mirror of https://github.com/zeldaret/mm.git
4722 lines
165 KiB
C
4722 lines
165 KiB
C
#include "prevent_bss_reordering.h"
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#include "global.h"
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#include "vt.h"
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#include "overlays/kaleido_scope/ovl_kaleido_scope/z_kaleido_scope.h"
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#define DYNA_RAYCAST_FLOORS 1
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#define DYNA_RAYCAST_WALLS 2
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#define DYNA_RAYCAST_CEILINGS 4
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u32 sWallFlags[32] = {
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0, 1, 3, 5, 8, 16, 32, 64, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
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};
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u16 sSurfaceTypeSfx[] = {
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/* 0x00 */ NA_SE_PL_WALK_GROUND - SFX_FLAG,
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/* 0x01 */ NA_SE_PL_WALK_SAND - SFX_FLAG,
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/* 0x02 */ NA_SE_PL_WALK_CONCRETE - SFX_FLAG,
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/* 0x03 */ NA_SE_PL_WALK_DIRT - SFX_FLAG,
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/* 0x04 */ NA_SE_PL_WALK_WATER0 - SFX_FLAG,
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/* 0x05 */ NA_SE_PL_WALK_WATER1 - SFX_FLAG,
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/* 0x06 */ NA_SE_PL_WALK_WATER2 - SFX_FLAG,
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/* 0x07 */ NA_SE_PL_WALK_MAGMA - SFX_FLAG,
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/* 0x08 */ NA_SE_PL_WALK_GRASS - SFX_FLAG,
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/* 0x09 */ NA_SE_PL_WALK_GLASS - SFX_FLAG,
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/* 0x0A */ NA_SE_PL_WALK_LADDER - SFX_FLAG,
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/* 0x0B */ NA_SE_PL_WALK_GROUND - SFX_FLAG,
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/* 0x0C */ NA_SE_PL_WALK_ICE - SFX_FLAG,
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/* 0x0D */ NA_SE_PL_WALK_IRON - SFX_FLAG,
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/* 0x0E */ NA_SE_PL_WALK_SNOW - SFX_FLAG
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};
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u8 D_801B46C0[] = {
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/* 0x00 */ 1,
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/* 0x01 */ 1,
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/* 0x02 */ 0,
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/* 0x03 */ 1,
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/* 0x04 */ 0,
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/* 0x05 */ 0,
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/* 0x06 */ 0,
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/* 0x07 */ 0,
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/* 0x08 */ 0,
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/* 0x09 */ 0,
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/* 0x0A */ 0,
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/* 0x0B */ 0,
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/* 0x0C */ 0,
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/* 0x0D */ 0,
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/* 0x0E */ 1
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};
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s16 sSmallMemSceneIds[] = {
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SCENE_F01,
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};
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typedef struct {
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s16 sceneId;
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u32 memSize;
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} BgCheckSceneMemEntry;
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BgCheckSceneMemEntry sSceneMemList[] = {
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{ SCENE_00KEIKOKU, 0xC800 },
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};
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BgCheckSceneSubdivisionEntry sSceneSubdivisionList[] = {
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{ SCENE_00KEIKOKU, { 36, 1, 36 }, -1 },
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{ SCENE_30GYOSON, { 40, 1, 40 }, -1 },
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{ SCENE_31MISAKI, { 40, 1, 40 }, -1 },
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};
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BgSpecialSceneMaxObjects sCustomDynapolyMem[] = {
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{ SCENE_21MITURINMAE, 1000, 600, 512 },
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};
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// TODO: All these bss variables are localized to one function and can
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// likely be made into in-function static bss variables in the future
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Vec3f D_801ED9F0[3]; // polyVerts
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Vec3f D_801EDA18[3]; // polyVerts
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Vec3f D_801EDA80[3]; // polyVerts
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Vec3f D_801EDB48[3]; // polyVerts
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#ifndef NON_MATCHING
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Vec3f D_801EDB70[3]; // polyVerts;
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Plane D_801EDB98; // plane;
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Sphere16 D_801EDBA8; // sphere;
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TriNorm D_801EDBB0; // tri;
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#endif
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char D_801ED950[80];
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char D_801ED9A0[80];
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char D_801EDAA8[80];
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char D_801EDAF8[80];
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MtxF D_801EDA40;
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void BgCheck_GetStaticLookupIndicesFromPos(CollisionContext* colCtx, Vec3f* pos, Vec3i* sector);
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f32 BgCheck_RaycastFloorDyna(DynaRaycast* dynaRaycast);
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s32 BgCheck_SphVsDynaWall(CollisionContext* colCtx, u16 xpFlags, f32* outX, f32* outZ, Vec3f* pos, f32 radius,
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CollisionPoly** outPoly, s32* outBgId, Actor* actor);
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s32 BgCheck_CheckLineImpl(CollisionContext* colCtx, u16 xpFlags1, u16 xpFlags2, Vec3f* posA, Vec3f* posB,
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Vec3f* posResult, CollisionPoly** outPoly, s32* outBgId, Actor* actor, f32 checkDist,
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u32 bccFlags);
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s32 BgCheck_CheckDynaCeiling(CollisionContext* colCtx, u16 xpFlags, f32* outY, Vec3f* pos, f32 checkDist,
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CollisionPoly** outPoly, s32* outBgId, Actor* actor);
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s32 BgCheck_CheckLineAgainstDyna(CollisionContext* colCtx, u16 xpFlags, Vec3f* posA, Vec3f* posB, Vec3f* posResult,
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CollisionPoly** outPoly, f32* distSq, s32* outBgId, Actor* actor, f32 checkDist,
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s32 bccFlags);
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s32 BgCheck_SphVsFirstDynaPoly(CollisionContext* colCtx, u16 xpFlags, CollisionPoly** outPoly, s32* outBgId,
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Vec3f* center, f32 radius, Actor* actor, u16 bciFlags);
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void BgCheck_ResetPolyCheckTbl(SSNodeList* nodeList, s32 numPolys);
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s32 BgCheck_PosInStaticBoundingBox(CollisionContext* colCtx, Vec3f* pos);
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void SSNode_SetValue(SSNode* node, s16* polyIndex, u16 next) {
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node->polyId = *polyIndex;
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node->next = next;
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}
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void SSList_SetNull(SSList* ssList) {
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ssList->head = SS_NULL;
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}
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void SSNodeList_SetSSListHead(SSNodeList* list, SSList* ssList, s16* polyIndex) {
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u16 index;
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index = SSNodeList_GetNextNodeIdx(list);
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SSNode_SetValue(&list->tbl[index], polyIndex, ssList->head);
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ssList->head = index;
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}
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void DynaSSNodeList_SetSSListHead(DynaSSNodeList* list, SSList* ssList, s16* polyIndex) {
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u16 index;
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index = DynaSSNodeList_GetNextNodeIdx(list);
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SSNode_SetValue(&list->tbl[index], polyIndex, ssList->head);
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ssList->head = index;
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}
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void DynaSSNodeList_Init(PlayState* play, DynaSSNodeList* list) {
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list->tbl = NULL;
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list->count = 0;
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}
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void DynaSSNodeList_Alloc(PlayState* play, DynaSSNodeList* list, u32 numNodes) {
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list->tbl = (SSNode*)THA_AllocTailAlign(&play->state.heap, numNodes * sizeof(SSNode), -2);
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list->maxNodes = numNodes;
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list->count = 0;
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}
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void DynaSSNodeList_ResetCount(DynaSSNodeList* list) {
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list->count = 0;
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}
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u16 DynaSSNodeList_GetNextNodeIdx(DynaSSNodeList* list) {
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u16 index = list->count++;
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if (list->maxNodes <= index) {
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return SS_NULL;
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}
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return index;
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}
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void BgCheck_Vec3sToVec3f(Vec3s* src, Vec3f* dest) {
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dest->x = src->x;
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dest->y = src->y;
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dest->z = src->z;
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}
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void BgCheck_Vec3fToVec3s(Vec3s* dest, Vec3f* src) {
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dest->x = src->x;
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dest->y = src->y;
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dest->z = src->z;
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}
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f32 func_800BFD84(CollisionPoly* poly, f32 arg1, f32 arg2) {
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return (COLPOLY_GET_NORMAL(poly->normal.x * arg1 + poly->normal.z * arg2) + poly->dist) /
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COLPOLY_GET_NORMAL(-poly->normal.y);
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}
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/**
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* Unused
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*/
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s32 func_800BFDEC(CollisionPoly* polyA, CollisionPoly* polyB, u32* outVtxId0, u32* outVtxId1) {
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s32 vtxIdA[3];
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s32 vtxIdB[3];
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s32 i;
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s32 j;
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s32 count;
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*outVtxId0 = *outVtxId1 = 0;
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for (i = 0; i < ARRAY_COUNT(vtxIdA); i++) {
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vtxIdA[i] = COLPOLY_VTX_INDEX(polyA->vtxData[i]);
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vtxIdB[i] = COLPOLY_VTX_INDEX(polyB->vtxData[i]);
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}
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count = 0;
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for (i = 0; i < 2; i++) {
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for (j = i + 1; j < 3; j++) {
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if (vtxIdA[i] == vtxIdB[j]) {
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if (count == 0) {
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*outVtxId0 = vtxIdA[i];
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} else if (count == 1) {
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*outVtxId1 = vtxIdA[i];
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}
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count++;
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}
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}
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}
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return count;
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}
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s16 CollisionPoly_GetMinY(CollisionPoly* poly, Vec3s* vertices) {
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s16 minY;
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s32 a = COLPOLY_VTX_INDEX(poly->flags_vIA);
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s32 b = COLPOLY_VTX_INDEX(poly->flags_vIB);
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s32 c = poly->vIC;
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minY = vertices[a].y;
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if (vertices[b].y < minY) {
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minY = vertices[b].y;
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}
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if (minY < vertices[c].y) {
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return minY;
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}
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return vertices[c].y;
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}
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void CollisionPoly_GetNormalF(CollisionPoly* poly, f32* nx, f32* ny, f32* nz) {
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*nx = COLPOLY_GET_NORMAL(poly->normal.x);
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*ny = COLPOLY_GET_NORMAL(poly->normal.y);
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*nz = COLPOLY_GET_NORMAL(poly->normal.z);
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}
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/**
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* Compute transform matrix mapping +y (up) to the collision poly's normal
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*/
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void func_800C0094(CollisionPoly* poly, f32 tx, f32 ty, f32 tz, MtxF* dest) {
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f32 nx;
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f32 ny;
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f32 nz;
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s32 pad;
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f32 z_f14;
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f32 phi_f14;
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f32 phi_f12;
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f32 inv_z_f14;
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if (poly == NULL) {
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return;
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}
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CollisionPoly_GetNormalF(poly, &nx, &ny, &nz);
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z_f14 = sqrtf(SQ(ny) + SQ(nz));
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if (!IS_ZERO(z_f14)) {
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inv_z_f14 = 1.0f / z_f14;
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phi_f14 = ny * inv_z_f14;
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phi_f12 = nz * inv_z_f14;
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} else {
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phi_f14 = 1.0f;
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phi_f12 = 0.0f;
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}
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dest->xx = z_f14;
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dest->yx = (-nx) * phi_f14;
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dest->zx = (-nx) * phi_f12;
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dest->xy = nx;
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dest->yy = ny;
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dest->zy = nz;
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dest->xz = 0.0f;
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dest->yz = -phi_f12;
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dest->zz = phi_f14;
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dest->xw = tx;
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dest->yw = ty;
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dest->zw = tz;
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dest->wx = 0.0f;
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dest->wy = 0.0f;
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dest->wz = 0.0f;
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dest->ww = 1.0f;
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}
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f32 CollisionPoly_GetPointDistanceFromPlane(CollisionPoly* poly, Vec3f* point) {
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return COLPOLY_GET_NORMAL(poly->normal.x * point->x + poly->normal.y * point->y + poly->normal.z * point->z) +
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poly->dist;
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}
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void CollisionPoly_GetVertices(CollisionPoly* poly, Vec3s* vtxList, Vec3f* dest) {
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BgCheck_Vec3sToVec3f(&vtxList[COLPOLY_VTX_INDEX(poly->flags_vIA)], &dest[0]);
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BgCheck_Vec3sToVec3f(&vtxList[COLPOLY_VTX_INDEX(poly->flags_vIB)], &dest[1]);
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BgCheck_Vec3sToVec3f(&vtxList[poly->vIC], &dest[2]);
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}
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void CollisionPoly_GetVerticesByBgId(CollisionPoly* poly, s32 bgId, CollisionContext* colCtx, Vec3f* dest) {
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Vec3s* vtxList;
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if ((poly == NULL) || (bgId > BG_ACTOR_MAX) || (dest == NULL)) {
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if (dest != NULL) {
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// @bug: dest[2] x and y are not set to 0
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dest[0].x = dest[0].y = dest[0].z = dest[1].x = dest[1].y = dest[1].z = dest[2].z = 0.0f;
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}
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} else {
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if (bgId == BGCHECK_SCENE) {
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vtxList = colCtx->colHeader->vtxList;
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} else {
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vtxList = colCtx->dyna.vtxList;
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}
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CollisionPoly_GetVertices(poly, vtxList, dest);
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}
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}
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s32 CollisionPoly_CheckYIntersectApprox1(CollisionPoly* poly, Vec3s* vtxList, f32 x, f32 z, f32* yIntersect,
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f32 checkDist) {
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f32 nx;
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f32 ny;
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f32 nz;
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Vec3s* vA;
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Vec3s* vB;
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Vec3s* vC;
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vA = &vtxList[COLPOLY_VTX_INDEX(poly->flags_vIA)];
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Math_Vec3s_ToVec3f(&D_801ED9F0[0], vA);
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vB = &vtxList[COLPOLY_VTX_INDEX(poly->flags_vIB)];
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Math_Vec3s_ToVec3f(&D_801ED9F0[1], vB);
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vC = &vtxList[poly->vIC];
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Math_Vec3s_ToVec3f(&D_801ED9F0[2], vC);
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nx = COLPOLY_GET_NORMAL(poly->normal.x);
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ny = COLPOLY_GET_NORMAL(poly->normal.y);
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nz = COLPOLY_GET_NORMAL(poly->normal.z);
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return Math3D_TriChkPointParaYIntersectDist(&D_801ED9F0[0], &D_801ED9F0[1], &D_801ED9F0[2], nx, ny, nz, poly->dist,
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z, x, yIntersect, checkDist);
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}
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/**
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* Checks if point (`x`,`z`) is within `checkDist` of `poly`, computing `yIntersect` if true
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* Determinant max 0.0f (checks if on or within poly)
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*/
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s32 CollisionPoly_CheckYIntersect(CollisionPoly* poly, Vec3s* vtxList, f32 x, f32 z, f32* yIntersect, f32 checkDist) {
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Vec3s* sVerts;
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f32 nx;
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f32 ny;
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f32 nz;
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sVerts = &vtxList[COLPOLY_VTX_INDEX(poly->flags_vIA)];
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D_801EDA18[0].x = sVerts->x;
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D_801EDA18[0].y = sVerts->y;
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D_801EDA18[0].z = sVerts->z;
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sVerts = &vtxList[COLPOLY_VTX_INDEX(poly->flags_vIB)];
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D_801EDA18[1].x = sVerts->x;
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D_801EDA18[1].y = sVerts->y;
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D_801EDA18[1].z = sVerts->z;
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sVerts = &vtxList[(s32)poly->vIC];
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D_801EDA18[2].x = sVerts->x;
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D_801EDA18[2].y = sVerts->y;
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D_801EDA18[2].z = sVerts->z;
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if (!func_8017A304(&D_801EDA18[0], &D_801EDA18[1], &D_801EDA18[2], z, x, checkDist)) {
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return 0;
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}
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nx = COLPOLY_GET_NORMAL(poly->normal.x);
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ny = COLPOLY_GET_NORMAL(poly->normal.y);
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nz = COLPOLY_GET_NORMAL(poly->normal.z);
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return Math3D_TriChkPointParaYIntersectInsideTri2(&D_801EDA18[0], &D_801EDA18[1], &D_801EDA18[2], nx, ny, nz,
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poly->dist, z, x, yIntersect, checkDist);
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}
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s32 CollisionPoly_CheckYIntersectApprox2(CollisionPoly* poly, Vec3s* vtxList, f32 x, f32 z, f32* yIntersect) {
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return CollisionPoly_CheckYIntersectApprox1(poly, vtxList, x, z, yIntersect, 1.0f);
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}
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s32 CollisionPoly_CheckXIntersectApprox(CollisionPoly* poly, Vec3s* vtxList, f32 y, f32 z, f32* xIntersect) {
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f32 nx;
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f32 ny;
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f32 nz;
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CollisionPoly_GetVertices(poly, vtxList, D_801EDA80);
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CollisionPoly_GetNormalF(poly, &nx, &ny, &nz);
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return Math3D_TriChkPointParaXIntersect(&D_801EDA80[0], &D_801EDA80[1], &D_801EDA80[2], nx, ny, nz, poly->dist, y,
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z, xIntersect);
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}
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s32 CollisionPoly_CheckZIntersectApprox(CollisionPoly* poly, Vec3s* vtxList, f32 x, f32 y, f32* zIntersect) {
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f32 nx;
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f32 ny;
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f32 nz;
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CollisionPoly_GetVertices(poly, vtxList, D_801EDB48);
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CollisionPoly_GetNormalF(poly, &nx, &ny, &nz);
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return Math3D_TriChkPointParaZIntersect(&D_801EDB48[0], &D_801EDB48[1], &D_801EDB48[2], nx, ny, nz, poly->dist, x,
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y, zIntersect);
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}
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#ifdef NON_MATCHING
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// Matches, but needs in-function static bss
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s32 CollisionPoly_LineVsPoly(BgLineVsPolyTest* a0) {
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static Vec3f sPolyVerts[3]; // D_801EDB70
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static Plane sPlane; // D_801EDB98
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f32 planeDistA;
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f32 planeDistB;
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f32 dpA;
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f32 dpB;
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f32 originDist;
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sPlane.originDist = a0->poly->dist;
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originDist = sPlane.originDist;
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planeDistA = originDist;
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planeDistB = originDist;
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dpA = a0->poly->normal.x * a0->posA->x;
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dpB = a0->poly->normal.x * a0->posB->x;
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dpA += a0->poly->normal.y * a0->posA->y;
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dpB += a0->poly->normal.y * a0->posB->y;
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dpA += a0->poly->normal.z * a0->posA->z;
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dpB += a0->poly->normal.z * a0->posB->z;
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dpA *= COLPOLY_NORMAL_FRAC;
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dpB *= COLPOLY_NORMAL_FRAC;
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planeDistA += dpA;
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planeDistB += dpB;
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|
|
if (((planeDistA >= 0.0f) && (planeDistB >= 0.0f)) || ((planeDistA < 0.0f) && (planeDistB < 0.0f)) ||
|
|
((a0->checkOneFace != 0) && (planeDistA < 0.0f) && (0.0f < planeDistB)) || IS_ZERO(planeDistA - planeDistB)) {
|
|
return false;
|
|
}
|
|
|
|
CollisionPoly_GetNormalF(a0->poly, &sPlane.normal.x, &sPlane.normal.y, &sPlane.normal.z);
|
|
CollisionPoly_GetVertices(a0->poly, a0->vtxList, sPolyVerts);
|
|
Math3D_Lerp(a0->posA, a0->posB, planeDistA / (planeDistA - planeDistB), a0->planeIntersect);
|
|
|
|
if (((fabsf(sPlane.normal.x) > 0.5f) &&
|
|
Math3D_TriChkPointParaXDist(&sPolyVerts[0], &sPolyVerts[1], &sPolyVerts[2], a0->planeIntersect->y,
|
|
a0->planeIntersect->z, 0.0f, a0->checkDist, sPlane.normal.x)) ||
|
|
((fabsf(sPlane.normal.y) > 0.5f) &&
|
|
Math3D_TriChkPointParaYDist(&sPolyVerts[0], &sPolyVerts[1], &sPolyVerts[2], a0->planeIntersect->z,
|
|
a0->planeIntersect->x, 0.0f, a0->checkDist, sPlane.normal.y)) ||
|
|
((fabsf(sPlane.normal.z) > 0.5f) &&
|
|
Math3D_TriChkLineSegParaZDist(&sPolyVerts[0], &sPolyVerts[1], &sPolyVerts[2], a0->planeIntersect->x,
|
|
a0->planeIntersect->y, 0.0f, a0->checkDist, sPlane.normal.z))) {
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
#else
|
|
s32 CollisionPoly_LineVsPoly(BgLineVsPolyTest* a0);
|
|
#pragma GLOBAL_ASM("asm/non_matchings/code/z_bgcheck/CollisionPoly_LineVsPoly.s")
|
|
#endif
|
|
|
|
#ifdef NON_MATCHING
|
|
// Matches, but needs in-function static bss
|
|
s32 CollisionPoly_SphVsPoly(CollisionPoly* poly, Vec3s* vtxList, Vec3f* center, f32 radius) {
|
|
static Sphere16 sSphere; // D_801EDBA8
|
|
static TriNorm sTri; // D_801EDBB0
|
|
Vec3f intersect;
|
|
|
|
CollisionPoly_GetVertices(poly, vtxList, sTri.vtx);
|
|
CollisionPoly_GetNormalF(poly, &sTri.plane.normal.x, &sTri.plane.normal.y, &sTri.plane.normal.z);
|
|
sTri.plane.originDist = poly->dist;
|
|
sSphere.center.x = center->x;
|
|
sSphere.center.y = center->y;
|
|
sSphere.center.z = center->z;
|
|
sSphere.radius = radius;
|
|
return Math3D_ColSphereTri(&sSphere, &sTri, &intersect);
|
|
}
|
|
#else
|
|
s32 CollisionPoly_SphVsPoly(CollisionPoly* poly, Vec3s* vtxList, Vec3f* center, f32 radius);
|
|
#pragma GLOBAL_ASM("asm/non_matchings/code/z_bgcheck/CollisionPoly_SphVsPoly.s")
|
|
#endif
|
|
|
|
/**
|
|
* Add poly to StaticLookup table
|
|
* Table is sorted by poly's smallest y vertex component
|
|
* `ssList` is the list to append a new poly to
|
|
* `polyList` is the CollisionPoly lookup list
|
|
* `vtxList` is the vertex lookup list
|
|
* `polyId` is the index of the poly in polyList to insert into the lookup table
|
|
*/
|
|
void StaticLookup_AddPolyToSSList(CollisionContext* colCtx, SSList* ssList, CollisionPoly* polyList, Vec3s* vtxList,
|
|
s16 polyId) {
|
|
SSNode* curNode;
|
|
SSNode* nextNode;
|
|
s32 polyYMin;
|
|
u16 newNodeId;
|
|
s16 curPolyId;
|
|
|
|
// if list is null
|
|
if (ssList->head == SS_NULL) {
|
|
SSNodeList_SetSSListHead(&colCtx->polyNodes, ssList, &polyId);
|
|
return;
|
|
}
|
|
|
|
polyYMin = CollisionPoly_GetMinY(&polyList[polyId], vtxList);
|
|
|
|
curNode = &colCtx->polyNodes.tbl[ssList->head];
|
|
curPolyId = curNode->polyId;
|
|
|
|
// if the poly being inserted has a lower y than the first poly
|
|
if ((polyYMin < vtxList[COLPOLY_VTX_INDEX(polyList[curPolyId].flags_vIA)].y) &&
|
|
(polyYMin < vtxList[COLPOLY_VTX_INDEX(polyList[curPolyId].flags_vIB)].y) &&
|
|
(polyYMin < vtxList[polyList[curPolyId].vIC].y)) {
|
|
SSNodeList_SetSSListHead(&colCtx->polyNodes, ssList, &polyId);
|
|
return;
|
|
}
|
|
while (true) {
|
|
// if at the end of the list
|
|
if (curNode->next == SS_NULL) {
|
|
s32 pad;
|
|
|
|
newNodeId = SSNodeList_GetNextNodeIdx(&colCtx->polyNodes);
|
|
SSNode_SetValue(&colCtx->polyNodes.tbl[newNodeId], &polyId, SS_NULL);
|
|
curNode->next = newNodeId;
|
|
break;
|
|
}
|
|
|
|
nextNode = &colCtx->polyNodes.tbl[curNode->next];
|
|
curPolyId = nextNode->polyId;
|
|
|
|
// if the poly being inserted is lower than the next poly
|
|
if ((polyYMin < vtxList[COLPOLY_VTX_INDEX(polyList[curPolyId].flags_vIA)].y) &&
|
|
(polyYMin < vtxList[COLPOLY_VTX_INDEX(polyList[curPolyId].flags_vIB)].y) &&
|
|
(polyYMin < vtxList[polyList[curPolyId].vIC].y)) {
|
|
newNodeId = SSNodeList_GetNextNodeIdx(&colCtx->polyNodes);
|
|
SSNode_SetValue(&colCtx->polyNodes.tbl[newNodeId], &polyId, curNode->next);
|
|
curNode->next = newNodeId;
|
|
break;
|
|
}
|
|
curNode = nextNode;
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Add CollisionPoly to StaticLookup list
|
|
*/
|
|
void StaticLookup_AddPoly(StaticLookup* lookup, CollisionContext* colCtx, CollisionPoly* polyList, Vec3s* vtxList,
|
|
s16 index) {
|
|
if (polyList[index].normal.y > COLPOLY_SNORMAL(0.5f)) {
|
|
StaticLookup_AddPolyToSSList(colCtx, &lookup->floor, polyList, vtxList, index);
|
|
} else if (polyList[index].normal.y < COLPOLY_SNORMAL(-0.8f)) {
|
|
StaticLookup_AddPolyToSSList(colCtx, &lookup->ceiling, polyList, vtxList, index);
|
|
} else {
|
|
StaticLookup_AddPolyToSSList(colCtx, &lookup->wall, polyList, vtxList, index);
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Locates the closest static poly directly underneath `pos`, starting at list `ssList`
|
|
* returns yIntersect of the closest poly, or `yIntersectMin`
|
|
* stores the pointer of the closest poly to `outPoly`
|
|
* if (flags & 1), ignore polys with a normal.y < 0 (from vertical walls to ceilings)
|
|
*/
|
|
f32 BgCheck_RaycastFloorStaticList(CollisionContext* colCtx, u16 xpFlags, SSList* ssList, CollisionPoly** outPoly,
|
|
Vec3f* pos, f32 yIntersectMin, f32 checkDist, s32 flags, Actor* actor, s32 arg9) {
|
|
SSNode* curNode;
|
|
s32 polyId;
|
|
f32 result;
|
|
f32 yIntersect;
|
|
CollisionPoly* colPoly;
|
|
s32 pad;
|
|
|
|
result = yIntersectMin;
|
|
if (ssList->head == SS_NULL) {
|
|
return result;
|
|
}
|
|
|
|
curNode = &colCtx->polyNodes.tbl[ssList->head];
|
|
|
|
while (true) {
|
|
polyId = curNode->polyId;
|
|
colPoly = &colCtx->colHeader->polyList[polyId];
|
|
|
|
if (((flags & 1) && (colPoly->normal.y < 0)) ||
|
|
((arg9 & 0x20) && ((colCtx->colHeader->surfaceTypeList[colPoly->type].data[0] >> 0x1E) & 1)) ||
|
|
COLPOLY_VIA_FLAG_TEST(colPoly->flags_vIA, xpFlags) ||
|
|
(COLPOLY_VIA_FLAG_TEST(colPoly->flags_vIB, 4) &&
|
|
(((actor != NULL) && (actor->category != ACTORCAT_PLAYER)) ||
|
|
((actor == NULL) && (xpFlags != COLPOLY_IGNORE_CAMERA))))) {
|
|
if (curNode->next == SS_NULL) {
|
|
break;
|
|
}
|
|
curNode = &colCtx->polyNodes.tbl[curNode->next];
|
|
continue;
|
|
}
|
|
|
|
if ((pos->y < colCtx->colHeader->vtxList[COLPOLY_VTX_INDEX(colPoly->flags_vIA)].y) &&
|
|
(pos->y < colCtx->colHeader->vtxList[COLPOLY_VTX_INDEX(colPoly->flags_vIB)].y) &&
|
|
(pos->y < colCtx->colHeader->vtxList[colPoly->vIC].y)) {
|
|
break;
|
|
}
|
|
|
|
if (CollisionPoly_CheckYIntersect(colPoly, colCtx->colHeader->vtxList, pos->x, pos->z, &yIntersect,
|
|
checkDist)) {
|
|
// if poly is closer to pos without going over
|
|
if ((yIntersect < pos->y) && (result < yIntersect)) {
|
|
result = yIntersect;
|
|
*outPoly = colPoly;
|
|
}
|
|
}
|
|
|
|
if (curNode->next == SS_NULL) {
|
|
break;
|
|
}
|
|
curNode = &colCtx->polyNodes.tbl[curNode->next];
|
|
}
|
|
return result;
|
|
}
|
|
|
|
/**
|
|
* Locates the closest static poly directly underneath `pos` within `lookup`.
