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@ -395,7 +395,7 @@ CCollision::TestVerticalLineBox(const CColLine &line, const CColBox &box)
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}
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bool
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CCollision::TestLineTriangle(const CColLine &line, const CVector *verts, const CColTriangle &tri, const CColTrianglePlane &plane)
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CCollision::TestLineTriangle(const CColLine &line, const CompressedVector *verts, const CColTriangle &tri, const CColTrianglePlane &plane)
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{
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float t;
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CVector normal;
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@ -410,9 +410,9 @@ CCollision::TestLineTriangle(const CColLine &line, const CVector *verts, const C
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// find point of intersection
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CVector p = line.p0 + (line.p1-line.p0)*t;
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const CVector &va = verts[tri.a];
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const CVector &vb = verts[tri.b];
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const CVector &vc = verts[tri.c];
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const CVector &va = verts[tri.a].Get();
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const CVector &vb = verts[tri.b].Get();
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const CVector &vc = verts[tri.c].Get();
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CVector2D vec1, vec2, vec3, vect;
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// We do the test in 2D. With the plane direction we
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@ -505,15 +505,16 @@ CCollision::TestLineSphere(const CColLine &line, const CColSphere &sph)
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bool
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CCollision::TestSphereTriangle(const CColSphere &sphere,
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const CVector *verts, const CColTriangle &tri, const CColTrianglePlane &plane)
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const CompressedVector *verts, const CColTriangle &tri, const CColTrianglePlane &plane)
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{
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// If sphere and plane don't intersect, no collision
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if(Abs(plane.CalcPoint(sphere.center)) > sphere.radius)
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float planedist = plane.CalcPoint(sphere.center);
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if(Abs(planedist) > sphere.radius)
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return false;
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const CVector &va = verts[tri.a];
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const CVector &vb = verts[tri.b];
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const CVector &vc = verts[tri.c];
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const CVector &va = verts[tri.a].Get();
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const CVector &vb = verts[tri.b].Get();
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const CVector &vc = verts[tri.c].Get();
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// calculate two orthogonal basis vectors for the triangle
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CVector vec2 = vb - va;
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@ -537,23 +538,29 @@ CCollision::TestSphereTriangle(const CColSphere &sphere,
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int testcase = insideAB + insideAC + insideBC;
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float dist = 0.0f;
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if(testcase == 1){
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switch(testcase){
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case 1:
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// closest to a vertex
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if(insideAB) dist = (sphere.center - vc).Magnitude();
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else if(insideAC) dist = (sphere.center - vb).Magnitude();
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else if(insideBC) dist = (sphere.center - va).Magnitude();
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else assert(0);
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}else if(testcase == 2){
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break;
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case 2:
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// closest to an edge
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// looks like original game as DistToLine manually inlined
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if(!insideAB) dist = DistToLine(&va, &vb, &sphere.center);
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else if(!insideAC) dist = DistToLine(&va, &vc, &sphere.center);
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else if(!insideBC) dist = DistToLine(&vb, &vc, &sphere.center);
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else assert(0);
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}else if(testcase == 3){
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break;
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case 3:
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// center is in triangle
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return true;
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}else
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assert(0); // front fell off
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dist = Abs(planedist);
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break;
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default:
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assert(0);
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}
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return dist < sphere.radius;
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}
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@ -572,21 +579,24 @@ CCollision::TestLineOfSight(const CColLine &line, const CMatrix &matrix, CColMod
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if(!TestLineBox(newline, model.boundingBox))
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return false;
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for(i = 0; i < model.numSpheres; i++)
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if(!ignoreSeeThrough || model.spheres[i].surface != SURFACE_GLASS && model.spheres[i].surface != SURFACE_TRANSPARENT_CLOTH)
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if(TestLineSphere(newline, model.spheres[i]))
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return true;
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for(i = 0; i < model.numSpheres; i++){
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if(ignoreSeeThrough && IsSeeThrough(model.spheres[i].surface)) continue;
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if(TestLineSphere(newline, model.spheres[i]))
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return true;
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}
