Files
mk64/src/racing/collision.c
T
coco875 40f677db52 Document Vehicles (#641)
* start doc collision

* fix merge

* finish rename fonction related to vehicle

* document around waypoint of vehicle

* make some modification

* make some change and rename one

* copy_ to oldPos

* doc smoke ferry and train

* some rename

* fix some renaming

* precise index

* rename a funciton

* simplify waypoint_vehicles

* change some name

* change some name

* rename move_to_point_direction

* fix some conflict

* Update code_80005FD0.c

* Update code_80005FD0.h

---------

Co-authored-by: MegaMech <MegaMech@users.noreply.github.com>
2024-08-22 23:56:57 -06:00

2272 lines
70 KiB
C

#include <ultra64.h>
#include <macros.h>
#include <PR/gbi.h>
#include <mk64.h>
#include <common_structs.h>
#include <actor_types.h>
#include "main.h"
#include "memory.h"
#include "collision.h"
#include "math_util.h"
#include "code_800029B0.h"
#include <defines.h>
#pragma intrinsic (sqrtf)
// Used to delete the choco mountain guard rail
void nullify_displaylist(uintptr_t addr) {
s32 segment = SEGMENT_NUMBER2(addr);
s32 offset = SEGMENT_OFFSET(addr);
Gfx *macro;
macro = (Gfx *) VIRTUAL_TO_PHYSICAL2(gSegmentTable[segment] + offset);
macro->words.w0 = (G_ENDDL << 24);
macro->words.w1 = 0;
}
void func_802AAAAC(Collision *collision) {
collision->meshIndexYX = 5000;
collision->meshIndexZY = 5000;
collision->meshIndexZX = 5000;
collision->unk30 = 0;
collision->unk32 = 0;
collision->unk34 = 0;
collision->surfaceDistance[0] = 0;
collision->surfaceDistance[1] = 0;
collision->surfaceDistance[2] = 0;
vec3f_set(collision->unk48, 0.0f, 0.0f, 1.0f);
vec3f_set(collision->unk54, 1.0f, 0.0f, 0.0f);
vec3f_set(collision->orientationVector, 0.0f, 1.0f, 0.0f);
}
f32 func_802AAB4C(Player *player) {
f32 playerX;
f32 playerZ;
s32 temp_v1;
playerX = player->pos[0];
playerZ = player->pos[2];
switch (gCurrentCourseId) {
case COURSE_BOWSER_CASTLE:
if (playerX > 1859.0f) {
return D_8015F8E4;
}
if (playerX < 1549.0f) {
return D_8015F8E4;
}
if (playerZ > -1102.0f) {
return D_8015F8E4;
}
if (playerZ < -1402.0f) {
return D_8015F8E4;
}
return 20.0f;
case COURSE_KOOPA_BEACH:
if (playerX > 239.0f) {
return D_8015F8E4;
}
if (playerX < 67.0f) {
return D_8015F8E4;
}
if (playerZ > 2405.0f) {
return D_8015F8E4;
}
if (playerZ < 2233.0f) {
return D_8015F8E4;
}
return 0.8f;
case COURSE_SHERBET_LAND:
if ((get_surface_type(player->collision.meshIndexZX) & 0xFF) == SNOW) {
return (f32) (gCourseMinY - 0xA);
}
return D_8015F8E4;
case COURSE_DK_JUNGLE:
temp_v1 = get_track_section_id(player->collision.meshIndexZX) & 0xFF;
if (temp_v1 == 0xFF) {
if ((get_surface_type(player->collision.meshIndexZX) & 0xFF) == CAVE) {
return -475.0f;
}
if (playerX > -478.0f) {
return -33.9f;
}
if (playerX < -838.0f) {
return -475.0f;
}
if (playerZ > -436.0f) {
return -475.0f;
}
if (playerZ < -993.0f) {
return -33.9f;
}
if (playerZ < playerX) {
return -475.0f;
}
return -33.9f;
}
if (temp_v1 >= 0x14) {
return -475.0f;
}
return -33.9f;
default:
return D_8015F8E4;
}
}
s32 check_collision_zx(Collision *collision, f32 boundingBoxSize, f32 posX, f32 posY, f32 posZ, u16 index) {
CollisionTriangle *triangle = &gCollisionMesh[index];
UNUSED f32 pad;
f32 x3;
UNUSED f32 pad2;
f32 z3;
UNUSED f32 pad3[4];
f32 x2;
f32 z2;
f32 x1;
f32 z1;
f32 distanceToSurface;
f32 crossProductZX_1;
f32 crossProductZX_2;
f32 crossProductZX_3;
s32 b = true;
if (triangle->normalY < -0.9f)
return 0;
if (triangle->minX > posX)
return 0;
if (triangle->minZ > posZ)
return 0;
if (triangle->maxX < posX)
return 0;
if (triangle->maxZ < posZ)
return 0;
if ((triangle->minY - boundingBoxSize * 3.0f) > posY)
return 0;
x1 = triangle->vtx1->v.ob[0];
z1 = triangle->vtx1->v.ob[2];
x2 = triangle->vtx2->v.ob[0];
z2 = triangle->vtx2->v.ob[2];
x3 = triangle->vtx3->v.ob[0];
z3 = triangle->vtx3->v.ob[2];
crossProductZX_1 = (z1 - posZ) * (x2 - posX) - (x1 - posX) * (z2 - posZ);
if (!crossProductZX_1) {
crossProductZX_2 = (z2 - posZ) * (x3 - posX) - (x2 - posX) * (z3 - posZ);
crossProductZX_3 = (z3 - posZ) * (x1 - posX) - (x3 - posX) * (z1 - posZ);
if ((crossProductZX_2 * crossProductZX_3) < 0.0f) {
b = false;
}
} else {
crossProductZX_2 = (z2 - posZ) * (x3 - posX) - (x2 - posX) * (z3 - posZ);
if (!crossProductZX_2) {
crossProductZX_3 = (z3 - posZ) * (x1 - posX) - (x3 - posX) * (z1 - posZ);
if ((crossProductZX_1 * crossProductZX_3) < 0.0f) {
b = false;
}
} else {
if ((crossProductZX_1 * crossProductZX_2) < 0.0f) {
b = false;
} else {
crossProductZX_3 = (z3 - posZ) * (x1 - posX) - (x3 - posX) * (z1 - posZ);
if (crossProductZX_3 != 0) {
if ((crossProductZX_2 * crossProductZX_3) < 0.0f) {
b = false;
}
}
}
}
}
if (!b) {
return 0;
}
distanceToSurface = ((triangle->normalX * posX) + (triangle->normalY * posY) + (triangle->normalZ * posZ)
+ triangle->distance)
- boundingBoxSize;
if (distanceToSurface > 0.0f) {
if (collision->surfaceDistance[2] > distanceToSurface) {
collision->unk34 = 1;
collision->meshIndexZX = index;
collision->surfaceDistance[2] = distanceToSurface;
collision->orientationVector[0] = triangle->normalX;
collision->orientationVector[1] = triangle->normalY;
collision->orientationVector[2] = triangle->normalZ;
}
return 0;
}
if (distanceToSurface > -16.0f) {
collision->unk34 = 1;
collision->meshIndexZX = index;
collision->surfaceDistance[2] = distanceToSurface;
collision->orientationVector[0] = triangle->normalX;
collision->orientationVector[1] = triangle->normalY;
collision->orientationVector[2] = triangle->normalZ;
return 1;
}
return 0;
}
s32 check_collision_yx(Collision *collision, f32 boundingBoxSize, f32 posX, f32 posY, f32 posZ, u16 index) {
CollisionTriangle *triangle = &gCollisionMesh[index];
UNUSED f32 pad[6];
f32 x3;
f32 y3;
UNUSED f32 pad2[1];
UNUSED f32 pad3[5];
f32 x2;
f32 y2;
f32 x1;
f32 y1;
f32 distanceToSurface;
f32 crossProductYX_1;
f32 crossProductYX_2;
f32 crossProductYX_3;
s32 b = true;
if (triangle->minX > posX) {
return 0;
}
if (triangle->maxX < posX) {
return 0;
}
if (triangle->maxY < posY) {
return 0;
}
if (triangle->minY > posY) {
return 0;
}
if ((triangle->minZ - boundingBoxSize * 3.0f) > posZ) {
return 0;
}
if ((triangle->maxZ + boundingBoxSize * 3.0f) < posZ) {
return 0;
}
x1 = triangle->vtx1->v.ob[0];
y1 = triangle->vtx1->v.ob[1];
x2 = triangle->vtx2->v.ob[0];
y2 = triangle->vtx2->v.ob[1];
x3 = triangle->vtx3->v.ob[0];
y3 = triangle->vtx3->v.ob[1];
crossProductYX_1 = (y1 - posY) * (x2 - posX) - (x1 - posX) * (y2 - posY);
if (!crossProductYX_1) {
crossProductYX_2 = (y2 - posY) * (x3 - posX) - (x2 - posX) * (y3 - posY);
crossProductYX_3 = (y3 - posY) * (x1 - posX) - (x3 - posX) * (y1 - posY);
if ((crossProductYX_2 * crossProductYX_3) < 0.0f) {
b = false;
}
} else {
crossProductYX_2 = (y2 - posY) * (x3 - posX) - (x2 - posX) * (y3 - posY);
if (!crossProductYX_2) {
crossProductYX_3 = (y3 - posY) * (x1 - posX) - (x3 - posX) * (y1 - posY);
if (crossProductYX_1 * crossProductYX_3 < 0.0f) {
b = false;
}
} else {
if ((crossProductYX_1 * crossProductYX_2) < 0.0f) {
b = false;
} else {
crossProductYX_3 = ((y3 - posY) * (x1 - posX)) - ((x3 - posX) * (y1 - posY));
if (crossProductYX_3 != 0) {
if ((crossProductYX_2 * crossProductYX_3) < 0.0f) {
b = false;
