mirror of
https://github.com/zeldaret/ss
synced 2026-05-25 15:25:13 -04:00
615 lines
19 KiB
C++
615 lines
19 KiB
C++
#include "toBeSorted/d_path.h"
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#include "common.h"
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#include "d/col/c/c_m3d.h"
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#include "d/d_bzs_types.h"
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#include "d/d_room.h"
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#include "d/d_stage.h"
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#include "egg/math/eggMath.h"
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#include "m/m_vec.h"
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#include "nw4r/math/math_arithmetic.h"
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#include "rvl/MTX/mtx.h"
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// BPNT = B-Spline Point?
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dPath_c::dPath_c() {
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clear();
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}
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dPath_c::~dPath_c() {}
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void dPath_c::clear() {
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mpPathPtr = nullptr;
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mRoomIndex = -1;
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mPathSubtype = 0;
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}
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const PNT *dPath_c::getPathPoint(s32 pointIndex) const {
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if (mpPathPtr == nullptr || pointIndex < 0 || (pointIndex >= mpPathPtr->pointCount || !isLinear())) {
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return nullptr;
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}
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dRoom_c *room = dStage_c::GetInstance()->getRoom(mRoomIndex);
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if (mPathSubtype != 0) {
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return &room->getSpnt(mpPathPtr->pointStartIndex)[pointIndex];
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}
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return &room->getPnt(mpPathPtr->pointStartIndex)[pointIndex];
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}
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const BPNT *dPath_c::getPathBpoint(s32 pointIndex) const {
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if (mpPathPtr == nullptr || pointIndex < 0 || (pointIndex >= mpPathPtr->pointCount || isLinear())) {
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return nullptr;
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}
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dRoom_c *room = dStage_c::GetInstance()->getRoom(mRoomIndex);
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if (mPathSubtype != 0) {
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return &room->getSbpt(mpPathPtr->pointStartIndex)[pointIndex];
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}
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return &room->getBpnt(mpPathPtr->pointStartIndex)[pointIndex];
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}
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const Vec *dPath_c::getPoint(s32 pointIndex) const {
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if (isLinear()) {
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const PNT *result = getPathPoint(pointIndex);
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if (result != nullptr) {
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return &result->position;
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}
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return nullptr;
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} else {
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const BPNT *result = getPathBpoint(pointIndex);
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if (result != nullptr) {
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return &result->position;
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}
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return nullptr;
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}
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}
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void dPath_c::getPoint(s32 pointIndex, f64 time, mVec3_c &out) const {
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if (isLinear()) {
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// Linear path
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const Vec *pnt = getPoint(pointIndex);
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const Vec *next;
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if (pointIndex == mpPathPtr->pointCount - 1) {
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if (isWrapping()) {
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// Last point but wrap around, next is 0 again
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next = getPoint(0);
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} else {
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// We are at the end and no wrap - simply return the end position
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out.x = pnt->x;
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out.y = pnt->y;
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out.z = pnt->z;
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return;
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}
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} else {
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// Regular next point
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next = getPoint(pointIndex + 1);
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}
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// Linearly interpolate
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mVec3_c tmp;
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VECSubtract(next, pnt, tmp);
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VECScale(tmp, tmp, time);
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VECAdd(tmp, pnt, out);
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} else {
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// B-Spline?
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const BPNT *pnt = getPathBpoint(pointIndex);
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const Vec *nextPos;
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const Vec *nextCtrl;
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if (pointIndex == mpPathPtr->pointCount - 1) {
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if (isWrapping()) {
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// Last point but wrap around, next is 0 again
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const BPNT *next = getPathBpoint(0);
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nextPos = &next->position;
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nextCtrl = &next->control1;
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} else {
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// We are at the end and no wrap - simply return the end position
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out.x = pnt->position.x;
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out.y = pnt->position.y;
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out.z = pnt->position.z;
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return;
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}
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} else {
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// Regular next point
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const BPNT *next = getPathBpoint(pointIndex + 1);
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nextPos = &next->position;
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nextCtrl = &next->control1;
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}
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if (pnt->position.x == pnt->control2.x && pnt->position.y == pnt->control2.y &&
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pnt->position.z == pnt->control2.z && nextPos->x == nextCtrl->x && nextPos->y == nextCtrl->y &&
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nextPos->z == nextCtrl->z) {
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// Point is unaffected by control points, so linearly interpolate
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mVec3_c tmp;
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VECSubtract(nextPos, &pnt->position, tmp);
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VECScale(tmp, tmp, time);
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VECAdd(tmp, &pnt->position, out);
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} else {
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// Cubic B-Spline?
