feat: TU19 (Dec 2014) Features & Content (#155)

* try to resolve merge conflict

* feat: TU19 (Dec 2014) Features & Content (#32)

* December 2014 files

* Working release build

* Fix compilation issues

* Add sound to Windows64Media

* Add DLC content and force Tutorial DLC

* Revert "Add DLC content and force Tutorial DLC"

This reverts commit 97a4399472.

* Disable broken light packing

* Disable breakpoint during DLC texture map load

Allows DLC loading but the DLC textures are still broken

* Fix post build not working

* ...

* fix vs2022 build

* fix cmake build

---------

Co-authored-by: Loki <lokirautio@gmail.com>
This commit is contained in:
daoge
2026-03-03 03:04:10 +08:00
committed by GitHub
parent 84c31a2331
commit b3feddfef3
2069 changed files with 264842 additions and 139522 deletions

View File

@@ -59,35 +59,35 @@ Vec3 *Vec3::newTemp(double x, double y, double z)
Vec3 *thisVec = &tls->pool[tls->poolPointer];
thisVec->set(x, y, z);
tls->poolPointer = ( tls->poolPointer + 1 ) % ThreadStorage::POOL_SIZE;
return thisVec;
return thisVec;
}
Vec3::Vec3(double x, double y, double z)
{
if (x == -0.0) x = 0.0;
if (y == -0.0) y = 0.0;
if (z == -0.0) z = 0.0;
this->x = x;
this->y = y;
this->z = z;
if (x == -0.0) x = 0.0;
if (y == -0.0) y = 0.0;
if (z == -0.0) z = 0.0;
this->x = x;
this->y = y;
this->z = z;
}
Vec3 *Vec3::set(double x, double y, double z)
{
this->x = x;
this->y = y;
this->z = z;
return this;
this->x = x;
this->y = y;
this->z = z;
return this;
}
Vec3 *Vec3::interpolateTo(Vec3 *t, double p)
{
double xt = x + (t->x - x) * p;
double yt = y + (t->y - y) * p;
double zt = z + (t->z - z) * p;
double xt = x + (t->x - x) * p;
double yt = y + (t->y - y) * p;
double zt = z + (t->z - z) * p;
return Vec3::newTemp(xt, yt, zt);
return Vec3::newTemp(xt, yt, zt);
}
Vec3 *Vec3::vectorTo(Vec3 *p)
@@ -97,9 +97,9 @@ Vec3 *Vec3::vectorTo(Vec3 *p)
Vec3 *Vec3::normalize()
{
double dist = (double) (sqrt(x * x + y * y + z * z));
if (dist < 0.0001) return Vec3::newTemp(0, 0, 0);
return Vec3::newTemp(x / dist, y / dist, z / dist);
double dist = (double) (sqrt(x * x + y * y + z * z));
if (dist < 0.0001) return Vec3::newTemp(0, 0, 0);
return Vec3::newTemp(x / dist, y / dist, z / dist);
}
double Vec3::dot(Vec3 *p)
@@ -119,26 +119,26 @@ Vec3 *Vec3::add(double x, double y, double z)
double Vec3::distanceTo(Vec3 *p)
{
double xd = p->x - x;
double yd = p->y - y;
double zd = p->z - z;
return (double) sqrt(xd * xd + yd * yd + zd * zd);
double xd = p->x - x;
double yd = p->y - y;
double zd = p->z - z;
return (double) sqrt(xd * xd + yd * yd + zd * zd);
}
double Vec3::distanceToSqr(Vec3 *p)
{
double xd = p->x - x;
double yd = p->y - y;
double zd = p->z - z;
return xd * xd + yd * yd + zd * zd;
double xd = p->x - x;
double yd = p->y - y;
double zd = p->z - z;
return xd * xd + yd * yd + zd * zd;
}
double Vec3::distanceToSqr(double x2, double y2, double z2)
{
double xd = x2 - x;
double yd = y2 - y;
double zd = z2 - z;
return xd * xd + yd * yd + zd * zd;
double xd = x2 - x;
double yd = y2 - y;
double zd = z2 - z;
return xd * xd + yd * yd + zd * zd;
}
Vec3 *Vec3::scale(double l)
@@ -153,41 +153,41 @@ double Vec3::length()
Vec3 *Vec3::clipX(Vec3 *b, double xt)
{
double xd = b->x - x;
double yd = b->y - y;
double zd = b->z - z;
double xd = b->x - x;
double yd = b->y - y;
double zd = b->z - z;
if (xd * xd < 0.0000001f) return NULL;
if (xd * xd < 0.0000001f) return NULL;
