Set up game-neutral collision materials; Jump Not Allowed flag now flags that surface as unstandable; other minor fixes
This commit is contained in:
parent
be40dfdf02
commit
08dee84367
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@ -15,6 +15,9 @@ layout(std140) uniform MVPBlock
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mat4 ProjMtx;
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};
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uniform bool IsFloor;
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uniform bool IsUnstandable;
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// Main
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void main()
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{
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@ -31,4 +34,9 @@ void main()
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float Alpha = (-LightDot + 1.0) / 2;
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float LightAlpha = mix(kLightColorMin, kLightColorMax, Alpha);
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LightColor = vec4(LightAlpha, LightAlpha, LightAlpha, 1.0);
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// If this is not a floor, make the surface significantly darker
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// The surface is considered a floor if IsFloor is true OR if the floor normal Z is greater than 0.85
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float FloorMul = (!IsUnstandable && (IsFloor || RawNormal.z > 0.85)) ? 1.0 : 0.5;
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LightColor *= FloorMul;
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}
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@ -196,7 +196,8 @@ HEADERS += \
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Resource/Factory/CSkinLoader.h \
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Render/EDepthGroup.h \
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Scene/CScriptAttachNode.h \
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ScriptExtra/CSandwormExtra.h
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ScriptExtra/CSandwormExtra.h \
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Resource/CCollisionMaterial.h
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# Source Files
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SOURCES += \
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@ -283,4 +284,5 @@ SOURCES += \
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Resource/Factory/CSkinLoader.cpp \
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Resource/Model/EVertexAttribute.cpp \
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Scene/CScriptAttachNode.cpp \
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ScriptExtra/CSandwormExtra.cpp
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ScriptExtra/CSandwormExtra.cpp \
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Resource/CCollisionMaterial.cpp
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@ -329,14 +329,23 @@ void CDrawUtil::UseTextureShader(const CColor& TintColor)
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CMaterial::KillCachedMaterial();
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}
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void CDrawUtil::UseCollisionShader(const CColor& TintColor /*= CColor::skWhite*/)
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void CDrawUtil::UseCollisionShader(bool IsFloor, bool IsUnstandable, const CColor& TintColor /*= CColor::skWhite*/)
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{
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Init();
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mpCollisionShader->SetCurrent();
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// Force blend mode to opaque + set alpha to 0 to ensure collision geometry isn't bloomed
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glBlendFuncSeparate(GL_ONE, GL_ZERO, GL_ZERO, GL_ZERO);
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static GLuint TintColorLoc = mpCollisionShader->GetUniformLocation("TintColor");
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glUniform4f(TintColorLoc, TintColor.R, TintColor.G, TintColor.B, TintColor.A);
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static GLuint IsFloorLoc = mpCollisionShader->GetUniformLocation("IsFloor");
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glUniform1i(IsFloorLoc, IsFloor ? 1 : 0);
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static GLuint IsUnstandableLoc = mpCollisionShader->GetUniformLocation("IsUnstandable");
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glUniform1i(IsUnstandableLoc, IsUnstandable ? 1 : 0);
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CMaterial::KillCachedMaterial();
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}
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@ -89,7 +89,7 @@ public:
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static void UseColorShaderLighting(const CColor& Color);
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static void UseTextureShader();
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static void UseTextureShader(const CColor& TintColor);
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static void UseCollisionShader(const CColor& TintColor = CColor::skWhite);
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static void UseCollisionShader(bool IsFloor, bool IsUnstandable, const CColor& TintColor = CColor::skWhite);
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static CShader* GetTextShader();
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static void LoadCheckerboardTexture(u32 GLTextureUnit);
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@ -6,21 +6,24 @@
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#include <Math/CMatrix4f.h>
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#include <Math/CRay.h>
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enum ECollisionDrawMode
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{
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eCDM_Default,
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eCDM_TintSurfaceType
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};
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struct SCollisionRenderSettings
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{
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ECollisionDrawMode DrawMode;
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u64 HighlightMask;
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u64 HideMask;
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bool DrawWireframe;
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bool DrawBackfaces;
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bool DrawAreaCollisionBounds;
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bool TintWithSurfaceColor;
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bool TintUnwalkableTris;
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SCollisionRenderSettings()
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: DrawMode(eCDM_TintSurfaceType), HighlightMask(0), HideMask(0), DrawWireframe(false) {}
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: HighlightMask(0)
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, HideMask(0)
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, DrawWireframe(true)
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, DrawBackfaces(false)
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, DrawAreaCollisionBounds(true)
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, TintWithSurfaceColor(true)
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, TintUnwalkableTris(false) {}
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};
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struct SViewInfo
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@ -0,0 +1,66 @@
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#include "CCollisionMaterial.h"
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#include "EGame.h"
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#include <map>
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ECollisionFlag CCollisionMaterial::SurfaceType(EGame Game) const
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{
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// Arrays determining the type hierarchy for each game.
