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mirror of https://github.com/AxioDL/metaforce.git synced 2025-12-09 03:47:43 +00:00

Initial collision testing and CStateManager work

This commit is contained in:
Jack Andersen
2017-03-30 12:36:18 -10:00
parent a0549cd82b
commit 2530163a8c
38 changed files with 1056 additions and 263 deletions

View File

@@ -5,7 +5,7 @@
#include "World/CGameLight.hpp"
#include "CSortedLists.hpp"
#include "Weapon/CWeaponMgr.hpp"
#include "CFluidPlaneManager.hpp"
#include "World/CFluidPlaneManager.hpp"
#include "World/CEnvFxManager.hpp"
#include "World/CActorModelParticles.hpp"
#include "World/CTeamAiTypes.hpp"
@@ -45,6 +45,7 @@
#include "Collision/CCollidableSphere.hpp"
#include "zeus/CMRay.hpp"
#include "Collision/CollisionUtil.hpp"
#include "World/CScriptWater.hpp"
#include <cmath>
@@ -642,20 +643,20 @@ void CStateManager::DrawWorld() const
x850_world->TouchSky();
int areaCount = 0;
CGameArea* areaArr[10];
for (CGameArea* area = x850_world->GetChainHead(EChain::Alive);
area != CWorld::AliveAreasEnd() && areaCount != 10;
area = area->x130_next)
const CGameArea* areaArr[10];
for (const CGameArea& area : *x850_world)
{
if (areaCount == 10)
break;
CGameArea::EOcclusionState occState = CGameArea::EOcclusionState::NotOccluded;
if (area->IsPostConstructed())
occState = area->GetOcclusionState();
if (area.IsPostConstructed())
occState = area.GetOcclusionState();
if (occState == CGameArea::EOcclusionState::Occluded)
areaArr[areaCount++] = area;
areaArr[areaCount++] = &area;
}
std::sort(std::begin(areaArr), std::begin(areaArr) + areaCount,
[visAreaId](CGameArea* a, CGameArea* b) -> bool
[visAreaId](const CGameArea* a, const CGameArea* b) -> bool
{
if (a->x4_selfIdx == b->x4_selfIdx)
return false;
@@ -669,11 +670,11 @@ void CStateManager::DrawWorld() const
int pvsCount = 0;
CPVSVisSet pvsArr[10];
for (CGameArea** area = areaArr;
for (const CGameArea** area = areaArr;
area != areaArr + areaCount;
++area)
{
CGameArea* areaPtr = *area;
const CGameArea* areaPtr = *area;
CPVSVisSet& pvsSet = pvsArr[pvsCount++];
pvsSet.Reset(EPVSVisSetState::OutOfBounds);
GetVisSetForArea(areaPtr->x4_selfIdx, visAreaId, pvsSet);
@@ -701,7 +702,7 @@ void CStateManager::DrawWorld() const
for (int i=areaCount-1 ; i>=0 ; --i)
{
CGameArea& area = *areaArr[i];
const CGameArea& area = *areaArr[i];
SetupFogForArea(area);
g_Renderer->EnablePVS(&pvsArr[i], area.x4_selfIdx);
g_Renderer->SetWorldLightFadeLevel(area.GetPostConstructed()->x1128_worldLightingLevel);
@@ -726,7 +727,7 @@ void CStateManager::DrawWorld() const
CActor* thermalActorArr[1024];
for (int i=0 ; i<areaCount ; ++i)
{
CGameArea& area = *areaArr[i];
const CGameArea& area = *areaArr[i];
CPVSVisSet& pvs = pvsArr[i];
bool isVisArea = area.x4_selfIdx == visAreaId;
SetupFogForArea(area);
@@ -807,7 +808,7 @@ void CStateManager::DrawWorld() const
for (int i=areaCount-1 ; i>=0 ; --i)
{
CGameArea& area = *areaArr[i];
const CGameArea& area = *areaArr[i];
CPVSVisSet& pvs = pvsArr[i];
g_Renderer->EnablePVS(&pvs, area.x4_selfIdx);
@@ -819,7 +820,7 @@ void CStateManager::DrawWorld() const
for (int i=0 ; i<areaCount ; ++i)
{
CGameArea& area = *areaArr[i];
const CGameArea& area = *areaArr[i];
CPVSVisSet& pvs = pvsArr[i];
for (int j=0 ; j<thermalActorCount ; ++j)
@@ -939,16 +940,14 @@ void CStateManager::PreRender()
proj.setPersp(zeus::SProjPersp{zeus::degToRad(cam->GetFov()),
