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https://github.com/TombEngine/TombEngine.git
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129 lines
2.6 KiB
C++
129 lines
2.6 KiB
C++
#include "framework.h"
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#include "sphere.h"
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#include "animation.h"
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#include "lara.h"
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#include "level.h"
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#include "setup.h"
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#include "Renderer11.h"
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#include "Specific\trmath.h"
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#include "items.h"
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using namespace TEN::Renderer;
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bool GotLaraSpheres;
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SPHERE LaraSpheres[MAX_SPHERES];
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SPHERE CreatureSpheres[MAX_SPHERES];
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int GetSpheres(ITEM_INFO* item, SPHERE* ptr, int worldSpace, Matrix local)
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{
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if (!item)
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return 0;
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BoundingSphere spheres[MAX_SPHERES];
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short itemNumber = (item - g_Level.Items.data());
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int num = g_Renderer.getSpheres(itemNumber, spheres, worldSpace, local);
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for (int i = 0; i < MAX_SPHERES; i++)
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{
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ptr[i].x = spheres[i].Center.x;
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ptr[i].y = spheres[i].Center.y;
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ptr[i].z = spheres[i].Center.z;
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ptr[i].r = spheres[i].Radius;
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}
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return num;
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}
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int TestCollision(ITEM_INFO* item, ITEM_INFO* l)
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{
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int flags = 0;
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int creatureSphereCount = GetSpheres(item, CreatureSpheres, SPHERES_SPACE_WORLD, Matrix::Identity);
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int laraSphereCount = 0;
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if (l == LaraItem)
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{
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if (!GotLaraSpheres)
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{
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laraSphereCount = GetSpheres(l, LaraSpheres, SPHERES_SPACE_WORLD, Matrix::Identity);
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if (l == LaraItem)
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GotLaraSpheres = true;
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}
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}
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else
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{
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GotLaraSpheres = false;
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laraSphereCount = GetSpheres(l, LaraSpheres, SPHERES_SPACE_WORLD, Matrix::Identity);
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if (l == LaraItem)
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GotLaraSpheres = true;
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}
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l->touchBits = 0;
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if (creatureSphereCount <= 0)
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{
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item->touchBits = 0;
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return 0;
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}
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else
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{
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for (int i = 0; i < creatureSphereCount; i++)
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{
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SPHERE* ptr1 = &CreatureSpheres[i];
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int x1 = item->pos.xPos + ptr1->x;
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int y1 = item->pos.yPos + ptr1->y;
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int z1 = item->pos.zPos + ptr1->z;
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int r1 = ptr1->r;
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if (r1 > 0)
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{
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for (int j = 0; j < laraSphereCount; j++)
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{
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SPHERE* ptr2 = &LaraSpheres[j];
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int x2 = item->pos.xPos + ptr2->x;
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int y2 = item->pos.yPos + ptr2->y;
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int z2 = item->pos.zPos + ptr2->z;
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int r2 = ptr2->r;
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if (r2 > 0)
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{
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int dx = x1 - x2;
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int dy = y1 - y2;
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int dz = z1 - z2;
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int r = r1 + r2;
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if (SQUARE(dx) + SQUARE(dy) + SQUARE(dz) < SQUARE(r))
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{
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l->touchBits |= (1 << j);
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flags |= (1 << i);
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break;
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}
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}
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}
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}
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}
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item->touchBits = flags;
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return flags;
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}
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}
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void GetJointAbsPosition(ITEM_INFO* item, PHD_VECTOR* vec, int joint)
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{
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// Get the real item number
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short itemNumber = item - g_Level.Items.data();
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// Use matrices done in the renderer and transform the input vector
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Vector3 p = Vector3(vec->x, vec->y, vec->z);
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g_Renderer.getItemAbsBonePosition(itemNumber, &p, joint);
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// Store the result
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vec->x = p.x;
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vec->y = p.y;
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vec->z = p.z;
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}
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