}
}
}
}
}
if (!b) {
return 0;
}
distanceToSurface = ((triangle->normalX * posX) + (triangle->normalY * posY) + (triangle->normalZ * posZ) + triangle->distance) - boundingBoxSize;
if (distanceToSurface > 0.0f) {
if (distanceToSurface < collision->surfaceDistance[0]) {
collision->unk30 = 1;
collision->meshIndexYX = index;
collision->surfaceDistance[0] = distanceToSurface;
collision->unk48[0] = triangle->normalX;
collision->unk48[1] = triangle->normalY;
collision->unk48[2] = triangle->normalZ;
}
return 0;
}
if (distanceToSurface > -16.0f) {
collision->unk30 = 1;
collision->meshIndexYX = index;
collision->surfaceDistance[0] = distanceToSurface;
collision->unk48[0] = triangle->normalX;
collision->unk48[1] = triangle->normalY;
collision->unk48[2] = triangle->normalZ;
return 1;
}
return 0;
}
s32 check_collision_zy(Collision *collision, f32 boundingBoxSize, f32 posX, f32 posY, f32 posZ, u16 index) {
CollisionTriangle *triangle = &gCollisionMesh[index];
s32 b = true;
UNUSED f32 pad[7];
f32 y3;
f32 z3;
UNUSED f32 pad2[5];
f32 y2;
f32 z2;
f32 y1;
f32 z1;
f32 distanceToSurface;
f32 crossProductYZ_1;
f32 crossProductYZ_2;
f32 crossProductYZ_3;
if (triangle->minZ > posZ) {
return 0;
}
if (triangle->maxZ < posZ) {
return 0;
}
if (triangle->maxY < posY) {
return 0;
}
if (triangle->minY > posY) {
return 0;
}
if ((triangle->minX - (boundingBoxSize * 3.0f)) > posX) {
return 0;
}
if ((triangle->maxX + (boundingBoxSize * 3.0f)) < posX) {
return 0;
}
z1 = triangle->vtx1->v.ob[2];
y1 = triangle->vtx1->v.ob[1];
z2 = triangle->vtx2->v.ob[2];
y2 = triangle->vtx2->v.ob[1];
z3 = triangle->vtx3->v.ob[2];
y3 = triangle->vtx3->v.ob[1];
crossProductYZ_1 = (y1 - posY) * (z2 - posZ) - (z1 - posZ) * (y2 - posY);
if (!crossProductYZ_1) {
crossProductYZ_2 = ((y2 - posY) * (z3 - posZ)) - ((z2 - posZ) * (y3 - posY));
crossProductYZ_3 = ((y3 - posY) * (z1 - posZ)) - ((z3 - posZ) * (y1 - posY));
if ((crossProductYZ_2 * crossProductYZ_3) < 0.0f) {
b = false;
}
} else {
crossProductYZ_2 = ((y2 - posY) * (z3 - posZ)) - ((z2 - posZ) * (y3 - posY));
if (crossProductYZ_2 == 0) {
crossProductYZ_3 = ((y3 - posY) * (z1 - posZ)) - ((z3 - posZ) * (y1 - posY));
if ((crossProductYZ_1 * crossProductYZ_3) < 0.0f) {
b = false;
}
} else {
if ((crossProductYZ_1 * crossProductYZ_2) < 0.0f) {
b = false;
} else {
crossProductYZ_3 = ((y3 - posY) * (z1 - posZ)) - ((z3 - posZ) * (y1 - posY));
if (crossProductYZ_3 != 0) {
if ((crossProductYZ_2 * crossProductYZ_3) < 0.0f) {
b = false;
}
}
}
}
}
if (!b) {
return 0;
}
distanceToSurface = ((((triangle->normalX * posX) + (triangle->normalY * posY)) + (triangle->normalZ * posZ))
+ triangle->distance)
- boundingBoxSize;
if (distanceToSurface > 0.0f) {
if (distanceToSurface < collision->surfaceDistance[1]) {
collision->unk32 = 1;
collision->meshIndexZY = index;
collision->surfaceDistance[1] = distanceToSurface;
collision->unk54[0] = triangle->normalX;
collision->unk54[1] = triangle->normalY;
collision->unk54[2] = triangle->normalZ;
}
return 0;
}
if (distanceToSurface > (-16.0f)) {
collision->unk32 = 1;
collision->meshIndexZY = index;
collision->surfaceDistance[1] = distanceToSurface;
collision->unk54[0] = triangle->normalX;
collision->unk54[1] = triangle->normalY;
collision->unk54[2] = triangle->normalZ;
return 1;
}
return 0;
}
s32 check_horizontally_colliding_with_triangle(f32 posX, f32 posZ, u16 index) {
CollisionTriangle *triangle = &gCollisionMesh[index];
UNUSED f32 pad;
f32 x3;
UNUSED f32 pad2;
f32 z3;
f32 x2;
UNUSED f32 pad3;
f32 z2;
f32 x1;
f32 z1;
UNUSED f32 pad4[4];
f32 crossProductZX_1;
f32 crossProductZX_3;
f32 crossProductZX_2;
s32 b = true;
x1 = triangle->vtx1->v.ob[0];
z1 = triangle->vtx1->v.ob[2];
x2 = triangle->vtx2->v.ob[0];
z2 = triangle->vtx2->v.ob[2];
x3 = triangle->vtx3->v.ob[0];
z3 = triangle->vtx3->v.ob[2];
crossProductZX_1 = (z1 - posZ) * (x2 - posX) - (x1 - posX) * (z2 - posZ);
if (!crossProductZX_1) {
crossProductZX_2 = (z2 - posZ) * (x3 - posX) - (x2 - posX) * (z3 - posZ);
crossProductZX_3 = (z3 - posZ) * (x1 - posX) - (x3 - posX) * (z1 - posZ);
if ((crossProductZX_2 * crossProductZX_3) < 0.0f) {
b = false;
}
} else {
crossProductZX_2 = (z2 - posZ) * (x3 - posX) - (x2 - posX) * (z3 - posZ);
if (!crossProductZX_2) {
crossProductZX_3 = (z3 - posZ) * (x1 - posX) - (x3 - posX) * (z1 - posZ);
if (crossProductZX_1 * crossProductZX_3 < 0.0f) {
b = false;
}
} else {
if ((crossProductZX_1 * crossProductZX_2) < 0.0f) {
b = false;
} else {
crossProductZX_3 = ((z3 - posZ) * (x1 - posX)) - ((x3 - posX) * (z1 - posZ));
if (crossProductZX_3 != 0) {
if ((crossProductZX_2 * crossProductZX_3) < 0.0f) {
b = false;
}
}
}
}
}
return b;
}
s8 get_surface_type(u16 index) {
CollisionTriangle *triangle = &gCollisionMesh[index];
return triangle->surfaceType;
}
s16 get_track_section_id(u16 index) {
CollisionTriangle *triangle = &gCollisionMesh[index];
return triangle->flags & 0xFF;
}
s16 func_802ABD7C(u16 index) {
CollisionTriangle *triangle = &gCollisionMesh[index];
return triangle->flags & 0x1000;
}
s16 func_802ABDB8(u16 index) {
CollisionTriangle *triangle = &gCollisionMesh[index];
return triangle->flags & 0x400;
}
s16 func_802ABDF4(u16 index) {
CollisionTriangle *triangle = &gCollisionMesh[index];
return triangle->flags & 0x800;
}
f32 calculate_surface_height(f32 x, f32 y, f32 z, u16 index) {
CollisionTriangle *triangle = &gCollisionMesh[index];
if (triangle->normalY == 0.0f) {
return y;
}
return ((triangle->normalX * x) + (triangle->normalZ * z) + triangle->distance) / -triangle->normalY;
}
f32 func_802ABEAC(Collision *collision, Vec3f pos) {
if (collision->unk34 == 1) {
return calculate_surface_height(pos[0], pos[1], pos[2], collision->meshIndexZX);
}
if (collision->unk30 == 1) {
return calculate_surface_height(pos[0], pos[1], pos[2], collision->meshIndexYX);
}
if (collision->unk32 == 1) {
return calculate_surface_height(pos[0], pos[1], pos[2], collision->meshIndexZY);
}
return pos[1];
}
void process_shell_collision(Vec3f pos, UNUSED f32 boundingBoxSize, Vec3f velocity, UNUSED f32 unk) {
f32 magnitude;
f32 dotProduct;
f32 x;
f32 scaleX;
f32 scaleY;
f32 scaleZ;
f32 y;
f32 z;
UNUSED f32 x2;
UNUSED f32 y2;
f32 velocityMagnitude;
UNUSED f32 z2;
f32 scaleFactor;
x = velocity[0];
y = velocity[1];
z = velocity[2];
velocityMagnitude = sqrtf((x * x) + (y * y) + (z * z));
if ((velocityMagnitude > 4.5) || (velocityMagnitude < 3.5)) {
velocityMagnitude = 4.0f;
}
x2 = pos[0];
y2 = pos[1];
z2 = pos[2];
dotProduct = (pos[0] * x) + (pos[1] * y) + (pos[2] * z);
scaleX = x - dotProduct * pos[0];
scaleY = y - dotProduct * pos[1];
scaleZ = z - dotProduct * pos[2];
x = scaleX - dotProduct * pos[0];
y = scaleY - dotProduct * pos[1];
z = scaleZ - dotProduct * pos[2];
magnitude = sqrtf((x * x) + (y * y) + (z * z));
scaleFactor = 1.0f / magnitude * velocityMagnitude;
velocity[0] = x * scaleFactor;
velocity[1] = y * scaleFactor;
velocity[2] = z * scaleFactor;
}
void shell_collision(Collision *collision, Vec3f velocity) {
if (collision->surfaceDistance[0] < 0.0f) {
process_shell_collision(collision->unk48, collision->surfaceDistance[0], velocity, 2.0f);
}
if (collision->surfaceDistance[1] < 0.0f) {
process_shell_collision(collision->unk54, collision->surfaceDistance[1], velocity, 2.0f);