cam->GetAspectRatio(), cam->GetNearClipDistance(), cam->GetFarClipDistance()});
frustum.updatePlanes(x870_cameraManager->GetCurrentCameraTransform(*this), proj);
for (CGameArea* area = x850_world->GetChainHead(EChain::Alive);
area != CWorld::AliveAreasEnd();
area = area->x130_next)
for (const CGameArea& area : *x850_world)
{
CGameArea::EOcclusionState occState = CGameArea::EOcclusionState::NotOccluded;
if (area->IsPostConstructed())
occState = area->GetOcclusionState();
if (area.IsPostConstructed())
occState = area.GetOcclusionState();
if (occState == CGameArea::EOcclusionState::Occluded)
{
for (CEntity* ent : *area->GetPostConstructed()->x10c0_areaObjs)
for (CEntity* ent : *area.GetPostConstructed()->x10c0_areaObjs)
{
if (TCastToPtr<CActor> act = ent)
{
@@ -1385,7 +1384,7 @@ void CStateManager::ApplyDamageToWorld(TUniqueId damager, const CActor& actor, c
else if (ent->GetUniqueId() != damager)
{
TestBombHittingWater(actor, pos, static_cast<CActor&>(*ent));
if (TestRadiusDamage(pos, static_cast<CActor&>(*ent), nearList))
if (TestRayDamage(pos, static_cast<CActor&>(*ent), nearList))
ApplyRadiusDamage(actor, pos, static_cast<CActor&>(*ent), info);
}
@@ -1412,7 +1411,7 @@ void CStateManager::ProcessRadiusDamage(const CActor& a1, CActor& a2, TUniqueId
continue;
TestBombHittingWater(a1, a1.GetTranslation(), static_cast<CActor&>(*ent));
if (TestRadiusDamage(a1.GetTranslation(), static_cast<CActor&>(*ent), nearList))
if (TestRayDamage(a1.GetTranslation(), static_cast<CActor&>(*ent), nearList))
ApplyRadiusDamage(a1, a1.GetTranslation(), static_cast<CActor&>(*ent), info);
}
}
@@ -1467,8 +1466,8 @@ void CStateManager::ApplyRadiusDamage(const CActor& a1, const zeus::CVector3f& p
}
}
bool CStateManager::TestRadiusDamage(const zeus::CVector3f& pos, const CActor& damagee,
const rstl::reserved_vector<TUniqueId, 1024>& nearList)
bool CStateManager::TestRayDamage(const zeus::CVector3f& pos, const CActor& damagee,
const rstl::reserved_vector<TUniqueId, 1024>& nearList)
{
const CHealthInfo* hInfo = const_cast<CActor&>(damagee).HealthInfo();
if (!hInfo)
@@ -1486,18 +1485,18 @@ bool CStateManager::TestRadiusDamage(const zeus::CVector3f& pos, const CActor& d
return false;
zeus::CVector3f center = bounds->center();
zeus::CVector3f delta = center - pos;
zeus::CVector3f dir = center - pos;
if (!delta.canBeNormalized())
if (!dir.canBeNormalized())
return true;
float origMag = delta.magnitude();
delta = delta * (1.f / origMag);
float origMag = dir.magnitude();
dir = dir * (1.f / origMag);
if (TestRadiusDamage(pos, center, nearList, filter, damagee))
if (RayCollideWorld(pos, center, nearList, filter, damagee))
return true;
zeus::CMRay ray(pos, delta, origMag);
if (!TestRadiusDamage(ray, filter))
zeus::CMRay ray(pos, dir, origMag);
if (!MultiRayCollideWorld(ray, filter))
return false;
float depth;
@@ -1505,27 +1504,43 @@ bool CStateManager::TestRadiusDamage(const zeus::CVector3f& pos, const CActor& d
if (count == 0 || count == 1)
return true;
return TestRadiusDamage(pos, delta, filter, nearList, damagee, depth * origMag);
return RayCollideDynamic(pos, dir, filter, nearList, &damagee, depth * origMag);
}
bool CStateManager::TestRadiusDamage(const zeus::CVector3f& pos, const zeus::CVector3f& damageeCenter,
const rstl::reserved_vector<TUniqueId, 1024>& nearList,
const CMaterialFilter& filter, const CActor& damagee)
