CEntity done; C(Vu)Vector fixes and cleanup

This commit is contained in:
aap 2021-05-23 17:55:55 +02:00 committed by Sergeanur
parent fb03ee45b5
commit e014bb5359
18 changed files with 249 additions and 89 deletions

View File

@ -4103,16 +4103,11 @@ CCamera::IsSphereVisible(const CVector &center, float radius, const CMatrix *mat
bool
CCamera::IsSphereVisible(const CVector &center, float radius)
{
CMatrix mat = m_cameraMatrix;
return IsSphereVisible(center, radius, &mat);
return IsSphereVisible(center, radius, &m_cameraMatrix);
}
bool
#ifdef GTA_PS2
CCamera::IsBoxVisible(CVuVector *box, const CMatrix *mat)
#else
CCamera::IsBoxVisible(CVector *box, const CMatrix *mat)
#endif
CCamera::IsBoxVisible(CVUVECTOR *box, const CMatrix *mat)
{
int i;
int frustumTests[6] = { 0 };

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@ -634,11 +634,7 @@ public:
bool IsPointVisible(const CVector &center, const CMatrix *mat);
bool IsSphereVisible(const CVector &center, float radius, const CMatrix *mat);
bool IsSphereVisible(const CVector &center, float radius);
#ifdef GTA_PS2
bool IsBoxVisible(CVuVector *box, const CMatrix *mat);
#else
bool IsBoxVisible(CVector *box, const CMatrix *mat);
#endif
bool IsBoxVisible(CVUVECTOR *box, const CMatrix *mat);
};
VALIDATE_SIZE(CCamera, 0xE9D8);

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@ -39,9 +39,7 @@ CEntity::RegisterReference(CEntity **pent)
ref->pentity = pent;
ref->next = m_pFirstReference;
m_pFirstReference = ref;
return;
}
return;
}
// Clean up the reference from *pent -> 'this'

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@ -1906,16 +1906,7 @@ CWorld::Process(void)
for(int i = 0; i < NUMCUTSCENEOBJECTS; i++) {
CCutsceneObject *csObj = CCutsceneMgr::GetCutsceneObject(i);
if(csObj && csObj->m_entryInfoList.first) {
if(csObj->m_rwObject && RwObjectGetType(csObj->m_rwObject) == rpCLUMP &&
RpAnimBlendClumpGetFirstAssociation(csObj->GetClump())) {
if (csObj->IsObject())
RpAnimBlendClumpUpdateAnimations(csObj->GetClump(), CTimer::GetTimeStepNonClippedInSeconds());
else {
if (!csObj->bOffscreen)
csObj->bOffscreen = !csObj->GetIsOnScreen();
RpAnimBlendClumpUpdateAnimations(csObj->GetClump(), CTimer::GetTimeStepInSeconds(), !csObj->bOffscreen);
}
}
csObj->UpdateAnim();
csObj->ProcessControl();
csObj->ProcessCollision();
csObj->GetMatrix().UpdateRW();
@ -1927,26 +1918,40 @@ CWorld::Process(void)
} else {
for(CPtrNode *node = ms_listMovingEntityPtrs.first; node; node = node->next) {
CEntity *movingEnt = (CEntity *)node->item;
if(!movingEnt->bRemoveFromWorld && movingEnt->m_rwObject && RwObjectGetType(movingEnt->m_rwObject) == rpCLUMP &&
RpAnimBlendClumpGetFirstAssociation(movingEnt->GetClump())) {
if (movingEnt->IsObject())
RpAnimBlendClumpUpdateAnimations(movingEnt->GetClump(), CTimer::GetTimeStepNonClippedInSeconds());
else {
if (!movingEnt->bOffscreen)
movingEnt->bOffscreen = !movingEnt->GetIsOnScreen();
RpAnimBlendClumpUpdateAnimations(movingEnt->GetClump(), CTimer::GetTimeStepInSeconds(), !movingEnt->bOffscreen);
}
}
if(!movingEnt->bRemoveFromWorld)
movingEnt->UpdateAnim();
}
for(CPtrNode *node = ms_listMovingEntityPtrs.first; node; node = node->next) {
CPhysical *movingEnt = (CPhysical *)node->item;
if(movingEnt->bRemoveFromWorld) {
RemoveEntityInsteadOfProcessingIt(movingEnt);
} else {
movingEnt->ProcessControl();
if(!CCutsceneMgr::IsCutsceneProcessing() || movingEnt->UpdatesInCutscene())
movingEnt->ProcessControl();
if(movingEnt->GetIsStatic()) { movingEnt->RemoveFromMovingList(); }
}
}
for(int y = 0; y < NUMSECTORS_Y; y++)
for(int x = 0; x < NUMSECTORS_X; x++){
CPtrNode *node;
CSector *sect = CWorld::GetSector(x, y);
for(node = sect->m_lists[ENTITYLIST_PEDS].first; node; node = node->next)
((CEntity*)node->item)->UpdateDistanceFade();
for(node = sect->m_lists[ENTITYLIST_PEDS_OVERLAP].first; node; node = node->next)
((CEntity*)node->item)->UpdateDistanceFade();
for(node = sect->m_lists[ENTITYLIST_VEHICLES].first; node; node = node->next)
((CEntity*)node->item)->UpdateDistanceFade();
for(node = sect->m_lists[ENTITYLIST_VEHICLES_OVERLAP].first; node; node = node->next)
((CEntity*)node->item)->UpdateDistanceFade();
for(node = sect->m_lists[ENTITYLIST_OBJECTS].first; node; node = node->next)
((CEntity*)node->item)->UpdateDistanceFade();
for(node = sect->m_lists[ENTITYLIST_OBJECTS_OVERLAP].first; node; node = node->next)
((CEntity*)node->item)->UpdateDistanceFade();
for(node = sect->m_lists[ENTITYLIST_DUMMIES].first; node; node = node->next)
((CEntity*)node->item)->UpdateDistanceFade();
for(node = sect->m_lists[ENTITYLIST_DUMMIES_OVERLAP].first; node; node = node->next)
((CEntity*)node->item)->UpdateDistanceFade();
}
bForceProcessControl = true;
for(CPtrNode *node = ms_listMovingEntityPtrs.first; node; node = node->next) {
CPhysical *movingEnt = (CPhysical *)node->item;

