#include "Runtime/Collision/CGameCollision.hpp" #include "Runtime/CStateManager.hpp" #include "Runtime/Character/CGroundMovement.hpp" #include "Runtime/Collision/CAABoxFilter.hpp" #include "Runtime/Collision/CBallFilter.hpp" #include "Runtime/Collision/CCollidableOBBTreeGroup.hpp" #include "Runtime/Collision/CCollidableSphere.hpp" #include "Runtime/Collision/CCollisionInfoList.hpp" #include "Runtime/Collision/CMaterialFilter.hpp" #include "Runtime/Collision/CMaterialList.hpp" #include "Runtime/Collision/CMetroidAreaCollider.hpp" #include "Runtime/Collision/CollisionUtil.hpp" #include "Runtime/World/CActor.hpp" #include "Runtime/World/CScriptPlatform.hpp" #include "Runtime/World/CWorld.hpp" #include "TCastTo.hpp" // Generated file, do not modify include path namespace urde { static float CollisionImpulseFiniteVsInfinite(float mass, float velNormDot, float restitution) { return mass * -(1.f + restitution) * velNormDot; } static float CollisionImpulseFiniteVsFinite(float mass0, float mass1, float velNormDot, float restitution) { return (-(1.f + restitution) * velNormDot) / ((1.f / mass0) + (1.f / mass1)); } void CGameCollision::InitCollision() { /* Types */ CCollisionPrimitive::InitBeginTypes(); CCollisionPrimitive::InitAddType(CCollidableOBBTreeGroup::GetType()); CCollisionPrimitive::InitEndTypes(); /* Colliders */ CCollisionPrimitive::InitBeginColliders(); CCollisionPrimitive::InitAddCollider(CCollidableOBBTreeGroup::SphereCollide, "CCollidableSphere", "CCollidableOBBTreeGroup"); CCollisionPrimitive::InitAddCollider(CCollidableOBBTreeGroup::AABoxCollide, "CCollidableAABox", "CCollidableOBBTreeGroup"); CCollisionPrimitive::InitAddBooleanCollider(CCollidableOBBTreeGroup::SphereCollideBoolean, "CCollidableSphere", "CCollidableOBBTreeGroup"); CCollisionPrimitive::InitAddBooleanCollider(CCollidableOBBTreeGroup::AABoxCollideBoolean, "CCollidableAABox", "CCollidableOBBTreeGroup"); CCollisionPrimitive::InitAddMovingCollider(CCollidableOBBTreeGroup::CollideMovingAABox, "CCollidableAABox", "CCollidableOBBTreeGroup"); CCollisionPrimitive::InitAddMovingCollider(CCollidableOBBTreeGroup::CollideMovingSphere, "CCollidableSphere", "CCollidableOBBTreeGroup"); CCollisionPrimitive::InitAddCollider(CGameCollision::NullCollisionCollider, "CCollidableOBBTreeGroup", "CCollidableOBBTreeGroup"); CCollisionPrimitive::InitAddBooleanCollider(CGameCollision::NullBooleanCollider, "CCollidableOBBTreeGroup", "CCollidableOBBTreeGroup"); CCollisionPrimitive::InitAddMovingCollider(CGameCollision::NullMovingCollider, "CCollidableOBBTreeGroup", "CCollidableOBBTreeGroup"); CCollisionPrimitive::InitEndColliders(); } void CGameCollision::MovePlayer(CStateManager& mgr, CPhysicsActor& actor, float dt, const rstl::reserved_vector* colliderList) { actor.SetAngularEnabled(true); actor.AddMotionState(actor.PredictAngularMotion(dt)); if (actor.IsUseStandardCollider()) { MoveAndCollide(mgr, actor, dt, CBallFilter(actor), colliderList); } else { if (actor.GetMaterialList().HasMaterial(EMaterialTypes::GroundCollider)) CGroundMovement::MoveGroundCollider_New(mgr, actor, dt, colliderList); else MoveAndCollide(mgr, actor, dt, CBallFilter(actor), colliderList); } actor.SetAngularEnabled(false); } void CGameCollision::MoveAndCollide(CStateManager& mgr, CPhysicsActor& actor, float dt, const ICollisionFilter& filter, const rstl::reserved_vector* colliderList) { bool isPlayer = actor.GetMaterialList().HasMaterial(EMaterialTypes::Player); bool r28 = false; bool r27 = false; int r26 = 0; float f31 = dt; float _4AC4 = dt; float _4AC8 = dt; CCollisionInfoList accumList; CMotionState mState = actor.PredictMotion_Internal(dt); float transMag = mState.x0_translation.magnitude(); float m1 = 0.0005f / actor.GetCollisionAccuracyModifier(); float m2 = transMag / (5.f * actor.GetCollisionAccuracyModifier()); float mMax = std::max(m1, m2); float m3 = 0.001f / actor.GetCollisionAccuracyModifier(); zeus::CAABox motionVol = actor.GetMotionVolume(dt); rstl::reserved_vector useColliderList; if (colliderList) useColliderList = *colliderList; else mgr.BuildColliderList(useColliderList, actor, zeus::CAABox(motionVol.min - 1.f, motionVol.max + 1.f)); CAreaCollisionCache cache(motionVol); if (actor.GetCollisionPrimitive()->GetPrimType() != FOURCC('OBTG') && !actor.GetMaterialFilter().GetExcludeList().HasMaterial(EMaterialTypes::NoStaticCollision)) { BuildAreaCollisionCache(mgr, cache); zeus::CVector3f