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f32 f = time;
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f32 f1 = 1.0f - f;
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f32 fISq = f1 * f1;
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f32 fSq = f * f;
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f32 f3 = fISq * f1;
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f32 f5 = 3.0f * fISq * f;
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f32 f4 = 3.0f * f1 * fSq;
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f32 f2 = fSq * f;
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out.x = f3 * pnt->position.x + f5 * pnt->control2.x + f4 * nextCtrl->x + f2 * nextPos->x;
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out.y = f3 * pnt->position.y + f5 * pnt->control2.y + f4 * nextCtrl->y + f2 * nextPos->y;
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out.z = f3 * pnt->position.z + f5 * pnt->control2.z + f4 * nextCtrl->z + f2 * nextPos->z;
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}
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}
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}
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u8 dPath_c::getPointParam(s32 pointIndex, s32 param) const {
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if (isLinear()) {
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const PNT *result = getPathPoint(pointIndex);
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if (result != nullptr) {
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return result->params[param];
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}
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return 0;
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} else {
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const BPNT *result = getPathBpoint(pointIndex);
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if (result != nullptr) {
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return result->params[param];
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}
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return 0;
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}
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}
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bool dPath_c::initWithPathId(s32 pathId, s32 roomId, bool pathSubtype) {
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dRoom_c *room = dStage_c::GetInstance()->getRoom(roomId);
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s32 pathIndex = -1;
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if (!pathSubtype) {
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for (s32 i = 0; i < room->getPathCount(); i++) {
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if (room->getPath(i)->pathId == pathId) {
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pathIndex = i;
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break;
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}
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}
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} else {
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for (s32 i = 0; i < room->getSpthCount(); i++) {
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if (room->getSpth(i)->pathId == pathId) {
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pathIndex = i;
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break;
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}
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}
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}
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if (pathIndex == -1) {
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return false;
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}
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return initWithPathIndex(pathIndex, roomId, pathSubtype);
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}
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void dPath_c::set(const PATH *path, s32 roomIndex, bool subtype) {
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mpPathPtr = path;
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mRoomIndex = roomIndex;
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mPathSubtype = subtype;
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}
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static s32 getPathCount(dRoom_c *room, bool isSpth) {
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s32 ret = room->getPathCount();
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if (isSpth) {
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ret = room->getSpthCount();
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}
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return ret;
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}
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bool dPath_c::initWithPathIndex(s32 pathIndex, s32 roomId, bool pathSubtype) {
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dRoom_c *room = dStage_c::GetInstance()->getRoom(roomId);
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s32 pathCount = getPathCount(room, pathSubtype);
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// @bug ineffective null check
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if (room == nullptr || pathIndex < 0 || pathIndex >= pathCount) {
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clear();
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return false;
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} else {
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if (pathSubtype) {
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set(room->getSpth(pathIndex), roomId, pathSubtype);
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} else {
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set(room->getPath(pathIndex), roomId, pathSubtype);
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}
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return true;
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}
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}
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u16 dPath_c::getMyPathIndex(s32 roomId) const {
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dRoom_c *room = dStage_c::GetInstance()->getRoom(roomId);
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const PATH *base = room->getPath(0);
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if (mPathSubtype) {
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base = room->getSpth(0);
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}
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return (mpPathPtr - base);
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}
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bool dPath_c::getNextPath(dPath_c *next) const {
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if (mpPathPtr->getNextId() == 0xFF) {
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next->clear();
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return false;
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}
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dRoom_c *room = dStage_c::GetInstance()->getRoom(mRoomIndex);
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u8 nextId = mpPathPtr->getNextId();
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if (mPathSubtype) {
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next->set(room->getSpth(nextId), mRoomIndex, mPathSubtype);
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} else {
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next->set(room->getPath(nextId), mRoomIndex, mPathSubtype);
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}
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return true;
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}
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bool dPath_c::isLinearSegment(s32 pointIndex) const {
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if (isLinear()) {
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// Non-spline paths are always linear
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return true;
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}
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const BPNT *pnt = getPathBpoint(pointIndex);
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mVec3_c pos;