}
}
/**
* Adjusts the position of pos2 based on pos1 but in the orthogonal direction to pos2.
*/
void adjust_pos_orthogonally(Vec3f pos1, f32 boundingBoxSize, Vec3f pos2, UNUSED f32 unk) {
f32 x1;
f32 y1;
f32 z1;
f32 x2;
f32 y2;
f32 z2;
f32 dotProduct;
f32 orthoX;
f32 orthoY;
f32 orthoZ;
x2 = pos2[0];
y2 = pos2[1];
z2 = pos2[2];
x1 = -pos1[0];
y1 = -pos1[1];
z1 = -pos1[2];
dotProduct = (x1 * x2) + (y1 * y2) + (z1 * z2);
orthoX = x2 - (dotProduct * x1);
orthoY = y2 - (dotProduct * y1);
orthoZ = z2 - (dotProduct * z1);
if (boundingBoxSize < -3.5) {
pos2[0] = orthoX - (dotProduct * x1 * 0.5f);
pos2[1] = orthoY - (dotProduct * y1 * 0.5f);
pos2[2] = orthoZ - (dotProduct * z1 * 0.5f);
} else {
pos2[0] = orthoX;
pos2[1] = orthoY;
pos2[2] = orthoZ;
}
}
UNUSED s32 detect_tyre_collision(KartTyre *tyre) {
Collision collision;
UNUSED s32 pad[12];
s32 courseLengthX;
s32 courseLengthZ;
f32 tyreX;
f32 tyreY;
f32 tyreZ;
s16 sectionIndexX;
s16 sectionIndexZ;
u16 i;
u16 numTriangles;
u16 meshIndex;
s16 gridIndex;
u16 sectionIndex;
collision.unk30 = 0;
collision.unk32 = 0;
collision.unk34 = 0;
collision.surfaceDistance[0] = 1000.0f;
collision.surfaceDistance[1] = 1000.0f;
collision.surfaceDistance[2] = 1000.0f;
tyreX = tyre->pos[0];
tyreY = tyre->pos[1];
tyreZ = tyre->pos[2];
switch (tyre->surfaceFlags) { /* irregular */
case 0x80:
if (check_collision_zy(&collision, 5.0f, tyreX, tyreY, tyreZ, (u16) (s32) tyre->collisionMeshIndex) == 1) {
tyre->baseHeight = calculate_surface_height(tyreX, tyreY, tyreZ, tyre->collisionMeshIndex);
return 1;
}
break;
case 0x40:
if (check_collision_zx(&collision, 5.0f, tyreX, tyreY, tyreZ, (u16) (s32) tyre->collisionMeshIndex) == 1) {
tyre->baseHeight = calculate_surface_height(tyreX, tyreY, tyreZ, tyre->collisionMeshIndex);
return 1;
}
break;
case 0x20:
if (check_collision_yx(&collision, 5.0f, tyreX, tyreY, tyreZ, (u16) (s32) tyre->collisionMeshIndex) == 1) {
tyre->baseHeight = calculate_surface_height(tyreX, tyreY, tyreZ, tyre->collisionMeshIndex);
return 1;
}
break;
default:
break;
}
courseLengthX = gCourseMaxX - gCourseMinX;
courseLengthZ = gCourseMaxZ - gCourseMinZ;
sectionIndexX = (tyreX - gCourseMinX) / (courseLengthX / GRID_SIZE);
sectionIndexZ = (tyreZ - gCourseMinZ) / (courseLengthZ / GRID_SIZE);
if (sectionIndexX < 0) {
return 0;
}
if (sectionIndexZ < 0) {
return 0;
}
if (sectionIndexX >= GRID_SIZE) {
return 0;
}
if (sectionIndexZ >= GRID_SIZE) {
return 0;
}
gridIndex = (sectionIndexX + sectionIndexZ * GRID_SIZE);
numTriangles = gCollisionGrid[gridIndex].numTriangles;
if (numTriangles == 0) {
return 0;
}
sectionIndex = gCollisionGrid[gridIndex].triangle;
for (i = 0; i < numTriangles; i++) {
meshIndex = gCollisionIndices[sectionIndex];
if (gCollisionMesh[meshIndex].flags & FACING_Y_AXIS) {
if (meshIndex != tyre->collisionMeshIndex) {
if (check_collision_zx(&collision, 5.0f, tyreX, tyreY, tyreZ, meshIndex) == 1) {
tyre->baseHeight = calculate_surface_height(tyreX, tyreY, tyreZ, meshIndex);
tyre->surfaceType = gCollisionMesh[meshIndex].surfaceType;
tyre->surfaceFlags = 0x40;
tyre->collisionMeshIndex = meshIndex;
if (gCollisionMesh[meshIndex].flags & 0x1000) {
tyre->unk_14 = 1;
} else {
tyre->unk_14 = 0;
}
return 1;
}
}
} else if (gCollisionMesh[meshIndex].flags & FACING_X_AXIS) {
if ((gCollisionMesh[meshIndex].normalX != 1.0f) && (meshIndex != tyre->collisionMeshIndex)) {
if (check_collision_zy(&collision, 5.0f, tyreX, tyreY, tyreZ, meshIndex) == 1) {
tyre->baseHeight = calculate_surface_height(tyreX, tyreY, tyreZ, meshIndex);
tyre->surfaceType = gCollisionMesh[meshIndex].surfaceType;
tyre->surfaceFlags = 0x80;
tyre->collisionMeshIndex = meshIndex;
return 1;
}
}
} else if ((gCollisionMesh[meshIndex].normalZ != 1.0f) && (meshIndex != tyre->collisionMeshIndex)) {
if (check_collision_yx(&collision, 5.0f, tyreX, tyreY, tyreZ, meshIndex) == 1) {
tyre->baseHeight = calculate_surface_height(tyreX, tyreY, tyreZ, meshIndex);
tyre->surfaceType = gCollisionMesh[meshIndex].surfaceType;
tyre->surfaceFlags = 0x20;
tyre->collisionMeshIndex = meshIndex;
return 1;
}
}
sectionIndex++;
}
tyre->baseHeight = tyreY;
tyre->surfaceType = 0;
//! @bug
// Another function that has a return value but doesn't have an explicit return statement in one of its codepaths.
// The return value at this point will be whatever was last returned by func_802AAE4C/func_802AB6C4/func_802AB288
// depending on which (if any) if statements were entered on the loop's last cycle
}
s32 is_colliding_with_drivable_surface(Collision *collision, f32 boundingBoxSize, f32 newX, f32 newY, f32 newZ, u16 index, f32 oldX, f32 oldY, f32 oldZ) {
CollisionTriangle *triangle = &gCollisionMesh[index];
UNUSED s32 pad;
f32 x4;
UNUSED f32 y4;
f32 z4;
f32 x3;
UNUSED f32 y3;
f32 z3;
f32 x2;
UNUSED f32 y2;
f32 z2;
f32 surfaceDistance;
f32 temp;
UNUSED s32 pad2[2];
f32 area;
f32 area2;
f32 area3;
s32 b = 1;
if (triangle->minX > newX) {
return 0;
}
if (triangle->minZ > newZ) {
return 0;
}
if (triangle->maxX < newX) {
return 0;
}
if (triangle->maxZ < newZ) {
return 0;
}
if ((triangle->minY - boundingBoxSize * 3.0f) > newY) {
return 0;
}
x2 = (f32) triangle->vtx1->v.ob[0];
z2 = (f32) triangle->vtx1->v.ob[2];
x3 = (f32) triangle->vtx2->v.ob[0];
z3 = (f32) triangle->vtx2->v.ob[2];
x4 = (f32) triangle->vtx3->v.ob[0];
z4 = (f32) triangle->vtx3->v.ob[2];
area = (z2 - newZ) * (x3 - newX) - (x2 - newX) * (z3 - newZ);
if (area == 0) {
area2 = (z3 - newZ) * (x4 - newX) - (x3 - newX) * (z4 - newZ);
area3 = (z4 - newZ) * (x2 - newX) - (x4 - newX) * (z2 - newZ);
if (area2 * area3 < 0.0f) {
b = 0;
}
} else {
area2 = (z3 - newZ) * (x4 - newX) - (x3 - newX) * (z4 - newZ);
if (area2 == 0) {
area3 = (z4 - newZ) * (x2 - newX) - (x4 - newX) * (z2 - newZ);
if (area * area3 < 0.0f) {
b = 0;
}
} else {
if ((area * area2) < 0.0f) {
b = 0;
} else {
area3 = (z4- newZ) * (x2 - newX) - (x4 - newX) * (z2 - newZ);
if (area3 != 0) {
if (area2 * area3 < 0.0f) {
b = 0;
}
}
}
}
}
if (b == 0) {
return 0;
}
surfaceDistance = (triangle->normalX * newX) + (triangle->normalY * newY) + (triangle->normalZ * newZ) + triangle->distance;
if (surfaceDistance > boundingBoxSize) {
if (collision->surfaceDistance[2] > surfaceDistance) {
collision->unk34 = 1;
collision->meshIndexZX = index;
collision->surfaceDistance[2] = surfaceDistance - boundingBoxSize;
collision->orientationVector[0] = triangle->normalX;
collision->orientationVector[1] = triangle->normalY;
collision->orientationVector[2] = triangle->normalZ;
}
return 0;
}
temp = (triangle->normalX * oldX) + (triangle->normalY * oldY) + (triangle->normalZ * oldZ) + triangle->distance;
if (temp < 0.0f) {
return 0;
}
collision->unk34 = 1;
collision->meshIndexZX = index;
collision->surfaceDistance[2] = surfaceDistance - boundingBoxSize;
collision->orientationVector[0] = triangle->normalX;
collision->orientationVector[1] = triangle->normalY;
collision->orientationVector[2] = triangle->normalZ;
return 1;
}
/**
* Wall collision
*/
s32 is_colliding_with_wall2(Collision *arg, f32 boundingBoxSize, f32 x1, f32 y1, f32 z1, u16 surfaceIndex, f32 posX, f32 posY, f32 posZ) {
CollisionTriangle *triangle = &gCollisionMesh[surfaceIndex];
