||||
v2.y = tri.v2[1]/128.0f;
|
||||
v2.z = tri.v2[2]/128.0f;
|
||||
v2.w = tri.v2[3]/128.0f;
|
||||
plane.x = tri.plane[0]/4096.0f;
|
||||
plane.y = tri.plane[1]/4096.0f;
|
||||
plane.z = tri.plane[2]/4096.0f;
|
||||
plane.w = tri.plane[3]/128.0f;
|
||||
LineToTriangleCollision(p0, p1, v0, v1, v2, plane);
|
||||
#endif
|
||||
}
|
||||
|
||||
extern "C" void
|
||||
SphereToTriangleCollision(const CVuVector &sph,
|
||||
const CVuVector &v0, const CVuVector &v1, const CVuVector &v2,
|
||||
const CVuVector &plane)
|
||||
{
|
||||
#ifdef GTA_PS2
|
||||
__asm__ volatile (
|
||||
".set noreorder\n"
|
||||
"lqc2 vf12, 0x0(%0)\n"
|
||||
"lqc2 vf14, 0x0(%1)\n"
|
||||
"lqc2 vf15, 0x0(%2)\n"
|
||||
"lqc2 vf16, 0x0(%3)\n"
|
||||
"lqc2 vf17, 0x0(%4)\n"
|
||||
"vcallms Vu0SphereToTriangleCollisionStart\n"
|
||||
".set reorder\n"
|
||||
:
|
||||
: "r" (&sph), "r" (&v0), "r" (&v1), "r" (&v2), "r" (&plane)
|
||||
);
|
||||
#else
|
||||
float planedist = DotProduct(plane, sph) - plane.w; // VF02
|
||||
if(Abs(planedist) > sph.w){
|
||||
vi01 = 0;
|
||||
return;
|
||||
}
|
||||
// point on plane
|
||||
CVuVector p = sph - planedist*plane;
|
||||
p.w = 0.0f;
|
||||
vf01 = p;
|
||||
planedist = Abs(planedist);
|
||||
// edges
|
||||
CVuVector v01 = v1 - v0;
|
||||
CVuVector v12 = v2 - v1;
|
||||
CVuVector v20 = v0 - v2;
|
||||
// VU code calculates normal again for some weird reason...
|
||||
// Check sides of point
|
||||
CVector cross1 = CrossProduct(p-v0, v01);
|
||||
CVector cross2 = CrossProduct(p-v1, v12);
|
||||
CVector cross3 = CrossProduct(p-v2, v20);
|
||||
// Only check relevant directions
|
||||
int flagmask = 0;
|
||||
if(Abs(plane.x) > 0.1f) flagmask |= 1;
|
||||
if(Abs(plane.y) > 0.1f) flagmask |= 2;
|
||||
if(Abs(plane.z) > 0.1f) flagmask |= 4;
|
||||
int nflags = SignFlags(plane) & flagmask;
|
||||
int flags1 = SignFlags(cross1) & flagmask;
|
||||
int flags2 = SignFlags(cross2) & flagmask;
|
||||
int flags3 = SignFlags(cross3) & flagmask;
|
||||
int testcase = 0;
|
||||
CVuVector closest(0.0f, 0.0f, 0.0f); // VF04
|
||||
if(flags1 == nflags){
|
||||
closest += v2;
|
||||
testcase++;
|
||||
}
|
||||
if(flags2 == nflags){
|
||||
closest += v0;
|
||||
testcase++;
|
||||
}
|
||||
if(flags3 == nflags){
|
||||
closest += v1;
|
||||
testcase++;
|
||||
}
|
||||
if(testcase == 3){
|
||||
// inside triangle - dist to plane already checked
|
||||
vf02 = plane;
|
||||
vf02.w = vf03.x = planedist;
|
||||
vi01 = 1;
|
||||
}else if(testcase == 1){
|
||||
// outside two sides - closest to point opposide inside edge
|
||||
vf01 = closest;
|
||||
vf02 = sph - closest;
|
||||
float distSq = vf02.MagnitudeSqr();
|
||||
vi01 = sph.w*sph.w > distSq;
|
||||
vf03.x = Sqrt(distSq);
|
||||
vf02 *= 1.0f/vf03.x;
|
||||
}else{
|
||||
// inside two sides - closest to third edge
|
||||
if(flags1 != nflags)
|
||||
closest = DistanceBetweenSphereAndLine(sph, v0, v01);
|
||||
else if(flags2 != nflags)
|
||||
closest = DistanceBetweenSphereAndLine(sph, v1, v12);
|
||||
else
|
||||
closest = DistanceBetweenSphereAndLine(sph, v2, v20);
|
||||
vi01 = sph.w*sph.w > closest.w;
|
||||
vf01 = closest;
|
||||
vf02 = sph - closest;
|
||||
vf03.x = Sqrt(closest.w);
|
||||
vf02 *= 1.0f/vf03.x;
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
extern "C" void
|
||||
SphereToTriangleCollisionCompressed(const CVuVector &sph, VuTriangle &tri)
|
||||
{
|
||||
#ifdef GTA_PS2
|
||||
__asm__ volatile (
|
||||
".set noreorder\n"
|
||||
"lqc2 vf12, 0x0(%0)\n"
|
||||
"lqc2 vf14, 0x0(%1)\n"
|
||||
"lqc2 vf15, 0x10(%1)\n"
|
||||
"lqc2 vf16, 0x20(%1)\n"
|
||||
"lqc2 vf17, 0x30(%1)\n"
|
||||
"vcallms Vu0SphereToTriangleCollisionCompressedStart\n"
|
||||
".set reorder\n"
|
||||
:
|
||||
: "r" (&sph), "r" (&tri)
|
||||
);
|
||||
#else
|
||||
CVuVector v0, v1, v2, plane;
|
||||
v0.x = tri.v0[0]/128.0f;
|
||||
v0.y = tri.v0[1]/128.0f;
|
||||
v0.z = tri.v0[2]/128.0f;
|
||||
v0.w = tri.v0[3]/128.0f;
|
||||
v1.x = tri.v1[0]/128.0f;
|
||||
v1.y = tri.v1[1]/128.0f;
|
||||
v1.z = tri.v1[2]/128.0f;
|
||||
v1.w = tri.v1[3]/128.0f;
|
||||
v2.x = tri.v2[0]/128.0f;
|
||||
v2.y = tri.v2[1]/128.0f;
|
||||
v2.z = tri.v2[2]/128.0f;
|
||||
v2.w = tri.v2[3]/128.0f;
|
||||
plane.x = tri.plane[0]/4096.0f;
|
||||
plane.y = tri.plane[1]/4096.0f;
|
||||
plane.z = tri.plane[2]/4096.0f;
|
||||
plane.w = tri.plane[3]/128.0f;
|
||||
SphereToTriangleCollision(sph, v0, v1, v2, plane);
|
||||
#endif
|
||||
}
|
||||
#include "VuCollision.h"
|
||||
|
||||
inline int
|
||||
GetVUresult(void)
|
||||
@ -362,17 +67,6 @@ GetVUresult(CVuVector &point, CVuVector &normal, float &dist)
|
||||
|
||||
#endif
|
||||
|
||||
|
||||
enum Direction
|
||||
{
|
||||
DIR_X_POS,
|
||||
DIR_X_NEG,
|
||||
DIR_Y_POS,
|
||||
DIR_Y_NEG,
|
||||
DIR_Z_POS,
|
||||
DIR_Z_NEG,
|
||||
};
|
||||
|
||||
eLevelName CCollision::ms_collisionInMemory;
|
||||
CLinkList<CColModel*> CCollision::ms_colModelCache;
|
||||
|
||||
@ -2412,11 +2106,12 @@ CCollision::ProcessColModels(const CMatrix &matrixA, CColModel &modelA,
|
||||
assert(modelA.numLines <= MAXNUMLINES);
|
||||
|
||||
// From model A space to model B space
|
||||
Invert(matrixB, matAB);
|
||||
matAB = Invert(matrixB, matAB);
|
||||
matAB *= matrixA;
|
||||
|
||||
CColSphere bsphereAB; // bounding sphere of A in B space
|
||||
bsphereAB.Set(modelA.boundingSphere.radius, matAB * modelA.boundingSphere.center);
|
||||
bsphereAB.radius = modelA.boundingSphere.radius;
|
||||
bsphereAB.center = matAB * modelA.boundingSphere.center;
|
||||
if(!TestSphereBox(bsphereAB, modelB.boundingBox))
|
||||
return 0;
|
||||
// B to A space
|
||||
@ -2449,7 +2144,8 @@ CCollision::ProcessColModels(const CMatrix &matrixA, CColModel &modelA,
|
||||
int numBoxesB = 0;
|
||||
int numTrianglesB = 0;
|
||||
for(i = 0; i < modelB.numSpheres; i++){
|
||||
s.Set(modelB.spheres[i].radius, matBA * modelB.spheres[i].center);
|
||||
s.radius = modelB.spheres[i].radius;
|
||||
s.center = matBA * modelB.spheres[i].center;
|
||||
if(TestSphereBox(s, modelA.boundingBox))
|
||||
aSphereIndicesB[numSpheresB++] = i;
|
||||
}
|
||||
@ -3037,254 +2733,4 @@ CCollision::DrawColModel_Coloured(const CMatrix &mat, const CColModel &colModel,
|
||||
RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)FALSE);
|
||||
RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)TRUE);
|
||||
RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void*)TRUE);
|
||||
}
|
||||
|
||||
|
||||
/*
|
||||
* ColModel code
|
||||
*/
|
||||
|
||||
void
|
||||
CColSphere::Set(float radius, const CVector ¢er, uint8 surf, uint8 piece)
|
||||
{
|
||||
this->radius = radius;
|
||||
this->center = center;
|
||||
this->surface = surf;
|
||||
this->piece = piece;
|
||||
}
|
||||
|
||||
void
|
||||
CColBox::Set(const CVector &min, const CVector &max, uint8 surf, uint8 piece)
|
||||
{
|
||||
this->min = min;
|
||||
this->max = max;
|
||||
this->surface = surf;
|
||||
this->piece = piece;
|
||||
}
|
||||
|
||||
void
|
||||
CColLine::Set(const CVector &p0, const CVector &p1)
|
||||
{
|
||||
this->p0 = p0;
|
||||
this->p1 = p1;
|
||||
}
|
||||
|
||||
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)
|
||||
{
|
||||
CVector norm = CrossProduct(vc-va, vb-va);
|
||||
norm.Normalise();
|
||||
float d = DotProduct(norm, va);
|
||||
normal.x = norm.x*4096.0f;
|
||||
normal.y = norm.y*4096.0f;
|
||||
normal.z = norm.z*4096.0f;
|
||||
dist = d*128.0f;
|
||||
}
|
||||
#else
|
||||
void
|
||||
CColTrianglePlane::Set(const CVector &va, const CVector &vb, const CVector &vc)
|
||||
{
|
||||
normal = CrossProduct(vc-va, vb-va);
|
||||
normal.Normalise();
|
||||
dist = DotProduct(normal, va);
|
||||
CVector an(Abs(normal.x), Abs(normal.y), Abs(normal.z));
|
||||
// find out largest component and its direction
|
||||
if(an.x > an.y && an.x > an.z)
|
||||
dir = normal.x < 0.0f ? DIR_X_NEG : DIR_X_POS;
|
||||
else if(an.y > an.z)
|
||||
dir = normal.y < 0.0f ? DIR_Y_NEG : DIR_Y_POS;
|
||||
else
|
||||
dir = normal.z < 0.0f ? DIR_Z_NEG : DIR_Z_POS;
|
||||
}
|
||||
#endif
|
||||
|
||||
CColModel::CColModel(void)
|
||||
{
|
||||
numSpheres = 0;
|
||||
spheres = nil;
|
||||
numLines = 0;
|
||||
lines = nil;
|
||||
numBoxes = 0;
|
||||
boxes = nil;
|
||||
numTriangles = 0;
|
||||
vertices = nil;
|
||||
triangles = nil;
|
||||
trianglePlanes = nil;
|
||||
level = CGame::currLevel;
|
||||
ownsCollisionVolumes = true;
|
||||
}
|
||||
|
||||
CColModel::~CColModel(void)
|
||||
{
|
||||
RemoveCollisionVolumes();
|
||||
RemoveTrianglePlanes();
|
||||
}
|
||||
|
||||
void
|
||||
CColModel::RemoveCollisionVolumes(void)
|
||||
{
|
||||
if(ownsCollisionVolumes){
|
||||
RwFree(spheres);
|
||||
RwFree(lines);
|
||||
RwFree(boxes);
|
||||
RwFree(vertices);
|
||||
RwFree(triangles);
|
||||
}
|
||||
numSpheres = 0;
|
||||
numLines = 0;
|
||||
numBoxes = 0;
|
||||
numTriangles = 0;
|
||||
spheres = nil;
|
||||
lines = nil;
|
||||
boxes = nil;
|
||||
vertices = nil;
|
||||
triangles = nil;
|
||||
}
|
||||
|
||||
void
|
||||
CColModel::CalculateTrianglePlanes(void)
|
||||
{
|
||||
// HACK: allocate space for one more element to stuff the link pointer into
