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Fix RaycastFloor flags (#1328)
* fix raycast floor flags * format.sh * Name flags * Rename RaycastFloor functions, clean up caller code, document z_bg_spot15_rrbox * change comment to prevent format wrap * change to "if BGCHECK_GROUND_CHECK_ON is set" * roman suggestions
This commit is contained in:
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fe8d5988b9
commit
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42 changed files with 497 additions and 451 deletions
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@ -1168,13 +1168,13 @@ s32 func_8002E234(Actor* actor, f32 arg1, s32 arg2) {
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return true;
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}
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s32 func_8002E2AC(PlayState* play, Actor* actor, Vec3f* arg2, s32 arg3) {
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s32 func_8002E2AC(PlayState* play, Actor* actor, Vec3f* pos, s32 arg3) {
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f32 floorHeightDiff;
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s32 floorBgId;
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arg2->y += 50.0f;
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pos->y += 50.0f;
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actor->floorHeight = BgCheck_EntityRaycastFloor5(play, &play->colCtx, &actor->floorPoly, &floorBgId, actor, arg2);
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actor->floorHeight = BgCheck_EntityRaycastDown5(play, &play->colCtx, &actor->floorPoly, &floorBgId, actor, pos);
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actor->bgCheckFlags &= ~(BGCHECKFLAG_GROUND_TOUCH | BGCHECKFLAG_GROUND_LEAVE | BGCHECKFLAG_GROUND_STRICT);
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if (actor->floorHeight <= BGCHECK_Y_MIN) {
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@ -3472,9 +3472,9 @@ f32 func_80033AEC(Vec3f* arg0, Vec3f* arg1, f32 arg2, f32 arg3, f32 arg4, f32 ar
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void func_80033C30(Vec3f* arg0, Vec3f* arg1, u8 alpha, PlayState* play) {
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MtxF sp60;
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f32 var;
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Vec3f sp50;
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CollisionPoly* sp4C;
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f32 yIntersect;
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Vec3f checkPos;
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CollisionPoly* groundPoly;
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OPEN_DISPS(play->state.gfxCtx, "../z_actor.c", 8120);
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@ -3484,14 +3484,14 @@ void func_80033C30(Vec3f* arg0, Vec3f* arg1, u8 alpha, PlayState* play) {
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gDPSetPrimColor(POLY_OPA_DISP++, 0, 0, 0, 0, 0, alpha);
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sp50.x = arg0->x;
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sp50.y = arg0->y + 1.0f;
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sp50.z = arg0->z;
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checkPos.x = arg0->x;
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checkPos.y = arg0->y + 1.0f;
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checkPos.z = arg0->z;
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var = BgCheck_EntityRaycastFloor2(play, &play->colCtx, &sp4C, &sp50);
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yIntersect = BgCheck_EntityRaycastDown2(play, &play->colCtx, &groundPoly, &checkPos);
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if (sp4C != NULL) {
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func_80038A28(sp4C, arg0->x, var, arg0->z, &sp60);
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if (groundPoly != NULL) {
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func_80038A28(groundPoly, arg0->x, yIntersect, arg0->z, &sp60);
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Matrix_Put(&sp60);
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} else {
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Matrix_Translate(arg0->x, arg0->y, arg0->z, MTXMODE_NEW);
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@ -1,6 +1,29 @@
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#include "global.h"
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#include "vt.h"
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u16 DynaSSNodeList_GetNextNodeIdx(DynaSSNodeList* nodeList);
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void BgCheck_GetStaticLookupIndicesFromPos(CollisionContext* colCtx, Vec3f* pos, Vec3i* sector);
