Make collision code placement more like original (+ small fixes)
# Conflicts: # premake5.lua # src/CMakeLists.txt # src/collision/Collision.cpp # src/core/Collision.h
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77
src/collision/ColTriangle.h
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77
src/collision/ColTriangle.h
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#pragma once
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#include "CompressedVector.h"
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enum Direction {
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DIR_X_POS,
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DIR_X_NEG,
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DIR_Y_POS,
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DIR_Y_NEG,
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DIR_Z_POS,
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DIR_Z_NEG,
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};
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struct CColTriangle
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{
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uint16 a;
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uint16 b;
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uint16 c;
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uint8 surface;
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void Set(int a, int b, int c, uint8 surf)
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{
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this->a = a;
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this->b = b;
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this->c = c;
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this->surface = surf;
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}
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};
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struct CColTrianglePlane
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{
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#ifdef VU_COLLISION
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CompressedVector normal;
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int16 dist;
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void Set(const CVector &va, const CVector &vb, const CVector &vc);
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void Set(const CompressedVector *v, CColTriangle &tri) { Set(v[tri.a].Get(), v[tri.b].Get(), v[tri.c].Get()); }
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void GetNormal(CVector &n) const { n.x = normal.x/4096.0f; n.y = normal.y/4096.0f; n.z = normal.z/4096.0f; }
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float CalcPoint(const CVector &v) const { CVector n; GetNormal(n); return DotProduct(n, v) - dist/128.0f; };
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#ifdef GTA_PS2
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void Unpack(uint128 &qword) const {
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__asm__ volatile (
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"lh $8, 0(%1)\n"
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"lh $9, 2(%1)\n"
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"lh $10, 4(%1)\n"
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"lh $11, 6(%1)\n"
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"pextlw $10, $8\n"
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"pextlw $11, $9\n"
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"pextlw $2, $11, $10\n"
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"sq $2, %0\n"
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: "=m" (qword)
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: "r" (this)
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: "$8", "$9", "$10", "$11", "$2"
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);
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}
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#else
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void Unpack(int32 *qword) const {
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qword[0] = normal.x;
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qword[1] = normal.y;
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qword[2] = normal.z;
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qword[3] = dist;
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}
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#endif
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#else
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CVector normal;
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float dist;
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uint8 dir;
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void Set(const CVector &va, const CVector &vb, const CVector &vc);
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void Set(const CompressedVector *v, CColTriangle &tri) { Set(v[tri.a].Get(), v[tri.b].Get(), v[tri.c].Get()); }
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void GetNormal(CVector &n) const { n = normal; }
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float GetNormalX() const { return normal.x; }
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float GetNormalY() const { return normal.y; }
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float GetNormalZ() const { return normal.z; }
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float CalcPoint(const CVector &v) const { return DotProduct(normal, v) - dist; };
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#endif
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};
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