mirror of
https://github.com/HarbourMasters/SpaghettiKart
synced 2026-07-10 07:07:17 -04:00
189 lines
7.7 KiB
C++
189 lines
7.7 KiB
C++
#include "Collision.h"
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#include <libultraship/libultraship.h>
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#include <libultra/gbi.h>
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#include "Matrix.h"
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extern "C" {
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#include "main.h"
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#include "other_textures.h"
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}
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namespace Editor {
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void GenerateCollisionMesh(GameObject* object, Gfx* model, float scale) {
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int8_t opcode;
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uintptr_t lo;
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uintptr_t hi;
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Gfx* ptr = model;
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Vtx* vtx = NULL;
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size_t i = 0;
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bool run = true;
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while (run) {
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i++;
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lo = ptr->words.w0;
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hi = ptr->words.w1;
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opcode = (EDITOR_GFX_GET_OPCODE(lo) >> 24);
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switch(opcode) {
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case G_DL:
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GenerateCollisionMesh(object, (Gfx*)hi, scale);
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break;
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case G_DL_OTR_HASH:
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ptr++;
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GenerateCollisionMesh(object, (Gfx*)ResourceGetDataByCrc(((uint64_t)(ptr->words.w0 << 32)) + ptr->words.w1), scale);
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break;
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case G_DL_OTR_FILEPATH:
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// printf("otr filepath: %s\n", (const char*)hi);
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GenerateCollisionMesh(object, (Gfx*)ResourceGetDataByName((const char*)hi), scale);
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break;
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case G_VTX:
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vtx = (Vtx*)ptr->words.w1;
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break;
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case G_VTX_OTR_HASH: {
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ptr++;
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vtx = (Vtx*)ResourceGetDataByCrc(((uint64_t)(ptr->words.w0 << 32)) + ptr->words.w1);
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break;
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}
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case G_VTX_OTR_FILEPATH: {
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const char* filePath = (const char*)hi;
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ptr++;
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size_t vtxDataOff = ptr->words.w1 & 0xFFFF;
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vtx = ( (Vtx*)ResourceGetDataByName(filePath) ) + vtxDataOff;
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break;
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}
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case G_TRI1: {
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if (vtx == NULL) {
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ptr++;
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continue;
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}
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uint32_t v1 = ((hi & 0x00FF0000) >> 16) / 2;
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uint32_t v2 = ((hi & 0x0000FF00) >> 8) / 2;
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uint32_t v3 = (hi & 0x000000FF) / 2;
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FVector p1 = FVector(vtx[v1].v.ob[0], vtx[v1].v.ob[1], vtx[v1].v.ob[2]);
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FVector p2 = FVector(vtx[v2].v.ob[0], vtx[v2].v.ob[1], vtx[v2].v.ob[2]);
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FVector p3 = FVector(vtx[v3].v.ob[0], vtx[v3].v.ob[1], vtx[v3].v.ob[2]);
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object->Triangles.push_back({p1, p2, p3});
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break;
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}
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case G_TRI1_OTR: {
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if (vtx == NULL) {
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ptr++;
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continue;
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}
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// The shift values here are different than the above. No idea why. But it has to be this way.
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uint32_t v1 = (lo & 0x0000FFFF);
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uint32_t v2 = (hi >> 16);
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uint32_t v3 = (hi & 0x0000FFFF);
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FVector p1 = FVector(vtx[v1].v.ob[0], vtx[v1].v.ob[1], vtx[v1].v.ob[2]);
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FVector p2 = FVector(vtx[v2].v.ob[0], vtx[v2].v.ob[1], vtx[v2].v.ob[2]);
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FVector p3 = FVector(vtx[v3].v.ob[0], vtx[v3].v.ob[1], vtx[v3].v.ob[2]);
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object->Triangles.push_back({p1, p2, p3});
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break;
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}
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case G_TRI2: {
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if (vtx == NULL) {
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ptr++;
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continue;
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}
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uint32_t v1 = ((lo & 0x00FF0000) >> 16) / 2;
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uint32_t v2 = ((lo & 0x0000FF00) >> 8) / 2;
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uint32_t v3 = (lo & 0x000000FF) / 2;
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// This is actually triangle 2; vert 1,2,3.