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s32 BgCheck_PosInStaticBoundingBox(CollisionContext* colCtx, Vec3f* pos);
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s32 BgCheck_CheckLineImpl(CollisionContext* colCtx, u16 xpFlags1, u16 xpFlags2, Vec3f* posA, Vec3f* posB,
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Vec3f* posResult, CollisionPoly** outPoly, s32* outBgId, Actor* actor, f32 chkDist,
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u32 bccFlags);
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void SSNodeList_Initialize(SSNodeList* this);
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void SSNodeList_Alloc(PlayState* play, SSNodeList* this, s32 tblMax, s32 numPolys);
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u16 SSNodeList_GetNextNodeIdx(SSNodeList* this);
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void DynaPoly_Init(PlayState* play, DynaCollisionContext* dyna);
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void DynaPoly_Alloc(PlayState* play, DynaCollisionContext* dyna);
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f32 BgCheck_RaycastDownDyna(DynaRaycastDown* dynaRaycastDown);
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s32 BgCheck_SphVsDynaWall(CollisionContext* colCtx, u16 xpFlags, f32* outX, f32* outZ, Vec3f* pos, f32 radius,
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CollisionPoly** outPoly, s32* outBgId, Actor* actor);
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s32 BgCheck_CheckDynaCeiling(CollisionContext* colCtx, u16 xpFlags, f32* outY, Vec3f* pos, f32 chkDist,
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CollisionPoly** outPoly, s32* outBgId, Actor* actor);
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s32 BgCheck_CheckLineAgainstDyna(CollisionContext* colCtx, u16 xpFlags, Vec3f* posA, Vec3f* posB, Vec3f* posResult,
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CollisionPoly** outPoly, f32* distSq, s32* outBgId, Actor* actor, f32 chkDist,
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s32 bccFlags);
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s32 BgCheck_SphVsFirstDynaPoly(CollisionContext* colCtx, u16 xpFlags, CollisionPoly** outPoly, s32* outBgId,
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Vec3f* center, f32 radius, Actor* actor, u16 bciFlags);
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void BgCheck_ResetPolyCheckTbl(SSNodeList* nodeList, s32 numPolys);
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#define SS_NULL 0xFFFF
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// bccFlags
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@ -24,6 +47,16 @@
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#define COLPOLY_IGNORE_ENTITY (1 << 1)
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#define COLPOLY_IGNORE_PROJECTILES (1 << 2)
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// raycast down flags (downChkFlags)
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#define BGCHECK_RAYCAST_DOWN_CHECK_CEILINGS (1 << 0)
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#define BGCHECK_RAYCAST_DOWN_CHECK_WALLS (1 << 1)
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#define BGCHECK_RAYCAST_DOWN_CHECK_FLOORS (1 << 2)
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#define BGCHECK_RAYCAST_DOWN_CHECK_WALLS_SIMPLE (1 << 3) // stops checking dyna walls on finding first candidate result
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#define BGCHECK_RAYCAST_DOWN_CHECK_GROUND_ONLY (1 << 4) // skips walls and ceilings with normal.y < 0
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// raycast down groundChk flag. When enabled, search range is limited to floors and walls with a normal.y >= 0
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#define BGCHECK_GROUND_CHECK_ON (1 << 0)
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s32 D_80119D90[WALL_TYPE_MAX] = {
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0, // WALL_TYPE_0
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WALL_FLAG_0, // WALL_TYPE_1
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@ -527,10 +560,10 @@ void StaticLookup_AddPoly(StaticLookup* lookup, CollisionContext* colCtx, Collis
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* Locates the closest static poly directly underneath `pos`, starting at list `ssList`
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* returns yIntersect of the closest poly, or `yIntersectMin`
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* stores the pointer of the closest poly to `outPoly`
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* if (flags & 1), ignore polys with a normal.y < 0 (from vertical walls to ceilings)
