Merge pull request #175 from robojumper/d_path

d_path 33%
This commit is contained in:
robojumper
2025-05-25 21:53:39 +02:00
committed by GitHub
16 changed files with 909 additions and 150 deletions
+3
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@@ -423,9 +423,12 @@ toBeSorted/salvage_mgr.cpp:
toBeSorted/d_path.cpp:
.text start:0x800A6690 end:0x800A9B00 align:16
.data start:0x8050FFB8 end:0x8050FFC8
.sdata2 start:0x80579748 end:0x80579780
toBeSorted/d_area.cpp:
.text start:0x800A9B00 end:0x800A9D24 align:16
.sdata2 start:0x80579780 end:0x80579788
d/lyt/d2d.cpp:
.text start:0x800A9D30 end:0x800ACAB8 align:16
+30 -30
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@@ -3673,30 +3673,30 @@ fn_800A61C0 = .text:0x800A61C0; // type:function size:0x9C
fn_800A6260 = .text:0x800A6260; // type:function size:0x9C
fn_800A6300 = .text:0x800A6300; // type:function size:0x368
fn_800A6670 = .text:0x800A6670; // type:function size:0x1C
__ct__11ActorOnRailFv = .text:0x800A6690; // type:function size:0x3C
__dt__11ActorOnRailFv = .text:0x800A66D0; // type:function size:0x40
ActorOnRail__clear = .text:0x800A6710; // type:function size:0x18
fn_800A6730 = .text:0x800A6730; // type:function size:0xBC
fn_800A67F0 = .text:0x800A67F0; // type:function size:0xBC
getPntPosForIndex__11ActorOnRailFi = .text:0x800A68B0; // type:function size:0x58
ActorOnRail__getPosInPath = .text:0x800A6910; // type:function size:0x2B4
fn_800A6BD0 = .text:0x800A6BD0; // type:function size:0x74
fn_800A6C50 = .text:0x800A6C50; // type:function size:0x110
ActorOnRail__set = .text:0x800A6D60; // type:function size:0x10
dRoom__getPathCount = .text:0x800A6D70; // type:function size:0x18
init__11ActorOnRailFiii = .text:0x800A6D90; // type:function size:0xC4
fn_800A6E60 = .text:0x800A6E60; // type:function size:0x68
fn_800A6ED0 = .text:0x800A6ED0; // type:function size:0xB4
fn_800A6F90 = .text:0x800A6F90; // type:function size:0x184
fn_800A7120 = .text:0x800A7120; // type:function size:0x464
fn_800A7590 = .text:0x800A7590; // type:function size:0x3BC
fn_800A7950 = .text:0x800A7950; // type:function size:0x324
fn_800A7C80__11ActorOnRailFiR7mVec3_cf = .text:0x800A7C80; // type:function size:0x4CC
fn_800A8150 = .text:0x800A8150; // type:function size:0x124
__ct__7dPath_cFv = .text:0x800A6690; // type:function size:0x3C
__dt__7dPath_cFv = .text:0x800A66D0; // type:function size:0x40
clear__7dPath_cFv = .text:0x800A6710; // type:function size:0x18
getPathPoint__7dPath_cCFl = .text:0x800A6730; // type:function size:0xBC
getPathBpoint__7dPath_cCFl = .text:0x800A67F0; // type:function size:0xBC
getPoint__7dPath_cCFl = .text:0x800A68B0; // type:function size:0x58
getPoint__7dPath_cCFldR7mVec3_c = .text:0x800A6910; // type:function size:0x2B4
getPointParam__7dPath_cCFll = .text:0x800A6BD0; // type:function size:0x74
initWithPathId__7dPath_cFllb = .text:0x800A6C50; // type:function size:0x110
set__7dPath_cFPC4PATHlb = .text:0x800A6D60; // type:function size:0x10
getPathCount__FP7dRoom_cb = .text:0x800A6D70; // type:function size:0x18
initWithPathIndex__7dPath_cFllb = .text:0x800A6D90; // type:function size:0xC4
getMyPathIndex__7dPath_cCFl = .text:0x800A6E60; // type:function size:0x68
getNextPath__7dPath_cCFP7dPath_c = .text:0x800A6ED0; // type:function size:0xB4
isLinearSegment__7dPath_cCFl = .text:0x800A6F90; // type:function size:0x184
getDistanceMovedOnSegment__7dPath_cCFllf = .text:0x800A7120; // type:function size:0x464
getSpeed__7dPath_cCFlfPf = .text:0x800A7590; // type:function size:0x3BC
getSegmentTime__7dPath_cFlffPf = .text:0x800A7950; // type:function size:0x324
getDirection__7dPath_cCFlfR7mVec3_c = .text:0x800A7C80; // type:function size:0x4CC
extractControlPoints__7dPath_cCFlR7mVec3_cR7mVec3_cR7mVec3_cR7mVec3_c = .text:0x800A8150; // type:function size:0x124
fn_800A8280 = .text:0x800A8280; // type:function size:0x138
fn_800A83C0 = .text:0x800A83C0; // type:function size:0x144
fn_800A8510 = .text:0x800A8510; // type:function size:0x1D0
fn_800A86E0 = .text:0x800A86E0; // type:function size:0x318
getVelocity__7dPath_cCFlfR7mVec3_c = .text:0x800A86E0; // type:function size:0x318
fn_800A8A00 = .text:0x800A8A00; // type:function size:0x28C
SpecialActorOnRail__init = .text:0x800A8C90; // type:function size:0x78
fn_800A8D10 = .text:0x800A8D10; // type:function size:0xF4
@@ -3712,15 +3712,15 @@ fn_800A93E0 = .text:0x800A93E0; // type:function size:0x90
fn_800A9470 = .text:0x800A9470; // type:function size:0x74
__ct__15ActorOnRail_ExtFv = .text:0x800A94F0; // type:function size:0x60
__dt__15ActorOnRail_ExtFv = .text:0x800A9550; // type:function size:0x58
initExt__15ActorOnRail_ExtFiiiiifff = .text:0x800A95B0; // type:function size:0x9C