|
||||
trianglePlanes = (CColTrianglePlane*)RwMalloc(sizeof(CColTrianglePlane) * (numTriangles+1));
|
||||
for(int i = 0; i < numTriangles; i++)
|
||||
trianglePlanes[i].Set(vertices, triangles[i]);
|
||||
}
|
||||
|
||||
void
|
||||
CColModel::RemoveTrianglePlanes(void)
|
||||
{
|
||||
RwFree(trianglePlanes);
|
||||
trianglePlanes = nil;
|
||||
}
|
||||
|
||||
void
|
||||
CColModel::SetLinkPtr(CLink<CColModel*> *lptr)
|
||||
{
|
||||
assert(trianglePlanes);
|
||||
*(CLink<CColModel*>**)ALIGNPTR(&trianglePlanes[numTriangles]) = lptr;
|
||||
}
|
||||
|
||||
CLink<CColModel*>*
|
||||
CColModel::GetLinkPtr(void)
|
||||
{
|
||||
assert(trianglePlanes);
|
||||
return *(CLink<CColModel*>**)ALIGNPTR(&trianglePlanes[numTriangles]);
|
||||
}
|
||||
|
||||
void
|
||||
CColModel::GetTrianglePoint(CVector &v, int i) const
|
||||
{
|
||||
v = vertices[i].Get();
|
||||
}
|
||||
|
||||
CColModel&
|
||||
CColModel::operator=(const CColModel &other)
|
||||
{
|
||||
int i;
|
||||
int numVerts;
|
||||
|
||||
boundingSphere = other.boundingSphere;
|
||||
boundingBox = other.boundingBox;
|
||||
|
||||
// copy spheres
|
||||
if(other.numSpheres){
|
||||
if(numSpheres != other.numSpheres){
|
||||
numSpheres = other.numSpheres;
|
||||
if(spheres)
|
||||
RwFree(spheres);
|
||||
spheres = (CColSphere*)RwMalloc(numSpheres*sizeof(CColSphere));
|
||||
}
|
||||
for(i = 0; i < numSpheres; i++)
|
||||
spheres[i] = other.spheres[i];
|
||||
}else{
|
||||
numSpheres = 0;
|
||||
if(spheres)
|
||||
RwFree(spheres);
|
||||
spheres = nil;
|
||||
}
|
||||
|
||||
// copy lines
|
||||
if(other.numLines){
|
||||
if(numLines != other.numLines){
|
||||
numLines = other.numLines;
|
||||
if(lines)
|
||||
RwFree(lines);
|
||||
lines = (CColLine*)RwMalloc(numLines*sizeof(CColLine));
|
||||
}
|
||||
for(i = 0; i < numLines; i++)
|
||||
lines[i] = other.lines[i];
|
||||
}else{
|
||||
numLines = 0;
|
||||
if(lines)
|
||||
RwFree(lines);
|
||||
lines = nil;
|
||||
}
|
||||
|
||||
// copy boxes
|
||||
if(other.numBoxes){
|
||||
if(numBoxes != other.numBoxes){
|
||||
numBoxes = other.numBoxes;
|
||||
if(boxes)
|
||||
RwFree(boxes);
|
||||
boxes = (CColBox*)RwMalloc(numBoxes*sizeof(CColBox));
|
||||
}
|
||||
for(i = 0; i < numBoxes; i++)
|
||||
boxes[i] = other.boxes[i];
|
||||
}else{
|
||||
numBoxes = 0;
|
||||
if(boxes)
|
||||
RwFree(boxes);
|
||||
boxes = nil;
|
||||
}
|
||||
|
||||
// copy mesh
|
||||
if(other.numTriangles){
|
||||
// copy vertices
|
||||
numVerts = 0;
|
||||
for(i = 0; i < other.numTriangles; i++){
|
||||
if(other.triangles[i].a > numVerts)
|
||||
numVerts = other.triangles[i].a;
|
||||
if(other.triangles[i].b > numVerts)
|
||||
numVerts = other.triangles[i].b;
|
||||
if(other.triangles[i].c > numVerts)
|
||||
numVerts = other.triangles[i].c;
|
||||
}
|
||||
numVerts++;
|
||||
if(vertices)
|
||||
RwFree(vertices);
|
||||
if(numVerts){
|
||||
vertices = (CompressedVector*)RwMalloc(numVerts*sizeof(CompressedVector));
|
||||
for(i = 0; i < numVerts; i++)
|
||||
vertices[i] = other.vertices[i];
|
||||
}
|
||||
|
||||
// copy triangles
|
||||
if(numTriangles != other.numTriangles){
|
||||
numTriangles = other.numTriangles;
|
||||
if(triangles)
|
||||
RwFree(triangles);
|
||||
triangles = (CColTriangle*)RwMalloc(numTriangles*sizeof(CColTriangle));
|
||||
}
|
||||
for(i = 0; i < numTriangles; i++)
|
||||
triangles[i] = other.triangles[i];
|
||||
}else{
|
||||
numTriangles = 0;
|
||||
if(triangles)
|
||||
RwFree(triangles);
|
||||
triangles = nil;
|
||||
if(vertices)
|
||||
RwFree(vertices);
|
||||
vertices = nil;
|
||||
}
|
||||
return *this;
|
||||
}
|
||||
}
|
70
src/collision/Collision.h
Normal file
70
src/collision/Collision.h
Normal file
@ -0,0 +1,70 @@
|
||||
#pragma once
|
||||
|
||||
#include "ColModel.h"
|
||||
#include "Game.h" // for eLevelName
|
||||
#ifdef VU_COLLISION
|
||||
#include "VuVector.h"
|
||||
#endif
|
||||
|
||||
struct CStoredCollPoly
|
||||
{
|
||||
#ifdef VU_COLLISION
|
||||
CVuVector verts[3];
|
||||
#else
|
||||
CVector verts[3];
|
||||
#endif
|
||||
bool valid;
|
||||
};
|
||||
|
||||
// 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
|
||||
|
||||
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);
|
||||
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);
|
||||
};
|
36
src/collision/CompressedVector.h
Normal file
36
src/collision/CompressedVector.h
Normal file
@ -0,0 +1,36 @@
|
||||
#pragma once
|
||||
|
||||
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
|
||||
};
|
@ -1,7 +1,6 @@
|
||||
#include "common.h"
|
||||
|
||||
#include "TempColModels.h"
|
||||
#include "SurfaceTable.h"
|
||||
|
||||
CColModel CTempColModels::ms_colModelPed1;
|
||||
CColModel CTempColModels::ms_colModelPed2;
|
||||
@ -45,13 +44,13 @@ CTempColModels::Initialise(void)
|
||||
|
||||
int i;
|
||||
|
||||
ms_colModelBBox.boundingSphere.Set(2.0f, CVector(0.0f, 0.0f, 0.0f), SURFACE_DEFAULT, 0);
|
||||
ms_colModelBBox.boundingBox.Set(CVector(-2.0f, -2.0f, -2.0f), CVector(2.0f, 2.0f, 2.0f), SURFACE_DEFAULT, 0);
|
||||
ms_colModelBBox.boundingSphere.Set(2.0f, CVector(0.0f, 0.0f, 0.0f));
|
||||
ms_colModelBBox.boundingBox.Set(CVector(-2.0f, -2.0f, -2.0f), CVector(2.0f, 2.0f, 2.0f));
|
||||
ms_colModelBBox.level = LEVEL_GENERIC;
|
||||
|
||||
for (i = 0; i < ARRAY_SIZE(ms_colModelCutObj); i++) {
|
||||
ms_colModelCutObj[i].boundingSphere.Set(2.0f, CVector(0.0f, 0.0f, 0.0f), SURFACE_DEFAULT, 0);
|
||||
ms_colModelCutObj[i].boundingBox.Set(CVector(-2.0f, -2.0f, -2.0f), CVector(2.0f, 2.0f, 2.0f), SURFACE_DEFAULT, 0);
|
||||
ms_colModelCutObj[i].boundingSphere.Set(2.0f, CVector(0.0f, 0.0f, 0.0f));
|
||||
ms_colModelCutObj[i].boundingBox.Set(CVector(-2.0f, -2.0f, -2.0f), CVector(2.0f, 2.0f, 2.0f));
|
||||
ms_colModelCutObj[i].level = LEVEL_GENERIC;
|
||||
}
|
||||
|
||||
@ -73,8 +72,8 @@ CTempColModels::Initialise(void)
|
||||
s_aPedSpheres[i].piece = 0;
|
||||
}
|
||||
|
||||
ms_colModelPed1.boundingSphere.Set(1.25f, CVector(0.0f, 0.0f, 0.0f), SURFACE_DEFAULT, 0);
|
||||
ms_colModelPed1.boundingBox.Set(CVector(-0.35f, -0.35f, -1.0f), CVector(0.35f, 0.35f, 0.9f), SURFACE_DEFAULT, 0);
|
||||
ms_colModelPed1.boundingSphere.Set(1.25f, CVector(0.0f, 0.0f, 0.0f));
|
||||
ms_colModelPed1.boundingBox.Set(CVector(-0.35f, -0.35f, -1.0f), CVector(0.35f, 0.35f, 0.9f));
|
||||
SET_COLMODEL_SPHERES(ms_colModelPed1, s_aPedSpheres);
|
||||
|
||||
// Ped 2 Spheres
|
||||
@ -92,8 +91,8 @@ CTempColModels::Initialise(void)
|
||||
s_aPed2Spheres[i].piece = 0;
|
||||
}
|
||||
|
||||
ms_colModelPed2.boundingSphere.Set(2.0f, CVector(0.0f, 0.0f, 0.0f), SURFACE_DEFAULT, 0);
|
||||
ms_colModelPed2.boundingBox.Set(CVector(-0.7f, -0.7f, -1.2f), CVector(0.7f, 0.7f, 0.0f), SURFACE_DEFAULT, 0);
|
||||
ms_colModelPed2.boundingSphere.Set(2.0f, CVector(0.0f, 0.0f, 0.0f));
|
||||
ms_colModelPed2.boundingBox.Set(CVector(-0.7f, -0.7f, -1.2f), CVector(0.7f, 0.7f, 0.0f));
|
||||
|
||||
SET_COLMODEL_SPHERES(ms_colModelPed2, s_aPed2Spheres);
|
||||
|
||||
@ -118,8 +117,8 @@ CTempColModels::Initialise(void)
|
||||
s_aPedGSpheres[2].piece = 0;
|
||||
s_aPedGSpheres[3].piece = 6;
|
||||
|
||||
ms_colModelPedGroundHit.boundingSphere.Set(2.0f, CVector(0.0f, 0.0f, 0.0f), SURFACE_DEFAULT, 0);
|
||||
ms_colModelPedGroundHit.boundingBox.Set(CVector(-0.4f, -1.0f, -1.25f), CVector(0.4f, 1.2f, -0.5f), SURFACE_DEFAULT, 0);
|
||||
ms_colModelPedGroundHit.boundingSphere.Set(2.0f, CVector(0.0f, 0.0f, 0.0f));
|
||||
ms_colModelPedGroundHit.boundingBox.Set(CVector(-0.4f, -1.0f, -1.25f), CVector(0.4f, 1.2f, -0.5f));
|
||||
|
||||
SET_COLMODEL_SPHERES(ms_colModelPedGroundHit, s_aPedGSpheres);
|
||||
|
||||
@ -142,8 +141,8 @@ CTempColModels::Initialise(void)
|
||||
s_aDoorSpheres[i].piece = 0;
|
||||
}
|
||||
|
||||
ms_colModelDoor1.boundingSphere.Set(1.5f, CVector(0.0f, -0.6f, 0.0f), SURFACE_DEFAULT, 0);
|
||||
ms_colModelDoor1.boundingBox.Set(CVector(-0.3f, 0.0f, -0.6f), CVector(0.3f, -1.2f, 0.6f), SURFACE_DEFAULT, 0);
|
||||
ms_colModelDoor1.boundingSphere.Set(1.5f, CVector(0.0f, -0.6f, 0.0f));
|
||||
ms_colModelDoor1.boundingBox.Set(CVector(-0.3f, 0.0f, -0.6f), CVector(0.3f, -1.2f, 0.6f));
|
||||
|
||||
SET_COLMODEL_SPHERES(ms_colModelDoor1, s_aDoorSpheres);
|
||||
|
||||
@ -162,8 +161,8 @@ CTempColModels::Initialise(void)
|
||||
s_aBumperSpheres[i].piece = 0;
|
||||
}
|
||||
|
||||
ms_colModelBumper1.boundingSphere.Set(2.2f, CVector(0.0f, -0.6f, 0.0f), SURFACE_DEFAULT, 0);
|
||||
ms_colModelBumper1.boundingBox.Set(CVector(-1.2f, -0.3f, -0.2f), CVector(1.2f, 0.3f, 0.2f), SURFACE_DEFAULT, 0);
|
||||
ms_colModelBumper1.boundingSphere.Set(2.2f, CVector(0.0f, -0.6f, 0.0f));
|
||||
ms_colModelBumper1.boundingBox.Set(CVector(-1.2f, -0.3f, -0.2f), CVector(1.2f, 0.3f, 0.2f));
|
||||
|
||||
SET_COLMODEL_SPHERES(ms_colModelBumper1, s_aBumperSpheres);
|
||||
|
||||
@ -182,8 +181,8 @@ CTempColModels::Initialise(void)
|
||||
s_aPanelSpheres[i].piece = 0;
|
||||
}
|
||||
|
||||
ms_colModelPanel1.boundingSphere.Set(1.4f, CVector(0.0f, 0.0f, 0.0f), SURFACE_DEFAULT, 0);
|
||||