pos = actor.GetCollisionPrimitive()->CalculateAABox(actor.GetPrimitiveTransform()).center(); float halfExtent = 0.5f * GetMinExtentForCollisionPrimitive(*actor.GetCollisionPrimitive()); if (transMag > halfExtent) { TUniqueId id = kInvalidUniqueId; zeus::CVector3f dir = (1.f / transMag) * mState.x0_translation; CRayCastResult intersectRes = mgr.RayWorldIntersection(id, pos, dir, transMag, actor.GetMaterialFilter(), useColliderList); if (intersectRes.IsValid()) { f31 = dt * (intersectRes.GetT() / transMag); mState = actor.PredictMotion_Internal(f31); _4AC8 = halfExtent * (dt / transMag); mMax = std::min(mMax, halfExtent); } } } float f27 = f31; while (true) { actor.MoveCollisionPrimitive(mState.x0_translation); if (DetectCollisionBoolean_Cached(mgr, cache, *actor.GetCollisionPrimitive(), actor.GetPrimitiveTransform(), actor.GetMaterialFilter(), useColliderList)) { r28 = true; if (mState.x0_translation.magnitude() < mMax) { r27 = true; accumList.Clear(); TUniqueId id = kInvalidUniqueId; DetectCollision_Cached(mgr, cache, *actor.GetCollisionPrimitive(), actor.GetPrimitiveTransform(), actor.GetMaterialFilter(), useColliderList, id, accumList); TCastToPtr otherActor = mgr.ObjectById(id); actor.MoveCollisionPrimitive(zeus::skZero3f); zeus::CVector3f relVel = GetActorRelativeVelocities(actor, otherActor.GetPtr()); CCollisionInfoList filterList0, filterList1; CollisionUtil::FilterOutBackfaces(relVel, accumList, filterList0); if (filterList0.GetCount() > 0) { filter.Filter(filterList0, filterList1); if (!filterList1.GetCount() && actor.GetMaterialList().HasMaterial(EMaterialTypes::Player)) { CMotionState mState = actor.GetLastNonCollidingState(); mState.x1c_velocity *= zeus::CVector3f(0.5f); mState.x28_angularMomentum *= zeus::CVector3f(0.5f); actor.SetMotionState(mState); } } MakeCollisionCallbacks(mgr, actor, id, filterList1); SendScriptMessages(mgr, actor, otherActor.GetPtr(), filterList1); ResolveCollisions(actor, otherActor.GetPtr(), filterList1); _4AC4 -= f31; f27 = std::min(_4AC4, _4AC8); f31 = f27; } else { f27 *= 0.5f; f31 *= 0.5f; } } else { actor.AddMotionState(mState); _4AC4 -= f31; f31 = f27; actor.ClearImpulses(); actor.MoveCollisionPrimitive(zeus::skZero3f); } ++r26; if (_4AC4 > 0.f && ((mState.x0_translation.magnitude() > m3 && r27) || !r27) && r26 <= 1000) mState = actor.PredictMotion_Internal(f31); else break; } f27 = _4AC4 / dt; if (!r28 && !actor.GetMaterialList().HasMaterial(EMaterialTypes::GroundCollider)) mgr.SendScriptMsg(&actor, kInvalidUniqueId, EScriptObjectMessage::Falling); if (isPlayer) CollisionFailsafe(mgr, cache, actor, *actor.GetCollisionPrimitive(), useColliderList, f27, 2); actor.ClearForcesAndTorques(); actor.MoveCollisionPrimitive(zeus::skZero3f); } zeus::CVector3f CGameCollision::GetActorRelativeVelocities(const CPhysicsActor& act0, const CPhysicsActor* act1) { zeus::CVector3f ret = act0.GetVelocity(); if (act1) { bool rider = false; if (const TCastToConstPtr plat = act1) { rider = plat->IsRider(act0.GetUniqueId()); } if (!rider) { ret -= act1->GetVelocity(); } } return ret; } void CGameCollision::Move(CStateManager& mgr, CPhysicsActor& actor, float dt, const rstl::reserved_vector* colliderList) { if (!actor.IsMovable()) return; if (actor.GetMaterialList().HasMaterial(EMaterialTypes::GroundCollider) || actor.WillMove(mgr)) { if (actor.IsAngularEnabled()) actor.AddMotionState(actor.PredictAngularMotion(dt)); actor.UseCollisionImpulses(); if (actor.GetMaterialList().HasMaterial(EMaterialTypes::Solid)) { if (actor.GetMaterialList().HasMaterial(EMaterialTypes::Player)) MovePlayer(mgr, actor, dt, colliderList); else if (actor.GetMaterialList().HasMaterial(EMaterialTypes::GroundCollider)) CGroundMovement::MoveGroundCollider(mgr, actor, dt, colliderList); else MoveAndCollide(mgr, actor, dt, CAABoxFilter(actor), colliderList); } else { actor.AddMotionState(actor.PredictMotion_Internal(dt)); actor.ClearForcesAndTorques(); } mgr.UpdateActorInSortedLists(actor); } } bool CGameCollision::CanBlock(const CMaterialList& mat, const zeus::CVector3f& v) { if ((mat.HasMaterial(EMaterialTypes::Character) && !mat.HasMaterial(EMaterialTypes::SolidCharacter)) || mat.HasMaterial(EMaterialTypes::NoPlayerCollision)) return false; if (mat.HasMaterial(EMaterialTypes::Floor)) return true; return (v.z() > 