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uint32_t v4 = ((hi & 0x00FF0000) >> 16) / 2;
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uint32_t v5 = ((hi & 0x0000FF00) >> 8) / 2;
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uint32_t v6 = (hi & 0x000000FF) / 2;
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FVector p1 = FVector(vtx[v1].v.ob[0], vtx[v1].v.ob[1], vtx[v1].v.ob[2]);
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FVector p2 = FVector(vtx[v2].v.ob[0], vtx[v2].v.ob[1], vtx[v2].v.ob[2]);
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FVector p3 = FVector(vtx[v3].v.ob[0], vtx[v3].v.ob[1], vtx[v3].v.ob[2]);
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FVector p4 = FVector(vtx[v4].v.ob[0], vtx[v4].v.ob[1], vtx[v4].v.ob[2]);
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FVector p5 = FVector(vtx[v5].v.ob[0], vtx[v5].v.ob[1], vtx[v5].v.ob[2]);
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FVector p6 = FVector(vtx[v6].v.ob[0], vtx[v6].v.ob[1], vtx[v6].v.ob[2]);
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object->Triangles.push_back({p1, p2, p3});
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object->Triangles.push_back({p4, p5, p6});
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break;
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}
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case G_QUAD: {
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if (vtx == NULL) {
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ptr++;
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continue;
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}
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uint32_t v1 = ((hi & 0x00FF0000) >> 16) / 2;
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uint32_t v2 = ((hi & 0x0000FF00) >> 8) / 2;
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uint32_t v3 = (hi & 0x000000FF) / 2;
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uint32_t v4 = ((hi & 0xFF000000) >> 24) / 2;
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FVector p1 = FVector(vtx[v1].v.ob[0], vtx[v1].v.ob[1], vtx[v1].v.ob[2]);
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FVector p2 = FVector(vtx[v2].v.ob[0], vtx[v2].v.ob[1], vtx[v2].v.ob[2]);
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FVector p3 = FVector(vtx[v3].v.ob[0], vtx[v3].v.ob[1], vtx[v3].v.ob[2]);
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FVector p4 = FVector(vtx[v4].v.ob[0], vtx[v4].v.ob[1], vtx[v4].v.ob[2]);
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object->Triangles.push_back({p1, p2, p3});
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object->Triangles.push_back({p1, p3, p4});
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break;
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}
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case G_ENDDL:
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run = false;
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break;
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}
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ptr++;
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}
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}
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std::unordered_map<GameObject*, std::vector<Vtx>> gDebugObjVtxCache;
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// Render a collision model
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void DebugCollision(GameObject* obj, FVector pos, IRotator rot, FVector scale, const std::vector<Triangle>& triangles) {
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if (obj == NULL || triangles.empty()) {
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return;
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}
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gSPTexture(gDisplayListHead++, 0xFFFF, 0xFFFF, 0, G_TX_RENDERTILE, G_OFF);
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auto& vtxBuffer = gDebugObjVtxCache[obj];
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if (vtxBuffer.empty()) {
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for (const auto& tri : triangles) {
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vtxBuffer.push_back({(s16)tri.v0.x, (s16)tri.v0.y, (s16)tri.v0.z, 0, {0, 0}, {255, 255, 255, 255}});
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vtxBuffer.push_back({(s16)tri.v1.x, (s16)tri.v1.y, (s16)tri.v1.z, 0, {0, 0}, {255, 255, 255, 255}});
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vtxBuffer.push_back({(s16)tri.v2.x, (s16)tri.v2.y, (s16)tri.v2.z, 0, {0, 0}, {255, 255, 255, 255}});
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}
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}
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// Setup matrix and render state
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Mat4 mtx;
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ApplyMatrixTransformations(mtx, pos, rot, scale);
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Editor_AddMatrix(mtx, G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
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gSPSetGeometryMode(gDisplayListHead++, G_FOG);
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gDPPipeSync(gDisplayListHead++);
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gDPSetCombineMode(gDisplayListHead++, G_CC_PRIMITIVE, G_CC_PRIMITIVE);
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gSPTexture(gDisplayListHead++, 0, 0, 0, G_TX_RENDERTILE, G_OFF);
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gDPSetRenderMode(gDisplayListHead++, G_RM_FOG_SHADE_A, G_RM_AA_ZB_OPA_SURF2);
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uint32_t hash = (uint32_t)((uintptr_t)obj ^ ((uintptr_t)obj >> 16));
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u8 r = (hash >> 16) & 0xFF;
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u8 g = (hash >> 8) & 0xFF;
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u8 b = hash & 0xFF;
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gDPSetPrimColor(gDisplayListHead++, 0, 0, r, g, b, 255);
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// Render triangles in batches of 3
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for (size_t i = 0; i + 2 < vtxBuffer.size(); i += 3) {
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gSPVertex(gDisplayListHead++, (uintptr_t)&vtxBuffer[i], 3, 0);
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gSP1Triangle(gDisplayListHead++, 0, 1, 2, 0);
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}
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gSPSetGeometryMode(gDisplayListHead++, G_CULL_BACK | G_ZBUFFER);
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}
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}
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