UNUSED s32 pad[6];
f32 x4;
f32 y4;
f32 x3;
f32 y3;
f32 x2;
f32 y2;
UNUSED s32 pad2[3];
f32 distanceToSurface;
f32 distanceToSurface2;
UNUSED s32 pad3[2];
f32 area;
f32 area2;
f32 area3;
s32 b = true;
if (triangle->minX > x1) {
return NO_COLLISION;
}
if (triangle->maxX < x1) {
return NO_COLLISION;
}
if (triangle->maxY < y1) {
return NO_COLLISION;
}
if (triangle->minY > y1) {
return NO_COLLISION;
}
if ((triangle->minZ - boundingBoxSize * 3.0f) > z1) {
return NO_COLLISION;
}
if ((triangle->maxZ + boundingBoxSize * 3.0f) < z1) {
return NO_COLLISION;
}
x2 = (f32) triangle->vtx1->v.ob[0];
y2 = (f32) triangle->vtx1->v.ob[1];
x3 = (f32) triangle->vtx2->v.ob[0];
y3 = (f32) triangle->vtx2->v.ob[1];
x4 = (f32) triangle->vtx3->v.ob[0];
y4 = (f32) triangle->vtx3->v.ob[1];
area = (y2 - y1) * (x3 - x1) - (x2 - x1) * (y3 - y1);
if (area == 0) {
area2 = (y3 - y1) * (x4 - x1) - (x3 - x1) * (y4 - y1);
area3 = (y4 - y1) * (x2 - x1) - (x4 - x1) * (y2 - y1);
if (area2 * area3 < 0.0f) {
b = false;
}
} else {
area2 = (y3 - y1) * (x4 - x1) - (x3 - x1) * (y4 - y1);
if (area2 == 0) {
area3 = (y4 - y1) * (x2 - x1) - (x4 - x1) * (y2 - y1);
if ((area * area3) < 0.0f) {
b = false;
}
} else {
if ((area * area2) < 0.0f) {
b = false;
} else {
area3 = (y4 - y1) * (x2 - x1) - (x4 - x1) * (y2 - y1);
if (area3 != 0) {
if ((area2 * area3) < 0.0f) {
b = false;
}
}
}
}
}
if (!b) {
return NO_COLLISION;
}
distanceToSurface = ((triangle->normalX * x1) + (triangle->normalY * y1) + (triangle->normalZ * z1)) + triangle->distance;
if (triangle->flags & 0x200) {
distanceToSurface2 = ((triangle->normalX * posX) + (triangle->normalY * posY) + (triangle->normalZ * posZ)) + triangle->distance;
if ((distanceToSurface > 0.0f) && (distanceToSurface2 > 0.0f)) {
if (distanceToSurface < boundingBoxSize) {
arg->unk30 = 1;
arg->meshIndexYX = surfaceIndex;
arg->surfaceDistance[0] = distanceToSurface - boundingBoxSize;
arg->unk48[0] = triangle->normalX;
arg->unk48[1] = triangle->normalY;
arg->unk48[2] = triangle->normalZ;
return COLLISION;
}
return NO_COLLISION;
}
if ((distanceToSurface < 0.0f) && (distanceToSurface2 < 0.0f)) {
distanceToSurface *= -1.0f;
if (distanceToSurface < boundingBoxSize) {
arg->unk30 = 1;
arg->meshIndexYX = surfaceIndex;
arg->surfaceDistance[0] = distanceToSurface - boundingBoxSize;
arg->unk48[0] = -triangle->normalX;
arg->unk48[1] = -triangle->normalY;
arg->unk48[2] = -triangle->normalZ;
return 1;
}
return NO_COLLISION;
}
if ((distanceToSurface > 0.0f) && (distanceToSurface2 < 0.0f)) {
arg->unk30 = 1;
arg->meshIndexYX = surfaceIndex;
arg->surfaceDistance[0] = -(distanceToSurface + boundingBoxSize);
arg->unk48[0] = -triangle->normalX;
arg->unk48[1] = -triangle->normalY;
arg->unk48[2] = -triangle->normalZ;
return COLLISION;
}
if ((distanceToSurface < 0.0f) && (distanceToSurface2 > 0.0f)) {
arg->unk30 = 1;
arg->meshIndexYX = surfaceIndex;
arg->surfaceDistance[0] = distanceToSurface + boundingBoxSize;
arg->unk48[0] = triangle->normalX;
arg->unk48[1] = triangle->normalY;
arg->unk48[2] = triangle->normalZ;
return COLLISION;
}
if (distanceToSurface == 0.0f) {
if (distanceToSurface2 >= 0.0f) {
arg->unk30 = 1;
arg->meshIndexYX = surfaceIndex;
arg->surfaceDistance[0] = distanceToSurface2 + boundingBoxSize;
arg->unk48[0] = triangle->normalX;
arg->unk48[1] = triangle->normalY;
arg->unk48[2] = triangle->normalZ;
return COLLISION;
}
arg->unk30 = 1;
arg->meshIndexYX = surfaceIndex;
arg->surfaceDistance[0] = -(distanceToSurface2 + boundingBoxSize);
arg->unk48[0] = triangle->normalX;
arg->unk48[1] = triangle->normalY;
arg->unk48[2] = triangle->normalZ;
return COLLISION;
}
return NO_COLLISION;
}
if (distanceToSurface > boundingBoxSize) {
if (distanceToSurface < arg->surfaceDistance[0]) {
arg->unk30 = 1;
arg->meshIndexYX = surfaceIndex;
arg->surfaceDistance[0] = distanceToSurface - boundingBoxSize;
arg->unk48[0] = triangle->normalX;
arg->unk48[1] = triangle->normalY;
arg->unk48[2] = triangle->normalZ;
}
return NO_COLLISION;
}
distanceToSurface2 = (triangle->normalX * posX) + (triangle->normalY * posY) + (triangle->normalZ * posZ) + triangle->distance;
if (distanceToSurface2 < 0.0f) {
return NO_COLLISION;
}
arg->unk30 = 1;
arg->meshIndexYX = surfaceIndex;
arg->surfaceDistance[0] = distanceToSurface - boundingBoxSize;
arg->unk48[0] = triangle->normalX;
arg->unk48[1] = triangle->normalY;
arg->unk48[2] = triangle->normalZ;
return COLLISION;
}
/**
* This is actually more like colliding with face X/Y/Z
*/
s32 is_colliding_with_wall1(Collision *arg, f32 boundingBoxSize, f32 x1, f32 y1, f32 z1, u16 surfaceIndex, f32 posX, f32 posY, f32 posZ) {
CollisionTriangle *triangle = &gCollisionMesh[surfaceIndex];
s32 b = 1;
UNUSED s32 pad[7];
f32 y4;
f32 z4;
f32 y3;
f32 z3;
f32 y2;
f32 z2;
UNUSED s32 pad3[2];
f32 distanceToSurface;
f32 distanceToSurface2;
UNUSED s32 pad4[2];
f32 area;
f32 area2;
f32 area3;
if (triangle->minZ > z1) {
return NO_COLLISION;
}
if (triangle->maxZ < z1) {
return NO_COLLISION;
}
if (triangle->maxY < y1) {
return NO_COLLISION;
}
if (triangle->minY > y1) {
return NO_COLLISION;
}
if ((triangle->minX - boundingBoxSize * 3.0f) > x1) {
return NO_COLLISION;
}
if ((triangle->maxX + boundingBoxSize * 3.0f) < x1) {
return NO_COLLISION;
}
z2 = (f32) triangle->vtx1->v.ob[2];
y2 = (f32) triangle->vtx1->v.ob[1];
z3 = (f32) triangle->vtx2->v.ob[2];
y3 = (f32) triangle->vtx2->v.ob[1];
z4 = (f32) triangle->vtx3->v.ob[2];
y4 = (f32) triangle->vtx3->v.ob[1];
area = (y2 - y1) * (z3 - z1) - (z2 - z1) * (y3 - y1);
if (area == 0) {
area2 = (y3 - y1) * (z4 - z1) - (z3 - z1) * (y4 - y1);
area3 = (y4 - y1) * (z2 - z1) - (z4 - z1) * (y2 - y1);
if (area2 * area3 < 0.0f) {
b = 0;
}
} else {
area2 = (y3 - y1) * (z4 - z1) - (z3 - z1) * (y4 - y1);
if (area2 == 0) {
area3 = (y4 - y1) * (z2 - z1) - (z4 - z1) * (y2 - y1);
if ((area * area3) < 0.0f) {
b = 0;
}
} else {
if ((area * area2) < 0.0f) {
b = 0;
} else {
area3 = (y4 - y1) * (z2 - z1) - (z4 - z1) * (y2 - y1);
if (area3 != 0) {
if ((area2 * area3) < 0.0f) {
b = 0;
}
}
}
}
}
if (b == 0) {
return NO_COLLISION;
}
distanceToSurface = ((triangle->normalX * x1) + (triangle->normalY * y1) + (triangle->normalZ * z1)) + triangle->distance;
if (triangle->flags & 0x200) {
distanceToSurface2 = ((triangle->normalX * posX) + (triangle->normalY * posY) + (triangle->normalZ * posZ)) + triangle->distance;
//sp48 = temp_f4_2;
if ((distanceToSurface > 0.0f) && (distanceToSurface2 > 0.0f)) {
if (distanceToSurface < boundingBoxSize) {
arg->unk32 = 1;
arg->meshIndexZY = surfaceIndex;
arg->surfaceDistance[1] = distanceToSurface - boundingBoxSize;
arg->unk54[0] = triangle->normalX;
arg->unk54[1] = triangle->normalY;
arg->unk54[2] = triangle->normalZ;
return COLLISION;
}
return NO_COLLISION;
}
if ((distanceToSurface < 0.0f) && (distanceToSurface2 < 0.0f)) {
distanceToSurface *= -1.0f;
if (distanceToSurface < boundingBoxSize) {
arg->unk32 = 1;
arg->meshIndexZY = surfaceIndex;
arg->surfaceDistance[1] = distanceToSurface - boundingBoxSize;
arg->unk54[0] = -triangle->normalX;
arg->unk54[1] = -triangle->normalY;
arg->unk54[2] = -triangle->normalZ;
return 1;
}
return NO_COLLISION;
}
if ((distanceToSurface > 0.0f) && (distanceToSurface2 < 0.0f)) {
arg->unk32 = 1;