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@ -29,6 +29,7 @@ enum
{
ENTITYLIST_BUILDINGS,
ENTITYLIST_BUILDINGS_OVERLAP,
ENTITYLIST_UNKNOWN,
ENTITYLIST_OBJECTS,
ENTITYLIST_OBJECTS_OVERLAP,
ENTITYLIST_VEHICLES,

View File

@ -228,6 +228,12 @@ inline uint32 ldb(uint32 p, uint32 s, uint32 w)
#include "maths.h"
#include "Vector.h"
#ifdef GTA_PS2
#include "VuVector.h"
#define CVUVECTOR CVuVector
#else
#define CVUVECTOR CVector
#endif
#include "Vector2D.h"
#include "Matrix.h"
#include "Rect.h"

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@ -26,6 +26,12 @@
#include "Ped.h"
#include "Dummy.h"
#include "WindModifiers.h"
#include "SpecialFX.h"
#include "VisibilityPlugins.h"
#include "RpAnimBlend.h"
#include "CutsceneMgr.h"
//--LCS: file done except TODO for distance alpha
int gBuildings;
@ -71,13 +77,18 @@ CEntity::CEntity(void)
bDistanceFade = false;
m_flagE1 = false;
m_flagE2 = false;
bDontCastShadowsOn = false;
bOffscreen = false;
bIsStaticWaitingForCollision = false;
bDontStream = false;
bUnderwater = false;
bHasPreRenderEffects = false;
bIsTreeModel = false;
m_flagG2 = false;
m_flagG4 = false;
m_flagG8 = false;
m_scanCode = 0;
m_modelIndex = -1;
m_rwObject = nil;
@ -96,6 +107,8 @@ void
CEntity::SetModelIndex(uint32 id)
{
m_modelIndex = id;
bIsTreeModel = IsTreeModel(m_modelIndex);
bDrawLast |= bIsTreeModel;
bHasPreRenderEffects = HasPreRenderEffects();
CreateRwObject();
}
@ -104,6 +117,8 @@ void
CEntity::SetModelIndexNoCreate(uint32 id)
{
m_modelIndex = id;
bIsTreeModel = IsTreeModel(m_modelIndex);
bDrawLast |= bIsTreeModel;
bHasPreRenderEffects = HasPreRenderEffects();
}
@ -126,6 +141,7 @@ CEntity::CreateRwObject(void)
else if(RwObjectGetType(m_rwObject) == rpCLUMP)
GetMatrix().AttachRW(RwFrameGetMatrix(RpClumpGetFrame((RpClump *)m_rwObject)), false);
// useless IsTextureLoaded();
mi->AddRef();
}
}
@ -182,9 +198,11 @@ CEntity::DeleteRwObject(void)
if(m_rwObject){
if(RwObjectGetType(m_rwObject) == rpATOMIC){
f = RpAtomicGetFrame((RpAtomic*)m_rwObject);
CStreaming::UnregisterInstance((RpAtomic*)m_rwObject, nil);
RpAtomicDestroy((RpAtomic*)m_rwObject);
RwFrameDestroy(f);
}else if(RwObjectGetType(m_rwObject) == rpCLUMP){
CStreaming::UnregisterInstance((RpClump*)m_rwObject);
if(IsClumpSkinned((RpClump*)m_rwObject))
RpClumpForAllAtomics((RpClump*)m_rwObject, AtomicRemoveAnimFromSkinCB, nil);
RpClumpDestroy((RpClump*)m_rwObject);
@ -201,7 +219,7 @@ CEntity::GetBoundRect(void)
{
CRect rect;
CVector v;
CColModel *col = CModelInfo::GetModelInfo(m_modelIndex)->GetColModel();
CColModel *col = CModelInfo::GetColModel(m_modelIndex);
rect.ContainPoint(GetMatrix() * col->boundingBox.min);
rect.ContainPoint(GetMatrix() * col->boundingBox.max);
@ -220,21 +238,27 @@ CEntity::GetBoundRect(void)
CVector
CEntity::GetBoundCentre(void)
