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-rw-r--r--src/engine/editor/Collision.cpp188
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);
+ }
+}