arg->meshIndexZY = surfaceIndex;
arg->surfaceDistance[1] = -(distanceToSurface + boundingBoxSize);
arg->unk54[0] = -triangle->normalX;
arg->unk54[1] = -triangle->normalY;
arg->unk54[2] = -triangle->normalZ;
return COLLISION;
}
if ((distanceToSurface < 0.0f) && (distanceToSurface2 > 0.0f)) {
arg->unk32 = 1;
arg->meshIndexZY = surfaceIndex;
arg->surfaceDistance[1] = distanceToSurface + boundingBoxSize;
arg->unk54[0] = triangle->normalX;
arg->unk54[1] = triangle->normalY;
arg->unk54[2] = triangle->normalZ;
return COLLISION;
}
if (distanceToSurface == 0.0f) {
if (distanceToSurface2 >= 0.0f) {
arg->unk32 = 1;
arg->meshIndexZY = surfaceIndex;
arg->surfaceDistance[1] = distanceToSurface2 + boundingBoxSize;
arg->unk54[0] = triangle->normalX;
arg->unk54[1] = triangle->normalY;
arg->unk54[2] = triangle->normalZ;
return COLLISION;
}
arg->unk32 = 1;
arg->meshIndexZY = surfaceIndex;
arg->surfaceDistance[1] = -(distanceToSurface2 + boundingBoxSize);
arg->unk54[0] = triangle->normalX;
arg->unk54[1] = triangle->normalY;
arg->unk54[2] = triangle->normalZ;
return COLLISION;
}
return NO_COLLISION;
}
if (distanceToSurface > boundingBoxSize) {
if (arg->surfaceDistance[1] > distanceToSurface) {
arg->unk32 = 1;
arg->meshIndexZY = surfaceIndex;
arg->surfaceDistance[1] = distanceToSurface - boundingBoxSize;
arg->unk54[0] = triangle->normalX;
arg->unk54[1] = triangle->normalY;
arg->unk54[2] = triangle->normalZ;
}
return NO_COLLISION;
}
distanceToSurface2 = (triangle->normalX * posX) + (triangle->normalY * posY) + (triangle->normalZ * posZ) + triangle->distance;
if (distanceToSurface2 < 0.0f) {
return NO_COLLISION;
}
arg->unk32 = 1;
arg->meshIndexZY = surfaceIndex;
arg->surfaceDistance[1] = distanceToSurface - boundingBoxSize;
arg->unk54[0] = triangle->normalX;
arg->unk54[1] = triangle->normalY;
arg->unk54[2] = triangle->normalZ;
return COLLISION;
}
u16 actor_terrain_collision(Collision *collision, f32 boundingBoxSize, f32 newX, f32 newY, f32 newZ, f32 oldX, f32 oldY, f32 oldZ) {
s32 courseLengthX;
s32 courseLengthZ;
s16 sectionIndexX;
s16 sectionIndexZ;
u16 numTriangles;
u16 collisionIndex;
s16 gridIndex;
u16 sectionIndex;
u16 flags = 0;
s32 sectionX;
s32 sectionZ;
u16 i;
collision->unk30 = 0;
collision->unk32 = 0;
collision->unk34 = 0;
collision->surfaceDistance[0] = 1000.0f;
collision->surfaceDistance[1] = 1000.0f;
collision->surfaceDistance[2] = 1000.0f;
// Check if an intersection test has already been performed.
if ((s32) collision->meshIndexZX < (s32) gCollisionMeshCount) {
if (is_colliding_with_drivable_surface(collision, boundingBoxSize, newX, newY, newZ, collision->meshIndexZX, oldX, oldY, oldZ) == COLLISION) {
flags |= FACING_Y_AXIS;
}
}
if ((s32) collision->meshIndexYX < (s32) gCollisionMeshCount) {
if (is_colliding_with_wall2(collision, boundingBoxSize, newX, newY, newZ, collision->meshIndexYX, oldX, oldY, oldZ) == COLLISION) {
flags |= FACING_Z_AXIS;
}
}
if ((s32) collision->meshIndexZY < (s32) gCollisionMeshCount) {
if (is_colliding_with_wall1(collision, boundingBoxSize, newX, newY, newZ, collision->meshIndexZY, oldX, oldY, oldZ) == COLLISION) {
flags |= FACING_X_AXIS;
}
}
if (flags == (FACING_Y_AXIS | FACING_Z_AXIS | FACING_X_AXIS)) {
return flags;
}
courseLengthX = (s32) gCourseMaxX - gCourseMinX;
courseLengthZ = (s32) gCourseMaxZ - gCourseMinZ;
sectionX = courseLengthX / GRID_SIZE;
sectionZ = courseLengthZ / GRID_SIZE;
sectionIndexX = (newX - gCourseMinX) / sectionX;
sectionIndexZ = (newZ - gCourseMinZ) / sectionZ;
if (sectionIndexX < 0) {
return 0;
}
if (sectionIndexZ < 0) {
return 0;
}
if (sectionIndexX >= GRID_SIZE) {
return 0;
}
if (sectionIndexZ >= GRID_SIZE) {
return 0;
}
gridIndex = (sectionIndexX + sectionIndexZ * GRID_SIZE);
numTriangles = gCollisionGrid[gridIndex].numTriangles;
if (numTriangles == 0) {
return flags;
}
sectionIndex = gCollisionGrid[gridIndex].triangle;
for (i = 0; i < numTriangles; i++) {
if (flags == (FACING_Y_AXIS | FACING_Z_AXIS | FACING_X_AXIS)) {
return flags;
}
collisionIndex = gCollisionIndices[sectionIndex];
if ((gCollisionMesh[collisionIndex].flags & FACING_Y_AXIS)) {
if ((flags & FACING_Y_AXIS) == 0) {
if (collisionIndex != collision->meshIndexZX) {
if (is_colliding_with_drivable_surface(collision, boundingBoxSize, newX, newY, newZ, collisionIndex, oldX, oldY, oldZ) == COLLISION) {
flags |= FACING_Y_AXIS;
}
}
}
} else if ((gCollisionMesh[collisionIndex].flags & FACING_X_AXIS) != 0) {
if ((flags & FACING_X_AXIS) == 0) {
if (collisionIndex != collision->meshIndexZY) {
if (is_colliding_with_wall1(collision, boundingBoxSize, newX, newY, newZ, collisionIndex, oldX, oldY, oldZ) == COLLISION) {
flags |= FACING_X_AXIS;
}
}
}
} else if ((flags & FACING_Z_AXIS) == 0) {
if (collisionIndex != collision->meshIndexYX) {
if (is_colliding_with_wall2(collision, boundingBoxSize, newX, newY, newZ, collisionIndex, oldX, oldY, oldZ) == COLLISION) {
flags |= FACING_Z_AXIS;
}
}
}
sectionIndex++;
}
return flags;
}
u16 check_bounding_collision(Collision* collision, f32 boundingBoxSize, f32 posX, f32 posY, f32 posZ) {
u16 numTriangles;
s32 courseLengthX;
s32 courseLengthZ;
u16 meshIndex;
s32 sectionX;
s32 sectionZ;
s16 sectionIndexX;
s16 sectionIndexZ;
s16 gridIndex;
u16 i;
u16 sectionIndex;
u16 flags;
collision->unk30 = 0;
collision->unk32 = 0;
collision->unk34 = 0;
collision->surfaceDistance[0] = 1000.0f;
collision->surfaceDistance[1] = 1000.0f;
collision->surfaceDistance[2] = 1000.0f;
flags = 0;
if (collision->meshIndexZX < gCollisionMeshCount) {
if (check_collision_zx(collision, boundingBoxSize, posX, posY, posZ, collision->meshIndexZX) == 1) {
flags |= FACING_Y_AXIS;
}
}
if (collision->meshIndexYX < gCollisionMeshCount) {
if (check_collision_yx(collision, boundingBoxSize, posX, posY, posZ, collision->meshIndexYX) == 1) {
flags |= FACING_Z_AXIS;
}
}
if (collision->meshIndexZY < gCollisionMeshCount) {
if (check_collision_zy(collision, boundingBoxSize, posX, posY, posZ, collision->meshIndexZY ) == 1) {
flags |= FACING_X_AXIS;
}
}
if (flags == (FACING_Y_AXIS | FACING_Z_AXIS | FACING_X_AXIS)) {
return flags;
}
courseLengthX = (s32) gCourseMaxX - gCourseMinX;
courseLengthZ = (s32) gCourseMaxZ - gCourseMinZ;
sectionX = courseLengthX / GRID_SIZE;
sectionZ = courseLengthZ / GRID_SIZE;
sectionIndexX = (posX - gCourseMinX) / sectionX;
sectionIndexZ = (posZ - gCourseMinZ) / sectionZ;
if (sectionIndexX < 0) {
return 0;
}
if (sectionIndexZ < 0) {
return 0;
}
if (sectionIndexX >= GRID_SIZE) {
return 0;
}
if (sectionIndexZ >= GRID_SIZE) {
return 0;
}
gridIndex = sectionIndexX + sectionIndexZ * GRID_SIZE;
numTriangles = gCollisionGrid[gridIndex].numTriangles;
if (numTriangles == 0) {
return flags;
}
sectionIndex = gCollisionGrid[gridIndex].triangle;
for (i = 0; i < numTriangles; i++) {
if (flags == (FACING_X_AXIS | FACING_Y_AXIS | FACING_Z_AXIS)) {
return flags;
}
meshIndex = gCollisionIndices[sectionIndex];
if (gCollisionMesh[meshIndex].flags & FACING_Y_AXIS) {
if (!(flags & FACING_Y_AXIS)) {
if (meshIndex != collision->meshIndexZX) {
if (check_collision_zx(collision, boundingBoxSize, posX, posY, posZ, meshIndex) == 1) {
flags |= FACING_Y_AXIS;
}
}
}
} else if (gCollisionMesh[meshIndex].flags & FACING_X_AXIS) {
if (!(flags & FACING_X_AXIS)) {