{
CVector v;
GetBoundCentre(v);
return v;
return GetMatrix() * CModelInfo::GetColModel(m_modelIndex)->boundingSphere.center;
}
#ifdef GTA_PS2
void
CEntity::GetBoundCentre(CVuVector &out)
{
TransformPoint(out, GetMatrix(), CModelInfo::GetColModel(m_modelIndex)->boundingSphere.center);
}
#else
void
CEntity::GetBoundCentre(CVector &out)
{
out = GetMatrix() * CModelInfo::GetModelInfo(m_modelIndex)->GetColModel()->boundingSphere.center;
out = GetMatrix() * CModelInfo::GetColModel(m_modelIndex)->boundingSphere.center;
}
#endif
float
CEntity::GetBoundRadius(void)
{
return CModelInfo::GetModelInfo(m_modelIndex)->GetColModel()->boundingSphere.radius;
return CModelInfo::GetColModel(m_modelIndex)->boundingSphere.radius;
}
void
@ -244,9 +268,18 @@ CEntity::UpdateRwFrame(void)
RwFrameUpdateObjects((RwFrame*)rwObjectGetParent(m_rwObject));
}
bool
PauseEntityAnims(void)
{
return CSpecialFX::bSnapShotActive;
}
void
CEntity::UpdateRpHAnim(void)
{
if(PauseEntityAnims())
return;
if(IsClumpSkinned(GetClump())){
RpHAnimHierarchy *hier = GetAnimHierarchyFromSkinClump(GetClump());
RpHAnimHierarchyUpdateMatrices(hier);
@ -308,9 +341,10 @@ CEntity::PreRender(void)
if(!bHasPreRenderEffects)
return;
// separate function in LCS but we don't know the name
switch(m_type){
case ENTITY_TYPE_BUILDING:
if(IsTreeModel(GetModelIndex())){
if(bIsTreeModel){
float dist = (TheCamera.GetPosition() - GetPosition()).Magnitude2D();
CObject::fDistToNearestTree = Min(CObject::fDistToNearestTree, dist);
ModifyMatrixForTreeInWind();
@ -373,7 +407,7 @@ CEntity::PreRender(void)
CVector pos = GetPosition();
CShadows::StoreShadowToBeRendered(SHADOWTYPE_DARK,
gpShadowPedTex, &pos,
0.4f, 0.0f, 0.0f, -0.4f,
0.4f, 0.0f, 0.0f, 0.4f,
CTimeCycle::GetShadowStrength(),
CTimeCycle::GetShadowStrength(),
CTimeCycle::GetShadowStrength(),
@ -409,19 +443,65 @@ void
CEntity::Render(void)
{
if(m_rwObject){
bImBeingRendered = true;
if(RwObjectGetType(m_rwObject) == rpATOMIC)
RpAtomicRender((RpAtomic*)m_rwObject);
else
RpClumpRender((RpClump*)m_rwObject);
bImBeingRendered = false;
if(CVisibilityPlugins::GetObjectDistanceAlpha(m_rwObject) != 0){
// NB: LCS does not use bImBeingRendered here,
// but that may be due to the streamed world. better keep it for safety
bImBeingRendered = true;
if(RwObjectGetType(m_rwObject) == rpATOMIC)
RpAtomicRender((RpAtomic*)m_rwObject);
else
RpClumpRender((RpClump*)m_rwObject);
bImBeingRendered = false;
}
}
}
void
CEntity::UpdateDistanceFade(void)
{
// TODO(LCS):
// increasing and decreasing alpha depending on bDistanceFade doesn't make any sense
// so disable this whole thing until it does.
return;
int alpha = CVisibilityPlugins::GetObjectDistanceAlpha(m_rwObject);
if(CCutsceneMgr::IsRunning() || TheCamera.WorldViewerBeingUsed)
alpha = 255;
else if(bDistanceFade)
