- little refactor

This commit is contained in:
Ilya Shurumov 2021-04-05 01:08:56 +06:00
parent 1d182b0cc6
commit cee65e7324
4 changed files with 68 additions and 83 deletions

View File

@ -2,11 +2,10 @@
#include "bcoll3d.h"
// [D] [T]
void PointFaceCheck(CAR_DATA *cp0, CAR_DATA *cp1, int i, TestResult *least, int nSign)
int PointFaceCheck(CAR_DATA *cp0, CAR_DATA *cp1, int i, TestResult *least, int nSign)
{
int partialDepth;
int depth;
SVECTOR_NOPAD *radii;
int partialDepth, depth;
SVECTOR_NOPAD* radii;
int k;
VECTOR normal;
@ -27,13 +26,13 @@ void PointFaceCheck(CAR_DATA *cp0, CAR_DATA *cp1, int i, TestResult *least, int
depth = FIXEDH(diff.vx * normal.vx + diff.vy * normal.vy + diff.vz * normal.vz);
if (depth < 0)
if (depth < 0)
{
normal.vx = -normal.vx;
normal.vy = -normal.vy;
normal.vz = -normal.vz;
}
else
else
{
depth = -depth;
}
@ -41,20 +40,19 @@ void PointFaceCheck(CAR_DATA *cp0, CAR_DATA *cp1, int i, TestResult *least, int
radii = cp1->hd.oBox.radii;
depth += cp0->hd.oBox.length[i];
k = 2;
do {
diff.vx = radii->vx;
diff.vy = radii->vy;
diff.vz = radii->vz;
for (k = 0; k < 3; k++)
{
diff.vx = radii[k].vx;
diff.vy = radii[k].vy;
diff.vz = radii[k].vz;
partialDepth = FIXEDH(diff.vx * normal.vx + diff.vy * normal.vy + diff.vz * normal.vz);
if (partialDepth < 0)
if (partialDepth < 0)
{
partialDepth = -partialDepth;
}
else
else
{
diff.vx = -diff.vx;
diff.vy = -diff.vy;
@ -66,55 +64,63 @@ void PointFaceCheck(CAR_DATA *cp0, CAR_DATA *cp1, int i, TestResult *least, int
point.vz += diff.vz;
depth += partialDepth;
}
radii++;
k--;
} while (k >= 0);
if (depth < least->depth && (least->depth = depth, -1 < depth))
if (depth < least->depth)
{
least->location.vx = point.vx;
least->location.vy = point.vy;
least->location.vz = point.vz;
least->depth = depth;
if (nSign < 0)
if (depth >= 0)
{
normal.vx = -normal.vx;
normal.vy = -normal.vy;
normal.vz = -normal.vz;
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;
}
least->normal.vx = normal.vx;
least->normal.vy = normal.vy;
least->normal.vz = normal.vz;
}
least->normal.vx = normal.vx;
least->normal.vy = normal.vy;
least->normal.vz = normal.vz;
return depth;
}
return least->depth;
}
// [D] [T]
int collided3d(CAR_DATA *cp0, CAR_DATA *cp1, TestResult *least)
{
int i;
least->depth = 0x40000000;
PointFaceCheck(cp0, cp1, 1, least, 1);
if (least->depth > -1 && (PointFaceCheck(cp1, cp0, 1, least, -1), least->depth > -1))
// check up-down first
if (PointFaceCheck(cp0, cp1, 1, least, 1) >= 0 &&
PointFaceCheck(cp1, cp0, 1, least, -1) >= 0)
{
least->depth = 0x40000000;
i = 0;
while (PointFaceCheck(cp0, cp1, i, least, 1), least->depth > -1)
// check sides
while (PointFaceCheck(cp0, cp1, i, least, 1) >= 0)
{
PointFaceCheck(cp1, cp0, i, least, -1);
if (PointFaceCheck(cp1, cp0, i, least, -1) >= 0)
{
i += 2;
i += 2;
if (least->depth < 0)
return 0;
if (i > 2)
if (i <= 2)
continue;
return 1;
}
}
}
@ -129,12 +135,14 @@ int CarCarCollision3(CAR_DATA *c0, CAR_DATA *c1, int *depth, VECTOR *where, VECT
res = collided3d(c0, c1, &tr);
if (res != 0)
if (res)
{
*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;