if (meshIndex != collision->meshIndexZY) {
if (check_collision_zy(collision, boundingBoxSize, posX, posY, posZ, meshIndex) == 1) {
flags |= FACING_X_AXIS;
}
}
}
} else {
if (!(flags & FACING_Z_AXIS)) {
if (meshIndex != collision->meshIndexYX) {
if (check_collision_yx(collision, boundingBoxSize, posX, posY, posZ, meshIndex) == 1) {
flags |= FACING_Z_AXIS;
}
}
}
}
sectionIndex++;
}
return flags;
}
extern u8 D_8014F1110;
/**
* If unable to spawn actor on the surface set to -3000.0f or
* if outside the collision grid, spawn in the air (3000.0f).
*/
f32 spawn_actor_on_surface(f32 posX, f32 posY, f32 posZ) {
f32 height;
s16 sectionIndexX;
s16 sectionIndexZ;
s16 gridSection;
u16 index;
u16 numTriangles;
u16 sectionIndex;
f32 phi_f20 = -3000.0f;
u16 i;
s32 courseLengthX;
s32 courseLengthZ;
s32 sectionX;
s32 sectionZ;
courseLengthX = (gCourseMaxX - gCourseMinX);
courseLengthZ = (gCourseMaxZ - gCourseMinZ);
sectionX = courseLengthX / GRID_SIZE;
sectionZ = courseLengthZ / GRID_SIZE;
sectionIndexX = (s16) ((posX - gCourseMinX) / sectionX);
sectionIndexZ = (s16) ((posZ - gCourseMinZ) / sectionZ);
gridSection = sectionIndexX + (sectionIndexZ * GRID_SIZE);
numTriangles = gCollisionGrid[gridSection].numTriangles;
if (sectionIndexX < 0) {
return 3000.0f;
}
if (sectionIndexZ < 0) {
return 3000.0f;
}
if (sectionIndexX >= GRID_SIZE) {
return 3000.0f;
}
if (sectionIndexZ >= GRID_SIZE) {
return 3000.0f;
}
if (numTriangles == 0) {
return 3000.0f;
}
sectionIndex = gCollisionGrid[gridSection].triangle;
for (i = 0; i < numTriangles; i++) {
index = gCollisionIndices[sectionIndex];
if ((gCollisionMesh[index].flags & FACING_Y_AXIS) && (check_horizontally_colliding_with_triangle(posX, posZ, index) == 1)) {
height = calculate_surface_height(posX, posY, posZ, index);
if ((height <= posY) && (phi_f20 < height)) {
phi_f20 = height;
}
}
sectionIndex++;
}
return phi_f20;
}
#define MAX3(a,b,c, out) if (a >= b) {\
if (a >= c) {\
out = a;\
} else\
out = c;\
\
} else if (b >= c) {\
out = b;\
} else\
out = c; \
#define MIN3(a,b,c, out) if (a <= b) {\
if (a <= c) {\
out = a;\
} else\
out = c;\
\
} else if (b <= c) {\
out = b;\
} else\
out = c;\
void add_collision_triangle(Vtx *vtx1, Vtx *vtx2, Vtx *vtx3, s8 surfaceType, u16 sectionId) {
CollisionTriangle *triangle = &gCollisionMesh[gCollisionMeshCount];
s16 x2;
s16 z2;
u16 vtx1Flag;
s16 x3;
s16 x1;
s16 y1;
s16 z1;
u16 vtx2Flag;
s16 y2;
u16 vtx3Flag;
u16 flags;
s16 y3;
s16 z3;
/* Unused variables placed around doubles for dramatic effect */
UNUSED s32 pad2[7];
f64 crossProductX;
f64 crossProductY;
f64 crossProductZ;
f64 magnitude;
UNUSED s32 pad3[3];
f32 normalX;
f32 normalY;
f32 normalZ;
f32 distance;
s16 maxX;
s16 maxZ;
s16 minY;
s16 minX;
s16 maxY;
s16 minZ;
triangle->vtx1 = vtx1;
triangle->vtx2 = vtx2;
triangle->vtx3 = vtx3;
if ((triangle->vtx1->v.flag == 4) &&
(triangle->vtx2->v.flag == 4) &&
(triangle->vtx3->v.flag == 4)) {
return;
}
x1 = triangle->vtx1->v.ob[0];
y1 = triangle->vtx1->v.ob[1];
z1 = triangle->vtx1->v.ob[2];
x2 = triangle->vtx2->v.ob[0];
y2 = triangle->vtx2->v.ob[1];
z2 = triangle->vtx2->v.ob[2];
x3 = triangle->vtx3->v.ob[0];
y3 = triangle->vtx3->v.ob[1];
z3 = triangle->vtx3->v.ob[2];
if ((x1 == x2) && (z1 == z2)) {
triangle->vtx1 = vtx1;
triangle->vtx3 = vtx2;
triangle->vtx2 = vtx3;
x1 = triangle->vtx1->v.ob[0];
y1 = triangle->vtx1->v.ob[1];
z1 = triangle->vtx1->v.ob[2];
x2 = triangle->vtx3->v.ob[0];
y2 = triangle->vtx3->v.ob[1];
z2 = triangle->vtx3->v.ob[2];
x3 = triangle->vtx2->v.ob[0];
y3 = triangle->vtx2->v.ob[1];
z3 = triangle->vtx2->v.ob[2];
}
MAX3(x1, x2, x3, maxX)
MAX3(z1, z2, z3, maxZ)
MAX3(y1, y2, y3, maxY)
MIN3(x1, x2, x3, minX)
MIN3(y1, y2, y3, minY)
MIN3(z1, z2, z3, minZ)
crossProductX = (((y2 - y1) * (z3 - z2)) - ((z2 - z1) * (y3 - y2)));
crossProductY = (((z2 - z1) * (x3 - x2)) - ((x2 - x1) * (z3 - z2)));
crossProductZ = (((x2 - x1) * (y3 - y2)) - ((y2 - y1) * (x3 - x2)));
// length of the cross product
magnitude = sqrtf((crossProductX * crossProductX) + (crossProductY * crossProductY) + (crossProductZ * crossProductZ));
if (!magnitude) {
return;
}
normalX = (f32) crossProductX / magnitude;
normalY = (f32) crossProductY / magnitude;
normalZ = (f32) crossProductZ / magnitude;
// Distance from x to plane (cross product's normal).
distance = -((normalX * x1) + (normalY * y1) + (normalZ * z1));
// Return if normalY is not vertical.
// Could be checking if the surface is a floor
if (D_8015F59C) {
if (normalY < -0.9f) {
return;
} else if (normalY > 0.9f) {
return;
}
}
// Return if normalY is not horizontal
// Could be checking if the surface is a wall
if (D_8015F5A0) {
if ((normalY < 0.1f) && (normalY > -0.1f)) {
return;
}
}
triangle->maxX = maxX;
triangle->maxZ = maxZ;
triangle->minX = minX;
triangle->minZ = minZ;
triangle->minY = minY;
triangle->maxY = maxY;
// Define the minimum and maximum dimensions of the course.
if (minX < gCourseMinX) {
gCourseMinX = minX;
}
if (minY < gCourseMinY) {
gCourseMinY = minY;
}
if (minZ < gCourseMinZ) {
gCourseMinZ = minZ;
}
if (maxX > gCourseMaxX) {
gCourseMaxX = maxX;
}
if (maxY > gCourseMaxY) {
gCourseMaxY = maxY;
}
if (maxZ > gCourseMaxZ) {
gCourseMaxZ = maxZ;
}
triangle->normalX = normalX;
triangle->normalY = normalY;
triangle->normalZ = normalZ;
triangle->distance = distance;
triangle->surfaceType = (u16) surfaceType;
// Square the crossProduct to produce a magnitude
crossProductX = crossProductX * crossProductX;
crossProductY = crossProductY * crossProductY;
crossProductZ = crossProductZ * crossProductZ;
D_8015F6FA = 0;
D_8015F6FC = 0;
vtx1Flag = triangle->vtx1->v.flag;
vtx2Flag = triangle->vtx2->v.flag;
vtx3Flag = triangle->vtx3->v.flag;
flags = sectionId;
if ((vtx1Flag == 1) && (vtx2Flag == 1) && (vtx3Flag == 1)) {
flags |= 0x400;
} else if ((vtx1Flag == 2) && (vtx2Flag == 2) && (vtx3Flag == 2)) {
flags |= 0x800;
} else if ((vtx1Flag == 3) && (vtx2Flag == 3) && (vtx3Flag == 3)) {
flags |= 0x1000;
} else if (D_8015F5A4 != 0) {
flags |= 0x200;
}
triangle->flags = flags;
// Find the axis with the highest magnitude.
// Y is the significant axis
if ((crossProductX <= crossProductY) && (crossProductY >= crossProductZ)) {
triangle->flags |= FACING_Y_AXIS;
// X is the significant axis
} else if ((crossProductX > crossProductY) && (crossProductX >= crossProductZ)) {
triangle->flags |= FACING_X_AXIS;
// Z is the significant axis
} else {
triangle->flags |= FACING_Z_AXIS;
}
gCollisionMeshCount++;
}
/**
* Triangle contains three indices that are used to get the actual vertices.
*/
void set_vtx_from_triangle(u32 triangle, s8 surfaceType, u16 sectionId) {
u32 vert1 = ( ( triangle & 0x00FF0000 ) >> 16 ) / 2;
u32 vert2 = ( ( triangle & 0x0000FF00 ) >> 8 ) / 2;
u32 vert3 = ( triangle & 0x000000FF ) / 2;
Vtx *vtx1 = vtxBuffer[vert1];
Vtx *vtx2 = vtxBuffer[vert2];
Vtx *vtx3 = vtxBuffer[vert3];
add_collision_triangle(vtx1, vtx2, vtx3, surfaceType, sectionId);
}
void set_vtx_from_tri2(u32 triangle1, u32 triangle2, s8 surfaceType, u16 sectionId) {
UNUSED s32 pad[2];
u32 vert1 = ( ( triangle1 & 0x00FF0000 ) >> 16 ) / 2;
u32 vert2 = ( ( triangle1 & 0x0000FF00 ) >> 8 ) / 2;
u32 vert3 = ( triangle1 & 0x000000FF ) / 2;
// This is actually triangle 2; vert 1,2,3.