ms_colModelPanel1.boundingBox.Set(CVector(-0.3f, -0.6f, -0.15f), CVector(0.3f, 0.6f, 0.15f), SURFACE_DEFAULT, 0);
|
||||
ms_colModelPanel1.boundingSphere.Set(1.4f, CVector(0.0f, 0.0f, 0.0f));
|
||||
ms_colModelPanel1.boundingBox.Set(CVector(-0.3f, -0.6f, -0.15f), CVector(0.3f, 0.6f, 0.15f));
|
||||
|
||||
SET_COLMODEL_SPHERES(ms_colModelPanel1, s_aPanelSpheres);
|
||||
|
||||
@ -202,8 +201,8 @@ CTempColModels::Initialise(void)
|
||||
s_aBonnetSpheres[i].piece = 0;
|
||||
}
|
||||
|
||||
ms_colModelBonnet1.boundingSphere.Set(1.7f, CVector(0.0f, 0.5f, 0.0f), SURFACE_DEFAULT, 0);
|
||||
ms_colModelBonnet1.boundingBox.Set(CVector(-0.7f, -0.2f, -0.3f), CVector(0.7f, 1.2f, 0.3f), SURFACE_DEFAULT, 0);
|
||||
ms_colModelBonnet1.boundingSphere.Set(1.7f, CVector(0.0f, 0.5f, 0.0f));
|
||||
ms_colModelBonnet1.boundingBox.Set(CVector(-0.7f, -0.2f, -0.3f), CVector(0.7f, 1.2f, 0.3f));
|
||||
|
||||
SET_COLMODEL_SPHERES(ms_colModelBonnet1, s_aBonnetSpheres);
|
||||
|
||||
@ -222,8 +221,8 @@ CTempColModels::Initialise(void)
|
||||
s_aBootSpheres[i].piece = 0;
|
||||
}
|
||||
|
||||
ms_colModelBoot1.boundingSphere.Set(1.4f, CVector(0.0f, -0.4f, 0.0f), SURFACE_DEFAULT, 0);
|
||||
ms_colModelBoot1.boundingBox.Set(CVector(-0.7f, -0.9f, -0.3f), CVector(0.7f, 0.2f, 0.3f), SURFACE_DEFAULT, 0);
|
||||
ms_colModelBoot1.boundingSphere.Set(1.4f, CVector(0.0f, -0.4f, 0.0f));
|
||||
ms_colModelBoot1.boundingBox.Set(CVector(-0.7f, -0.9f, -0.3f), CVector(0.7f, 0.2f, 0.3f));
|
||||
|
||||
SET_COLMODEL_SPHERES(ms_colModelBoot1, s_aBootSpheres);
|
||||
|
||||
@ -244,8 +243,8 @@ CTempColModels::Initialise(void)
|
||||
s_aWheelSpheres[i].piece = 0;
|
||||
}
|
||||
|
||||
ms_colModelWheel1.boundingSphere.Set(1.4f, CVector(0.0f, 0.0f, 0.0f), SURFACE_DEFAULT, 0);
|
||||
ms_colModelWheel1.boundingBox.Set(CVector(-0.7f, -0.4f, -0.4f), CVector(0.7f, 0.4f, 0.4f), SURFACE_DEFAULT, 0);
|
||||
ms_colModelWheel1.boundingSphere.Set(1.4f, CVector(0.0f, 0.0f, 0.0f));
|
||||
ms_colModelWheel1.boundingBox.Set(CVector(-0.7f, -0.4f, -0.4f), CVector(0.7f, 0.4f, 0.4f));
|
||||
|
||||
SET_COLMODEL_SPHERES(ms_colModelWheel1, s_aWheelSpheres);
|
||||
|
||||
@ -266,8 +265,8 @@ CTempColModels::Initialise(void)
|
||||
s_aBodyPartSpheres1[i].piece = 0;
|
||||
}
|
||||
|
||||
ms_colModelBodyPart1.boundingSphere.Set(0.7f, CVector(0.4f, 0.0f, 0.0f), SURFACE_DEFAULT, 0);
|
||||
ms_colModelBodyPart1.boundingBox.Set(CVector(-0.3f, -0.3f, -0.3f), CVector(1.1f, 0.3f, 0.3f), SURFACE_DEFAULT, 0);
|
||||
ms_colModelBodyPart1.boundingSphere.Set(0.7f, CVector(0.4f, 0.0f, 0.0f));
|
||||
ms_colModelBodyPart1.boundingBox.Set(CVector(-0.3f, -0.3f, -0.3f), CVector(1.1f, 0.3f, 0.3f));
|
||||
|
||||
SET_COLMODEL_SPHERES(ms_colModelBodyPart1, s_aBodyPartSpheres1);
|
||||
|
||||
@ -288,8 +287,8 @@ CTempColModels::Initialise(void)
|
||||
s_aBodyPartSpheres2[i].piece = 0;
|
||||
}
|
||||
|
||||
ms_colModelBodyPart2.boundingSphere.Set(0.5f, CVector(0.25f, 0.0f, 0.0f), SURFACE_DEFAULT, 0);
|
||||
ms_colModelBodyPart2.boundingBox.Set(CVector(-0.2f, -0.2f, -0.2f), CVector(0.7f, 0.2f, 0.2f), SURFACE_DEFAULT, 0);
|
||||
ms_colModelBodyPart2.boundingSphere.Set(0.5f, CVector(0.25f, 0.0f, 0.0f));
|
||||
ms_colModelBodyPart2.boundingBox.Set(CVector(-0.2f, -0.2f, -0.2f), CVector(0.7f, 0.2f, 0.2f));
|
||||
|
||||
SET_COLMODEL_SPHERES(ms_colModelBodyPart2, s_aBodyPartSpheres2);
|
||||
|
282
src/collision/VuCollision.cpp
Normal file
282
src/collision/VuCollision.cpp
Normal file
@ -0,0 +1,282 @@
|
||||
#include "common.h"
|
||||
#ifdef VU_COLLISION
|
||||
#include "VuVector.h"
|
||||
#include "VuCollision.h"
|
||||
|
||||
#ifndef GTA_PS2
|
||||
int16 vi01;
|
||||
CVuVector vf01;
|
||||
CVuVector vf02;
|
||||
CVuVector vf03;
|
||||
|
||||
CVuVector
|
||||
DistanceBetweenSphereAndLine(const CVuVector ¢er, const CVuVector &p0, const CVuVector &line)
|
||||
{
|
||||
// center VF12
|
||||
// p0 VF14
|
||||
// line VF15
|
||||
CVuVector ret; // VF16
|
||||
CVuVector p1 = p0+line;
|
||||
CVuVector dist0 = center - p0; // VF20
|
||||
CVuVector dist1 = center - p1; // VF25
|
||||
float lenSq = line.MagnitudeSqr(); // VF21
|
||||
float distSq0 = dist0.MagnitudeSqr(); // VF22
|
||||
float distSq1 = dist1.MagnitudeSqr();
|
||||
float dot = DotProduct(dist0, line); // VF23
|
||||
if(dot < 0.0f){
|
||||
// not above line, closest to p0
|
||||
ret = p0;
|
||||
ret.w = distSq0;
|
||||
return ret;
|
||||
}
|
||||
float t = dot/lenSq; // param of nearest point on infinite line
|
||||
if(t > 1.0f){
|
||||
// not above line, closest to p1
|
||||
ret = p1;
|
||||
ret.w = distSq1;
|
||||
return ret;
|
||||
}
|
||||
// closest to line
|
||||
ret = p0 + line*t;
|
||||
ret.w = (ret - center).MagnitudeSqr();
|
||||
return ret;
|
||||
}
|
||||
inline int SignFlags(const CVector &v)
|
||||
{
|
||||
int f = 0;
|
||||
if(v.x < 0.0f) f |= 1;
|
||||
if(v.y < 0.0f) f |= 2;
|
||||
if(v.z < 0.0f) f |= 4;
|
||||
return f;
|
||||
}
|
||||
#endif
|
||||
|
||||
extern "C" void
|
||||
LineToTriangleCollision(const CVuVector &p0, const CVuVector &p1,
|
||||
const CVuVector &v0, const CVuVector &v1, const CVuVector &v2,
|
||||
const CVuVector &plane)
|
||||
{
|
||||
#ifdef GTA_PS2
|
||||
__asm__ volatile (
|
||||
".set noreorder\n"
|
||||
"lqc2 vf12, 0x0(%0)\n"
|
||||
"lqc2 vf13, 0x0(%1)\n"
|
||||
"lqc2 vf14, 0x0(%2)\n"
|
||||
"lqc2 vf15, 0x0(%3)\n"
|
||||
"lqc2 vf16, 0x0(%4)\n"
|
||||
"lqc2 vf17, 0x0(%5)\n"
|
||||
"vcallms Vu0LineToTriangleCollisionStart\n"
|
||||
".set reorder\n"
|
||||
:
|
||||
: "r" (&p0), "r" (&p1), "r" (&v0), "r" (&v1), "r" (&v2), "r" (&plane)
|
||||
);
|
||||
#else
|
||||
float dot0 = DotProduct(plane, p0);
|
||||
float dot1 = DotProduct(plane, p1);
|
||||
float dist0 = plane.w - dot0;
|
||||
float dist1 = plane.w - dot1;
|
||||
|
||||
// if points are on the same side, no collision
|
||||
if(dist0 * dist1 > 0.0f){
|
||||
vi01 = 0;
|
||||
return;
|
||||
}
|
||||
|
||||
CVuVector diff = p1 - p0;
|
||||
float t = dist0/(dot1 - dot0);
|
||||
CVuVector p = p0 + diff*t;
|
||||
p.w = 0.0f;
|
||||
vf01 = p;
|
||||
vf03.x = t;
|
||||
|
||||
// Check if point is inside
|
||||
CVector cross1 = CrossProduct(p-v0, v1-v0);
|
||||
CVector cross2 = CrossProduct(p-v1, v2-v1);
|
||||
CVector cross3 = CrossProduct(p-v2, v0-v2);
|
||||
// Only check relevant directions
|
||||
int flagmask = 0;
|
||||
if(Abs(plane.x) > 0.5f) flagmask |= 1;
|
||||
if(Abs(plane.y) > 0.5f) flagmask |= 2;
|
||||
if(Abs(plane.z) > 0.5f) flagmask |= 4;
|
||||
int flags1 = SignFlags(cross1) & flagmask;
|
||||
int flags2 = SignFlags(cross2) & flagmask;
|
||||
int flags3 = SignFlags(cross3) & flagmask;
|
||||
// inside if on the same side of all edges
|
||||
if(flags1 != flags2 || flags1 != flags3){
|
||||
vi01 = 0;
|
||||
return;
|
||||
}
|
||||
vi01 = 1;
|
||||
vf02 = plane;
|
||||
return;
|
||||
#endif
|
||||
}
|
||||
|
||||
extern "C" void
|
||||
LineToTriangleCollisionCompressed(const CVuVector &p0, const CVuVector &p1, VuTriangle &tri)
|
||||
{
|
||||
#ifdef GTA_PS2
|
||||
__asm__ volatile (
|
||||
".set noreorder\n"
|
||||
"lqc2 vf12, 0x0(%0)\n"
|
||||
"lqc2 vf13, 0x0(%1)\n"
|
||||
"lqc2 vf14, 0x0(%2)\n"
|
||||
"lqc2 vf15, 0x10(%2)\n"
|
||||
"lqc2 vf16, 0x20(%2)\n"
|
||||
"lqc2 vf17, 0x30(%2)\n"
|
||||
"vcallms Vu0LineToTriangleCollisionCompressedStart\n"
|
||||
".set reorder\n"
|
||||
:
|
||||
: "r" (&p0), "r" (&p1), "r" (&tri)
|
||||
);
|
||||
#else
|
||||
CVuVector v0, v1, v2, plane;
|
||||
v0.x = tri.v0[0]/128.0f;
|
||||
v0.y = tri.v0[1]/128.0f;
|
||||
v0.z = tri.v0[2]/128.0f;
|
||||
v0.w = tri.v0[3]/128.0f;
|
||||
v1.x = tri.v1[0]/128.0f;
|
||||
v1.y = tri.v1[1]/128.0f;
|
||||
v1.z = tri.v1[2]/128.0f;
|
||||
v1.w = tri.v1[3]/128.0f;
|
||||
v2.x = tri.v2[0]/128.0f;
|
||||
v2.y = tri.v2[1]/128.0f;
|
||||
v2.z = tri.v2[2]/128.0f;
|
||||
v2.w = tri.v2[3]/128.0f;
|
||||
plane.x = tri.plane[0]/4096.0f;
|
||||
plane.y = tri.plane[1]/4096.0f;
|
||||
plane.z = tri.plane[2]/4096.0f;
|
||||
plane.w = tri.plane[3]/128.0f;
|
||||
LineToTriangleCollision(p0, p1, v0, v1, v2, plane);
|
||||
#endif
|
||||
}
|
||||
|
||||
extern "C" void
|
||||
SphereToTriangleCollision(const CVuVector &sph,
|
||||
const CVuVector &v0, const CVuVector &v1, const CVuVector &v2,
|
||||
const CVuVector &plane)
|
||||
{
|
||||
#ifdef GTA_PS2
|
||||
__asm__ volatile (
|
||||
".set noreorder\n"
|
||||
"lqc2 vf12, 0x0(%0)\n"
|
||||
"lqc2 vf14, 0x0(%1)\n"
|
||||
"lqc2 vf15, 0x0(%2)\n"
|
||||
"lqc2 vf16, 0x0(%3)\n"
|
||||
"lqc2 vf17, 0x0(%4)\n"
|
||||
"vcallms Vu0SphereToTriangleCollisionStart\n"
|
||||
".set reorder\n"
|
||||
:
|
||||
: "r" (&sph), "r" (&v0), "r" (&v1), "r" (&v2), "r" (&plane)
|
||||
);
|
||||
#else
|
||||
float planedist = DotProduct(plane, sph) - plane.w; // VF02
|
||||
if(Abs(planedist) > sph.w){
|
||||
vi01 = 0;
|
||||
return;
|
||||
}
|
||||
// point on plane
|
||||
CVuVector p = sph - planedist*plane;
|
||||
p.w = 0.0f;
|
||||
vf01 = p;
|
||||
planedist = Abs(planedist);
|
||||
// edges
|
||||
CVuVector v01 = v1 - v0;
|
||||
CVuVector v12 = v2 - v1;
|
||||
CVuVector v20 = v0 - v2;
|
||||
// VU code calculates normal again for some weird reason...