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mVec3_c control;
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mVec3_c nextCtrl;
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mVec3_c nextPos;
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if (pointIndex == mpPathPtr->pointCount - 1) {
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if (isWrapping()) {
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// Last point but wrap around, next is 0 again
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const BPNT *next = getPathBpoint(0);
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nextPos.copyFrom(&next->position);
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nextCtrl.copyFrom(&next->control1);
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} else {
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return false;
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}
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} else {
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// Regular next point
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const BPNT *next = getPathBpoint(pointIndex + 1);
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nextPos.copyFrom(&next->position);
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nextCtrl.copyFrom(&next->control1);
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}
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pos.copyFrom(&pnt->position);
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control.copyFrom(&pnt->control2);
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// Spline paths are trivially linear if the respective control points
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// are at the same position
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if (pos.x == control.x && pos.y == control.y && pos.z == control.z && nextCtrl.x == nextPos.x &&
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nextCtrl.y == nextPos.y && nextCtrl.z == nextPos.z) {
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return true;
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}
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return false;
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}
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f32 dPath_c::getDistanceMovedOnSegment(s32 pointIndex, s32 resolution, f32 time) const {
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if (isLinearSegment(pointIndex)) {
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// On linear segments, our current distance is simply the distance between
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// the start point of this segment
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mVec3_c point;
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getPoint(pointIndex, time, point);
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const Vec *start = getPoint(pointIndex);
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return VECDistance(start, point);
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}
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s32 numIterations = resolution * 2;
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mVec3_c currPos;
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mVec3_c currControl;
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mVec3_c nextControl;
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mVec3_c nextPos;
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if (!extractControlPoints(pointIndex, currPos, currControl, nextControl, nextPos)) {
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// Extracting control points only fails if we have reached our end position
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// and aren't wrapping, so we haven't moved off the last point.
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return 0.0f;
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}
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mVec3_c v1, v2, v3;
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v1 = -currPos + nextPos + 3.f * (currControl - nextControl);
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v2 = 3.f * (currPos + nextControl) - 6.f * currControl;
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v3 = 3.f * (currControl - currPos);
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f32 v1Sq = v1.dot(v1);
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f32 v1Dotv2 = v1.dot(v2);
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f32 v1Dotv3 = v1.dot(v3);
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f32 v2Sq = v2.dot(v2);
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f32 v2Dotv3 = v2.dot(v3);
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f32 v3Sq = v3.dot(v3);
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f32 a = v1Sq * 9.f; // t4
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f32 b = v1Dotv2 * 12.f; // t3
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f32 c = v1Dotv3 * 6.0f + v2Sq * 4.f; // t2
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f32 d = v2Dotv3 * 4.0f; // t1
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f32 e = v3Sq; // t0
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f32 t = 0.0f;
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f32 f4 = 0.0f;
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f32 dt = time / numIterations;
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for (s32 i = 0; i < numIterations + 1; i++, t += dt) {
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f32 factor;
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if (i == 0 || i == numIterations) {
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factor = 1.0f;
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} else if ((i & 1) != 0) {
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factor = 4.0f;
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} else {
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factor = 2.0f;
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}
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// TODO: Oh no
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/*
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fVar6 = fVar5 * fVar5 * fVar5;
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fVar6 = z3 * z3 + x3 * x3 + y3 * y3 +
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(z2 * z3 + x2 * x3 + y2 * y3) * 4.0 * fVar5 +
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((z1 * z3 + x1 * x3 + y1 * y3) * 6.0 + (z2 * z2 + x2 * x2 + y2 * y2) * 4.0) *
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fVar5 * fVar5 +
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(z1 * z1 + x1 * x1 + y1 * y1) * 9.0 * fVar6 * fVar5 +
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(z1 * z2 + x1 * x2 + y1 * y2) * 12.0 * fVar6;
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*/
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f32 f = (a * (t * t * t * t)) + (b * (t * t * t)) + (c * (t * t)) + (d * (t)) + e;
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// f32 f = v3Sq + (v2Dotv3 * 4.0f * t) + ((v1Dotv3 * 6.0f + v2Sq * 4.0f) * f5Sq) + (v1Sq * 9.0f * f5Pow4) +
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// (v1Dotv2 * 12.0f * f5Cube);
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if (f > 0.0f) {
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f4 += factor * nw4r::math::FSqrt(f);
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}
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}
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f4 *= (dt / 3.0f);
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return f4;
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}
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bool dPath_c::getSpeed(s32 segmentIndex, f32 time, f32 *result) const {
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// TODO
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return false;
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}
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f32 dPath_c::getSegmentTime(s32 pointIndex, f32 segmentDistance, f32 stepSize, f32 *excess) {
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// TODO
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return 0.0f;
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}
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bool dPath_c::getDirection(s32 pointIndex, f32 time, mVec3_c &out) const {