|
|
* returns yIntersect of the closest poly, or `yIntersectMin`
|
|
* stores the pointer of the closest poly to `outPoly`
|
|
*/
|
|
f32 BgCheck_RaycastFloorStatic(StaticLookup* lookup, CollisionContext* colCtx, u16 xpFlags, CollisionPoly** poly,
|
|
Vec3f* pos, u32 arg5, f32 checkDist, f32 yIntersectMin, Actor* actor) {
|
|
s32 flag; // skip polys with normal.y < 0
|
|
f32 yIntersect = yIntersectMin;
|
|
|
|
if (arg5 & 4) {
|
|
yIntersect = BgCheck_RaycastFloorStaticList(colCtx, xpFlags, &lookup->floor, poly, pos, yIntersect, checkDist,
|
|
0, actor, arg5);
|
|
}
|
|
|
|
if ((arg5 & 2) || (arg5 & 8)) {
|
|
flag = 0;
|
|
if (arg5 & 0x10) {
|
|
flag = 1;
|
|
}
|
|
yIntersect = BgCheck_RaycastFloorStaticList(colCtx, xpFlags, &lookup->wall, poly, pos, yIntersect, checkDist,
|
|
flag, actor, arg5);
|
|
}
|
|
|
|
if (arg5 & 1) {
|
|
flag = 0;
|
|
if (arg5 & 0x10) {
|
|
flag = 1;
|
|
}
|
|
yIntersect = BgCheck_RaycastFloorStaticList(colCtx, xpFlags, &lookup->ceiling, poly, pos, yIntersect, checkDist,
|
|
flag, actor, arg5);
|
|
}
|
|
|
|
return yIntersect;
|
|
}
|
|
|
|
/**
|
|
* Compute wall displacement on `posX` and `posZ`
|
|
* sets `wallPolyPtr` to `poly` if `wallPolyPtr` is NULL
|
|
* returns true if `wallPolyPtr` was changed
|
|
* `invXZlength` is 1 / sqrt( sq(poly.normal.x) + sq(poly.normal.z) )
|
|
*/
|
|
s32 BgCheck_ComputeWallDisplacement(CollisionContext* colCtx, CollisionPoly* poly, f32* posX, f32* posZ, f32 nx, f32 ny,
|
|
f32 nz, f32 invXZlength, f32 planeDist, f32 radius, CollisionPoly** wallPolyPtr) {
|
|
f32 displacement = (radius - planeDist) * invXZlength;
|
|
|
|
*posX += displacement * nx;
|
|
*posZ += displacement * nz;
|
|
|
|
if (*wallPolyPtr == NULL) {
|
|
*wallPolyPtr = poly;
|
|
return true;
|
|
} else {
|
|
return false;
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Performs collision detection on static poly walls within `lookup` on sphere `pos`, `radius`
|
|
* returns true if a collision was detected
|
|
* `outX` `outZ` return the displaced x,z coordinates,
|
|
* `outPoly` returns the pointer to the nearest poly collided with, or NULL
|
|
*/
|
|
s32 BgCheck_SphVsStaticWall(StaticLookup* lookup, CollisionContext* colCtx, u16 xpFlags, f32* outX, f32* outZ,
|
|
Vec3f* pos, f32 radius, CollisionPoly** outPoly, Actor* actor) {
|
|
Vec3f resultPos;
|
|
f32 zTemp;
|
|
f32 xTemp;
|
|
f32 planeDist;
|
|
f32 intersect;
|
|
s32 result;
|
|
CollisionPoly* curPoly;
|
|
CollisionPoly* polyList;
|
|
SSNode* curNode;
|
|
f32 invNormalXZ;
|
|
Vec3s* vtxA;
|
|
Vec3s* vtxB;
|
|
Vec3s* vtxC;
|
|
s32 polyId;
|
|
f32 normalXZ;
|
|
f32 nx;
|
|
f32 ny;
|
|
f32 nz;
|
|
Vec3s* vtxList;
|
|
u16 pad;
|
|
f32 temp_f16;
|
|
f32 zMin;
|
|
f32 zMax;
|
|
f32 xMin;
|
|
f32 xMax;
|
|
|
|
result = false;
|
|
if (lookup->wall.head == SS_NULL) {
|
|
return result;
|
|
}
|
|
resultPos = *pos;
|
|
|
|
polyList = colCtx->colHeader->polyList;
|
|
vtxList = colCtx->colHeader->vtxList;
|
|
curNode = &colCtx->polyNodes.tbl[lookup->wall.head];
|
|
|
|
while (true) {
|
|
polyId = curNode->polyId;
|
|
curPoly = &polyList[polyId];
|
|
vtxA = &vtxList[COLPOLY_VTX_INDEX(curPoly->flags_vIA)];
|
|
vtxB = &vtxList[COLPOLY_VTX_INDEX(curPoly->flags_vIB)];
|
|
vtxC = &vtxList[curPoly->vIC];
|
|
|
|
if ((pos->y < vtxA->y) && (pos->y < vtxB->y) && (pos->y < vtxC->y)) {
|
|
break;
|
|
}
|
|
|
|
nx = COLPOLY_GET_NORMAL(curPoly->normal.x);
|
|
ny = COLPOLY_GET_NORMAL(curPoly->normal.y);
|
|
nz = COLPOLY_GET_NORMAL(curPoly->normal.z);
|
|
normalXZ = sqrtf(SQ(nx) + SQ(nz));
|
|
planeDist = Math3D_DistPlaneToPos(nx, ny, nz, curPoly->dist, &resultPos);
|
|
if (radius < fabsf(planeDist) || COLPOLY_VIA_FLAG_TEST(curPoly->flags_vIA, xpFlags) ||
|
|
(COLPOLY_VIA_FLAG_TEST(curPoly->flags_vIB, 4) &&
|
|
(((actor != NULL) && (actor->category != ACTORCAT_PLAYER)) ||
|
|
((actor == NULL) && (xpFlags != COLPOLY_IGNORE_CAMERA))))) {
|
|
if (curNode->next == SS_NULL) {
|
|
break;
|
|
} else {
|
|
curNode = &colCtx->polyNodes.tbl[curNode->next];
|
|
continue;
|
|
}
|
|
}
|
|
|
|
invNormalXZ = 1.0f / normalXZ;
|
|
temp_f16 = fabsf(nz) * invNormalXZ;
|
|
if (temp_f16 < 0.4f) {
|
|
if (curNode->next == SS_NULL) {
|
|
break;
|
|
} else {
|
|
curNode = &colCtx->polyNodes.tbl[curNode->next];
|
|
continue;
|
|
}
|
|
}
|
|
|
|
// compute curPoly zMin/zMax
|
|
zTemp = vtxA->z;
|
|
zMax = zMin = zTemp;
|
|
zTemp = vtxB->z;
|
|
|
|
if (zTemp < zMin) {
|
|
zMin = zTemp;
|
|
} else if (zMax < zTemp) {
|
|
zMax = zTemp;
|
|
}
|
|
zTemp = vtxC->z;
|
|
if (zTemp < zMin) {
|
|
zMin = zTemp;
|
|
} else if (zTemp > zMax) {
|
|
zMax = zTemp;
|
|
}
|
|
|
|
zMin -= radius;
|
|
zMax += radius;
|
|
|
|
if ((resultPos.z < zMin) || (resultPos.z > zMax)) {
|
|
if (curNode->next == SS_NULL) {
|
|
break;
|
|
} else {
|
|
curNode = &colCtx->polyNodes.tbl[curNode->next];
|
|
continue;
|
|
}
|
|
}
|
|
if (CollisionPoly_CheckZIntersectApprox(curPoly, vtxList, resultPos.x, pos->y, &intersect)) {
|
|
f32 test = intersect - resultPos.z;
|
|
|
|
if (fabsf(test) <= radius / temp_f16) {
|
|
if (test * nz <= 4.0f) {
|
|
if (BgCheck_ComputeWallDisplacement(colCtx, curPoly, &resultPos.x, &resultPos.z, nx, ny, nz,
|
|
invNormalXZ, planeDist, radius, outPoly)) {
|
|
result = true;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
if (curNode->next == SS_NULL) {
|
|
break;
|
|
} else {
|
|
curNode = &colCtx->polyNodes.tbl[curNode->next];
|
|
}
|
|
}
|
|
|
|
curNode = &colCtx->polyNodes.tbl[lookup->wall.head];
|
|
|
|
while (true) {
|
|
polyId = curNode->polyId;
|
|
curPoly = &polyList[polyId];
|
|
vtxA = &vtxList[COLPOLY_VTX_INDEX(curPoly->flags_vIA)];
|
|
vtxB = &vtxList[COLPOLY_VTX_INDEX(curPoly->flags_vIB)];
|
|
vtxC = &vtxList[curPoly->vIC];
|
|
|
|
if ((pos->y < vtxA->y) && (pos->y < vtxB->y) && (pos->y < vtxC->y)) {
|
|
break;
|
|
}
|
|
|
|
nx = COLPOLY_GET_NORMAL(curPoly->normal.x);
|
|
ny = COLPOLY_GET_NORMAL(curPoly->normal.y);
|
|
nz = COLPOLY_GET_NORMAL(curPoly->normal.z);
|
|
normalXZ = sqrtf(SQ(nx) + SQ(nz));
|
|
planeDist = Math3D_DistPlaneToPos(nx, ny, nz, curPoly->dist, &resultPos);
|
|
if (radius < fabsf(planeDist) || COLPOLY_VIA_FLAG_TEST(curPoly->flags_vIA, xpFlags) ||
|
|
(COLPOLY_VIA_FLAG_TEST(curPoly->flags_vIB, 4) &&
|
|
(((actor != NULL) && (actor->category != ACTORCAT_PLAYER)) ||
|
|
((actor == NULL) && (xpFlags != COLPOLY_IGNORE_CAMERA))))) {
|
|
if (curNode->next == SS_NULL) {
|
|
break;
|
|
} else {
|
|
curNode = &colCtx->polyNodes.tbl[curNode->next];
|
|
continue;
|
|
}
|
|
}
|
|
|
|
invNormalXZ = 1.0f / normalXZ;
|
|
temp_f16 = fabsf(nx) * invNormalXZ;
|
|
if (temp_f16 < 0.4f) {
|
|
if (curNode->next == SS_NULL) {
|
|
break;
|
|
} else {
|
|
curNode = &colCtx->polyNodes.tbl[curNode->next];
|
|
continue;
|
|
}
|
|
}
|
|
|
|
// compute curPoly xMin/xMax
|
|
xTemp = vtxA->x;
|
|
xMax = xMin = xTemp;
|
|
xTemp = vtxB->x;
|
|
|
|
if (xTemp < xMin) {
|
|
xMin = xTemp;
|
|
} else if (xMax < xTemp) {
|
|
xMax = xTemp;
|
|
}
|
|
xTemp = vtxC->x;
|
|
if (xTemp < xMin) {
|
|
xMin = xTemp;
|
|
} else if (xMax < xTemp) {
|
|
xMax = xTemp;
|
|
}
|
|
|
|
xMin -= radius;
|
|
xMax += radius;
|
|
|
|
if ((resultPos.x < xMin) || (xMax < resultPos.x)) {
|
|
if (curNode->next == SS_NULL) {
|
|
break;
|
|
} else {
|
|
curNode = &colCtx->polyNodes.tbl[curNode->next];
|
|
continue;
|
|
}
|
|
}
|
|
if (CollisionPoly_CheckXIntersectApprox(curPoly, vtxList, pos->y, resultPos.z, &intersect)) {
|
|
f32 test = intersect - resultPos.x;
|
|
|
|
if (fabsf(test) <= radius / temp_f16) {
|
|
if (test * nx <= 4.0f) {
|
|
if (BgCheck_ComputeWallDisplacement(colCtx, curPoly, &resultPos.x, &resultPos.z, nx, ny, nz,
|
|
invNormalXZ, planeDist, radius, outPoly)) {
|
|
result = true;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
if (curNode->next == SS_NULL) {
|
|
break;
|
|
} else {
|
|
curNode = &colCtx->polyNodes.tbl[curNode->next];
|
|
continue;
|
|
}
|
|
}
|
|
|
|
*outX = resultPos.x;
|
|
*outZ = resultPos.z;
|
|
return result;
|
|
}
|
|
|
|
/**
|
|
* Tests for collision with a static poly ceiling
|
|
* returns true if a collision occurs, else false
|
|
* `outPoly` returns the poly collided with
|
|
* `outY` returns the y coordinate needed to not collide with `outPoly`
|
|
*/
|
|
s32 BgCheck_CheckStaticCeiling(StaticLookup* lookup, u16 xpFlags, CollisionContext* colCtx, f32* outY, Vec3f* pos,
|
|
f32 checkHeight, CollisionPoly** outPoly, Actor* actor) {
|
|
s32 result = false;
|
|
CollisionPoly* curPoly;
|
|
CollisionPoly* polyList;
|
|
s32 curPolyId;
|
|
f32 ceilingY;
|
|
SSNode* curNode;
|
|
Vec3s* vtxList;
|
|
|
|
if (lookup->ceiling.head == SS_NULL) {
|
|
return result;
|
|
}
|
|
polyList = colCtx->colHeader->polyList;
|
|
vtxList = colCtx->colHeader->vtxList;
|
|
curNode = &colCtx->polyNodes.tbl[lookup->ceiling.head];
|
|
|
|
*outY = pos->y;
|
|
|
|
while (true) {
|
|
f32 intersectDist;
|
|
f32 ny;
|
|
|
|
curPolyId = curNode->polyId;
|
|
curPoly = &polyList[curPolyId];
|
|
if (COLPOLY_VIA_FLAG_TEST(colCtx->colHeader->polyList[curPolyId].flags_vIA, xpFlags) ||
|
|
(COLPOLY_VIA_FLAG_TEST(colCtx->colHeader->polyList[curPolyId].flags_vIB, 4) &&
|
|
(((actor != NULL) && (actor->category != ACTORCAT_PLAYER)) ||
|
|
((actor == NULL) && (xpFlags != COLPOLY_IGNORE_CAMERA))))) {
|
|
if (curNode->next == SS_NULL) {
|
|
break;
|
|
} else {
|
|
curNode = &colCtx->polyNodes.tbl[curNode->next];
|
|
continue;
|
|
}
|
|
}
|
|
|
|
if (CollisionPoly_CheckYIntersectApprox2(curPoly, vtxList, pos->x, pos->z, &ceilingY)) {
|
|
intersectDist = ceilingY - *outY;
|
|
ny = COLPOLY_GET_NORMAL(curPoly->normal.y);
|
|
|
|
if ((intersectDist > 0) && (intersectDist < checkHeight) && (intersectDist * ny <= 0)) {
|
|
*outY = ceilingY - checkHeight;
|
|
*outPoly = curPoly;
|
|
result = true;
|
|
}
|
|
}
|
|
if (curNode->next == SS_NULL) {
|
|
break;
|
|
} else {
|
|
curNode = &colCtx->polyNodes.tbl[curNode->next];
|
|
continue;
|
|
}
|
|
}
|
|
return result;
|
|
}
|
|
|
|
/**
|
|
* Tests if line `posA` to `posB` intersects with a static poly in list `ssList`. Uses polyCheckTbl
|
|
* returns true if such a poly exists, else false
|
|
* `outPoly` returns the pointer of the poly intersected
|
|
* `posB` and `outPos` returns the point of intersection with `outPoly`
|
|
* `outDistSq` returns the squared distance from `posA` to the point of intersect
|
|
*/
|
|
s32 BgCheck_CheckLineAgainstSSList(StaticLineTest* arg0) {
|
|
CollisionPoly* polyList;
|
|
s32 result;
|
|
Vec3f polyIntersect; // sp7C
|
|
SSNode* curNode;
|
|
u8* checkedPoly;
|
|
f32 minY;
|
|
f32 distSq;
|
|
BgLineVsPolyTest test; // sp50
|
|
s16 polyId;
|
|
|
|
result = false;
|
|
if (arg0->ssList->head == SS_NULL) {
|
|
return result;
|
|
}
|
|
curNode = &arg0->colCtx->polyNodes.tbl[arg0->ssList->head];
|
|
polyList = arg0->colCtx->colHeader->polyList;
|
|
test.vtxList = arg0->colCtx->colHeader->vtxList;
|
|
test.posA = arg0->posA;
|
|
test.posB = arg0->posB;
|
|
test.planeIntersect = &polyIntersect; // reorder maybe
|
|
test.checkOneFace = (arg0->bccFlags & BGCHECK_CHECK_ONE_FACE) != 0;
|
|
test.checkDist = arg0->checkDist;
|
|
|
|
while (true) {
|
|
polyId = curNode->polyId;
|
|
test.poly = &polyList[polyId];
|
|
checkedPoly = &arg0->colCtx->polyNodes.polyCheckTbl[polyId];
|
|
|
|
if ((*checkedPoly == true) ||
|
|
((arg0->xpFlags2 != 0) && !COLPOLY_VIA_FLAG_TEST(test.poly->flags_vIA, arg0->xpFlags2)) ||
|
|
COLPOLY_VIA_FLAG_TEST(test.poly->flags_vIA, arg0->xpFlags1) ||
|
|
(COLPOLY_VIA_FLAG_TEST(test.poly->flags_vIB, 4) &&
|
|
(((arg0->actor != NULL) && (arg0->actor->category != ACTORCAT_PLAYER)) ||
|
|
((arg0->actor == NULL) && (arg0->xpFlags1 != COLPOLY_IGNORE_CAMERA))))) {
|
|
if (curNode->next == SS_NULL) {
|
|
break;
|
|
} else {
|
|
curNode = &arg0->colCtx->polyNodes.tbl[curNode->next];
|
|
continue;
|
|
}
|
|
}
|
|
*checkedPoly = true;
|
|
minY = CollisionPoly_GetMinY(test.poly, test.vtxList);
|
|
if (((test.posA->y < minY)) && (test.posB->y < minY)) {
|
|
break;
|
|
}
|
|
if (CollisionPoly_LineVsPoly(&test)) {
|
|
distSq = Math3D_Vec3fDistSq(test.posA, test.planeIntersect);
|
|
if (distSq < arg0->outDistSq) {
|
|
arg0->outDistSq = distSq;
|
|
*arg0->outPos = *test.planeIntersect;
|
|
*arg0->posB = *test.planeIntersect;
|
|
*arg0->outPoly = test.poly;
|
|
result = true;
|
|
}
|
|
}
|
|
if (curNode->next == SS_NULL) {
|
|
break;
|
|
}
|
|
curNode = &arg0->colCtx->polyNodes.tbl[curNode->next];
|
|
}
|
|
return result;
|
|
}
|
|
|
|
/**
|
|
* Tests if line `posA` to `posB` intersects with a static poly in `lookup`. Uses polyCheckTbl
|
|
* returns true if such a poly exists, else false
|
|
* `outPoly` returns the pointer of the poly intersected
|
|
* `posB` and `outPos` returns the point of intersection with `outPoly`
|
|
* `outDistSq` returns the squared distance from `posA` to the point of intersect
|
|
*/
|
|
s32 BgCheck_CheckLineInSubdivision(StaticLineTest* arg0) {
|
|
s32 result = false;
|
|
|
|
if ((arg0->bccFlags & BGCHECK_CHECK_FLOOR) && (arg0->lookup->floor.head != SS_NULL)) {
|
|
arg0->ssList = &arg0->lookup->floor;
|
|
if (BgCheck_CheckLineAgainstSSList(arg0)) {
|
|
result = true;
|
|
}
|
|
}
|
|
|
|
if ((arg0->bccFlags & BGCHECK_CHECK_WALL) && (arg0->lookup->wall.head != SS_NULL)) {
|
|
arg0->ssList = &arg0->lookup->wall;
|
|
if (BgCheck_CheckLineAgainstSSList(arg0)) {
|
|
result = true;
|
|
}
|
|
}
|
|
|
|
if ((arg0->bccFlags & BGCHECK_CHECK_CEILING) && (arg0->lookup->ceiling.head != SS_NULL)) {
|
|
arg0->ssList = &arg0->lookup->ceiling;
|
|
if (BgCheck_CheckLineAgainstSSList(arg0)) {
|
|
result = true;
|
|
}
|
|
}
|
|
return result;
|
|
}
|
|
|
|
/**
|
|
* Get first static poly intersecting sphere `center` `radius` from list `node`
|
|
* returns true if any poly intersects the sphere, else returns false
|
|
* `outPoly` returns the pointer of the first poly found that intersects
|
|
*/
|
|
s32 BgCheck_SphVsFirstStaticPolyList(SSNode* node, u16 xpFlags, CollisionContext* colCtx, Vec3f* center, f32 radius,
|
|
CollisionPoly** outPoly, Actor* actor) {
|
|
Vec3s* vtxList;
|
|
CollisionPoly* polyList;
|
|
CollisionPoly* curPoly;
|
|
u16 nextId;
|
|
s16 curPolyId;
|
|
|
|
polyList = colCtx->colHeader->polyList;
|
|
vtxList = colCtx->colHeader->vtxList;
|
|
|
|
while (true) {
|
|
curPolyId = node->polyId;
|
|
curPoly = &polyList[curPolyId];
|
|
if (COLPOLY_VIA_FLAG_TEST(colCtx->colHeader->polyList[curPolyId].flags_vIA, xpFlags) ||
|
|
(COLPOLY_VIA_FLAG_TEST(colCtx->colHeader->polyList[curPolyId].flags_vIB, 4) &&
|
|
(((actor != NULL) && (actor->category != ACTORCAT_PLAYER)) ||
|
|
((actor == NULL) && (xpFlags != COLPOLY_IGNORE_CAMERA))))) {
|
|
if (node->next != SS_NULL) {
|
|
node = &colCtx->polyNodes.tbl[node->next];
|
|
continue;
|
|
}
|
|
break;
|
|
}
|
|
|
|
if ((center->y + radius < vtxList[COLPOLY_VTX_INDEX(curPoly->flags_vIA)].y) &&
|
|
(center->y + radius < vtxList[COLPOLY_VTX_INDEX(curPoly->flags_vIB)].y) &&
|
|
(center->y + radius < vtxList[curPoly->vIC].y)) {
|
|
break;
|
|
}
|
|
|
|
if (CollisionPoly_SphVsPoly(curPoly, vtxList, center, radius)) {
|
|
*outPoly = curPoly;
|
|
return true;
|
|
}
|
|
if (node->next != SS_NULL) {
|
|
node = &colCtx->polyNodes.tbl[node->next];
|
|
{ s32 pad; }
|
|
|
|
continue;
|
|
}
|
|
break;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
/**
|
|
* Get first static poly intersecting sphere `center` `radius` within `lookup`
|
|
* returns true if any poly intersects the sphere, else false
|
|
* `outPoly` returns the first poly found that intersects
|
|
*/
|
|
s32 BgCheck_SphVsFirstStaticPoly(StaticLookup* lookup, u16 xpFlags, CollisionContext* colCtx, Vec3f* center, f32 radius,
|
|
CollisionPoly** outPoly, u16 bciFlags, Actor* actor) {
|
|
if ((lookup->floor.head != SS_NULL) && !(bciFlags & BGCHECK_IGNORE_FLOOR) &&
|
|
BgCheck_SphVsFirstStaticPolyList(&colCtx->polyNodes.tbl[lookup->floor.head], xpFlags, colCtx, center, radius,
|
|
outPoly, actor)) {
|
|
return true;
|
|
}
|
|
|
|
if ((lookup->wall.head != SS_NULL) && !(bciFlags & BGCHECK_IGNORE_WALL) &&
|
|
BgCheck_SphVsFirstStaticPolyList(&colCtx->polyNodes.tbl[lookup->wall.head], xpFlags, colCtx, center, radius,
|
|
outPoly, actor)) {
|
|
return true;
|
|
}
|
|
|
|
if ((lookup->ceiling.head != SS_NULL) && !(bciFlags & BGCHECK_IGNORE_CEILING) &&
|
|
BgCheck_SphVsFirstStaticPolyList(&colCtx->polyNodes.tbl[lookup->ceiling.head], xpFlags, colCtx, center, radius,
|
|
outPoly, actor)) {
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
/**
|
|
* Get StaticLookup from `pos`
|
|
* Does not return NULL
|
|
*/
|
|
StaticLookup* BgCheck_GetNearestStaticLookup(CollisionContext* colCtx, StaticLookup* lookupTbl, Vec3f* pos) {
|
|
Vec3i sector;
|
|
s32 subdivAmountX;
|
|
|
|
BgCheck_GetStaticLookupIndicesFromPos(colCtx, pos, §or);
|
|
subdivAmountX = colCtx->subdivAmount.x;
|
|
return (sector.z * subdivAmountX) * colCtx->subdivAmount.y + lookupTbl + sector.x + sector.y * subdivAmountX;
|
|
}
|
|
|
|
/**
|
|
* Get StaticLookup from `pos`
|
|
* Returns NULL if just outside the mesh bounding box
|
|
*/
|
|
StaticLookup* BgCheck_GetStaticLookup(CollisionContext* colCtx, StaticLookup* lookupTbl, Vec3f* pos) {
|
|
Vec3i sector;
|
|
s32 subdivAmountX;
|
|
|
|
if (!BgCheck_PosInStaticBoundingBox(colCtx, pos)) {
|
|
return NULL;
|
|
}
|
|
BgCheck_GetStaticLookupIndicesFromPos(colCtx, pos, §or);
|
|
subdivAmountX = colCtx->subdivAmount.x;
|
|
return (sector.z * subdivAmountX) * colCtx->subdivAmount.y + lookupTbl + sector.x + sector.y * subdivAmountX;
|
|
}
|
|
|
|
/**
|
|
* Get StaticLookup subdivision indices from `pos`
|
|
* `sector` returns the subdivision x,y,z indices containing or is nearest to `pos`
|
|
*/
|
|
void BgCheck_GetStaticLookupIndicesFromPos(CollisionContext* colCtx, Vec3f* pos, Vec3i* sector) {
|
|
sector->x = (pos->x - colCtx->minBounds.x) * colCtx->subdivLengthInv.x;
|
|
sector->y = (pos->y - colCtx->minBounds.y) * colCtx->subdivLengthInv.y;
|
|
sector->z = (pos->z - colCtx->minBounds.z) * colCtx->subdivLengthInv.z;
|
|
|
|
if (sector->x < 0) {
|
|
sector->x = 0;
|
|
} else if (sector->x >= colCtx->subdivAmount.x) {
|
|
sector->x = colCtx->subdivAmount.x - 1;
|
|
}
|
|
|
|
if (sector->y < 0) {
|
|
sector->y = 0;
|
|
} else if (sector->y >= colCtx->subdivAmount.y) {
|
|
sector->y = colCtx->subdivAmount.y - 1;
|
|
}
|
|
|
|
if (sector->z < 0) {
|
|
sector->z = 0;
|
|
} else if (sector->z >= colCtx->subdivAmount.z) {
|
|
sector->z = colCtx->subdivAmount.z - 1;
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Get negative bias subdivision indices
|
|
* decrements indices if `pos` is within BGCHECK_SUBDIV_OVERLAP units of the negative subdivision boundary
|
|
* `sx`, `sy`, `sz` returns the subdivision x, y, z indices
|
|
*/
|
|
void BgCheck_GetSubdivisionMinBounds(CollisionContext* colCtx, Vec3f* pos, s32* sx, s32* sy, s32* sz) {
|
|
f32 dx = pos->x - colCtx->minBounds.x;
|
|
f32 dy = pos->y - colCtx->minBounds.y;
|
|
f32 dz = pos->z - colCtx->minBounds.z;
|
|
|
|
*sx = dx * colCtx->subdivLengthInv.x;
|
|
*sy = dy * colCtx->subdivLengthInv.y;
|
|
*sz = dz * colCtx->subdivLengthInv.z;
|
|
|
|
if (((s32)dx % (s32)colCtx->subdivLength.x < BGCHECK_SUBDIV_OVERLAP) && (*sx > 0)) {
|
|
*sx -= 1;
|
|
}
|
|
|
|
if (((s32)dy % (s32)colCtx->subdivLength.y < BGCHECK_SUBDIV_OVERLAP) && (*sy > 0)) {
|
|
*sy -= 1;
|
|
}
|
|
|
|
if (((s32)dz % (s32)colCtx->subdivLength.z < BGCHECK_SUBDIV_OVERLAP) && (*sz > 0)) {
|
|
*sz -= 1;
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Get positive bias subdivision indices
|
|
* increments indices if `pos` is within BGCHECK_SUBDIV_OVERLAP units of the positive subdivision boundary
|
|
* `sx`, `sy`, `sz` returns the subdivision x, y, z indices
|
|
*/
|
|