|
||||
// Check sides of point
|
||||
CVector cross1 = CrossProduct(p-v0, v01);
|
||||
CVector cross2 = CrossProduct(p-v1, v12);
|
||||
CVector cross3 = CrossProduct(p-v2, v20);
|
||||
// Only check relevant directions
|
||||
int flagmask = 0;
|
||||
if(Abs(plane.x) > 0.1f) flagmask |= 1;
|
||||
if(Abs(plane.y) > 0.1f) flagmask |= 2;
|
||||
if(Abs(plane.z) > 0.1f) flagmask |= 4;
|
||||
int nflags = SignFlags(plane) & flagmask;
|
||||
int flags1 = SignFlags(cross1) & flagmask;
|
||||
int flags2 = SignFlags(cross2) & flagmask;
|
||||
int flags3 = SignFlags(cross3) & flagmask;
|
||||
int testcase = 0;
|
||||
CVuVector closest(0.0f, 0.0f, 0.0f); // VF04
|
||||
if(flags1 == nflags){
|
||||
closest += v2;
|
||||
testcase++;
|
||||
}
|
||||
if(flags2 == nflags){
|
||||
closest += v0;
|
||||
testcase++;
|
||||
}
|
||||
if(flags3 == nflags){
|
||||
closest += v1;
|
||||
testcase++;
|
||||
}
|
||||
if(testcase == 3){
|
||||
// inside triangle - dist to plane already checked
|
||||
vf02 = plane;
|
||||
vf02.w = vf03.x = planedist;
|
||||
vi01 = 1;
|
||||
}else if(testcase == 1){
|
||||
// outside two sides - closest to point opposide inside edge
|
||||
vf01 = closest;
|
||||
vf02 = sph - closest;
|
||||
float distSq = vf02.MagnitudeSqr();
|
||||
vi01 = sph.w*sph.w > distSq;
|
||||
vf03.x = Sqrt(distSq);
|
||||
vf02 *= 1.0f/vf03.x;
|
||||
}else{
|
||||
// inside two sides - closest to third edge
|
||||
if(flags1 != nflags)
|
||||
closest = DistanceBetweenSphereAndLine(sph, v0, v01);
|
||||
else if(flags2 != nflags)
|
||||
closest = DistanceBetweenSphereAndLine(sph, v1, v12);
|
||||
else
|
||||
closest = DistanceBetweenSphereAndLine(sph, v2, v20);
|
||||
vi01 = sph.w*sph.w > closest.w;
|
||||
vf01 = closest;
|
||||
vf02 = sph - closest;
|
||||
vf03.x = Sqrt(closest.w);
|
||||
vf02 *= 1.0f/vf03.x;
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
extern "C" void
|
||||
SphereToTriangleCollisionCompressed(const CVuVector &sph, VuTriangle &tri)
|
||||
{
|
||||
#ifdef GTA_PS2
|
||||
__asm__ volatile (
|
||||
".set noreorder\n"
|
||||
"lqc2 vf12, 0x0(%0)\n"
|
||||
"lqc2 vf14, 0x0(%1)\n"
|
||||
"lqc2 vf15, 0x10(%1)\n"
|
||||
"lqc2 vf16, 0x20(%1)\n"
|
||||
"lqc2 vf17, 0x30(%1)\n"
|
||||
"vcallms Vu0SphereToTriangleCollisionCompressedStart\n"
|
||||
".set reorder\n"
|
||||
:
|
||||
: "r" (&sph), "r" (&tri)
|
||||
);
|
||||
#else
|
||||
CVuVector v0, v1, v2, plane;
|
||||
v0.x = tri.v0[0]/128.0f;
|
||||
v0.y = tri.v0[1]/128.0f;
|
||||
v0.z = tri.v0[2]/128.0f;
|
||||
v0.w = tri.v0[3]/128.0f;
|
||||
v1.x = tri.v1[0]/128.0f;
|
||||
v1.y = tri.v1[1]/128.0f;
|
||||
v1.z = tri.v1[2]/128.0f;
|
||||
v1.w = tri.v1[3]/128.0f;
|
||||
v2.x = tri.v2[0]/128.0f;
|
||||
v2.y = tri.v2[1]/128.0f;
|
||||
v2.z = tri.v2[2]/128.0f;
|
||||
v2.w = tri.v2[3]/128.0f;
|
||||
plane.x = tri.plane[0]/4096.0f;
|
||||
plane.y = tri.plane[1]/4096.0f;
|
||||
plane.z = tri.plane[2]/4096.0f;
|
||||
plane.w = tri.plane[3]/128.0f;
|
||||
SphereToTriangleCollision(sph, v0, v1, v2, plane);
|
||||
#endif
|
||||
}
|
||||
#endif
|
32
src/collision/VuCollision.h
Normal file
32
src/collision/VuCollision.h
Normal file
@ -0,0 +1,32 @@
|
||||
#pragma once
|
||||
|
||||
|
||||
struct VuTriangle
|
||||
{
|
||||
// Compressed int16 but unpacked
|
||||
#ifdef GTA_PS2
|
||||
uint128 v0;
|
||||
uint128 v1;
|
||||
uint128 v2;
|
||||
uint128 plane;
|
||||
#else
|
||||
int32 v0[4];
|
||||
int32 v1[4];
|
||||
int32 v2[4];
|
||||
int32 plane[4];
|
||||
#endif
|
||||
};
|
||||
|
||||
#ifndef GTA_PS2
|
||||
extern int16 vi01;
|
||||
extern CVuVector vf01;
|
||||
extern CVuVector vf02;
|
||||
extern CVuVector vf03;
|
||||
#endif
|
||||
|
||||
extern "C" {
|
||||
void LineToTriangleCollision(const CVuVector &p0, const CVuVector &p1, const CVuVector &v0, const CVuVector &v1, const CVuVector &v2, const CVuVector &plane);
|
||||
void LineToTriangleCollisionCompressed(const CVuVector &p0, const CVuVector &p1, VuTriangle &tri);
|
||||
void SphereToTriangleCollision(const CVuVector &sph, const CVuVector &v0, const CVuVector &v1, const CVuVector &v2, const CVuVector &plane);
|
||||
void SphereToTriangleCollisionCompressed(const CVuVector &sph, VuTriangle &tri);
|
||||
}
|
@ -242,8 +242,15 @@ CdStreamRead(int32 channel, void *buffer, uint32 offset, uint32 size)
|
||||
else
|
||||
return STREAM_SUCCESS;
|
||||
}
|
||||
|
||||
|
||||
#ifdef BIG_IMG
|
||||
LARGE_INTEGER liDistanceToMove;
|
||||
liDistanceToMove.QuadPart = _GET_OFFSET(offset);
|
||||
liDistanceToMove.QuadPart *= CDSTREAM_SECTOR_SIZE;
|
||||
SetFilePointerEx(hImage, liDistanceToMove, nil, FILE_BEGIN);
|
||||
#else
|
||||
SetFilePointer(hImage, _GET_OFFSET(offset) * CDSTREAM_SECTOR_SIZE, nil, FILE_BEGIN);
|
||||
#endif
|
||||
|
||||
DWORD NumberOfBytesRead;
|
||||
|
||||
|
@ -429,7 +429,7 @@ void *CdStreamThread(void *param)
|
||||
ASSERT(pChannel->hFile >= 0);
|
||||
ASSERT(pChannel->pBuffer != nil );
|
||||
|
||||
lseek(pChannel->hFile, pChannel->nSectorOffset * CDSTREAM_SECTOR_SIZE, SEEK_SET);
|
||||
lseek(pChannel->hFile, (size_t)pChannel->nSectorOffset * (size_t)CDSTREAM_SECTOR_SIZE, SEEK_SET);
|
||||
if (read(pChannel->hFile, pChannel->pBuffer, pChannel->nSectorsToRead * CDSTREAM_SECTOR_SIZE) == -1) {
|
||||
// pChannel->nSectorsToRead == 0 at this point means we wanted to flush channel
|
||||
// STREAM_WAITING is a little hack to make CStreaming not process this data
|
||||
|
@ -1,254 +0,0 @@
|
||||
#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 ¢er, uint8 surf, uint8 piece);
|
||||
void Set(float radius, const CVector ¢er) { 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;
|
||||
#ifdef NO_ISLAND_LOADING
|
||||
static bool bAlreadyLoaded;
|
||||
#endif
|
||||
|
||||
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);
|
||||
};
|
@ -2500,10 +2500,11 @@ int32 CControllerConfigManager::GetNumOfSettingsForAction(e_ControllerAction act
|
||||
nil, /* SHOW_MOUSE_POINTER_TOGGLE */ \
|
||||
}}
|
||||
|
||||
|
||||
const char *XboxButtons_noIcons[][MAX_CONTROLLERACTIONS] = CONTROLLER_BUTTONS("Y", "B", "A", "X", "LB", "LT", "LS", "RB", "RT", "RS", "BACK");
|
||||
|
||||
#ifdef BUTTON_ICONS
|
||||
const char *XboxButtons[][MAX_CONTROLLERACTIONS] = CONTROLLER_BUTTONS("~T~", "~O~", "~X~", "~Q~", "~K~", "~M~", "~A~", "~J~", "~V~", "~C~", "BACK");
|
||||
#else
|
||||
const char *XboxButtons[][MAX_CONTROLLERACTIONS] = CONTROLLER_BUTTONS("Y", "B", "A", "X", "LB", "LT", "LS", "RB", "RT", "RS", "BACK");
|
||||
#endif
|
||||
|
||||
|
||||
@ -2524,12 +2525,12 @@ const char *XboxButtons[][MAX_CONTROLLERACTIONS] = CONTROLLER_BUTTONS("Y", "B",
|
||||
#define PS2_SQUARE "SQUARE"
|
||||
#endif
|
||||
|
||||
const char *PlayStationButtons_noIcons[][MAX_CONTROLLERACTIONS] =
|
||||
CONTROLLER_BUTTONS(PS2_TRIANGLE, PS2_CIRCLE, PS2_CROSS, PS2_SQUARE, "L1", "L2", "L3", "R1", "R2", "R3", "SELECT");
|
||||
|
||||
#ifdef BUTTON_ICONS
|
||||
const char *PlayStationButtons[][MAX_CONTROLLERACTIONS] =
|
||||
CONTROLLER_BUTTONS(PS2_TRIANGLE, PS2_CIRCLE, PS2_CROSS, PS2_SQUARE, "~K~", "~M~", "~A~", "~J~", "~V~", "~C~", "SELECT");
|
||||
#else
|
||||
const char *PlayStationButtons[][MAX_CONTROLLERACTIONS] =
|
||||
CONTROLLER_BUTTONS(PS2_TRIANGLE, PS2_CIRCLE, PS2_CROSS, PS2_SQUARE, "L1", "L2", "L3", "R1", "R2", "R3", "SELECT");
|
||||
#endif
|
||||
|
||||
#undef PS2_TRIANGLE
|
||||
@ -2547,7 +2548,11 @@ void CControllerConfigManager::GetWideStringOfCommandKeys(uint16 action, wchar *
|
||||
wchar wstr[16];
|
||||
|
||||
// TODO: INI and/or menu setting for Xbox/PS switch
|
||||
const char *(*Buttons)[MAX_CONTROLLERACTIONS] = XboxButtons;
|
||||
#ifdef BUTTON_ICONS
|
||||
const char *(*Buttons)[MAX_CONTROLLERACTIONS] = CFont::ButtonsSlot != -1 ? XboxButtons : XboxButtons_noIcons;
|
||||
#else
|
||||
const char *(*Buttons)[MAX_CONTROLLERACTIONS] = XboxButtons_noIcons;
|
||||
#endif
|
||||
|
||||
assert(Buttons[CPad::GetPad(0)->Mode][action] != nil); // we cannot use these
|
||||
AsciiToUnicode(Buttons[CPad::GetPad(0)->Mode][action], wstr);
|
||||
|
@ -332,6 +332,16 @@ CFileLoader::FindRelatedModelInfoCB(RpAtomic *atomic, void *data)
|
||||
return atomic;
|
||||
}
|
||||
|
||||
#ifdef LIBRW
|
||||
void
|
||||
InitClump(RpClump *clump)
|
||||
{
|
||||
RpClumpForAllAtomics(clump, ConvertPlatformAtomic, nil);
|
||||
}
|
||||
#else
|
||||
#define InitClump(clump)
|
||||
#endif
|
||||
|
||||
void
|
||||
CFileLoader::LoadModelFile(const char *filename)
|
||||
{
|
||||
@ -343,6 +353,7 @@ CFileLoader::LoadModelFile(const char *filename)
|
||||
if(RwStreamFindChunk(stream, rwID_CLUMP, nil, nil)){
|
||||
clump = RpClumpStreamRead(stream);
|
||||
if(clump){
|
||||
InitClump(clump);
|
||||
RpClumpForAllAtomics(clump, FindRelatedModelInfoCB, clump);
|
||||
RpClumpDestroy(clump);
|
||||
}
|
||||
@ -368,6 +379,7 @@ CFileLoader::LoadClumpFile(const char *filename)
|
||||
GetNameAndLOD(nodename, name, &n);
|
||||
mi = (CClumpModelInfo*)CModelInfo::GetModelInfo(name, nil);
|
||||
if(mi){
|
||||
InitClump(clump);
|
||||
assert(mi->IsClump());
|
||||
mi->SetClump(clump);
|
||||
}else
|
||||
@ -393,6 +405,7 @@ CFileLoader::LoadClumpFile(RwStream *stream, uint32 id)
|
||||
if (mi->GetModelType() == MITYPE_PED && id != 0 && RwStreamFindChunk(stream, rwID_CLUMP, nil, nil)) {
|
||||
// Read LOD ped
|
||||
clump = RpClumpStreamRead(stream);
|
||||
InitClump(clump);
|
||||
if(clump){
|
||||
((CPedModelInfo*)mi)->SetLowDetailClump(clump);
|
||||
RpClumpDestroy(clump);
|
||||
@ -423,6 +436,7 @@ CFileLoader::FinishLoadClumpFile(RwStream *stream, uint32 id)
|
||||
clump = RpClumpGtaStreamRead2(stream);
|
||||
|
||||
if(clump){
|
||||
InitClump(clump);
|
||||
mi = (CClumpModelInfo*)CModelInfo::GetModelInfo(id);
|
||||
mi->SetClump(clump);
|
||||
return true;
|
||||
@ -443,6 +457,7 @@ CFileLoader::LoadAtomicFile(RwStream *stream, uint32 id)
|
||||
clump = RpClumpStreamRead(stream);
|
||||
if(clump == nil)
|
||||
return false;
|
||||
InitClump(clump);
|
||||
gpRelatedModelInfo = (CSimpleModelInfo*)CModelInfo::GetModelInfo(id);
|
||||
RpClumpForAllAtomics(clump, SetRelatedModelInfoCB, clump);
|
||||
RpClumpDestroy(clump);
|
||||
@ -806,6 +821,8 @@ CFileLoader::LoadAtomicFile2Return(const char *filename)
|
||||
stream = RwStreamOpen(rwSTREAMFILENAME, rwSTREAMREAD, filename);
|
||||