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for(i = 0; i < model.numBoxes; i++)
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if(!ignoreSeeThrough || model.boxes[i].surface != SURFACE_GLASS && model.boxes[i].surface != SURFACE_TRANSPARENT_CLOTH)
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if(TestLineBox(newline, model.boxes[i]))
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return true;
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for(i = 0; i < model.numBoxes; i++){
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if(ignoreSeeThrough && IsSeeThrough(model.boxes[i].surface)) continue;
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if(TestLineBox(newline, model.boxes[i]))
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return true;
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}
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CalculateTrianglePlanes(&model);
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for(i = 0; i < model.numTriangles; i++)
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if(!ignoreSeeThrough || model.triangles[i].surface != SURFACE_GLASS && model.triangles[i].surface != SURFACE_TRANSPARENT_CLOTH)
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if(TestLineTriangle(newline, model.vertices, model.triangles[i], model.trianglePlanes[i]))
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return true;
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for(i = 0; i < model.numTriangles; i++){
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if(ignoreSeeThrough && IsSeeThrough(model.triangles[i].surface)) continue;
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if(TestLineTriangle(newline, model.vertices, model.triangles[i], model.trianglePlanes[i]))
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return true;
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}
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return false;
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}
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@ -861,16 +871,16 @@ CCollision::ProcessLineSphere(const CColLine &line, const CColSphere &sphere, CC
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bool
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CCollision::ProcessVerticalLineTriangle(const CColLine &line,
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const CVector *verts, const CColTriangle &tri, const CColTrianglePlane &plane,
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const CompressedVector *verts, const CColTriangle &tri, const CColTrianglePlane &plane,
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CColPoint &point, float &mindist, CStoredCollPoly *poly)
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{
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float t;
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CVector normal;
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const CVector &p0 = line.p0;
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const CVector &va = verts[tri.a];
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const CVector &vb = verts[tri.b];
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const CVector &vc = verts[tri.c];
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const CVector &va = verts[tri.a].Get();
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const CVector &vb = verts[tri.b].Get();
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const CVector &vc = verts[tri.c].Get();
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// early out bound rect test
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if(p0.x < va.x && p0.x < vb.x && p0.x < vc.x) return false;
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@ -935,6 +945,7 @@ CCollision::ProcessVerticalLineTriangle(const CColLine &line,
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if(CrossProduct2D(vec2-vec1, vect-vec1) < 0.0f) return false;
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if(CrossProduct2D(vec3-vec1, vect-vec1) > 0.0f) return false;
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if(CrossProduct2D(vec3-vec2, vect-vec2) < 0.0f) return false;
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if(t >= mindist) return false;
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point.point = p;
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point.normal = normal;
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point.surfaceA = 0;
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@ -960,16 +971,12 @@ CCollision::IsStoredPolyStillValidVerticalLine(const CVector &pos, float z, CCol
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return false;
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// maybe inlined?
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CColTriangle tri;
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tri.a = 0;
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tri.b = 1;
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tri.c = 2;
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CColTrianglePlane plane;
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plane.Set(poly->verts, tri);
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plane.Set(poly->verts[0], poly->verts[1], poly->verts[2]);
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const CVector &va = poly->verts[tri.a];
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const CVector &vb = poly->verts[tri.b];
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const CVector &vc = poly->verts[tri.c];
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const CVector &va = poly->verts[0];
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const CVector &vb = poly->verts[1];
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const CVector &vc = poly->verts[2];
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CVector p0 = pos;
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CVector p1(pos.x, pos.y, z);
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@ -1034,7 +1041,7 @@ CCollision::IsStoredPolyStillValidVerticalLine(const CVector &pos, float z, CCol
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bool
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CCollision::ProcessLineTriangle(const CColLine &line ,
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const CVector *verts, const CColTriangle &tri, const CColTrianglePlane &plane,
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const CompressedVector *verts, const CColTriangle &tri, const CColTrianglePlane &plane,
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CColPoint &point, float &mindist)
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{
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float t;
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@ -1053,9 +1060,9 @@ CCollision::ProcessLineTriangle(const CColLine &line ,
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// find point of intersection
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CVector p = line.p0 + (line.p1-line.p0)*t;
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const CVector &va = verts[tri.a];
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const CVector &vb = verts[tri.b];
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const CVector &vc = verts[tri.c];
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const CVector &va = verts[tri.a].Get();
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const CVector &vb = verts[tri.b].Get();
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const CVector &vc = verts[tri.c].Get();