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// Flags earlier in the list take priority over flags later in the list.
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static const ECollisionFlag skPrimeTypeHierarchy[] = {
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eCF_Organic, eCF_Wood, eCF_Sand, eCF_Shield, eCF_Glass, eCF_Mud, eCF_SlowMud,
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eCF_Snow, eCF_Lava, eCF_Dirt, eCF_Phazon, eCF_MetalGrating, eCF_Ice, eCF_Grass,
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eCF_Metal, eCF_Stone
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};
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static const ECollisionFlag skEchoesTypeHierarchy[] = {
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eCF_Rubber, eCF_Organic, eCF_Wood, eCF_Web, eCF_MothSeedOrganics, eCF_Sand,
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eCF_Shield, eCF_Fabric, eCF_Snow, eCF_Glass, eCF_AltMetal, eCF_Dirt, eCF_Phazon,
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eCF_MetalGrating, eCF_Ice, eCF_Grass, eCF_Metal, eCF_Stone
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};
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// Determine which list we should use.
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const ECollisionFlag* pkFlagArray;
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u32 Num;
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if (Game <= ePrime)
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{
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pkFlagArray = skPrimeTypeHierarchy;
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Num = sizeof(skPrimeTypeHierarchy) / sizeof(ECollisionFlag);
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}
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else
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{
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pkFlagArray = skEchoesTypeHierarchy;
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Num = sizeof(skEchoesTypeHierarchy) / sizeof(ECollisionFlag);
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}
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// Locate type.
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for (u32 iType = 0; iType < Num; iType++)
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{
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if (*this & pkFlagArray[iType])
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return pkFlagArray[iType];
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}
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return eCF_Unknown;
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}
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// Type-to-color mappings
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const std::map<ECollisionFlag, CColor> gkTypeToColor = {
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{ eCF_Stone, CColor::Integral(220, 215, 160) }, // Brownish/greenish color
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{ eCF_Metal, CColor::Integral(110, 110, 110) }, // Dark gray
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{ eCF_Grass, CColor::Integral( 90, 150, 70) }, // Green
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{ eCF_Ice, CColor::Integral(200, 255, 255) }, // Light blue
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{ eCF_MetalGrating, CColor::Integral(170, 170, 170) }, // Gray
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{ eCF_Phazon, CColor::Integral( 0, 128, 255) }, // Blue
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{ eCF_Dirt, CColor::Integral(150, 130, 120) }, // Brownish-gray
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{ eCF_Lava, CColor::Integral(200, 30, 30) }, // Red
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{ eCF_Snow, CColor::Integral(230, 255, 255) }, // *Very* light blue
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{ eCF_Glass, CColor::Integral( 20, 255, 190) }, // Greenish blue
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{ eCF_Shield, CColor::Integral(230, 250, 60) }, // Yellow
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{ eCF_Sand, CColor::Integral(230, 200, 170) }, // Light brown
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{ eCF_Wood, CColor::Integral(190, 140, 105) }, // Brown
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{ eCF_Organic, CColor::Integral(130, 130, 250) } // Purple
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};
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CColor CCollisionMaterial::SurfaceColor(EGame Game) const
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{
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ECollisionFlag SurfType = SurfaceType(Game);
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auto FindColor = gkTypeToColor.find(SurfType);
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return (FindColor == gkTypeToColor.end() ? CColor::skWhite : FindColor->second);
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}
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@ -0,0 +1,64 @@
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#ifndef CCOLLISIONMATERIAL
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#define CCOLLISIONMATERIAL
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#include "EGame.h"
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#include <Common/CColor.h>
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#include <Common/Flags.h>
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// Game-neutral collision property flags.
