TombEngine/TR5Main/Game/sphere.cpp
TokyoSU b615a98c46 (Broken) Deleted Global Folder
- No more enums.h, constants.h, macro.h, etc...
- moved all structure in types.h to there respective file.
2020-05-30 15:55:23 +02:00

178 lines
3.5 KiB
C++

#include "framework.h"
#include "sphere.h"
#include "draw.h"
#include "lara.h"
#include "level.h"
#include "setup.h"
#include "Renderer11.h"
#include "trmath.h"
int NumLaraSpheres;
bool GotLaraSpheres;
SPHERE LaraSpheres[MAX_SPHERES];
SPHERE CreatureSpheres[MAX_SPHERES];
int GetSpheres(ITEM_INFO* item, SPHERE* ptr, int worldSpace, Matrix local)
{
if (!item)
return 0;
BoundingSphere spheres[MAX_SPHERES];
short itemNumber = (item - Items);
int num = g_Renderer->GetSpheres(itemNumber, spheres, worldSpace, local);
for (int i = 0; i < MAX_SPHERES; i++)
{
ptr[i].x = spheres[i].Center.x;
ptr[i].y = spheres[i].Center.y;
ptr[i].z = spheres[i].Center.z;
ptr[i].r = spheres[i].Radius;
}
return num;
}
int TestCollision(ITEM_INFO* item, ITEM_INFO* l)
{
int flags = 0;
int num1 = GetSpheres(item, CreatureSpheres, SPHERES_SPACE_WORLD, Matrix::Identity);
int num2 = 0;
if (l == LaraItem)
{
if (GotLaraSpheres)
{
num2 = NumLaraSpheres;
}
else
{
num2 = GetSpheres(l, LaraSpheres, SPHERES_SPACE_WORLD, Matrix::Identity);
NumLaraSpheres = num2;
if (l == LaraItem)
GotLaraSpheres = true;
}
}
else
{
GotLaraSpheres = false;
num2 = GetSpheres(l, LaraSpheres, SPHERES_SPACE_WORLD, Matrix::Identity);
NumLaraSpheres = num2;
if (l == LaraItem)
GotLaraSpheres = true;
}
l->touchBits = 0;
if (num1 <= 0)
{
item->touchBits = 0;
return 0;
}
else
{
for (int i = 0; i < num1; i++)
{
SPHERE* ptr1 = &CreatureSpheres[i];
int x1 = item->pos.xPos + ptr1->x;
int y1 = item->pos.yPos + ptr1->y;
int z1 = item->pos.zPos + ptr1->z;
int r1 = ptr1->r;
if (r1 > 0)
{
for (int j = 0; j < num2; j++)
{
SPHERE* ptr2 = &LaraSpheres[j];
int x2 = item->pos.xPos + ptr2->x;
int y2 = item->pos.yPos + ptr2->y;
int z2 = item->pos.zPos + ptr2->z;
int r2 = ptr2->r;
if (r2 > 0)
{
int dx = x1 - x2;
int dy = y1 - y2;
int dz = z1 - z2;
int r = r1 + r2;
if (SQUARE(dx) + SQUARE(dy) + SQUARE(dz) < SQUARE(r))
{
l->touchBits |= (1 << j);
flags |= (1 << i);
break;
}
}
}
}
}
item->touchBits = flags;
return flags;
}
}
void GetMatrixFromTrAngle(Matrix* matrix, short* frameptr, int index)
{
short* ptr = &frameptr[0];
ptr += 9;
for (int i = 0; i < index; i++)
{
ptr += ((*ptr & 0xc000) == 0 ? 2 : 1);
}
int rot0 = *ptr++;
int frameMode = (rot0 & 0xc000);
int rot1;
int rotX;
int rotY;
int rotZ;
switch (frameMode)
{
case 0:
rot1 = *ptr++;
rotX = ((rot0 & 0x3ff0) >> 4);
rotY = (((rot1 & 0xfc00) >> 10) | ((rot0 & 0xf) << 6) & 0x3ff);
rotZ = ((rot1) & 0x3ff);
*matrix = Matrix::CreateFromYawPitchRoll(rotY * (360.0f / 1024.0f) * RADIAN,
rotX * (360.0f / 1024.0f) * RADIAN,
rotZ * (360.0f / 1024.0f) * RADIAN);
break;
case 0x4000:
*matrix = Matrix::CreateRotationX((rot0 & 0xfff) * (360.0f / 4096.0f) * RADIAN);
break;
case 0x8000:
*matrix = Matrix::CreateRotationY((rot0 & 0xfff) * (360.0f / 4096.0f) * RADIAN);
break;
case 0xc000:
*matrix = Matrix::CreateRotationZ((rot0 & 0xfff) * (360.0f / 4096.0f) * RADIAN);
break;
}
}
void GetJointAbsPosition(ITEM_INFO* item, PHD_VECTOR* vec, int joint)
{
// Get the real item number
short itemNumber = item - Items;
// Use matrices done in the renderer and transform the input vector
Vector3 p = Vector3(vec->x, vec->y, vec->z);
g_Renderer->GetItemAbsBonePosition(itemNumber, &p, joint);
// Store the result
vec->x = p.x;
vec->y = p.y;
vec->z = p.z;
}