fn_800A9650__15ActorOnRail_ExtFv = .text:0x800A9650; // type:function size:0x208
init__15ActorOnRail_ExtFllUllbfff = .text:0x800A95B0; // type:function size:0x9C
execute__15ActorOnRail_ExtFv = .text:0x800A9650; // type:function size:0x208
fn_800A9860 = .text:0x800A9860; // type:function size:0x50
fn_800A98B0 = .text:0x800A98B0; // type:function size:0x58
fn_800A9910 = .text:0x800A9910; // type:function size:0x48
fn_800A9960 = .text:0x800A9960; // type:function size:0x8
getRemainingDistanceOnSegment__15ActorOnRail_ExtCFv = .text:0x800A98B0; // type:function size:0x58
getNextPointIndex__15ActorOnRail_ExtCFl = .text:0x800A9910; // type:function size:0x48
getNextPointIndex__15ActorOnRail_ExtCFv = .text:0x800A9960; // type:function size:0x8
fn_800A9970 = .text:0x800A9970; // type:function size:0x58
fn_800A99D0 = .text:0x800A99D0; // type:function size:0xE0
setSegment__15ActorOnRail_ExtFUsf = .text:0x800A9AB0; // type:function size:0x50
getClosestXZPoint__15ActorOnRail_ExtCFRC7mVec3_c = .text:0x800A99D0; // type:function size:0xE0
setSegment__15ActorOnRail_ExtFlf = .text:0x800A9AB0; // type:function size:0x50
checkPosInAREA = .text:0x800A9B00; // type:function size:0xC4
getAreaForIndexInRoom__Fll = .text:0x800A9BD0; // type:function size:0x78
checkPosInArea__FllRC7mVec3_cPCP4AREA = .text:0x800A9C50; // type:function size:0xD4
@@ -13352,7 +13352,7 @@ fn_80248040 = .text:0x80248040; // type:function size:0x8
fn_80248050 = .text:0x80248050; // type:function size:0x8
fn_80248060 = .text:0x80248060; // type:function size:0x8
__ct__9dAcItem_cFv = .text:0x80248070; // type:function size:0x1FC
fn_80248270 = .text:0x80248270; // type:function size:0x58
__dt__13dAcItemBase_cFv = .text:0x80248270; // type:function size:0x58
__dt__21sFState_c<9dAcItem_c>Fv = .text:0x802482D0; // type:function size:0x58
__dt__24sFStateFct_c<9dAcItem_c>Fv = .text:0x80248330; // type:function size:0x6C
__dt__77sStateMgr_c<9dAcItem_c,20sStateMethodUsr_FI_c,12sFStateFct_c,13sStateIDChk_c>Fv = .text:0x802483A0; // type:function size:0xA0
@@ -31017,7 +31017,7 @@ lbl_8050FF78 = .data:0x8050FF78; // type:object size:0x10
lbl_8050FF88 = .data:0x8050FF88; // type:object size:0x10
lbl_8050FF98 = .data:0x8050FF98; // type:object size:0x10
lbl_8050FFA8 = .data:0x8050FFA8; // type:object size:0x10 data:string
lbl_8050FFB8 = .data:0x8050FFB8; // type:object size:0x10
__vt__7dPath_c = .data:0x8050FFB8; // type:object size:0x10
@11136 = .data:0x8050FFC8; // type:object size:0xC scope:local data:string
...data.0 = .data:0x8050FFC8; // type:label scope:local
@11137 = .data:0x8050FFD4; // type:object size:0xC scope:local data:string
+1 -1
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@@ -11,7 +11,7 @@
#include "nw4r/g3d/res/g3d_resfile.h"
#include "s/s_State.hpp"
#include "toBeSorted/actor_event.h"
#include "toBeSorted/actor_on_rail.h"
#include "toBeSorted/d_path.h"
#include "toBeSorted/dowsing_target.h"
#include "toBeSorted/d_emitter.h"
#include "toBeSorted/time_proc.h"
+1 -1
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@@ -12,7 +12,7 @@
#include "m/m_vec.h"
#include "s/s_State.hpp"
#include "toBeSorted/actor_event.h"
#include "toBeSorted/actor_on_rail.h"
#include "toBeSorted/d_path.h"
#include "toBeSorted/attention.h"
class dAcOivyRope_c : public dAcObjBase_c {
+20 -13
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@@ -24,10 +24,10 @@ struct AREA {
// TODO: double check, copied from ss-tools
// Size 0x28
struct BPNT {
/* 0x00 */ mVec3_c position1;
/* 0x0C */ mVec3_c position2;
/* 0x18 */ mVec3_c position3;
/* 0x24 */ u8 _0x24[4];
/* 0x00 */ Vec position;
/* 0x0C */ Vec control1;
/* 0x18 */ Vec control2;
/* 0x24 */ u8 params[4];
};
// TODO: double check, copied from ss-tools
@@ -99,15 +99,24 @@ struct OBJN {
/* 0x00 */ u16 offset;
};
#define PATH_FLAG_WRAP_AROUND 1
// 0 = spnt, pnt. 1 = bpnt, sbpt
#define PATH_FLAG_SPLINE 2
// Size 0xC
struct PATH {
/* 0x00 */ u8 field_0x00;
/* 0x01 */ u8 field_0x01;
/* 0x01 */ u8 pathId;
/* 0x02 */ u16 pointStartIndex;
/* 0x04 */ u16 pointCount;
/* 0x06 */ u8 _0x06[4];
/* 0x0A */ u8 firstBitIsWrapAround;
/* 0x06 */ u16 nextPath;
/* 0x08 */ u8 _0x08[2];
/* 0x0A */ u8 flags;
/* 0x0B */ u8 _0x0B[1];
u8 getNextId() const {
return nextPath;
}
};
// Size 0x24
@@ -135,8 +144,8 @@ struct PLY {
// Size 0x10
struct PNT {
/* 0x00 */ mVec3_c position;
/* 0x0C */ u8 _0x0C[4];
/* 0x00 */ Vec position;
/* 0x0C */ u8 params[4];
};
// Size 0x4
@@ -170,14 +179,12 @@ struct SOBJ {
/* 0x28 */ char name[8];
};
// Size 0x???
struct SBPT {
// ???