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* if BGCHECK_GROUND_CHECK_ON is set, ignore polys with a normal.y < 0 (from vertical walls to ceilings)
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*/
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f32 BgCheck_RaycastFloorStaticList(CollisionContext* colCtx, u16 xpFlags, SSList* ssList, CollisionPoly** outPoly,
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Vec3f* pos, f32 yIntersectMin, f32 chkDist, s32 flags) {
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f32 BgCheck_RaycastDownStaticList(CollisionContext* colCtx, u16 xpFlags, SSList* ssList, CollisionPoly** outPoly,
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Vec3f* pos, f32 yIntersectMin, f32 chkDist, s32 groundChk) {
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SSNode* curNode;
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s32 polyId;
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f32 result;
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@ -547,7 +580,7 @@ f32 BgCheck_RaycastFloorStaticList(CollisionContext* colCtx, u16 xpFlags, SSList
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polyId = curNode->polyId;
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if (COLPOLY_VIA_FLAG_TEST(colCtx->colHeader->polyList[polyId].flags_vIA, xpFlags) ||
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((flags & 1) && colCtx->colHeader->polyList[polyId].normal.y < 0)) {
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((groundChk & BGCHECK_GROUND_CHECK_ON) && colCtx->colHeader->polyList[polyId].normal.y < 0)) {
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if (curNode->next == SS_NULL) {
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break;
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}
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@ -565,7 +598,6 @@ f32 BgCheck_RaycastFloorStaticList(CollisionContext* colCtx, u16 xpFlags, SSList
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pos->z, &yIntersect, chkDist) == true) {
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// if poly is closer to pos without going over
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if (yIntersect < pos->y && result < yIntersect) {
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result = yIntersect;
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*outPoly = &colCtx->colHeader->polyList[polyId];
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}
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@ -584,31 +616,31 @@ f32 BgCheck_RaycastFloorStaticList(CollisionContext* colCtx, u16 xpFlags, SSList
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* returns yIntersect of the closest poly, or `yIntersectMin`
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* stores the pointer of the closest poly to `outPoly`
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*/
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f32 BgCheck_RaycastFloorStatic(StaticLookup* lookup, CollisionContext* colCtx, u16 xpFlags, CollisionPoly** poly,
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Vec3f* pos, u32 arg5, f32 chkDist, f32 yIntersectMin) {
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s32 flag; // skip polys with normal.y < 0
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f32 BgCheck_RaycastDownStatic(StaticLookup* lookup, CollisionContext* colCtx, u16 xpFlags, CollisionPoly** poly,
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Vec3f* pos, u32 downChkFlags, f32 chkDist, f32 yIntersectMin) {
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f32 yIntersect = yIntersectMin;
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s32 groundChk;
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if (arg5 & 4) {
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yIntersect = BgCheck_RaycastFloorStaticList(colCtx, xpFlags, &lookup->floor, poly, pos, yIntersect, chkDist, 0);
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if (downChkFlags & BGCHECK_RAYCAST_DOWN_CHECK_FLOORS) {
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yIntersect = BgCheck_RaycastDownStaticList(colCtx, xpFlags, &lookup->floor, poly, pos, yIntersect, chkDist, 0);
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}
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if ((arg5 & 2) || (arg5 & 8)) {
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flag = 0;
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if (arg5 & 0x10) {
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flag = 1;
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if ((downChkFlags & BGCHECK_RAYCAST_DOWN_CHECK_WALLS) || (downChkFlags & BGCHECK_RAYCAST_DOWN_CHECK_WALLS_SIMPLE)) {
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groundChk = 0;