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// IMPORTANT: This is an incomplete list. Keep in mind that MP2, MP3, and DKCR store
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// collision materials via a 64-bit flag where every bit is used, and some flags differ
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// between games. Therefore a single enum doesn't have the resolution to represent EVERY
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// flag from EVERY game. In the future, the storage medium needs to be changed to a struct,
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// OR we need to be okay with excluding certain flags (which we probably are, because a
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// lot of them aren't meant to be used by collision geometry, such as the "Player" flag).
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enum ECollisionFlag
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{
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eCF_Unknown = 0x00000001,
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eCF_Stone = 0x00000002,
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eCF_Metal = 0x00000004,
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eCF_Grass = 0x00000008,
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eCF_Ice = 0x00000010,
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eCF_MetalGrating = 0x00000020,
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eCF_Phazon = 0x00000040,
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eCF_Dirt = 0x00000080,
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eCF_Lava = 0x00000100,
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eCF_AltMetal = 0x00000200,
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eCF_Snow = 0x00000400,
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eCF_Fabric = 0x00000800,
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eCF_SlowMud = 0x00001000,
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eCF_Mud = 0x00002000,
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eCF_Glass = 0x00004000,
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eCF_Shield = 0x00008000,
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eCF_Sand = 0x00010000,
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eCF_MothSeedOrganics = 0x00020000,
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eCF_Web = 0x00040000,
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eCF_Wood = 0x00080000,
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eCF_Organic = 0x00100000,
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eCF_Rubber = 0x00200000,
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eCF_ShootThru = 0x00400000,
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eCF_CameraThru = 0x00800000,
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eCF_ScanThru = 0x01000000,
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eCF_AiWalkThru = 0x02000000,
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eCF_FlippedTri = 0x04000000,
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eCF_Floor = 0x08000000,
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eCF_AiBlock = 0x10000000,
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eCF_JumpNotAllowed = 0x20000000,
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eCF_SpiderBall = 0x40000000,
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eCF_WallJump = 0x80000000
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};
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class CCollisionMaterial : public TFlags<ECollisionFlag>
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{
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friend class CCollisionLoader;
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u64 mRawFlags;
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public:
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ECollisionFlag SurfaceType(EGame Game) const;
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CColor SurfaceColor(EGame Game) const;
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inline u64 RawFlags() const { return mRawFlags; }
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};
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#endif // CCOLLISIONMATERIAL
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@ -73,7 +73,7 @@ void CCollisionMesh::BufferGL()
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Verts[2] = pLineB->Vertices[1];
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// Some faces have a property that indicates they need to be inverted
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if (GetMaterial(pFace->MaterialIdx).FlippedTri)
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if (GetMaterial(pFace->MaterialIdx) & eCF_FlippedTri)
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{
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u16 V0 = Verts[0];
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Verts[0] = Verts[2];