0.85f); } bool CGameCollision::IsFloor(const CMaterialList& mat, const zeus::CVector3f& v) { if (mat.HasMaterial(EMaterialTypes::Floor)) return true; return (v.z() > 0.85f); } void CGameCollision::SendMaterialMessage(CStateManager& mgr, const CMaterialList& mat, CActor& act) { EScriptObjectMessage msg; if (mat.HasMaterial(EMaterialTypes::Ice)) msg = EScriptObjectMessage::OnIceSurface; else if (mat.HasMaterial(EMaterialTypes::MudSlow)) msg = EScriptObjectMessage::OnMudSlowSurface; else msg = EScriptObjectMessage::OnNormalSurface; mgr.SendScriptMsg(&act, kInvalidUniqueId, msg); } CRayCastResult CGameCollision::RayStaticIntersection(const CStateManager& mgr, const zeus::CVector3f& pos, const zeus::CVector3f& dir, float length, const CMaterialFilter& filter) { CRayCastResult ret; float bestT = length; if (bestT <= 0.f) bestT = 100000.f; zeus::CLine line(pos, dir); for (const CGameArea& area : *mgr.GetWorld()) { CAreaOctTree::SRayResult rayRes; CAreaOctTree& collision = *area.GetPostConstructed()->x0_collision; collision.GetRootNode().LineTestEx(line, filter, rayRes, length); if (!rayRes.x10_surface || (length != 0.f && length < rayRes.x3c_t)) continue; if (rayRes.x3c_t < bestT) { ret = CRayCastResult(rayRes.x3c_t, dir * rayRes.x3c_t + pos, rayRes.x0_plane, rayRes.x10_surface->GetSurfaceFlags()); bestT = rayRes.x3c_t; } } return ret; } bool CGameCollision::RayStaticIntersectionBool(const CStateManager& mgr, const zeus::CVector3f& start, const zeus::CVector3f& dir, float length, const CMaterialFilter& filter) { if (length <= 0.f) length = 100000.f; zeus::CLine line(start, dir); for (const CGameArea& area : *mgr.GetWorld()) { const CAreaOctTree& collision = *area.GetPostConstructed()->x0_collision; CAreaOctTree::Node root = collision.GetRootNode(); if (!root.LineTest(line, filter, length)) return false; } return true; } CRayCastResult CGameCollision::RayDynamicIntersection(const CStateManager& mgr, TUniqueId& idOut, const zeus::CVector3f& pos, const zeus::CVector3f& dir, float length, const CMaterialFilter& filter, const rstl::reserved_vector& nearList) { CRayCastResult ret; float bestT = length; if (bestT <= 0.f) { bestT = 100000.f; } for (TUniqueId id : nearList) { const CEntity* ent = mgr.GetObjectById(id); if (const TCastToConstPtr physActor = ent) { const zeus::CTransform xf = physActor->GetPrimitiveTransform(); const CCollisionPrimitive* prim = physActor->GetCollisionPrimitive(); const CRayCastResult res = prim->CastRay(pos, dir, bestT, filter, xf); if (!res.IsInvalid() && res.GetT() < bestT) { bestT = res.GetT(); ret = res; idOut = physActor->GetUniqueId(); } } } return ret; } bool CGameCollision::RayDynamicIntersectionBool(const CStateManager& mgr, const zeus::CVector3f& pos, const zeus::CVector3f& dir, const CMaterialFilter& filter, const rstl::reserved_vector& nearList, const CActor* damagee, float length) { if (length <= 0.f) { length = 100000.f; } for (TUniqueId id : nearList) { const CEntity* ent = mgr.GetObjectById(id); if (const TCastToConstPtr physActor = ent) { if (damagee && physActor->GetUniqueId() == damagee->GetUniqueId()) { continue; } const zeus::CTransform xf = physActor->GetPrimitiveTransform(); const CCollisionPrimitive* prim = physActor->GetCollisionPrimitive(); const CRayCastResult res = prim->CastRay(pos, dir, length, filter, xf); if (!res.IsInvalid()) { return false; } } } return true; } CRayCastResult CGameCollision::RayWorldIntersection(const CStateManager& mgr, TUniqueId& idOut, const zeus::CVector3f& pos, const zeus::CVector3f& dir, float mag, const CMaterialFilter& filter, const rstl::reserved_vector& nearList) { CRayCastResult staticRes = RayStaticIntersection(mgr, pos, dir, mag, filter); CRayCastResult dynamicRes = RayDynamicIntersection(mgr, idOut, pos, dir, mag, filter, nearList); if (dynamicRes.IsValid()) { if (staticRes.IsInvalid()) return dynamicRes; else if (staticRes.GetT() >= dynamicRes.GetT()) return dynamicRes; } return staticRes; } bool CGameCollision::RayStaticIntersectionArea(const CGameArea& area, const zeus::CVector3f& pos, const zeus::CVector3f& dir, float mag, const CMaterialFilter& filter) { if (mag <= 0.f) mag = 100000.f; CAreaOctTree::Node node = area.GetPostConstructed()->x0_collision->GetRootNode(); zeus::CLine line(pos, dir); return node.LineTest(line, filter, mag); } void CGameCollision::BuildAreaCollisionCache(const