};
// Parsed the same way in ss-tools
typedef PNT SPNT;
typedef PATH SPTH;
// Similarly accessed
typedef BPNT SBPT;
// Size 0x14
struct STIF {
+34 -2
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@@ -149,16 +149,40 @@ public:
mpPath = path;
}
const PATH *getPath(s32 off) const {
return mpPath + off;
}
const u16 getPathCount() const {
return mPathCount;
}
const SPTH *getSpth(s32 off) const {
return mpSpth + off;
}
const u16 getSpthCount() const {
return mSpthCount;
}
void setPnt(const PNT *pnt, u16 count) {
mPntCount = count;
mpPnt = pnt;
}
const PNT *getPnt(s32 off) const {
return mpPnt + off;
}
void setBpnt(const BPNT *bpnt, u16 count) {
mBpntCount = count;
mpBpnt = bpnt;
}
const BPNT *getBpnt(s32 off) const {
return mpBpnt + off;
}
void setSpth(const SPTH *spth, u16 count) {
mSpthCount = count;
mpSpth = spth;
@@ -169,14 +193,22 @@ public:
mpSpnt = spnt;
}
const SPNT *getSpnt(s32 off) const {
return mpSpnt + off;
}
void setSbpt(const SBPT *sbpt, u16 count) {
mSbptCount = count;
mpSbpt = sbpt;
}
void setArea(const AREA *path, u16 count) {
const SBPT *getSbpt(s32 off) const {
return mpSbpt + off;
}
void setArea(const AREA *area, u16 count) {
mAreaCount = count;
mpArea = path;
mpArea = area;
}
void setPly(const PLY *ply, u16 count) {
+2 -2
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@@ -4,7 +4,7 @@
#include "d/t/d_tg.h"
#include "m/m_mtx.h"
#include "m/m_vec.h"
#include "toBeSorted/actor_on_rail.h"
#include "toBeSorted/d_path.h"
class dTgSndAr_c : public dTg_c {
public:
@@ -27,7 +27,7 @@ private:
bool checkAlg3(const mVec3_c &pos);
mMtx_c mtx;
ActorOnRail mRail;
dPath_c mRail;
};
#endif
+1 -1
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@@ -13,7 +13,7 @@ struct Rotation {
mRot = other.mRot;
}
Rotation &operator=(const Rotation &other) {
mRot = val;
mRot = other.mRot;
return *this;
}
Rotation &operator=(T val) {
+4
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@@ -196,6 +196,10 @@ public:
return mVec3_c(x * f, y * f, z * f);
}
friend mVec3_c operator*(f32 f, const mVec3_c &v) {
return mVec3_c(v.x * f, v.y * f, v.z * f);
}
/// @brief Scalar division operator.
mVec3_c operator/(f32 f) const {
f32 r = 1.0f / f;
+1
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@@ -15,6 +15,7 @@ f32 PSVECMag(const Vec *);
f32 PSVECDotProduct(const Vec *, const Vec *);
void PSVECCrossProduct(const Vec *, const Vec *, Vec *);
f32 PSVECSquareDistance(const Vec *, const Vec *);
f32 PSVECDistance(const Vec *, const Vec *);
#define VECAdd PSVECAdd
#define VECSubtract PSVECSubtract
-85
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@@ -1,85 +0,0 @@
#ifndef ACTOR_ON_RAIL_H
#define ACTOR_ON_RAIL_H
#include "common.h"
#include "m/m_vec.h"
class ActorOnRail {
private:
void *mpPathPtr;
int mRoomIndex;
u8 mPathSubtype;
public:
/* 800A6690 */
ActorOnRail();
/* 800A66D0 */
virtual ~ActorOnRail();
/* 800A6D90 */
bool init(int pathIndex, int roomId, int pathSubtype);
/* 800A68B0 */
mVec3_c *getPntPosForIndex(int index);
void fn_800A7C80(int segmentIndex, mVec3_c &vec, f32 segmentFraction);
};
class ActorOnRail_Ext : public ActorOnRail {
public:
ActorOnRail_Ext();
virtual ~ActorOnRail_Ext();
void setSegment(u16 segmentIndex, f32 segmentFraction);
bool initExt(int pathIndex, int roomId, int, int pathSegment, int pathSubtype, f32, f32, f32);
void fn_800A9650();
s32 getSegmentIndex() const {
return mSegmentIndex;
}
f32 getSegmentFraction() const {
return mSegmentFraction;
}
bool CheckFlag(u32 flag) const {
return (field_0x1C & flag) != 0;
}
void ClearFlag(u32 flag) {
field_0x1C &= ~flag;
}
void SetFlag(u32 flag) {
field_0x1C |= flag;
}
const mVec3_c &getPosition() const {
return mPosition;
}
void setSpeed(f32 speed) {
mSpeed = speed;
}
private:
s32 mSegmentIndex;
f32 mSegmentFraction;
f32 mSpeed;
u32 field_0x1C;
f32 field_0x20;
UNKWORD field_0x24;
mVec3_c mPosition;
};
class ActorOnRail3 {
ActorOnRail mPath;
u16 mSomePntIdx;
u32 mFlags;
public:
ActorOnRail3() : mSomePntIdx(0), mFlags(0) {}
};
#endif
+182
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@@ -0,0 +1,182 @@
#ifndef D_PATH_H
#define D_PATH_H
#include "common.h"
#include "d/d_bzs_types.h"
#include "m/m_vec.h"
/**
* A dPath_c describes a parametric 3D curve in a stage.
* This base path class provides read-only evaluation of the curve.
*
* A path consists of a number of points that this curve passes through.
* Paths can have two ends, or wrap around, connecting the end point with the start point again.