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@ -1,22 +1,12 @@
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#ifndef CCOLLISIONMESH_H
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#define CCOLLISIONMESH_H
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#include "CCollisionMaterial.h"
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#include "CResource.h"
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#include "Core/OpenGL/CVertexBuffer.h"
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#include "Core/OpenGL/CIndexBuffer.h"
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#include <Math/CAABox.h>
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struct SCollisionMaterial
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{
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// todo: figure out what the other properties are
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u64 RawFlags;
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bool AiWalkThru;
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bool FlippedTri;
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bool ShootThru;
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bool CameraThru;
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bool Solid;
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};
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class CCollisionMesh
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{
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friend class CCollisionLoader;
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@ -71,7 +61,7 @@ class CCollisionMesh
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CAABox mAABox;
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CCollisionOctree *mpOctree;
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std::vector<SCollisionMaterial> mMaterials;
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std::vector<CCollisionMaterial> mMaterials;
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std::vector<CCollisionVertex> mCollisionVertices;
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std::vector<CCollisionLine> mCollisionLines;
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std::vector<CCollisionFace> mCollisionFaces;
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void DrawWireframe();
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inline u32 NumMaterials() const { return mMaterials.size(); }
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inline SCollisionMaterial& GetMaterial(u32 Index) { return mMaterials[Index]; }
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inline CCollisionMaterial& GetMaterial(u32 Index) { return mMaterials[Index]; }
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inline const CAABox& BoundingBox() const { return mAABox; }
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};
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#endif // CCOLLISIONMESH_H
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@ -38,24 +38,74 @@ void CCollisionLoader::ParseOBBNode(IInputStream& rDCLN)
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void CCollisionLoader::ReadPropertyFlags(IInputStream& rSrc)
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{
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SCollisionMaterial Material;
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CCollisionMaterial Material;
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u64 RawFlags = (mVersion <= ePrime ? rSrc.ReadLong() : rSrc.ReadLongLong());
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Material.mRawFlags = RawFlags;
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if (mVersion == ePrime)
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if (mVersion <= ePrime)
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{
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Material.RawFlags = rSrc.ReadLong();
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Material.FlippedTri = (Material.RawFlags >> 25) & 0x1;
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if (RawFlags & 0x00000001) Material |= eCF_Unknown;
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if (RawFlags & 0x00000002) Material |= eCF_Stone;
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if (RawFlags & 0x00000004) Material |= eCF_Metal;
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if (RawFlags & 0x00000008) Material |= eCF_Grass;
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if (RawFlags & 0x00000010) Material |= eCF_Ice;
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if (RawFlags & 0x00000040) Material |= eCF_MetalGrating;
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if (RawFlags & 0x00000080) Material |= eCF_Phazon;
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if (RawFlags & 0x00000100) Material |= eCF_Dirt;
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if (RawFlags & 0x00000200) Material |= eCF_Lava;