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CVector2D vec1, vec2, vec3, vect;
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switch(plane.dir){
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@ -1101,6 +1108,7 @@ CCollision::ProcessLineTriangle(const CColLine &line ,
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if(CrossProduct2D(vec2-vec1, vect-vec1) < 0.0f) return false;
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if(CrossProduct2D(vec3-vec1, vect-vec1) > 0.0f) return false;
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if(CrossProduct2D(vec3-vec2, vect-vec2) < 0.0f) return false;
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if(t >= mindist) return false;
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point.point = p;
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point.normal = normal;
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point.surfaceA = 0;
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@ -1113,7 +1121,7 @@ CCollision::ProcessLineTriangle(const CColLine &line ,
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bool
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CCollision::ProcessSphereTriangle(const CColSphere &sphere,
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const CVector *verts, const CColTriangle &tri, const CColTrianglePlane &plane,
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const CompressedVector *verts, const CColTriangle &tri, const CColTrianglePlane &plane,
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CColPoint &point, float &mindistsq)
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{
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// If sphere and plane don't intersect, no collision
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@ -1122,9 +1130,9 @@ CCollision::ProcessSphereTriangle(const CColSphere &sphere,
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if(Abs(planedist) > sphere.radius || distsq > mindistsq)
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return false;
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const CVector &va = verts[tri.a];
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const CVector &vb = verts[tri.b];
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const CVector &vc = verts[tri.c];
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const CVector &va = verts[tri.a].Get();
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const CVector &vb = verts[tri.b].Get();
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const CVector &vc = verts[tri.c].Get();
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// calculate two orthogonal basis vectors for the triangle
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CVector normal;
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@ -1151,25 +1159,31 @@ CCollision::ProcessSphereTriangle(const CColSphere &sphere,
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int testcase = insideAB + insideAC + insideBC;
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float dist = 0.0f;
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CVector p;
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if(testcase == 1){
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switch(testcase){
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case 1:
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// closest to a vertex
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if(insideAB) p = vc;
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else if(insideAC) p = vb;
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else if(insideBC) p = va;
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else assert(0);
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dist = (sphere.center - p).Magnitude();
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}else if(testcase == 2){
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break;
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case 2:
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// closest to an edge
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// looks like original game as DistToLine manually inlined
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if(!insideAB) dist = DistToLine(&va, &vb, &sphere.center, p);
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else if(!insideAC) dist = DistToLine(&va, &vc, &sphere.center, p);
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else if(!insideBC) dist = DistToLine(&vb, &vc, &sphere.center, p);
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else assert(0);
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}else if(testcase == 3){
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break;
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case 3:
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// center is in triangle
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dist = Abs(planedist);
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p = sphere.center - normal*planedist;
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}else
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assert(0); // front fell off
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break;
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default:
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assert(0);
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}
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if(dist >= sphere.radius || dist*dist >= mindistsq)
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return false;
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@ -1203,18 +1217,21 @@ CCollision::ProcessLineOfSight(const CColLine &line,
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return false;
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float coldist = mindist;
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for(i = 0; i < model.numSpheres; i++)
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if(!ignoreSeeThrough || model.spheres[i].surface != SURFACE_GLASS && model.spheres[i].surface != SURFACE_TRANSPARENT_CLOTH)
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ProcessLineSphere(newline, model.spheres[i], point, coldist);
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for(i = 0; i < model.numSpheres; i++){
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if(ignoreSeeThrough && IsSeeThrough(model.spheres[i].surface)) continue;
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ProcessLineSphere(newline, model.spheres[i], point, coldist);
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}
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for(i = 0; i < model.numBoxes; i++)
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if(!ignoreSeeThrough || model.boxes[i].surface != SURFACE_GLASS && model.boxes[i].surface != SURFACE_TRANSPARENT_CLOTH)
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ProcessLineBox(newline, model.boxes[i], point, coldist);
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for(i = 0; i < model.numBoxes; i++){
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if(ignoreSeeThrough && IsSeeThrough(model.boxes[i].surface)) continue;
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ProcessLineBox(newline, model.boxes[i], point, coldist);
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}
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CalculateTrianglePlanes(&model);
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for(i = 0; i < model.numTriangles; i++)