bool CStateManager::RayCollideWorld(const zeus::CVector3f& pos, const zeus::CVector3f& damageeCenter,
const rstl::reserved_vector<TUniqueId, 1024>& nearList,
const CMaterialFilter& filter, const CActor& damagee)
{
return false;
return RayCollideWorldInternal(pos, damageeCenter, filter, nearList, &damagee);
}
bool CStateManager::TestRadiusDamage(const zeus::CMRay& ray, const CMaterialFilter& filter)
bool CStateManager::RayCollideWorldInternal(const zeus::CVector3f& pos, const zeus::CVector3f& damageeCenter,
const CMaterialFilter& filter,
const rstl::reserved_vector<TUniqueId, 1024>& nearList,
const CActor* damagee)
{
zeus::CVector3f vecToDamagee = damageeCenter - pos;
if (!vecToDamagee.canBeNormalized())
return true;
float mag = vecToDamagee.magnitude();
zeus::CVector3f dir = vecToDamagee * (1.f / mag);
if (!RayCollideStatic(pos, dir, mag, filter))
return false;
return RayCollideDynamic(pos, dir, filter, nearList, damagee, mag);
}
bool CStateManager::MultiRayCollideWorld(const zeus::CMRay& ray, const CMaterialFilter& filter)
{
zeus::CVector3f crossed =
{
-ray.end.z * ray.end.z - ray.end.y * ray.end.x,
ray.end.x * ray.end.x - ray.end.z * ray.end.y,
ray.end.y * ray.end.y - ray.end.x * -ray.end.z
-ray.dir.z * ray.dir.z - ray.dir.y * ray.dir.x,
ray.dir.x * ray.dir.x - ray.dir.z * ray.dir.y,
ray.dir.y * ray.dir.y - ray.dir.x * -ray.dir.z
};
crossed.normalize();
zeus::CVector3f crossed2 = ray.end.cross(crossed) * 0.35355338f;
zeus::CVector3f crossed2 = ray.dir.cross(crossed) * 0.35355338f;
zeus::CVector3f negCrossed2 = -crossed2;
zeus::CVector3f rms = crossed * 0.35355338f;
zeus::CVector3f negRms = -rms;
@@ -1534,41 +1549,103 @@ bool CStateManager::TestRadiusDamage(const zeus::CMRay& ray, const CMaterialFilt
{
zeus::CVector3f& useCrossed = (i & 2) ? negCrossed2 : crossed2;
zeus::CVector3f& useRms = (i & 1) ? rms : negRms;
if (TestRayDamage(ray.start + useCrossed + useRms, ray.end, ray.d, filter))
if (RayCollideStatic(ray.start + useCrossed + useRms, ray.dir, ray.length, filter))
return true;
}
return false;
}
bool CStateManager::TestRayDamage(const zeus::CVector3f& start, const zeus::CVector3f& end, float d,
const CMaterialFilter& filter)
bool CStateManager::RayCollideStatic(const zeus::CVector3f& start, const zeus::CVector3f& dir, float length,
const CMaterialFilter& filter)
{
if (d <= 0.f)
d = 100000.f;
zeus::CLineSeg seg(start, end);
for (CGameArea* area = x850_world->GetChainHead(EChain::Alive) ;
area != CWorld::GetAliveAreasEnd() ; area = area->GetNext())
if (length <= 0.f)
length = 100000.f;
zeus::CLine line(start, dir);
for (const CGameArea& area : *x850_world)
{
CAreaOctTree& collision = *area->GetPostConstructed()->x0_collision;
const CAreaOctTree& collision = *area.GetPostConstructed()->x0_collision;
CAreaOctTree::Node root = collision.GetRootNode();
if (!root.LineTest(seg, filter, d))
if (!root.LineTest(line, filter, length))
return false;
}
return true;
}
bool CStateManager::TestRadiusDamage(const zeus::CVector3f& pos, const zeus::CVector3f& normToDamagee,
const CMaterialFilter& filter, const rstl::reserved_vector<TUniqueId, 1024>& nearList,
const CActor& damagee, float mag)
bool CStateManager::RayCollideDynamic(const zeus::CVector3f& pos, const zeus::CVector3f& dir,
const CMaterialFilter& filter,
const rstl::reserved_vector<TUniqueId, 1024>& nearList,
const CActor* damagee, float length)
{
return false;
if (length <= 0.f)
length = 100000.f;