View File

@ -1,11 +1,6 @@
#ifndef BCOLL3D_H
#define BCOLL3D_H
extern void PointFaceCheck(CAR_DATA *cp0, CAR_DATA *cp1, int i, TestResult *least, int nSign); // 0x0001C160
extern int collided3d(CAR_DATA *cp0, CAR_DATA *cp1, TestResult *least); // 0x0001C408
extern int CarCarCollision3(CAR_DATA *c0, CAR_DATA *c1, int *depth, VECTOR *where, VECTOR *normal); // 0x0001C380

View File

@ -318,10 +318,8 @@ void GlobalTimeStep(void)
StepCars();
CheckCarToCarCollisions();
i = 0;
// step car forces (when no collisions with them)
while (i < num_active_cars)
for (i = 0; i < num_active_cars; i++)
{
cp = active_car_list[i];
@ -397,17 +395,14 @@ void GlobalTimeStep(void)
RebuildCarMatrix(st, cp);
}
i++;
}
subframe = 0;
// do collision interactions
do {
for(subframe = 0; subframe < 4; subframe++)
{
RKstep = 0;
do {
for (RKstep = 0; RKstep < 2; RKstep++) {
for (i = 0; i < num_active_cars; i++)
{
cp = active_car_list[i];
@ -500,9 +495,9 @@ void GlobalTimeStep(void)
pointVel0[2] = (FIXEDH(thisState_i->n.angularVelocity[0] * lever0[1] - thisState_i->n.angularVelocity[1] * lever0[0]) + thisState_i->n.linearVelocity[2]) -
(FIXEDH(thisState_j->n.angularVelocity[0] * lever1[1] - thisState_j->n.angularVelocity[1] * lever1[0]) + thisState_j->n.linearVelocity[2]);
howHard = (pointVel0[0] / 256) * (normal[0] / 32) +
(pointVel0[1] / 256) * (normal[1] / 32) +
(pointVel0[2] / 256) * (normal[2] / 32);
howHard = (pointVel0[0] / 256) * (normal[0] / 32) +
(pointVel0[1] / 256) * (normal[1] / 32) +
(pointVel0[2] / 256) * (normal[2] / 32);
if (howHard > 0 && RKstep > -1)
{
@ -693,9 +688,7 @@ void GlobalTimeStep(void)
}
// update forces and rebuild matrix of the cars
i = 0;
while (i < num_active_cars)
for (i = 0; i < num_active_cars; i++)
{
cp = active_car_list[i];
@ -709,44 +702,34 @@ void GlobalTimeStep(void)
if (RKstep == 0)
{
j = 0;
do {
for (j = 0; j < 13; j++)
{
tp->v[j] = st->v[j] + (d0->v[j] >> 2);
j++;
} while (j < 13);
}
RebuildCarMatrix(tp, cp);
}
else if (RKstep == 1)
{
j = 0;
do {
for (j = 0; j < 13; j++)
{
st->v[j] += d0->v[j] + d1->v[j] >> 3;
j++;
} while (j < 13);
}
RebuildCarMatrix(st, cp);
}
}
i++;
}
RKstep++;
} while (RKstep < 2);
subframe++;
} while (subframe < 4);
}
}
// second sub frame passed, update matrices and physics direction
// dent cars - no more than 5 cars in per frame
i = 0;
carsDentedThisFrame = 0;
while (i < num_active_cars)
for (i = 0; i < num_active_cars; i++)
{
cp = active_car_list[i];
@ -760,7 +743,6 @@ void GlobalTimeStep(void)
carsDentedThisFrame++;
}
i++;
cp->hd.direction = ratan2(cp->hd.where.m[0][2], cp->hd.where.m[2][2]);
}
}

View File

@ -1,7 +1,7 @@
#ifndef VERSION_H
#define VERSION_H
#define GAME_VERSION_N "6.0 alpha"
#define GAME_VERSION_N "6.4 alpha"
#define GAME_TITLE "REDRIVER2"
#define GAME_VERSION GAME_TITLE " " GAME_VERSION_N