alpha = Max(alpha-16, 0);
else if(alpha < 255)
alpha = Min(alpha+32, 255);
CVisibilityPlugins::SetObjectDistanceAlpha(m_rwObject, alpha);
}
void
CEntity::UpdateAnim(void)
{
if(PauseEntityAnims())
return;
if(m_rwObject && RwObjectGetType(m_rwObject) == rpCLUMP && RpAnimBlendClumpGetFirstAssociation(GetClump())) {
if (IsObject())
RpAnimBlendClumpUpdateAnimations(GetClump(), CTimer::GetTimeStepNonClippedInSeconds());
else {
if (!bOffscreen)
bOffscreen = !GetIsOnScreen();
RpAnimBlendClumpUpdateAnimations(GetClump(), CTimer::GetTimeStepInSeconds(), !bOffscreen);
}
}
}
bool
CEntity::GetIsTouching(CVector const &center, float radius)
CEntity::GetIsTouching(CVUVECTOR const &center, float radius)
{
return sq(GetBoundRadius()+radius) > (GetBoundCentre()-center).MagnitudeSqr();
CVUVECTOR boundCenter;
GetBoundCentre(boundCenter);
return sq(GetBoundRadius()+radius) > (boundCenter-center).MagnitudeSqr();
}
bool
CEntity::GetIsTouching(CEntity *other)
{
return sq(GetBoundRadius()+other->GetBoundRadius()) > (GetBoundCentre()-other->GetBoundCentre()).MagnitudeSqr();
}
bool
@ -439,8 +519,7 @@ CEntity::IsVisibleComplex(void)
bool
CEntity::GetIsOnScreen(void)
{
return TheCamera.IsSphereVisible(GetBoundCentre(), GetBoundRadius(),
&TheCamera.GetCameraMatrix());
return TheCamera.IsSphereVisible(GetBoundCentre(), GetBoundRadius());
}
bool
@ -456,7 +535,7 @@ CEntity::GetIsOnScreenComplex(void)
return true;
CRect rect = GetBoundRect();
CColModel *colmodel = CModelInfo::GetModelInfo(m_modelIndex)->GetColModel();
CColModel *colmodel = CModelInfo::GetColModel(m_modelIndex);
float z = GetPosition().z;
float minz = z + colmodel->boundingBox.min.z;
float maxz = z + colmodel->boundingBox.max.z;
@ -611,7 +690,7 @@ CEntity::Remove(void)
float
CEntity::GetDistanceFromCentreOfMassToBaseOfModel(void)
{
return -CModelInfo::GetModelInfo(m_modelIndex)->GetColModel()->boundingBox.min.z;
return -CModelInfo::GetColModel(m_modelIndex)->boundingBox.min.z;
}
void
@ -737,11 +816,6 @@ CEntity::PreRenderForGlassWindow(void)
bIsVisible = false;
}
/*
0x487A10 - SetAtomicAlphaCB
0x4879E0 - SetClumpAlphaCB
*/
RpMaterial*
SetAtomicAlphaCB(RpMaterial *material, void *data)
{
@ -840,7 +914,7 @@ CEntity::SaveEntityFlags(uint8*& buf)
if (bDistanceFade) tmp |= BIT(7);
if (m_flagE1) tmp |= BIT(8);
if (m_flagE2) tmp |= BIT(9);
if (bDontCastShadowsOn) tmp |= BIT(9);
if (bOffscreen) tmp |= BIT(10);
if (bIsStaticWaitingForCollision) tmp |= BIT(11);
if (bDontStream) tmp |= BIT(12);
@ -896,7 +970,7 @@ CEntity::LoadEntityFlags(uint8*& buf)
bDistanceFade = !!(tmp & BIT(7));
m_flagE1 = !!(tmp & BIT(8));
m_flagE2 = !!(tmp & BIT(9));
bDontCastShadowsOn = !!(tmp & BIT(9));
bOffscreen = !!(tmp & BIT(10));
bIsStaticWaitingForCollision = !!(tmp & BIT(11));
bDontStream = !!(tmp & BIT(12));

