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#include "Collision.h"
#include <libultraship/libultraship.h>
#include <libultra/gbi.h>
#include "engine/Matrix.h"
#include "engine/Actor.h"
#include "engine/objects/Object.h"
#include "engine/editor/GameObject.h"
#include "port/Game.h"
extern "C" {
#include "main.h"
#include "assets/textures/other_textures.h"
}
namespace TrackEditor {
void GenerateCollisionMesh(std::variant<AActor*, OObject*, 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]);
std::visit([p1, p2, p3](auto* obj) {
if (obj) {
obj->Triangles.push_back({p1, p2, p3});
}
}, object);
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]);
std::visit([p1, p2, p3](auto* obj) {
if (obj) {
obj->Triangles.push_back({p1, p2, p3});
}
}, object);
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]);
std::visit([p1, p2, p3, p4, p5, p6](auto* obj) {
if (obj) {
obj->Triangles.push_back({p1, p2, p3});
obj->Triangles.push_back({p4, p5, p6});
}
}, object);
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]);
std::visit([p1, p2, p3, p4](auto* obj) {
if (obj) {
obj->Triangles.push_back({p1, p2, p3});
obj->Triangles.push_back({p1, p3, p4});
}
}, object);
break;
}
case G_ENDDL:
run = false;
break;
case G_MARKER:
ptr++;
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);
}
}
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