void BgCheck_GetSubdivisionMaxBounds(CollisionContext* colCtx, Vec3f* pos, s32* sx, s32* sy, s32* sz) {
|
|
f32 dx = pos->x - colCtx->minBounds.x;
|
|
f32 dy = pos->y - colCtx->minBounds.y;
|
|
f32 dz = pos->z - colCtx->minBounds.z;
|
|
|
|
*sx = dx * colCtx->subdivLengthInv.x;
|
|
*sy = dy * colCtx->subdivLengthInv.y;
|
|
*sz = dz * colCtx->subdivLengthInv.z;
|
|
|
|
if (((s32)colCtx->subdivLength.x - BGCHECK_SUBDIV_OVERLAP < (s32)dx % (s32)colCtx->subdivLength.x) &&
|
|
(*sx < colCtx->subdivAmount.x - 1)) {
|
|
*sx += 1;
|
|
}
|
|
|
|
if (((s32)colCtx->subdivLength.y - BGCHECK_SUBDIV_OVERLAP < (s32)dy % (s32)colCtx->subdivLength.y) &&
|
|
(*sy < colCtx->subdivAmount.y - 1)) {
|
|
*sy += 1;
|
|
}
|
|
|
|
if (((s32)colCtx->subdivLength.z - BGCHECK_SUBDIV_OVERLAP < (s32)dz % (s32)colCtx->subdivLength.z) &&
|
|
(*sz < colCtx->subdivAmount.z - 1)) {
|
|
*sz += 1;
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Calculate the subdivision index bounding box for CollisionPoly `polyId`
|
|
* `subdivMinX`, `subdivMinY`, `subdivMinZ` returns the minimum subdivision x, y, z indices
|
|
* `subdivMaxX`, `subdivMaxY`, `subdivMaxZ` returns the maximum subdivision x, y, z indices
|
|
*/
|
|
void BgCheck_GetPolySubdivisionBounds(CollisionContext* colCtx, Vec3s* vtxList, CollisionPoly* polyList,
|
|
s32* subdivMinX, s32* subdivMinY, s32* subdivMinZ, s32* subdivMaxX,
|
|
s32* subdivMaxY, s32* subdivMaxZ, s16 polyId) {
|
|
u16* vtxDataTemp;
|
|
Vec3f minVtx;
|
|
Vec3f maxVtx;
|
|
|
|
f32 x;
|
|
f32 y;
|
|
f32 z;
|
|
|
|
Vec3s* vtx;
|
|
s16 vtxId = COLPOLY_VTX_INDEX(polyList[polyId].vtxData[0]);
|
|
|
|
Math_Vec3s_ToVec3f(&maxVtx, &vtxList[vtxId]);
|
|
Math_Vec3f_Copy(&minVtx, &maxVtx);
|
|
|
|
for (vtxDataTemp = polyList[polyId].vtxData + 1; vtxDataTemp < polyList[polyId].vtxData + 3; vtxDataTemp++) {
|
|
vtxId = COLPOLY_VTX_INDEX(*vtxDataTemp);
|
|
vtx = &vtxList[vtxId];
|
|
x = vtx->x;
|
|
y = vtx->y;
|
|
z = vtx->z;
|
|
|
|
if (minVtx.x > x) {
|
|
minVtx.x = x;
|
|
} else if (maxVtx.x < x) {
|
|
maxVtx.x = x;
|
|
}
|
|
|
|
if (minVtx.y > y) {
|
|
minVtx.y = y;
|
|
} else if (maxVtx.y < y) {
|
|
maxVtx.y = y;
|
|
}
|
|
|
|
if (minVtx.z > z) {
|
|
minVtx.z = z;
|
|
} else if (maxVtx.z < z) {
|
|
maxVtx.z = z;
|
|
}
|
|
}
|
|
BgCheck_GetSubdivisionMinBounds(colCtx, &minVtx, subdivMinX, subdivMinY, subdivMinZ);
|
|
BgCheck_GetSubdivisionMaxBounds(colCtx, &maxVtx, subdivMaxX, subdivMaxY, subdivMaxZ);
|
|
}
|
|
|
|
/**
|
|
* Test if poly `polyList`[`polyId`] intersects cube `min` `max`
|
|
* returns true if the poly intersects the cube, else false
|
|
*/
|
|
s32 BgCheck_PolyIntersectsSubdivision(Vec3f* min, Vec3f* max, CollisionPoly* polyList, Vec3s* vtxList, s16 polyId) {
|
|
f32 intersect;
|
|
Vec3f va2;
|
|
Vec3f vb2;
|
|
Vec3f vc2;
|
|
CollisionPoly* poly;
|
|
f32 nx;
|
|
f32 ny;
|
|
f32 nz;
|
|
f32 dist;
|
|
Vec3f va;
|
|
Vec3f vb;
|
|
Vec3f vc;
|
|
s32 flags[3];
|
|
|
|
flags[0] = flags[1] = 0;
|
|
poly = &polyList[polyId];
|
|
|
|
BgCheck_Vec3sToVec3f(&vtxList[COLPOLY_VTX_INDEX(poly->flags_vIA)], &va);
|
|
flags[0] = Math3D_PointRelativeToCubeFaces(&va, min, max);
|
|
if (flags[0] == 0) {
|
|
return true;
|
|
}
|
|
|
|
BgCheck_Vec3sToVec3f(&vtxList[COLPOLY_VTX_INDEX(poly->flags_vIB)], &vb);
|
|
flags[1] = Math3D_PointRelativeToCubeFaces(&vb, min, max);
|
|
if (flags[1] == 0) {
|
|
return true;
|
|
}
|
|
|
|
BgCheck_Vec3sToVec3f(&vtxList[poly->vIC], &vc);
|
|
flags[2] = Math3D_PointRelativeToCubeFaces(&vc, min, max);
|
|
if (flags[2] == 0) {
|
|
return true;
|
|
}
|
|
|
|
if (flags[0] & flags[1] & flags[2]) {
|
|
return false;
|
|
}
|
|
|
|
flags[0] |= Math3D_PointRelativeToCubeEdges(&va, min, max) << 8;
|
|
flags[1] |= Math3D_PointRelativeToCubeEdges(&vb, min, max) << 8;
|
|
flags[2] |= Math3D_PointRelativeToCubeEdges(&vc, min, max) << 8;
|
|
if (flags[0] & flags[1] & flags[2]) {
|
|
return false;
|
|
}
|
|
|
|
flags[0] |= Math3D_PointRelativeToCubeVertices(&va, min, max) << 0x18;
|
|
flags[1] |= Math3D_PointRelativeToCubeVertices(&vb, min, max) << 0x18;
|
|
flags[2] |= Math3D_PointRelativeToCubeVertices(&vc, min, max) << 0x18;
|
|
if (flags[0] & flags[1] & flags[2]) {
|
|
return false;
|
|
}
|
|
|
|
CollisionPoly_GetNormalF(poly, &nx, &ny, &nz);
|
|
dist = poly->dist;
|
|
|
|
if (Math3D_TriChkLineSegParaYIntersect(&va, &vb, &vc, nx, ny, nz, dist, min->z, min->x, &intersect, min->y,
|
|
max->y) ||
|
|
Math3D_TriChkLineSegParaYIntersect(&va, &vb, &vc, nx, ny, nz, dist, max->z, min->x, &intersect, min->y,
|
|
max->y) ||
|
|
Math3D_TriChkLineSegParaYIntersect(&va, &vb, &vc, nx, ny, nz, dist, min->z, max->x, &intersect, min->y,
|
|
max->y) ||
|
|
Math3D_TriChkLineSegParaYIntersect(&va, &vb, &vc, nx, ny, nz, dist, max->z, max->x, &intersect, min->y,
|
|
max->y)) {
|
|
return true;
|
|
}
|
|
if (Math3D_TriChkLineSegParaZIntersect(&va, &vb, &vc, nx, ny, nz, dist, min->x, min->y, &intersect, min->z,
|
|
max->z) ||
|
|
Math3D_TriChkLineSegParaZIntersect(&va, &vb, &vc, nx, ny, nz, dist, min->x, max->y, &intersect, min->z,
|
|
max->z) ||
|
|
Math3D_TriChkLineSegParaZIntersect(&va, &vb, &vc, nx, ny, nz, dist, max->x, min->y, &intersect, min->z,
|
|
max->z) ||
|
|
Math3D_TriChkLineSegParaZIntersect(&va, &vb, &vc, nx, ny, nz, dist, max->x, max->y, &intersect, min->z,
|
|
max->z)) {
|
|
return true;
|
|
}
|
|
if (Math3D_TriChkLineSegParaXIntersect(&va, &vb, &vc, nx, ny, nz, dist, min->y, min->z, &intersect, min->x,
|
|
max->x) ||
|
|
Math3D_TriChkLineSegParaXIntersect(&va, &vb, &vc, nx, ny, nz, dist, min->y, max->z, &intersect, min->x,
|
|
max->x) ||
|
|
Math3D_TriChkLineSegParaXIntersect(&va, &vb, &vc, nx, ny, nz, dist, max->y, min->z, &intersect, min->x,
|
|
max->x) ||
|
|
Math3D_TriChkLineSegParaXIntersect(&va, &vb, &vc, nx, ny, nz, dist, max->y, max->z, &intersect, min->x,
|
|
max->x)) {
|
|
return true;
|
|
}
|
|
|
|
BgCheck_Vec3sToVec3f(&vtxList[COLPOLY_VTX_INDEX(poly->flags_vIA)], &va2);
|
|
BgCheck_Vec3sToVec3f(&vtxList[COLPOLY_VTX_INDEX(poly->flags_vIB)], &vb2);
|
|
BgCheck_Vec3sToVec3f(&vtxList[poly->vIC], &vc2);
|
|
if (Math3D_LineVsCube(min, max, &va2, &vb2) || Math3D_LineVsCube(min, max, &vb2, &vc2) ||
|
|
Math3D_LineVsCube(min, max, &vc2, &va2)) {
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
/**
|
|
* Initialize StaticLookup Table
|
|
* returns size of table, in bytes
|
|
*/
|
|
u32 BgCheck_InitStaticLookup(CollisionContext* colCtx, PlayState* play, StaticLookup* lookupTbl) {
|
|
Vec3s* vtxList;
|
|
CollisionPoly* polyList;
|
|
s32 polyMax;
|
|
s32 polyIdx;
|
|
s32 sx;
|
|
s32 sy;
|
|
s32 sz;
|
|
// subdivMin indices
|
|
s32 sxMin;
|
|
s32 syMin;
|
|
s32 szMin;
|
|
// subdivMax indices
|
|
s32 sxMax;
|
|
s32 syMax;
|
|
s32 szMax;
|
|
// subdiv min/max bounds for adding a poly
|
|
Vec3f curSubdivMin;
|
|
Vec3f curSubdivMax;
|
|
CollisionHeader* colHeader = colCtx->colHeader;
|
|
s32 pad[2];
|
|
StaticLookup* iLookup;
|
|
StaticLookup* jLookup;
|
|
StaticLookup* lookup;
|
|
s32 sp98;
|
|
f32 subdivLengthX;
|
|
f32 subdivLengthY;
|
|
f32 subdivLengthZ;
|
|
|
|
for (iLookup = lookupTbl;
|
|
iLookup < (colCtx->subdivAmount.x * colCtx->subdivAmount.y * colCtx->subdivAmount.z + lookupTbl); iLookup++) {
|
|
iLookup->floor.head = SS_NULL;
|
|
iLookup->wall.head = SS_NULL;
|
|
iLookup->ceiling.head = SS_NULL;
|
|
}
|
|
|
|
polyMax = colHeader->numPolygons;
|
|
vtxList = colHeader->vtxList;
|
|
polyList = colHeader->polyList;
|
|
sp98 = colCtx->subdivAmount.x * colCtx->subdivAmount.y;
|
|
subdivLengthX = colCtx->subdivLength.x + (2 * BGCHECK_SUBDIV_OVERLAP);
|
|
subdivLengthY = colCtx->subdivLength.y + (2 * BGCHECK_SUBDIV_OVERLAP);
|
|
subdivLengthZ = colCtx->subdivLength.z + (2 * BGCHECK_SUBDIV_OVERLAP);
|
|
|
|
for (polyIdx = 0; polyIdx < polyMax; polyIdx++) {
|
|
BgCheck_GetPolySubdivisionBounds(colCtx, vtxList, polyList, &sxMin, &syMin, &szMin, &sxMax, &syMax, &szMax,
|
|
polyIdx);
|
|
iLookup = szMin * sp98 + lookupTbl;
|
|
curSubdivMin.z = (colCtx->subdivLength.z * szMin + colCtx->minBounds.z) - BGCHECK_SUBDIV_OVERLAP;
|
|
curSubdivMax.z = curSubdivMin.z + subdivLengthZ;
|
|
|
|
for (sz = szMin; sz < szMax + 1; sz++) {
|
|
jLookup = (colCtx->subdivAmount.x * syMin) + iLookup;
|
|
curSubdivMin.y = (colCtx->subdivLength.y * syMin + colCtx->minBounds.y) - BGCHECK_SUBDIV_OVERLAP;
|
|
curSubdivMax.y = curSubdivMin.y + subdivLengthY;
|
|
|
|
for (sy = syMin; sy < syMax + 1; sy++) {
|
|
lookup = sxMin + jLookup;
|
|
curSubdivMin.x = (colCtx->subdivLength.x * sxMin + colCtx->minBounds.x) - BGCHECK_SUBDIV_OVERLAP;
|
|
curSubdivMax.x = curSubdivMin.x + subdivLengthX;
|
|
|
|
for (sx = sxMin; sx < sxMax + 1; sx++) {
|
|
if (BgCheck_PolyIntersectsSubdivision(&curSubdivMin, &curSubdivMax, polyList, vtxList, polyIdx)) {
|
|
StaticLookup_AddPoly(lookup, colCtx, polyList, vtxList, polyIdx);
|
|
}
|
|
curSubdivMin.x += colCtx->subdivLength.x;
|
|
curSubdivMax.x += colCtx->subdivLength.x;
|
|
lookup++;
|
|
}
|
|
curSubdivMin.y += colCtx->subdivLength.y;
|
|
curSubdivMax.y += colCtx->subdivLength.y;
|
|
jLookup += colCtx->subdivAmount.x;
|
|
}
|
|
curSubdivMin.z += colCtx->subdivLength.z;
|
|
curSubdivMax.z += colCtx->subdivLength.z;
|
|
iLookup += sp98;
|
|
}
|
|
}
|
|
return colCtx->polyNodes.count * sizeof(SSNode);
|
|
}
|
|
|
|
/**
|
|
* Returns whether the current scene should reserve less memory for it's collision lookup
|
|
*/
|
|
s32 BgCheck_IsSmallMemScene(PlayState* play) {
|
|
s16* sceneId;
|
|
|
|
for (sceneId = sSmallMemSceneIds; sceneId < sSmallMemSceneIds + ARRAY_COUNT(sSmallMemSceneIds); sceneId++) {
|
|
if (play->sceneId == *sceneId) {
|
|
return true;
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
/**
|
|
* Get custom scene memSize
|
|
*/
|
|
s32 BgCheck_TryGetCustomMemsize(s32 sceneId, u32* memSize) {
|
|
s32 i;
|
|
|
|
for (i = 0; i < ARRAY_COUNT(sSceneMemList); i++) {
|
|
if (sceneId == sSceneMemList[i].sceneId) {
|
|
*memSize = sSceneMemList[i].memSize;
|
|
return true;
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
/**
|
|
* Compute subdivLength for scene mesh lookup, for a single dimension
|
|
*/
|
|
void BgCheck_SetSubdivisionDimension(f32 min, s32 subdivAmount, f32* max, f32* subdivLength, f32* subdivLengthInv) {
|
|
f32 length = (*max - min);
|
|
|
|
*subdivLength = (s32)(length / subdivAmount) + 1;
|
|
*subdivLength = CLAMP_MIN(*subdivLength, BGCHECK_SUBDIV_MIN);
|
|
*subdivLengthInv = 1.0f / *subdivLength;
|
|
|
|
*max = *subdivLength * subdivAmount + min;
|
|
}
|
|
|
|
s32 BgCheck_GetSpecialSceneMaxObjects(PlayState* play, s32* maxNodes, s32* maxPolygons, s32* maxVertices) {
|
|
s32 i;
|
|
|
|
for (i = 0; i < ARRAY_COUNT(sCustomDynapolyMem); i++) {
|
|
if (play->sceneId == sCustomDynapolyMem[i].sceneId) {
|
|
*maxNodes = sCustomDynapolyMem[i].maxNodes;
|
|
*maxPolygons = sCustomDynapolyMem[i].maxPolygons;
|
|
*maxVertices = sCustomDynapolyMem[i].maxVertices;
|
|
return true;
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
/**
|
|
* Allocate CollisionContext
|
|
*/
|
|
void BgCheck_Allocate(CollisionContext* colCtx, PlayState* play, CollisionHeader* colHeader) {
|
|
u32 tblMax;
|
|
u32 memSize;
|
|
u32 lookupTblMemSize;
|
|
SSNodeList* nodeList;
|
|
s32 customNodeListMax;
|
|
|
|
customNodeListMax = -1;
|
|
colCtx->colHeader = colHeader;
|
|
colCtx->flags = 0;
|
|
|
|
if (BgCheck_IsSmallMemScene(play)) {
|
|
colCtx->memSize = 0xF000;
|
|
colCtx->dyna.polyNodesMax = 1000;
|
|
colCtx->dyna.polyListMax = 512;
|
|
colCtx->dyna.vtxListMax = 512;
|
|
colCtx->subdivAmount.x = 16;
|
|
colCtx->subdivAmount.y = 4;
|
|
colCtx->subdivAmount.z = 16;
|
|
} else {
|
|
u32 customMemSize;
|
|
s32 useCustomSubdivisions;
|
|
s32 i;
|
|
|
|
if (BgCheck_TryGetCustomMemsize(play->sceneId, &customMemSize)) {
|
|
colCtx->memSize = customMemSize;
|
|
} else {
|
|
colCtx->memSize = 0x23000;
|
|
}
|
|
colCtx->dyna.polyNodesMax = 1000;
|
|
colCtx->dyna.polyListMax = 544;
|
|
colCtx->dyna.vtxListMax = 512;
|
|
BgCheck_GetSpecialSceneMaxObjects(play, &colCtx->dyna.polyNodesMax, &colCtx->dyna.polyListMax,
|
|
&colCtx->dyna.vtxListMax);
|
|
useCustomSubdivisions = false;
|
|
|
|
for (i = 0; i < ARRAY_COUNT(sSceneSubdivisionList); i++) {
|
|
if (play->sceneId == sSceneSubdivisionList[i].sceneId) {
|
|
colCtx->subdivAmount.x = sSceneSubdivisionList[i].subdivAmount.x;
|
|
colCtx->subdivAmount.y = sSceneSubdivisionList[i].subdivAmount.y;
|
|
colCtx->subdivAmount.z = sSceneSubdivisionList[i].subdivAmount.z;
|
|
useCustomSubdivisions = true;
|
|
customNodeListMax = sSceneSubdivisionList[i].nodeListMax;
|
|
}
|
|
}
|
|
if (useCustomSubdivisions == false) {
|
|
colCtx->subdivAmount.x = 16;
|
|
colCtx->subdivAmount.y = 4;
|
|
colCtx->subdivAmount.z = 16;
|
|
}
|
|
}
|
|
colCtx->lookupTbl = THA_AllocTailAlign(
|
|
&play->state.heap,
|
|
colCtx->subdivAmount.x * sizeof(StaticLookup) * colCtx->subdivAmount.y * colCtx->subdivAmount.z, ~1);
|
|
if (colCtx->lookupTbl == NULL) {
|
|
Fault_AddHungupAndCrash("../z_bgcheck.c", 3955);
|
|
}
|
|
colCtx->minBounds.x = colCtx->colHeader->minBounds.x;
|
|
colCtx->minBounds.y = colCtx->colHeader->minBounds.y;
|
|
colCtx->minBounds.z = colCtx->colHeader->minBounds.z;
|
|
colCtx->maxBounds.x = colCtx->colHeader->maxBounds.x;
|
|
colCtx->maxBounds.y = colCtx->colHeader->maxBounds.y;
|
|
colCtx->maxBounds.z = colCtx->colHeader->maxBounds.z;
|
|
BgCheck_SetSubdivisionDimension(colCtx->minBounds.x, colCtx->subdivAmount.x, &colCtx->maxBounds.x,
|
|
&colCtx->subdivLength.x, &colCtx->subdivLengthInv.x);
|
|
BgCheck_SetSubdivisionDimension(colCtx->minBounds.y, colCtx->subdivAmount.y, &colCtx->maxBounds.y,
|
|
&colCtx->subdivLength.y, &colCtx->subdivLengthInv.y);
|
|
BgCheck_SetSubdivisionDimension(colCtx->minBounds.z, colCtx->subdivAmount.z, &colCtx->maxBounds.z,
|
|
&colCtx->subdivLength.z, &colCtx->subdivLengthInv.z);
|
|
memSize = colCtx->subdivAmount.x * sizeof(StaticLookup) * colCtx->subdivAmount.y * colCtx->subdivAmount.z +
|
|
colCtx->colHeader->numPolygons * sizeof(u8) + colCtx->dyna.polyNodesMax * sizeof(SSNode) +
|
|
colCtx->dyna.polyListMax * sizeof(CollisionPoly) + colCtx->dyna.vtxListMax * sizeof(Vec3s) +
|
|
sizeof(CollisionContext);
|
|
if (customNodeListMax > 0) {
|
|
// tblMax is set without checking if customNodeListMax will result in a memory overflow
|
|
// this is a non-issue as long as sSceneSubdivisionList.nodeListMax is -1
|
|
tblMax = customNodeListMax;
|
|
} else {
|
|
if (colCtx->memSize < memSize) {
|
|
Fault_AddHungupAndCrash("../z_bgcheck.c", 4011);
|
|
}
|
|
tblMax = (colCtx->memSize - memSize) / sizeof(SSNode);
|
|
}
|
|
|
|
SSNodeList_Init(&colCtx->polyNodes);
|
|
SSNodeList_Alloc(play, &colCtx->polyNodes, tblMax, colCtx->colHeader->numPolygons);
|
|
|
|
lookupTblMemSize = BgCheck_InitStaticLookup(colCtx, play, colCtx->lookupTbl);
|
|
|
|
DynaPoly_Init(play, &colCtx->dyna);
|
|
DynaPoly_Alloc(play, &colCtx->dyna);
|
|
}
|
|
|
|
/**
|
|
* Enables CollisionContext wide flags
|
|
* Only used to reverse water flow in Great Bay Temple
|
|
*/
|
|
void BgCheck_SetContextFlags(CollisionContext* colCtx, u32 flags) {
|
|
colCtx->flags |= flags;
|
|
}
|
|
|
|
/**
|
|
* Disables CollisionContext wide flags
|
|
* Only used to revert the reverse water flow in Great Bay Temple
|
|
*/
|
|
void BgCheck_UnsetContextFlags(CollisionContext* colCtx, u32 flags) {
|
|
colCtx->flags &= ~flags;
|
|
}
|
|
|
|
/**
|
|
* original name: T_BGCheck_getBGDataInfo
|
|
*/
|
|
CollisionHeader* BgCheck_GetCollisionHeader(CollisionContext* colCtx, s32 bgId) {
|
|
if (bgId == BGCHECK_SCENE) {
|
|
return colCtx->colHeader;
|
|
}
|
|
if ((bgId < 0) || (bgId > BG_ACTOR_MAX)) {
|
|
return NULL;
|
|
}
|
|
if (!(colCtx->dyna.bgActorFlags[bgId] & 1)) {
|
|
return NULL;
|
|
}
|
|
return colCtx->dyna.bgActors[bgId].colHeader;
|
|
}
|
|
|
|
/**
|
|
* Test if pos is near collision boundaries
|
|
*/
|
|
s32 BgCheck_PosInStaticBoundingBox(CollisionContext* colCtx, Vec3f* pos) {
|
|
if ((pos->x < (colCtx->minBounds.x - BGCHECK_SUBDIV_OVERLAP)) ||
|
|
((colCtx->maxBounds.x + BGCHECK_SUBDIV_OVERLAP) < pos->x) ||
|
|
(pos->y < (colCtx->minBounds.y - BGCHECK_SUBDIV_OVERLAP)) ||
|
|
((colCtx->maxBounds.y + BGCHECK_SUBDIV_OVERLAP) < pos->y) ||
|
|
(pos->z < (colCtx->minBounds.z - BGCHECK_SUBDIV_OVERLAP)) ||
|
|
((colCtx->maxBounds.z + BGCHECK_SUBDIV_OVERLAP) < pos->z)) {
|
|
return false;
|
|
}
|
|
return true;
|
|
}
|
|
|
|
/**
|
|
* Raycast Toward Floor
|
|
* returns the yIntersect of the nearest poly found directly below `pos`, or BGCHECK_Y_MIN if no floor detected
|
|
* returns the poly found in `outPoly`, and the bgId of the entity in `outBgId`
|
|
*/
|
|
f32 BgCheck_RaycastFloorImpl(PlayState* play, CollisionContext* colCtx, u16 xpFlags, CollisionPoly** outPoly,
|
|
s32* outBgId, Vec3f* pos, Actor* actor, u32 arg7, f32 checkDist, s32 arg9) {
|
|
f32 yIntersectDyna;
|
|
f32 yIntersect;
|
|
StaticLookup* lookupTbl;
|
|
Vec3f checkPos;
|
|
StaticLookup* lookup;
|
|
DynaRaycast dynaRaycast;
|
|
|
|
*outBgId = BGCHECK_SCENE;
|
|
*outPoly = NULL;
|
|
lookupTbl = colCtx->lookupTbl;
|
|
yIntersect = BGCHECK_Y_MIN;
|
|
checkPos = *pos;
|
|
|
|
while (true) {
|
|
if (checkPos.y < colCtx->minBounds.y) {
|
|
break;
|
|
}
|
|
lookup = BgCheck_GetStaticLookup(colCtx, lookupTbl, &checkPos);
|
|
if (lookup == NULL) {
|
|
checkPos.y -= colCtx->subdivLength.y;
|
|
continue;
|
|
}
|
|
yIntersect =
|
|
BgCheck_RaycastFloorStatic(lookup, colCtx, xpFlags, outPoly, pos, arg7, checkDist, BGCHECK_Y_MIN, actor);
|
|
if (yIntersect > BGCHECK_Y_MIN) {
|
|
break;
|
|
}
|
|
checkPos.y -= colCtx->subdivLength.y;
|
|
}
|
|
if (!(arg9 & 1)) {
|
|
dynaRaycast.play = play;
|
|
dynaRaycast.colCtx = colCtx;
|
|
dynaRaycast.xpFlags = xpFlags;
|
|
dynaRaycast.resultPoly = outPoly;
|
|
dynaRaycast.yIntersect = yIntersect;
|
|
dynaRaycast.pos = pos;
|
|
dynaRaycast.bgId = outBgId;
|
|
dynaRaycast.unk1C = 50;
|
|
dynaRaycast.actor = actor;
|
|
dynaRaycast.unk_24 = arg7;
|
|
dynaRaycast.checkDist = checkDist;
|
|
|
|
yIntersectDyna = BgCheck_RaycastFloorDyna(&dynaRaycast);
|
|
if (yIntersect < yIntersectDyna) {
|
|
yIntersect = yIntersectDyna;
|
|
}
|
|
}
|
|
|
|
if ((yIntersect != BGCHECK_Y_MIN) && func_800C9B68(colCtx, *outPoly, *outBgId)) {
|
|
yIntersect -= 1.0f;
|
|
}
|
|
return yIntersect;
|
|
}
|
|
|
|
/**
|
|
* Public raycast toward floor
|
|
* returns yIntersect of the poly found, or BGCHECK_Y_MIN if no poly detected
|
|
*/
|
|
f32 BgCheck_CameraRaycastFloor1(CollisionContext* colCtx, CollisionPoly** outPoly, Vec3f* pos) {
|
|
s32 bgId;
|
|
|
|
return BgCheck_RaycastFloorImpl(NULL, colCtx, COLPOLY_IGNORE_CAMERA, outPoly, &bgId, pos, NULL, 0x1C, 1.0f, 0);
|
|
}
|
|
|
|
/**
|
|
* Public raycast toward floor
|
|
* returns yIntersect of the poly found, or BGCHECK_Y_MIN if no poly detected
|
|
*/
|
|
f32 BgCheck_EntityRaycastFloor1(CollisionContext* colCtx, CollisionPoly** outPoly, Vec3f* pos) {
|
|
s32 bgId;
|
|
|
|
return BgCheck_RaycastFloorImpl(NULL, colCtx, COLPOLY_IGNORE_ENTITY, outPoly, &bgId, pos, NULL, 0x1C, 1.0f, 0);
|
|
}
|
|
|
|
/**
|
|
* Public raycast toward floor
|
|
* returns yIntersect of the poly found, or BGCHECK_Y_MIN if no poly detected
|
|
*/
|
|
f32 BgCheck_EntityRaycastFloor2(PlayState* play, CollisionContext* colCtx, CollisionPoly** outPoly, Vec3f* pos) {
|
|
s32 bgId;
|
|
|
|
return BgCheck_RaycastFloorImpl(play, colCtx, COLPOLY_IGNORE_ENTITY, outPoly, &bgId, pos, NULL, 0x1C, 1.0f, 0);
|
|
}
|
|
|
|
/**
|
|
* Public raycast toward floor
|
|
* returns yIntersect of the poly found, or BGCHECK_Y_MIN if no poly detected
|
|
*/
|
|
f32 BgCheck_EntityRaycastFloor2_1(PlayState* play, CollisionContext* colCtx, CollisionPoly** outPoly, Vec3f* pos) {
|
|
s32 bgId;
|
|
|
|
return BgCheck_RaycastFloorImpl(play, colCtx, COLPOLY_IGNORE_ENTITY, outPoly, &bgId, pos, NULL, 0x1C, 1.0f, 1);