* The curve can either linearly connect the points, or it can be implemented as a spline
* (splines are used for certain actors where smooth movement is necessary, e.g. Sandship).
*
* A curve point (or the segment between that point and the next) is identified by an integer point index [0; n-1], and
* each segment itself is parametrized by a float parameter in [0.0; 1.0]. We call this parameter "time", though since
* no requirements are imposed on the distance between points, there is no guarantee of constant speed across the curve.
* ActorOnRail_Ext (todo rename) provides calculations that allow actors to move along the curve with constant speed.
*/
class dPath_c {
private:
const PATH *mpPathPtr;
s32 mRoomIndex;
bool mPathSubtype;
/** Must only be called for spline paths. Extracts the relevant path points and control points for the given segment. */
bool extractControlPoints(
s32 pointIndex, mVec3_c &currPos, mVec3_c &currControl2, mVec3_c &nextControl1, mVec3_c &nextPos
) const;
/**
* Check if the given path segment is a linear segment - even splines can have linear segments!
* This can speed up some calculations.
*/
bool isLinearSegment(s32 pointIndex) const;
void set(const PATH *path, s32 roomIndex, bool subtype);
const PNT *getPathPoint(s32 pointIndex) const;
const BPNT *getPathBpoint(s32 pointIndex) const;
public:
/* 800A6690 */
dPath_c();
/* 800A66D0 */
virtual ~dPath_c();
bool isWrapping() const {
return mpPathPtr->flags & PATH_FLAG_WRAP_AROUND;
}
bool isLinear() const {
return (mpPathPtr->flags & PATH_FLAG_SPLINE) == 0;
}
s32 getNumPoints() const {
return mpPathPtr->pointCount;
}
/* 800A6D90 */
bool initWithPathId(s32 pathId, s32 roomId, bool pathSubtype);
bool initWithPathIndex(s32 pathIndex, s32 roomId, bool pathSubtype);
void clear();
/** Get a given point that the curve passes through. */
const Vec *getPoint(s32 pointIndex) const;
/** Evaluates the curve position for the given segment and time. */
void getPoint(s32 pointIndex, f64 time, mVec3_c &out) const;
/** Extract point param - TODO what is this used for? */
u8 getPointParam(s32 pointIndex, s32 param) const;
/** Return the index of this PATH in the current room. */
u16 getMyPathIndex(s32 roomId) const;
/** Apparently paths can be linked somehow. */
bool getNextPath(dPath_c *next) const;
/**
* Approximate the time for the given distance along the segment.
* The return value is clamped to [0.0, 1.0]. If the distance exceeds
* the length of this segment, write the excess to the provided pointer.
*/
f32 getSegmentTime(s32 pointIndex, f32 segmentDistance, f32 stepSize, f32 *excess);
/**
* Approximates the distance already traveled on the given segment for the given time.
* Calling this with time == 1.0f returns the segment length.
* Higher resolution -> higher accuracy.
*/
f32 getDistanceMovedOnSegment(s32 pointIndex, s32 resolution, f32 time) const;
/** Calculates the normalized direction of an actor moving along the segment for the given time. */
bool getDirection(s32 segmentIndex, f32 time, mVec3_c &result) const;
/** Calculates the speed (scalar) of an actor moving along the segment at the given time. */
bool getSpeed(s32 segmentIndex, f32 time, f32 *result) const;
/** Calculates the velocity (vector) of an actor moving along the segment at the given time. */
bool getVelocity(s32 segmentIndex, f32 time, mVec3_c &result) const;
};
/** A stateful "path driver" that moves along a given path with a given speed. */
class ActorOnRail_Ext {
public:
ActorOnRail_Ext();
~ActorOnRail_Ext();
f32 getRemainingDistanceOnSegment() const;
s32 getClosestXZPoint(const mVec3_c &) const;
void setSegment(s32 segmentIndex, f32 segmentTime);
bool init(s32 pathIndex, s32 roomId, u32 flags, s32 segmentIndex, bool pathSubtype, f32 segmentTime, f32 speed, f32 unk);
s32 execute();
s32 getSegmentIndex() const {
return mSegmentIndex;
}
f32 getSegmentTime() const {
return mSegmentTime;
}
bool CheckFlag(u32 flag) const {
return (mFlags & flag) != 0;
}
void ClearFlag(u32 flag) {
mFlags &= ~flag;
}
void SetFlag(u32 flag) {
mFlags |= flag;
}
const mVec3_c &getPosition() const {
return mPosition;
}
void setSpeed(f32 speed) {
mSpeed = speed;
}
void getDirection(mVec3_c &result) {
mPath.getDirection(mSegmentIndex, mSegmentTime, result);
}
bool checkFlag(u32 flags) const {
return (mFlags & flags) != 0;
}
void offFlag(u32 flags) {
mFlags &= ~flags;
}
void onFlag(u32 flags) {
mFlags |= flags;
}
private:
s32 getNextPointIndex(s32 point) const;
s32 getNextPointIndex() const;
/* 0x00 */ dPath_c mPath;
/* 0x10 */ s32 mSegmentIndex;
/* 0x14 */ f32 mSegmentTime;
/* 0x18 */ f32 mSpeed;
/* 0x1C */ u32 mFlags;
/* 0x20 */ f32 field_0x20;
/* 0x24 */ f32 mSegmentDistance;
/* 0x28 */ mVec3_c mPosition;
};
class ActorOnRail3 {
/* 0x00 */ dPath_c mPath;
/* 0x10 */ u16 mSomePntIdx;
/* 0x14 */ u32 mFlags;
public:
ActorOnRail3() : mSomePntIdx(0), mFlags(0) {}
};
#endif
-1
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@@ -134,7 +134,6 @@ bool dAcNpcSltk_c::checkSomething(mVec3_c pos) const {
} else {
mVec3_c dist = pos - position;
if (dist.squareMagXZ() <= field_0x758 * field_0x758) {
// TODO reload from position.y here
f32 fDist = field_0x75C + position.y;
f32 fDist2 = position.y;
if (fDist <= fDist2) {
+11 -11
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@@ -295,7 +295,7 @@ void dAcODungeonShip_c::executeState_Transparency() {
u16 idx = fn_485_1900();
if (idx != 0xFFFF) {
mPath.setSegment(idx, 1.0f - mPath.getSegmentFraction());
mPath.setSegment(idx, 1.0f - mPath.getSegmentTime());
field_0x868 = 900;
}
}
@@ -424,11 +424,12 @@ void dAcODungeonShip_c::eventEnd() {
}
void dAcODungeonShip_c::fn_485_1660() {
f32 arg = 0.0f;
f32 arg2 = 0.0001f;
f32 time = 0.0f;
f32 speed = 0.0f;
f32 unk = 0.0001f;
field_0x856 = 1;
if (mPath.initExt(mPathIdx, roomid, 0, 0, 0, arg, arg, arg2)) {
mPath.setSegment(0, arg);
if (mPath.init(mPathIdx, roomid, 0, 0, false, time, speed, unk)) {
mPath.setSegment(0, time);
position = mPath.getPosition();
mOldPosition = mPath.getPosition();
}
@@ -439,12 +440,12 @@ static u32 rot_4000 = 0x4000;
void dAcODungeonShip_c::fn_485_1720() {
mPath.setSpeed(forwardSpeed);
mPath.fn_800A9650();
mPath.execute();
// TODO
position = mPath.getPosition();
mVec3_c tmp;
mPath.fn_800A7C80(mPath.getSegmentIndex(), tmp, mPath.getSegmentFraction());
mPath.getDirection(tmp);
rotation.y = cM::atan2s(tmp.x, tmp.z);
if (mPath.CheckFlag(0x40000000)) {
rotation.y += rot_7fff;
@@ -480,10 +481,9 @@ u32 dAcODungeonShip_c::fn_485_1960() {
mVec3_c dist = link->position - position;
dist.y = 0.0f;
dist.normalizeRS();
s32 a1 = cLib::targetAngleY(mVec3_c::Zero, v);
s32 a2 = cLib::targetAngleY(mVec3_c::Zero, dist);
// okay
return labs(mAng(mAng(a1) - mAng(a2)));
s16 a1 = cLib::targetAngleY(mVec3_c::Zero, v);
s16 a2 = cLib::targetAngleY(mVec3_c::Zero, dist);
return mAng::abs((s32)(a1 - a2));
}
f32 dAcODungeonShip_c::fn_485_1A50() {
+5 -3
View File
@@ -25,7 +25,7 @@ int dTgSndAr_c::create() {
mtx.YrotM(rotation.y);
PSMTXInverse(mtx.m, mtx.m);
break;
case 3: mRail.init(params >> 8 & 0xFF, roomid, 0); break;
case 3: mRail.initWithPathIndex(params >> 8 & 0xFF, roomid, 0); break;
}
fBase_c *base = nullptr;
@@ -144,8 +144,10 @@ bool dTgSndAr_c::checkAlg3(const mVec3_c &pos) {
cM3dGCps unk;
// Line between b and c
mVec3_c b = *mRail.getPntPosForIndex(0);
mVec3_c c = *mRail.getPntPosForIndex(1);
mVec3_c b;
b.copyFrom(mRail.getPoint(0));
mVec3_c c;
c.copyFrom(mRail.getPoint(1));
unk.Set(b, c, mScale.x * 100.0f);
f32 d;
+614
View File
@@ -0,0 +1,614 @@
#include "toBeSorted/d_path.h"
#include "common.h"
#include "d/col/c/c_m3d.h"
#include "d/d_bzs_types.h"
#include "d/d_room.h"
#include "d/d_stage.h"
#include "egg/math/eggMath.h"
#include "m/m_vec.h"
#include "nw4r/math/math_arithmetic.h"
#include "rvl/MTX/mtx.h"
// BPNT = B-Spline Point?
dPath_c::dPath_c() {
clear();
}
dPath_c::~dPath_c() {}
void dPath_c::clear() {
mpPathPtr = nullptr;
mRoomIndex = -1;
mPathSubtype = 0;
}
const PNT *dPath_c::getPathPoint(s32 pointIndex) const {
if (mpPathPtr == nullptr || pointIndex < 0 || (pointIndex >= mpPathPtr->pointCount || !isLinear())) {
return nullptr;
}
dRoom_c *room = dStage_c::GetInstance()->getRoom(mRoomIndex);
if (mPathSubtype != 0) {
return &room->getSpnt(mpPathPtr->pointStartIndex)[pointIndex];
}
return &room->getPnt(mpPathPtr->pointStartIndex)[pointIndex];
}
const BPNT *dPath_c::getPathBpoint(s32 pointIndex) const {
if (mpPathPtr == nullptr || pointIndex < 0 || (pointIndex >= mpPathPtr->pointCount || isLinear())) {
return nullptr;
}
dRoom_c *room = dStage_c::GetInstance()->getRoom(mRoomIndex);
if (mPathSubtype != 0) {
return &room->getSbpt(mpPathPtr->pointStartIndex)[pointIndex];
}
return &room->getBpnt(mpPathPtr->pointStartIndex)[pointIndex];
}
const Vec *dPath_c::getPoint(s32 pointIndex) const {
if (isLinear()) {
const PNT *result = getPathPoint(pointIndex);
if (result != nullptr) {
return &result->position;
}
return nullptr;
} else {
const BPNT *result = getPathBpoint(pointIndex);
if (result != nullptr) {
return &result->position;
}
return nullptr;
}
}
void dPath_c::getPoint(s32 pointIndex, f64 time, mVec3_c &out) const {
if (isLinear()) {
// Linear path
const Vec *pnt = getPoint(pointIndex);
const Vec *next;
if (pointIndex == mpPathPtr->pointCount - 1) {
if (isWrapping()) {
// Last point but wrap around, next is 0 again
next = getPoint(0);
} else {
// We are at the end and no wrap - simply return the end position
out.x = pnt->x;
out.y = pnt->y;
out.z = pnt->z;
return;
}
} else {
// Regular next point
next = getPoint(pointIndex + 1);
}
// Linearly interpolate
mVec3_c tmp;
VECSubtract(next, pnt, tmp);
VECScale(tmp, tmp, time);
VECAdd(tmp, pnt, out);
} else {
// B-Spline?
