Files
mm/src/code/z_bg_collect.c
T
Kenix3 0c3bba3ff6 Moves func_800CB000 to z_bg_item, decompiles func_800CB000, and documents z_bg_item and a few DynaPolyActor struct members. (#407)
* Moves func_800CB000 to z_bg_item, decompiles func_800CB000, and documents z_bg_item and a few DynaPolyActor struct members.

* Adding usage of dynapoly state flag defines.

* Formats z_bg_item

* Update z_bg_item.c

* Update z_bg_collect.c

* Update z_bg_item.c

* Update z_bg_item.c

* Renames z_bg_item system to DynaPolyActor

* Format
2021-11-14 19:06:34 -03:00

105 lines
3.4 KiB
C

#include "global.h"
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) {
DynaPolyActor_SetRidingFallingState(meshActor);
if ((actor->flags & 0x4000000) == 0x4000000) {
DynaPolyActor_SetSwitchPressedState(meshActor);
}
if ((actor->flags & 0x20000) == 0x20000) {
DynaPolyActor_SetHeavySwitchPressedState(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 || !(colCtx->dyna.bgActorFlags[index] & 1)) {
return 0;
}
meshActor = BgCheck_GetActorOfMesh(colCtx, index);
if (meshActor == NULL) {
return 0;
}
if (meshActor->flags & 1) {
BgCheck2_UpdateActorPosition(colCtx, index, actor);
wasUpdated = 1;
}
if (meshActor->flags & 2) {
BgCheck2_UpdateActorYRotation(colCtx, index, actor);
wasUpdated = 1;
}
return wasUpdated;
}