mm/src/code/code_0x800CAAD0.c

110 lines
3.6 KiB
C

#include <ultra64.h>
#include <global.h>
// This file comes after z_bgcheck.c and contains functions to manage actors attached to Bg Actors.
// Perhaps it is called something like z_bgcheck_attach.c
// The functions will use the BgCheck2 prefix for now.
void BgCheck2_UpdateActorPosition(CollisionContext* colCtx, s32 index, Actor* actor) {
MtxF prevMatrix;
MtxF prevMatrixInv;
MtxF currMatrix;
Vec3f newPos;
Vec3f posWithInv;
if (BgCheck_IsActorMeshIndexValid(index) == 0) {
return;
}
SkinMatrix_SetScaleRotateYRPTranslate(
&prevMatrix, colCtx->dyna.bgActors[index].prevTransform.scale.x,
colCtx->dyna.bgActors[index].prevTransform.scale.y, colCtx->dyna.bgActors[index].prevTransform.scale.z,
colCtx->dyna.bgActors[index].prevTransform.rot.x, colCtx->dyna.bgActors[index].prevTransform.rot.y,
colCtx->dyna.bgActors[index].prevTransform.rot.z, colCtx->dyna.bgActors[index].prevTransform.pos.x,
colCtx->dyna.bgActors[index].prevTransform.pos.y, colCtx->dyna.bgActors[index].prevTransform.pos.z);
if (SkinMatrix_Invert(&prevMatrix, &prevMatrixInv) == 2) {
return;
}
SkinMatrix_SetScaleRotateYRPTranslate(
&currMatrix, colCtx->dyna.bgActors[index].curTransform.scale.x,
colCtx->dyna.bgActors[index].curTransform.scale.y, colCtx->dyna.bgActors[index].curTransform.scale.z,
colCtx->dyna.bgActors[index].curTransform.rot.x, colCtx->dyna.bgActors[index].curTransform.rot.y,
colCtx->dyna.bgActors[index].curTransform.rot.z, colCtx->dyna.bgActors[index].curTransform.pos.x,
colCtx->dyna.bgActors[index].curTransform.pos.y, colCtx->dyna.bgActors[index].curTransform.pos.z);
SkinMatrix_Vec3fMtxFMultXYZ(&prevMatrixInv, &actor->world.pos, &posWithInv);
SkinMatrix_Vec3fMtxFMultXYZ(&currMatrix, &posWithInv, &newPos);
actor->world.pos = newPos;
}
void BgCheck2_UpdateActorYRotation(CollisionContext* colCtx, s32 index, Actor* actor) {
s16 angleChange;
if (BgCheck_IsActorMeshIndexValid(index) == 0) {
return;
}
angleChange = colCtx->dyna.bgActors[index].curTransform.rot.y - colCtx->dyna.bgActors[index].prevTransform.rot.y;
if (actor->id == 0) {
((Player*)actor)->currentYaw += angleChange;
}
actor->shape.rot.y += angleChange;
actor->world.rot.y += angleChange;
}
void BgCheck2_AttachToMesh(CollisionContext* colCtx, Actor* actor, s32 index) {
DynaPolyActor* meshActor;
if (BgCheck_IsActorMeshIndexValid(index) == 0) {
return;
}
meshActor = BgCheck_GetActorOfMesh(colCtx, index);
if (meshActor != NULL) {
func_800CAE88(meshActor);
if ((actor->flags & 0x4000000) == 0x4000000) {
func_800CAF24(meshActor);
}
if ((actor->flags & 0x20000) == 0x20000) {
func_800CAF38(meshActor);
}
}
}
u32 BgCheck2_UpdateActorAttachedToMesh(CollisionContext* colCtx, s32 index, Actor* actor) {
u32 wasUpdated = 0;
DynaPolyActor* meshActor;
if (BgCheck_IsActorMeshIndexValid(index) == 0) {
return 0;
}
if (((colCtx->dyna.bgActorFlags[index] & 2) != 0) || ((colCtx->dyna.bgActorFlags[index] & 1) == 0)) {
return 0;
}
meshActor = BgCheck_GetActorOfMesh(colCtx, index);
if (meshActor == NULL) {
return 0;
}
if ((meshActor->unk154 & 1) != 0) {
BgCheck2_UpdateActorPosition(colCtx, index, actor);
wasUpdated = 1;
}
if ((meshActor->unk154 & 2) != 0) {
BgCheck2_UpdateActorYRotation(colCtx, index, actor);
wasUpdated = 1;
}
return wasUpdated;
}