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b8af819165
* dyna docs * init flags * more docs * cleanup * partial PR review * another bracket * hold to press * PR cleanup
118 lines
4.2 KiB
C
118 lines
4.2 KiB
C
#include "global.h"
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/**
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* Update the `carriedActor`'s position based on the dynapoly actor identified by `bgId`.
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*/
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void DynaPolyActor_UpdateCarriedActorPos(CollisionContext* colCtx, s32 bgId, Actor* carriedActor) {
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MtxF prevTransform;
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MtxF prevTransformInv;
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MtxF curTransform;
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Vec3f pos;
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Vec3f tempPos;
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if (!DynaPoly_IsBgIdBgActor(bgId)) {
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return;
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}
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SkinMatrix_SetScaleRotateYRPTranslate(
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&prevTransform, colCtx->dyna.bgActors[bgId].prevTransform.scale.x,
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colCtx->dyna.bgActors[bgId].prevTransform.scale.y, colCtx->dyna.bgActors[bgId].prevTransform.scale.z,
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colCtx->dyna.bgActors[bgId].prevTransform.rot.x, colCtx->dyna.bgActors[bgId].prevTransform.rot.y,
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colCtx->dyna.bgActors[bgId].prevTransform.rot.z, colCtx->dyna.bgActors[bgId].prevTransform.pos.x,
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colCtx->dyna.bgActors[bgId].prevTransform.pos.y, colCtx->dyna.bgActors[bgId].prevTransform.pos.z);
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if (SkinMatrix_Invert(&prevTransform, &prevTransformInv) == 2) {
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return;
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}
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SkinMatrix_SetScaleRotateYRPTranslate(
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&curTransform, colCtx->dyna.bgActors[bgId].curTransform.scale.x,
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colCtx->dyna.bgActors[bgId].curTransform.scale.y, colCtx->dyna.bgActors[bgId].curTransform.scale.z,
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colCtx->dyna.bgActors[bgId].curTransform.rot.x, colCtx->dyna.bgActors[bgId].curTransform.rot.y,
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colCtx->dyna.bgActors[bgId].curTransform.rot.z, colCtx->dyna.bgActors[bgId].curTransform.pos.x,
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colCtx->dyna.bgActors[bgId].curTransform.pos.y, colCtx->dyna.bgActors[bgId].curTransform.pos.z);
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// Apply the movement of the dynapoly actor `bgId` over the last frame to the `carriedActor` position
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// pos = curTransform * prevTransformInv * pos
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// Note (curTransform * prevTransformInv) represents the transform relative to the previous frame
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SkinMatrix_Vec3fMtxFMultXYZ(&prevTransformInv, &carriedActor->world.pos, &tempPos);
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SkinMatrix_Vec3fMtxFMultXYZ(&curTransform, &tempPos, &pos);
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carriedActor->world.pos = pos;
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}
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/**
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* Update the `carriedActor`'s Y rotation based on the dynapoly actor identified by `bgId`.
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*/
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void DynaPolyActor_UpdateCarriedActorRotY(CollisionContext* colCtx, s32 bgId, Actor* carriedActor) {
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s16 rotY;
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if (!DynaPoly_IsBgIdBgActor(bgId)) {
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return;
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}
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rotY = colCtx->dyna.bgActors[bgId].curTransform.rot.y - colCtx->dyna.bgActors[bgId].prevTransform.rot.y;
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if (carriedActor->id == ACTOR_PLAYER) {
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((Player*)carriedActor)->currentYaw += rotY;
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}
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carriedActor->shape.rot.y += rotY;
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carriedActor->world.rot.y += rotY;
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}
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void DynaPolyActor_AttachCarriedActor(CollisionContext* colCtx, Actor* carriedActor, s32 bgId) {
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DynaPolyActor* dynaActor;
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if (!DynaPoly_IsBgIdBgActor(bgId)) {
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return;
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}
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dynaActor = DynaPoly_GetActor(colCtx, bgId);
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if (dynaActor != NULL) {
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DynaPolyActor_SetActorOnTop(dynaActor);
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if (CHECK_FLAG_ALL(carriedActor->flags, ACTOR_FLAG_CAN_PRESS_SWITCH)) {
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DynaPolyActor_SetActorOnSwitch(dynaActor);
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}
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if (CHECK_FLAG_ALL(carriedActor->flags, ACTOR_FLAG_CAN_PRESS_HEAVY_SWITCH)) {
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DynaPolyActor_SetActorOnHeavySwitch(dynaActor);
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}
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}
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}
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/**
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* Update the `carriedActor`'s position and Y rotation based on the dynapoly actor identified by `bgId`, according to
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* the dynapoly actor's move flags (see `DYNA_TRANSFORM_POS` and `DYNA_TRANSFORM_ROT_Y`).
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*/
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u32 DynaPolyActor_TransformCarriedActor(CollisionContext* colCtx, s32 bgId, Actor* carriedActor) {
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u32 wasUpdated = false;
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DynaPolyActor* dynaActor;
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if (!DynaPoly_IsBgIdBgActor(bgId)) {
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return false;
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}
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if ((colCtx->dyna.bgActorFlags[bgId] & BGACTOR_1) || !(colCtx->dyna.bgActorFlags[bgId] & BGACTOR_IN_USE)) {
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return false;
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}
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dynaActor = DynaPoly_GetActor(colCtx, bgId);
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if (dynaActor == NULL) {
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return false;
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}
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if (dynaActor->transformFlags & DYNA_TRANSFORM_POS) {
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DynaPolyActor_UpdateCarriedActorPos(colCtx, bgId, carriedActor);
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wasUpdated = true;
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}
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if (dynaActor->transformFlags & DYNA_TRANSFORM_ROT_Y) {
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DynaPolyActor_UpdateCarriedActorRotY(colCtx, bgId, carriedActor);
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wasUpdated = true;
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}
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return wasUpdated;
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}
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