add w to CVector; adjust col structs a bit

This commit is contained in:
aap
2021-02-01 10:57:55 +01:00
parent bb47f3a8e4
commit 3f60034c39
8 changed files with 44 additions and 16 deletions

View File

@ -4,9 +4,9 @@ struct CColLine
{
// NB: this has to be compatible with two CVuVectors
CVector p0;
int pad0;
// int pad0;
CVector p1;
int pad1;
// int pad1;
CColLine(void) { };
CColLine(const CVector &p0, const CVector &p1) { this->p0 = p0; this->p1 = p1; };

View File

@ -3,10 +3,10 @@
struct CColPoint
{
CVector point;
int pad1;
int pad1; // this is stupid
// the surface normal on the surface of point
CVector normal;
int pad2;
//int pad2;
uint8 surfaceA;
uint8 pieceA;
uint8 surfaceB;

View File

@ -2,10 +2,11 @@
#include "SurfaceTable.h"
struct CSphere
// TODO(LCS): maybe this was in a union with CVuVector? or is the alignment manual?
struct TYPEALIGN(16) CSphere
{
// NB: this has to be compatible with a CVuVector
CVector center;
RwV3d center;
float radius;
void Set(float radius, const CVector &center) { this->center = center; this->radius = radius; }
};

View File

@ -62,6 +62,7 @@ struct CColTrianglePlane
}
#endif
#else
// TODO(LCS): LCS actually uses CompressedVector too
CVector normal;
float dist;
uint8 dir;

View File

@ -24,6 +24,10 @@
#include "Camera.h"
#include "ColStore.h"
// gotta figure out how they handled CSphere exactly
// so using this to remind me to look into it again.
#define CVECTORHACK(rwv3d) CVector(rwv3d)
#ifdef VU_COLLISION
#include "VuCollision.h"
@ -391,7 +395,7 @@ CCollision::TestLineSphere(const CColLine &line, const CColSphere &sph)
// The length of the tangent would be this: Sqrt((c-p0)^2 - r^2).
// Negative if p0 is inside the sphere! This breaks the test!
float tansq = 4.0f * linesq *
(sph.center.MagnitudeSqr() - 2.0f*DotProduct(sph.center, line.p0) + line.p0.MagnitudeSqr() - sph.radius*sph.radius);
(CVECTORHACK(sph.center).MagnitudeSqr() - 2.0f*DotProduct(sph.center, line.p0) + line.p0.MagnitudeSqr() - sph.radius*sph.radius);
float diffsq = projline*projline - tansq;
// if diffsq < 0 that means the line is a passant, so no intersection
if(diffsq < 0.0f)
@ -470,9 +474,9 @@ CCollision::TestSphereTriangle(const CColSphere &sphere,
case 2:
// closest to an edge
// looks like original game as DistToLine manually inlined
if(!insideAB) dist = DistToLine(&va, &vb, &sphere.center);
else if(!insideAC) dist = DistToLine(&va, &vc, &sphere.center);
else if(!insideBC) dist = DistToLine(&vb, &vc, &sphere.center);
if(!insideAB) dist = DistToLine(&va, &vb, &CVECTORHACK(sphere.center));
else if(!insideAC) dist = DistToLine(&va, &vc, &CVECTORHACK(sphere.center));
else if(!insideBC) dist = DistToLine(&vb, &vc, &CVECTORHACK(sphere.center));
else assert(0);
break;
case 3:
@ -1279,9 +1283,9 @@ CCollision::ProcessSphereTriangle(const CColSphere &sphere,
case 2:
// closest to an edge
// looks like original game as DistToLine manually inlined
if(!insideAB) dist = DistToLine(&va, &vb, &sphere.center, p);
else if(!insideAC) dist = DistToLine(&va, &vc, &sphere.center, p);
else if(!insideBC) dist = DistToLine(&vb, &vc, &sphere.center, p);
if(!insideAB) dist = DistToLine(&va, &vb, &CVECTORHACK(sphere.center), p);
else if(!insideAC) dist = DistToLine(&va, &vc, &CVECTORHACK(sphere.center), p);
else if(!insideBC) dist = DistToLine(&vb, &vc, &CVECTORHACK(sphere.center), p);
else assert(0);
break;
case 3: