mirror of
https://github.com/OpenDriver2/REDRIVER2.git
synced 2024-11-23 02:42:38 +01:00
150 lines
2.6 KiB
C
150 lines
2.6 KiB
C
#include "driver2.h"
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#include "bcoll3d.h"
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// [D] [T]
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void PointFaceCheck(CAR_DATA *cp0, CAR_DATA *cp1, int i, TestResult *least, int nSign)
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{
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int partialDepth;
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int depth;
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SVECTOR_NOPAD *radii;
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int k;
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VECTOR normal;
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VECTOR diff;
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VECTOR point;
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point.vx = cp1->hd.oBox.location.vx;
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point.vy = cp1->hd.oBox.location.vy;
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point.vz = cp1->hd.oBox.location.vz;
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normal.vx = cp0->hd.where.m[0][i];
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normal.vy = cp0->hd.where.m[1][i];
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normal.vz = cp0->hd.where.m[2][i];
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diff.vx = point.vx - cp0->hd.oBox.location.vx;
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diff.vy = point.vy - cp0->hd.oBox.location.vy;
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diff.vz = point.vz - cp0->hd.oBox.location.vz;
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depth = FIXEDH(diff.vx * normal.vx + diff.vy * normal.vy + diff.vz * normal.vz);
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if (depth < 0)
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{
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normal.vx = -normal.vx;
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normal.vy = -normal.vy;
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normal.vz = -normal.vz;
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}
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else
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{
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depth = -depth;
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}
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radii = cp1->hd.oBox.radii;
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depth += cp0->hd.oBox.length[i];
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k = 2;
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do {
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diff.vx = radii->vx;
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diff.vy = radii->vy;
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diff.vz = radii->vz;
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partialDepth = FIXEDH(diff.vx * normal.vx + diff.vy * normal.vy + diff.vz * normal.vz);
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if (partialDepth < 0)
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{
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partialDepth = -partialDepth;
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}
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else
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{
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diff.vx = -diff.vx;
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diff.vy = -diff.vy;
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diff.vz = -diff.vz;
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}
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point.vx += diff.vx;
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point.vy += diff.vy;
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point.vz += diff.vz;
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depth += partialDepth;
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radii++;
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k--;
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} while (k >= 0);
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if (depth < least->depth && (least->depth = depth, -1 < depth))
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{
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least->location.vx = point.vx;
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least->location.vy = point.vy;
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least->location.vz = point.vz;
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if (nSign < 0)
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{
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normal.vx = -normal.vx;
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normal.vy = -normal.vy;
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normal.vz = -normal.vz;
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}
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least->normal.vx = normal.vx;
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least->normal.vy = normal.vy;
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least->normal.vz = normal.vz;
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}
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}
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// [D] [T]
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int collided3d(CAR_DATA *cp0, CAR_DATA *cp1, TestResult *least)
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{
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int i;
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least->depth = 0x40000000;
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PointFaceCheck(cp0, cp1, 1, least, 1);
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if (least->depth > -1 && (PointFaceCheck(cp1, cp0, 1, least, -1), least->depth > -1))
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{
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least->depth = 0x40000000;
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i = 0;
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while (PointFaceCheck(cp0, cp1, i, least, 1), least->depth > -1)
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{
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PointFaceCheck(cp1, cp0, i, least, -1);
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i += 2;
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if (least->depth < 0)
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return 0;
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if (i > 2)
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return 1;
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}
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}
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return 0;
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}
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// [D] [T]
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int CarCarCollision3(CAR_DATA *c0, CAR_DATA *c1, int *depth, VECTOR *where, VECTOR *normal)
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{
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int res;
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TestResult tr;
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res = collided3d(c0, c1, &tr);
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if (res != 0)
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{
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*depth = tr.depth;
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where->vx = tr.location.vx;
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where->vy = tr.location.vy;
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where->vz = tr.location.vz;
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normal->vx = tr.normal.vx;
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normal->vy = tr.normal.vy;
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normal->vz = tr.normal.vz;
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}
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return res;
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}
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