if(RwStreamFindChunk(stream, rwID_CLUMP, nil, nil))
|
||||
clump = RpClumpStreamRead(stream);
|
||||
if(clump)
|
||||
InitClump(clump);
|
||||
RwStreamClose(stream, nil);
|
||||
return clump;
|
||||
}
|
||||
|
File diff suppressed because it is too large
Load Diff
@ -18,7 +18,6 @@
|
||||
|
||||
#define MENU_X_MARGIN 40.0f
|
||||
#define MENUACTION_POS_Y 60.0f
|
||||
#define MENUACTION_WIDTH 38.0f
|
||||
#define MENUACTION_SCALE_MULT 0.9f
|
||||
|
||||
#define MENURADIO_ICON_SCALE 60.0f
|
||||
@ -235,11 +234,11 @@ enum eMenuScreen
|
||||
MENUPAGE_KEYBOARD_CONTROLS = 55,
|
||||
MENUPAGE_MOUSE_CONTROLS = 56,
|
||||
MENUPAGE_MISSION_RETRY = 57,
|
||||
#ifdef MENU_MAP
|
||||
MENUPAGE_MAP = 58,
|
||||
#endif
|
||||
#ifdef CUSTOM_FRONTEND_OPTIONS
|
||||
|
||||
#ifdef MENU_MAP
|
||||
MENUPAGE_MAP,
|
||||
#endif
|
||||
#ifdef GRAPHICS_MENU_OPTIONS
|
||||
MENUPAGE_GRAPHICS_SETTINGS,
|
||||
#else
|
||||
@ -380,9 +379,6 @@ enum eMenuAction
|
||||
// MENUACTION_MIPMAPS,
|
||||
// MENUACTION_TEXTURE_FILTERING,
|
||||
//#endif
|
||||
//#ifdef NO_ISLAND_LOADING
|
||||
// MENUACTION_ISLANDLOADING,
|
||||
//#endif
|
||||
};
|
||||
|
||||
enum eCheckHover
|
||||
@ -718,7 +714,6 @@ public:
|
||||
ISLAND_LOADING_HIGH
|
||||
};
|
||||
|
||||
static int8 m_DisplayIslandLoading;
|
||||
static int8 m_PrefsIslandLoading;
|
||||
|
||||
#define ISLAND_LOADING_IS(p) if (CMenuManager::m_PrefsIslandLoading == CMenuManager::ISLAND_LOADING_##p)
|
||||
@ -786,6 +781,7 @@ public:
|
||||
void PageUpList(bool);
|
||||
void PageDownList(bool);
|
||||
int8 GetPreviousPageOption();
|
||||
void ProcessList(bool &goBack, bool &optionSelected);
|
||||
};
|
||||
|
||||
#ifndef IMPROVED_VIDEOMODE
|
||||
|
@ -203,20 +203,6 @@ static const char* FrontendFilenames[][2] =
|
||||
{"fe_radio9", "" },
|
||||
};
|
||||
|
||||
#ifdef CUTSCENE_BORDERS_SWITCH
|
||||
bool CMenuManager::m_PrefsCutsceneBorders = true;
|
||||
#endif
|
||||
|
||||
#ifdef MULTISAMPLING
|
||||
int8 CMenuManager::m_nPrefsMSAALevel = 0;
|
||||
int8 CMenuManager::m_nDisplayMSAALevel = 0;
|
||||
#endif
|
||||
|
||||
#ifdef NO_ISLAND_LOADING
|
||||
int8 CMenuManager::m_DisplayIslandLoading = ISLAND_LOADING_LOW;
|
||||
int8 CMenuManager::m_PrefsIslandLoading = ISLAND_LOADING_LOW;
|
||||
#endif
|
||||
|
||||
int32 CMenuManager::m_PrefsSfxVolume = 102;
|
||||
int32 CMenuManager::m_PrefsMusicVolume = 102;
|
||||
int32 CMenuManager::m_PrefsBrightness = 256;
|
||||
|
@ -160,31 +160,9 @@ public:
|
||||
static int32 m_PrefsLanguage;
|
||||
static CONTRCONFIG m_PrefsControllerConfig;
|
||||
static bool m_PrefsUseVibration;
|
||||
#ifdef NO_ISLAND_LOADING
|
||||
enum
|
||||
{
|
||||
ISLAND_LOADING_LOW = 0,
|
||||
ISLAND_LOADING_MEDIUM,
|
||||
ISLAND_LOADING_HIGH
|
||||
};
|
||||
|
||||
static int8 m_DisplayIslandLoading;
|
||||
static int8 m_PrefsIslandLoading;
|
||||
|
||||
#define ISLAND_LOADING_IS(p) if (CMenuManager::m_PrefsIslandLoading == CMenuManager::ISLAND_LOADING_##p)
|
||||
#define ISLAND_LOADING_ISNT(p) if (CMenuManager::m_PrefsIslandLoading != CMenuManager::ISLAND_LOADING_##p)
|
||||
#else
|
||||
#define ISLAND_LOADING_IS(p)
|
||||
#define ISLAND_LOADING_ISNT(p)
|
||||
#endif
|
||||
#ifdef CUTSCENE_BORDERS_SWITCH
|
||||
static bool m_PrefsCutsceneBorders;
|
||||
#endif
|
||||
#ifdef MULTISAMPLING
|
||||
static int8 m_nPrefsMSAALevel;
|
||||
static int8 m_nDisplayMSAALevel;
|
||||
#endif
|
||||
|
||||
#ifdef GTA_PC
|
||||
bool m_bQuitGameNoCD;
|
||||
|
||||
|
@ -128,7 +128,7 @@ void MessageScreen(char *msg)
|
||||
|
||||
CFont::SetFontStyle(FONT_BANK);
|
||||
CFont::SetBackgroundOff();
|
||||
CFont::SetWrapx(SCREEN_SCALE_FROM_RIGHT(190.0f)); // 450.0f // unused
|
||||
CFont::SetWrapx(SCREEN_SCALE_FROM_RIGHT(190.0f)); // 450.0f
|
||||
CFont::SetScale(SCREEN_SCALE_X(1.0f), SCREEN_SCALE_Y(1.0f));
|
||||
CFont::SetCentreOn();
|
||||
CFont::SetCentreSize(SCREEN_SCALE_X(450.0f)); // 450.0f
|
||||
@ -734,10 +734,10 @@ void CGame::InitialiseWhenRestarting(void)
|
||||
|
||||
//CFont::SetFontStyle(?);
|
||||
CFont::SetBackgroundOff();
|
||||
CFont::SetWrapx(SCREEN_SCALE_FROM_RIGHT(160.0f)); // 480.0f // unused
|
||||
CFont::SetWrapx(SCREEN_SCALE_FROM_RIGHT(160.0f)); // 480.0f
|
||||
CFont::SetScale(SCREEN_SCALE_X(1.0f), SCREEN_SCALE_Y(1.0f));
|
||||
CFont::SetCentreOn();
|
||||
CFont::SetCentreSize(SCREEN_SCALE_X(480.0f)); // 480.0f
|
||||
CFont::SetCentreSize(SCREEN_SCALE_X(480.0f));
|
||||
CFont::SetJustifyOff();
|
||||
CFont::SetColor(CRGBA(255, 255, 255, 255));
|
||||
CFont::SetBackGroundOnlyTextOff();
|
||||
|
@ -392,6 +392,9 @@ CMenuScreen aScreens[MENUPAGES] = {
|
||||
{ "FET_PAU", 1, MENUPAGE_DISABLED, MENUPAGE_DISABLED, 0, 0,
|
||||
MENUACTION_RESUME, "FEM_RES", SAVESLOT_NONE, MENUPAGE_NONE,
|
||||
MENUACTION_CHANGEMENU, "FEN_STA", SAVESLOT_NONE, MENUPAGE_NEW_GAME,
|
||||
#ifdef MENU_MAP
|
||||
MENUACTION_CHANGEMENU, "FEG_MAP", SAVESLOT_NONE, MENUPAGE_MAP,
|
||||
#endif
|
||||
MENUACTION_CHANGEMENU, "FEP_STA", SAVESLOT_NONE, MENUPAGE_STATS,
|
||||
MENUACTION_CHANGEMENU, "FEP_BRI", SAVESLOT_NONE, MENUPAGE_BRIEFS,
|
||||
MENUACTION_CHANGEMENU, "FET_OPT", SAVESLOT_NONE, MENUPAGE_OPTIONS,
|
||||
@ -436,6 +439,14 @@ CMenuScreen aScreens[MENUPAGES] = {
|
||||
},
|
||||
#endif
|
||||
|
||||
#ifdef MENU_MAP
|
||||
// MENUPAGE_MAP
|
||||
{ "FEG_MAP", 1, MENUPAGE_NONE, MENUPAGE_NONE, 2, 2,
|
||||
MENUACTION_UNK110, "", SAVESLOT_NONE, MENUPAGE_NONE, // to prevent cross/enter to go back
|
||||
MENUACTION_CHANGEMENU, "FEDS_TB", SAVESLOT_NONE, MENUPAGE_NONE,
|
||||
},
|
||||
#endif
|
||||
|
||||
// MENUPAGE_UNK
|
||||
{ "", 0, MENUPAGE_NONE, MENUPAGE_NONE, 0, 0,
|
||||
|
||||
|
@ -11,6 +11,10 @@
|
||||
#include "custompipes.h"
|
||||
#include "RwHelper.h"
|
||||
#include "Text.h"
|
||||
#include "Streaming.h"
|
||||
#include "FileLoader.h"
|
||||
#include "Collision.h"
|
||||
#include "ModelInfo.h"
|
||||
|
||||
// Menu screens array is at the bottom of the file.
|
||||
|
||||
@ -48,6 +52,12 @@
|
||||
#define DUALPASS_SELECTOR
|
||||
#endif
|
||||
|
||||
#ifdef NO_ISLAND_LOADING
|
||||
#define ISLAND_LOADING_SELECTOR MENUACTION_CFO_SELECT, "FEM_ISL", { new CCFOSelect((int8*)&CMenuManager::m_PrefsIslandLoading, "IslandLoading", islandLoadingOpts, ARRAY_SIZE(islandLoadingOpts), true, IslandLoadingAfterChange) },
|
||||
#else
|
||||
#define ISLAND_LOADING_SELECTOR
|
||||
#endif
|
||||
|
||||
#ifdef EXTENDED_COLOURFILTER
|
||||
#define POSTFX_SELECTORS \
|
||||
MENUACTION_CFO_SELECT, "FED_CLF", { new CCFOSelect((int8*)&CPostFX::EffectSwitch, "ColourFilter", filterNames, ARRAY_SIZE(filterNames), false, nil) }, \
|
||||
@ -80,6 +90,18 @@ void RestoreDefGraphics(int8 action) {
|
||||
#ifdef MULTISAMPLING
|
||||
FrontEndMenuManager.m_nPrefsMSAALevel = FrontEndMenuManager.m_nDisplayMSAALevel = 0;
|
||||
#endif
|
||||
#ifdef NO_ISLAND_LOADING
|
||||
if (!FrontEndMenuManager.m_bGameNotLoaded) {
|
||||
FrontEndMenuManager.m_PrefsIslandLoading = FrontEndMenuManager.ISLAND_LOADING_LOW;
|
||||
CCollision::bAlreadyLoaded = false;
|
||||
CModelInfo::RemoveColModelsFromOtherLevels(CGame::currLevel);
|
||||
CStreaming::RemoveUnusedBigBuildings(CGame::currLevel);
|
||||
CStreaming::RemoveUnusedBuildings(CGame::currLevel);
|
||||
CStreaming::RequestIslands(CGame::currLevel);
|
||||
CStreaming::LoadAllRequestedModels(true);
|
||||
} else
|
||||
FrontEndMenuManager.m_PrefsIslandLoading = FrontEndMenuManager.ISLAND_LOADING_LOW;
|
||||
#endif
|
||||
#ifdef GRAPHICS_MENU_OPTIONS // otherwise Frontend will handle those
|
||||
CMenuManager::m_PrefsFrameLimiter = true;
|
||||
CMenuManager::m_PrefsVsyncDisp = true;
|
||||
@ -120,6 +142,47 @@ void RestoreDefDisplay(int8 action) {
|
||||
#endif
|
||||
}
|
||||
|
||||
#ifdef NO_ISLAND_LOADING
|
||||
const char *islandLoadingOpts[] = { "FEM_LOW", "FEM_MED", "FEM_HIG" };
|
||||
void IslandLoadingAfterChange(int8 before, int8 after) {
|
||||
if (!FrontEndMenuManager.m_bGameNotLoaded) {
|
||||
if (after > FrontEndMenuManager.ISLAND_LOADING_LOW) {
|
||||
FrontEndMenuManager.m_PrefsIslandLoading = before; // calls below needs previous mode :shrug:
|
||||
|
||||
if (after == FrontEndMenuManager.ISLAND_LOADING_HIGH)
|
||||
CStreaming::RemoveIslandsNotUsed(LEVEL_GENERIC);
|
||||
if (before == FrontEndMenuManager.ISLAND_LOADING_LOW) {
|
||||
if (CGame::currLevel != LEVEL_INDUSTRIAL)
|
||||
CFileLoader::LoadCollisionFromDatFile(LEVEL_INDUSTRIAL);
|
||||
if (CGame::currLevel != LEVEL_COMMERCIAL)
|
||||
CFileLoader::LoadCollisionFromDatFile(LEVEL_COMMERCIAL);
|
||||
if (CGame::currLevel != LEVEL_SUBURBAN)
|
||||
CFileLoader::LoadCollisionFromDatFile(LEVEL_SUBURBAN);
|
||||
CCollision::bAlreadyLoaded = true;
|
||||
FrontEndMenuManager.m_PrefsIslandLoading = after;
|
||||
CStreaming::RequestBigBuildings(CGame::currLevel);
|
||||
|
||||
} else if (before == FrontEndMenuManager.ISLAND_LOADING_HIGH) {
|
||||
FrontEndMenuManager.m_PrefsIslandLoading = after;
|
||||
CStreaming::RequestIslands(CGame::currLevel);
|
||||
} else
|
||||
FrontEndMenuManager.m_PrefsIslandLoading = after;
|
||||
|
||||
} else { // low
|
||||
CCollision::bAlreadyLoaded = false;
|
||||
CModelInfo::RemoveColModelsFromOtherLevels(CGame::currLevel);
|
||||
CStreaming::RemoveUnusedBigBuildings(CGame::currLevel);
|
||||
CStreaming::RemoveUnusedBuildings(CGame::currLevel);
|
||||
CStreaming::RequestIslands(CGame::currLevel);
|
||||
}
|
||||
|
||||
CStreaming::LoadAllRequestedModels(true);
|
||||
}
|
||||
|
||||
FrontEndMenuManager.SetHelperText(0);
|
||||
}
|
||||
#endif
|
||||
|
||||
#ifdef MORE_LANGUAGES
|
||||
void LangPolSelect(int8 action)
|
||||
{
|
||||
@ -761,6 +824,7 @@ CMenuScreenCustom aScreens[MENUPAGES] = {
|
||||
#ifdef EXTENDED_PIPELINES
|
||||
PIPELINES_SELECTOR
|
||||
#endif
|
||||
ISLAND_LOADING_SELECTOR
|
||||
DUALPASS_SELECTOR
|
||||
MENUACTION_CFO_DYNAMIC, "FET_DEF", { new CCFODynamic(nil, nil, nil, RestoreDefGraphics) },
|
||||
MENUACTION_CHANGEMENU, "FEDS_TB", { nil, SAVESLOT_NONE, MENUPAGE_NONE },
|
||||
@ -770,6 +834,7 @@ CMenuScreenCustom aScreens[MENUPAGES] = {
|
||||
{ "FET_ADV", MENUPAGE_OPTIONS, MENUPAGE_OPTIONS,
|
||||
new CCustomScreenLayout({MENUSPRITE_MAINMENU, 50, 0, 20, FONT_HEADING, FESCREEN_LEFT_ALIGN, true, MEDIUMTEXT_X_SCALE, MEDIUMTEXT_Y_SCALE}), nil,
|
||||
|
||||
ISLAND_LOADING_SELECTOR
