diff options
Diffstat (limited to 'src/engine/editor/Collision.cpp')
| -rw-r--r-- | src/engine/editor/Collision.cpp | 188 |
1 files changed, 188 insertions, 0 deletions
diff --git a/src/engine/editor/Collision.cpp b/src/engine/editor/Collision.cpp new file mode 100644 index 000000000..bf62d6273 --- /dev/null +++ b/src/engine/editor/Collision.cpp @@ -0,0 +1,188 @@ +#include "Collision.h" + +#include <libultraship/libultraship.h> +#include <libultra/gbi.h> +#include "Matrix.h" + +extern "C" { +#include "main.h" +#include "other_textures.h" +} + +namespace Editor { + void GenerateCollisionMesh(GameObject* object, Gfx* model, float scale) { + 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, scale); + break; + case G_DL_OTR_HASH: + ptr++; + GenerateCollisionMesh(object, (Gfx*)ResourceGetDataByCrc(((uint64_t)(ptr->words.w0 << 32)) + ptr->words.w1), scale); + break; + case G_DL_OTR_FILEPATH: + // printf("otr filepath: %s\n", (const char*)hi); + GenerateCollisionMesh(object, (Gfx*)ResourceGetDataByName((const char*)hi), scale); + break; + case G_VTX: + vtx = (Vtx*)ptr->words.w1; + break; + case G_VTX_OTR_HASH: { + ptr++; + vtx = (Vtx*)ResourceGetDataByCrc(((uint64_t)(ptr->words.w0 << 32)) + ptr->words.w1); + break; + } + case G_VTX_OTR_FILEPATH: { + const char* filePath = (const char*)hi; + ptr++; + size_t vtxDataOff = ptr->words.w1 & 0xFFFF; + vtx = ( (Vtx*)ResourceGetDataByName(filePath) ) + vtxDataOff; + 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_TRI1_OTR: { + if (vtx == NULL) { + ptr++; + continue; + } + + // The shift values here are different than the above. No idea why. But it has to be this way. + uint32_t v1 = (lo & 0x0000FFFF); + uint32_t v2 = (hi >> 16); + uint32_t v3 = (hi & 0x0000FFFF); + + 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++; + } + } + + std::unordered_map<GameObject*, std::vector<Vtx>> gDebugObjVtxCache; + + // Render a collision model + void DebugCollision(GameObject* obj, FVector pos, IRotator rot, FVector scale, const std::vector<Triangle>& triangles) { + if (obj == NULL || triangles.empty()) { + return; + } + + gSPTexture(gDisplayListHead++, 0xFFFF, 0xFFFF, 0, G_TX_RENDERTILE, G_OFF); + + auto& vtxBuffer = gDebugObjVtxCache[obj]; + if (vtxBuffer.empty()) { + for (const auto& tri : triangles) { + vtxBuffer.push_back({(s16)tri.v0.x, (s16)tri.v0.y, (s16)tri.v0.z, 0, {0, 0}, {255, 255, 255, 255}}); + vtxBuffer.push_back({(s16)tri.v1.x, (s16)tri.v1.y, (s16)tri.v1.z, 0, {0, 0}, {255, 255, 255, 255}}); + vtxBuffer.push_back({(s16)tri.v2.x, (s16)tri.v2.y, (s16)tri.v2.z, 0, {0, 0}, {255, 255, 255, 255}}); + } + } + + // Setup matrix and render state + Mat4 mtx; + ApplyMatrixTransformations(mtx, pos, rot, scale); + Editor_AddMatrix(mtx, G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW); + + gSPSetGeometryMode(gDisplayListHead++, G_FOG); + gDPPipeSync(gDisplayListHead++); + gDPSetCombineMode(gDisplayListHead++, G_CC_PRIMITIVE, G_CC_PRIMITIVE); + gSPTexture(gDisplayListHead++, 0, 0, 0, G_TX_RENDERTILE, G_OFF); + gDPSetRenderMode(gDisplayListHead++, G_RM_FOG_SHADE_A, G_RM_AA_ZB_OPA_SURF2); + uint32_t hash = (uint32_t)((uintptr_t)obj ^ ((uintptr_t)obj >> 16)); + u8 r = (hash >> 16) & 0xFF; + u8 g = (hash >> 8) & 0xFF; + u8 b = hash & 0xFF; + + gDPSetPrimColor(gDisplayListHead++, 0, 0, r, g, b, 255); + + // Render triangles in batches of 3 + for (size_t i = 0; i + 2 < vtxBuffer.size(); i += 3) { + gSPVertex(gDisplayListHead++, (uintptr_t)&vtxBuffer[i], 3, 0); + gSP1Triangle(gDisplayListHead++, 0, 1, 2, 0); + } + + gSPSetGeometryMode(gDisplayListHead++, G_CULL_BACK | G_ZBUFFER); + } +} |