|
|
}
|
|
|
|
/**
|
|
* Public raycast toward floor
|
|
* returns yIntersect of the poly found, or BGCHECK_Y_MIN if no poly detected
|
|
*/
|
|
f32 BgCheck_EntityRaycastFloor3(CollisionContext* colCtx, CollisionPoly** outPoly, s32* bgId, Vec3f* pos) {
|
|
return BgCheck_RaycastFloorImpl(NULL, colCtx, COLPOLY_IGNORE_ENTITY, outPoly, bgId, pos, NULL, 0x1C, 1.0f, 0);
|
|
}
|
|
|
|
/**
|
|
* Public raycast toward floor
|
|
* returns yIntersect of the poly found, or BGCHECK_Y_MIN if no poly detected
|
|
*/
|
|
f32 BgCheck_EntityRaycastFloor5(CollisionContext* colCtx, CollisionPoly** outPoly, s32* outBgId, Actor* actor,
|
|
Vec3f* pos) {
|
|
return BgCheck_RaycastFloorImpl(NULL, colCtx, COLPOLY_IGNORE_ENTITY, outPoly, outBgId, pos, actor, 0x1C, 1.0f, 0);
|
|
}
|
|
|
|
/**
|
|
* Public raycast toward floor
|
|
* returns yIntersect of the poly found, or BGCHECK_Y_MIN if no poly detected
|
|
*/
|
|
f32 BgCheck_EntityRaycastFloor5_2(PlayState* play, CollisionContext* colCtx, CollisionPoly** outPoly, s32* bgId,
|
|
Actor* actor, Vec3f* pos) {
|
|
return BgCheck_RaycastFloorImpl(play, colCtx, COLPOLY_IGNORE_ENTITY, outPoly, bgId, pos, actor, 0x1C, 1.0f, 0);
|
|
}
|
|
|
|
/**
|
|
* Public raycast toward floor
|
|
* returns yIntersect of the poly found, or BGCHECK_Y_MIN if no poly detected
|
|
*/
|
|
f32 BgCheck_EntityRaycastFloor5_3(PlayState* play, CollisionContext* colCtx, CollisionPoly** outPoly, s32* bgId,
|
|
Actor* actor, Vec3f* pos) {
|
|
return BgCheck_RaycastFloorImpl(play, colCtx, COLPOLY_IGNORE_ENTITY, outPoly, bgId, pos, actor, 0x3C, 1.0f, 0);
|
|
}
|
|
|
|
/**
|
|
* Public raycast toward floor
|
|
* returns yIntersect of the poly found, or BGCHECK_Y_MIN if no poly detected
|
|
*/
|
|
f32 BgCheck_EntityRaycastFloor6(CollisionContext* colCtx, CollisionPoly** outPoly, s32* bgId, Actor* actor, Vec3f* pos,
|
|
f32 checkDist) {
|
|
return BgCheck_RaycastFloorImpl(NULL, colCtx, COLPOLY_IGNORE_ENTITY, outPoly, bgId, pos, actor, 0x1C, checkDist, 0);
|
|
}
|
|
|
|
/**
|
|
* Public raycast toward floor
|
|
* returns yIntersect of the poly found, or BGCHECK_Y_MIN if no poly detected
|
|
*/
|
|
f32 BgCheck_EntityRaycastFloor7(CollisionContext* colCtx, CollisionPoly** outPoly, s32* bgId, Actor* actor,
|
|
Vec3f* pos) {
|
|
return BgCheck_RaycastFloorImpl(NULL, colCtx, COLPOLY_IGNORE_ENTITY, outPoly, bgId, pos, actor, 0x06, 1.0f, 0);
|
|
}
|
|
|
|
/**
|
|
* Public raycast toward floor
|
|
* returns yIntersect of the poly found, or BGCHECK_Y_MIN if no poly detected
|
|
*/
|
|
f32 BgCheck_AnyRaycastFloor1(CollisionContext* colCtx, CollisionPoly* outPoly, Vec3f* pos) {
|
|
CollisionPoly* tempPoly;
|
|
f32 result;
|
|
s32 bgId;
|
|
|
|
result = BgCheck_RaycastFloorImpl(NULL, colCtx, COLPOLY_IGNORE_NONE, &tempPoly, &bgId, pos, NULL, 0x1C, 1.0f, 0);
|
|
|
|
if (tempPoly != NULL) {
|
|
*outPoly = *tempPoly;
|
|
}
|
|
return result;
|
|
}
|
|
|
|
/**
|
|
* Public raycast toward floor
|
|
* returns yIntersect of the poly found, or BGCHECK_Y_MIN if no poly detected
|
|
*/
|
|
f32 BgCheck_AnyRaycastFloor2(CollisionContext* colCtx, CollisionPoly* outPoly, s32* bgId, Vec3f* pos) {
|
|
CollisionPoly* tempPoly;
|
|
f32 result = BgCheck_RaycastFloorImpl(NULL, colCtx, COLPOLY_IGNORE_NONE, &tempPoly, bgId, pos, NULL, 0x1C, 1.0f, 0);
|
|
|
|
if (tempPoly != NULL) {
|
|
*outPoly = *tempPoly;
|
|
}
|
|
return result;
|
|
}
|
|
|
|
/**
|
|
* Public raycast toward floor
|
|
* returns yIntersect of the poly found, or BGCHECK_Y_MIN if no poly detected
|
|
*/
|
|
f32 BgCheck_CameraRaycastFloor2(CollisionContext* colCtx, CollisionPoly** outPoly, s32* bgId, Vec3f* pos) {
|
|
return BgCheck_RaycastFloorImpl(NULL, colCtx, COLPOLY_IGNORE_CAMERA, outPoly, bgId, pos, NULL, 0x06, 1.0f, 0);
|
|
}
|
|
|
|
/**
|
|
* Public raycast toward floor
|
|
* returns yIntersect of the poly found, or BGCHECK_Y_MIN if no poly detected
|
|
*/
|
|
f32 BgCheck_EntityRaycastFloor8(CollisionContext* colCtx, CollisionPoly** outPoly, s32* bgId, Actor* actor,
|
|
Vec3f* pos) {
|
|
return BgCheck_RaycastFloorImpl(NULL, colCtx, COLPOLY_IGNORE_ENTITY, outPoly, bgId, pos, actor, 0x02, 1.0f, 0);
|
|
}
|
|
|
|
/**
|
|
* Public raycast toward floor
|
|
* returns yIntersect of the poly found, or BGCHECK_Y_MIN if no poly detected
|
|
*/
|
|
f32 BgCheck_EntityRaycastFloor9(CollisionContext* colCtx, CollisionPoly** outPoly, s32* bgId, Vec3f* pos) {
|
|
return BgCheck_RaycastFloorImpl(NULL, colCtx, COLPOLY_IGNORE_ENTITY, outPoly, bgId, pos, NULL, 0x06, 1.0f, 0);
|
|
}
|
|
|
|
#ifdef NON_MATCHING
|
|
/**
|
|
* Tests if moving from `posPrev` to `posNext` will collide with a "wall"
|
|
* `radius` is used to form a sphere for collision detection purposes
|
|
* `checkHeight` is the positive height above posNext to perform certain checks
|
|
* returns true if a collision is detected, else false
|
|
* `outPoly` returns the closest poly detected, while `outBgId` returns the poly owner
|
|
*/
|
|
s32 BgCheck_CheckWallImpl(CollisionContext* colCtx, u16 xpFlags, Vec3f* posResult, Vec3f* posNext, Vec3f* posPrev,
|
|
f32 radius, CollisionPoly** outPoly, s32* outBgId, Actor* actor, f32 checkHeight, u8 argA) {
|
|
StaticLookup* lookupTbl;
|
|
f32 temp_f0;
|
|
s32 result;
|
|
CollisionPoly* poly;
|
|
// change between posPrev to posNext
|
|
f32 dx;
|
|
f32 dy;
|
|
f32 dz;
|
|
Vec3f sphCenter;
|
|
s32 dynaPolyCollision;
|
|
Vec3f posIntersect;
|
|
s32 bgId;
|
|
f32 temp_f0_2;
|
|
f32 f32temp;
|
|
f32 nx2, nz2;
|
|
Vec3f checkLineNext;
|
|
Vec3f checkLinePrev;
|
|
f32 n2XZDist;
|
|
f32 n3XZDist;
|
|
f32 nx3, nz3;
|
|
s32 bccFlags;
|
|
Vec3f posIntersect2;
|
|
s32 bgId2;
|
|
// unit normal of polygon
|
|
f32 nx;
|
|
f32 ny;
|
|
f32 nz;
|
|
|
|
result = false;
|
|
*outBgId = BGCHECK_SCENE;
|
|
*outPoly = NULL;
|
|
lookupTbl = colCtx->lookupTbl;
|
|
*posResult = *posNext;
|
|
dx = posNext->x - posPrev->x;
|
|
dy = posNext->y - posPrev->y;
|
|
dz = posNext->z - posPrev->z;
|
|
|
|
// if there's movement on the xz plane, and argA flag is 0,
|
|
if (((dx != 0.0f) || (dz != 0.0f)) && !(argA & 1)) {
|
|
if ((checkHeight + dy) < 5.0f) {
|
|
//! @bug checkHeight is not applied to posPrev/posNext
|
|
result = BgCheck_CheckLineImpl(colCtx, xpFlags, COLPOLY_IGNORE_NONE, posPrev, posNext, &posIntersect, &poly,
|
|
&bgId, actor, 1.0f, BGCHECK_CHECK_ALL & ~BGCHECK_CHECK_CEILING);
|
|
if (result) {
|
|
ny = COLPOLY_GET_NORMAL(poly->normal.y);
|
|
// if poly is floor, push result underneath the floor
|
|
if (ny > 0.5f) {
|
|
posResult->x = posIntersect.x;
|
|
if (checkHeight > 1.0f) {
|
|
posResult->y = posIntersect.y - 1.0f;
|
|
} else {
|
|
posResult->y = posIntersect.y - checkHeight;
|
|
}
|
|
posResult->z = posIntersect.z;
|
|
if (actor != NULL) {
|
|
actor->bgCheckFlags |= BGCHECKFLAG_PLAYER_1000;
|
|
}
|
|
}
|
|
// poly is wall
|
|
else {
|
|
nx = COLPOLY_GET_NORMAL(poly->normal.x);
|
|
nz = COLPOLY_GET_NORMAL(poly->normal.z);
|
|
posResult->x = radius * nx + posIntersect.x;
|
|
posResult->y = radius * ny + posIntersect.y;
|
|
posResult->z = radius * nz + posIntersect.z;
|
|
}
|
|
*outPoly = poly;
|
|
*outBgId = bgId;
|
|
}
|
|
} else {
|
|
// if the radius is less than the distance travelled on the xz plane, also test for floor collisions
|
|
bccFlags = SQ(radius) < (SQ(dx) + SQ(dz))
|
|
? (BGCHECK_CHECK_ALL & ~BGCHECK_CHECK_CEILING)
|
|
: (BGCHECK_CHECK_ALL & ~BGCHECK_CHECK_FLOOR & ~BGCHECK_CHECK_CEILING);
|
|
|
|
// perform a straight line test to see if a line at posNext.y + checkHeight from posPrev.xz to posNext.xz
|
|
// passes through any wall and possibly floor polys
|
|
checkLineNext = *posNext;
|
|
checkLineNext.y += checkHeight;
|
|
checkLinePrev = *posPrev;
|
|
checkLinePrev.y = checkLineNext.y;
|
|
result = BgCheck_CheckLineImpl(colCtx, xpFlags, COLPOLY_IGNORE_NONE, &checkLinePrev, &checkLineNext,
|
|
&posIntersect, &poly, &bgId, actor, 1.0f, bccFlags);
|
|
|
|
if (result) {
|
|
nx2 = COLPOLY_GET_NORMAL(poly->normal.x);
|
|
nz2 = COLPOLY_GET_NORMAL(poly->normal.z);
|
|
n2XZDist = sqrtf(SQ(nx2) + SQ(nz2));
|
|
|
|
// if poly is not a "flat" floor or "flat" ceiling
|
|
if (!IS_ZERO(n2XZDist)) {
|
|
// normalize nx,nz and multiply each by the radius to go back to the other side of the wall
|
|
f32temp = 1.0f / n2XZDist;
|
|
temp_f0 = radius * f32temp;
|
|
posResult->x = temp_f0 * nx2 + posIntersect.x;
|
|
posResult->z = temp_f0 * nz2 + posIntersect.z;
|
|
*outPoly = poly;
|
|
*outBgId = bgId;
|
|
result = true;
|
|
if (poly->normal.y * COLPOLY_NORMAL_FRAC > 0.5f) {
|
|
if (actor != NULL) {
|
|
actor->bgCheckFlags |= BGCHECKFLAG_PLAYER_1000;
|
|
}
|
|
}
|
|
} else {
|
|
result = false;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
sphCenter = *posResult;
|
|
dynaPolyCollision = false;
|
|
sphCenter.y += checkHeight;
|
|
// test if sphere (sphCenter, radius) collides with a dynamic wall, displacing the x/z coordinates
|
|
if (BgCheck_SphVsDynaWall(colCtx, xpFlags, &posResult->x, &posResult->z, &sphCenter, radius, outPoly, outBgId,
|
|
actor)) {
|
|
result = true;
|
|
dynaPolyCollision = true;
|
|
sphCenter = *posResult;
|
|
sphCenter.y += checkHeight;
|
|
}
|
|
// test if sphere (sphCenter, radius) collides with a static wall, displacing the x/z coordinates
|
|
if (BgCheck_PosInStaticBoundingBox(colCtx, posNext) &&
|
|
// possible bug? if the sphere's radius is smaller than the distance to a subdivision boundary, some static
|
|
// polys will be missed
|
|
BgCheck_SphVsStaticWall(BgCheck_GetNearestStaticLookup(colCtx, lookupTbl, posResult), colCtx, xpFlags,
|
|
&posResult->x, &posResult->z, &sphCenter, radius, outPoly, actor)) {
|
|
*outBgId = BGCHECK_SCENE;
|
|
result = true;
|
|
}
|
|
// if a collision with a dyna poly was detected
|
|
if (dynaPolyCollision || (*outBgId != BGCHECK_SCENE)) {
|
|
if (BgCheck_CheckLineImpl(colCtx, xpFlags, COLPOLY_IGNORE_NONE, posPrev, posResult, &posIntersect2, &poly,
|
|
&bgId2, actor, 1.0f, BGCHECK_CHECK_ONE_FACE | BGCHECK_CHECK_WALL)) {
|
|
nx3 = COLPOLY_GET_NORMAL(poly->normal.x);
|
|
nz3 = COLPOLY_GET_NORMAL(poly->normal.z);
|
|
n3XZDist = sqrtf(SQ(nx3) + SQ(nz3));
|
|
|
|
// if poly is not a "flat" floor or "flat" ceiling
|
|
if (!IS_ZERO(n3XZDist)) {
|
|
// normalize nx,nz and multiply each by the radius to go back to the other side of the wall
|
|
f32temp = 1.0f / n3XZDist;
|
|
temp_f0_2 = radius * f32temp;
|
|
posResult->x = temp_f0_2 * nx3 + posIntersect2.x;
|
|
posResult->z = temp_f0_2 * nz3 + posIntersect2.z;
|
|
*outPoly = poly;
|
|
*outBgId = bgId2;
|
|
result = true;
|
|
}
|
|
}
|
|
}
|
|
return result;
|
|
}
|
|
#else
|
|
s32 BgCheck_CheckWallImpl(CollisionContext* colCtx, u16 xpFlags, Vec3f* posResult, Vec3f* posNext, Vec3f* posPrev,
|
|
f32 radius, CollisionPoly** outPoly, s32* outBgId, Actor* actor, f32 checkHeight, u8 argA);
|
|
#pragma GLOBAL_ASM("asm/non_matchings/code/z_bgcheck/BgCheck_CheckWallImpl.s")
|
|
#endif
|
|
|
|
/**
|
|
* Public. Tests if moving from `posPrev` to `posNext` will collide with a "wall"
|
|
* `radius` is used to form a sphere for collision detection purposes
|
|
* `checkHeight` is the positive height above posNext to perform certain checks
|
|
* returns true if a collision is detected, else false
|
|
* `outPoly` returns the closest poly detected
|
|
*/
|
|
s32 BgCheck_EntitySphVsWall1(CollisionContext* colCtx, Vec3f* posResult, Vec3f* posNext, Vec3f* posPrev, f32 radius,
|
|
CollisionPoly** outPoly, f32 checkHeight) {
|
|
s32 bgId;
|
|
|
|
return BgCheck_CheckWallImpl(colCtx, COLPOLY_IGNORE_ENTITY, posResult, posNext, posPrev, radius, outPoly, &bgId,
|
|
NULL, checkHeight, 0);
|
|
}
|
|
|
|
/**
|
|
* Public. Tests if moving from `posPrev` to `posNext` will collide with a "wall"
|
|
* `radius` is used to form a sphere for collision detection purposes
|
|
* `checkHeight` is the positive height above posNext to perform certain checks
|
|
* returns true if a collision is detected, else false
|
|
* `outPoly` returns the closest poly detected, while `outBgId` returns the poly owner
|
|
*/
|
|
s32 BgCheck_EntitySphVsWall2(CollisionContext* colCtx, Vec3f* posResult, Vec3f* posNext, Vec3f* posPrev, f32 radius,
|
|
CollisionPoly** outPoly, s32* outBgId, f32 checkHeight) {
|
|
return BgCheck_CheckWallImpl(colCtx, COLPOLY_IGNORE_ENTITY, posResult, posNext, posPrev, radius, outPoly, outBgId,
|
|
NULL, checkHeight, 0);
|
|
}
|
|
|
|
/**
|
|
* Public. Tests if *moving from `posPrev` to `posNext` will collide with a "wall"
|
|
* `radius` is used to form a sphere for collision detection purposes
|
|
* `checkHeight` is the positive height above posNext to perform certain checks
|
|
* `actor` is the actor performing the check, allowing it to be skipped
|
|
* returns true if a collision is detected, else false
|
|
* `outPoly` returns the closest poly detected, while `outBgId` returns the poly owner
|
|
*/
|
|
s32 BgCheck_EntitySphVsWall3(CollisionContext* colCtx, Vec3f* posResult, Vec3f* posNext, Vec3f* posPrev, f32 radius,
|
|
CollisionPoly** outPoly, s32* outBgId, Actor* actor, f32 checkHeight) {
|
|
return BgCheck_CheckWallImpl(colCtx, COLPOLY_IGNORE_ENTITY, posResult, posNext, posPrev, radius, outPoly, outBgId,
|
|
actor, checkHeight, 0);
|
|
}
|
|
|
|
/**
|
|
* Public. Tests if moving from `posPrev` to `posNext` will collide with a "wall"
|
|
* Skips a check that occurs only when moving on the xz plane
|
|
* `radius` is used to form a sphere for collision detection purposes
|
|
* `checkHeight` is the positive height above posNext to perform certain checks
|
|
* `actor` is the actor performing the check, allowing it to be skipped
|
|
* returns true if a collision is detected, else false
|
|
* `outPoly` returns the closest poly detected, while `outBgId` returns the poly owner
|
|
*/
|
|
s32 BgCheck_EntitySphVsWall4(CollisionContext* colCtx, Vec3f* posResult, Vec3f* posNext, Vec3f* posPrev, f32 radius,
|
|
CollisionPoly** outPoly, s32* outBgId, Actor* actor, f32 checkHeight) {
|
|
return BgCheck_CheckWallImpl(colCtx, COLPOLY_IGNORE_ENTITY, posResult, posNext, posPrev, radius, outPoly, outBgId,
|
|
actor, checkHeight, 1);
|
|
}
|
|
|
|
/**
|
|
* Tests for collision with a ceiling poly
|
|
* `checkHeight` should be a positive value
|
|
* returns true if a collision occurs, else false
|
|
* `outPoly` returns the poly collided with, while `outBgId` returns the owner of the poly
|
|
* `outY` returns the y coordinate of pos needed to not collide with `outPoly`
|
|
*/
|
|
s32 BgCheck_CheckCeilingImpl(CollisionContext* colCtx, u16 xpFlags, f32* outY, Vec3f* pos, f32 checkHeight,
|
|
CollisionPoly** outPoly, s32* outBgId, Actor* actor) {
|
|
StaticLookup* lookupTbl;
|
|
StaticLookup* lookup;
|
|
s32 result;
|
|
Vec3f posTemp;
|
|
f32 tempY;
|
|
|
|
*outBgId = BGCHECK_SCENE;
|
|
*outY = pos->y;
|
|
lookupTbl = colCtx->lookupTbl;
|
|
if (!BgCheck_PosInStaticBoundingBox(colCtx, pos)) {
|
|
return false;
|
|
}
|
|
|
|
lookup = BgCheck_GetNearestStaticLookup(colCtx, lookupTbl, pos);
|
|
result = BgCheck_CheckStaticCeiling(lookup, xpFlags, colCtx, outY, pos, checkHeight, outPoly, actor);
|
|
|
|
posTemp = *pos;
|
|
posTemp.y = *outY;
|
|
tempY = *outY;
|
|
|
|
if (BgCheck_CheckDynaCeiling(colCtx, xpFlags, &tempY, &posTemp, checkHeight, outPoly, outBgId, actor)) {
|
|
*outY = tempY;
|
|
result = true;
|
|
}
|
|
return result;
|
|
}
|
|
|
|
/**
|
|
* Tests for collision with any ceiling poly
|
|
* `checkHeight` must be a positive value
|
|
* returns true if a collision occurs, else false
|
|
* `outY` returns the displaced y coordinate needed to not collide with the poly
|
|
*/
|
|
s32 BgCheck_AnyCheckCeiling(CollisionContext* colCtx, f32* outY, Vec3f* pos, f32 checkHeight) {
|
|
CollisionPoly* poly;
|
|
s32 bgId;
|
|
|
|
return BgCheck_CheckCeilingImpl(colCtx, COLPOLY_IGNORE_NONE, outY, pos, checkHeight, &poly, &bgId, NULL);
|
|
}
|
|
|
|
/**
|
|
* Tests for collision with any entity solid ceiling poly
|
|
* `checkHeight` must be a positive value
|
|
* returns true if a collision occurs, else false
|
|
* `outY` returns the displaced y coordinate needed to not collide with the poly
|
|
*/
|
|
s32 BgCheck_EntityCheckCeiling(CollisionContext* colCtx, f32* outY, Vec3f* pos, f32 checkHeight,
|
|
CollisionPoly** outPoly, s32* outBgId, Actor* actor) {
|
|
return BgCheck_CheckCeilingImpl(colCtx, COLPOLY_IGNORE_ENTITY, outY, pos, checkHeight, outPoly, outBgId, actor);
|
|
}
|
|
|
|
/**
|
|
* Tests if a line from `posA` to `posB` intersects with a poly
|
|
* returns true if it does, else false
|
|
* `posB`? `posResult` returns the point of intersection
|
|
* `outPoly` returns the pointer to the intersected poly, while `outBgId` returns the entity the poly belongs to
|
|
*/
|
|
s32 BgCheck_CheckLineImpl(CollisionContext* colCtx, u16 xpFlags1, u16 xpFlags2, Vec3f* posA, Vec3f* posB,
|
|
Vec3f* posResult, CollisionPoly** outPoly, s32* outBgId, Actor* actor, f32 checkDist,
|
|
u32 bccFlags) {
|
|
StaticLookup* lookupTbl;
|
|
StaticLookup* iLookup;
|
|
s32 subdivMin[3];
|
|
s32 subdivMax[3];
|
|
s32 i;
|
|
s32 result;
|
|
Vec3f posBTemp;
|
|
StaticLineTest checkLine;
|
|
Vec3f sectorMin;
|
|
Vec3f sectorMax;
|
|
s32 temp_lo;
|
|
StaticLookup* lookup;
|
|
s32 j;
|
|
|
|
lookupTbl = colCtx->lookupTbl;
|
|
posBTemp = *posB;
|
|
|
|
*outBgId = BGCHECK_SCENE;
|
|
|
|
BgCheck_ResetPolyCheckTbl(&colCtx->polyNodes, colCtx->colHeader->numPolygons);
|
|
BgCheck_GetStaticLookupIndicesFromPos(colCtx, posA, (Vec3i*)&subdivMin);
|
|
BgCheck_GetStaticLookupIndicesFromPos(colCtx, &posBTemp, (Vec3i*)&subdivMax);
|
|
*posResult = *posB;
|
|
checkLine.outDistSq = 1.0e38f;
|
|
*outPoly = NULL;
|
|
|
|
checkLine.colCtx = colCtx;
|
|
checkLine.xpFlags2 = xpFlags2;
|
|
checkLine.posA = posA;
|
|
checkLine.posB = &posBTemp;
|
|
checkLine.outPoly = outPoly;
|
|
checkLine.xpFlags1 = xpFlags1;
|
|
checkLine.outPos = posResult;
|
|
checkLine.checkDist = checkDist;
|
|
checkLine.bccFlags = bccFlags;
|
|
checkLine.actor = actor;
|
|
result = false;
|
|
|
|
if ((subdivMin[0] != subdivMax[0]) || (subdivMin[1] != subdivMax[1]) || (subdivMin[2] != subdivMax[2])) {
|
|
for (i = 0; i < 3; i++) {
|
|
if (subdivMax[i] < subdivMin[i]) {
|
|
j = subdivMax[i];
|
|
subdivMax[i] = subdivMin[i];
|
|
subdivMin[i] = j;
|
|
}
|
|
}
|
|
temp_lo = colCtx->subdivAmount.x * colCtx->subdivAmount.y;
|
|
iLookup = lookupTbl + subdivMin[2] * temp_lo;
|
|
sectorMin.z = subdivMin[2] * colCtx->subdivLength.z + colCtx->minBounds.z;
|
|
sectorMax.z = colCtx->subdivLength.z + sectorMin.z;
|
|
|
|
for (i = subdivMin[2]; i < subdivMax[2] + 1; i++) {
|
|
StaticLookup* jLookup = iLookup + subdivMin[1] * colCtx->subdivAmount.x;
|
|
s32 pad;
|
|
|
|
sectorMin.y = subdivMin[1] * colCtx->subdivLength.y + colCtx->minBounds.y;
|
|
sectorMax.y = colCtx->subdivLength.y + sectorMin.y;
|
|
|
|
for (j = subdivMin[1]; j < subdivMax[1] + 1; j++) {
|
|
s32 k;
|
|
|
|
lookup = jLookup + subdivMin[0];
|
|
sectorMin.x = subdivMin[0] * colCtx->subdivLength.x + colCtx->minBounds.x;
|
|
sectorMax.x = colCtx->subdivLength.x + sectorMin.x;
|
|
|
|
for (k = subdivMin[0]; k < subdivMax[0] + 1; k++) {
|
|
if (Math3D_LineVsCube(§orMin, §orMax, posA, &posBTemp)) {
|
|
checkLine.lookup = lookup;
|
|
|
|
if (BgCheck_CheckLineInSubdivision(&checkLine)) {
|
|
result = true;
|
|
}
|
|
}
|
|
lookup++;
|
|
sectorMin.x += colCtx->subdivLength.x;
|
|
sectorMax.x += colCtx->subdivLength.x;
|
|
}
|
|
jLookup += colCtx->subdivAmount.x;
|
|
sectorMin.y += colCtx->subdivLength.y;
|
|
sectorMax.y += colCtx->subdivLength.y;
|
|
}
|
|
iLookup += temp_lo;
|
|
sectorMin.z += colCtx->subdivLength.z;
|
|
sectorMax.z += colCtx->subdivLength.z;
|
|
}
|
|
} else if (BgCheck_PosInStaticBoundingBox(colCtx, posA) == false) {