|
||||
DUALPASS_SELECTOR
|
||||
CUTSCENE_BORDERS_TOGGLE
|
||||
FREE_CAM_TOGGLE
|
||||
|
@ -2610,7 +2610,7 @@ void CPad::PrintErrorMessage(void)
|
||||
CFont::SetScale(0.85f, 1.0f);
|
||||
CFont::SetJustifyOff();
|
||||
CFont::SetBackgroundOff();
|
||||
CFont::SetCentreSize(SCREEN_SCALE_X(DEFAULT_SCREEN_WIDTH - 20));
|
||||
CFont::SetCentreSize(SCREEN_SCALE_X(SCREEN_WIDTH - 20));
|
||||
CFont::SetCentreOn();
|
||||
CFont::SetPropOn();
|
||||
CFont::SetColor(CRGBA(255, 255, 200, 200));
|
||||
@ -2627,7 +2627,7 @@ void CPad::PrintErrorMessage(void)
|
||||
CFont::SetScale(0.85f, 1.0f);
|
||||
CFont::SetJustifyOff();
|
||||
CFont::SetBackgroundOff();
|
||||
CFont::SetCentreSize(SCREEN_SCALE_X(DEFAULT_SCREEN_WIDTH - 20));
|
||||
CFont::SetCentreSize(SCREEN_SCALE_X(SCREEN_WIDTH - 20));
|
||||
CFont::SetCentreOn();
|
||||
CFont::SetPropOn();
|
||||
CFont::SetColor(CRGBA(255, 255, 200, 200));
|
||||
|
@ -390,6 +390,7 @@ CStreaming::LoadCdDirectory(const char *dirname, int n)
|
||||
assert(sizeof(direntry) == 32);
|
||||
while(CFileMgr::Read(fd, (char*)&direntry, sizeof(direntry))){
|
||||
dot = strchr(direntry.name, '.');
|
||||
assert(dot);
|
||||
if(dot) *dot = '\0';
|
||||
if(direntry.size > (uint32)ms_streamingBufferSize)
|
||||
ms_streamingBufferSize = direntry.size;
|
||||
@ -741,7 +742,9 @@ CStreaming::RequestBigBuildings(eLevelName level)
|
||||
b = CPools::GetBuildingPool()->GetSlot(i);
|
||||
if(b && b->bIsBIGBuilding
|
||||
#ifdef NO_ISLAND_LOADING
|
||||
&& ((CMenuManager::m_PrefsIslandLoading != CMenuManager::ISLAND_LOADING_LOW) || (b->m_level == level))
|
||||
&& (((CMenuManager::m_PrefsIslandLoading != CMenuManager::ISLAND_LOADING_LOW) && (b != pIslandLODindustEntity) && (b != pIslandLODcomIndEntity) &&
|
||||
(b != pIslandLODcomSubEntity) && (b != pIslandLODsubIndEntity) && (b != pIslandLODsubComEntity)
|
||||
) || (b->m_level == level))
|
||||
#else
|
||||
&& b->m_level == level
|
||||
#endif
|
||||
|
@ -212,10 +212,10 @@ enum Config {
|
||||
# define TIMEBARS // print debug timers
|
||||
#endif
|
||||
|
||||
#define FIX_BUGS // fixes bugs that we've came across during reversing, TODO: use this more
|
||||
#define FIX_BUGS // fixes bugs that we've came across during reversing
|
||||
#define MORE_LANGUAGES // Add more translations to the game
|
||||
#define COMPATIBLE_SAVES // this allows changing structs while keeping saves compatible
|
||||
#define LOAD_INI_SETTINGS
|
||||
#define LOAD_INI_SETTINGS // as the name suggests. fundamental for CUSTOM_FRONTEND_OPTIONS
|
||||
|
||||
// Rendering/display
|
||||
//#define EXTRA_MODEL_FLAGS // from mobile to optimize rendering
|
||||
@ -227,19 +227,11 @@ enum Config {
|
||||
#define PS2_ALPHA_TEST // emulate ps2 alpha test
|
||||
#define IMPROVED_VIDEOMODE // save and load videomode parameters instead of a magic number
|
||||
#define DISABLE_LOADING_SCREEN // disable the loading screen which vastly improves the loading time
|
||||
#define NO_ISLAND_LOADING // disable loadscreen between islands via loading all island data at once, consumes more memory and CPU
|
||||
//#define USE_TEXTURE_POOL
|
||||
#define CUTSCENE_BORDERS_SWITCH
|
||||
#ifdef LIBRW
|
||||
//#define EXTENDED_COLOURFILTER // more options for colour filter (replaces mblur)
|
||||
//#define EXTENDED_PIPELINES // custom render pipelines (includes Neo)
|
||||
#endif
|
||||
#define MULTISAMPLING // adds MSAA option
|
||||
|
||||
#ifdef LIBRW
|
||||
// these are not supported with librw yet
|
||||
# undef MULTISAMPLING
|
||||
#endif
|
||||
|
||||
// Particle
|
||||
//#define PC_PARTICLE
|
||||
@ -278,7 +270,13 @@ enum Config {
|
||||
//# define PS2_LIKE_MENU // An effort to recreate PS2 menu, cycling through tabs, different bg etc.
|
||||
//# define PS2_SAVE_DIALOG // PS2 style save dialog with transparent black box
|
||||
# define CUSTOM_FRONTEND_OPTIONS
|
||||
# define GRAPHICS_MENU_OPTIONS // otherwise Advanced Options menu will appear if Display is full
|
||||
|
||||
# ifdef CUSTOM_FRONTEND_OPTIONS
|
||||
# define GRAPHICS_MENU_OPTIONS // otherwise Advanced Options menu will appear if Display is full
|
||||
# define NO_ISLAND_LOADING // disable loadscreen between islands via loading all island data at once, consumes more memory and CPU
|
||||
# define CUTSCENE_BORDERS_SWITCH
|
||||
# define MULTISAMPLING // adds MSAA option
|
||||
# endif
|
||||
#endif
|
||||
|
||||
// Script
|
||||
@ -327,6 +325,8 @@ enum Config {
|
||||
#endif
|
||||
//#define PS2_AUDIO // changes audio paths for cutscenes and radio to PS2 paths, needs vbdec to support VB with MSS
|
||||
|
||||
// IMG
|
||||
#define BIG_IMG // allows to read larger img files
|
||||
|
||||
//#define SQUEEZE_PERFORMANCE
|
||||
#ifdef SQUEEZE_PERFORMANCE
|
||||
@ -335,3 +335,8 @@ enum Config {
|
||||
#define PC_PARTICLE
|
||||
#define VC_PED_PORTS // To not process collisions always. But should be tested if that's really beneficial
|
||||
#endif
|
||||
|
||||
#ifdef LIBRW
|
||||
// these are not supported with librw yet
|
||||
# undef MULTISAMPLING
|
||||
#endif
|
||||
|
@ -89,7 +89,11 @@ RwRGBA gColourTop;
|
||||
bool gameAlreadyInitialised;
|
||||
|
||||
float NumberOfChunksLoaded;
|
||||
#ifdef GTA_PS2
|
||||
#define TOTALNUMCHUNKS 48.0f
|
||||
#else
|
||||
#define TOTALNUMCHUNKS 73.0f
|
||||
#endif
|
||||
|
||||
bool g_SlowMode = false;
|
||||
char version_name[64];
|
||||
@ -625,20 +629,20 @@ LoadingIslandScreen(const char *levelName)
|
||||
CFont::SetScale(1.5f, 1.5f);
|
||||
CFont::SetPropOn();
|
||||
CFont::SetRightJustifyOn();
|
||||
CFont::SetRightJustifyWrap(150.0f);
|
||||
CFont::SetRightJustifyWrap(SCREEN_SCALE_X(150.0f));
|
||||
CFont::SetFontStyle(FONT_HEADING);
|
||||
sprintf(str, "WELCOME TO");
|
||||
AsciiToUnicode(str, wstr);
|
||||
CFont::SetDropColor(CRGBA(0, 0, 0, 255));
|
||||
CFont::SetDropShadowPosition(3);
|
||||
CFont::SetColor(CRGBA(243, 237, 71, 255));
|
||||
CFont::SetScale(SCREEN_STRETCH_X(1.2f), SCREEN_STRETCH_Y(1.2f));
|
||||
CFont::PrintString(SCREEN_WIDTH - 20, SCREEN_STRETCH_FROM_BOTTOM(110.0f), TheText.Get("WELCOME"));
|
||||
CFont::SetScale(SCREEN_SCALE_X(1.2f), SCREEN_SCALE_Y(1.2f));
|
||||
CFont::PrintString(SCREEN_SCALE_FROM_RIGHT(20.0f), SCREEN_STRETCH_FROM_BOTTOM(110.0f), TheText.Get("WELCOME"));
|
||||
TextCopy(wstr, name);
|
||||
TheText.UpperCase(wstr);
|
||||
CFont::SetColor(CRGBA(243, 237, 71, 255));
|
||||
CFont::SetScale(SCREEN_STRETCH_X(1.2f), SCREEN_STRETCH_Y(1.2f));
|
||||
CFont::PrintString(SCREEN_WIDTH-20, SCREEN_STRETCH_FROM_BOTTOM(80.0f), wstr);
|
||||
CFont::SetScale(SCREEN_SCALE_X(1.2f), SCREEN_SCALE_Y(1.2f));
|
||||
CFont::PrintString(SCREEN_SCALE_FROM_RIGHT(20.0f), SCREEN_STRETCH_FROM_BOTTOM(80.0f), wstr);
|
||||
CFont::DrawFonts();
|
||||
DoRWStuffEndOfFrame();
|
||||
}
|
||||
@ -852,7 +856,7 @@ DisplayGameDebugText()
|
||||
CFont::SetRightJustifyOff();
|
||||
CFont::SetJustifyOff();
|
||||
CFont::SetBackGroundOnlyTextOff();
|
||||
CFont::SetWrapx(SCREEN_WIDTH);
|
||||
CFont::SetWrapx(SCREEN_STRETCH_X(DEFAULT_SCREEN_WIDTH));
|
||||
CFont::SetFontStyle(FONT_HEADING);
|
||||
|
||||
CFont::SetColor(CRGBA(0, 0, 0, 255));
|
||||
|
@ -86,7 +86,8 @@ CustomFrontendOptionsPopulate(void)
|
||||
linb::ini cfg;
|
||||
int CheckAndReadIniInt(const char *cat, const char *key, int original)
|
||||
{
|
||||
const char *value = (cfg.get(cat, key, "").c_str());
|
||||
std::string strval = cfg.get(cat, key, "");
|
||||
const char *value = strval.c_str();
|
||||
if (value && value[0] != '\0')
|
||||
return atoi(value);
|
||||
|
||||
@ -95,13 +96,34 @@ int CheckAndReadIniInt(const char *cat, const char *key, int original)
|
||||
|
||||
float CheckAndReadIniFloat(const char *cat, const char *key, float original)
|
||||
{
|
||||
const char *value = (cfg.get(cat, key, "").c_str());
|
||||
std::string strval = cfg.get(cat, key, "");
|
||||
const char *value = strval.c_str();
|
||||
if (value && value[0] != '\0')
|
||||
return atof(value);
|
||||
|
||||
return original;
|
||||
}
|
||||
|
||||
void CheckAndSaveIniInt(const char *cat, const char *key, int val, bool &changed)
|
||||
{
|
||||
char temp[10];
|
||||
if (atoi(cfg.get(cat, key, "xxx").c_str()) != val) { // if .ini doesn't have our key, compare with xxx and forcefully add it
|
||||
changed = true;
|
||||
sprintf(temp, "%u", val);
|
||||
cfg.set(cat, key, temp);
|
||||
}
|
||||
}
|
||||
|
||||
void CheckAndSaveIniFloat(const char *cat, const char *key, float val, bool &changed)
|
||||
{
|
||||
char temp[10];
|
||||
if (atof(cfg.get(cat, key, "xxx").c_str()) != val) { // if .ini doesn't have our key, compare with xxx and forcefully add it
|
||||
changed = true;
|
||||
sprintf(temp, "%f", val);
|
||||
cfg.set(cat, key, temp);
|
||||
}
|
||||
}
|
||||
|
||||
void LoadINISettings()
|
||||
{
|
||||
cfg.load_file("re3.ini");
|
||||
@ -156,11 +178,6 @@ void LoadINISettings()
|
||||
}
|
||||
#endif
|
||||
|
||||
#ifdef NO_ISLAND_LOADING
|
||||
CMenuManager::m_PrefsIslandLoading = CheckAndReadIniInt("FrontendOptions", "NoIslandLoading", CMenuManager::m_PrefsIslandLoading);
|
||||
CMenuManager::m_DisplayIslandLoading = CMenuManager::m_PrefsIslandLoading;
|
||||
#endif
|
||||
|
||||
#ifdef EXTENDED_COLOURFILTER
|
||||
CPostFX::Intensity = CheckAndReadIniFloat("CustomPipesValues", "PostFXIntensity", CPostFX::Intensity);
|
||||
#endif
|
||||
@ -192,21 +209,22 @@ void SaveINISettings()
|
||||
break;
|
||||
|
||||
if (option.m_Action < MENUACTION_NOTHING && option.m_CFO->save) {
|
||||
if (atoi(cfg.get("FrontendOptions", option.m_CFO->save, "xxx").c_str()) != *option.m_CFO->value) { // if .ini doesn't have that key compare with xxx, so we can add it
|
||||
changed = true;
|
||||
sprintf(temp, "%u", *option.m_CFO->value);
|
||||
cfg.set("FrontendOptions", option.m_CFO->save, temp);
|
||||
}
|
||||
// Beware: CFO only supports saving uint8 right now
|
||||
CheckAndSaveIniInt("FrontendOptions", option.m_CFO->save, *option.m_CFO->value, changed);
|
||||
}
|
||||
}
|
||||
}
|
||||
#endif
|
||||
#ifdef NO_ISLAND_LOADING
|
||||
if (atoi(cfg.get("FrontendOptions", "NoIslandLoading", "xxx").c_str()) != CMenuManager::m_PrefsIslandLoading) {
|
||||
changed = true;
|
||||
sprintf(temp, "%u", CMenuManager::m_PrefsIslandLoading);
|
||||
cfg.set("FrontendOptions", "NoIslandLoading", temp);