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@ -43,6 +43,7 @@ private:
uint32 m_status : 5;
public:
// flagsA
// LCS flagsB 02
uint32 bUsesCollision : 1; // does entity use collision
uint32 bCollisionProcessed : 1; // has object been processed by a ProcessEntityCollision function
uint32 bIsStatic : 1; // is entity static
@ -50,6 +51,7 @@ public:
uint32 bPedPhysics : 1;
uint32 bIsStuck : 1; // is entity stuck
uint32 bIsInSafePosition : 1; // is entity in a collision free safe position
// LCS flagsC
uint32 bUseCollisionRecords : 1;
// flagsB
@ -60,6 +62,7 @@ public:
uint32 bRenderScorched : 1;
uint32 bHasBlip : 1;
uint32 bIsBIGBuilding : 1; // Set if this entity is a big building
// LCS flagsD
uint32 bStreamBIGBuilding : 1; // set when draw dist <= 2000
// flagsC
@ -70,6 +73,7 @@ public:
uint32 bMeleeProof : 1;
uint32 bOnlyDamagedByPlayer : 1;
uint32 bStreamingDontDelete : 1; // Dont let the streaming remove this
// LCS flagsE
uint32 bRemoveFromWorld : 1; // remove this entity next time it should be processed
// flagsD
@ -80,17 +84,24 @@ public:
uint32 bDrawLast : 1; // draw object last
uint32 bNoBrightHeadLights : 1;
uint32 bDoNotRender : 1; //-- only applies to CObjects apparently
// LCS flagsF
uint32 bDistanceFade : 1; // Fade entity because it is far away
// flagsE
uint32 m_flagE1 : 1;
uint32 m_flagE2 : 1;
uint32 bDontCastShadowsOn : 1; // Dont cast shadows on this object
uint32 bOffscreen : 1; // offscreen flag. This can only be trusted when it is set to true
uint32 bIsStaticWaitingForCollision : 1; // this is used by script created entities - they are static until the collision is loaded below them
uint32 bDontStream : 1; // tell the streaming not to stream me
uint32 bUnderwater : 1; // this object is underwater change drawing order
uint32 bHasPreRenderEffects : 1; // Object has a prerender effects attached to it
// LCS flagsG
uint32 bIsTreeModel : 1;
uint32 m_flagG2 : 1;
uint32 m_flagG4 : 1;
uint32 m_flagG8 : 1;
uint16 m_scanCode;
uint16 m_randomSeed;
int16 m_modelIndex;
@ -118,6 +129,7 @@ public:
virtual void Add(void);
virtual void Remove(void);
virtual bool UpdatesInCutscene(void) { return false; }
virtual void SetModelIndex(uint32 id);
virtual void SetModelIndexNoCreate(uint32 id);
virtual void CreateRwObject(void);
@ -129,6 +141,7 @@ public:
virtual void Teleport(CVector v) {}
virtual void PreRender(void);
virtual void Render(void);
virtual void UpdateAnim(void);
virtual bool SetupLighting(void);
virtual void RemoveLighting(bool);
virtual void FlagToDestroyWhenNextProcessed(void) {}
@ -148,11 +161,13 @@ public:
return (RpClump*)m_rwObject;
}
void GetBoundCentre(CVector &out);
void UpdateDistanceFade(void);
void GetBoundCentre(CVUVECTOR &out);
CVector GetBoundCentre(void);
float GetBoundRadius(void);
float GetDistanceFromCentreOfMassToBaseOfModel(void);
bool GetIsTouching(CVector const &center, float r);
bool GetIsTouching(CVUVECTOR const &center, float r);
bool GetIsTouching(CEntity *other);
bool GetIsOnScreen(void);
bool GetIsOnScreenComplex(void);
bool IsVisible(void);