|
|
return false;
|
|
} else {
|
|
checkLine.lookup = BgCheck_GetNearestStaticLookup(colCtx, lookupTbl, posA);
|
|
result = BgCheck_CheckLineInSubdivision(&checkLine);
|
|
if (result) {
|
|
checkLine.outDistSq = Math3D_Vec3fDistSq(posResult, posA);
|
|
}
|
|
}
|
|
if ((bccFlags & BGCHECK_CHECK_DYNA) &&
|
|
BgCheck_CheckLineAgainstDyna(colCtx, xpFlags1, posA, &posBTemp, posResult, outPoly, &checkLine.outDistSq,
|
|
outBgId, actor, checkDist, bccFlags)) {
|
|
result = true;
|
|
}
|
|
return result;
|
|
}
|
|
|
|
/**
|
|
* Get bccFlags
|
|
*/
|
|
u32 BgCheck_GetBccFlags(s32 checkWall, s32 checkFloor, s32 checkCeil, s32 checkOneFace, s32 checkDyna) {
|
|
u32 result = 0;
|
|
|
|
if (checkWall) {
|
|
result = BGCHECK_CHECK_WALL;
|
|
}
|
|
if (checkFloor) {
|
|
result |= BGCHECK_CHECK_FLOOR;
|
|
}
|
|
if (checkCeil) {
|
|
result |= BGCHECK_CHECK_CEILING;
|
|
}
|
|
if (checkOneFace) {
|
|
result |= BGCHECK_CHECK_ONE_FACE;
|
|
}
|
|
if (checkDyna) {
|
|
result |= BGCHECK_CHECK_DYNA;
|
|
}
|
|
return result;
|
|
}
|
|
|
|
/**
|
|
* Public. Tests if a line from `posA` to `posB` intersects with a poly
|
|
* returns true if it does, else false
|
|
*/
|
|
s32 BgCheck_CameraLineTest1(CollisionContext* colCtx, Vec3f* posA, Vec3f* posB, Vec3f* posResult,
|
|
CollisionPoly** outPoly, s32 checkWall, s32 checkFloor, s32 checkCeil, s32 checkOneFace,
|
|
s32* bgId) {
|
|
return BgCheck_CheckLineImpl(colCtx, COLPOLY_IGNORE_CAMERA, COLPOLY_IGNORE_NONE, posA, posB, posResult, outPoly,
|
|
bgId, NULL, 1.0f,
|
|
BgCheck_GetBccFlags(checkWall, checkFloor, checkCeil, checkOneFace, true));
|
|
}
|
|
|
|
/**
|
|
* Public. Tests if a line from `posA` to `posB` intersects with a poly
|
|
* returns true if it does, else false
|
|
*/
|
|
s32 BgCheck_CameraLineTest2(CollisionContext* colCtx, Vec3f* posA, Vec3f* posB, Vec3f* posResult,
|
|
CollisionPoly** outPoly, s32 checkWall, s32 checkFloor, s32 checkCeil, s32 checkOneFace,
|
|
s32* bgId) {
|
|
return BgCheck_CheckLineImpl(colCtx, COLPOLY_IGNORE_NONE, COLPOLY_IGNORE_CAMERA, posA, posB, posResult, outPoly,
|
|
bgId, NULL, 1.0f,
|
|
BgCheck_GetBccFlags(checkWall, checkFloor, checkCeil, checkOneFace, true));
|
|
}
|
|
|
|
/**
|
|
* Public. Tests if a line from `posA` to `posB` intersects with a poly
|
|
* returns true if it does, else false
|
|
*/
|
|
s32 BgCheck_EntityLineTest1(CollisionContext* colCtx, Vec3f* posA, Vec3f* posB, Vec3f* posResult,
|
|
CollisionPoly** outPoly, s32 checkWall, s32 checkFloor, s32 checkCeil, s32 checkOneFace,
|
|
s32* bgId) {
|
|
return BgCheck_CheckLineImpl(colCtx, COLPOLY_IGNORE_ENTITY, COLPOLY_IGNORE_NONE, posA, posB, posResult, outPoly,
|
|
bgId, NULL, 1.0f,
|
|
BgCheck_GetBccFlags(checkWall, checkFloor, checkCeil, checkOneFace, true));
|
|
}
|
|
|
|
/**
|
|
* Public. Tests if a line from `posA` to `posB` intersects with a poly
|
|
* returns true if it does, else false
|
|
*/
|
|
s32 BgCheck_EntityLineTest2(CollisionContext* colCtx, Vec3f* posA, Vec3f* posB, Vec3f* posResult,
|
|
CollisionPoly** outPoly, s32 checkWall, s32 checkFloor, s32 checkCeil, s32 checkOneFace,
|
|
s32* bgId, Actor* actor) {
|
|
return BgCheck_CheckLineImpl(colCtx, COLPOLY_IGNORE_ENTITY, COLPOLY_IGNORE_NONE, posA, posB, posResult, outPoly,
|
|
bgId, actor, 1.0f,
|
|
BgCheck_GetBccFlags(checkWall, checkFloor, checkCeil, checkOneFace, true));
|
|
}
|
|
|
|
/**
|
|
* Public. Tests if a line from `posA` to `posB` intersects with a poly
|
|
* returns true if it does, else false
|
|
*/
|
|
s32 BgCheck_EntityLineTest3(CollisionContext* colCtx, Vec3f* posA, Vec3f* posB, Vec3f* posResult,
|
|
CollisionPoly** outPoly, s32 checkWall, s32 checkFloor, s32 checkCeil, s32 checkOneFace,
|
|
s32* bgId, Actor* actor, f32 checkDist) {
|
|
return BgCheck_CheckLineImpl(colCtx, COLPOLY_IGNORE_ENTITY, COLPOLY_IGNORE_NONE, posA, posB, posResult, outPoly,
|
|
bgId, actor, checkDist,
|
|
BgCheck_GetBccFlags(checkWall, checkFloor, checkCeil, checkOneFace, true));
|
|
}
|
|
|
|
/**
|
|
* Public. Tests if a line from `posA` to `posB` intersects with a poly
|
|
* returns true if it does, else false
|
|
*/
|
|
s32 BgCheck_ProjectileLineTest(CollisionContext* colCtx, Vec3f* posA, Vec3f* posB, Vec3f* posResult,
|
|
CollisionPoly** outPoly, s32 checkWall, s32 checkFloor, s32 checkCeil, s32 checkOneFace,
|
|
s32* bgId) {
|
|
return BgCheck_CheckLineImpl(colCtx, COLPOLY_IGNORE_PROJECTILES, COLPOLY_IGNORE_NONE, posA, posB, posResult,
|
|
outPoly, bgId, NULL, 1.0f,
|
|
BgCheck_GetBccFlags(checkWall, checkFloor, checkCeil, checkOneFace, true));
|
|
}
|
|
|
|
/**
|
|
* Public. Tests if a line from `posA` to `posB` intersects with a poly
|
|
* returns true if it does, else false
|
|
*/
|
|
s32 BgCheck_AnyLineTest1(CollisionContext* colCtx, Vec3f* posA, Vec3f* posB, Vec3f* posResult, CollisionPoly** outPoly,
|
|
s32 checkOneFace) {
|
|
return BgCheck_AnyLineTest2(colCtx, posA, posB, posResult, outPoly, true, true, true, checkOneFace);
|
|
}
|
|
|
|
/**
|
|
* Public. Tests if a line from `posA` to `posB` intersects with a poly
|
|
* returns true if it does, else false
|
|
*/
|
|
s32 BgCheck_AnyLineTest2(CollisionContext* colCtx, Vec3f* posA, Vec3f* posB, Vec3f* posResult, CollisionPoly** outPoly,
|
|
s32 checkWall, s32 checkFloor, s32 checkCeil, s32 checkOneFace) {
|
|
s32 bgId;
|
|
|
|
return BgCheck_CheckLineImpl(colCtx, COLPOLY_IGNORE_NONE, COLPOLY_IGNORE_NONE, posA, posB, posResult, outPoly,
|
|
&bgId, NULL, 1.0f,
|
|
BgCheck_GetBccFlags(checkWall, checkFloor, checkCeil, checkOneFace, true));
|
|
}
|
|
|
|
/**
|
|
* Public. Tests if a line from `posA` to `posB` intersects with a poly
|
|
* returns true if it does, else false
|
|
*/
|
|
s32 BgCheck_AnyLineTest3(CollisionContext* colCtx, Vec3f* posA, Vec3f* posB, Vec3f* posResult, CollisionPoly** outPoly,
|
|
s32 checkWall, s32 checkFloor, s32 checkCeil, s32 checkOneFace, s32* bgId) {
|
|
return BgCheck_CheckLineImpl(colCtx, COLPOLY_IGNORE_NONE, COLPOLY_IGNORE_NONE, posA, posB, posResult, outPoly, bgId,
|
|
NULL, 1.0f, BgCheck_GetBccFlags(checkWall, checkFloor, checkCeil, checkOneFace, true));
|
|
}
|
|
|
|
/**
|
|
* Get first poly intersecting sphere `center` `radius`
|
|
* ignores `actor` dyna poly
|
|
* returns true if any poly intersects the sphere, else false
|
|
* `outPoly` returns the pointer of the first poly found that intersects
|
|
* `outBgId` returns the bgId of the entity that owns `outPoly`
|
|
*/
|
|
s32 BgCheck_SphVsFirstPolyImpl(CollisionContext* colCtx, u16 xpFlags, CollisionPoly** outPoly, s32* outBgId,
|
|
Vec3f* center, f32 radius, Actor* actor, u16 bciFlags) {
|
|
StaticLookup* lookup;
|
|
|
|
*outBgId = BGCHECK_SCENE;
|
|
lookup = BgCheck_GetStaticLookup(colCtx, colCtx->lookupTbl, center);
|
|
if (lookup == NULL) {
|
|
return false;
|
|
} else if (BgCheck_SphVsFirstStaticPoly(lookup, xpFlags, colCtx, center, radius, outPoly, bciFlags, actor) ||
|
|
BgCheck_SphVsFirstDynaPoly(colCtx, xpFlags, outPoly, outBgId, center, radius, actor, bciFlags)) {
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
/**
|
|
* Public get first poly intersecting sphere `center` `radius`
|
|
*/
|
|
s32 BgCheck_SphVsFirstPoly(CollisionContext* colCtx, Vec3f* center, f32 radius) {
|
|
CollisionPoly* poly;
|
|
s32 bgId;
|
|
|
|
return BgCheck_SphVsFirstPolyImpl(colCtx, COLPOLY_IGNORE_NONE, &poly, &bgId, center, radius, NULL,
|
|
BGCHECK_IGNORE_NONE);
|
|
}
|
|
|
|
/**
|
|
* Public get first wall poly intersecting sphere `center` `radius`
|
|
*/
|
|
s32 BgCheck_SphVsFirstWall(CollisionContext* colCtx, Vec3f* center, f32 radius) {
|
|
CollisionPoly* poly;
|
|
s32 bgId;
|
|
|
|
return BgCheck_SphVsFirstPolyImpl(colCtx, COLPOLY_IGNORE_NONE, &poly, &bgId, center, radius, NULL,
|
|
BGCHECK_IGNORE_FLOOR | BGCHECK_IGNORE_CEILING);
|
|
}
|
|
|
|
/**
|
|
* Init SSNodeList
|
|
*/
|
|
void SSNodeList_Init(SSNodeList* this) {
|
|
this->max = 0;
|
|
this->count = 0;
|
|
this->tbl = NULL;
|
|
this->polyCheckTbl = NULL;
|
|
}
|
|
|
|
/**
|
|
* Allocate SSNodeList
|
|
* tblMax is the number of SSNode records to allocate
|
|
* numPolys is the number of polygons defined within the CollisionHeader
|
|
*/
|
|
void SSNodeList_Alloc(PlayState* play, SSNodeList* this, s32 tblMax, s32 numPolys) {
|
|
this->max = tblMax;
|
|
this->count = 0;
|
|
this->tbl = THA_AllocTailAlign(&play->state.heap, tblMax * sizeof(SSNode), -2);
|
|
this->polyCheckTbl = THA_AllocTailAlign16(&play->state.heap, numPolys * sizeof(u8));
|
|
|
|
if (this->polyCheckTbl == NULL) {
|
|
sprintf(D_801ED950, "this->polygon_check == NULL(game_alloc() MemoryAllocationError.)\n");
|
|
sprintf(D_801ED9A0, "short_slist_node_size = %d/polygon_num = %d\n", tblMax, numPolys);
|
|
Fault_AddHungupAndCrashImpl(D_801ED950, D_801ED9A0);
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Get next SSNodeList SSNode
|
|
*/
|
|
SSNode* SSNodeList_GetNextNode(SSNodeList* this) {
|
|
SSNode* result = &this->tbl[this->count];
|
|
|
|
this->count++;
|
|
if (!(this->count < this->max)) {
|
|
return NULL;
|
|
}
|
|
return result;
|
|
}
|
|
|
|
/**
|
|
* Get next SSNodeList SSNode index
|
|
*/
|
|
u16 SSNodeList_GetNextNodeIdx(SSNodeList* this) {
|
|
u16 new_index = this->count++;
|
|
|
|
return new_index;
|
|
}
|
|
|
|
/**
|
|
* Initialize ScaleRotPos
|
|
*/
|
|
void ScaleRotPos_Init(ScaleRotPos* srp) {
|
|
srp->scale.x = srp->scale.y = srp->scale.z = 1;
|
|
srp->rot.x = 0;
|
|
srp->rot.y = 0;
|
|
srp->rot.z = 0;
|
|
srp->pos.x = srp->pos.y = srp->pos.z = 0;
|
|
}
|
|
|
|
/**
|
|
* Set ScaleRotPos
|
|
*/
|
|
void ScaleRotPos_SetValue(ScaleRotPos* srp, Vec3f* scale, Vec3s* rot, Vec3f* pos) {
|
|
srp->scale = *scale;
|
|
srp->rot = *rot;
|
|
srp->pos = *pos;
|
|
}
|
|
|
|
/**
|
|
* ScaleRotPos equality test
|
|
*/
|
|
s32 ScaleRotPos_IsEqual(ScaleRotPos* a, ScaleRotPos* b) {
|
|
if ((a->scale.x != b->scale.x) || (a->scale.y != b->scale.y) || (a->scale.z != b->scale.z) ||
|
|
(a->rot.x != b->rot.x) || (a->rot.y != b->rot.y) || (a->rot.z != b->rot.z) || (a->pos.x != b->pos.x) ||
|
|
(a->pos.y != b->pos.y) || (a->pos.z != b->pos.z)) {
|
|
return false;
|
|
}
|
|
return true;
|
|
}
|
|
|
|
/**
|
|
* Reset DynaLookup lists
|
|
*/
|
|
void DynaLookup_ResetLists(DynaLookup* dynaLookup) {
|
|
SSList_SetNull(&dynaLookup->ceiling);
|
|
SSList_SetNull(&dynaLookup->wall);
|
|
SSList_SetNull(&dynaLookup->floor);
|
|
}
|
|
|
|
/**
|
|
* Reset DynaLookup
|
|
*/
|
|
void DynaLookup_Reset(DynaLookup* dynaLookup) {
|
|
dynaLookup->polyStartIndex = 0;
|
|
DynaLookup_ResetLists(dynaLookup);
|
|
}
|
|
|
|
/**
|
|
* Reset vtxStartIndex
|
|
*/
|
|
void DynaLookup_ResetVtxStartIndex(u16* vtxStartIndex) {
|
|
*vtxStartIndex = 0;
|
|
}
|
|
|
|
/**
|
|
* Reset waterBoxStartIndex
|
|
*/
|
|
void DynaLookup_ResetWaterBoxStartIndex(u16* waterBoxStartIndex) {
|
|
*waterBoxStartIndex = 0;
|
|
}
|
|
|
|
/**
|
|
* Initialize BgActor
|
|
*/
|
|
void BgActor_Init(PlayState* play, BgActor* bgActor) {
|
|
bgActor->actor = NULL;
|
|
bgActor->colHeader = NULL;
|
|
ScaleRotPos_Init(&bgActor->prevTransform);
|
|
ScaleRotPos_Init(&bgActor->curTransform);
|
|
DynaLookup_Reset(&bgActor->dynaLookup);
|
|
DynaLookup_ResetVtxStartIndex(&bgActor->vtxStartIndex);
|
|
DynaLookup_ResetWaterBoxStartIndex(&bgActor->waterboxesStartIndex);
|
|
bgActor->boundingSphere.center.x = bgActor->boundingSphere.center.y = bgActor->boundingSphere.center.z = 0;
|
|
bgActor->boundingSphere.radius = 0;
|
|
}
|
|
|
|
/**
|
|
* setActor internal
|
|
*/
|
|
void BgActor_SetActor(BgActor* bgActor, Actor* actor, CollisionHeader* colHeader) {
|
|
bgActor->actor = actor;
|
|
bgActor->colHeader = colHeader;
|
|
bgActor->prevTransform.scale = actor->scale;
|
|
bgActor->prevTransform.rot = actor->shape.rot;
|
|
bgActor->prevTransform.rot.x--;
|
|
bgActor->prevTransform.pos = actor->world.pos;
|
|
bgActor->curTransform.scale = actor->scale;
|
|
bgActor->curTransform.rot = actor->shape.rot;
|
|
bgActor->curTransform.pos = actor->world.pos;
|
|
}
|
|
|
|
/**
|
|
* Test if the BgActor transform is the same
|
|
*/
|
|
s32 BgActor_IsTransformUnchanged(BgActor* bgActor) {
|
|
return ScaleRotPos_IsEqual(&bgActor->prevTransform, &bgActor->curTransform);
|
|
}
|
|
|
|
/**
|
|
* NULL polyList
|
|
*/
|
|
void DynaPoly_NullPolyList(CollisionPoly** polyList) {
|
|
*polyList = NULL;
|
|
}
|
|
|
|
/**
|
|
* Allocate dyna.polyList
|
|
*/
|
|
void DynaPoly_AllocPolyList(PlayState* play, CollisionPoly** polyList, s32 numPolys) {
|
|
*polyList = THA_AllocTailAlign(&play->state.heap, numPolys * sizeof(CollisionPoly), -2);
|
|
}
|
|
|
|
/**
|
|
* NULL vtxList
|
|
*/
|
|
void DynaPoly_NullVtxList(Vec3s** vtxList) {
|
|
*vtxList = NULL;
|
|
}
|
|
|
|
/**
|
|
* Allocate dyna.vtxList
|
|
*/
|
|
void DynaPoly_AllocVtxList(PlayState* play, Vec3s** vtxList, s32 numVtx) {
|
|
*vtxList = THA_AllocTailAlign(&play->state.heap, numVtx * sizeof(Vec3s), -2);
|
|
}
|
|
|
|
/**
|
|
* Init dyna.waterBoxList
|
|
*/
|
|
void DynaPoly_InitWaterBoxList(DynaWaterBoxList* waterBoxList) {
|
|
waterBoxList->unk0 = 0;
|
|
waterBoxList->boxes = NULL;
|
|
}
|
|
|
|
/**
|
|
* Allocate dyna.waterBoxList
|
|
*/
|
|
void DynaPoly_AllocWaterBoxList(PlayState* play, DynaWaterBoxList* waterBoxList, s32 numWaterBoxes) {
|
|
waterBoxList->boxes = THA_AllocTailAlign(&play->state.heap, numWaterBoxes * sizeof(WaterBox), -2);
|
|
}
|
|
|
|
/**
|
|
* Update BgActor's prevTransform
|
|
*/
|
|
void DynaPoly_SetBgActorPrevTransform(PlayState* play, BgActor* bgActor) {
|
|
bgActor->prevTransform = bgActor->curTransform;
|
|
}
|
|
|
|
/**
|
|
* Is BgActor Id
|
|
*/
|
|
s32 DynaPoly_IsBgIdBgActor(s32 bgId) {
|
|
if ((bgId < 0) || (bgId >= BG_ACTOR_MAX)) {
|
|
return false;
|
|
}
|
|
return true;
|
|
}
|
|
|
|
/**
|
|
* Init DynaCollisionContext
|
|
*/
|
|
void DynaPoly_Init(PlayState* play, DynaCollisionContext* dyna) {
|
|
dyna->bitFlag = DYNAPOLY_INVALIDATE_LOOKUP;
|
|
DynaPoly_NullPolyList(&dyna->polyList);
|
|
DynaPoly_NullVtxList(&dyna->vtxList);
|
|
DynaPoly_InitWaterBoxList(&dyna->waterBoxList);
|
|
DynaSSNodeList_Init(play, &dyna->polyNodes);
|
|
}
|
|
|
|
/**
|
|
* Set DynaCollisionContext
|
|
*/
|
|
void DynaPoly_Alloc(PlayState* play, DynaCollisionContext* dyna) {
|
|
s32 i;
|
|
|
|
for (i = 0; i < BG_ACTOR_MAX; i++) {
|
|
BgActor_Init(play, &dyna->bgActors[i]);
|
|
dyna->bgActorFlags[i] = 0;
|
|
}
|
|
DynaPoly_NullPolyList(&dyna->polyList);
|
|
DynaPoly_AllocPolyList(play, &dyna->polyList, dyna->polyListMax);
|
|
|
|
DynaPoly_NullVtxList(&dyna->vtxList);
|
|
DynaPoly_AllocVtxList(play, &dyna->vtxList, dyna->vtxListMax);
|
|
|
|
DynaPoly_InitWaterBoxList(&dyna->waterBoxList);
|
|
DynaPoly_AllocWaterBoxList(play, &dyna->waterBoxList, DYNA_WATERBOX_MAX);
|
|
|
|
DynaSSNodeList_Init(play, &dyna->polyNodes);
|
|
DynaSSNodeList_Alloc(play, &dyna->polyNodes, dyna->polyNodesMax);
|
|
}
|
|
|
|
/**
|
|
* Set BgActor
|
|
* original name: DynaPolyInfo_setActor
|
|
*/
|
|
s32 DynaPoly_SetBgActor(PlayState* play, DynaCollisionContext* dyna, Actor* actor, CollisionHeader* colHeader) {
|
|
s32 bgId;
|
|
s32 foundSlot = false;
|
|
|
|
for (bgId = 0; bgId < BG_ACTOR_MAX; bgId++) {
|
|
if (!(dyna->bgActorFlags[bgId] & 1)) {
|
|
dyna->bgActorFlags[bgId] |= 1;
|
|
foundSlot = true;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (foundSlot == false) {
|
|
return BG_ACTOR_MAX;
|
|
}
|
|
|
|
BgActor_SetActor(&dyna->bgActors[bgId], actor, colHeader);
|
|
dyna->bitFlag |= DYNAPOLY_INVALIDATE_LOOKUP;
|
|
|
|
dyna->bgActorFlags[bgId] &= ~2;
|
|
return bgId;
|
|
}
|
|
|
|
/**
|
|
* Gets the actor assigned to `bgId`
|
|
*/
|
|
DynaPolyActor* DynaPoly_GetActor(CollisionContext* colCtx, s32 bgId) {
|
|
if (!DynaPoly_IsBgIdBgActor(bgId) || !(colCtx->dyna.bgActorFlags[bgId] & 1) ||
|
|
(colCtx->dyna.bgActorFlags[bgId] & 2)) {
|
|
return NULL;
|
|
}
|
|
return (DynaPolyActor*)colCtx->dyna.bgActors[bgId].actor;
|
|
}
|
|
|
|
void func_800C62BC(PlayState* play, DynaCollisionContext* dyna, s32 bgId) {
|
|
if (DynaPoly_IsBgIdBgActor(bgId)) {
|
|
dyna->bgActorFlags[bgId] |= 4;
|
|
dyna->bitFlag |= DYNAPOLY_INVALIDATE_LOOKUP;
|
|
}
|
|
}
|
|
|
|
void func_800C6314(PlayState* play, DynaCollisionContext* dyna, s32 bgId) {
|
|
if (DynaPoly_IsBgIdBgActor(bgId)) {
|
|
dyna->bgActorFlags[bgId] &= ~4;
|
|
dyna->bitFlag |= DYNAPOLY_INVALIDATE_LOOKUP;
|
|
}
|
|
}
|
|
|
|
void func_800C636C(PlayState* play, DynaCollisionContext* dyna, s32 bgId) {
|
|
if (DynaPoly_IsBgIdBgActor(bgId)) {
|
|
dyna->bgActorFlags[bgId] |= 8;
|
|
dyna->bitFlag |= DYNAPOLY_INVALIDATE_LOOKUP;
|
|
}
|
|
}
|
|
|
|
void func_800C63C4(PlayState* play, DynaCollisionContext* dyna, s32 bgId) {
|
|
if (DynaPoly_IsBgIdBgActor(bgId)) {
|
|
dyna->bgActorFlags[bgId] &= ~8;
|
|
dyna->bitFlag |= DYNAPOLY_INVALIDATE_LOOKUP;
|
|
}
|
|
}
|
|
|
|
void func_800C641C(PlayState* play, DynaCollisionContext* dyna, s32 bgId) {
|
|
if (DynaPoly_IsBgIdBgActor(bgId)) {
|
|
dyna->bgActorFlags[bgId] |= 0x20;
|
|
dyna->bitFlag |= DYNAPOLY_INVALIDATE_LOOKUP;
|
|
}
|
|
}
|
|
|
|
void func_800C6474(PlayState* play, DynaCollisionContext* dyna, s32 bgId) {
|
|
if (DynaPoly_IsBgIdBgActor(bgId)) {
|
|
dyna->bgActorFlags[bgId] &= ~0x20;
|
|
dyna->bitFlag |= DYNAPOLY_INVALIDATE_LOOKUP;
|
|
}
|
|
}
|
|
|
|
/**
|
|
* original name: DynaPolyInfo_delReserve
|
|
*/
|
|
void DynaPoly_DeleteBgActor(PlayState* play, DynaCollisionContext* dyna, s32 bgId) {
|
|
DynaPolyActor* actor;
|
|
|
|
if (DynaPoly_IsBgIdBgActor(bgId) == false) {
|
|
return;
|
|
}
|
|
actor = DynaPoly_GetActor(&play->colCtx, bgId);
|
|
if (actor != NULL) {
|
|
|
|
actor->bgId = BGACTOR_NEG_ONE;
|
|
dyna->bgActors[bgId].actor = NULL;
|
|
dyna->bgActorFlags[bgId] |= 2;
|
|
}
|
|
}
|
|
|
|
void func_800C6554(PlayState* play, DynaCollisionContext* dyna) {
|
|
dyna->bitFlag |= DYNAPOLY_INVALIDATE_LOOKUP;
|
|
}
|
|
|
|
void BgCheck_CalcWaterboxDimensions(Vec3f* minPos, Vec3f* maxXPos, Vec3f* maxZPos, Vec3s* minPosOut, s16* xLength,
|
|
s16* zLength) {
|
|
f32 temp;
|
|
|
|
minPosOut->x = minPos->x;
|
|
minPosOut->y = minPos->y;
|
|
minPosOut->z = minPos->z;
|
|
|
|
if (maxXPos->x < minPosOut->x) {
|
|
minPosOut->x = maxXPos->x;
|
|
}
|
|
if (maxXPos->y < minPosOut->y) {
|
|
minPosOut->y = maxXPos->y;
|
|
}
|
|
if (maxXPos->z < minPosOut->z) {
|
|
minPosOut->z = maxXPos->z;
|
|
}
|
|
|
|
if (maxZPos->x < minPosOut->x) {
|
|
minPosOut->x = maxZPos->x;
|
|
}
|
|
if (maxZPos->y < minPosOut->y) {
|
|
minPosOut->y = maxZPos->y;
|
|
}
|
|
if (maxZPos->z < minPosOut->z) {
|
|
minPosOut->z = maxZPos->z;
|
|
}
|
|
|
|
*xLength = minPos->x - minPosOut->x;
|
|
temp = maxXPos->x - minPosOut->x;
|
|
|
|
if (*xLength < temp) {
|
|
*xLength = temp;
|
|
}
|
|
temp = maxZPos->x - minPosOut->x;
|
|
if (*xLength < temp) {
|
|
*xLength = temp;
|
|
}
|
|
*zLength = minPos->z - minPosOut->z;
|
|
|
|
temp = maxXPos->z - minPosOut->z;
|
|
if (*zLength < temp) {
|
|
*zLength = temp;
|
|
}
|
|
temp = maxZPos->z - minPosOut->z;
|
|
if (*zLength < temp) {
|
|
*zLength = temp;
|
|
}
|
|
}
|
|
|
|
#ifdef NON_MATCHING
|
|
/**
|
|
* original name: DynaPolyInfo_expandSRT
|
|
*/
|
|
void DynaPoly_ExpandSRT(PlayState* play, DynaCollisionContext* dyna, s32 bgId, s32* vtxStartIndex, s32* polyStartIndex,
|
|
s32* waterBoxStartIndex) {
|
|
Actor* actor;
|
|
s32 pad;
|
|
s32 pad2;
|
|
f32 numVtxInverse;
|
|
s32 i;
|
|
Vec3f pos; // sp170
|
|
Sphere16* sphere;
|
|
Vec3s* dVtxList;
|
|
Vec3s* point;
|
|
Vec3f newCenterPoint; // sp158
|
|
|
|
f32 newRadiusSq;
|
|
CollisionHeader* pbgdata;
|
|
Vec3f newVtx; // sp144
|
|
Vec3f vtxA; // sp138
|
|
Vec3f vtxB; // sp12C
|
|
Vec3f vtxC; // sp120
|
|
Vec3f newNormal;
|
|
s32 wi;
|
|
Vec3f spB8; // waterbox ?
|
|
Vec3f spAC;
|
|
Vec3f spA0; // waterbox ?
|
|
Vec3f sp94;
|
|
Vec3f sp88; // waterbox ?
