REDRIVER2/src_rebuild/Game/C/bcoll3d.c
2021-04-05 01:08:56 +06:00

158 lines
2.6 KiB
C

#include "driver2.h"
#include "bcoll3d.h"
// [D] [T]
int PointFaceCheck(CAR_DATA *cp0, CAR_DATA *cp1, int i, TestResult *least, int nSign)
{
int partialDepth, depth;
SVECTOR_NOPAD* radii;
int k;
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;
depth = FIXEDH(diff.vx * normal.vx + diff.vy * normal.vy + diff.vz * normal.vz);
if (depth < 0)
{
normal.vx = -normal.vx;
normal.vy = -normal.vy;
normal.vz = -normal.vz;
}
else
{
depth = -depth;
}
radii = cp1->hd.oBox.radii;
depth += cp0->hd.oBox.length[i];
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)
{
partialDepth = -partialDepth;
}
else
{
diff.vx = -diff.vx;
diff.vy = -diff.vy;
diff.vz = -diff.vz;
}
point.vx += diff.vx;
point.vy += diff.vy;
point.vz += diff.vz;
depth += partialDepth;
}
if (depth < least->depth)
{
least->depth = depth;
if (depth >= 0)
{
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;
}
return depth;
}
return least->depth;
}
// [D] [T]
int collided3d(CAR_DATA *cp0, CAR_DATA *cp1, TestResult *least)
{
int i;
least->depth = 0x40000000;
// check up-down first
if (PointFaceCheck(cp0, cp1, 1, least, 1) >= 0 &&
PointFaceCheck(cp1, cp0, 1, least, -1) >= 0)
{
least->depth = 0x40000000;
i = 0;
// check sides
while (PointFaceCheck(cp0, cp1, i, least, 1) >= 0)
{
if (PointFaceCheck(cp1, cp0, i, least, -1) >= 0)
{
i += 2;
if (i <= 2)
continue;
return 1;
}
}
}
return 0;
}
// [D] [T]
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)
{
*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;
}
return res;
}