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@ -224,7 +224,7 @@ CPhysical::RemoveAndAdd(void)
CRect
CPhysical::GetBoundRect(void)
{
CVector center;
CVUVECTOR center;
float radius;
GetBoundCentre(center);
radius = GetBoundRadius();
@ -1282,7 +1282,7 @@ CPhysical::ProcessShiftSectorList(CPtrList *lists)
CPhysical *A, *B;
CObject *Bobj;
bool canshift;
CVector center;
CVUVECTOR center;
float radius;
int numCollisions;
@ -1441,7 +1441,7 @@ CPhysical::ProcessCollisionSectorList_SimpleCar(CPtrList *lists)
{
static CColPoint aColPoints[MAX_COLLISION_POINTS];
float radius;
CVector center;
CVUVECTOR center;
int listtype;
CPhysical *A, *B;
int numCollisions;
@ -1608,7 +1608,7 @@ CPhysical::ProcessCollisionSectorList(CPtrList *lists)
{
static CColPoint aColPoints[MAX_COLLISION_POINTS];
float radius;
CVector center;
CVUVECTOR center;
CPtrList *list;
CPhysical *A, *B;
CObject *Aobj, *Bobj;

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@ -22,6 +22,8 @@ public:
x = 1.0f;
}
*/
// TODO: operator-
};
void TransformPoint(CVuVector &out, const CMatrix &mat, const CVuVector &in);

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@ -38,6 +38,9 @@ public:
return ms_modelInfoPtrs[id];
}
static CBaseModelInfo *GetModelInfo(const char *name, int minIndex, int maxIndex);
static CColModel *GetColModel(int id){
return ms_modelInfoPtrs[id]->GetColModel();
}
static bool IsBoatModel(int32 id);
static bool IsBikeModel(int32 id);

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@ -14,6 +14,7 @@ public:
CCutsceneObject(void);
~CCutsceneObject(void);
bool UpdatesInCutscene(void) { return true; }
void SetModelIndex(uint32 id);
void CreateShadow(void);
void ProcessControl(void);