|
|
Vec3f sp7C;
|
|
WaterBox* waterBox;
|
|
|
|
pbgdata = dyna->bgActors[bgId].colHeader;
|
|
sphere = &dyna->bgActors[bgId].boundingSphere;
|
|
actor = dyna->bgActors[bgId].actor;
|
|
dyna->bgActors[bgId].dynaLookup.polyStartIndex = *polyStartIndex;
|
|
dyna->bgActors[bgId].vtxStartIndex = *vtxStartIndex;
|
|
dyna->bgActors[bgId].waterboxesStartIndex = *waterBoxStartIndex;
|
|
pos = actor->world.pos;
|
|
pos.y += actor->shape.yOffset * actor->scale.y;
|
|
|
|
ScaleRotPos_SetValue(&dyna->bgActors[bgId].curTransform, &actor->scale, &actor->shape.rot, &pos);
|
|
|
|
if (dyna->bgActorFlags[bgId] & 4) {
|
|
return;
|
|
}
|
|
// if(&pos){} // fake but considerably improves match. commented out to stop warnings
|
|
if (*waterBoxStartIndex + pbgdata->numWaterBoxes > DYNA_WATERBOX_MAX) {
|
|
sprintf(D_801EDAA8, "water_poly Error:[MoveBG OSUGI!!!]");
|
|
sprintf(D_801EDAF8, "num = %d > %d\n", *waterBoxStartIndex + pbgdata->numWaterBoxes, DYNA_WATERBOX_MAX);
|
|
Fault_AddHungupAndCrashImpl(D_801EDAA8, D_801EDAF8);
|
|
}
|
|
|
|
if (*polyStartIndex + pbgdata->numPolygons > dyna->polyListMax) {
|
|
sprintf(D_801EDAA8, "bg_poly Error:[MoveBG OSUGI!!!]");
|
|
sprintf(D_801EDAF8, "num = %d > %d\n", *polyStartIndex + pbgdata->numPolygons, dyna->polyListMax);
|
|
Fault_AddHungupAndCrashImpl(D_801EDAA8, D_801EDAF8);
|
|
}
|
|
|
|
if (*vtxStartIndex + pbgdata->numVertices > dyna->vtxListMax) {
|
|
sprintf(D_801EDAA8, "bg_vert Error:[MoveBG OSUGI!!!]");
|
|
sprintf(D_801EDAF8, "num = %d > %d\n", *vtxStartIndex + pbgdata->numVertices, dyna->vtxListMax);
|
|
Fault_AddHungupAndCrashImpl(D_801EDAA8, D_801EDAF8);
|
|
}
|
|
|
|
if (!(dyna->bitFlag & DYNAPOLY_INVALIDATE_LOOKUP) && BgActor_IsTransformUnchanged(&dyna->bgActors[bgId])) {
|
|
s32 pi;
|
|
|
|
for (pi = *polyStartIndex; pi < *polyStartIndex + pbgdata->numPolygons; pi++) {
|
|
CollisionPoly* poly = &dyna->polyList[pi];
|
|
s16 normalY = poly->normal.y;
|
|
|
|
if (normalY > COLPOLY_SNORMAL(0.5f)) {
|
|
if (!(dyna->bgActorFlags[bgId] & 0x20)) {
|
|
s16 polyIndex = pi;
|
|
|
|
DynaSSNodeList_SetSSListHead(&dyna->polyNodes, &dyna->bgActors[bgId].dynaLookup.floor, &polyIndex);
|
|
}
|
|
} else if (normalY < COLPOLY_SNORMAL(-0.8f)) {
|
|
if (!(dyna->bgActorFlags[bgId] & 8)) {
|
|
s16 polyIndex = pi;
|
|
|
|
DynaSSNodeList_SetSSListHead(&dyna->polyNodes, &dyna->bgActors[bgId].dynaLookup.ceiling,
|
|
&polyIndex);
|
|
}
|
|
} else {
|
|
s16 polyIndex = pi;
|
|
|
|
DynaSSNodeList_SetSSListHead(&dyna->polyNodes, &dyna->bgActors[bgId].dynaLookup.wall, &polyIndex);
|
|
}
|
|
}
|
|
|
|
*polyStartIndex += pbgdata->numPolygons;
|
|
*vtxStartIndex += pbgdata->numVertices;
|
|
*waterBoxStartIndex += pbgdata->numWaterBoxes;
|
|
} else {
|
|
SkinMatrix_SetScaleRotateYRPTranslate(
|
|
&D_801EDA40, dyna->bgActors[bgId].curTransform.scale.x, dyna->bgActors[bgId].curTransform.scale.y,
|
|
dyna->bgActors[bgId].curTransform.scale.z, dyna->bgActors[bgId].curTransform.rot.x,
|
|
dyna->bgActors[bgId].curTransform.rot.y, dyna->bgActors[bgId].curTransform.rot.z,
|
|
dyna->bgActors[bgId].curTransform.pos.x, dyna->bgActors[bgId].curTransform.pos.y,
|
|
dyna->bgActors[bgId].curTransform.pos.z);
|
|
|
|
if ((pbgdata->numVertices != 0) && (pbgdata->numPolygons != 0)) {
|
|
s32 j;
|
|
numVtxInverse = 1.0f / pbgdata->numVertices;
|
|
newCenterPoint.x = newCenterPoint.y = newCenterPoint.z = 0.0f;
|
|
for (i = 0; i < pbgdata->numVertices; i++) {
|
|
Vec3f vtx; // spF4
|
|
Vec3f vtxT; // spE8 Vtx after mtx transform
|
|
|
|
Math_Vec3s_ToVec3f(&vtx, &pbgdata->vtxList[i]);
|
|
SkinMatrix_Vec3fMtxFMultXYZ(&D_801EDA40, &vtx, &vtxT);
|
|
BgCheck_Vec3fToVec3s(&dyna->vtxList[*vtxStartIndex + i], &vtxT);
|
|
|
|
if (i == 0) {
|
|
dyna->bgActors[bgId].minY = dyna->bgActors[bgId].maxY = vtxT.y;
|
|
} else if (vtxT.y < dyna->bgActors[bgId].minY) {
|
|
dyna->bgActors[bgId].minY = vtxT.y;
|
|
} else if (dyna->bgActors[bgId].maxY < vtxT.y) {
|
|
dyna->bgActors[bgId].maxY = vtxT.y;
|
|
}
|
|
newCenterPoint.x += vtxT.x;
|
|
newCenterPoint.y += vtxT.y;
|
|
newCenterPoint.z += vtxT.z;
|
|
}
|
|
|
|
newCenterPoint.x *= numVtxInverse;
|
|
newCenterPoint.y *= numVtxInverse;
|
|
newCenterPoint.z *= numVtxInverse;
|
|
sphere->center.x = newCenterPoint.x;
|
|
sphere->center.y = newCenterPoint.y;
|
|
sphere->center.z = newCenterPoint.z;
|
|
newRadiusSq = -100.0f;
|
|
|
|
for (i = 0, j = *vtxStartIndex; i < pbgdata->numVertices; i++, j++) {
|
|
f32 radiusSq;
|
|
|
|
newVtx.x = dyna->vtxList[j].x;
|
|
newVtx.y = dyna->vtxList[j].y;
|
|
newVtx.z = dyna->vtxList[j].z;
|
|
radiusSq = Math3D_Vec3fDistSq(&newVtx, &newCenterPoint);
|
|
if (newRadiusSq < radiusSq) {
|
|
newRadiusSq = radiusSq;
|
|
}
|
|
}
|
|
|
|
sphere->radius = sqrtf(newRadiusSq) * 1.1f;
|
|
|
|
for (i = 0; i < pbgdata->numPolygons; i++) {
|
|
CollisionPoly* newPoly = &dyna->polyList[*polyStartIndex + i];
|
|
f32 newNormMagnitude;
|
|
u32 vIA;
|
|
u32 vIB;
|
|
u32 vIC;
|
|
|
|
*newPoly = pbgdata->polyList[i];
|
|
|
|
vIA = (COLPOLY_VTX_INDEX(newPoly->flags_vIA) + *vtxStartIndex);
|
|
vIB = (COLPOLY_VTX_INDEX(newPoly->flags_vIB) + *vtxStartIndex);
|
|
vIC = newPoly->vIC + *vtxStartIndex;
|
|
|
|
newPoly->flags_vIA = vIA | ((*newPoly).flags_vIA & 0xE000);
|
|
newPoly->flags_vIB = vIB | ((*newPoly).flags_vIB & 0xE000);
|
|
newPoly->vIC = vIC;
|
|
dVtxList = dyna->vtxList;
|
|
vtxA.x = dVtxList[vIA].x;
|
|
vtxA.y = dVtxList[vIA].y;
|
|
vtxA.z = dVtxList[vIA].z;
|
|
vtxB.x = dVtxList[vIB].x;
|
|
vtxB.y = dVtxList[vIB].y;
|
|
vtxB.z = dVtxList[vIB].z;
|
|
vtxC.x = dVtxList[vIC].x;
|
|
vtxC.y = dVtxList[vIC].y;
|
|
vtxC.z = dVtxList[vIC].z;
|
|
Math3D_SurfaceNorm(&vtxA, &vtxB, &vtxC, &newNormal);
|
|
newNormMagnitude = Math3D_Vec3fMagnitude(&newNormal);
|
|
|
|
if (!IS_ZERO(newNormMagnitude)) {
|
|
newNormal.x *= (1.0f / newNormMagnitude);
|
|
newNormal.y *= (1.0f / newNormMagnitude);
|
|
newNormal.z *= (1.0f / newNormMagnitude);
|
|
newPoly->normal.x = COLPOLY_SNORMAL(newNormal.x);
|
|
newPoly->normal.y = COLPOLY_SNORMAL(newNormal.y);
|
|
newPoly->normal.z = COLPOLY_SNORMAL(newNormal.z);
|
|
}
|
|
|
|
newPoly->dist = func_80086D24(-DOTXYZ(newNormal, vtxA));
|
|
if (newNormal.y > 0.5f) {
|
|
s16 polyId = *polyStartIndex + i;
|
|
|
|
DynaSSNodeList_SetSSListHead(&dyna->polyNodes, &dyna->bgActors[bgId].dynaLookup.floor, &polyId);
|
|
} else if (newNormal.y < -0.8f) {
|
|
s16 polyId = *polyStartIndex + i;
|
|
|
|
DynaSSNodeList_SetSSListHead(&dyna->polyNodes, &dyna->bgActors[bgId].dynaLookup.ceiling, &polyId);
|
|
} else {
|
|
s16 polyId = *polyStartIndex + i;
|
|
|
|
DynaSSNodeList_SetSSListHead(&dyna->polyNodes, &dyna->bgActors[bgId].dynaLookup.wall, &polyId);
|
|
}
|
|
}
|
|
}
|
|
|
|
if (pbgdata->numWaterBoxes > 0) {
|
|
for (wi = 0; wi < pbgdata->numWaterBoxes; wi++) {
|
|
Math_Vec3s_ToVec3f(&spB8, &pbgdata->waterBoxes[wi].minPos);
|
|
Math_Vec3f_Copy(&spA0, &spB8);
|
|
spA0.x += pbgdata->waterBoxes[wi].xLength;
|
|
Math_Vec3f_Copy(&sp88, &spB8);
|
|
sp88.z += pbgdata->waterBoxes[wi].zLength;
|
|
SkinMatrix_Vec3fMtxFMultXYZ(&D_801EDA40, &spB8, &spAC);
|
|
SkinMatrix_Vec3fMtxFMultXYZ(&D_801EDA40, &spA0, &sp94);
|
|
SkinMatrix_Vec3fMtxFMultXYZ(&D_801EDA40, &sp88, &sp7C);
|
|
waterBox = &dyna->waterBoxList.boxes[*waterBoxStartIndex + wi];
|
|
BgCheck_CalcWaterboxDimensions(&spAC, &sp94, &sp7C, &waterBox->minPos, &waterBox->xLength,
|
|
&waterBox->zLength);
|
|
waterBox->properties = pbgdata->waterBoxes[wi].properties;
|
|
}
|
|
}
|
|
*polyStartIndex += pbgdata->numPolygons;
|
|
*vtxStartIndex += pbgdata->numVertices;
|
|
*waterBoxStartIndex += pbgdata->numWaterBoxes;
|
|
}
|
|
}
|
|
#else
|
|
#pragma GLOBAL_ASM("asm/non_matchings/code/z_bgcheck/DynaPoly_ExpandSRT.s")
|
|
#endif
|
|
|
|
void BgCheck_ResetFlagsIfLoadedActor(PlayState* play, DynaCollisionContext* dyna, Actor* actor) {
|
|
DynaPolyActor* dynaActor;
|
|
s32 i;
|
|
|
|
for (i = 0; i < BG_ACTOR_MAX; i++) {
|
|
if ((dyna->bgActorFlags[i] & 1)) {
|
|
dynaActor = DynaPoly_GetActor(&play->colCtx, i);
|
|
if ((dynaActor != NULL) && (&dynaActor->actor == actor)) {
|
|
DynaPolyActor_ResetState((DynaPolyActor*)actor);
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/**
|
|
* original name: DynaPolyInfo_setup
|
|
*/
|
|
void DynaPoly_Setup(PlayState* play, DynaCollisionContext* dyna) {
|
|
DynaPolyActor* actor;
|
|
s32 vtxStartIndex;
|
|
s32 polyStartIndex;
|
|
s32 waterBoxStartIndex;
|
|
s32 i;
|
|
|
|
DynaSSNodeList_ResetCount(&dyna->polyNodes);
|
|
|
|
for (i = 0; i < BG_ACTOR_MAX; i++) {
|
|
DynaLookup_ResetLists(&dyna->bgActors[i].dynaLookup);
|
|
}
|
|
|
|
for (i = 0; i < BG_ACTOR_MAX; i++) {
|
|
if (dyna->bgActorFlags[i] & 2) {
|
|
// Initialize BgActor
|
|
dyna->bgActorFlags[i] = 0;
|
|
BgActor_Init(play, &dyna->bgActors[i]);
|
|
dyna->bitFlag |= DYNAPOLY_INVALIDATE_LOOKUP;
|
|
}
|
|
if ((dyna->bgActors[i].actor != NULL) && (dyna->bgActors[i].actor->update == NULL)) {
|
|
// Delete BgActor
|
|
actor = DynaPoly_GetActor(&play->colCtx, i);
|
|
if (actor == NULL) {
|
|
return;
|
|
}
|
|
actor->bgId = BGACTOR_NEG_ONE;
|
|
dyna->bgActorFlags[i] = 0;
|
|
|
|
BgActor_Init(play, &dyna->bgActors[i]);
|
|
dyna->bitFlag |= DYNAPOLY_INVALIDATE_LOOKUP;
|
|
}
|
|
}
|
|
vtxStartIndex = 0;
|
|
polyStartIndex = 0;
|
|
waterBoxStartIndex = 0;
|
|
for (i = 0; i < BG_ACTOR_MAX; i++) {
|
|
if ((dyna->bgActorFlags[i] & 1) && !(dyna->bgActorFlags[i] & 2)) {
|
|
DynaPoly_ExpandSRT(play, dyna, i, &vtxStartIndex, &polyStartIndex, &waterBoxStartIndex);
|
|
}
|
|
}
|
|
dyna->bitFlag &= ~DYNAPOLY_INVALIDATE_LOOKUP;
|
|
}
|
|
|
|
/**
|
|
* Compute the number of dynamic resources in use?
|
|
*/
|
|
void func_800C756C(DynaCollisionContext* dyna, s32* numPolygons, s32* numVertices, s32* numWaterBoxes) {
|
|
s32 i;
|
|
CollisionHeader* colHeader;
|
|
|
|
*numPolygons = 0;
|
|
*numVertices = 0;
|
|
*numWaterBoxes = 0;
|
|
|
|
for (i = 0; i < BG_ACTOR_MAX; i++) {
|
|
if ((dyna->bgActorFlags[i] & 1) && !(dyna->bgActorFlags[i] & 2) && !(dyna->bgActorFlags[i] & 4)) {
|
|
colHeader = dyna->bgActors[i].colHeader;
|
|
*numPolygons += colHeader->numPolygons;
|
|
*numVertices += colHeader->numVertices;
|
|
*numWaterBoxes += colHeader->numWaterBoxes;
|
|
}
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Update all BgActor's previous ScaleRotPos
|
|
*/
|
|
void DynaPoly_UpdateBgActorTransforms(PlayState* play, DynaCollisionContext* dyna) {
|
|
s32 i;
|
|
|
|
for (i = 0; i < BG_ACTOR_MAX; i++) {
|
|
if (dyna->bgActorFlags[i] & 1) {
|
|
DynaPoly_SetBgActorPrevTransform(play, &dyna->bgActors[i]);
|
|
}
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Perform dyna poly raycast toward floor on a list of floor, wall, or ceiling polys
|
|
* `listType` specifies the poly list type (e.g. DYNA_RAYCAST_FLOORS)
|
|
*/
|
|
f32 BgCheck_RaycastFloorDynaList(DynaRaycast* dynaRaycast, u32 listType) {
|
|
CollisionPoly* polyList;
|
|
SSNode* curNode;
|
|
f32 result;
|
|
f32 yIntersect;
|
|
s16 id;
|
|
|
|
result = dynaRaycast->yIntersect;
|
|
if (dynaRaycast->ssList->head == SS_NULL) {
|
|
return result;
|
|
}
|
|
polyList = dynaRaycast->dyna->polyList;
|
|
curNode = &dynaRaycast->dyna->polyNodes.tbl[dynaRaycast->ssList->head];
|
|
|
|
while (true) {
|
|
id = curNode->polyId;
|
|
if (COLPOLY_VIA_FLAG_TEST(polyList[id].flags_vIA, dynaRaycast->xpFlags) ||
|
|
(COLPOLY_VIA_FLAG_TEST(polyList[id].flags_vIB, 4) &&
|
|
(((dynaRaycast->actor != NULL) && (dynaRaycast->actor->category != ACTORCAT_PLAYER)) ||
|
|
((dynaRaycast->actor == NULL) && (dynaRaycast->xpFlags != COLPOLY_IGNORE_CAMERA)))) ||
|
|
((dynaRaycast->unk_24 & 0x20) && func_800C9B68(dynaRaycast->colCtx, &polyList[id], dynaRaycast->unk1C))) {
|
|
if (curNode->next == SS_NULL) {
|
|
break;
|
|
} else {
|
|
curNode = &dynaRaycast->dyna->polyNodes.tbl[curNode->next];
|
|
continue;
|
|
}
|
|
}
|
|
if ((listType & (DYNA_RAYCAST_WALLS | DYNA_RAYCAST_CEILINGS)) && (dynaRaycast->unk_24 & 0x10) &&
|
|
(COLPOLY_GET_NORMAL(polyList[id].normal.y) < 0.0f)) {
|
|
if (curNode->next == SS_NULL) {
|
|
break;
|
|
} else {
|
|
curNode = &dynaRaycast->dyna->polyNodes.tbl[curNode->next];
|
|
continue;
|
|
}
|
|
}
|
|
if (CollisionPoly_CheckYIntersectApprox1(&polyList[id], dynaRaycast->dyna->vtxList, dynaRaycast->pos->x,
|
|
dynaRaycast->pos->z, &yIntersect, dynaRaycast->checkDist) &&
|
|
(yIntersect < dynaRaycast->pos->y) && (result < yIntersect)) {
|
|
result = yIntersect;
|
|
*dynaRaycast->resultPoly = &dynaRaycast->dyna->polyList[id];
|
|
}
|
|
if (curNode->next == SS_NULL) {
|
|
break;
|
|
} else {
|
|
curNode = &dynaRaycast->dyna->polyNodes.tbl[curNode->next];
|
|
continue;
|
|
}
|
|
}
|
|
return result;
|
|
}
|
|
|
|
#ifdef NON_MATCHING
|
|
/**
|
|
* Perform dyna poly raycast toward floor
|
|
* returns the yIntersect of the poly found, or BGCHECK_Y_MIN if no poly is found
|
|
*/
|
|
f32 BgCheck_RaycastFloorDyna(DynaRaycast* dynaRaycast) {
|
|
s32 i;
|
|
f32 result;
|
|
f32 intersect2;
|
|
s32 i2;
|
|
s32 pauseState;
|
|
DynaPolyActor* dynaActor;
|
|
s32 pad;
|
|
Vec3f polyVtx[3];
|
|
Vec3f polyNorm;
|
|
u32 polyIndex;
|
|
CollisionPoly* polyMin;
|
|
MtxF srpMtx;
|
|
f32 magnitude;
|
|
Vec3s* vtxList;
|
|
f32 polyDist;
|
|
Vec3f vtx;
|
|
f32 intersect;
|
|
ScaleRotPos* curTransform;
|
|
CollisionPoly* poly;
|
|
|
|
result = BGCHECK_Y_MIN;
|
|
*dynaRaycast->bgId = BGCHECK_SCENE;
|
|
|
|
for (i = 0; i < BG_ACTOR_MAX; i++) {
|
|
if (!(dynaRaycast->colCtx->dyna.bgActorFlags[i] & 1) || (dynaRaycast->colCtx->dyna.bgActorFlags[i] & 2)) {
|
|
continue;
|
|
}
|
|
|
|
if ((dynaRaycast->actor == dynaRaycast->colCtx->dyna.bgActors[i].actor) ||
|
|
(dynaRaycast->pos->y < dynaRaycast->colCtx->dyna.bgActors[i].minY) ||
|
|
!Math3D_XZInSphere(&dynaRaycast->colCtx->dyna.bgActors[i].boundingSphere, dynaRaycast->pos->x,
|
|
dynaRaycast->pos->z)) {
|
|
continue;
|
|
}
|
|
|
|
dynaRaycast->unk1C = i;
|
|
dynaRaycast->dyna = &dynaRaycast->colCtx->dyna;
|
|
if (dynaRaycast->unk_24 & BGCHECK_IGNORE_FLOOR) {
|
|
dynaRaycast->ssList = &dynaRaycast->colCtx->dyna.bgActors[i].dynaLookup.floor;
|
|
intersect2 = BgCheck_RaycastFloorDynaList(dynaRaycast, DYNA_RAYCAST_FLOORS);
|
|
|
|
if (dynaRaycast->yIntersect < intersect2) {
|
|
dynaRaycast->yIntersect = intersect2;
|
|
*dynaRaycast->bgId = i;
|
|
result = intersect2;
|
|
}
|
|
}
|
|
if ((dynaRaycast->unk_24 & BGCHECK_IGNORE_WALL) ||
|
|
((*dynaRaycast->resultPoly == NULL) && (dynaRaycast->unk_24 & 8))) {
|
|
dynaRaycast->ssList = &dynaRaycast->colCtx->dyna.bgActors[i].dynaLookup.wall;
|
|
intersect2 = BgCheck_RaycastFloorDynaList(dynaRaycast, DYNA_RAYCAST_WALLS);
|
|
if (dynaRaycast->yIntersect < intersect2) {
|
|
|
|
dynaRaycast->yIntersect = intersect2;
|
|
*dynaRaycast->bgId = i;
|
|
result = intersect2;
|
|
}
|
|
}
|
|
|
|
if (dynaRaycast->unk_24 & BGCHECK_IGNORE_CEILING) {
|
|
dynaRaycast->ssList = &dynaRaycast->colCtx->dyna.bgActors[i].dynaLookup.ceiling;
|
|
intersect2 = BgCheck_RaycastFloorDynaList(dynaRaycast, DYNA_RAYCAST_CEILINGS);
|
|
if (dynaRaycast->yIntersect < intersect2) {
|
|
|
|
dynaRaycast->yIntersect = intersect2;
|
|
*dynaRaycast->bgId = i;
|
|
result = intersect2;
|
|
}
|
|
}
|
|
}
|
|
|
|
dynaActor = DynaPoly_GetActor(dynaRaycast->colCtx, *dynaRaycast->bgId);
|
|
if ((result != BGCHECK_Y_MIN) && (dynaActor != NULL) && (dynaRaycast->play != NULL)) {
|
|
pauseState = (dynaRaycast->play->pauseCtx.state != PAUSE_STATE_OFF);
|
|
if (!pauseState) {
|
|
pauseState = dynaRaycast->play->pauseCtx.debugEditor != DEBUG_EDITOR_NONE;
|
|
}
|
|
if (!pauseState && (dynaRaycast->colCtx->dyna.bgActorFlags[*dynaRaycast->bgId] & 2)) {
|
|
curTransform = &dynaRaycast->dyna->bgActors[*dynaRaycast->bgId].curTransform;
|
|
polyMin = &dynaRaycast->dyna
|
|
->polyList[(u16)dynaRaycast->dyna->bgActors[*dynaRaycast->bgId].dynaLookup.polyStartIndex];
|
|
polyIndex = *dynaRaycast->resultPoly - polyMin;
|
|
poly = &dynaRaycast->dyna->bgActors[*dynaRaycast->bgId].colHeader->polyList[polyIndex];
|
|
|
|
SkinMatrix_SetScaleRotateYRPTranslate(&srpMtx, curTransform->scale.x, curTransform->scale.y,
|
|
curTransform->scale.z, curTransform->rot.x, curTransform->rot.y,
|
|
curTransform->rot.z, curTransform->pos.x, curTransform->pos.y,
|
|
curTransform->pos.z);
|
|
|
|
vtxList = dynaRaycast->dyna->bgActors[*dynaRaycast->bgId].colHeader->vtxList;
|
|
|
|
for (i2 = 0; i2 < 3; i2++) {
|
|
Math_Vec3s_ToVec3f(&vtx, &vtxList[COLPOLY_VTX_INDEX(poly->vtxData[i2])]);
|
|
SkinMatrix_Vec3fMtxFMultXYZ(&srpMtx, &vtx, &polyVtx[i2]);
|
|
}
|
|
Math3D_SurfaceNorm(&polyVtx[0], &polyVtx[1], &polyVtx[2], &polyNorm);
|
|
magnitude = Math3D_Vec3fMagnitude(&polyNorm);
|
|
|
|
if (!IS_ZERO(magnitude)) {
|
|
polyNorm.x *= 1.0f / magnitude;
|
|
polyNorm.y *= 1.0f / magnitude;
|
|
polyNorm.z *= 1.0f / magnitude;
|
|
polyDist = -DOTXYZ(polyNorm, polyVtx[0]);
|
|
if (Math3D_TriChkPointParaYIntersectInsideTri(
|
|
&polyVtx[0], &polyVtx[1], &polyVtx[2], polyNorm.x, polyNorm.y, polyNorm.z, polyDist,
|
|
dynaRaycast->pos->z, dynaRaycast->pos->x, &intersect, dynaRaycast->checkDist)) {
|
|
if (fabsf(intersect - result) < 1.0f) {
|
|
|
|
result = intersect;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
return result;
|
|
}
|
|
#else
|
|
#pragma GLOBAL_ASM("asm/non_matchings/code/z_bgcheck/BgCheck_RaycastFloorDyna.s")
|
|
#endif
|
|
|
|
/**
|
|
* Performs collision detection on a BgActor's wall polys on sphere `pos`, `radius`
|
|
* returns true if a collision was detected
|
|
* `outX` `outZ` return the displaced x,z coordinates
|
|
* `outPoly` returns the pointer to the nearest poly collided with, or NULL
|
|
* `outBgId` returns `bgId` if the poly SurfaceType's wall damage flag is not set, else ?