|
||||
}
|
||||
|
||||
#ifdef EXTENDED_COLOURFILTER
|
||||
CheckAndSaveIniFloat("CustomPipesValues", "PostFXIntensity", CPostFX::Intensity, changed);
|
||||
#endif
|
||||
#ifdef EXTENDED_PIPELINES
|
||||
CheckAndSaveIniFloat("CustomPipesValues", "NeoVehicleShininess", CustomPipes::VehicleShininess, changed);
|
||||
CheckAndSaveIniFloat("CustomPipesValues", "NeoVehicleSpecularity", CustomPipes::VehicleSpecularity, changed);
|
||||
CheckAndSaveIniFloat("CustomPipesValues", "RimlightMult", CustomPipes::RimlightMult, changed);
|
||||
CheckAndSaveIniFloat("CustomPipesValues", "LightmapMult", CustomPipes::LightmapMult, changed);
|
||||
CheckAndSaveIniFloat("CustomPipesValues", "GlossMult", CustomPipes::GlossMult, changed);
|
||||
#endif
|
||||
|
||||
if (changed)
|
||||
|
@ -572,7 +572,7 @@ CPhysical::ApplyCollision(CPhysical *B, CColPoint &colpoint, float &impulseA, fl
|
||||
if(IsGlass(B->GetModelIndex()))
|
||||
CGlass::WindowRespondsToSoftCollision(B, impulseA);
|
||||
if(!A->bInfiniteMass)
|
||||
A->ApplyMoveForce(colpoint.normal*(1.0f + A->m_fElasticity)*impulseA);
|
||||
A->ApplyMoveForce(colpoint.GetNormal() * (1.0f + A->m_fElasticity) * impulseA);
|
||||
return true;
|
||||
}
|
||||
}else if(!B->bInfiniteMass)
|
||||
@ -624,7 +624,7 @@ CPhysical::ApplyCollision(CPhysical *B, CColPoint &colpoint, float &impulseA, fl
|
||||
}else{
|
||||
if(IsGlass(B->GetModelIndex()))
|
||||
CGlass::WindowRespondsToSoftCollision(B, impulseA);
|
||||
CVector f = colpoint.normal * impulseA;
|
||||
CVector f = colpoint.GetNormal() * impulseA;
|
||||
if(A->IsVehicle() && colpoint.normal.z < 0.7f)
|
||||
f.z *= 0.3f;
|
||||
if(!A->bInfiniteMass){
|
||||
@ -1146,43 +1146,43 @@ CPhysical::ProcessShiftSectorList(CPtrList *lists)
|
||||
|
||||
mostColliding = 0;
|
||||
for(j = 1; j < numCollisions; j++)
|
||||
if(colpoints[j].depth > colpoints[mostColliding].depth)
|
||||
if (colpoints[j].GetDepth() > colpoints[mostColliding].GetDepth())
|
||||
mostColliding = j;
|
||||
|
||||
if(CWorld::bSecondShift)
|
||||
for(j = 0; j < numCollisions; j++)
|
||||
shift += colpoints[j].normal * colpoints[j].depth * 1.5f/numCollisions;
|
||||
shift += colpoints[j].GetNormal() * colpoints[j].GetDepth() * 1.5f / numCollisions;
|
||||
else
|
||||
for(j = 0; j < numCollisions; j++)
|
||||
shift += colpoints[j].normal * colpoints[j].depth * 1.2f/numCollisions;
|
||||
shift += colpoints[j].GetNormal() * colpoints[j].GetDepth() * 1.2f / numCollisions;
|
||||
|
||||
if(A->IsVehicle() && B->IsVehicle()){
|
||||
CVector dir = A->GetPosition() - B->GetPosition();
|
||||
dir.Normalise();
|
||||
if(dir.z < 0.0f && dir.z < A->GetForward().z && dir.z < A->GetRight().z)
|
||||
dir.z = Min(0.0f, Min(A->GetForward().z, A->GetRight().z));
|
||||
shift += dir * colpoints[mostColliding].depth * 0.5f;
|
||||
shift += dir * colpoints[mostColliding].GetDepth() * 0.5f;
|
||||
}else if(A->IsPed() && B->IsVehicle() && ((CVehicle*)B)->IsBoat()){
|
||||
CVector dir = colpoints[mostColliding].normal;
|
||||
CVector dir = colpoints[mostColliding].GetNormal();
|
||||
float f = Min(Abs(dir.z), 0.9f);
|
||||
dir.z = 0.0f;
|
||||
dir.Normalise();
|
||||
shift += dir * colpoints[mostColliding].depth / (1.0f - f);
|
||||
shift += dir * colpoints[mostColliding].GetDepth() / (1.0f - f);
|
||||
boat = B;
|
||||
}else if(B->IsPed() && A->IsVehicle() && ((CVehicle*)A)->IsBoat()){
|
||||
CVector dir = colpoints[mostColliding].normal * -1.0f;
|
||||
CVector dir = colpoints[mostColliding].GetNormal() * -1.0f;
|
||||
float f = Min(Abs(dir.z), 0.9f);
|
||||
dir.z = 0.0f;
|
||||
dir.Normalise();
|
||||
B->GetMatrix().Translate(dir * colpoints[mostColliding].depth / (1.0f - f));
|
||||
B->GetMatrix().Translate(dir * colpoints[mostColliding].GetDepth() / (1.0f - f));
|
||||
// BUG? how can that ever happen? A is a Ped
|
||||
if(B->IsVehicle())
|
||||
B->ProcessEntityCollision(A, colpoints);
|
||||
}else{
|
||||
if(CWorld::bSecondShift)
|
||||
shift += colpoints[mostColliding].normal * colpoints[mostColliding].depth * 0.4f;
|
||||
shift += colpoints[mostColliding].GetNormal() * colpoints[mostColliding].GetDepth() * 0.4f;
|
||||
else
|
||||
shift += colpoints[mostColliding].normal * colpoints[mostColliding].depth * 0.2f;
|
||||
shift += colpoints[mostColliding].GetNormal() * colpoints[mostColliding].GetDepth() * 0.2f;
|
||||
}
|
||||
|
||||
doShift = true;
|
||||
|
@ -294,32 +294,12 @@ RwTextureAddressMode RwTextureGetAddressingV(const RwTexture *texture);
|
||||
// TODO
|
||||
void _rwD3D8TexDictionaryEnableRasterFormatConversion(bool enable) { }
|
||||
|
||||
static rw::Raster*
|
||||
ConvertTexRaster(rw::Raster *ras)
|
||||
{
|
||||
using namespace rw;
|
||||
|
||||
if(ras->platform == rw::platform)
|
||||
return ras;
|
||||
// compatible platforms
|
||||
if(ras->platform == PLATFORM_D3D8 && rw::platform == PLATFORM_D3D9 ||
|
||||
ras->platform == PLATFORM_D3D9 && rw::platform == PLATFORM_D3D8)
|
||||
return ras;
|
||||
|
||||
Image *img = ras->toImage();
|
||||
ras->destroy();
|
||||
img->unpalettize();
|
||||
ras = Raster::createFromImage(img);
|
||||
img->destroy();
|
||||
return ras;
|
||||
}
|
||||
|
||||
// hack for reading native textures
|
||||
RwBool rwNativeTextureHackRead(RwStream *stream, RwTexture **tex, RwInt32 size)
|
||||
{
|
||||
*tex = Texture::streamReadNative(stream);
|
||||
#ifdef LIBRW
|
||||
(*tex)->raster = ConvertTexRaster((*tex)->raster);
|
||||
(*tex)->raster = rw::Raster::convertTexToCurrentPlatform((*tex)->raster);
|
||||
#endif
|
||||
return *tex != nil;
|
||||
}
|
||||
@ -796,6 +776,9 @@ RwBool RpWorldPluginAttach(void) {
|
||||
registerNativeDataPlugin();
|
||||
registerAtomicRightsPlugin();
|
||||
registerMaterialRightsPlugin();
|
||||
|
||||
// not sure if this goes here
|
||||
rw::xbox::registerVertexFormatPlugin();
|
||||
return true;
|
||||
}
|
||||
|
||||
|
@ -12,6 +12,10 @@
|
||||
#include "CutsceneHead.h"
|
||||
#include "CdStream.h"
|
||||
|
||||
#ifdef GTA_PS2_STUFF
|
||||
// this is a total hack to switch between PC and PS2 code
|
||||
static bool lastLoadedSKA;
|
||||
#endif
|
||||
|
||||
CCutsceneHead::CCutsceneHead(CObject *obj)
|
||||
{
|
||||
@ -87,6 +91,10 @@ CCutsceneHead::ProcessControl(void)
|
||||
assert(RwObjectGetType(m_rwObject) == rpCLUMP);
|
||||
atm = GetFirstAtomic((RpClump*)m_rwObject);
|
||||
hier = RpSkinAtomicGetHAnimHierarchy(atm);
|
||||
#ifdef GTA_PS2_STUFF
|
||||
// PS2 only plays anims in cutscene, PC always plays anims
|
||||
if(!lastLoadedSKA || CCutsceneMgr::IsRunning())
|
||||
#endif
|
||||
RpHAnimHierarchyAddAnimTime(hier, CTimer::GetTimeStepNonClipped()/50.0f);
|
||||
}
|
||||
|
||||
@ -168,6 +176,10 @@ CCutsceneHead::PlayAnimation(const char *animName)
|
||||
uint32 offset, size;
|
||||
RwStream *stream;
|
||||
|
||||
#ifdef GTA_PS2_STUFF
|
||||
lastLoadedSKA = false;
|
||||
#endif
|
||||
|
||||
assert(RwObjectGetType(m_rwObject) == rpCLUMP);
|
||||
atm = GetFirstAtomic((RpClump*)m_rwObject);
|
||||
hier = RpSkinAtomicGetHAnimHierarchy(atm);
|
||||
@ -191,4 +203,29 @@ CCutsceneHead::PlayAnimation(const char *animName)
|
||||
|
||||
RwStreamClose(stream, nil);
|
||||
}
|
||||
#ifdef GTA_PS2_STUFF
|
||||
#ifdef LIBRW
|
||||
else{
|
||||
sprintf(gString, "%s.ska", animName);
|
||||
|
||||
if(CCutsceneMgr::ms_pCutsceneDir->FindItem(gString, offset, size)){
|
||||
stream = RwStreamOpen(rwSTREAMFILENAME, rwSTREAMREAD, "ANIM\\CUTS.IMG");
|
||||
assert(stream);
|
||||
|
||||
CStreaming::MakeSpaceFor(size * CDSTREAM_SECTOR_SIZE);
|
||||
CStreaming::ImGonnaUseStreamingMemory();
|
||||
|
||||
RwStreamSkip(stream, offset*2048);
|
||||
anim = rw::Animation::streamReadLegacy(stream);
|
||||
RpHAnimHierarchySetCurrentAnim(hier, anim);
|
||||
|
||||
CStreaming::IHaveUsedStreamingMemory();
|
||||
|
||||
RwStreamClose(stream, nil);
|
||||
|
||||
lastLoadedSKA = true;
|
||||
}
|
||||
}
|
||||
#endif
|
||||
#endif
|
||||
}
|
||||
|
@ -3,6 +3,9 @@
|
||||
#include "Sprite2d.h"
|
||||
#include "TxdStore.h"
|
||||
#include "Font.h"
|
||||
#ifdef BUTTON_ICONS
|
||||
#include "FileMgr.h"
|
||||
#endif
|
||||
|
||||
void
|
||||
AsciiToUnicode(const char *src, wchar *dst)
|
||||
@ -227,6 +230,7 @@ wchar foreign_table[128] = {
|
||||
#ifdef BUTTON_ICONS
|
||||
CSprite2d CFont::ButtonSprite[MAX_BUTTON_ICONS];
|
||||
int CFont::PS2Symbol = BUTTON_NONE;
|
||||
int CFont::ButtonsSlot = -1;
|
||||
#endif // BUTTON_ICONS
|
||||
|
||||
void
|
||||
@ -275,8 +279,8 @@ CFont::Initialise(void)
|
||||
SetColor(CRGBA(0xFF, 0xFF, 0xFF, 0));
|
||||
SetJustifyOff();
|
||||
SetCentreOff();
|
||||
SetWrapx(SCREEN_STRETCH_X(DEFAULT_SCREEN_WIDTH));
|
||||
SetCentreSize(SCREEN_STRETCH_X(DEFAULT_SCREEN_WIDTH));
|
||||
SetWrapx(SCREEN_WIDTH);
|
||||
SetCentreSize(SCREEN_WIDTH);
|
||||
SetBackgroundOff();
|
||||
SetBackgroundColor(CRGBA(0x80, 0x80, 0x80, 0x80));
|
||||
SetBackGroundOnlyTextOff();
|
||||
@ -288,28 +292,31 @@ CFont::Initialise(void)
|
||||
CTxdStore::PopCurrentTxd();
|
||||
|
||||
#ifdef BUTTON_ICONS
|
||||
slot = CTxdStore::AddTxdSlot("buttons");
|
||||
CTxdStore::LoadTxd(slot, "MODELS/X360BTNS.TXD");
|
||||
CTxdStore::AddRef(slot);
|
||||
CTxdStore::PushCurrentTxd();
|
||||
CTxdStore::SetCurrentTxd(slot);
|
||||
if (int file = CFileMgr::OpenFile("MODELS/X360BTNS.TXD")) {
|
||||
CFileMgr::CloseFile(file);
|
||||
ButtonsSlot = CTxdStore::AddTxdSlot("buttons");
|
||||
CTxdStore::LoadTxd(ButtonsSlot, "MODELS/X360BTNS.TXD");
|
||||
CTxdStore::AddRef(ButtonsSlot);
|
||||
CTxdStore::PushCurrentTxd();
|
||||
CTxdStore::SetCurrentTxd(ButtonsSlot);
|
||||
#if 0 // unused
|
||||
ButtonSprite[BUTTON_UP].SetTexture("up");
|
||||
ButtonSprite[BUTTON_DOWN].SetTexture("down");
|
||||
ButtonSprite[BUTTON_LEFT].SetTexture("left");
|
||||
ButtonSprite[BUTTON_RIGHT].SetTexture("right");
|
||||
ButtonSprite[BUTTON_UP].SetTexture("up");
|
||||
ButtonSprite[BUTTON_DOWN].SetTexture("down");
|
||||
ButtonSprite[BUTTON_LEFT].SetTexture("left");
|
||||
ButtonSprite[BUTTON_RIGHT].SetTexture("right");
|
||||
#endif
|
||||
ButtonSprite[BUTTON_CROSS].SetTexture("cross");
|
||||
ButtonSprite[BUTTON_CIRCLE].SetTexture("circle");
|
||||
ButtonSprite[BUTTON_SQUARE].SetTexture("square");
|
||||
ButtonSprite[BUTTON_TRIANGLE].SetTexture("triangle");
|
||||