u32 vert4 = ( ( triangle2 & 0x00FF0000 ) >> 16 ) / 2;
u32 vert5 = ( ( triangle2 & 0x0000FF00 ) >> 8 ) / 2;
u32 vert6 = ( triangle2 & 0x000000FF ) / 2;
Vtx *vtx1 = vtxBuffer[vert1];
Vtx *vtx2 = vtxBuffer[vert2];
Vtx *vtx3 = vtxBuffer[vert3];
Vtx *vtx4 = vtxBuffer[vert4];
Vtx *vtx5 = vtxBuffer[vert5];
Vtx *vtx6 = vtxBuffer[vert6];
// Triangle 1
add_collision_triangle(vtx1, vtx2, vtx3, surfaceType, sectionId);
// Triangle 2
add_collision_triangle(vtx4, vtx5, vtx6, surfaceType, sectionId);
}
void set_vtx_from_quadrangle(u32 line, s8 surfaceType, u16 sectionId) {
UNUSED s32 pad[6];
Vtx *vtx1;
Vtx *vtx2;
Vtx *vtx3;
Vtx *vtx4;
u32 vert1 = ( ( line & 0x00FF0000 ) >> 16 ) / 2;
u32 vert2 = ( ( line & 0x0000FF00 ) >> 8 ) / 2;
u32 vert3 = ( line & 0x000000FF ) / 2;
u32 vert4 = ( ( line & 0xFF000000 ) >> 24 ) / 2;
vtx1 = vtxBuffer[vert1];
vtx2 = vtxBuffer[vert2];
vtx3 = vtxBuffer[vert3];
vtx4 = vtxBuffer[vert4];
// Triangle 1
add_collision_triangle(vtx1, vtx2, vtx3, surfaceType, sectionId);
// Triangle 2
add_collision_triangle(vtx1, vtx3, vtx4, surfaceType, sectionId);
}
/**
* Generates a list of pointers to course vtx.
*/
void set_vtx_buffer(uintptr_t addr, u32 numVertices, u32 bufferIndex) {
u32 i;
u32 segment = SEGMENT_NUMBER2(addr);
u32 offset = SEGMENT_OFFSET(addr);
Vtx *vtx = (Vtx *) VIRTUAL_TO_PHYSICAL2(gSegmentTable[segment] + offset);
for (i = 0; i < numVertices; i++) {
vtxBuffer[bufferIndex] = vtx;
vtx++;
bufferIndex++;
}
}
/**
* @return 1 intersecting triangle, 0 not intersecting.
*/
s32 is_line_intersecting_rectangle(s16 minX, s16 maxX, s16 minZ, s16 maxZ, s16 x1, s16 z1, s16 x2, s16 z2) {
f32 xOffset;
f32 projectedPoint;
f32 zOffset;
xOffset = x2 - x1;
zOffset = z2 - z1;
// Line is vertical
if (xOffset == 0.0f) {
if (x1 < minX) {
return 0;
}
if (maxX < x1) {
return 0;
}
if (zOffset > 0.0f) {
if ((z1 < minZ) && (maxZ < z2)) {
return 1;
}
} else if ((z2 < minZ) && (maxZ < z1)) {
return 1;
}
} else {
// Line is horizontal
if (zOffset == 0.0f) {
if (z1 < minZ) {
return 0;
}
if (maxZ < z1) {
return 0;
}
if (xOffset > 0.0f) {
if ((x1 < minX) && (maxX < x2)) {
return 1;
}
} else if ((x2 < minX) && (maxX < x1)) {
return 1;
}
} else {
projectedPoint = ((xOffset / zOffset) * (minZ - z1)) + x1;
if ((minX <= projectedPoint) && (projectedPoint <= maxX)) {
return 1;
}
projectedPoint = ((xOffset / zOffset) * (maxZ - z1)) + x1;
if ((minX <= projectedPoint) && (projectedPoint <= maxX)) {
return 1;
}
projectedPoint = ((zOffset / xOffset) * (minX - x1)) + z1;
if ((minZ <= projectedPoint) && (projectedPoint <= maxZ)) {
return 1;
}
projectedPoint = ((zOffset / xOffset) * (maxX - x1)) + z1;
if ((minZ <= projectedPoint) && (projectedPoint <= maxZ)) {
return 1;
}
}
}
return 0;
}
s32 is_triangle_intersecting_bounding_box(s16 minX, s16 maxX, s16 minZ, s16 maxZ, u16 index) {
CollisionTriangle *triangle = &gCollisionMesh[index];
s16 x1;
s16 z1;
s16 x2;
s16 z2;
s16 x3;
s16 z3;
x1 = triangle->vtx1->v.ob[0];
z1 = triangle->vtx1->v.ob[2];
x2 = triangle->vtx2->v.ob[0];
z2 = triangle->vtx2->v.ob[2];
x3 = triangle->vtx3->v.ob[0];
z3 = triangle->vtx3->v.ob[2];
if ((x1 >= minX) && (maxX >= x1) && (z1 >= minZ) && (maxZ >= z1)) {
return 1;
}
if ((x2 >= minX) && (maxX >= x2) && (z2 >= minZ) && (maxZ >= z2)) {
return 1;
}
if ((x3 >= minX) && (maxX >= x3) && (z3 >= minZ) && (maxZ >= z3)) {
return 1;
}
if (is_line_intersecting_rectangle(minX, maxX, minZ, maxZ, x1, z1, x2, z2) == 1) {
return 1;
}
if (is_line_intersecting_rectangle(minX, maxX, minZ, maxZ, x2, z2, x3, z3) == 1) {
return 1;
}
if (is_line_intersecting_rectangle(minX, maxX, minZ, maxZ, x3, z3, x1, z1) == 1) {
return 1;
}
return 0;
}
/**
* Splits the collision mesh into 32x32 sections. This allows the game to check only
* nearby geography for a collision rather than checking against the whole collision mesh.
* (checking against the whole mesh for every actor would be expensive)
*/
void generate_collision_grid(void) {
CollisionTriangle *triangle;
s32 i, j, k;
UNUSED s32 pad[5];
s16 maxX;
s16 maxZ;
s16 minX;
s16 minZ;
s32 sectionZ;
s32 sectionX;
s32 courseLengthX;
s32 courseLengthZ;
s32 index;
courseLengthX = (s32) gCourseMaxX - gCourseMinX;
courseLengthZ = (s32) gCourseMaxZ - gCourseMinZ;
// Separate the course into 32 sections
sectionX = courseLengthX / GRID_SIZE;
sectionZ = courseLengthZ / GRID_SIZE;
// Reset the collision grid
for (i = 0; i < 1024; i++) {
gCollisionGrid[i].numTriangles = 0;
}
gNumCollisionTriangles = 0;
/**
* @warning gNextFreeMemoryAddress incremented just outside this function. Bad practice to hide memory allocation like this.
*/
gCollisionIndices = (u16 *) gNextFreeMemoryAddress;
// 32x32 grid
for (j = 0; j < GRID_SIZE; j++) {
for (k = 0; k < GRID_SIZE; k++) {
index = k + j * GRID_SIZE;
// Select a section of the course using min/max akin to drawing a bounding-box
minX = (gCourseMinX + (sectionX * k)) - 20;
minZ = (gCourseMinZ + (sectionZ * j)) - 20;
maxX = minX + sectionX + 40;
maxZ = minZ + sectionZ + 40;
for (i = 0; i < gCollisionMeshCount; i++) {
triangle = gCollisionMesh + i;
if (triangle->maxZ < minZ) { continue; }
if (triangle->minZ > maxZ) { continue; }
if (triangle->maxX < minX) { continue; }
if (triangle->minX > maxX) { continue; }
// Add the collision triangle to the list if it's inside the bounding-box
if (is_triangle_intersecting_bounding_box(minX, maxX, minZ, maxZ, (u16) i) == 1) {
// Point this grid section to the first triangle in the section
if (gCollisionGrid[index].numTriangles == 0) {
gCollisionGrid[index].triangle = gNumCollisionTriangles;
}
gCollisionGrid[index].numTriangles++;
gCollisionIndices[gNumCollisionTriangles] = (u16) i;
gNumCollisionTriangles++;
}
}
}
}
}
/**
* Recursive search for vtx and set surfaceTypes to -1 and sectionId's to 0xFF
*/
void generate_collision_mesh_with_defaults(Gfx *gfx) {
generate_collision_mesh(gfx, SURFACE_DEFAULT, 0xFF);
}
/**
* Recursive search for vtx and set sectionId's to 0xFF
*/
void generate_collision_mesh_with_default_section_id(Gfx *gfx, s8 surfaceType) {
generate_collision_mesh(gfx, surfaceType, 0xFF);
}
extern u32 D_8015F58C;
/**
* Generate via a recursive search and set for vertex data.
*/
void generate_collision_mesh(Gfx *addr, s8 surfaceType, u16 sectionId) {
s32 opcode;
uintptr_t lo;
uintptr_t hi;
s32 i;
s32 segment = SEGMENT_NUMBER2(addr);
s32 offset = SEGMENT_OFFSET(addr);
Gfx *gfx = (Gfx *) VIRTUAL_TO_PHYSICAL2(gSegmentTable[segment] + offset);
D_8015F6FA = 0;
D_8015F6FC = 0;
for (i = 0; i < 0x1FFF; i++) {
lo = gfx->words.w0;
hi = gfx->words.w1;
opcode = GFX_GET_OPCODE(lo);
if (opcode == (G_DL << 24)) {
// G_DL's hi contains an addr to another DL.
generate_collision_mesh((Gfx *) hi, surfaceType, sectionId);
} else if (opcode == (G_VTX << 24)) {
set_vtx_buffer(hi, (lo >> 10) & 0x3F, ((lo >> 16) & 0xFF) >> 1);
} else if (opcode == (G_TRI1 << 24)) {
D_8015F58C += 1;
set_vtx_from_triangle(hi, surfaceType, sectionId);
} else if (opcode == (G_TRI2 << 24)) {
D_8015F58C += 2;
set_vtx_from_tri2(lo, hi, surfaceType, sectionId);
} else if (opcode == (G_QUAD << 24)) {
D_8015F58C += 2;
set_vtx_from_quadrangle(hi, surfaceType, sectionId);
} else if (opcode == (G_ENDDL << 24)) {
break;
}
gfx++;
}
}