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if (downChkFlags & BGCHECK_RAYCAST_DOWN_CHECK_GROUND_ONLY) {
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groundChk |= BGCHECK_GROUND_CHECK_ON;
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}
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yIntersect =
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BgCheck_RaycastFloorStaticList(colCtx, xpFlags, &lookup->wall, poly, pos, yIntersect, chkDist, flag);
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BgCheck_RaycastDownStaticList(colCtx, xpFlags, &lookup->wall, poly, pos, yIntersect, chkDist, groundChk);
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}
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if (arg5 & 1) {
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flag = 0;
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if (arg5 & 0x10) {
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flag = 1;
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if (downChkFlags & BGCHECK_RAYCAST_DOWN_CHECK_CEILINGS) {
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groundChk = 0;
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if (downChkFlags & BGCHECK_RAYCAST_DOWN_CHECK_GROUND_ONLY) {
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groundChk |= BGCHECK_GROUND_CHECK_ON;
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}
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yIntersect =
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BgCheck_RaycastFloorStaticList(colCtx, xpFlags, &lookup->ceiling, poly, pos, yIntersect, chkDist, flag);
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BgCheck_RaycastDownStaticList(colCtx, xpFlags, &lookup->ceiling, poly, pos, yIntersect, chkDist, groundChk);
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}
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return yIntersect;
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@ -1662,19 +1694,19 @@ s32 BgCheck_PosInStaticBoundingBox(CollisionContext* colCtx, Vec3f* pos) {
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}
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/**
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* Raycast Toward Floor
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* Raycast Downward
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* If `actor` != null, bgcheck will be skipped for that actor
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* returns the yIntersect of the nearest poly found directly below `pos`, or BGCHECK_Y_MIN if no floor detected
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* returns the poly found in `outPoly`, and the bgId of the entity in `outBgId`
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*/
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f32 BgCheck_RaycastFloorImpl(PlayState* play, CollisionContext* colCtx, u16 xpFlags, CollisionPoly** outPoly,
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s32* outBgId, Vec3f* pos, Actor* actor, u32 arg7, f32 chkDist) {
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f32 BgCheck_RaycastDownImpl(PlayState* play, CollisionContext* colCtx, u16 xpFlags, CollisionPoly** outPoly,
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s32* outBgId, Vec3f* pos, Actor* actor, u32 downChkFlags, f32 chkDist) {
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f32 yIntersectDyna;
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s32* temp_a0;
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StaticLookup* lookupTbl;
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Vec3f checkPos;
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StaticLookup* lookup;
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DynaRaycast dynaRaycast;
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DynaRaycastDown dynaRaycastDown;
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f32 yIntersect;
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*outBgId = BGCHECK_SCENE;
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@ -1697,25 +1729,26 @@ f32 BgCheck_RaycastFloorImpl(PlayState* play, CollisionContext* colCtx, u16 xpFl
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checkPos.y -= colCtx->subdivLength.y;
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continue;
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}
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yIntersect = BgCheck_RaycastFloorStatic(lookup, colCtx, xpFlags, outPoly, pos, arg7, chkDist, BGCHECK_Y_MIN);
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yIntersect =
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BgCheck_RaycastDownStatic(lookup, colCtx, xpFlags, outPoly, pos, downChkFlags, chkDist, BGCHECK_Y_MIN);
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if (yIntersect > BGCHECK_Y_MIN) {