const BPNT *pnt = getPathBpoint(pointIndex);
const Vec *nextPos;
const Vec *nextCtrl;
if (pointIndex == mpPathPtr->pointCount - 1) {
if (isWrapping()) {
// Last point but wrap around, next is 0 again
const BPNT *next = getPathBpoint(0);
nextPos = &next->position;
nextCtrl = &next->control1;
} else {
// We are at the end and no wrap - simply return the end position
out.x = pnt->position.x;
out.y = pnt->position.y;
out.z = pnt->position.z;
return;
}
} else {
// Regular next point
const BPNT *next = getPathBpoint(pointIndex + 1);
nextPos = &next->position;
nextCtrl = &next->control1;
}
if (pnt->position.x == pnt->control2.x && pnt->position.y == pnt->control2.y &&
pnt->position.z == pnt->control2.z && nextPos->x == nextCtrl->x && nextPos->y == nextCtrl->y &&
nextPos->z == nextCtrl->z) {
// Point is unaffected by control points, so linearly interpolate
mVec3_c tmp;
VECSubtract(nextPos, &pnt->position, tmp);
VECScale(tmp, tmp, time);
VECAdd(tmp, &pnt->position, out);
} else {
// Cubic B-Spline?
f32 f = time;
f32 f1 = 1.0f - f;
f32 fISq = f1 * f1;
f32 fSq = f * f;
f32 f3 = fISq * f1;
f32 f5 = 3.0f * fISq * f;
f32 f4 = 3.0f * f1 * fSq;
f32 f2 = fSq * f;
out.x = f3 * pnt->position.x + f5 * pnt->control2.x + f4 * nextCtrl->x + f2 * nextPos->x;
out.y = f3 * pnt->position.y + f5 * pnt->control2.y + f4 * nextCtrl->y + f2 * nextPos->y;
out.z = f3 * pnt->position.z + f5 * pnt->control2.z + f4 * nextCtrl->z + f2 * nextPos->z;
}
}
}
u8 dPath_c::getPointParam(s32 pointIndex, s32 param) const {
if (isLinear()) {
const PNT *result = getPathPoint(pointIndex);
if (result != nullptr) {
return result->params[param];
}
return 0;
} else {
const BPNT *result = getPathBpoint(pointIndex);
if (result != nullptr) {
return result->params[param];
}
return 0;
}
}
bool dPath_c::initWithPathId(s32 pathId, s32 roomId, bool pathSubtype) {
dRoom_c *room = dStage_c::GetInstance()->getRoom(roomId);
s32 pathIndex = -1;
if (!pathSubtype) {
for (s32 i = 0; i < room->getPathCount(); i++) {
if (room->getPath(i)->pathId == pathId) {
pathIndex = i;
break;
}
}
} else {
for (s32 i = 0; i < room->getSpthCount(); i++) {
if (room->getSpth(i)->pathId == pathId) {
pathIndex = i;
break;
}
}
}
if (pathIndex == -1) {
return false;
}
return initWithPathIndex(pathIndex, roomId, pathSubtype);
}
void dPath_c::set(const PATH *path, s32 roomIndex, bool subtype) {
mpPathPtr = path;
mRoomIndex = roomIndex;
mPathSubtype = subtype;
}
static s32 getPathCount(dRoom_c *room, bool isSpth) {
s32 ret = room->getPathCount();
if (isSpth) {
ret = room->getSpthCount();
}
return ret;
}
bool dPath_c::initWithPathIndex(s32 pathIndex, s32 roomId, bool pathSubtype) {
dRoom_c *room = dStage_c::GetInstance()->getRoom(roomId);
s32 pathCount = getPathCount(room, pathSubtype);
// @bug ineffective null check
if (room == nullptr || pathIndex < 0 || pathIndex >= pathCount) {
clear();
return false;
} else {
if (pathSubtype) {
set(room->getSpth(pathIndex), roomId, pathSubtype);
} else {
set(room->getPath(pathIndex), roomId, pathSubtype);
}
return true;
}
}
u16 dPath_c::getMyPathIndex(s32 roomId) const {
dRoom_c *room = dStage_c::GetInstance()->getRoom(roomId);
const PATH *base = room->getPath(0);
if (mPathSubtype) {
base = room->getSpth(0);
}
return (mpPathPtr - base);
}
bool dPath_c::getNextPath(dPath_c *next) const {
if (mpPathPtr->getNextId() == 0xFF) {
next->clear();
return false;
}
dRoom_c *room = dStage_c::GetInstance()->getRoom(mRoomIndex);
u8 nextId = mpPathPtr->getNextId();
if (mPathSubtype) {
next->set(room->getSpth(nextId), mRoomIndex, mPathSubtype);
} else {
next->set(room->getPath(nextId), mRoomIndex, mPathSubtype);
}
return true;
}
bool dPath_c::isLinearSegment(s32 pointIndex) const {
if (isLinear()) {
// Non-spline paths are always linear
return true;
}
const BPNT *pnt = getPathBpoint(pointIndex);
mVec3_c pos;
mVec3_c control;
mVec3_c nextCtrl;
mVec3_c nextPos;
if (pointIndex == mpPathPtr->pointCount - 1) {
if (isWrapping()) {
// Last point but wrap around, next is 0 again
const BPNT *next = getPathBpoint(0);
nextPos.copyFrom(&next->position);
nextCtrl.copyFrom(&next->control1);
} else {
return false;
}
} else {
// Regular next point
const BPNT *next = getPathBpoint(pointIndex + 1);
nextPos.copyFrom(&next->position);
nextCtrl.copyFrom(&next->control1);
}
pos.copyFrom(&pnt->position);
control.copyFrom(&pnt->control2);
// Spline paths are trivially linear if the respective control points
// are at the same position
if (pos.x == control.x && pos.y == control.y && pos.z == control.z && nextCtrl.x == nextPos.x &&
nextCtrl.y == nextPos.y && nextCtrl.z == nextPos.z) {
return true;
}
return false;
}
f32 dPath_c::getDistanceMovedOnSegment(s32 pointIndex, s32 resolution, f32 time) const {
if (isLinearSegment(pointIndex)) {
// On linear segments, our current distance is simply the distance between
// the start point of this segment
mVec3_c point;
getPoint(pointIndex, time, point);
const Vec *start = getPoint(pointIndex);
return VECDistance(start, point);
}
s32 numIterations = resolution * 2;
mVec3_c currPos;
mVec3_c currControl;
mVec3_c nextControl;
mVec3_c nextPos;
if (!extractControlPoints(pointIndex, currPos, currControl, nextControl, nextPos)) {
// Extracting control points only fails if we have reached our end position
// and aren't wrapping, so we haven't moved off the last point.