CStateManager& mgr, CAreaCollisionCache& cache) { cache.ClearCache(); for (const CGameArea& area : *mgr.GetWorld()) { const CAreaOctTree& areaCollision = *area.GetPostConstructed()->x0_collision; CMetroidAreaCollider::COctreeLeafCache octreeCache(areaCollision); CMetroidAreaCollider::BuildOctreeLeafCache(areaCollision.GetRootNode(), cache.GetCacheBounds(), octreeCache); cache.AddOctreeLeafCache(octreeCache); } } float CGameCollision::GetMinExtentForCollisionPrimitive(const CCollisionPrimitive& prim) { if (prim.GetPrimType() == FOURCC('SPHR')) { const CCollidableSphere& sphere = static_cast(prim); return 2.f * sphere.GetSphere().radius; } else if (prim.GetPrimType() == FOURCC('AABX')) { const CCollidableAABox& aabx = static_cast(prim); const zeus::CVector3f extent = aabx.GetBox().max - aabx.GetBox().min; float minExtent = std::min(extent.x(), extent.y()); minExtent = std::min(minExtent, extent.z()); return minExtent; } else if (prim.GetPrimType() == FOURCC('ABSH')) { // Combination AABB / Sphere cut from game } return 1.f; } bool CGameCollision::DetectCollisionBoolean(const CStateManager& mgr, const CCollisionPrimitive& prim, const zeus::CTransform& xf, const CMaterialFilter& filter, const rstl::reserved_vector& nearList) { if (!filter.GetExcludeList().HasMaterial(EMaterialTypes::NoStaticCollision) && DetectStaticCollisionBoolean(mgr, prim, xf, filter)) return true; if (DetectDynamicCollisionBoolean(prim, xf, nearList, mgr)) return true; return false; } bool CGameCollision::DetectCollisionBoolean_Cached(const CStateManager& mgr, CAreaCollisionCache& cache, const CCollisionPrimitive& prim, const zeus::CTransform& xf, const CMaterialFilter& filter, const rstl::reserved_vector& nearList) { if (!filter.GetExcludeList().HasMaterial(EMaterialTypes::NoStaticCollision) && DetectStaticCollisionBoolean_Cached(mgr, cache, prim, xf, filter)) return true; if (DetectDynamicCollisionBoolean(prim, xf, nearList, mgr)) return true; return false; } bool CGameCollision::DetectStaticCollisionBoolean(const CStateManager& mgr, const CCollisionPrimitive& prim, const zeus::CTransform& xf, const CMaterialFilter& filter) { if (prim.GetPrimType() == FOURCC('OBTG')) return false; if (prim.GetPrimType() == FOURCC('AABX')) { zeus::CAABox aabb = prim.CalculateAABox(xf); for (const CGameArea& area : *mgr.GetWorld()) { if (CMetroidAreaCollider::AABoxCollisionCheckBoolean(*area.GetPostConstructed()->x0_collision, aabb, filter)) return true; } } else if (prim.GetPrimType() == FOURCC('SPHR')) { const CCollidableSphere& sphere = static_cast(prim); zeus::CAABox aabb = prim.CalculateAABox(xf); zeus::CSphere xfSphere = sphere.Transform(xf); for (const CGameArea& area : *mgr.GetWorld()) { if (CMetroidAreaCollider::SphereCollisionCheckBoolean(*area.GetPostConstructed()->x0_collision, aabb, xfSphere, filter)) return true; } } else if (prim.GetPrimType() == FOURCC('ABSH')) { // Combination AABB / Sphere cut from game } return false; } bool CGameCollision::DetectStaticCollisionBoolean_Cached(const CStateManager& mgr, CAreaCollisionCache& cache, const CCollisionPrimitive& prim, const zeus::CTransform& xf, const CMaterialFilter& filter) { if (prim.GetPrimType() == FOURCC('OBTG')) return false; zeus::CAABox aabb = prim.CalculateAABox(xf); if (!aabb.inside(cache.GetCacheBounds())) { zeus::CAABox newAABB(aabb.min - 0.2f, aabb.max + 0.2f); newAABB.accumulateBounds(cache.GetCacheBounds()); cache.SetCacheBounds(newAABB); BuildAreaCollisionCache(mgr, cache); } if (cache.HasCacheOverflowed()) return DetectStaticCollisionBoolean(mgr, prim, xf, filter); if (prim.GetPrimType() == FOURCC('AABX')) { for (const CMetroidAreaCollider::COctreeLeafCache& leafCache : cache) if (CMetroidAreaCollider::AABoxCollisionCheckBoolean_Cached(leafCache, aabb, filter)) return true; } else if (prim.GetPrimType() == FOURCC('SPHR')) { const CCollidableSphere& sphere = static_cast(prim); zeus::CSphere xfSphere = sphere.Transform(xf); for (const CMetroidAreaCollider::COctreeLeafCache& leafCache : cache) if (CMetroidAreaCollider::SphereCollisionCheckBoolean_Cached(leafCache, aabb, xfSphere, filter)) return true; } else if (prim.GetPrimType() == FOURCC('ABSH')) { // Combination AABB / Sphere cut from game } return false; } bool CGameCollision::DetectDynamicCollisionBoolean(const CCollisionPrimitive& prim, const zeus::CTransform& xf, const rstl::reserved_vector& nearList, const CStateManager& mgr) { for (const TUniqueId id : nearList) { if (const TCastToConstPtr actor = mgr.GetObjectById(id)) { const CInternalCollisionStructure::CPrimDesc p0(prim, CMaterialFilter::skPassEverything, xf); const CInternalCollisionStructure::CPrimDesc p1( *actor->GetCollisionPrimitive(), CMaterialFilter::skPassEverything, actor->GetPrimitiveTransform()); if (CCollisionPrimitive::CollideBoolean(p0, p1)) { return true; } } } return false; } bool CGameCollision::DetectCollision_Cached(const CStateManager& mgr, CAreaCollisionCache& cache, const CCollisionPrimitive& prim, const zeus::CTransform& xf, const CMaterialFilter& filter, const rstl::reserved_vector& nearList, TUniqueId& idOut, CCollisionInfoList& infoList) { idOut = kInvalidUniqueId; bool ret = false; if (!filter.GetExcludeList().HasMaterial(EMaterialTypes::NoStaticCollision)) if (DetectStaticCollision_Cached(mgr, cache, prim, xf, filter, infoList)) ret = true; TUniqueId id = kInvalidUniqueId; if (DetectDynamicCollision(prim, xf, nearList, id, infoList, mgr)) { ret = true; idOut = id; } return ret; } bool CGameCollision::DetectCollision_Cached_Moving(const CStateManager& mgr, CAreaCollisionCache& cache, const CCollisionPrimitive& prim, const zeus::CTransform& xf, const CMaterialFilter& filter, const rstl::reserved_vector& nearList, const zeus::CVector3f& dir, TUniqueId& idOut, CCollisionInfo& infoOut, double& d) { bool ret = false; idOut = kInvalidUniqueId; if (!filter.GetExcludeList().HasMaterial(EMaterialTypes::NoStaticCollision)) if (CGameCollision::DetectStaticCollision_Cached_Moving(mgr, cache, prim, xf, filter, dir, infoOut, d)) ret = true; if (CGameCollision::DetectDynamicCollisionMoving(prim, xf, nearList, dir, idOut, infoOut, d, mgr)) ret = true; return ret; } bool CGameCollision::DetectStaticCollision(const CStateManager& mgr, const CCollisionPrimitive& prim, const zeus::CTransform& xf, const CMaterialFilter& filter, CCollisionInfoList& list) { if (prim.GetPrimType() == FOURCC('OBTG')) return false; bool ret = false; if (prim.GetPrimType() == FOURCC('AABX')) { zeus::CAABox aabb = prim.CalculateAABox(xf); for (const CGameArea& area : *mgr.GetWorld()) { if (CMetroidAreaCollider::AABoxCollisionCheck(*area.GetPostConstructed()->x0_collision, aabb, filter, prim.GetMaterial(), list)) ret = true; } } else if (prim.GetPrimType() == FOURCC('SPHR')) { const CCollidableSphere& sphere = static_cast(prim); zeus::CAABox aabb = prim.CalculateAABox(xf); zeus::CSphere xfSphere = sphere.Transform(xf); for (const CGameArea& area : *mgr.GetWorld()) { if (CMetroidAreaCollider::SphereCollisionCheck(*area.GetPostConstructed()->x0_collision, aabb, xfSphere, prim.GetMaterial(), filter, list)) ret = true; } } else if (prim.GetPrimType() == FOURCC('ABSH')) { // Combination AABB / Sphere cut from game } return ret; } bool CGameCollision::DetectStaticCollision_Cached(const CStateManager& mgr, CAreaCollisionCache& cache, const CCollisionPrimitive& prim, const zeus::CTransform& xf, const CMaterialFilter& filter, CCollisionInfoList& list) { if (prim.GetPrimType() == FOURCC('OBTG')) return false; bool ret = false; zeus::CAABox calcAABB = prim.CalculateAABox(xf); if (!calcAABB.inside(cache.GetCacheBounds())) { zeus::CAABox newAABB(calcAABB.min - 0.2f, calcAABB.max + 0.2f); newAABB.accumulateBounds(cache.GetCacheBounds()); cache.SetCacheBounds(newAABB); BuildAreaCollisionCache(mgr, cache); } if (cache.HasCacheOverflowed()) return DetectStaticCollision(mgr, prim, xf, filter, list); if (prim.GetPrimType() == FOURCC('AABX')) { for (const CMetroidAreaCollider::COctreeLeafCache& leafCache : cache) if (CMetroidAreaCollider::AABoxCollisionCheck_Cached(leafCache, calcAABB, filter, prim.GetMaterial(), list)) ret = true; } else if (prim.GetPrimType() == FOURCC('SPHR')) { const CCollidableSphere& sphere = static_cast(prim); zeus::CSphere xfSphere = sphere.Transform(xf); for (const CMetroidAreaCollider::COctreeLeafCache& leafCache : cache) if (CMetroidAreaCollider::SphereCollisionCheck_Cached(leafCache, calcAABB, xfSphere, prim.GetMaterial(), filter, list)) ret = true; } else if (prim.GetPrimType() == FOURCC('ABSH')) { // Combination AABB / Sphere cut from game } return ret; } bool CGameCollision::DetectStaticCollision_Cached_Moving(const CStateManager& mgr, CAreaCollisionCache& cache, const CCollisionPrimitive& prim, const