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break;
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}
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checkPos.y -= colCtx->subdivLength.y;
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}
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dynaRaycast.colCtx = colCtx;
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dynaRaycast.xpFlags = xpFlags;
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dynaRaycast.yIntersect = yIntersect;
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dynaRaycast.pos = pos;
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dynaRaycast.actor = actor;
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dynaRaycast.unk_20 = arg7;
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dynaRaycast.chkDist = chkDist;
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dynaRaycast.play = play;
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dynaRaycast.resultPoly = outPoly;
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dynaRaycast.bgId = outBgId;
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dynaRaycastDown.colCtx = colCtx;
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dynaRaycastDown.xpFlags = xpFlags;
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dynaRaycastDown.yIntersect = yIntersect;
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dynaRaycastDown.pos = pos;
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dynaRaycastDown.actor = actor;
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dynaRaycastDown.downChkFlags = downChkFlags;
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dynaRaycastDown.chkDist = chkDist;
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dynaRaycastDown.play = play;
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dynaRaycastDown.resultPoly = outPoly;
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dynaRaycastDown.bgId = outBgId;
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yIntersectDyna = BgCheck_RaycastFloorDyna(&dynaRaycast);
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yIntersectDyna = BgCheck_RaycastDownDyna(&dynaRaycastDown);
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if (yIntersect < yIntersectDyna) {
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yIntersect = yIntersectDyna;
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@ -1728,133 +1761,171 @@ f32 BgCheck_RaycastFloorImpl(PlayState* play, CollisionContext* colCtx, u16 xpFl
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}
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/**
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* Public raycast toward floor
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* Public raycast downward, ground check (UNUSED)
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* returns yIntersect of the poly found, or BGCHECK_Y_MIN if no poly detected
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*/
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f32 BgCheck_CameraRaycastFloor1(CollisionContext* colCtx, CollisionPoly** outPoly, Vec3f* pos) {
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f32 BgCheck_CameraRaycastDown1(CollisionContext* colCtx, CollisionPoly** outGroundPoly, Vec3f* pos) {
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s32 bgId;
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return BgCheck_RaycastFloorImpl(NULL, colCtx, COLPOLY_IGNORE_CAMERA, outPoly, &bgId, pos, NULL, 0x1C, 1.0f);
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return BgCheck_RaycastDownImpl(NULL, colCtx, COLPOLY_IGNORE_CAMERA, outGroundPoly, &bgId, pos, NULL,
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BGCHECK_RAYCAST_DOWN_CHECK_WALLS_SIMPLE | BGCHECK_RAYCAST_DOWN_CHECK_FLOORS |
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BGCHECK_RAYCAST_DOWN_CHECK_GROUND_ONLY,
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1.0f);
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}
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/**
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* Public raycast toward floor
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* Public raycast downward, ground check
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* returns yIntersect of the poly found, or BGCHECK_Y_MIN if no poly detected
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*/
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f32 BgCheck_EntityRaycastFloor1(CollisionContext* colCtx, CollisionPoly** outPoly, Vec3f* pos) {
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f32 BgCheck_EntityRaycastDown1(CollisionContext* colCtx, CollisionPoly** outGroundPoly, Vec3f* pos) {
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s32 bgId;
