REDRIVER2/src_rebuild/GAME/C/BCOLL3D.C

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#include "THISDUST.H"
#include "BCOLL3D.H"
// decompiled code
// original method signature:
// void /*$ra*/ PointFaceCheck(struct _CAR_DATA *cp0 /*$t7*/, struct _CAR_DATA *cp1 /*$t8*/, int i /*$t9*/, struct TestResult *least /*$a3*/, int nSign /*stack 16*/)
// line 83, offset 0x0001c160
/* begin block 1 */
// Start line: 84
// Start offset: 0x0001C160
// Variables:
// int k; // $t5
// struct VECTOR normal; // stack offset -56
// struct VECTOR diff; // stack offset -40
// struct VECTOR point; // stack offset -24
// int depth; // $t0
/* begin block 1.1 */
// Start line: 106
// Start offset: 0x0001C250
// Variables:
// int partialDepth; // $v1
/* end block 1.1 */
// End offset: 0x0001C2EC
// End Line: 119
/* end block 1 */
// End offset: 0x0001C380
// End Line: 130
/* begin block 2 */
// Start line: 166
/* end block 2 */
// End Line: 167
// [D]
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void PointFaceCheck(_CAR_DATA *cp0, _CAR_DATA *cp1, int i, TestResult *least, int nSign)
{
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int iVar1;
//short *psVar2;
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int iVar3;
int iVar4;
int iVar5;
int iVar6;
//short *psVar7;
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SVECTOR_NOPAD *pSVar8;
int iVar9;
VECTOR normal;
VECTOR diff;
VECTOR point;
point.vx = cp1->hd.oBox.location.vx;
point.vy = cp1->hd.oBox.location.vy;
point.vz = cp1->hd.oBox.location.vz;
normal.vx = cp0->hd.where.m[0][i];
normal.vy = cp0->hd.where.m[1][i];
normal.vz = cp0->hd.where.m[2][i];
diff.vx = point.vx - cp0->hd.oBox.location.vx;
diff.vy = point.vy - cp0->hd.oBox.location.vy;
diff.vz = point.vz - cp0->hd.oBox.location.vz;
iVar4 = FIXED(diff.vx * normal.vx + diff.vy * normal.vy + diff.vz * normal.vz);
if (iVar4 < 0)
{
normal.vx = -normal.vx;
normal.vy = -normal.vy;
normal.vz = -normal.vz;
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}
else
{
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iVar4 = -iVar4;
}
pSVar8 = cp1->hd.oBox.radii;
iVar4 += cp0->hd.oBox.length[i];
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iVar9 = 2;
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do {
iVar3 = pSVar8->vx;
iVar5 = pSVar8->vy;
iVar6 = pSVar8->vz;
iVar1 = FIXED(iVar3 * normal.vx + iVar5 * normal.vy + iVar6 * normal.vz);
if (iVar1 < 0)
{
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iVar1 = -iVar1;
}
else
{
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iVar3 = -iVar3;
iVar5 = -iVar5;
iVar6 = -iVar6;
}
point.vy += iVar5;
point.vx += iVar3;
point.vz += iVar6;
iVar4 += iVar1;
pSVar8++;
iVar9--;
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} while (-1 < iVar9);
if (iVar4 < least->depth && (least->depth = iVar4, -1 < iVar4))
{
least->location.vx = point.vx;
least->location.vy = point.vy;
least->location.vz = point.vz;
if (nSign < 0)
{
normal.vx = -normal.vx;
normal.vy = -normal.vy;
normal.vz = -normal.vz;
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}
least->normal.vx = normal.vx;
least->normal.vy = normal.vy;
least->normal.vz = normal.vz;
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}
}
// decompiled code
// original method signature:
// int /*$ra*/ collided3d(struct _CAR_DATA *cp0 /*$s3*/, struct _CAR_DATA *cp1 /*$s2*/, struct TestResult *least /*$s1*/)
// line 133, offset 0x0001c408
/* begin block 1 */
// Start line: 134
// Start offset: 0x0001C408
// Variables:
// int i; // $s0
/* end block 1 */
// End offset: 0x0001C51C
// End Line: 151
/* begin block 2 */
// Start line: 353
/* end block 2 */
// End Line: 354
/* begin block 3 */
// Start line: 266
/* end block 3 */
// End Line: 267
// [D]
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int collided3d(_CAR_DATA *cp0, _CAR_DATA *cp1, TestResult *least)
{
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int i;
least->depth = 0x40000000;
PointFaceCheck(cp0, cp1, 1, least, 1);
if (least->depth > -1 && (PointFaceCheck(cp1, cp0, 1, least, -1), least->depth > -1))
{
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least->depth = 0x40000000;
i = 0;
while (PointFaceCheck(cp0, cp1, i, least, 1), least->depth > -1)
{
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PointFaceCheck(cp1, cp0, i, least, -1);
i += 2;
if (least->depth < 0)
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return 0;
if (i > 2)
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return 1;
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}
}
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return 0;
}
// decompiled code
// original method signature:
// int /*$ra*/ CarCarCollision3(struct _CAR_DATA *c0 /*$a0*/, struct _CAR_DATA *c1 /*$a1*/, int *depth /*$s2*/, struct VECTOR *where /*$s0*/, struct VECTOR *normal /*stack 16*/)
// line 153, offset 0x0001c380
/* begin block 1 */
// Start line: 154
// Start offset: 0x0001C380
// Variables:
// struct TestResult tr; // stack offset -56
// int res; // $t1
/* end block 1 */
// End offset: 0x0001C408
// End Line: 165
/* begin block 2 */
// Start line: 336
/* end block 2 */
// End Line: 337
/* begin block 3 */
// Start line: 360
/* end block 3 */
// End Line: 361
// [D]
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int CarCarCollision3(_CAR_DATA *c0, _CAR_DATA *c1, int *depth, VECTOR *where, VECTOR *normal)
{
int res;
TestResult tr;
res = collided3d(c0, c1, &tr);
if (res != 0)
{
*depth = tr.depth;
where->vx = tr.location.vx;
where->vy = tr.location.vy;
where->vz = tr.location.vz;
normal->vx = tr.normal.vx;
normal->vy = tr.normal.vy;
normal->vz = tr.normal.vz;
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}
return res;
}