#include "global.h" /** * Update the `carriedActor`'s position based on the dynapoly actor identified by `bgId`. */ void DynaPolyActor_UpdateCarriedActorPos(CollisionContext* colCtx, s32 bgId, Actor* carriedActor) { MtxF prevTransform; MtxF prevTransformInv; MtxF curTransform; Vec3f pos; Vec3f tempPos; if (!DynaPoly_IsBgIdBgActor(bgId)) { return; } SkinMatrix_SetScaleRotateYRPTranslate( &prevTransform, colCtx->dyna.bgActors[bgId].prevTransform.scale.x, colCtx->dyna.bgActors[bgId].prevTransform.scale.y, colCtx->dyna.bgActors[bgId].prevTransform.scale.z, colCtx->dyna.bgActors[bgId].prevTransform.rot.x, colCtx->dyna.bgActors[bgId].prevTransform.rot.y, colCtx->dyna.bgActors[bgId].prevTransform.rot.z, colCtx->dyna.bgActors[bgId].prevTransform.pos.x, colCtx->dyna.bgActors[bgId].prevTransform.pos.y, colCtx->dyna.bgActors[bgId].prevTransform.pos.z); if (SkinMatrix_Invert(&prevTransform, &prevTransformInv) == 2) { return; } SkinMatrix_SetScaleRotateYRPTranslate( &curTransform, colCtx->dyna.bgActors[bgId].curTransform.scale.x, colCtx->dyna.bgActors[bgId].curTransform.scale.y, colCtx->dyna.bgActors[bgId].curTransform.scale.z, colCtx->dyna.bgActors[bgId].curTransform.rot.x, colCtx->dyna.bgActors[bgId].curTransform.rot.y, colCtx->dyna.bgActors[bgId].curTransform.rot.z, colCtx->dyna.bgActors[bgId].curTransform.pos.x, colCtx->dyna.bgActors[bgId].curTransform.pos.y, colCtx->dyna.bgActors[bgId].curTransform.pos.z); // Apply the movement of the dynapoly actor `bgId` over the last frame to the `carriedActor` position // pos = curTransform * prevTransformInv * pos // Note (curTransform * prevTransformInv) represents the transform relative to the previous frame SkinMatrix_Vec3fMtxFMultXYZ(&prevTransformInv, &carriedActor->world.pos, &tempPos); SkinMatrix_Vec3fMtxFMultXYZ(&curTransform, &tempPos, &pos); carriedActor->world.pos = pos; } /** * Update the `carriedActor`'s Y rotation based on the dynapoly actor identified by `bgId`. */ void DynaPolyActor_UpdateCarriedActorRotY(CollisionContext* colCtx, s32 bgId, Actor* carriedActor) { s16 rotY; if (!DynaPoly_IsBgIdBgActor(bgId)) { return; } rotY = colCtx->dyna.bgActors[bgId].curTransform.rot.y - colCtx->dyna.bgActors[bgId].prevTransform.rot.y; if (carriedActor->id == ACTOR_PLAYER) { ((Player*)carriedActor)->currentYaw += rotY; } carriedActor->shape.rot.y += rotY; carriedActor->world.rot.y += rotY; } void DynaPolyActor_AttachCarriedActor(CollisionContext* colCtx, Actor* carriedActor, s32 bgId) { DynaPolyActor* dynaActor; if (!DynaPoly_IsBgIdBgActor(bgId)) { return; } dynaActor = DynaPoly_GetActor(colCtx, bgId); if (dynaActor != NULL) { DynaPolyActor_SetActorOnTop(dynaActor); if (CHECK_FLAG_ALL(carriedActor->flags, ACTOR_FLAG_CAN_PRESS_SWITCH)) { DynaPolyActor_SetActorOnSwitch(dynaActor); } if (CHECK_FLAG_ALL(carriedActor->flags, ACTOR_FLAG_CAN_PRESS_HEAVY_SWITCH)) { DynaPolyActor_SetActorOnHeavySwitch(dynaActor); } } } /** * Update the `carriedActor`'s position and Y rotation based on the dynapoly actor identified by `bgId`, according to * the dynapoly actor's move flags (see `DYNA_TRANSFORM_POS` and `DYNA_TRANSFORM_ROT_Y`). */ u32 DynaPolyActor_TransformCarriedActor(CollisionContext* colCtx, s32 bgId, Actor* carriedActor) { u32 wasUpdated = false; DynaPolyActor* dynaActor; if (!DynaPoly_IsBgIdBgActor(bgId)) { return false; } if ((colCtx->dyna.bgActorFlags[bgId] & BGACTOR_1) || !(colCtx->dyna.bgActorFlags[bgId] & BGACTOR_IN_USE)) { return false; } dynaActor = DynaPoly_GetActor(colCtx, bgId); if (dynaActor == NULL) { return false; } if (dynaActor->transformFlags & DYNA_TRANSFORM_POS) { DynaPolyActor_UpdateCarriedActorPos(colCtx, bgId, carriedActor); wasUpdated = true; } if (dynaActor->transformFlags & DYNA_TRANSFORM_ROT_Y) { DynaPolyActor_UpdateCarriedActorRotY(colCtx, bgId, carriedActor); wasUpdated = true; } return wasUpdated; }