|
|
*/
|
|
s32 BgCheck_SphVsDynaWallInBgActor(CollisionContext* colCtx, u16 xpFlags, DynaCollisionContext* dyna, SSList* ssList,
|
|
f32* outX, f32* outZ, CollisionPoly** outPoly, s32* outBgId, Vec3f* pos, f32 radius,
|
|
s32 bgId, Actor* actor) {
|
|
f32 temp;
|
|
f32 intersect;
|
|
s32 result = false;
|
|
CollisionPoly* poly;
|
|
SSNode* curNode;
|
|
f32 nx;
|
|
f32 ny;
|
|
f32 nz;
|
|
Vec3f resultPos;
|
|
s16 polyId;
|
|
f32 zTemp;
|
|
f32 xTemp;
|
|
f32 normalXZ;
|
|
f32 invNormalXZ;
|
|
f32 planeDist;
|
|
f32 temp_f18;
|
|
f32 zMin;
|
|
f32 zMax;
|
|
f32 xMin;
|
|
f32 xMax;
|
|
|
|
if (ssList->head == SS_NULL) {
|
|
return result;
|
|
}
|
|
|
|
resultPos = *pos;
|
|
curNode = &dyna->polyNodes.tbl[ssList->head];
|
|
|
|
while (true) {
|
|
polyId = curNode->polyId;
|
|
poly = &dyna->polyList[polyId];
|
|
CollisionPoly_GetNormalF(poly, &nx, &ny, &nz);
|
|
normalXZ = sqrtf(SQ(nx) + SQ(nz));
|
|
|
|
planeDist = Math3D_DistPlaneToPos(nx, ny, nz, poly->dist, &resultPos);
|
|
if (radius < fabsf(planeDist) || COLPOLY_VIA_FLAG_TEST(poly->flags_vIA, xpFlags) ||
|
|
(COLPOLY_VIA_FLAG_TEST(poly->flags_vIB, 4) && (((actor != NULL) && (actor->category != ACTORCAT_PLAYER)) ||
|
|
((actor == NULL) && (xpFlags != COLPOLY_IGNORE_CAMERA))))) {
|
|
if (curNode->next == SS_NULL) {
|
|
break;
|
|
} else {
|
|
curNode = &dyna->polyNodes.tbl[curNode->next];
|
|
continue;
|
|
}
|
|
}
|
|
invNormalXZ = 1.0f / normalXZ;
|
|
temp_f18 = fabsf(nz) * invNormalXZ;
|
|
if (temp_f18 < 0.4f) {
|
|
if (curNode->next == SS_NULL) {
|
|
break;
|
|
} else {
|
|
curNode = &dyna->polyNodes.tbl[curNode->next];
|
|
continue;
|
|
}
|
|
}
|
|
|
|
// compute poly zMin/zMax
|
|
zTemp = dyna->vtxList[COLPOLY_VTX_INDEX(poly->flags_vIA)].z;
|
|
zMax = zMin = zTemp;
|
|
|
|
zTemp = dyna->vtxList[COLPOLY_VTX_INDEX(poly->flags_vIB)].z;
|
|
if (zTemp < zMin) {
|
|
zMin = zTemp;
|
|
} else if (zTemp > zMax) {
|
|
zMax = zTemp;
|
|
}
|
|
|
|
zTemp = dyna->vtxList[poly->vIC].z;
|
|
if (zTemp < zMin) {
|
|
zMin = zTemp;
|
|
} else if (zMax < zTemp) {
|
|
zMax = zTemp;
|
|
}
|
|
|
|
zMin -= radius;
|
|
zMax += radius;
|
|
if ((resultPos.z < zMin) || (zMax < resultPos.z)) {
|
|
if (curNode->next == SS_NULL) {
|
|
break;
|
|
} else {
|
|
curNode = &dyna->polyNodes.tbl[curNode->next];
|
|
continue;
|
|
}
|
|
}
|
|
if (CollisionPoly_CheckZIntersectApprox(poly, dyna->vtxList, resultPos.x, pos->y, &intersect)) {
|
|
s32 pad;
|
|
|
|
if (fabsf(intersect - resultPos.z) <= radius / temp_f18) {
|
|
if ((intersect - resultPos.z) * nz <= 4.0f) {
|
|
if (BgCheck_ComputeWallDisplacement(colCtx, poly, &resultPos.x, &resultPos.z, nx, ny, nz,
|
|
invNormalXZ, planeDist, radius, outPoly)) {
|
|
*outBgId = bgId;
|
|
}
|
|
result = true;
|
|
}
|
|
}
|
|
}
|
|
if (curNode->next == SS_NULL) {
|
|
break;
|
|
}
|
|
curNode = &dyna->polyNodes.tbl[curNode->next];
|
|
}
|
|
|
|
curNode = &dyna->polyNodes.tbl[ssList->head];
|
|
while (true) {
|
|
polyId = curNode->polyId;
|
|
poly = &dyna->polyList[polyId];
|
|
CollisionPoly_GetNormalF(poly, &nx, &ny, &nz);
|
|
normalXZ = sqrtf(SQ(nx) + SQ(nz));
|
|
|
|
planeDist = Math3D_DistPlaneToPos(nx, ny, nz, poly->dist, &resultPos);
|
|
if (radius < fabsf(planeDist) || COLPOLY_VIA_FLAG_TEST(poly->flags_vIA, xpFlags) ||
|
|
(COLPOLY_VIA_FLAG_TEST(poly->flags_vIB, 4) && (((actor != NULL) && (actor->category != ACTORCAT_PLAYER)) ||
|
|
((actor == NULL) && (xpFlags != COLPOLY_IGNORE_CAMERA))))) {
|
|
if (curNode->next == SS_NULL) {
|
|
break;
|
|
} else {
|
|
curNode = &dyna->polyNodes.tbl[curNode->next];
|
|
continue;
|
|
}
|
|
}
|
|
|
|
invNormalXZ = 1.0f / normalXZ;
|
|
temp_f18 = fabsf(nx) * invNormalXZ;
|
|
if (temp_f18 < 0.4f) {
|
|
if (curNode->next == SS_NULL) {
|
|
break;
|
|
} else {
|
|
curNode = &dyna->polyNodes.tbl[curNode->next];
|
|
continue;
|
|
}
|
|
}
|
|
|
|
// compute poly xMin/xMax
|
|
xTemp = dyna->vtxList[COLPOLY_VTX_INDEX(poly->flags_vIA)].x;
|
|
xMax = xMin = xTemp;
|
|
xTemp = dyna->vtxList[COLPOLY_VTX_INDEX(poly->flags_vIB)].x;
|
|
|
|
if (xTemp < xMin) {
|
|
xMin = xTemp;
|
|
} else if (xMax < xTemp) {
|
|
xMax = xTemp;
|
|
}
|
|
xTemp = dyna->vtxList[poly->vIC].x;
|
|
if (xTemp < xMin) {
|
|
xMin = xTemp;
|
|
} else if (xMax < xTemp) {
|
|
xMax = xTemp;
|
|
}
|
|
|
|
xMin -= radius;
|
|
xMax += radius;
|
|
if ((resultPos.x < xMin) || (xMax < resultPos.x)) {
|
|
if (curNode->next == SS_NULL) {
|
|
break;
|
|
} else {
|
|
curNode = &dyna->polyNodes.tbl[curNode->next];
|
|
continue;
|
|
}
|
|
}
|
|
|
|
if (CollisionPoly_CheckXIntersectApprox(poly, dyna->vtxList, pos->y, resultPos.z, &intersect)) {
|
|
f32 xIntersectDist = intersect - resultPos.x;
|
|
|
|
if (fabsf(xIntersectDist) <= radius / temp_f18) {
|
|
if (xIntersectDist * nx <= 4.0f) {
|
|
if (BgCheck_ComputeWallDisplacement(colCtx, poly, &resultPos.x, &resultPos.z, nx, ny, nz,
|
|
invNormalXZ, planeDist, radius, outPoly)) {
|
|
*outBgId = bgId;
|
|
}
|
|
result = true;
|
|
}
|
|
}
|
|
}
|
|
if (curNode->next == SS_NULL) {
|
|
break;
|
|
}
|
|
curNode = &dyna->polyNodes.tbl[curNode->next];
|
|
}
|
|
*outX = resultPos.x;
|
|
*outZ = resultPos.z;
|
|
return result;
|
|
}
|
|
|
|
/**
|
|
* Performs collision detection on all dyna poly walls using sphere `pos`, `radius`
|
|
* returns true if a collision was detected
|
|
* `outX` `outZ` return the displaced x,z coordinates
|
|
* `outPoly` returns the pointer to the nearest poly collided with, or NULL
|
|
* `outBgId` returns the index of the BgActor that owns `outPoly`
|
|
* If `actor` is not NULL, an BgActor bound to that actor will be ignored
|
|
*/
|
|
s32 BgCheck_SphVsDynaWall(CollisionContext* colCtx, u16 xpFlags, f32* outX, f32* outZ, Vec3f* pos, f32 radius,
|
|
CollisionPoly** outPoly, s32* outBgId, Actor* actor) {
|
|
Vec3f resultPos;
|
|
s32 result;
|
|
f32 r;
|
|
f32 dz;
|
|
f32 dx;
|
|
BgActor* bgActor;
|
|
s32 i;
|
|
|
|
result = false;
|
|
resultPos = *pos;
|
|
|
|
for (i = 0; i < BG_ACTOR_MAX; i++) {
|
|
if (!(colCtx->dyna.bgActorFlags[i] & 1) || (colCtx->dyna.bgActorFlags[i] & 2)) {
|
|
continue;
|
|
}
|
|
if ((colCtx->dyna.bgActors + i)->actor == actor) {
|
|
continue;
|
|
}
|
|
bgActor = &colCtx->dyna.bgActors[i];
|
|
|
|
if ((bgActor->minY > resultPos.y) || (bgActor->maxY < resultPos.y)) {
|
|
continue;
|
|
}
|
|
|
|
bgActor->boundingSphere.radius += (s16)radius;
|
|
|
|
r = bgActor->boundingSphere.radius;
|
|
dx = bgActor->boundingSphere.center.x - resultPos.x;
|
|
dz = bgActor->boundingSphere.center.z - resultPos.z;
|
|
if ((SQ(r) < SQ(dx) + SQ(dz)) || (!Math3D_XYInSphere(&bgActor->boundingSphere, resultPos.x, resultPos.y) &&
|
|
!Math3D_YZInSphere(&bgActor->boundingSphere, resultPos.y, resultPos.z))) {
|
|
bgActor->boundingSphere.radius -= (s16)radius;
|
|
continue;
|
|
}
|
|
bgActor->boundingSphere.radius -= (s16)radius;
|
|
if (BgCheck_SphVsDynaWallInBgActor(colCtx, xpFlags, &colCtx->dyna,
|
|
&(colCtx->dyna.bgActors + i)->dynaLookup.wall, outX, outZ, outPoly, outBgId,
|
|
&resultPos, radius, i, actor)) {
|
|
resultPos.x = *outX;
|
|
resultPos.z = *outZ;
|
|
result = true;
|
|
}
|
|
}
|
|
return result;
|
|
}
|
|
|
|
/**
|
|
* Tests for collision with a dyna poly ceiling, starting at `ssList`
|
|
* returns true if a collision occurs, else false
|
|
* `outPoly` returns the poly collided with
|
|
* `outY` returns the y coordinate needed to not collide with `outPoly`
|
|
*/
|
|
s32 BgCheck_CheckDynaCeilingList(CollisionContext* colCtx, u16 xpFlags, DynaCollisionContext* dyna, SSList* ssList,
|
|
f32* outY, Vec3f* pos, f32 checkHeight, CollisionPoly** outPoly, Actor* actor,
|
|
s32 bgId) {
|
|
s16 polyId;
|
|
SSNode* curNode;
|
|
CollisionPoly* poly;
|
|
Vec3f testPos;
|
|
f32 ceilingY;
|
|
f32 sign;
|
|
f32 nx;
|
|
f32 ny;
|
|
f32 nz;
|
|
s32 result = false;
|
|
f32 intersectDist;
|
|
u16 padding;
|
|
|
|
if (ssList->head == SS_NULL) {
|
|
return false;
|
|
}
|
|
curNode = &dyna->polyNodes.tbl[ssList->head];
|
|
testPos = *pos;
|
|
|
|
while (true) {
|
|
polyId = curNode->polyId;
|
|
poly = &dyna->polyList[polyId];
|
|
if (COLPOLY_VIA_FLAG_TEST(poly->flags_vIA, xpFlags) ||
|
|
(COLPOLY_VIA_FLAG_TEST(poly->flags_vIB, 4) && (((actor != NULL) && (actor->category != ACTORCAT_PLAYER)) ||
|
|
((actor == NULL) && (xpFlags != COLPOLY_IGNORE_CAMERA))))) {
|
|
if (curNode->next == SS_NULL) {
|
|
break;
|
|
} else {
|
|
curNode = &dyna->polyNodes.tbl[curNode->next];
|
|
continue;
|
|
}
|
|
}
|
|
CollisionPoly_GetNormalF(poly, &nx, &ny, &nz);
|
|
if (checkHeight < Math3D_UDistPlaneToPos(nx, ny, nz, poly->dist, &testPos)) {
|
|
if (curNode->next == SS_NULL) {
|
|
break;
|
|
} else {
|
|
curNode = &dyna->polyNodes.tbl[curNode->next];
|
|
continue;
|
|
}
|
|
}
|
|
if (CollisionPoly_CheckYIntersectApprox2(poly, dyna->vtxList, testPos.x, testPos.z, &ceilingY)) {
|
|
intersectDist = ceilingY - testPos.y;
|
|
if ((testPos.y < ceilingY) && (intersectDist < checkHeight) && (intersectDist * ny <= 0.0f)) {
|
|
sign = (0.0f <= ny) ? 1.0f : -1.0f;
|
|
testPos.y = (sign * checkHeight) + ceilingY;
|
|
result = true;
|
|
*outPoly = poly;
|
|
}
|
|
}
|
|
if (curNode->next == SS_NULL) {
|
|
break;
|
|
} else {
|
|
curNode = &dyna->polyNodes.tbl[curNode->next];
|
|
continue;
|
|
}
|
|
}
|
|
*outY = testPos.y;
|
|
return result;
|
|
}
|
|
|
|
/**
|
|
* Tests collision with a dyna poly ceiling
|
|
* returns true if a collision occurs, else false
|
|
* `outPoly` returns the poly collided with, while `outBgId` returns the id of the BgActor that owns the poly
|
|
* `outY` returns the y coordinate needed to not collide with `outPoly`, or `pos`.y + `checkDist` if no collision occurs
|
|
*/
|
|
s32 BgCheck_CheckDynaCeiling(CollisionContext* colCtx, u16 xpFlags, f32* outY, Vec3f* pos, f32 checkDist,
|
|
CollisionPoly** outPoly, s32* outBgId, Actor* actor) {
|
|
s32 i;
|
|
s32 result = false;
|
|
f32 resultY;
|
|
f32 tempY = checkDist + pos->y;
|
|
BgActor* bgActor;
|
|
CollisionPoly* poly;
|
|
|
|
resultY = tempY;
|
|
|
|
for (i = 0; i < BG_ACTOR_MAX; i++) {
|
|
if (!(colCtx->dyna.bgActorFlags[i] & 1) || (colCtx->dyna.bgActorFlags[i] & 2)) {
|
|
continue;
|
|
}
|
|
if (actor == colCtx->dyna.bgActors[i].actor) {
|
|
continue;
|
|
}
|
|
if (!Math3D_XZInSphere(&colCtx->dyna.bgActors[i].boundingSphere, pos->x, pos->z)) {
|
|
continue;
|
|
}
|
|
if (BgCheck_CheckDynaCeilingList(colCtx, xpFlags, &colCtx->dyna, &colCtx->dyna.bgActors[i].dynaLookup.ceiling,
|
|
&tempY, pos, checkDist, &poly, actor, i) &&
|
|
tempY < resultY) {
|
|
|
|
resultY = tempY;
|
|
*outPoly = poly;
|
|
*outBgId = i;
|
|
result = true;
|
|
}
|
|
}
|
|
*outY = resultY;
|
|
return result;
|
|
}
|
|
|
|
/**
|
|
* Tests if DynaLineTest intersects with a poly
|
|
* returns true if a poly was intersected, else false
|
|
*/
|
|
s32 BgCheck_CheckLineAgainstBgActorSSList(DynaLineTest* dynaLineTest) {
|
|
f32 distSq;
|
|
s32 result;
|
|
SSNode* curNode;
|
|
Vec3f polyIntersect;
|
|
s16 polyId;
|
|
BgLineVsPolyTest test;
|
|
|
|
result = false;
|
|
if (dynaLineTest->ssList->head == SS_NULL) {
|
|
return result;
|
|
}
|
|
curNode = &dynaLineTest->dyna->polyNodes.tbl[dynaLineTest->ssList->head];
|
|
|
|
test.vtxList = dynaLineTest->dyna->vtxList;
|
|
test.posA = dynaLineTest->posA;
|
|
test.posB = dynaLineTest->posB;
|
|
test.planeIntersect = &polyIntersect;
|
|
test.checkOneFace = dynaLineTest->checkOneFace;
|
|
test.checkDist = dynaLineTest->checkDist;
|
|
|
|
while (true) {
|
|
polyId = curNode->polyId;
|
|
test.poly = &dynaLineTest->dyna->polyList[polyId];
|
|
if (COLPOLY_VIA_FLAG_TEST(test.poly->flags_vIA, dynaLineTest->xpFlags) ||
|
|
(COLPOLY_VIA_FLAG_TEST(test.poly->flags_vIB, 4) &&
|
|
(((dynaLineTest->actor != NULL) && (dynaLineTest->actor->category != ACTORCAT_PLAYER)) ||
|
|
((dynaLineTest->actor == NULL) && (dynaLineTest->xpFlags != COLPOLY_IGNORE_CAMERA))))) {
|
|
if (curNode->next == SS_NULL) {
|
|
break;
|
|
} else {
|
|
curNode = &dynaLineTest->dyna->polyNodes.tbl[curNode->next];
|
|
}
|
|
} else {
|
|
if (CollisionPoly_LineVsPoly(&test)) {
|
|
distSq = Math3D_Vec3fDistSq(dynaLineTest->posA, test.planeIntersect);
|
|
if (distSq < *dynaLineTest->distSq) {
|
|
*dynaLineTest->distSq = distSq;
|
|
*dynaLineTest->posResult = *test.planeIntersect;
|
|
*dynaLineTest->posB = *test.planeIntersect;
|
|
*dynaLineTest->resultPoly = test.poly;
|
|
result = true;
|
|
}
|
|
}
|
|
if (curNode->next == SS_NULL) {
|
|
break;
|
|
} else {
|
|
curNode = &dynaLineTest->dyna->polyNodes.tbl[curNode->next];
|
|
}
|
|
}
|
|
}
|
|
return result;
|
|
}
|
|
|
|
/**
|
|
* Tests if line `posA` `posB` intersects with a dyna poly within BgActor `bgId`
|
|
* `distSq` is the maximum squared distance to check for a collision
|
|
* returns true if an intersection occurred, else false
|
|
* `posB`? and `posResult` return the point of intersection
|
|
* `outPoly` returns the poly intersected
|
|
* `distSq` returns the squared distance of the intersection
|
|
*/
|
|
s32 BgCheck_CheckLineAgainstBgActor(CollisionContext* colCtx, u16 xpFlags, Vec3f* posA, Vec3f* posB, Vec3f* posResult,
|
|
CollisionPoly** outPoly, f32* distSq, s32 bgId, f32 checkDist, s32 bccFlags,
|
|
Actor* actor) {
|
|
s32 result = false;
|
|
DynaLineTest dynaLineTest;
|
|
|
|
dynaLineTest.colCtx = colCtx;
|
|
dynaLineTest.xpFlags = xpFlags;
|
|
dynaLineTest.dyna = &colCtx->dyna;
|
|
dynaLineTest.posA = posA;
|
|
dynaLineTest.posB = posB;
|
|
dynaLineTest.posResult = posResult;
|
|
dynaLineTest.resultPoly = outPoly;
|
|
dynaLineTest.checkOneFace = (bccFlags & BGCHECK_CHECK_ONE_FACE) != 0;
|
|
dynaLineTest.distSq = distSq;
|
|
dynaLineTest.checkDist = checkDist;
|
|
dynaLineTest.actor = actor;
|
|
dynaLineTest.bgId = bgId;
|
|
|
|
dynaLineTest.ssList = &colCtx->dyna.bgActors[bgId].dynaLookup.wall;
|
|
if (bccFlags & BGCHECK_CHECK_WALL) {
|
|
if (BgCheck_CheckLineAgainstBgActorSSList(&dynaLineTest)) {
|
|
result = true;
|
|
}
|
|
}
|
|
dynaLineTest.ssList = &colCtx->dyna.bgActors[bgId].dynaLookup.floor;
|
|
if (bccFlags & BGCHECK_CHECK_FLOOR) {
|
|
if (BgCheck_CheckLineAgainstBgActorSSList(&dynaLineTest)) {
|
|
result = true;
|
|
}
|
|
}
|
|
dynaLineTest.ssList = &colCtx->dyna.bgActors[bgId].dynaLookup.ceiling;
|
|
if (bccFlags & BGCHECK_CHECK_CEILING) {
|
|
if (BgCheck_CheckLineAgainstBgActorSSList(&dynaLineTest)) {
|
|
result = true;
|
|
}
|
|
}
|
|
return result;
|
|
}
|
|
|
|
/**
|
|
* Tests if line from `posA` to `posB` passes through a dyna poly.
|
|
* returns true if so, otherwise false
|
|
* `outPoly` returns the pointer of the poly intersected.
|
|
* `outBgId` returns the BgActor index of the poly
|
|
*/
|
|
s32 BgCheck_CheckLineAgainstDyna(CollisionContext* colCtx, u16 xpFlags, Vec3f* posA, Vec3f* posB, Vec3f* posResult,
|
|
CollisionPoly** outPoly, f32* distSq, s32* outBgId, Actor* actor, f32 checkDist,
|
|
s32 bccFlags) {
|
|
s32 pad;
|
|
s32 i;
|
|
s32 result = false;
|
|
LineSegment line;
|
|
f32 ay;
|
|
f32 by;
|
|
|
|
for (i = 0; i < BG_ACTOR_MAX; i++) {
|
|
if ((colCtx->dyna.bgActorFlags[i] & 1) && !(colCtx->dyna.bgActorFlags[i] & 2)) {
|
|
if (actor != colCtx->dyna.bgActors[i].actor) {
|
|
ay = posA->y;
|
|
by = posB->y;
|
|
if ((ay < colCtx->dyna.bgActors[i].minY) && (by < colCtx->dyna.bgActors[i].minY)) {
|
|
continue;
|
|
}
|
|
if ((ay > colCtx->dyna.bgActors[i].maxY) && (by > colCtx->dyna.bgActors[i].maxY)) {
|
|
continue;
|
|
}
|
|
line.a = *posA;
|
|
line.b = *posB;
|
|
if (Math3D_LineVsSph(&colCtx->dyna.bgActors[i].boundingSphere, &line) != 0) {
|
|
if (BgCheck_CheckLineAgainstBgActor(colCtx, xpFlags, posA, posB, posResult, outPoly, distSq, i,
|
|
checkDist, bccFlags, actor)) {
|
|
*outBgId = i;
|
|
result = true;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
return result;
|
|
}
|
|
|
|
/**
|
|
* Get first dyna poly intersecting sphere `center` `radius` from list `ssList`
|
|
* returns true if any poly intersects the sphere, else returns false
|
|
* `outPoly` returns the pointer of the first poly found that intersects
|
|
*/
|
|
s32 BgCheck_SphVsFirstDynaPolyList(CollisionContext* colCtx, u16 xpFlags, CollisionPoly** outPoly, Vec3f* center,
|
|
f32 radius, SSList* ssList, Actor* actor, s32 bgId) {
|
|
CollisionPoly* curPoly;
|
|
DynaCollisionContext* dyna;
|
|
SSNode* curNode;
|
|
s32 curPolyId;
|
|
|
|
if (ssList->head == SS_NULL) {
|
|
return false;
|
|
}
|
|
dyna = &colCtx->dyna;
|
|
curNode = &dyna->polyNodes.tbl[ssList->head];
|
|
while (true) {
|
|
curPolyId = curNode->polyId;
|
|
curPoly = &dyna->polyList[curPolyId];
|
|
if (COLPOLY_VIA_FLAG_TEST(curPoly->flags_vIA, xpFlags) ||
|
|
(COLPOLY_VIA_FLAG_TEST(curPoly->flags_vIB, 4) &&
|
|
(((actor != NULL) && (actor->category != ACTORCAT_PLAYER)) ||
|
|
((actor == NULL) && (xpFlags != COLPOLY_IGNORE_CAMERA))))) {
|
|
if (curNode->next == SS_NULL) {
|
|
break;
|
|
} else {
|
|
curNode = &dyna->polyNodes.tbl[curNode->next];
|
|
continue;
|
|
}
|
|
}
|
|
if (CollisionPoly_SphVsPoly(curPoly, dyna->vtxList, center, radius)) {
|
|
*outPoly = curPoly;
|
|
return true;
|
|
}
|
|
if (curNode->next == SS_NULL) {
|
|
break;
|
|
} else {
|
|
curNode = &dyna->polyNodes.tbl[curNode->next];
|
|
continue;
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
/**
|
|
* Get first dyna poly intersecting sphere `center` `radius` from BgActor `bgId`
|
|
* returns true if any poly intersects the sphere, else false
|
|
* `outPoly` returns the pointer of the first poly found that intersects
|
|
*/
|
|
s32 BgCheck_SphVsFirstDynaPolyInBgActor(CollisionContext* colCtx, u16 xpFlags, CollisionPoly** outPoly, Vec3f* center,
|
|
f32 radius, s32 bgId, u16 bciFlags, Actor* actor) {
|
|
if (!(bciFlags & BGCHECK_IGNORE_CEILING)) {
|
|
if (BgCheck_SphVsFirstDynaPolyList(colCtx, xpFlags, outPoly, center, radius,
|
|
&colCtx->dyna.bgActors[bgId].dynaLookup.ceiling, actor, bgId)) {
|
|
return true;
|
|
}
|
|
}
|
|
if (!(bciFlags & BGCHECK_IGNORE_WALL)) {
|
|
if (BgCheck_SphVsFirstDynaPolyList(colCtx, xpFlags, outPoly, center, radius,
|
|
&colCtx->dyna.bgActors[bgId].dynaLookup.wall, actor, bgId)) {
|
|
return true;
|
|
}
|
|
}
|
|
if (!(bciFlags & BGCHECK_IGNORE_FLOOR)) {
|
|
if (BgCheck_SphVsFirstDynaPolyList(colCtx, xpFlags, outPoly, center, radius,
|
|
&colCtx->dyna.bgActors[bgId].dynaLookup.floor, actor, bgId)) {
|
|
return true;
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
/**
|
|
* Gets first dyna poly intersecting sphere `center` `radius`
|
|
* returns true if poly detected, else false
|
|
* `outPoly` returns the first intersecting poly, while `outBgId` returns the BgActor index of that poly
|
|
*/
|
|
s32 BgCheck_SphVsFirstDynaPoly(CollisionContext* colCtx, u16 xpFlags, CollisionPoly** outPoly, s32* outBgId,
|
|
Vec3f* center, f32 radius, Actor* actor, u16 bciFlags) {
|
|
s32 i = 0;
|
|
Sphere16 testSphere;
|
|
|
|
for (i = 0; i < BG_ACTOR_MAX; i++) {
|
|
if (!(colCtx->dyna.bgActorFlags[i] & 1) || (colCtx->dyna.bgActorFlags[i] & 2)) {
|
|
continue;
|
|
}
|
|
if (colCtx->dyna.bgActors[i].actor == actor) {
|
|
continue;
|
|
}
|
|
testSphere.center.x = center->x;
|
|
testSphere.center.y = center->y;
|
|
testSphere.center.z = center->z;
|
|
testSphere.radius = radius;
|
|
if (!Math3D_SphVsSph(&testSphere, &colCtx->dyna.bgActors[i].boundingSphere)) {
|
|
continue;
|
|
}
|
|
if (BgCheck_SphVsFirstDynaPolyInBgActor(colCtx, xpFlags, outPoly, center, radius, i, bciFlags, actor)) {
|
|
return true;
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
/**
|
|
* SEGMENTED_TO_VIRTUAL CollisionHeader members
|
|
*/
|
|
void CollisionHeader_SegmentedToVirtual(CollisionHeader* colHeader) {
|
|
colHeader->vtxList = Lib_SegmentedToVirtual(colHeader->vtxList);
|
|
colHeader->polyList = Lib_SegmentedToVirtual(colHeader->polyList);
|
|
if (colHeader->surfaceTypeList) {
|
|
colHeader->surfaceTypeList = Lib_SegmentedToVirtual(colHeader->surfaceTypeList);
|
|
}
|
|
if (colHeader->bgCamList) {
|
|
colHeader->bgCamList = Lib_SegmentedToVirtual(colHeader->bgCamList);
|
|
}
|
|
if (colHeader->waterBoxes) {
|
|
colHeader->waterBoxes = Lib_SegmentedToVirtual(colHeader->waterBoxes);
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Convert CollisionHeader Segmented to Virtual addressing
|
|
*/
|
|
void CollisionHeader_GetVirtual(CollisionHeader* colHeader, CollisionHeader** dest) {
|
|
*dest = Lib_SegmentedToVirtual(colHeader);
|
|
CollisionHeader_SegmentedToVirtual(*dest);
|
|
}
|
|
|
|
/**
|
|
* SEGMENT_TO_VIRTUAL all active BgActor CollisionHeaders
|
|
*/
|
|
void BgCheck_InitCollisionHeaders(CollisionContext* colCtx, PlayState* play) {
|
|
DynaCollisionContext* dyna = &colCtx->dyna;
|
|
s32 i;
|
|
u16 flag;
|
|
|
|
for (i = 0; i < BG_ACTOR_MAX; i++) {
|
|
flag = dyna->bgActorFlags[i];
|
|
if ((flag & 1) && !(flag & 2)) {
|
|
Actor_SetObjectDependency(play, dyna->bgActors[i].actor);
|
|
CollisionHeader_SegmentedToVirtual(dyna->bgActors[i].colHeader);
|
|
}
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Reset SSNodeList polyCheckTbl
|
|
*/
|
|
void BgCheck_ResetPolyCheckTbl(SSNodeList* nodeList, s32 numPolys) {
|
|
u8* end = nodeList->polyCheckTbl + numPolys;
|
|
u8* t;
|
|
|
|
for (t = nodeList->polyCheckTbl; t < end; t++) {
|
|
*t = 0;
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Get SurfaceType property set
|
|
*/
|
|
u32 SurfaceType_GetData(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId, s32 dataIdx) {