return 0.0f;
}
mVec3_c v1, v2, v3;
v1 = -currPos + nextPos + 3.f * (currControl - nextControl);
v2 = 3.f * (currPos + nextControl) - 6.f * currControl;
v3 = 3.f * (currControl - currPos);
f32 v1Sq = v1.dot(v1);
f32 v1Dotv2 = v1.dot(v2);
f32 v1Dotv3 = v1.dot(v3);
f32 v2Sq = v2.dot(v2);
f32 v2Dotv3 = v2.dot(v3);
f32 v3Sq = v3.dot(v3);
f32 a = v1Sq * 9.f; // t4
f32 b = v1Dotv2 * 12.f; // t3
f32 c = v1Dotv3 * 6.0f + v2Sq * 4.f; // t2
f32 d = v2Dotv3 * 4.0f; // t1
f32 e = v3Sq; // t0
f32 t = 0.0f;
f32 f4 = 0.0f;
f32 dt = time / numIterations;
for (s32 i = 0; i < numIterations + 1; i++, t += dt) {
f32 factor;
if (i == 0 || i == numIterations) {
factor = 1.0f;
} else if ((i & 1) != 0) {
factor = 4.0f;
} else {
factor = 2.0f;
}
// TODO: Oh no
/*
fVar6 = fVar5 * fVar5 * fVar5;
fVar6 = z3 * z3 + x3 * x3 + y3 * y3 +
(z2 * z3 + x2 * x3 + y2 * y3) * 4.0 * fVar5 +
((z1 * z3 + x1 * x3 + y1 * y3) * 6.0 + (z2 * z2 + x2 * x2 + y2 * y2) * 4.0) *
fVar5 * fVar5 +
(z1 * z1 + x1 * x1 + y1 * y1) * 9.0 * fVar6 * fVar5 +
(z1 * z2 + x1 * x2 + y1 * y2) * 12.0 * fVar6;
*/
f32 f = (a * (t * t * t * t)) + (b * (t * t * t)) + (c * (t * t)) + (d * (t)) + e;
// f32 f = v3Sq + (v2Dotv3 * 4.0f * t) + ((v1Dotv3 * 6.0f + v2Sq * 4.0f) * f5Sq) + (v1Sq * 9.0f * f5Pow4) +
// (v1Dotv2 * 12.0f * f5Cube);
if (f > 0.0f) {
f4 += factor * nw4r::math::FSqrt(f);
}
}
f4 *= (dt / 3.0f);
return f4;
}
bool dPath_c::getSpeed(s32 segmentIndex, f32 time, f32 *result) const {
// TODO
return false;
}
f32 dPath_c::getSegmentTime(s32 pointIndex, f32 segmentDistance, f32 stepSize, f32 *excess) {
// TODO
return 0.0f;
}
bool dPath_c::getDirection(s32 pointIndex, f32 time, mVec3_c &out) const {
if (isLinear()) {
// Linear path
const Vec *pnt = getPoint(pointIndex);
const Vec *next;
if (pointIndex == mpPathPtr->pointCount - 1) {
if (!isWrapping()) {
// We are at the end and no wrap - simply return the end position
out.x = 0.0f;
out.y = 0.0f;
out.z = 0.0f;
return false;
} else {
// Last point but wrap around, next is 0 again
next = getPoint(0);
}
} else {
// Regular next point
next = getPoint(pointIndex + 1);
}
f32 distance = VECDistance(pnt, next);
if (cM3d_IsZero(distance)) {
out.x = 0.0f;
out.y = 0.0f;
out.z = 0.0f;
return false;
} else {
VECSubtract(next, pnt, out);
VECScale(out, out, 1.0f / distance);
return true;
}
} else {
mVec3_c currPos;
mVec3_c currControl;
mVec3_c nextControl;
mVec3_c nextPos;
if (!extractControlPoints(pointIndex, currPos, currControl, nextControl, nextPos)) {
out.x = 0.0f;
out.y = 0.0f;
out.z = 0.0f;
return false;
}
if (currPos.x == currControl.x && currPos.y == currControl.y && currPos.z == currControl.z) {
// TODO: why is the other point not checked?