zeus::CTransform& xf, const CMaterialFilter& filter, const zeus::CVector3f& dir, CCollisionInfo& infoOut, double& dOut) { if (prim.GetPrimType() == FOURCC('OBTG')) return false; zeus::CVector3f offset = float(dOut) * dir; zeus::CAABox aabb = prim.CalculateAABox(xf); zeus::CAABox offsetAABB = aabb; offsetAABB.accumulateBounds(offset + offsetAABB.min); offsetAABB.accumulateBounds(offset + offsetAABB.max); if (!offsetAABB.inside(cache.GetCacheBounds())) { zeus::CAABox newAABB(offsetAABB.min - 0.2f, offsetAABB.max + 0.2f); newAABB.accumulateBounds(cache.GetCacheBounds()); cache.SetCacheBounds(newAABB); BuildAreaCollisionCache(mgr, cache); } if (prim.GetPrimType() == FOURCC('AABX')) { for (const CMetroidAreaCollider::COctreeLeafCache& leafCache : cache) { CCollisionInfo info; double d = dOut; if (CMetroidAreaCollider::MovingAABoxCollisionCheck_Cached( leafCache, aabb, filter, CMaterialList(EMaterialTypes::Solid), dir, dOut, info, d) && d < dOut) { infoOut = info; dOut = d; } } } else if (prim.GetPrimType() == FOURCC('SPHR')) { const CCollidableSphere& sphere = static_cast(prim); zeus::CSphere xfSphere = sphere.Transform(xf); for (const CMetroidAreaCollider::COctreeLeafCache& leafCache : cache) { CCollisionInfo info; double d = dOut; if (CMetroidAreaCollider::MovingSphereCollisionCheck_Cached( leafCache, aabb, xfSphere, filter, CMaterialList(EMaterialTypes::Solid), dir, dOut, info, d) && d < dOut) { infoOut = info; dOut = d; } } } return infoOut.IsValid(); } bool CGameCollision::DetectDynamicCollision(const CCollisionPrimitive& prim, const zeus::CTransform& xf, const rstl::reserved_vector& nearList, TUniqueId& idOut, CCollisionInfoList& list, const CStateManager& mgr) { for (const TUniqueId id : nearList) { if (const TCastToConstPtr actor = mgr.GetObjectById(id)) { const CInternalCollisionStructure::CPrimDesc p0(prim, CMaterialFilter::skPassEverything, xf); const CInternalCollisionStructure::CPrimDesc p1( *actor->GetCollisionPrimitive(), CMaterialFilter::skPassEverything, actor->GetPrimitiveTransform()); if (CCollisionPrimitive::Collide(p0, p1, list)) { idOut = actor->GetUniqueId(); return true; } } } return false; } bool CGameCollision::DetectDynamicCollisionMoving(const CCollisionPrimitive& prim, const zeus::CTransform& xf, const rstl::reserved_vector& nearList, const zeus::CVector3f& dir, TUniqueId& idOut, CCollisionInfo& infoOut, double& dOut, const CStateManager& mgr) { bool ret = false; for (const TUniqueId id : nearList) { double d = dOut; CCollisionInfo info; if (const TCastToConstPtr actor = mgr.GetObjectById(id)) { const CInternalCollisionStructure::CPrimDesc p0(prim, CMaterialFilter::skPassEverything, xf); const CInternalCollisionStructure::CPrimDesc p1( *actor->GetCollisionPrimitive(), CMaterialFilter::skPassEverything, actor->GetPrimitiveTransform()); if (CCollisionPrimitive::CollideMoving(p0, p1, dir, d, info) && d < dOut) { ret = true; infoOut = info; dOut = d; idOut = actor->GetUniqueId(); } } } return ret; } void CGameCollision::MakeCollisionCallbacks(CStateManager& mgr, CPhysicsActor& actor, TUniqueId id, const CCollisionInfoList& list) { actor.CollidedWith(id, list, mgr); if (id == kInvalidUniqueId) { return; } if (const TCastToPtr physicalActor = mgr.ObjectById(id)) { CCollisionInfoList swappedList = list; for (CCollisionInfo& info : swappedList) { info.Swap(); } physicalActor->CollidedWith(physicalActor->GetUniqueId(), list, mgr); } } void CGameCollision::SendScriptMessages(CStateManager& mgr, CActor& a0, CActor* a1, const CCollisionInfoList& list) { bool onFloor = false; bool platform = false; bool platform2 = false; for (const CCollisionInfo& info : list) { if (IsFloor(info.GetMaterialLeft(), info.GetNormalLeft())) { onFloor = true; if (info.GetMaterialLeft().HasMaterial(EMaterialTypes::Platform)) { platform = true; } SendMaterialMessage(mgr, info.GetMaterialLeft(), a0); } } if (onFloor) { mgr.SendScriptMsg(&a0, kInvalidUniqueId, EScriptObjectMessage::OnFloor); if (platform) { if (const TCastToPtr plat = a1) { mgr.SendScriptMsg(plat.GetPtr(), a0.GetUniqueId(), EScriptObjectMessage::AddPlatformRider); } } else if (a1) { if (const TCastToPtr plat = a0) { for (const CCollisionInfo& info : list) { if (IsFloor(info.GetMaterialRight(), info.GetNormalRight())) { if (info.GetMaterialRight().HasMaterial(EMaterialTypes::Platform)) { platform2 = true; } SendMaterialMessage(mgr, info.GetMaterialLeft(), a0); } } if (platform2) { mgr.SendScriptMsg(plat.GetPtr(), a1->GetUniqueId(), EScriptObjectMessage::AddPlatformRider); } } } } } void CGameCollision::ResolveCollisions(CPhysicsActor& a0, CPhysicsActor* a1, const CCollisionInfoList& list) { for (const CCollisionInfo& info : list) { CCollisionInfo infoCopy = info; float restitution = GetCoefficientOfRestitution(infoCopy) + a0.GetCoefficientOfRestitutionModifier(); if (a1) { CollideWithDynamicBodyNoRot(a0, *a1, infoCopy, restitution, false); } else { CollideWithStaticBodyNoRot(a0, infoCopy.GetMaterialLeft(), infoCopy.GetMaterialRight(), infoCopy.GetNormalLeft(), restitution, false); } } } void CGameCollision::CollideWithDynamicBodyNoRot(CPhysicsActor& a0, CPhysicsActor& a1, const CCollisionInfo& info, float restitution, bool zeroZ) { zeus::CVector3f normal = info.GetNormalLeft(); if (zeroZ) normal.z() = 0.f; zeus::CVector3f relVel = GetActorRelativeVelocities(a0, &a1); float velNormDot = relVel.dot(normal); float a0MaxCollisionVel = std::max(a0.GetVelocity().magnitude(), a0.GetMaximumCollisionVelocity()); float a1MaxCollisionVel = std::max(a1.GetVelocity().magnitude(), a1.GetMaximumCollisionVelocity()); bool a0Move = !a0.GetMaterialList().HasMaterial(EMaterialTypes::Immovable) && a0.GetMass() != 0.f; bool a1Move = !a1.GetMaterialList().HasMaterial(EMaterialTypes::Immovable) && a1.GetMass() != 0.f; if (velNormDot < -0.0001f) { if (a0Move) { if (a1Move) { float impulse = CollisionImpulseFiniteVsFinite(a0.GetMass(), a1.GetMass(), velNormDot, restitution); a0.ApplyImpulseWR(normal * impulse, zeus::CAxisAngle()); a1.ApplyImpulseWR(normal * -impulse, zeus::CAxisAngle()); } else { float impulse = CollisionImpulseFiniteVsInfinite(a0.GetMass(), velNormDot, restitution); a0.ApplyImpulseWR(normal * impulse, zeus::CAxisAngle()); } } else { if (a1Move) { float impulse = CollisionImpulseFiniteVsInfinite(a1.GetMass(), velNormDot, restitution); a1.ApplyImpulseWR(normal * -impulse, zeus::CAxisAngle()); } else { a0.SetVelocityWR(zeus::skZero3f); a1.SetVelocityWR(zeus::skZero3f); } } a0.UseCollisionImpulses(); a1.UseCollisionImpulses(); } else if (velNormDot < 0.1f) { if (a0Move) { float impulse = 0.05f * a0.GetMass(); a0.ApplyImpulseWR(normal * impulse, zeus::CAxisAngle()); a0.UseCollisionImpulses(); } if (a1Move) { float impulse = -0.05f * a1.GetMass(); a1.ApplyImpulseWR(normal * impulse, zeus::CAxisAngle()); a1.UseCollisionImpulses(); } } if (a0.GetVelocity().magnitude() > a0MaxCollisionVel) a0.SetVelocityWR(a0.GetVelocity().normalized() * a0MaxCollisionVel); if (a1.GetVelocity().magnitude() > a1MaxCollisionVel) a1.SetVelocityWR(a1.GetVelocity().normalized() * a1MaxCollisionVel); } void CGameCollision::CollideWithStaticBodyNoRot(CPhysicsActor& a0, const CMaterialList& m0, const CMaterialList& m1, const zeus::CUnitVector3f& normal, float restitution, bool zeroZ) { zeus::CUnitVector3f useNorm = normal; if (zeroZ && m0.HasMaterial(EMaterialTypes::Player) && !m1.HasMaterial(EMaterialTypes::Floor)) useNorm.z() = 0.f; if (useNorm.canBeNormalized()) { useNorm.normalize(); float velNormDot = a0.GetVelocity().dot(useNorm); if (velNormDot < 0.0001f) { a0.ApplyImpulseWR(useNorm * CollisionImpulseFiniteVsInfinite(a0.GetMass(), velNormDot, restitution), zeus::CAxisAngle()); a0.UseCollisionImpulses(); } else if (velNormDot < 0.001f) { a0.ApplyImpulseWR(0.05f * a0.GetMass() * useNorm, zeus::CAxisAngle()); a0.UseCollisionImpulses(); } } } void CGameCollision::CollisionFailsafe(const CStateManager& mgr, CAreaCollisionCache& cache, CPhysicsActor& actor, const CCollisionPrimitive& prim, const rstl::reserved_vector& nearList, float f1, u32 failsafeTicks) { actor.MoveCollisionPrimitive(zeus::skZero3f); if (f1 > 0.5f) actor.SetNumTicksPartialUpdate(actor.GetNumTicksPartialUpdate() + 1); if (actor.GetNumTicksPartialUpdate() > 1 || DetectCollisionBoolean_Cached(mgr, cache, prim, actor.GetPrimitiveTransform(), actor.GetMaterialFilter(), nearList)) { actor.SetNumTicksPartialUpdate(0); actor.SetNumTicksStuck(actor.GetNumTicksStuck() + 1); if (actor.GetNumTicksStuck() < failsafeTicks) return; CMotionState oldMState = actor.GetMotionState(); CMotionState lastNonCollide = actor.GetLastNonCollidingState(); actor.SetMotionState(lastNonCollide); if (!DetectCollisionBoolean_Cached(mgr, cache, prim, actor.GetPrimitiveTransform(), actor.GetMaterialFilter(), nearList)) { lastNonCollide.x1c_velocity *= zeus::CVector3f(0.5f); lastNonCollide.x28_angularMomentum *= zeus::CVector3f(0.5f); actor.SetLastNonCollidingState(lastNonCollide); //++gDebugPrintCount; actor.SetNumTicksStuck(0); } else { actor.SetMotionState(oldMState); if (auto nonIntersectVec = FindNonIntersectingVector(mgr, cache, actor, prim, nearList)) { oldMState.x0_translation += *nonIntersectVec; actor.SetMotionState(oldMState); actor.SetLastNonCollidingState(actor.GetMotionState()); //++gDebugPrintCount; } else { //++gDebugPrintCount; lastNonCollide.x1c_velocity *= zeus::CVector3f(0.5f); lastNonCollide.x28_angularMomentum *= zeus::CVector3f(0.5f); actor.SetLastNonCollidingState(lastNonCollide); } } } else { actor.SetLastNonCollidingState(actor.GetMotionState()); actor.SetNumTicksStuck(0); } } std::optional CGameCollision::FindNonIntersectingVector(const CStateManager& mgr, CAreaCollisionCache& cache, CPhysicsActor& actor, const CCollisionPrimitive& prim, const rstl::reserved_vector& nearList) { zeus::CTransform xf = actor.GetPrimitiveTransform(); zeus::CVector3f origOrigin = xf.origin; zeus::CVector3f center = prim.CalculateAABox(xf).center(); for (int i = 2; i < 1000; i += (i / 2)) { float pos = i * 0.005f; float neg = -pos; for (int j = 0; j < 26; ++j) { zeus::CVector3f vec; switch (j) { case 0: vec = {0.f, pos, 0.f}; break; case 1: vec = {0.f, neg, 0.f}; break; case 2: vec = {pos, 0.f, 0.f}; break; case 3: vec = {neg, 0.f, 0.f}; break; case 4: vec = {0.f, 0.f, pos}; break; case 5: vec = {0.f, 0.f, neg}; break; case 6: vec = {0.f, pos, pos}; break; case 7: vec = {0.f, neg, neg}; break; case 8: vec = {0.f, neg, pos}; break; case 9: vec = {0.f, pos, neg}; break; case 10: vec = {pos, 0.f, pos}; break; case 11: vec = {neg, 0.f, neg}; break; case 12: vec = {neg, 0.f, pos}; break; case 13: vec = {pos, 0.f, neg}; break; case 14: vec = {pos, pos, 0.f}; break; case 15: vec = {neg, neg, 0.f}; break; case 16: vec = {neg, pos, 0.f}; break; case 17: vec = {pos, neg, 0.f}; break; case 18: vec = {pos, pos, pos}; break; case 19: vec = {neg, pos, pos}; break; case 20: vec = {pos, neg, pos}; break; case 21: vec = {neg, neg, pos}; break; case 22: vec = {pos, pos, neg}; break; case 23: vec = {neg, pos, neg}; break; case 24: vec = {pos, neg, neg}; break; case 25: vec = {neg, neg, neg}; break; default: break; } zeus::CVector3f worldPoint = vec + origOrigin; if (mgr.GetWorld()->GetAreaAlways(mgr.GetNextAreaId())->GetAABB().pointInside(worldPoint)) { if (mgr.RayCollideWorld(center, center + vec, nearList, CMaterialFilter::skPassEverything, &actor)) { xf.origin = worldPoint; if (!DetectCollisionBoolean_Cached(mgr, cache, prim, xf, actor.GetMaterialFilter(), nearList)) return {vec}; } } } } return {}; } void CGameCollision::AvoidStaticCollisionWithinRadius(const CStateManager& mgr, CPhysicsActor& actor, u32 iterations, float dt, float height, float size, float mass, float radius) { const zeus::CVector3f& actorPos = actor.GetTranslation(); const zeus::CVector3f pos = actorPos + zeus::CVector3f{0.f, 0.f, height}; const float largeRadius = 1.2f * radius; const zeus::CVector3f diff{size + largeRadius, size + largeRadius, largeRadius}; const zeus::CAABox aabb{pos - diff, pos + diff}; CAreaCollisionCache cache{aabb}; BuildAreaCollisionCache(mgr, cache); const CCollidableSphere prim{{pos, radius}, {EMaterialTypes::Solid}}; if (!DetectStaticCollisionBoolean_Cached(mgr, cache, prim, {}, CMaterialFilter::MakeExclude(EMaterialTypes::Floor))) { zeus::CVector3f velocity = zeus::skZero3f; float seg = zeus::degToRad(360.f) / iterations; for (u32 i = 0; i < iterations; ++i) { const float angle = seg * i; const zeus::CVector3f vec{std::sin(angle), std::cos(angle), 0.f}; double out = size; CCollisionInfo info{}; if (cache.HasCacheOverflowed()) { cache.ClearCache(); zeus::CAABox aabb2{pos, pos}; aabb2.accumulateBounds(actorPos + (size * vec)); cache.SetCacheBounds(zeus::CAABox{aabb2.min - radius, aabb2.max + radius}); BuildAreaCollisionCache(mgr, cache); } if (DetectStaticCollision_Cached_Moving(mgr, cache, prim, {}, CMaterialFilter::MakeExclude(EMaterialTypes::Floor), vec, info, out)) { float force = static_cast((size - out) / size) / iterations; velocity -= force * vec; } } actor.SetVelocityWR(actor.GetVelocity() + (dt * (mass * velocity))); } } } // namespace urde