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@ -979,27 +979,30 @@ CPopulation::TestSafeForRealObject(CDummyObject *dummy)
{
CPtrNode *ptrNode;
CColModel *dummyCol = dummy->GetColModel();
float colRadius = dummy->GetBoundRadius();
CVector colCentre = dummy->GetBoundCentre();
int minX = CWorld::GetSectorIndexX(dummy->GetPosition().x - colRadius);
float radius = dummyCol->boundingSphere.radius;
int minX = CWorld::GetSectorIndexX(dummy->GetPosition().x - radius);
if (minX < 0) minX = 0;
int minY = CWorld::GetSectorIndexY(dummy->GetPosition().y - colRadius);
int minY = CWorld::GetSectorIndexY(dummy->GetPosition().y - radius);
if (minY < 0) minY = 0;
int maxX = CWorld::GetSectorIndexX(dummy->GetPosition().x + colRadius);
int maxX = CWorld::GetSectorIndexX(dummy->GetPosition().x + radius);
#ifdef FIX_BUGS
if (maxX >= NUMSECTORS_X) maxX = NUMSECTORS_X - 1;
#else
if (maxX >= NUMSECTORS_X) maxX = NUMSECTORS_X;
#endif
int maxY = CWorld::GetSectorIndexY(dummy->GetPosition().y + colRadius);
int maxY = CWorld::GetSectorIndexY(dummy->GetPosition().y + radius);
#ifdef FIX_BUGS
if (maxY >= NUMSECTORS_Y) maxY = NUMSECTORS_Y - 1;
#else
if (maxY >= NUMSECTORS_Y) maxY = NUMSECTORS_Y;
#endif
float colRadius = dummy->GetBoundRadius();
CVUVECTOR colCentre;
dummy->GetBoundCentre(colCentre);
static CColPoint aTempColPoints[MAX_COLLISION_POINTS];
for (int curY = minY; curY <= maxY; curY++) {

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@ -913,9 +913,9 @@ CEntity::ProcessLightsForEntity(void)
effect->light.shadowSize, 0.0f,
0.0f, -effect->light.shadowSize,
128,
effect->col.r*CTimeCycle::GetSpriteBrightness()*effect->light.shadowIntensity/255.0f,
effect->col.g*CTimeCycle::GetSpriteBrightness()*effect->light.shadowIntensity/255.0f,
effect->col.b*CTimeCycle::GetSpriteBrightness()*effect->light.shadowIntensity/255.0f,
effect->col.r,
effect->col.g,
effect->col.b,
15.0f, 1.0f, 40.0f, false, 0.0f);
}else if(lightFlickering){
CShadows::StoreStaticShadow((uintptr)this + i, SHADOWTYPE_ADDITIVE,

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@ -513,8 +513,8 @@ bool CEntity::IsEntityOccluded(void) {
}
if (COcclusion::aActiveOccluders[i].IsPointWithinOcclusionArea(coors.x, coors.y, 0.0f)) {
CVector min = m_matrix * CModelInfo::GetModelInfo(GetModelIndex())->GetColModel()->boundingBox.min;
CVector max = m_matrix * CModelInfo::GetModelInfo(GetModelIndex())->GetColModel()->boundingBox.max;
CVector min = m_matrix * CModelInfo::GetColModel(m_modelIndex)->boundingBox.min;
CVector max = m_matrix * CModelInfo::GetColModel(m_modelIndex)->boundingBox.max;
if (CalcScreenCoors(min, &coors) && !COcclusion::aActiveOccluders[i].IsPointWithinOcclusionArea(coors.x, coors.y, 0.0f)) continue;
if (CalcScreenCoors(CVector(max.x, max.y, min.z), &coors) && !COcclusion::aActiveOccluders[i].IsPointWithinOcclusionArea(coors.x, coors.y, 0.0f)) continue;

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@ -1406,7 +1406,7 @@ CShadows::CastShadowSectorList(CPtrList &PtrList, float fStartX, float fStartY,
{
pEntity->m_scanCode = CWorld::GetCurrentScanCode();
if ( pEntity->bUsesCollision && !pEntity->m_flagE2 )
if ( pEntity->bUsesCollision && !pEntity->bDontCastShadowsOn)
{
if ( IsAreaVisible(pEntity->m_area) )
{