for (TUniqueId id : nearList)
{
CEntity* ent = ObjectById(id);
if (TCastToPtr<CPhysicsActor> physActor = ent)
{
if (damagee && physActor->GetUniqueId() == damagee->GetUniqueId())
continue;
zeus::CTransform xf = physActor->GetPrimitiveTransform();
const CCollisionPrimitive* prim = physActor->GetCollisionPrimitive();
CRayCastResult res = prim->CastRay(pos, dir, length, filter, xf);
if (!res.IsInvalid())
return false;
}
}
return true;
}
void CStateManager::TestBombHittingWater(const CActor& damager, const zeus::CVector3f& pos, CActor& damagee)
{
if (TCastToPtr<CWeapon> wpn = const_cast<CActor&>(damager))
{
if ((wpn->GetAttribField() & (CWeapon::EProjectileAttrib::Bombs |
CWeapon::EProjectileAttrib::PowerBombs)) != CWeapon::EProjectileAttrib::None)
{
bool powerBomb = (wpn->GetAttribField() & CWeapon::EProjectileAttrib::Bombs) !=
CWeapon::EProjectileAttrib::None;
if (TCastToPtr<CScriptWater> water = damagee)
{
zeus::CAABox bounds = water->GetTriggerBoundsWR();
zeus::CVector3f hitPos(pos.x, pos.y, bounds.max.z);
float bombRad = powerBomb ? 4.f : 2.f;
float delta = -(pos.dot(zeus::CVector3f::skUp) - bounds.max.z);
if (delta <= bombRad && delta > 0.f)
{
// Below surface
float rippleFactor = 1.f - delta / bombRad;
if (x87c_fluidPlaneManager->GetLastRippleDeltaTime(damager.GetUniqueId()) >= 0.15f)
{
float bombMag = powerBomb ? 1.f : 0.75f;
float mag = 0.6f * bombMag + 0.4f * bombMag * std::sin(2.f * M_PIF * rippleFactor * 0.25f);
water->GetFluidPlane().Ripple(mag, damager.GetUniqueId(), hitPos, *water, *this);
}
if (!powerBomb)
x87c_fluidPlaneManager->CreateSplash(damager.GetUniqueId(), *this, *water, hitPos, rippleFactor, true);
}
else
{
// Above surface
float bombMag = powerBomb ? 2.f : 1.f;
if (delta <= -bombMag || delta >= 0.f)
return;
CRayCastResult res = RayStaticIntersection(pos, zeus::CVector3f::skDown, -delta,
CMaterialFilter::skPassEverything);
if (res.IsInvalid() &&
x87c_fluidPlaneManager->GetLastRippleDeltaTime(damager.GetUniqueId()) >= 0.15f)
{
// Not blocked by static geometry
float mag = 0.6f * bombMag + 0.4f * bombMag * std::sin(2.f * M_PIF * -delta / bombMag * 0.25f);
water->GetFluidPlane().Ripple(mag, damager.GetUniqueId(), hitPos, *water, *this);
}
}
}
}
}
}
bool CStateManager::ApplyLocalDamage(const zeus::CVector3f& vec1, const zeus::CVector3f& vec2, CActor& actor, float dt,
@@ -2313,17 +2390,17 @@ void CStateManager::AddObject(CEntity* ent)
AddObject(*ent);
}
bool CStateManager::RayStaticIntersection(const zeus::CVector3f&, const zeus::CVector3f&, float,
const CMaterialFilter&) const
CRayCastResult CStateManager::RayStaticIntersection(const zeus::CVector3f& pos, const zeus::CVector3f& dir, float length,
const CMaterialFilter& filter) const
{
return false;
return CGameCollision::RayStaticIntersection(*this, pos, dir, length, filter);
}
bool CStateManager::RayWorldIntersection(TUniqueId, const zeus::CVector3f&, const zeus::CVector3f&, float,
const CMaterialFilter&,
const rstl::reserved_vector<TUniqueId, 1024>& list) const
CRayCastResult CStateManager::RayWorldIntersection(TUniqueId& idOut, const zeus::CVector3f& pos,
const zeus::CVector3f& dir, float length, const CMaterialFilter& filter,
const rstl::reserved_vector<TUniqueId, 1024>& list) const
{
return false;
return CGameCollision::RayWorldIntersection(*this, idOut, pos, dir, length, filter, list);
}
void CStateManager::UpdateObjectInLists(CEntity&) {}