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if (RawFlags & 0x00000800) Material |= eCF_Snow;
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if (RawFlags & 0x00001000) Material |= eCF_SlowMud;
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if (RawFlags & 0x00004000) Material |= eCF_Mud;
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if (RawFlags & 0x00008000) Material |= eCF_Glass;
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if (RawFlags & 0x00010000) Material |= eCF_Shield;
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if (RawFlags & 0x00020000) Material |= eCF_Sand;
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if (RawFlags & 0x00040000) Material |= eCF_ShootThru;
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if (RawFlags & 0x00200000) Material |= eCF_CameraThru;
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if (RawFlags & 0x00400000) Material |= eCF_Wood;
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if (RawFlags & 0x00800000) Material |= eCF_Organic;
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if (RawFlags & 0x02000000) Material |= eCF_FlippedTri;
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if (RawFlags & 0x08000000) Material |= eCF_ScanThru;
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if (RawFlags & 0x10000000) Material |= eCF_AiWalkThru;
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if (RawFlags & 0x80000000) Material |= eCF_Floor;
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}
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else if (mVersion == eEchoes)
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else if (mVersion <= eCorruption)
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{
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Material.RawFlags = rSrc.ReadLongLong();
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Material.FlippedTri = (Material.RawFlags >> 24) & 0x1;
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if (RawFlags & 0x00000001) Material |= eCF_Unknown;
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if (RawFlags & 0x00000002) Material |= eCF_Stone;
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if (RawFlags & 0x00000004) Material |= eCF_Metal;
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if (RawFlags & 0x00000008) Material |= eCF_Grass;
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if (RawFlags & 0x00000010) Material |= eCF_Ice;
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if (RawFlags & 0x00000040) Material |= eCF_MetalGrating;
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if (RawFlags & 0x00000080) Material |= eCF_Phazon;
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if (RawFlags & 0x00000100) Material |= eCF_Dirt;
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if (RawFlags & 0x00000200) Material |= eCF_AltMetal;
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if (RawFlags & 0x00000400) Material |= eCF_Glass;
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if (RawFlags & 0x00000800) Material |= eCF_Snow;
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if (RawFlags & 0x00001000) Material |= eCF_Fabric;
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if (RawFlags & 0x00010000) Material |= eCF_Shield;
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if (RawFlags & 0x00020000) Material |= eCF_Sand;
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if (RawFlags & 0x00040000) Material |= eCF_MothSeedOrganics;
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if (RawFlags & 0x00080000) Material |= eCF_Web;
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if (RawFlags & 0x00100000) Material |= eCF_ShootThru;
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if (RawFlags & 0x00200000) Material |= eCF_CameraThru;
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if (RawFlags & 0x00400000) Material |= eCF_Wood;
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if (RawFlags & 0x00800000) Material |= eCF_Organic;
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if (RawFlags & 0x01000000) Material |= eCF_FlippedTri;
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if (RawFlags & 0x02000000) Material |= eCF_Rubber;
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if (RawFlags & 0x08000000) Material |= eCF_ScanThru;
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if (RawFlags & 0x10000000) Material |= eCF_AiWalkThru;
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if (RawFlags & 0x80000000) Material |= eCF_Floor;
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if (RawFlags & 0x0001000000000000) Material |= eCF_AiBlock;
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if (RawFlags & 0x0400000000000000) Material |= eCF_JumpNotAllowed;
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if (RawFlags & 0x2000000000000000) Material |= eCF_SpiderBall;
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if (RawFlags & 0x4000000000000000) Material |= eCF_WallJump;