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return BgCheck_RaycastFloorImpl(NULL, colCtx, COLPOLY_IGNORE_ENTITY, outPoly, &bgId, pos, NULL, 0x1C, 1.0f);
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return BgCheck_RaycastDownImpl(NULL, colCtx, COLPOLY_IGNORE_ENTITY, outGroundPoly, &bgId, pos, NULL,
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BGCHECK_RAYCAST_DOWN_CHECK_WALLS_SIMPLE | BGCHECK_RAYCAST_DOWN_CHECK_FLOORS |
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BGCHECK_RAYCAST_DOWN_CHECK_GROUND_ONLY,
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1.0f);
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}
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/**
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* Public raycast toward floor
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* Public raycast downward, ground check
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* returns yIntersect of the poly found, or BGCHECK_Y_MIN if no poly detected
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*/
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f32 BgCheck_EntityRaycastFloor2(PlayState* play, CollisionContext* colCtx, CollisionPoly** outPoly, Vec3f* pos) {
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f32 BgCheck_EntityRaycastDown2(PlayState* play, CollisionContext* colCtx, CollisionPoly** outGroundPoly, Vec3f* pos) {
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s32 bgId;
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return BgCheck_RaycastFloorImpl(play, colCtx, COLPOLY_IGNORE_ENTITY, outPoly, &bgId, pos, NULL, 0x1C, 1.0f);
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return BgCheck_RaycastDownImpl(play, colCtx, COLPOLY_IGNORE_ENTITY, outGroundPoly, &bgId, pos, NULL,
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BGCHECK_RAYCAST_DOWN_CHECK_WALLS_SIMPLE | BGCHECK_RAYCAST_DOWN_CHECK_FLOORS |
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BGCHECK_RAYCAST_DOWN_CHECK_GROUND_ONLY,
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1.0f);
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}
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/**
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* Public raycast toward floor
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* Public raycast downward, ground check
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* returns yIntersect of the poly found, or BGCHECK_Y_MIN if no poly detected
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*/
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f32 BgCheck_EntityRaycastFloor3(CollisionContext* colCtx, CollisionPoly** outPoly, s32* bgId, Vec3f* pos) {
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return BgCheck_RaycastFloorImpl(NULL, colCtx, COLPOLY_IGNORE_ENTITY, outPoly, bgId, pos, NULL, 0x1C, 1.0f);
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f32 BgCheck_EntityRaycastDown3(CollisionContext* colCtx, CollisionPoly** outGroundPoly, s32* bgId, Vec3f* pos) {
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return BgCheck_RaycastDownImpl(NULL, colCtx, COLPOLY_IGNORE_ENTITY, outGroundPoly, bgId, pos, NULL,
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BGCHECK_RAYCAST_DOWN_CHECK_WALLS_SIMPLE | BGCHECK_RAYCAST_DOWN_CHECK_FLOORS |
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BGCHECK_RAYCAST_DOWN_CHECK_GROUND_ONLY,
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1.0f);
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}
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/**
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* Public raycast toward floor
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* Public raycast downward, ground check
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* If `actor` != null, bgcheck will be skipped for that actor
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* returns yIntersect of the poly found, or BGCHECK_Y_MIN if no poly detected
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*/
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f32 BgCheck_EntityRaycastFloor4(CollisionContext* colCtx, CollisionPoly** outPoly, s32* bgId, Actor* actor,
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Vec3f* pos) {
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return BgCheck_RaycastFloorImpl(NULL, colCtx, COLPOLY_IGNORE_ENTITY, outPoly, bgId, pos, actor, 0x1C, 1.0f);
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f32 BgCheck_EntityRaycastDown4(CollisionContext* colCtx, CollisionPoly** outGroundPoly, s32* bgId, Actor* actor,
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Vec3f* pos) {
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return BgCheck_RaycastDownImpl(NULL, colCtx, COLPOLY_IGNORE_ENTITY, outGroundPoly, bgId, pos, actor,