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if (isLinear()) {
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// Linear path
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const Vec *pnt = getPoint(pointIndex);
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const Vec *next;
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if (pointIndex == mpPathPtr->pointCount - 1) {
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if (!isWrapping()) {
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// We are at the end and no wrap - simply return the end position
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out.x = 0.0f;
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out.y = 0.0f;
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out.z = 0.0f;
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return false;
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} else {
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// Last point but wrap around, next is 0 again
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next = getPoint(0);
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}
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} else {
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// Regular next point
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next = getPoint(pointIndex + 1);
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}
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f32 distance = VECDistance(pnt, next);
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if (cM3d_IsZero(distance)) {
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out.x = 0.0f;
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out.y = 0.0f;
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out.z = 0.0f;
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return false;
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} else {
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VECSubtract(next, pnt, out);
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VECScale(out, out, 1.0f / distance);
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return true;
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}
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} else {
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mVec3_c currPos;
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mVec3_c currControl;
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mVec3_c nextControl;
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mVec3_c nextPos;
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if (!extractControlPoints(pointIndex, currPos, currControl, nextControl, nextPos)) {
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out.x = 0.0f;
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out.y = 0.0f;
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out.z = 0.0f;
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return false;
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}
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if (currPos.x == currControl.x && currPos.y == currControl.y && currPos.z == currControl.z) {
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// TODO: why is the other point not checked?
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out = nextPos - currPos;
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} else {
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// TODO: Oh no
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mVec3_c a, b, c;
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a = -currPos + nextPos + 3.f * (currControl - nextControl);
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b = 3.f * (currPos + nextControl) - 6.f * currControl;
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c = 3.f * (currControl - currPos);
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out = a * (time * time * 3.f) + b * (time * 2.f) + c;
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}
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f32 mag = out.mag();
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if (cM3d_IsZero(mag)) {
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out.x = 0.0f;
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out.y = 0.0f;
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out.z = 0.0f;
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return false;
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} else {
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out *= 1.0f / mag;
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return true;
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}
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}
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}
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bool dPath_c::extractControlPoints(
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s32 pointIndex, mVec3_c &currPos, mVec3_c &currControl2, mVec3_c &nextControl1, mVec3_c &nextPos
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) const {
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const BPNT *pnt = getPathBpoint(pointIndex);
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if (pointIndex == mpPathPtr->pointCount - 1) {
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if (isWrapping()) {
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// Last point but wrap around, next is 0 again
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const BPNT *next = getPathBpoint(0);
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nextPos.copyFrom(&next->position);
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nextControl1.copyFrom(&next->control1);
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} else {
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// We are at the end and no wrap - cannot extract control points
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return false;
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}
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} else {
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const BPNT *next = getPathBpoint(pointIndex + 1);
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nextPos.copyFrom(&next->position);
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nextControl1.copyFrom(&next->control1);
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}
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currPos.copyFrom(&pnt->position);
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currControl2.copyFrom(&pnt->control2);
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return true;
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}
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bool dPath_c::getVelocity(s32 segmentIndex, f32 t, mVec3_c &result) const {
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if (isLinear()) {
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return false;
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}
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mVec3_c p0, p1, p2, p3;
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if (!extractControlPoints(segmentIndex, p0, p1, p2, p3)) {
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return false;
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}
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// First Derivative Cubic Bezier
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// [3t^2 *(-p0 + p3 * 3(p1 - p2))] + [2t(3(p0 + p2) - 6p1)] + [3(p1 - p0)]
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mVec3_c a, b, c;
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a = (-p0 + p3) + 3.f * (p1 - p2);
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b = 3.f * (p0 + p2) - 6.f * p1;
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c = 3.f * (p1 - p0);
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result = a * (t * t * 3.f) + b * (t * 2.f) + c;
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return true;
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}
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ActorOnRail_Ext::ActorOnRail_Ext() {
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mSegmentIndex = 0;
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mSegmentTime = 0.0f;
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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);
|
|
}
|