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}
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else if (mVersion == eReturns)
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{
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Material.RawFlags = rSrc.ReadLongLong();
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Material.FlippedTri = (Material.RawFlags >> 28) & 0x1;
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if (RawFlags & 0x10000000) Material |= eCF_FlippedTri;
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}
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mpMesh->mMaterials.push_back(Material);
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@ -160,6 +160,7 @@ CResource* CScriptTemplate::FindDisplayAsset(CPropertyStruct *pProperties, u32&
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for (auto it = mAssets.begin(); it != mAssets.end(); it++)
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{
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if (it->AssetType == SEditorAsset::eCollision) continue;
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CResource *pRes = nullptr;
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// File
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@ -37,6 +37,13 @@ void CCollisionNode::Draw(FRenderOptions /*Options*/, int /*ComponentIndex*/, ER
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glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
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glDepthMask(GL_TRUE);
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// Turn off backface culling
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EGame CollisionGame = mpCollision->Game();
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bool ForceDisableBackfaceCull = (rkViewInfo.CollisionSettings.DrawBackfaces || CollisionGame == eReturns) && glIsEnabled(GL_CULL_FACE);
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if (ForceDisableBackfaceCull)
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glDisable(GL_CULL_FACE);
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CColor BaseTint = TintColor(rkViewInfo);
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for (u32 iMesh = 0; iMesh < mpCollision->NumMeshes(); iMesh++)
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@ -45,63 +52,22 @@ void CCollisionNode::Draw(FRenderOptions /*Options*/, int /*ComponentIndex*/, ER
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for (u32 iMat = 0; iMat < pMesh->NumMaterials(); iMat++)
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{
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SCollisionMaterial& rMat = pMesh->GetMaterial(iMat);
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CCollisionMaterial& rMat = pMesh->GetMaterial(iMat);
|
||||
|
||||
if (rkViewInfo.CollisionSettings.HideMask != 0 && (rMat.RawFlags & rkViewInfo.CollisionSettings.HideMask) == rkViewInfo.CollisionSettings.HideMask)
|
||||
if (rkViewInfo.CollisionSettings.HideMask != 0 && (rMat.RawFlags() & rkViewInfo.CollisionSettings.HideMask) == rkViewInfo.CollisionSettings.HideMask)
|
||||
continue;
|
||||
|
||||
CColor Tint = BaseTint;
|
||||
|
||||
if (rkViewInfo.CollisionSettings.HighlightMask != 0 && (rMat.RawFlags & rkViewInfo.CollisionSettings.HighlightMask) == rkViewInfo.CollisionSettings.HighlightMask)
|
||||
if (rkViewInfo.CollisionSettings.HighlightMask != 0 && (rMat.RawFlags() & rkViewInfo.CollisionSettings.HighlightMask) == rkViewInfo.CollisionSettings.HighlightMask)
|
||||
Tint *= CColor::skRed;
|
||||
|
||||
else if (mpCollision->Game() <= ePrime && rkViewInfo.CollisionSettings.DrawMode == eCDM_TintSurfaceType)
|
||||
{
|
||||
// Organic
|
||||
if (rMat.RawFlags & 0x00800000)
|
||||
Tint *= CColor::Integral(130, 130, 250); // Purple
|
||||
// Wood
|
||||
else if (rMat.RawFlags & 0x00400000)
|
||||
Tint *= CColor::Integral(190, 140, 105); // Brown
|
||||
// Sand
|
||||
else if (rMat.RawFlags & 0x00020000)
|
||||
Tint *= CColor::Integral(230, 200, 170); // Light Brown
|
||||
// Shield
|
||||
else if (rMat.RawFlags & 0x00010000)
|
||||
Tint *= CColor::Integral(250, 230, 60); // Yellow
|
||||
// Glass
|
||||
else if (rMat.RawFlags & 0x00008000)
|
||||
Tint *= CColor::Integral(20, 255, 190); // Greenish/Bluish
|
||||
// Snow
|
||||
else if (rMat.RawFlags & 0x00000800)
|
||||
Tint *= CColor::Integral(230, 255, 255); // *Very* light blue
|
||||
// Lava
|
||||
else if (rMat.RawFlags & 0x00000200)
|
||||
Tint *= CColor::Integral(200, 30, 30); // Red
|
||||
// Rock
|
||||
else if (rMat.RawFlags & 0x00000100)
|
||||
Tint *= CColor::Integral(150, 130, 120); // Brownish-gray
|
||||
// Phazon
|
||||
else if (rMat.RawFlags & 0x00000080)
|
||||
Tint *= CColor::Integral(0, 128, 255); // Blue
|
||||
// Metal Grating
|
||||
else if (rMat.RawFlags & 0x00000040)
|
||||
Tint *= CColor::Integral(170, 170, 170); // Gray
|
||||
// Ice
|
||||
else if (rMat.RawFlags & 0x00000010)
|
||||
Tint *= CColor::Integral(200, 255, 255); // Light blue
|
||||
// Grass
|
||||
else if (rMat.RawFlags & 0x00000008)