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@ -827,9 +827,9 @@ CVisibilityPlugins::PluginAttach(void)
return ms_atomicPluginOffset != -1 && ms_clumpPluginOffset != -1;
}
#define ATOMICEXT(o) (RWPLUGINOFFSET(AtomicExt, o, ms_atomicPluginOffset))
#define FRAMEEXT(o) (RWPLUGINOFFSET(FrameExt, o, ms_framePluginOffset))
#define CLUMPEXT(o) (RWPLUGINOFFSET(ClumpExt, o, ms_clumpPluginOffset))
#define ATOMICEXT(o) (RWPLUGINOFFSET(CVisibilityPlugins::AtomicExt, o, CVisibilityPlugins::ms_atomicPluginOffset))
#define FRAMEEXT(o) (RWPLUGINOFFSET(CVisibilityPlugins::FrameExt, o, CVisibilityPlugins::ms_framePluginOffset))
#define CLUMPEXT(o) (RWPLUGINOFFSET(CVisibilityPlugins::ClumpExt, o, CVisibilityPlugins::ms_clumpPluginOffset))
//
// Atomic
@ -839,6 +839,7 @@ void*
CVisibilityPlugins::AtomicConstructor(void *object, int32, int32)
{
ATOMICEXT(object)->modelInfo = nil;
ATOMICEXT(object)->distanceAlpha = 255;
return object;
}
@ -991,3 +992,56 @@ CVisibilityPlugins::GetClumpAlpha(RpClump *clump)
{
return CLUMPEXT(clump)->alpha;
}
// LCS walks the atomic list manually but we want to be compatible with both RW and librw,
// so this code isn't quite original and uses callbacks instead.
static RpAtomic*
SetAtomicDistanceAlphaCB(RpAtomic *atomic, void *data)
{
ATOMICEXT(atomic)->distanceAlpha = *(int*)data;
return atomic;
}
void
CVisibilityPlugins::SetClumpDistanceAlpha(RpClump *clump, int alpha)
{
RpClumpForAllAtomics(clump, SetAtomicDistanceAlphaCB, &alpha);
}
static RpAtomic*
GetAtomicDistanceAlphaCB(RpAtomic *atomic, void *data)
{
*(int*)data = ATOMICEXT(atomic)->distanceAlpha;
return atomic;
}
int
CVisibilityPlugins::GetClumpDistanceAlpha(RpClump *clump)
{
int alpha = 255;
RpClumpForAllAtomics(clump, GetAtomicDistanceAlphaCB, &alpha);
return alpha;
}
void
CVisibilityPlugins::SetObjectDistanceAlpha(RwObject *object, int alpha)
{
if(object == nil)
return;
if(RwObjectGetType(object) == rpATOMIC)
ATOMICEXT(object)->distanceAlpha = alpha;
else
SetClumpDistanceAlpha((RpClump*)object, alpha);
}
int
CVisibilityPlugins::GetObjectDistanceAlpha(RwObject *object)
{
if(object == nil)
return 255;
if(RwObjectGetType(object) == rpATOMIC)
return ATOMICEXT(object)->distanceAlpha;
else
return GetClumpDistanceAlpha((RpClump*)object);
}

View File

@ -97,10 +97,13 @@ public:
// RW Plugins
//
union AtomicExt
struct AtomicExt
{
CSimpleModelInfo *modelInfo; // used by SimpleModelInfo
int flags; // used by ClumpModelInfo
union {
CSimpleModelInfo *modelInfo; // used by SimpleModelInfo
int flags; // used by ClumpModelInfo
};
int distanceAlpha; // not sure where this is in PS2/PSP LCS
};
static void SetAtomicModelInfo(RpAtomic*, CSimpleModelInfo*);
static CSimpleModelInfo *GetAtomicModelInfo(RpAtomic *atomic);
@ -129,7 +132,6 @@ public:
int32 offset, int32 len);
static int32 ms_framePluginOffset;
// Not actually used
struct ClumpExt
{
ClumpVisibilityCB visibilityCB;
@ -138,6 +140,8 @@ public:
static void SetClumpModelInfo(RpClump*, CClumpModelInfo*);
static void SetClumpAlpha(RpClump*, int);
static int GetClumpAlpha(RpClump*);
static void SetClumpDistanceAlpha(RpClump*, int);
static int GetClumpDistanceAlpha(RpClump*);
static void *ClumpConstructor(void *object, int32 offset, int32 len);
static void *ClumpDestructor(void *object, int32 offset, int32 len);
@ -145,6 +149,9 @@ public:
int32 offset, int32 len);
static int32 ms_clumpPluginOffset;
static void SetObjectDistanceAlpha(RwObject *object, int alpha);
static int GetObjectDistanceAlpha(RwObject *object);
static bool PluginAttach(void);
};