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if(!ignoreSeeThrough || model.triangles[i].surface != SURFACE_GLASS && model.triangles[i].surface != SURFACE_TRANSPARENT_CLOTH)
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ProcessLineTriangle(newline, model.vertices, model.triangles[i], model.trianglePlanes[i], point, coldist);
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for(i = 0; i < model.numTriangles; i++){
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if(ignoreSeeThrough && IsSeeThrough(model.triangles[i].surface)) continue;
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ProcessLineTriangle(newline, model.vertices, model.triangles[i], model.trianglePlanes[i], point, coldist);
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}
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if(coldist < mindist){
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point.point = matrix * point.point;
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@ -1243,24 +1260,27 @@ CCollision::ProcessVerticalLine(const CColLine &line,
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return false;
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float coldist = mindist;
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for(i = 0; i < model.numSpheres; i++)
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if(!ignoreSeeThrough || model.spheres[i].surface != SURFACE_GLASS && model.spheres[i].surface != SURFACE_TRANSPARENT_CLOTH)
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ProcessLineSphere(newline, model.spheres[i], point, coldist);
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for(i = 0; i < model.numSpheres; i++){
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if(ignoreSeeThrough && IsSeeThrough(model.spheres[i].surface)) continue;
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ProcessLineSphere(newline, model.spheres[i], point, coldist);
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}
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for(i = 0; i < model.numBoxes; i++)
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if(!ignoreSeeThrough || model.boxes[i].surface != SURFACE_GLASS && model.boxes[i].surface != SURFACE_TRANSPARENT_CLOTH)
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ProcessLineBox(newline, model.boxes[i], point, coldist);
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for(i = 0; i < model.numBoxes; i++){
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if(ignoreSeeThrough && IsSeeThrough(model.boxes[i].surface)) continue;
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ProcessLineBox(newline, model.boxes[i], point, coldist);
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}
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CalculateTrianglePlanes(&model);
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TempStoredPoly.valid = false;
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for(i = 0; i < model.numTriangles; i++)
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if(!ignoreSeeThrough || model.triangles[i].surface != SURFACE_GLASS && model.triangles[i].surface != SURFACE_TRANSPARENT_CLOTH)
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ProcessVerticalLineTriangle(newline, model.vertices, model.triangles[i], model.trianglePlanes[i], point, coldist, &TempStoredPoly);
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for(i = 0; i < model.numTriangles; i++){
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if(ignoreSeeThrough && IsSeeThrough(model.triangles[i].surface)) continue;
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ProcessVerticalLineTriangle(newline, model.vertices, model.triangles[i], model.trianglePlanes[i], point, coldist, &TempStoredPoly);
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}
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if(coldist < mindist){
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point.point = matrix * point.point;
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point.normal = Multiply3x3(matrix, point.normal);
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if(poly && TempStoredPoly.valid){
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if(TempStoredPoly.valid && poly){
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*poly = TempStoredPoly;
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poly->verts[0] = matrix * poly->verts[0];
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poly->verts[1] = matrix * poly->verts[1];
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@ -1959,7 +1979,7 @@ CColLine::Set(const CVector &p0, const CVector &p1)
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}
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void
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CColTriangle::Set(const CVector *, int a, int b, int c, uint8 surf, uint8 piece)
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CColTriangle::Set(const CompressedVector *, int a, int b, int c, uint8 surf, uint8 piece)
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{
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this->a = a;
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this->b = b;
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@ -1968,12 +1988,8 @@ CColTriangle::Set(const CVector *, int a, int b, int c, uint8 surf, uint8 piece)
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}
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void
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CColTrianglePlane::Set(const CVector *v, CColTriangle &tri)
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CColTrianglePlane::Set(const CVector &va, const CVector &vb, const CVector &vc)
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{
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const CVector &va = v[tri.a];
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const CVector &vb = v[tri.b];
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const CVector &vc = v[tri.c];
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normal = CrossProduct(vc-va, vb-va);
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normal.Normalise();
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dist = DotProduct(normal, va);
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@ -2063,7 +2079,7 @@ CColModel::GetLinkPtr(void)
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void
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CColModel::GetTrianglePoint(CVector &v, int i) const
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{
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v = vertices[i];
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v = vertices[i].Get();
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}
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CColModel&
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@ -2142,7 +2158,7 @@ CColModel::operator=(const CColModel &other)
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if(vertices)
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RwFree(vertices);
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if(numVerts){
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vertices = (CVector*)RwMalloc(numVerts*sizeof(CVector));
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vertices = (CompressedVector*)RwMalloc(numVerts*sizeof(CompressedVector));
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for(i = 0; i < numVerts; i++)
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vertices[i] = other.vertices[i];
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}
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