|
||||
Tint *= CColor::Integral(90, 150, 70); // Green
|
||||
// Metal
|
||||
else if (rMat.RawFlags & 0x00000004)
|
||||
Tint *= CColor::Integral(110, 110, 110); // Dark gray
|
||||
// Stone
|
||||
else if (rMat.RawFlags & 0x00000002)
|
||||
Tint *= CColor::Integral(220, 215, 160); // Brown/green ish
|
||||
}
|
||||
else if (CollisionGame != eReturns && rkViewInfo.CollisionSettings.TintWithSurfaceColor)
|
||||
Tint *= rMat.SurfaceColor(CollisionGame);
|
||||
|
||||
CDrawUtil::UseCollisionShader(Tint);
|
||||
bool IsFloor = (rkViewInfo.CollisionSettings.TintUnwalkableTris ? rMat.HasFlag(eCF_Floor) : true);
|
||||
bool IsUnstandable = (rkViewInfo.CollisionSettings.TintUnwalkableTris ? rMat.HasFlag(eCF_JumpNotAllowed) : false);
|
||||
CDrawUtil::UseCollisionShader(IsFloor, IsUnstandable, Tint);
|
||||
pMesh->DrawMaterial(iMat);
|
||||
}
|
||||
}
|
||||
|
@ -111,6 +77,16 @@ void CCollisionNode::Draw(FRenderOptions /*Options*/, int /*ComponentIndex*/, ER
|
|||
CDrawUtil::UseColorShader(CColor::skTransparentBlack);
|
||||
mpCollision->DrawWireframe();
|
||||
}
|
||||
|
||||
// Restore backface culling setting
|
||||
if (ForceDisableBackfaceCull)
|
||||
glEnable(GL_CULL_FACE);
|
||||
|
||||
// Draw collision bounds for area collision
|
||||
// note: right now checking parent is the best way to check whether this node is area collision instead of actor collision
|
||||
// actor collision will have a script node parent whereas area collision will have a root node parent
|
||||
if (rkViewInfo.CollisionSettings.DrawAreaCollisionBounds && Parent()->NodeType() == eRootNode)
|
||||
CDrawUtil::DrawWireCube( mpCollision->MeshByIndex(0)->BoundingBox(), CColor::skRed );
|
||||
}
|
||||
|
||||
SRayIntersection CCollisionNode::RayNodeIntersectTest(const CRay& /*rkRay*/, u32 /*AssetID*/, const SViewInfo& /*rkViewInfo*/)
|
||||
|
|
|
@ -17,7 +17,7 @@
|
|||
<item>
|
||||
<widget class="QLabel" name="AboutLabel">
|
||||
<property name="text">
|
||||
<string><html><head/><body><p><span style=" font-size:12pt; font-weight:600;">%APP_FULL_NAME%</span></p><p>%APP_NAME% is developed by <span style=" font-weight:600;">Parax</span>.<br/>All the games it edits are developed by <span style=" font-weight:600;">Retro Studios</span> and published by <span style=" font-weight:600;">Nintendo</span>.</p><p>Special thanks to:</p><p><ul><li> The community at <span style=" font-weight:600;">Metroid2002</span> that contributed to reverse engineering the game and documenting its internals and file formats; in particular, <span style=" font-weight:600;">Antidote</span> and <span style=" font-weight:600;">jackoalan</span>, among others!</li><li> <span style=" font-weight:600;">Miles: </span>In addition to helping reverse engineer a few formats (in particular MLVL and MREA), also contributed greatly to putting together the script object templates and documenting object properties.</li><li> <span style=" font-weight:600;">Bearborg:</span> Lots of testing and feedback, plus the UI icons and some script object assets.</li><li> <span style=" font-weight:600;">Omega: </span>Script object assets.</li></ul>Check the <a href="http://www.metroid2002.com/retromodding/wiki/Retro_Modding_Wiki">Retro Modding Wiki</a> for file format documentation.</p><p>%APP_NAME% uses <span style=" font-weight:600;">Assimp</span> (Open Asset Import Library).<br/>Copyright © 2006-2015 assimp team<br/>All rights reserved.</p></body></html></string>
|
||||
<string><html><head/><body><p><span style=" font-size:12pt; font-weight:600;">%APP_FULL_NAME%</span></p><p>%APP_NAME% is developed by <span style=" font-weight:600;">Aruki</span>.<br/>All the games it edits are developed by <span style=" font-weight:600;">Retro Studios</span> and published by <span style=" font-weight:600;">Nintendo</span>.</p><p>Special thanks to:</p><p><ul><li> The community at <span style=" font-weight:600;">Metroid2002</span> that contributed to reverse engineering the game and documenting its internals and file formats; in particular, <span style=" font-weight:600;">Antidote</span> and <span style=" font-weight:600;">jackoalan</span>, among others!</li><li> <span style=" font-weight:600;">Claris: </span>In addition to helping reverse engineer a few formats (in particular MLVL and MREA), also contributed greatly to putting together the script object templates and documenting object properties.</li><li> <span style=" font-weight:600;">Bearborg:</span> Lots of testing and feedback, plus the UI icons and some script object assets.</li><li> <span style=" font-weight:600;">Omega: </span>Script object assets.</li></ul>Check the <a href="http://www.metroid2002.com/retromodding/wiki/Retro_Modding_Wiki">Retro Modding Wiki</a> for file format documentation.</p><p>%APP_NAME% uses <span style=" font-weight:600;">Assimp</span> (Open Asset Import Library).<br/>Copyright © 2006-2015 assimp team<br/>All rights reserved.</p></body></html></string>
|
||||
</property>
|
||||
<property name="wordWrap">
|
||||
<bool>true</bool>
|
||||
|
|
Loading…
Reference in New Issue