ButtonSprite[BUTTON_L1].SetTexture("l1");
|
||||
ButtonSprite[BUTTON_L2].SetTexture("l2");
|
||||
ButtonSprite[BUTTON_L3].SetTexture("l3");
|
||||
ButtonSprite[BUTTON_R1].SetTexture("r1");
|
||||
ButtonSprite[BUTTON_R2].SetTexture("r2");
|
||||
ButtonSprite[BUTTON_R3].SetTexture("r3");
|
||||
CTxdStore::PopCurrentTxd();
|
||||
ButtonSprite[BUTTON_CROSS].SetTexture("cross");
|
||||
ButtonSprite[BUTTON_CIRCLE].SetTexture("circle");
|
||||
ButtonSprite[BUTTON_SQUARE].SetTexture("square");
|
||||
ButtonSprite[BUTTON_TRIANGLE].SetTexture("triangle");
|
||||
ButtonSprite[BUTTON_L1].SetTexture("l1");
|
||||
ButtonSprite[BUTTON_L2].SetTexture("l2");
|
||||
ButtonSprite[BUTTON_L3].SetTexture("l3");
|
||||
ButtonSprite[BUTTON_R1].SetTexture("r1");
|
||||
ButtonSprite[BUTTON_R2].SetTexture("r2");
|
||||
ButtonSprite[BUTTON_R3].SetTexture("r3");
|
||||
CTxdStore::PopCurrentTxd();
|
||||
}
|
||||
#endif // BUTTON_ICONS
|
||||
}
|
||||
|
||||
@ -360,9 +367,11 @@ void
|
||||
CFont::Shutdown(void)
|
||||
{
|
||||
#ifdef BUTTON_ICONS
|
||||
for (int i = 0; i < MAX_BUTTON_ICONS; i++)
|
||||
ButtonSprite[i].Delete();
|
||||
CTxdStore::RemoveTxdSlot(CTxdStore::FindTxdSlot("buttons"));
|
||||
if (ButtonsSlot != -1) {
|
||||
for (int i = 0; i < MAX_BUTTON_ICONS; i++)
|
||||
ButtonSprite[i].Delete();
|
||||
CTxdStore::RemoveTxdSlot(ButtonsSlot);
|
||||
}
|
||||
#endif
|
||||
Sprite[0].Delete();
|
||||
Sprite[1].Delete();
|
||||
@ -692,7 +701,14 @@ CFont::GetNumberLines(float xstart, float ystart, wchar *s)
|
||||
y = ystart;
|
||||
|
||||
while(*s){
|
||||
#ifdef FIX_BUGS
|
||||
float f = Details.centre ? Details.centreSize :
|
||||
Details.rightJustify ? xstart - Details.rightJustifyWrap :
|
||||
Details.wrapX;
|
||||
#else
|
||||
float f = (Details.centre ? Details.centreSize : Details.wrapX);
|
||||
#endif
|
||||
|
||||
#ifdef MORE_LANGUAGES
|
||||
if (IsJapaneseFont())
|
||||
f -= SCREEN_SCALE_X(21.0f * 2.0f);
|
||||
@ -772,8 +788,15 @@ CFont::GetTextRect(CRect *rect, float xstart, float ystart, wchar *s)
|
||||
x = xstart;
|
||||
y = ystart;
|
||||
|
||||
#ifdef FIX_BUGS
|
||||
float xEnd = Details.centre ? Details.centreSize :
|
||||
Details.rightJustify ? xstart - Details.rightJustifyWrap :
|
||||
Details.wrapX;
|
||||
#else
|
||||
float xEnd = (Details.centre ? Details.centreSize : Details.wrapX);
|
||||
#endif
|
||||
while(*s){
|
||||
if(x + GetStringWidth(s) > (Details.centre ? Details.centreSize : Details.wrapX)){
|
||||
if(x + GetStringWidth(s) > xEnd){
|
||||
// reached end of line
|
||||
if(x > maxlength)
|
||||
maxlength = x;
|
||||
|
@ -103,6 +103,7 @@ public:
|
||||
static CFontDetails Details;
|
||||
|
||||
#ifdef BUTTON_ICONS
|
||||
static int32 ButtonsSlot;
|
||||
static CSprite2d ButtonSprite[MAX_BUTTON_ICONS];
|
||||
static int PS2Symbol;
|
||||
|
||||
|
@ -336,7 +336,7 @@ void CHud::Draw()
|
||||
CFont::SetScale(SCREEN_SCALE_X(0.4f), SCREEN_SCALE_Y(0.6f));
|
||||
CFont::SetJustifyOff();
|
||||
CFont::SetCentreOn();
|
||||
CFont::SetCentreSize(SCREEN_SCALE_X(DEFAULT_SCREEN_WIDTH));
|
||||
CFont::SetCentreSize(SCREEN_WIDTH);
|
||||
CFont::SetPropOn();
|
||||
CFont::SetFontStyle(FONT_BANK);
|
||||
|
||||
@ -740,7 +740,7 @@ void CHud::Draw()
|
||||
CFont::SetRightJustifyWrap(0.0f);
|
||||
CFont::SetFontStyle(FONT_LOCALE(FONT_HEADING));
|
||||
CFont::SetColor(CRGBA(244, 20, 20, 255));
|
||||
CFont::SetWrapx(SCREEN_SCALE_X(DEFAULT_SCREEN_WIDTH));
|
||||
CFont::SetWrapx(SCREEN_STRETCH_X(DEFAULT_SCREEN_WIDTH));
|
||||
CFont::SetPropOff();
|
||||
CFont::SetBackGroundOnlyTextOn();
|
||||
|
||||
@ -869,7 +869,7 @@ void CHud::Draw()
|
||||
else
|
||||
CFont::SetCentreOff();
|
||||
|
||||
CFont::SetWrapx(SCREEN_SCALE_X(CTheScripts::IntroTextLines[i].m_fWrapX));
|
||||
CFont::SetWrapx(SCALE_AND_CENTER_X(CTheScripts::IntroTextLines[i].m_fWrapX));
|
||||
CFont::SetCentreSize(SCREEN_SCALE_X(CTheScripts::IntroTextLines[i].m_fCenterSize));
|
||||
|
||||
if (CTheScripts::IntroTextLines[i].m_bBackground)
|
||||
@ -931,9 +931,9 @@ void CHud::Draw()
|
||||
CFont::SetPropOn();
|
||||
CFont::SetFontStyle(FONT_LOCALE(FONT_BANK));
|
||||
|
||||
float offsetX = SCREEN_SCALE_X(40.0f) + SCREEN_SCALE_X(8.0f);
|
||||
float center = SCREEN_SCALE_FROM_RIGHT(50.0f) - SCREEN_SCALE_X(8.0f) - offsetX;
|
||||
CFont::SetCentreSize(center);
|
||||
float radarBulge = SCREEN_SCALE_X(40.0f) + SCREEN_SCALE_X(8.0f);
|
||||
float rectWidth = SCREEN_WIDTH - SCREEN_SCALE_X(50.0f) - SCREEN_SCALE_X(8.0f) - radarBulge;
|
||||
CFont::SetCentreSize(rectWidth);
|
||||
|
||||
const int16 shadow = 1;
|
||||
CFont::SetDropShadowPosition(shadow);
|
||||
@ -941,7 +941,7 @@ void CHud::Draw()
|
||||
CFont::SetColor(CRGBA(235, 235, 235, 255));
|
||||
|
||||
// I'm not sure shadow substaction was intentional here, might be a leftover if CFont::PrintString was used for a shadow draw call
|
||||
CFont::PrintString(center / 2.0f + offsetX - SCREEN_SCALE_X(shadow), SCREEN_SCALE_Y(4.0f) + SCREEN_SCALE_FROM_BOTTOM(68.0f) - SCREEN_SCALE_Y(shadow), m_Message);
|
||||
CFont::PrintString(rectWidth / 2.0f + radarBulge - SCREEN_SCALE_X(shadow), SCREEN_SCALE_Y(4.0f) + SCREEN_SCALE_FROM_BOTTOM(68.0f) - SCREEN_SCALE_Y(shadow), m_Message);
|
||||
CFont::SetDropShadowPosition(0);
|
||||
}
|
||||
|
||||
@ -957,7 +957,7 @@ void CHud::Draw()
|
||||
CFont::SetScale(SCREEN_SCALE_X(1.8f), SCREEN_SCALE_Y(1.8f));
|
||||
CFont::SetPropOn();
|
||||
CFont::SetCentreOn();
|
||||
CFont::SetCentreSize(SCREEN_SCALE_X(590.0f));
|
||||
CFont::SetCentreSize(SCREEN_SCALE_X(615.0f));
|
||||
CFont::SetFontStyle(FONT_HEADING);
|
||||
|
||||
// Appearently sliding text in here was abandoned very early, since this text is centered now.
|
||||
@ -1166,7 +1166,7 @@ void CHud::DrawAfterFade()
|
||||
else
|
||||
CFont::SetCentreOff();
|
||||
|
||||
CFont::SetWrapx(SCREEN_SCALE_X(line.m_fWrapX));
|
||||
CFont::SetWrapx(SCALE_AND_CENTER_X(line.m_fWrapX));
|
||||
CFont::SetCentreSize(SCREEN_SCALE_X(line.m_fCenterSize));
|
||||
if (line.m_bBackground)
|
||||
CFont::SetBackgroundOn();
|
||||
@ -1318,7 +1318,7 @@ void CHud::DrawAfterFade()
|
||||
CFont::SetScale(SCREEN_SCALE_X(1.04f), SCREEN_SCALE_Y(1.6f));
|
||||
|
||||
CFont::SetPropOn();
|
||||
CFont::SetRightJustifyWrap(SCREEN_SCALE_X(-500.0f));
|
||||
CFont::SetRightJustifyWrap(SCREEN_SCALE_FROM_RIGHT(DEFAULT_SCREEN_WIDTH + 500.0f));
|
||||
CFont::SetRightJustifyOn();
|
||||
CFont::SetFontStyle(FONT_HEADING);
|
||||
if (BigMessageX[1] >= SCREEN_SCALE_FROM_RIGHT(20.0f)) {
|
||||
|
@ -1058,7 +1058,7 @@ CMoneyMessage::Render()
|
||||
|
||||
CFont::SetScale(fScaleX, fScaleY); // maybe use SCREEN_SCALE_X and SCREEN_SCALE_Y here?
|
||||
CFont::SetCentreOn();
|
||||
CFont::SetCentreSize(SCREEN_SCALE_X(DEFAULT_SCREEN_WIDTH));
|
||||
CFont::SetCentreSize(SCREEN_WIDTH);
|
||||
CFont::SetJustifyOff();
|
||||
CFont::SetColor(CRGBA(m_Colour.r, m_Colour.g, m_Colour.b, (255.0f - 255.0f * fLifeTime) * m_fOpacity));
|
||||
CFont::SetBackGroundOnlyTextOff();
|
||||
|
@ -649,6 +649,83 @@ WRAPPER void _TexturePoolsInitialise() { EAXJMP(0x598B10); }
|
||||
WRAPPER void _TexturePoolsShutdown() { EAXJMP(0x598B30); }
|
||||
#endif
|
||||
|
||||
#ifdef LIBRW
|
||||
#include <rpmatfx.h>
|
||||
#include "VehicleModelInfo.h"
|
||||
|
||||
int32
|
||||
findPlatform(rw::Atomic *a)
|
||||
{
|
||||
rw::Geometry *g = a->geometry;
|
||||
if(g->instData)
|
||||
return g->instData->platform;
|
||||
return 0;
|
||||
}
|
||||
|
||||
// in CVehicleModelInfo in VC
|
||||
static RpMaterial*
|
||||
GetMatFXEffectMaterialCB(RpMaterial *material, void *data)
|
||||
{
|
||||
if(RpMatFXMaterialGetEffects(material) == rpMATFXEFFECTNULL)
|
||||
return material;
|
||||
*(int*)data = RpMatFXMaterialGetEffects(material);
|
||||
return nil;
|
||||
}
|
||||
|
||||
// Game doesn't read atomic extensions so we never get any other than the default pipe,
|
||||
// but we need it for uninstancing
|
||||
void
|
||||
attachPipe(rw::Atomic *atomic)
|
||||
{
|
||||
if(RpSkinGeometryGetSkin(RpAtomicGetGeometry(atomic)))
|
||||
atomic->pipeline = rw::skinGlobals.pipelines[rw::platform];
|
||||
else{
|
||||
int fx = rpMATFXEFFECTNULL;
|
||||
RpGeometryForAllMaterials(RpAtomicGetGeometry(atomic), GetMatFXEffectMaterialCB, &fx);
|
||||
if(fx != rpMATFXEFFECTNULL)
|
||||
RpMatFXAtomicEnableEffects(atomic);
|
||||
}
|
||||
}
|
||||
|
||||
// Attach pipes for the platform we have native data for so we can uninstance
|
||||
void
|
||||
switchPipes(rw::Atomic *a, int32 platform)
|
||||
{
|
||||
if(a->pipeline && a->pipeline->platform != platform){
|
||||
uint32 plgid = a->pipeline->pluginID;
|
||||
switch(plgid){
|
||||
// assume default pipe won't be attached explicitly
|
||||
case rw::ID_SKIN:
|
||||
a->pipeline = rw::skinGlobals.pipelines[platform];
|
||||
break;
|
||||
case rw::ID_MATFX:
|
||||
a->pipeline = rw::matFXGlobals.pipelines[platform];
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
RpAtomic*
|
||||
ConvertPlatformAtomic(RpAtomic *atomic, void *data)
|
||||
{
|
||||
int32 driver = rw::platform;
|
||||
int32 platform = findPlatform(atomic);
|
||||
if(platform != 0 && platform != driver){
|
||||
attachPipe(atomic); // kludge
|
||||
rw::ObjPipeline *origPipe = atomic->pipeline;
|
||||
rw::platform = platform;
|
||||
switchPipes(atomic, rw::platform);
|
||||
if(atomic->geometry->flags & rw::Geometry::NATIVE)
|
||||
atomic->uninstance();
|
||||
// no ADC in this game
|
||||
//rw::ps2::unconvertADC(atomic->geometry);
|
||||
rw::platform = driver;
|
||||
atomic->pipeline = origPipe;
|
||||
}
|
||||
return atomic;
|
||||
}
|
||||
#endif
|
||||
|
||||
#if defined(FIX_BUGS) && defined(GTA_PC)
|
||||
RwUInt32 saved_alphafunc, saved_alpharef;
|
||||
|
||||
|
@ -56,6 +56,8 @@ RwCamera *CameraCreate(RwInt32 width,
|
||||
void _TexturePoolsInitialise();
|
||||
void _TexturePoolsShutdown();
|
||||
|
||||
RpAtomic *ConvertPlatformAtomic(RpAtomic *atomic, void *data);
|
||||
|
||||
#if defined(FIX_BUGS) && defined (GTA_PC)
|
||||
void SetAlphaTest(RwUInt32 alpharef);
|
||||
void RestoreAlphaTest();
|
||||
|
2
vendor/librw
vendored
2
vendor/librw
vendored
@ -1 +1 @@
|
||||
Subproject commit 8c00f787cb8f53781c4335ecbc9d28fb9c664ba7
|
||||
Subproject commit 7e80d45cdb6663f97d89ed443198ce6e37c4435e
|
Loading…
Reference in New Issue
Block a user