Editor use vtx collision

This commit is contained in:
MegaMech
2025-02-28 17:31:24 -07:00
parent 08f0d261d1
commit 7a31679c2d
17 changed files with 405 additions and 95 deletions
+94
View File
@@ -0,0 +1,94 @@
#include "Collision.h"
void GenerateCollisionMesh(GameObject& object, Gfx* model) {
int8_t opcode;
uintptr_t lo;
uintptr_t hi;
Gfx* ptr = model;
Vtx* vtx = NULL;
size_t i = 0;
bool run = true;
while (run) {
i++;
lo = ptr->words.w0;
hi = ptr->words.w1;
opcode = (EDITOR_GFX_GET_OPCODE(lo) >> 24);
switch(opcode) {
case G_DL:
GenerateCollisionMesh(object, (Gfx*)hi);
break;
case G_VTX:
vtx = (Vtx*)ptr->words.w1;
break;
case G_TRI1: {
if (vtx == NULL) {
ptr++;
continue;
}
uint32_t v1 = ((hi & 0x00FF0000) >> 16) / 2;
uint32_t v2 = ((hi & 0x0000FF00) >> 8) / 2;
uint32_t v3 = (hi & 0x000000FF) / 2;
FVector p1 = FVector(vtx[v1].v.ob[0], vtx[v1].v.ob[1], vtx[v1].v.ob[2]);
FVector p2 = FVector(vtx[v2].v.ob[0], vtx[v2].v.ob[1], vtx[v2].v.ob[2]);
FVector p3 = FVector(vtx[v3].v.ob[0], vtx[v3].v.ob[1], vtx[v3].v.ob[2]);
object.Triangles.push_back({p1, p2, p3});
break;
}
case G_TRI2: {
if (vtx == NULL) {
ptr++;
continue;
}
uint32_t v1 = ((lo & 0x00FF0000) >> 16) / 2;
uint32_t v2 = ((lo & 0x0000FF00) >> 8) / 2;
uint32_t v3 = (lo & 0x000000FF) / 2;
// This is actually triangle 2; vert 1,2,3.
uint32_t v4 = ((hi & 0x00FF0000) >> 16) / 2;
uint32_t v5 = ((hi & 0x0000FF00) >> 8) / 2;
uint32_t v6 = (hi & 0x000000FF) / 2;
FVector p1 = FVector(vtx[v1].v.ob[0], vtx[v1].v.ob[1], vtx[v1].v.ob[2]);
FVector p2 = FVector(vtx[v2].v.ob[0], vtx[v2].v.ob[1], vtx[v2].v.ob[2]);
FVector p3 = FVector(vtx[v3].v.ob[0], vtx[v3].v.ob[1], vtx[v3].v.ob[2]);
FVector p4 = FVector(vtx[v4].v.ob[0], vtx[v4].v.ob[1], vtx[v4].v.ob[2]);
FVector p5 = FVector(vtx[v5].v.ob[0], vtx[v5].v.ob[1], vtx[v5].v.ob[2]);
FVector p6 = FVector(vtx[v6].v.ob[0], vtx[v6].v.ob[1], vtx[v6].v.ob[2]);
object.Triangles.push_back({p1, p2, p3});
object.Triangles.push_back({p4, p5, p6});
break;
}
case G_QUAD: {
if (vtx == NULL) {
ptr++;
continue;
}
uint32_t v1 = ((hi & 0x00FF0000) >> 16) / 2;
uint32_t v2 = ((hi & 0x0000FF00) >> 8) / 2;
uint32_t v3 = (hi & 0x000000FF) / 2;
uint32_t v4 = ((hi & 0xFF000000) >> 24) / 2;
FVector p1 = FVector(vtx[v1].v.ob[0], vtx[v1].v.ob[1], vtx[v1].v.ob[2]);
FVector p2 = FVector(vtx[v2].v.ob[0], vtx[v2].v.ob[1], vtx[v2].v.ob[2]);
FVector p3 = FVector(vtx[v3].v.ob[0], vtx[v3].v.ob[1], vtx[v3].v.ob[2]);
FVector p4 = FVector(vtx[v4].v.ob[0], vtx[v4].v.ob[1], vtx[v4].v.ob[2]);
object.Triangles.push_back({p1, p2, p3});
object.Triangles.push_back({p1, p3, p4});
break;
}
case G_ENDDL:
run = false;
break;
}
ptr++;
}
}