mirror of
https://github.com/zeldaret/mm.git
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6b493d3f9d
* first few functions * two more almost matching functions * Rebase to NBS, get it to compile * BgCheck_RaycastFloorStaticList OK, fix-up some functions * BgCheck_SphVsStaticWall OK! and a few others * more z_bgcheck NON_MATCHINGS * OK more functions, reorganize external reference #defines * More functions OK, more struct fixes * More OKs * Decomp all the way to the end of bgcheck * All functions attempted * Rename functions * formatting, data migration * Give names to unk structs, rename some structs, fix some non-equivalent functions * WaterBox_GetSurfaceImpl OK * BgCheck_ResetPolyCheckTbl OK, improve WaterBox_GetSurface2 codegen, eliminate warnings and clean up source. * BcCheck3_BgActorInit ->BgCheck3_BgActorInit, fix warnings * pr change requests * fix crc maybe * implement more changes * implement alf's changes
105 lines
3.3 KiB
C
105 lines
3.3 KiB
C
#include "global.h"
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void BgCheck2_UpdateActorPosition(CollisionContext* colCtx, s32 bgId, Actor* actor) {
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MtxF prevMatrix;
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MtxF prevMatrixInv;
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MtxF currMatrix;
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Vec3f newPos;
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Vec3f posWithInv;
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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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&prevMatrix, 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(&prevMatrix, &prevMatrixInv) == 2) {
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return;
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}
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SkinMatrix_SetScaleRotateYRPTranslate(
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&currMatrix, colCtx->dyna.bgActors[bgId].curTransform.scale.x, colCtx->dyna.bgActors[bgId].curTransform.scale.y,
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colCtx->dyna.bgActors[bgId].curTransform.scale.z, colCtx->dyna.bgActors[bgId].curTransform.rot.x,
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colCtx->dyna.bgActors[bgId].curTransform.rot.y, colCtx->dyna.bgActors[bgId].curTransform.rot.z,
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colCtx->dyna.bgActors[bgId].curTransform.pos.x, colCtx->dyna.bgActors[bgId].curTransform.pos.y,
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colCtx->dyna.bgActors[bgId].curTransform.pos.z);
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SkinMatrix_Vec3fMtxFMultXYZ(&prevMatrixInv, &actor->world.pos, &posWithInv);
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SkinMatrix_Vec3fMtxFMultXYZ(&currMatrix, &posWithInv, &newPos);
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actor->world.pos = newPos;
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}
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void BgCheck2_UpdateActorYRotation(CollisionContext* colCtx, s32 bgId, Actor* actor) {
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s16 angleChange;
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if (!DynaPoly_IsBgIdBgActor(bgId)) {
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return;
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}
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angleChange = colCtx->dyna.bgActors[bgId].curTransform.rot.y - colCtx->dyna.bgActors[bgId].prevTransform.rot.y;
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if (actor->id == 0) {
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((Player*)actor)->currentYaw += angleChange;
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}
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actor->shape.rot.y += angleChange;
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actor->world.rot.y += angleChange;
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}
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void BgCheck2_AttachToMesh(CollisionContext* colCtx, Actor* actor, s32 bgId) {
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DynaPolyActor* meshActor;
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if (!DynaPoly_IsBgIdBgActor(bgId)) {
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return;
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}
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meshActor = DynaPoly_GetActor(colCtx, bgId);
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if (meshActor != NULL) {
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DynaPolyActor_SetRidingFallingState(meshActor);
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if ((actor->flags & 0x4000000) == 0x4000000) {
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DynaPolyActor_SetSwitchPressedState(meshActor);
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}
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if ((actor->flags & 0x20000) == 0x20000) {
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DynaPolyActor_SetHeavySwitchPressedState(meshActor);
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}
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}
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}
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u32 BgCheck2_UpdateActorAttachedToMesh(CollisionContext* colCtx, s32 bgId, Actor* actor) {
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u32 wasUpdated = 0;
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DynaPolyActor* meshActor;
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if (!DynaPoly_IsBgIdBgActor(bgId)) {
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return 0;
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}
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if (colCtx->dyna.bgActorFlags[bgId] & 2 || !(colCtx->dyna.bgActorFlags[bgId] & 1)) {
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return 0;
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}
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meshActor = DynaPoly_GetActor(colCtx, bgId);
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if (meshActor == NULL) {
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return 0;
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}
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if (meshActor->flags & 1) {
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BgCheck2_UpdateActorPosition(colCtx, bgId, actor);
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wasUpdated = 1;
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}
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if (meshActor->flags & 2) {
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BgCheck2_UpdateActorYRotation(colCtx, bgId, actor);
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wasUpdated = 1;
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}
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return wasUpdated;
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}
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