|
|
CollisionHeader* colHeader;
|
|
SurfaceType* surfaceTypes;
|
|
|
|
colHeader = BgCheck_GetCollisionHeader(colCtx, bgId);
|
|
if ((colHeader == NULL) || (poly == NULL)) {
|
|
return 0;
|
|
}
|
|
surfaceTypes = colHeader->surfaceTypeList;
|
|
if (surfaceTypes == NULL) {
|
|
return 0;
|
|
}
|
|
return surfaceTypes[poly->type].data[dataIdx];
|
|
}
|
|
|
|
/**
|
|
* SurfaceType get index of bgCam
|
|
*/
|
|
u32 SurfaceType_GetBgCamIndex(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId) {
|
|
return SurfaceType_GetData(colCtx, poly, bgId, 0) & 0xFF;
|
|
}
|
|
|
|
/**
|
|
* BgCam get setting of bgCam
|
|
*/
|
|
u16 BgCheck_GetBgCamSettingImpl(CollisionContext* colCtx, u32 bgCamIndex, s32 bgId) {
|
|
u16 camSetting;
|
|
CollisionHeader* colHeader;
|
|
BgCamInfo* bgCamList;
|
|
|
|
colHeader = BgCheck_GetCollisionHeader(colCtx, bgId);
|
|
if (colHeader == NULL) {
|
|
return CAM_SET_NONE;
|
|
}
|
|
|
|
bgCamList = colHeader->bgCamList;
|
|
camSetting = bgCamList[bgCamIndex].setting;
|
|
|
|
return camSetting;
|
|
}
|
|
|
|
/**
|
|
* BgCam Get the camera setting of bgCam
|
|
*/
|
|
u16 BgCheck_GetBgCamSetting(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId) {
|
|
CollisionHeader* colHeader = BgCheck_GetCollisionHeader(colCtx, bgId);
|
|
BgCamInfo* bgCamList;
|
|
SurfaceType* surfaceTypes;
|
|
|
|
if (colHeader == NULL) {
|
|
return CAM_SET_NONE;
|
|
}
|
|
|
|
bgCamList = colHeader->bgCamList;
|
|
if (bgCamList == NULL) {
|
|
return CAM_SET_NONE;
|
|
}
|
|
|
|
surfaceTypes = colHeader->surfaceTypeList;
|
|
if (surfaceTypes == NULL) {
|
|
return CAM_SET_NONE;
|
|
}
|
|
|
|
return BgCheck_GetBgCamSettingImpl(colCtx, SurfaceType_GetBgCamIndex(colCtx, poly, bgId), bgId);
|
|
}
|
|
|
|
/**
|
|
* BgCam Get the total count of Vec3s data from bgCamFuncData
|
|
*/
|
|
u16 BgCheck_GetBgCamCountImpl(CollisionContext* colCtx, u32 bgCamIndex, s32 bgId) {
|
|
CollisionHeader* colHeader = BgCheck_GetCollisionHeader(colCtx, bgId);
|
|
BgCamInfo* bgCamList;
|
|
|
|
if (colHeader == NULL) {
|
|
return 0;
|
|
}
|
|
|
|
bgCamList = colHeader->bgCamList;
|
|
if (bgCamList == NULL) {
|
|
return 0;
|
|
}
|
|
|
|
return bgCamList[bgCamIndex].count;
|
|
}
|
|
|
|
/**
|
|
* BgCam Get the total count of Vec3s data from bgCamFuncData
|
|
*/
|
|
u16 BgCheck_GetBgCamCount(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId) {
|
|
CollisionHeader* colHeader = BgCheck_GetCollisionHeader(colCtx, bgId);
|
|
BgCamInfo* bgCamList;
|
|
SurfaceType* surfaceTypes;
|
|
|
|
if (colHeader == NULL) {
|
|
return 0;
|
|
}
|
|
|
|
bgCamList = colHeader->bgCamList;
|
|
if (bgCamList == NULL) {
|
|
return 0;
|
|
}
|
|
|
|
surfaceTypes = colHeader->surfaceTypeList;
|
|
if (surfaceTypes == NULL) {
|
|
return 0;
|
|
}
|
|
|
|
return BgCheck_GetBgCamCountImpl(colCtx, SurfaceType_GetBgCamIndex(colCtx, poly, bgId), bgId);
|
|
}
|
|
|
|
/**
|
|
* BgCam Get Vec3s data from bgCamFuncData
|
|
*/
|
|
Vec3s* BgCheck_GetBgCamFuncDataImpl(CollisionContext* colCtx, s32 bgCamIndex, s32 bgId) {
|
|
CollisionHeader* colHeader = BgCheck_GetCollisionHeader(colCtx, bgId);
|
|
BgCamInfo* bgCamList;
|
|
|
|
if (colHeader == NULL) {
|
|
return NULL;
|
|
}
|
|
|
|
bgCamList = colHeader->bgCamList;
|
|
if (bgCamList == NULL) {
|
|
return NULL;
|
|
}
|
|
|
|
return Lib_SegmentedToVirtual(bgCamList[bgCamIndex].bgCamFuncData);
|
|
}
|
|
|
|
/**
|
|
* BgCam Get Vec3s data from bgCamFuncData
|
|
*/
|
|
Vec3s* BgCheck_GetBgCamFuncData(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId) {
|
|
CollisionHeader* colHeader = BgCheck_GetCollisionHeader(colCtx, bgId);
|
|
BgCamInfo* bgCamList;
|
|
SurfaceType* surfaceTypes;
|
|
|
|
if (colHeader == NULL) {
|
|
return NULL;
|
|
}
|
|
|
|
bgCamList = colHeader->bgCamList;
|
|
if (bgCamList == NULL) {
|
|
return NULL;
|
|
}
|
|
|
|
surfaceTypes = colHeader->surfaceTypeList;
|
|
if (surfaceTypes == NULL) {
|
|
return NULL;
|
|
}
|
|
|
|
return BgCheck_GetBgCamFuncDataImpl(colCtx, SurfaceType_GetBgCamIndex(colCtx, poly, bgId), bgId);
|
|
}
|
|
|
|
/**
|
|
* SurfaceType Get Scene Exit Index
|
|
*/
|
|
u32 SurfaceType_GetSceneExitIndex(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId) {
|
|
return SurfaceType_GetData(colCtx, poly, bgId, 0) >> 8 & 0x1F;
|
|
}
|
|
|
|
/**
|
|
* SurfaceType Get ? Property (& 0x0003_E000)
|
|
*/
|
|
u32 func_800C99D4(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId) {
|
|
return SurfaceType_GetData(colCtx, poly, bgId, 0) >> 13 & 0x1F;
|
|
}
|
|
|
|
/**
|
|
* SurfaceType Get ? Property (& 0x001C_0000)
|
|
*/
|
|
u32 func_800C99FC(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId) {
|
|
return SurfaceType_GetData(colCtx, poly, bgId, 0) >> 18 & 7;
|
|
}
|
|
|
|
/**
|
|
* SurfaceType Get Wall Property (Internal)
|
|
*/
|
|
u32 func_800C9A24(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId) {
|
|
return SurfaceType_GetData(colCtx, poly, bgId, 0) >> 21 & 0x1F;
|
|
}
|
|
|
|
/**
|
|
* SurfaceType Get Wall Flags
|
|
*/
|
|
s32 func_800C9A4C(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId) {
|
|
return sWallFlags[func_800C9A24(colCtx, poly, bgId)];
|
|
}
|
|
|
|
/**
|
|
* SurfaceType Is Wall Flag (1 << 0) Set
|
|
*/
|
|
s32 func_800C9A7C(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId) {
|
|
return (func_800C9A4C(colCtx, poly, bgId) & 1) ? true : false;
|
|
}
|
|
|
|
/**
|
|
* SurfaceType Is Wall Flag (1 << 1) Set
|
|
*/
|
|
s32 func_800C9AB0(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId) {
|
|
return (func_800C9A4C(colCtx, poly, bgId) & 2) ? true : false;
|
|
}
|
|
|
|
/**
|
|
* SurfaceType Is Wall Flag (1 << 2) Set
|
|
*/
|
|
s32 func_800C9AE4(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId) {
|
|
return (func_800C9A4C(colCtx, poly, bgId) & 4) ? true : false;
|
|
}
|
|
|
|
u32 func_800C9B18(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId) {
|
|
return SurfaceType_GetData(colCtx, poly, bgId, 0) >> 26 & 0xF;
|
|
}
|
|
|
|
/**
|
|
* SurfaceType Get Floor Property
|
|
*/
|
|
u32 func_800C9B40(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId) {
|
|
return SurfaceType_GetData(colCtx, poly, bgId, 0) >> 26 & 0xF;
|
|
}
|
|
|
|
/**
|
|
* SurfaceType Is Floor Minus 1
|
|
*/
|
|
u32 func_800C9B68(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId) {
|
|
return SurfaceType_GetData(colCtx, poly, bgId, 0) >> 30 & 1;
|
|
}
|
|
|
|
/**
|
|
* SurfaceType Is Horse Blocked
|
|
*/
|
|
u32 SurfaceType_IsHorseBlocked(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId) {
|
|
return SurfaceType_GetData(colCtx, poly, bgId, 0) >> 31 & 1;
|
|
}
|
|
|
|
u32 func_800C9BB8(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId) {
|
|
return SurfaceType_GetData(colCtx, poly, bgId, 1) & 0xF;
|
|
}
|
|
|
|
/**
|
|
* SurfaceType Get Poly Sfx
|
|
*/
|
|
u16 SurfaceType_GetSfx(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId) {
|
|
s32 id = func_800C9BB8(colCtx, poly, bgId);
|
|
|
|
if ((id < 0) || (id > 14)) {
|
|
return NA_SE_PL_WALK_GROUND - SFX_FLAG;
|
|
}
|
|
return sSurfaceTypeSfx[id];
|
|
}
|
|
|
|
/**
|
|
* SurfaceType Get ? (same indexer as Get Poly Sfx)
|
|
*/
|
|
s32 func_800C9C24(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId, s32 arg3) {
|
|
s32 id = func_800C9BB8(colCtx, poly, bgId);
|
|
|
|
if ((id < 0) || (id > 14)) {
|
|
return 0;
|
|
}
|
|
return D_801B46C0[id] & arg3;
|
|
}
|
|
|
|
/**
|
|
* SurfaceType get terrain slope surface
|
|
*/
|
|
u32 SurfaceType_GetSlope(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId) {
|
|
return SurfaceType_GetData(colCtx, poly, bgId, 1) >> 4 & 3;
|
|
}
|
|
|
|
/**
|
|
* SurfaceType get surface lighting setting
|
|
*/
|
|
u32 SurfaceType_GetLightSettingIndex(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId) {
|
|
return SurfaceType_GetData(colCtx, poly, bgId, 1) >> 6 & 0x1F;
|
|
}
|
|
|
|
/**
|
|
* SurfaceType get echo
|
|
*/
|
|
u32 SurfaceType_GetEcho(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId) {
|
|
return SurfaceType_GetData(colCtx, poly, bgId, 1) >> 11 & 0x3F;
|
|
}
|
|
|
|
/**
|
|
* SurfaceType Is Hookshot Surface
|
|
*/
|
|
u32 SurfaceType_IsHookshotSurface(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId) {
|
|
return SurfaceType_GetData(colCtx, poly, bgId, 1) >> 17 & 1;
|
|
}
|
|
|
|
/**
|
|
* CollisionPoly is ignored by entities
|
|
* Returns true if poly is ignored by entities, else false
|
|
*/
|
|
s32 SurfaceType_IsIgnoredByEntities(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId) {
|
|
u32 flags;
|
|
|
|
if (BgCheck_GetCollisionHeader(colCtx, bgId) == NULL) {
|
|
return true;
|
|
}
|
|
flags = poly->flags_vIA & 0x4000;
|
|
return !!flags;
|
|
}
|
|
|
|
/**
|
|
* CollisionPoly is ignored by projectiles
|
|
* Returns true if poly is ignored by projectiles, else false
|
|
*/
|
|
s32 SurfaceType_IsIgnoredByProjectiles(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId) {
|
|
u32 flags;
|
|
|
|
if (BgCheck_GetCollisionHeader(colCtx, bgId) == NULL) {
|
|
return true;
|
|
}
|
|
flags = poly->flags_vIA & 0x8000;
|
|
return !!flags;
|
|
}
|
|
|
|
/**
|
|
* Checks if poly is a floor conveyor
|
|
*
|
|
* A conveyor surface is enabled with non-zero speed.
|
|
* When enabled, the conveyor will exhibit two types of behaviour depending on the return value:
|
|
*
|
|
* If true, then it is a floor conveyor and will push player only while being stood on
|
|
* If false, then it is a water conveyor and will push player only while in water
|
|
*/
|
|
s32 SurfaceType_IsFloorConveyor(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId) {
|
|
u32 flags;
|
|
|
|
if (BgCheck_GetCollisionHeader(colCtx, bgId) == NULL) {
|
|
return true;
|
|
}
|
|
if (poly == NULL) {
|
|
return false;
|
|
}
|
|
flags = poly->flags_vIB & 0x2000;
|
|
return !!flags;
|
|
}
|
|
|
|
s32 func_800C9DDC(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId) {
|
|
u32 flags;
|
|
|
|
if (BgCheck_GetCollisionHeader(colCtx, bgId) == NULL) {
|
|
return true;
|
|
}
|
|
flags = poly->flags_vIB & 0x4000;
|
|
return !!flags;
|
|
}
|
|
|
|
/**
|
|
* SurfaceType Get Conveyor Surface Speed
|
|
*/
|
|
u32 SurfaceType_GetConveyorSpeed(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId) {
|
|
return SurfaceType_GetData(colCtx, poly, bgId, 1) >> 18 & 7;
|
|
}
|
|
|
|
/**
|
|
* SurfaceType Get Conveyor Direction
|
|
* returns a value between 0-63, representing 360 / 64 degrees of rotation
|
|
*/
|
|
u32 SurfaceType_GetConveyorDirection(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId) {
|
|
u32 data;
|
|
|
|
data = SurfaceType_GetData(colCtx, poly, bgId, 1) >> 21;
|
|
if (colCtx->flags & 1) {
|
|
data += 0x20;
|
|
}
|
|
return data & 0x3F;
|
|
}
|
|
|
|
/**
|
|
* SurfaceType is Wall Damage
|
|
*/
|
|
u32 SurfaceType_IsWallDamage(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId) {
|
|
return (SurfaceType_GetData(colCtx, poly, bgId, 1) & 0x8000000) ? true : false;
|
|
}
|
|
|
|
/**
|
|
* Internal. Get the water surface at point (`x`, `ySurface`, `z`). `ySurface` doubles as position y input
|
|
* returns true if point is within the xz boundaries of an active water box, else false
|
|
* `ySurface` returns the water box's surface, while `outWaterBox` returns a pointer to the WaterBox
|
|
*/
|
|
s32 WaterBox_GetSurfaceImpl(PlayState* play, CollisionContext* colCtx, f32 x, f32 z, f32* ySurface,
|
|
WaterBox** outWaterBox, s32* bgId) {
|
|
CollisionHeader* colHeader;
|
|
s32 room;
|
|
s32 i;
|
|
WaterBox* curWaterBox;
|
|
BgActor* bgActor;
|
|
|
|
*bgId = BGCHECK_SCENE;
|
|
colHeader = colCtx->colHeader;
|
|
|
|
if ((colHeader->numWaterBoxes != 0) && (colHeader->waterBoxes != NULL)) {
|
|
for (curWaterBox = colHeader->waterBoxes; curWaterBox < colHeader->waterBoxes + colHeader->numWaterBoxes;
|
|
curWaterBox++) {
|
|
room = 0x3F & (curWaterBox->properties >> 13);
|
|
if ((room == play->roomCtx.curRoom.num) || (room == 0x3F)) {
|
|
if (curWaterBox->properties & 0x80000) {
|
|
continue;
|
|
}
|
|
if ((curWaterBox->minPos.x < x) && (x < curWaterBox->minPos.x + curWaterBox->xLength)) {
|
|
if ((curWaterBox->minPos.z < z) && (z < curWaterBox->minPos.z + curWaterBox->zLength)) {
|
|
*outWaterBox = curWaterBox;
|
|
*ySurface = curWaterBox->minPos.y;
|
|
return true;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
for (i = 0; i < BG_ACTOR_MAX; i++) {
|
|
if (!(colCtx->dyna.bgActorFlags[i] & 1) || (colCtx->dyna.bgActorFlags[i] & 4)) {
|
|
continue;
|
|
}
|
|
bgActor = &colCtx->dyna.bgActors[i];
|
|
if ((bgActor->colHeader->numWaterBoxes != 0) && (bgActor->colHeader->waterBoxes != NULL)) {
|
|
for (curWaterBox = colCtx->dyna.waterBoxList.boxes + bgActor->waterboxesStartIndex;
|
|
curWaterBox <
|
|
colCtx->dyna.waterBoxList.boxes + bgActor->waterboxesStartIndex + bgActor->colHeader->numWaterBoxes;
|
|
curWaterBox++) {
|
|
if (curWaterBox->properties & 0x80000) {
|
|
continue;
|
|
}
|
|
if ((curWaterBox->minPos.x < x) && (x < curWaterBox->minPos.x + curWaterBox->xLength)) {
|
|
if ((curWaterBox->minPos.z < z) && (z < curWaterBox->minPos.z + curWaterBox->zLength)) {
|
|
*outWaterBox = curWaterBox;
|
|
*ySurface = curWaterBox->minPos.y;
|
|
*bgId = i;
|
|
return true;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
// boolean
|
|
s32 WaterBox_GetSurface1(PlayState* play, CollisionContext* colCtx, f32 x, f32 z, f32* ySurface,
|
|
WaterBox** outWaterBox) {
|
|
return WaterBox_GetSurface1_2(play, colCtx, x, z, ySurface, outWaterBox);
|
|
}
|
|
|
|
// boolean
|
|
s32 WaterBox_GetSurface1_2(PlayState* play, CollisionContext* colCtx, f32 x, f32 z, f32* ySurface,
|
|
WaterBox** outWaterBox) {
|
|
s32 bgId;
|
|
return WaterBox_GetSurfaceImpl(play, colCtx, x, z, ySurface, outWaterBox, &bgId);
|
|
}
|
|
|
|
/**
|
|
* Gets the first active WaterBox at `pos` where WaterBox.properties & 0x80000 == 0
|
|
* `surfaceCheckDist` is the absolute y distance from the water surface to check
|
|
* returns the index of the waterbox found, or -1 if no waterbox is found
|
|
* `outWaterBox` returns the pointer to the waterbox found, or NULL if none is found
|
|
*/
|
|
s32 WaterBox_GetSurface2(PlayState* play, CollisionContext* colCtx, Vec3f* pos, f32 surfaceCheckDist,
|
|
WaterBox** outWaterBox, s32* bgId) {
|
|
CollisionHeader* colHeader;
|
|
s32 room;
|
|
s32 i;
|
|
WaterBox* waterBox;
|
|
BgActor* bgActor;
|
|
|
|
*bgId = BGCHECK_SCENE;
|
|
colHeader = colCtx->colHeader;
|
|
|
|
//! @bug: check skips testing BgActor waterboxes
|
|
if ((colHeader->numWaterBoxes == 0) || (colHeader->waterBoxes == NULL)) {
|
|
*outWaterBox = NULL;
|
|
return -1;
|
|
}
|
|
|
|
for (i = 0; i < colHeader->numWaterBoxes; i++) {
|
|
waterBox = &colHeader->waterBoxes[i];
|
|
|
|
room = WATERBOX_ROOM(waterBox->properties);
|
|
if ((room != play->roomCtx.curRoom.num) && (room != 0x3F)) {
|
|
continue;
|
|
}
|
|
if ((waterBox->properties & 0x80000)) {
|
|
continue;
|
|
}
|
|
if (((waterBox->minPos.x < pos->x) && (pos->x < waterBox->minPos.x + waterBox->xLength))) {
|
|
if ((waterBox->minPos.z < pos->z) && (pos->z < waterBox->minPos.z + waterBox->zLength)) {
|
|
if ((pos->y - surfaceCheckDist < waterBox->minPos.y) &&
|
|
(waterBox->minPos.y < pos->y + surfaceCheckDist)) {
|
|
*outWaterBox = waterBox;
|
|
return i;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
for (i = 0; i < BG_ACTOR_MAX; i++) {
|
|
|
|
if (!(colCtx->dyna.bgActorFlags[i] & 1) || (colCtx->dyna.bgActorFlags[i] & 4) ||
|
|
(colCtx->dyna.bgActorFlags[i] & 2)) {
|
|
continue;
|
|
}
|
|
bgActor = &colCtx->dyna.bgActors[i];
|
|
for (waterBox = colCtx->dyna.waterBoxList.boxes + bgActor->waterboxesStartIndex;
|
|
waterBox <
|
|
colCtx->dyna.waterBoxList.boxes + bgActor->waterboxesStartIndex + bgActor->colHeader->numWaterBoxes;
|
|
waterBox++) {
|
|
if (waterBox->properties & 0x80000) {
|
|
continue;
|
|
}
|
|
if ((waterBox->minPos.x < pos->x) && (pos->x < waterBox->minPos.x + waterBox->xLength)) {
|
|
if ((waterBox->minPos.z < pos->z) && (pos->z < waterBox->minPos.z + waterBox->zLength)) {
|
|
if ((pos->y - surfaceCheckDist < waterBox->minPos.y) &&
|
|
(waterBox->minPos.y < pos->y + surfaceCheckDist)) {
|
|
*bgId = i;
|
|
*outWaterBox = waterBox;
|
|
return i;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
*outWaterBox = NULL;
|
|
return -1;
|
|
}
|
|
|
|
f32 func_800CA568(CollisionContext* colCtx, s32 waterBoxId, s32 bgId) {
|
|
CollisionHeader* colHeader;
|
|
|
|
colHeader = BgCheck_GetCollisionHeader(colCtx, bgId);
|
|
if ((colHeader == NULL) || (waterBoxId < 0) || (waterBoxId >= (s32)colHeader->numWaterBoxes)) {
|
|
return 0.0f;
|
|
}
|
|
if (bgId == BGCHECK_SCENE) {
|
|
return colCtx->colHeader->waterBoxes[waterBoxId].minPos.y;
|
|
}
|
|
return (&colCtx->dyna.waterBoxList.boxes[colCtx->dyna.bgActors[bgId].waterboxesStartIndex])[waterBoxId].minPos.y;
|
|
}
|
|
|
|
/**
|
|
* WaterBox get BgCam index
|
|
*/
|
|
u32 WaterBox_GetBgCamIndex(CollisionContext* colCtx, WaterBox* waterBox) {
|
|
u32 prop = waterBox->properties >> 0;
|
|
|
|
return prop & 0xFF;
|
|
}
|
|
|
|
/**
|
|
* WaterBox get BgCam setting
|
|
*/
|
|
u16 WaterBox_GetBgCamSetting(CollisionContext* colCtx, WaterBox* waterBox, s32 bgId) {
|
|
s32 pad[2];
|
|
u16 camSetting = CAM_SET_NONE;
|
|
CollisionHeader* colHeader;
|
|
BgCamInfo* bgCamList;
|
|
s32 bgCamIndex;
|
|
|
|
colHeader = BgCheck_GetCollisionHeader(colCtx, bgId);
|
|
if (colHeader == NULL) {
|
|
return camSetting;
|
|
}
|
|
|
|
bgCamIndex = WaterBox_GetBgCamIndex(colCtx, waterBox);
|
|
bgCamList = colHeader->bgCamList;
|
|
|
|
if (bgCamList == NULL) {
|
|
return camSetting;
|
|
}
|
|
|
|
camSetting = bgCamList[bgCamIndex].setting;
|
|
|
|
return camSetting;
|
|
}
|
|
|
|
/**
|
|
* WaterBox get scene BgCam setting
|
|
*/
|
|
void WaterBox_GetSceneBgCamSetting(CollisionContext* colCtx, WaterBox* waterBox) {
|
|
WaterBox_GetBgCamSetting(colCtx, waterBox, BGCHECK_SCENE);
|
|
}
|
|
|
|
/**
|
|
* WaterBox get lighting settings
|
|
*/
|
|
u32 WaterBox_GetLightSettingIndex(CollisionContext* colCtx, WaterBox* waterBox) {
|
|
u32 prop = waterBox->properties >> 8;
|
|
|
|
return prop & 0x1F;
|
|
}
|
|
|
|
/**
|
|
* Get the water surface at point (`x`, `ySurface`, `z`). `ySurface` doubles as position y input
|
|
* same as WaterBox_GetSurfaceImpl, but tests if WaterBox properties & 0x80000 != 0
|
|
* returns true if point is within the xz boundaries of an active water box, else false
|
|
* `ySurface` returns the water box's surface, while `outWaterBox` returns a pointer to the WaterBox
|
|
*/
|
|
s32 func_800CA6F0(PlayState* play, CollisionContext* colCtx, f32 x, f32 z, f32* ySurface, WaterBox** outWaterBox,
|
|
s32* bgId) {
|
|
CollisionHeader* colHeader;
|
|
s32 i;
|
|
WaterBox* curWaterBox;
|
|
BgActor* bgActor;
|
|
s32 room;
|
|
|
|
*outWaterBox = NULL;
|
|
*bgId = BGCHECK_SCENE;
|
|
colHeader = colCtx->colHeader;
|
|
|
|
if ((colHeader->numWaterBoxes == 0) || (colHeader->waterBoxes == NULL)) {
|
|
return false;
|
|
}
|
|
for (curWaterBox = colHeader->waterBoxes; curWaterBox < colHeader->waterBoxes + colHeader->numWaterBoxes;
|
|
curWaterBox++) {
|
|
room = WATERBOX_ROOM(curWaterBox->properties);
|
|
|
|
if ((room != play->roomCtx.curRoom.num) && (room != 0x3F)) {
|
|
continue;
|
|
}
|
|
if (!(curWaterBox->properties & 0x80000)) {
|
|
continue;
|
|
}
|
|
if ((curWaterBox->minPos.x < x) && (x < curWaterBox->minPos.x + curWaterBox->xLength)) {
|
|
if ((curWaterBox->minPos.z < z) && (z < curWaterBox->minPos.z + curWaterBox->zLength)) {
|
|
*outWaterBox = curWaterBox;
|
|
*ySurface = curWaterBox->minPos.y;
|
|
return true;
|
|
}
|
|
}
|
|
}
|
|
for (i = 0; i < BG_ACTOR_MAX; i++) {
|
|
if (!(colCtx->dyna.bgActorFlags[i] & 1) || (colCtx->dyna.bgActorFlags[i] & 2)) {
|
|
continue;
|
|
}
|
|
bgActor = &colCtx->dyna.bgActors[i];
|
|
|
|
for (curWaterBox = colCtx->dyna.waterBoxList.boxes + bgActor->waterboxesStartIndex;
|
|
curWaterBox <
|
|
colCtx->dyna.waterBoxList.boxes + bgActor->waterboxesStartIndex + bgActor->colHeader->numWaterBoxes;
|
|
curWaterBox++) {
|
|
if (!(curWaterBox->properties & 0x80000)) {
|
|
continue;
|
|
}
|
|
if ((curWaterBox->minPos.x < x) && (x < curWaterBox->minPos.x + curWaterBox->xLength)) {
|
|
if ((curWaterBox->minPos.z < z) && (z < curWaterBox->minPos.z + curWaterBox->zLength)) {
|
|
*outWaterBox = curWaterBox;
|
|
*ySurface = curWaterBox->minPos.y;
|
|
*bgId = i;
|
|
return true;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
s32 func_800CA9D0(PlayState* play, CollisionContext* colCtx, f32 x, f32 z, f32* ySurface, WaterBox** outWaterBox) {
|
|
s32 bgId;
|
|
|
|
return func_800CA6F0(play, colCtx, x, z, ySurface, outWaterBox, &bgId);
|
|
}
|
|
|
|
/**
|
|
* Get the `closestPoint` to line (`pointA`, `pointB`) formed from the intersection of planes `polyA` and `polyB`
|
|
* returns true if the `closestPoint` exists, else returns false
|
|
*/
|
|
s32 func_800CAA14(CollisionPoly* polyA, CollisionPoly* polyB, Vec3f* pointA, Vec3f* pointB, Vec3f* closestPoint) {
|
|
f32 n1X;
|
|
f32 n1Y;
|
|
f32 n1Z;
|
|
f32 n2X;
|
|
f32 n2Y;
|
|
f32 n2Z;
|
|
s32 result;
|
|
|
|
CollisionPoly_GetNormalF(polyA, &n1X, &n1Y, &n1Z);
|
|
CollisionPoly_GetNormalF(polyB, &n2X, &n2Y, &n2Z);
|
|
result = Math3D_PlaneVsLineSegClosestPoint(n1X, n1Y, n1Z, polyA->dist, n2X, n2Y, n2Z, polyB->dist, pointA, pointB,
|
|
closestPoint);
|
|
return result;
|
|
}
|