out = nextPos - currPos;
} else {
// TODO: Oh no
mVec3_c a, b, c;
a = -currPos + nextPos + 3.f * (currControl - nextControl);
b = 3.f * (currPos + nextControl) - 6.f * currControl;
c = 3.f * (currControl - currPos);
out = a * (time * time * 3.f) + b * (time * 2.f) + c;
}
f32 mag = out.mag();
if (cM3d_IsZero(mag)) {
out.x = 0.0f;
out.y = 0.0f;
out.z = 0.0f;
return false;
} else {
out *= 1.0f / mag;
return true;
}
}
}
bool dPath_c::extractControlPoints(
s32 pointIndex, mVec3_c &currPos, mVec3_c &currControl2, mVec3_c &nextControl1, mVec3_c &nextPos
) const {
const BPNT *pnt = getPathBpoint(pointIndex);
if (pointIndex == mpPathPtr->pointCount - 1) {
if (isWrapping()) {
// Last point but wrap around, next is 0 again
const BPNT *next = getPathBpoint(0);
nextPos.copyFrom(&next->position);
nextControl1.copyFrom(&next->control1);
} else {
// We are at the end and no wrap - cannot extract control points
return false;
}
} else {
const BPNT *next = getPathBpoint(pointIndex + 1);
nextPos.copyFrom(&next->position);
nextControl1.copyFrom(&next->control1);
}
currPos.copyFrom(&pnt->position);
currControl2.copyFrom(&pnt->control2);
return true;
}
bool dPath_c::getVelocity(s32 segmentIndex, f32 t, mVec3_c &result) const {
if (isLinear()) {
return false;
}
mVec3_c p0, p1, p2, p3;
if (!extractControlPoints(segmentIndex, p0, p1, p2, p3)) {
return false;
}
// First Derivative Cubic Bezier
// [3t^2 *(-p0 + p3 * 3(p1 - p2))] + [2t(3(p0 + p2) - 6p1)] + [3(p1 - p0)]
mVec3_c a, b, c;
a = (-p0 + p3) + 3.f * (p1 - p2);
b = 3.f * (p0 + p2) - 6.f * p1;
c = 3.f * (p1 - p0);
result = a * (t * t * 3.f) + b * (t * 2.f) + c;
return true;
}
ActorOnRail_Ext::ActorOnRail_Ext() {
mSegmentIndex = 0;
mSegmentTime = 0.0f;
mSpeed = 0.0f;
mFlags = 0;
field_0x20 = 0.01f;
mSegmentDistance = 0.0f;
mPosition.set(0.0f, 0.0f, 0.0f);
}
ActorOnRail_Ext::~ActorOnRail_Ext() {}
bool ActorOnRail_Ext::init(
s32 pathIndex, s32 roomId, u32 flags, s32 segmentIndex, bool pathSubtype, f32 segmentTime, f32 speed, f32 unk
) {
if (!mPath.initWithPathIndex(pathIndex, roomId, pathSubtype)) {
return false;
}
setSegment(segmentIndex, segmentTime);
mFlags = flags;
field_0x20 = unk;
mSpeed = speed;
return true;
}
s32 ActorOnRail_Ext::execute() {
s32 ret = 0;
// Move along the curve distance with the defined speed, then fix the curve segment and time
// until the curve parameters match the distance.
mSegmentDistance += mSpeed;
if (mSpeed < 0.0f) {
while (true) {
if (!(mSegmentDistance < 0.0f)) {
break;
}
ret = 1;
mSegmentIndex--;
if (mSegmentIndex < 0) {
if (mPath.isWrapping()) {
ret = 4;
mSegmentIndex = mPath.getNumPoints() - 1;
} else {
mSegmentIndex = 0;
ret = 2;
mSegmentDistance = 0.0f;
if (checkFlag(0x1)) {
ret = 3;
offFlag(0x40000000);
mSpeed *= -1.0f;
}
break;
}
// Add curve length
}
mSegmentDistance += mPath.getDistanceMovedOnSegment(mSegmentIndex, 8, 1.0f);
}
} else {
// While our target distance is longer than the current segment...
while (true) {
f32 segmentLength = mPath.getDistanceMovedOnSegment(mSegmentIndex, 8, 1.0f);
if (!(mSegmentDistance > segmentLength)) {
break;
}
ret = 1;
mSegmentIndex++;
if (mSegmentIndex >= mPath.getNumPoints()) {
if (mPath.isWrapping()) {
ret = 4;
mSegmentIndex = 0;
} else {
mSegmentIndex = mPath.getNumPoints() - 1;
ret = 2;
mSegmentDistance = segmentLength;
if (checkFlag(0x1)) {
ret = 3;
onFlag(0x40000000);
mSpeed *= -1.0f;
}
break;
}
}
mSegmentDistance -= segmentLength;
}
}
f32 dummy = 0.0f;
// Finally query the time
mSegmentTime = mPath.getSegmentTime(mSegmentIndex, mSegmentDistance, field_0x20, &dummy);
// and update the position
mPath.getPoint(mSegmentIndex, mSegmentTime, mPosition);
return ret;
}
f32 ActorOnRail_Ext::getRemainingDistanceOnSegment() const {
if (mSpeed < 0.0f) {
return mSegmentDistance;
} else {
return mPath.getDistanceMovedOnSegment(mSegmentIndex, 8, 1.0f) - mSegmentDistance;
}
}
s32 ActorOnRail_Ext::getNextPointIndex(s32 point) const {
if (mSpeed > 0.0f) {
if (point == mPath.getNumPoints() - 1) {
if (mPath.isWrapping()) {
return 0;
} else {
return point;
}
}
return point + 1;
}
return point;
}
s32 ActorOnRail_Ext::getNextPointIndex() const {
return getNextPointIndex(mSegmentIndex);
}
s32 ActorOnRail_Ext::getClosestXZPoint(const mVec3_c &pos) const {
f32 max = EGG::Math<f32>::maxNumber();
s32 best = 0;
mVec3_c c;
for (s32 i = 0; i < mPath.getNumPoints(); i++) {
const Vec *point = mPath.getPoint(i);
c = *reinterpret_cast<const mVec3_c *>(point) - pos;
f32 dist = c.squareMagXZ();
if (max > dist) {
best = i;
max = dist;
}
}
return best;
}
void ActorOnRail_Ext::setSegment(s32 segmentIndex, f32 segmentTime) {
mSegmentIndex = segmentIndex;
mSegmentTime = segmentTime;
mSegmentDistance = mPath.getDistanceMovedOnSegment(mSegmentIndex, 8, segmentTime);
mPath.getPoint(mSegmentIndex, mSegmentTime, mPosition);
}