/**
* Search for G_SETTILESIZE and set its args.
*/
void find_and_set_tile_size(uintptr_t addr, s32 uls, s32 ult) {
u32 segment = SEGMENT_NUMBER2(addr);
u32 offset = SEGMENT_OFFSET(addr);
Gfx *gfx = (Gfx *) VIRTUAL_TO_PHYSICAL2(gSegmentTable[segment] + offset);
u32 opcode;
uls = (uls << 12) & 0xFFF000;
ult &= 0xFFF;
while(true) {
opcode = GFX_GET_OPCODE(gfx->words.w0);
if (opcode == (u32) G_ENDDL << 24) {
break;
} else if (opcode == (u32) (G_SETTILESIZE << 24)) {
gfx->words.w0 = (G_SETTILESIZE << 24) | uls | ult;
break;
}
gfx++;
}
}
void set_vertex_colours(uintptr_t addr, u32 vertexCount, UNUSED s32 vert3, s8 alpha, u8 red, u8 green, u8 blue) {
s32 segment = SEGMENT_NUMBER2(addr);
s32 offset = SEGMENT_OFFSET(addr);
s32 i;
Vtx *vtx = (Vtx *) VIRTUAL_TO_PHYSICAL2(gSegmentTable[segment] + offset);
for (i = 0; (u32)i < vertexCount; i++) {
if (red) {
vtx->v.cn[0] = red;
vtx->v.cn[1] = green;
vtx->v.cn[2] = blue;
}
vtx->v.cn[3] = alpha;
vtx++;
}
}
/**
* Recursive search for vertices and set their colour values.
*/
void find_vtx_and_set_colours(uintptr_t displayList, s8 alpha, u8 red, u8 green, u8 blue) {
s32 segment = SEGMENT_NUMBER2(displayList);
s32 offset = SEGMENT_OFFSET(displayList);
Gfx *gfx = (Gfx *) VIRTUAL_TO_PHYSICAL2(gSegmentTable[segment] + offset);
uintptr_t lo;
uintptr_t hi;
s32 opcode;
while(true) {
lo = gfx->words.w0;
hi = gfx->words.w1;
opcode = GFX_GET_OPCODE(lo);
if (opcode == (G_ENDDL << 24)) {
break;
} else if (opcode == (G_DL << 24)) {
find_vtx_and_set_colours(hi, alpha, red, green, blue);
} else if (opcode == (G_VTX << 24)) {
// G_VTX contains an addr hi
set_vertex_colours(hi, (lo >> 10) & 0x3F, ((lo >> 16) & 0xFF) >> 1, alpha, red, green, blue);
}
gfx++;
}
}
void subtract_scaled_vector(Vec3f pos1, f32 boundingBoxSize, Vec3f pos2) {
pos2[0] -= pos1[0] * boundingBoxSize;
pos2[1] -= pos1[1] * boundingBoxSize;
pos2[2] -= pos1[2] * boundingBoxSize;
}
u16 player_terrain_collision(Player *player, KartTyre *tyre, f32 tyre2X, f32 tyre2Y, f32 tyre2Z) {
Collision wtf;
Collision *collision = &wtf;
UNUSED s32 pad;
u16 i;
u16 meshIndex;
u16 numTriangles;
u16 sectionIndex;
f32 tyreX;
f32 tyreY;
f32 tyreZ;
f32 boundingBoxSize;
f32 height;
s32 courseLengthX;
s32 courseLengthZ;
s16 sectionIndexX;
s16 sectionIndexZ;
s16 gridIndex;
s32 sectionX;
s32 sectionZ;
UNUSED s32 pad2[9];
collision->surfaceDistance[0] = 1000.0f;
collision->surfaceDistance[1] = 1000.0f;
collision->surfaceDistance[2] = 1000.0f;
boundingBoxSize = player->boundingBoxSize;
collision->meshIndexYX = 5000;
collision->meshIndexZY = 5000;
collision->meshIndexZX = 5000;
collision->unk30 = 0;
collision->unk32 = 0;
collision->unk34 = 0;
tyreX = tyre->pos[0];
tyreY = tyre->pos[1];
tyreZ = tyre->pos[2];
switch (tyre->surfaceFlags) {
case 0x80:
if (is_colliding_with_wall1(collision, boundingBoxSize, tyreX, tyreY, tyreZ, tyre->collisionMeshIndex, tyre2X, tyre2Y, tyre2Z) == 1) {
height = calculate_surface_height(tyreX, tyreY, tyreZ, tyre->collisionMeshIndex);
if ((!(height > player->pos[1])) && !((player->pos[1] - height) > (2 * boundingBoxSize))) {
tyre->baseHeight = height;
subtract_scaled_vector(collision->unk54, collision->surfaceDistance[1], tyre->pos);
return 1;
}
}
break;
case 0x40:
if (is_colliding_with_drivable_surface(collision, boundingBoxSize, tyreX, tyreY, tyreZ, tyre->collisionMeshIndex, tyre2X, tyre2Y, tyre2Z) == 1) {
height = calculate_surface_height(tyreX, tyreY, tyreZ, tyre->collisionMeshIndex);
if (!(player->pos[1] < height) && !((2 * boundingBoxSize) < (player->pos[1] - height))) {
tyre->baseHeight = height;
subtract_scaled_vector(collision->orientationVector, collision->surfaceDistance[2], tyre->pos);
return 1;
}
}
break;
case 0x20:
if (is_colliding_with_wall2(collision, boundingBoxSize, tyreX, tyreY, tyreZ, tyre->collisionMeshIndex, tyre2X, tyre2Y, tyre2Z) == 1) {
height = calculate_surface_height(tyreX, tyreY, tyreZ, tyre->collisionMeshIndex);
if (!(player->pos[1] < height) && !((2 * boundingBoxSize) < (player->pos[1] - height))) {
tyre->baseHeight = height;
subtract_scaled_vector(collision->unk48, collision->surfaceDistance[0], tyre->pos);
return 1;
}
}
break;
case 0:
break;
}
// If the surface flags are not set then try setting them.
courseLengthX = (s32) gCourseMaxX - gCourseMinX;
courseLengthZ = (s32) gCourseMaxZ - gCourseMinZ;
sectionX = courseLengthX / GRID_SIZE;
sectionZ = courseLengthZ / GRID_SIZE;
sectionIndexX = (tyreX - gCourseMinX) / sectionX;
sectionIndexZ = (tyreZ - gCourseMinZ) / sectionZ;
if (sectionIndexX < 0) { return 0; }
if (sectionIndexZ < 0) { return 0; }
if (sectionIndexX >= GRID_SIZE) { return 0; }
if (sectionIndexZ >= GRID_SIZE) { return 0; }
gridIndex = sectionIndexX + sectionIndexZ * GRID_SIZE;
numTriangles = gCollisionGrid[gridIndex].numTriangles;
if (numTriangles == 0) { return 0; }
sectionIndex = gCollisionGrid[gridIndex].triangle;
for (i = 0; i < numTriangles; i++) {
meshIndex = gCollisionIndices[sectionIndex];
if (gCollisionMesh[meshIndex].flags & FACING_Y_AXIS) {
if (meshIndex != tyre->collisionMeshIndex) {
if (is_colliding_with_drivable_surface(collision, boundingBoxSize, tyreX, tyreY, tyreZ, meshIndex, tyre2X, tyre2Y, tyre2Z) == 1) {
height = calculate_surface_height(tyreX, tyreY, tyreZ, meshIndex);
if (!(player->pos[1] < height) && !((2 * boundingBoxSize) < (player->pos[1] - height))) {
subtract_scaled_vector(collision->orientationVector, collision->surfaceDistance[2], tyre->pos);
tyre->baseHeight = height;
tyre->surfaceType = (u8) gCollisionMesh[meshIndex].surfaceType;
tyre->surfaceFlags = 0x40;
tyre->collisionMeshIndex = meshIndex;
if (gCollisionMesh[meshIndex].flags & 0x1000) {
tyre->unk_14 = 1;
} else {
tyre->unk_14 = 0;
}
return 1;
}
}
}
} else if (gCollisionMesh[meshIndex].flags & FACING_X_AXIS) {
if (gCollisionMesh[meshIndex].normalY != 0.0f) {
if (meshIndex != tyre->collisionMeshIndex) {
if (is_colliding_with_wall1(collision, boundingBoxSize, tyreX, tyreY, tyreZ, meshIndex, tyre2X, tyre2Y, tyre2Z) == 1) {
height = calculate_surface_height(tyreX, tyreY, tyreZ, meshIndex);
if (!(player->pos[1] < height) && !((2 * boundingBoxSize) < (player->pos[1] - height))) {
tyre->baseHeight = height;
subtract_scaled_vector(collision->unk54, collision->surfaceDistance[1], tyre->pos);
tyre->baseHeight = calculate_surface_height(tyreX, tyreY, tyreZ, meshIndex);
tyre->surfaceType = (u8) gCollisionMesh[meshIndex].surfaceType;
tyre->surfaceFlags = 0x80;
tyre->collisionMeshIndex = meshIndex;
return 1;
}
}
}
}
} else {
if (gCollisionMesh[meshIndex].normalY != 0.0f) {
if (meshIndex != tyre->collisionMeshIndex) {
if (is_colliding_with_wall2(collision, boundingBoxSize, tyreX, tyreY, tyreZ, meshIndex, tyre2X, tyre2Y, tyre2Z) == 1) {
height = calculate_surface_height(tyreX, tyreY, tyreZ, meshIndex);
if (!(player->pos[1] < height) && !((2 * boundingBoxSize) < (player->pos[1] - height))) {
tyre->baseHeight = height;
subtract_scaled_vector(collision->unk48, collision->surfaceDistance[0], tyre->pos);
tyre->surfaceType = (u8) gCollisionMesh[meshIndex].surfaceType;
tyre->surfaceFlags = 0x20;
tyre->collisionMeshIndex = meshIndex;
return 1;
}
}
}
}
}
sectionIndex++;
}
tyre->baseHeight = tyreY;
tyre->surfaceType = 0;
return 0;
}