double d = (xt - x) / xd;
if (d < 0 || d > 1) return NULL;
return Vec3::newTemp(x + xd * d, y + yd * d, z + zd * d);
double d = (xt - x) / xd;
if (d < 0 || d > 1) return NULL;
return Vec3::newTemp(x + xd * d, y + yd * d, z + zd * d);
}
Vec3 *Vec3::clipY(Vec3 *b, double yt)
{
double xd = b->x - x;
double yd = b->y - y;
double zd = b->z - z;
double xd = b->x - x;
double yd = b->y - y;
double zd = b->z - z;
if (yd * yd < 0.0000001f) return NULL;
if (yd * yd < 0.0000001f) return NULL;
double d = (yt - y) / yd;
if (d < 0 || d > 1) return NULL;
return Vec3::newTemp(x + xd * d, y + yd * d, z + zd * d);
double d = (yt - y) / yd;
if (d < 0 || d > 1) return NULL;
return Vec3::newTemp(x + xd * d, y + yd * d, z + zd * d);
}
Vec3 *Vec3::clipZ(Vec3 *b, double zt)
{
double xd = b->x - x;
double yd = b->y - y;
double zd = b->z - z;
double xd = b->x - x;
double yd = b->y - y;
double zd = b->z - z;
if (zd * zd < 0.0000001f) return NULL;
if (zd * zd < 0.0000001f) return NULL;
double d = (zt - z) / zd;
if (d < 0 || d > 1) return NULL;
return Vec3::newTemp(x + xd * d, y + yd * d, z + zd * d);
double d = (zt - z) / zd;
if (d < 0 || d > 1) return NULL;
return Vec3::newTemp(x + xd * d, y + yd * d, z + zd * d);
}
wstring Vec3::toString()
@@ -204,44 +204,44 @@ Vec3 *Vec3::lerp(Vec3 *v, double a)
void Vec3::xRot(float degs)
{
double _cos = cos(degs); // 4J - cos/sin were floats but seems pointless wasting precision here
double _sin = sin(degs);
double _cos = cos(degs); // 4J - cos/sin were floats but seems pointless wasting precision here
double _sin = sin(degs);
double xx = x;
double yy = y * _cos + z * _sin;
double zz = z * _cos - y * _sin;
double xx = x;
double yy = y * _cos + z * _sin;
double zz = z * _cos - y * _sin;
this->x = xx;
this->y = yy;
this->z = zz;
x = xx;
y = yy;
z = zz;
}
void Vec3::yRot(float degs)
{
double _cos = cos(degs); // 4J - cos/sin were floats but seems pointless wasting precision here
double _sin = sin(degs);
double _sin = sin(degs);
double xx = x * _cos + z * _sin;
double yy = y;
double zz = z * _cos - x * _sin;
double xx = x * _cos + z * _sin;
double yy = y;
double zz = z * _cos - x * _sin;
this->x = xx;
this->y = yy;
this->z = zz;
x = xx;
y = yy;
z = zz;
}
void Vec3::zRot(float degs)
{
double _cos = cos(degs); // 4J - cos/sin were floats but seems pointless wasting precision here
double _sin = sin(degs);
double _sin = sin(degs);
double xx = x * _cos + y * _sin;
double yy = y * _cos - x * _sin;
double zz = z;
double xx = x * _cos + y * _sin;
double yy = y * _cos - x * _sin;
double zz = z;
this->x = xx;
this->y = yy;
this->z = zz;
x = xx;
y = yy;
z = zz;
}
// Returns 0 if this point is within the box
@@ -262,4 +262,31 @@ double Vec3::distanceTo(AABB *box)
else if( z > box->z1) zd = z - box->z1;
return sqrt(xd * xd + yd * yd + zd * zd);
}
}
Vec3* Vec3::closestPointOnLine(Vec3* p1, Vec3* p2)
{
Vec3* diff = newTemp(x-p1->x, y-p1->y, z-p1->z);
Vec3* dir = newTemp(p2->x-p1->x, p2->y-p1->y, p2->z-p1->z);
float dot1 = diff->dot(dir);
if (dot1 <= 0.0f)
return p1;
float dot2 = dir->dot(dir);
if (dot2 <= dot1)
return p2;
float t=dot1/dot2;
return newTemp(p1->x + t * dir->x, p1->y + t * dir->y, p1->z + t * dir->z);
}
double Vec3::distanceFromLine(Vec3* p1, Vec3* p2)
{
Vec3* closestPoint = closestPointOnLine(p1, p2);
Vec3* diff = newTemp(x-closestPoint->x, y-closestPoint->y, z-closestPoint->z);
return diff->length();
}