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BGCHECK_RAYCAST_DOWN_CHECK_WALLS_SIMPLE | BGCHECK_RAYCAST_DOWN_CHECK_FLOORS |
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BGCHECK_RAYCAST_DOWN_CHECK_GROUND_ONLY,
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1.0f);
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}
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/**
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* Public raycast toward floor
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* Public raycast downward, ground check
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* If `actor` != null, bgcheck will be skipped for that actor
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* returns yIntersect of the poly found, or BGCHECK_Y_MIN if no poly detected
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*/
|
||||
f32 BgCheck_EntityRaycastFloor5(PlayState* play, CollisionContext* colCtx, CollisionPoly** outPoly, s32* bgId,
|
||||
Actor* actor, Vec3f* pos) {
|
||||
return BgCheck_RaycastFloorImpl(play, colCtx, COLPOLY_IGNORE_ENTITY, outPoly, bgId, pos, actor, 0x1C, 1.0f);
|
||||
f32 BgCheck_EntityRaycastDown5(PlayState* play, CollisionContext* colCtx, CollisionPoly** outGroundPoly, s32* bgId,
|
||||
Actor* actor, Vec3f* pos) {
|
||||
return BgCheck_RaycastDownImpl(play, colCtx, COLPOLY_IGNORE_ENTITY, outGroundPoly, bgId, pos, actor,
|
||||
BGCHECK_RAYCAST_DOWN_CHECK_WALLS_SIMPLE | BGCHECK_RAYCAST_DOWN_CHECK_FLOORS |
|
||||
BGCHECK_RAYCAST_DOWN_CHECK_GROUND_ONLY,
|
||||
1.0f);
|
||||
}
|
||||
|
||||
/**
|
||||
* Public raycast toward floor
|
||||
* Public raycast downward, ground check
|
||||
* If `actor` != null, bgcheck will be skipped for that actor
|
||||
* `chkDist` is the distance beyond the poly's boundary where the check will still pass
|
||||
* returns yIntersect of the poly found, or BGCHECK_Y_MIN if no poly detected
|
||||
*/
|
||||
f32 BgCheck_EntityRaycastFloor6(CollisionContext* colCtx, CollisionPoly** outPoly, s32* bgId, Actor* actor, Vec3f* pos,
|
||||
f32 chkDist) {
|
||||
return BgCheck_RaycastFloorImpl(NULL, colCtx, COLPOLY_IGNORE_ENTITY, outPoly, bgId, pos, actor, 0x1C, chkDist);
|
||||
f32 BgCheck_EntityRaycastDown6(CollisionContext* colCtx, CollisionPoly** outGroundPoly, s32* bgId, Actor* actor,
|
||||
Vec3f* pos, f32 chkDist) {
|
||||
return BgCheck_RaycastDownImpl(NULL, colCtx, COLPOLY_IGNORE_ENTITY, outGroundPoly, bgId, pos, actor,
|
||||
BGCHECK_RAYCAST_DOWN_CHECK_WALLS_SIMPLE | BGCHECK_RAYCAST_DOWN_CHECK_FLOORS |
|
||||
BGCHECK_RAYCAST_DOWN_CHECK_GROUND_ONLY,
|
||||
chkDist);
|
||||
}
|
||||
|
||||
/**
|
||||
* Public raycast toward floor
|
||||
* Public raycast downward, floor and exhaustive wall check (UNUSED)
|
||||
* If `actor` != null, bgcheck will be skipped for that actor
|
||||
* returns yIntersect of the poly found, or BGCHECK_Y_MIN if no poly detected
|
||||
*/
|
||||
f32 BgCheck_EntityRaycastFloor7(CollisionContext* colCtx, CollisionPoly** outPoly, s32* bgId, Actor* actor,
|
||||
Vec3f* pos) {
|
||||
return BgCheck_RaycastFloorImpl(NULL, colCtx, COLPOLY_IGNORE_ENTITY, outPoly, bgId, pos, actor, 0x06, 1.0f);
|
||||
f32 BgCheck_EntityRaycastDown7(CollisionContext* colCtx, CollisionPoly** outPoly, s32* bgId, Actor* actor, Vec3f* pos) {
|
||||
return BgCheck_RaycastDownImpl(NULL, colCtx, COLPOLY_IGNORE_ENTITY, outPoly, bgId, pos, actor,
|
||||
BGCHECK_RAYCAST_DOWN_CHECK_WALLS | BGCHECK_RAYCAST_DOWN_CHECK_FLOORS, 1.0f);
|
||||
}
|
||||
|
||||
/**
|
||||
* Public raycast toward floor
|
||||
* Public raycast downward, ground check
|
||||
* `outGroundPoly` returns original value if no poly detected
|
||||
* returns yIntersect of the poly found, or BGCHECK_Y_MIN if no poly detected
|
||||
*/
|
||||
f32 BgCheck_AnyRaycastFloor1(CollisionContext* colCtx, CollisionPoly* outPoly, Vec3f* pos) {
|
||||
CollisionPoly* tempPoly;
|
||||
f32 BgCheck_AnyRaycastDown1(CollisionContext* colCtx, CollisionPoly* outGroundPoly, Vec3f* pos) {
|
||||
CollisionPoly* checkResultPoly;
|
||||
f32 result;
|
||||
s32 bgId;
|
||||
|
||||
result = BgCheck_RaycastFloorImpl(NULL, colCtx, COLPOLY_IGNORE_NONE, &tempPoly, &bgId, pos, NULL, 0x1C, 1.0f);
|
||||
result = BgCheck_RaycastDownImpl(NULL, colCtx, COLPOLY_IGNORE_NONE, &checkResultPoly, &bgId, pos, NULL,
|
||||
BGCHECK_RAYCAST_DOWN_CHECK_WALLS_SIMPLE | BGCHECK_RAYCAST_DOWN_CHECK_FLOORS |
|
||||
BGCHECK_RAYCAST_DOWN_CHECK_GROUND_ONLY,
|
||||
1.0f);
|
||||
|
||||
if (tempPoly != NULL) {
|
||||
*outPoly = *tempPoly;
|
||||
if (checkResultPoly != NULL) {
|
||||
*outGroundPoly = *checkResultPoly;
|
||||
}
|
||||
return result;
|
||||
}
|
||||
|
||||
/**
|
||||
* Public raycast toward floor
|
||||
* Public raycast downward, ground check (UNUSED)
|
||||
* `outGroundPoly` returns original value if no poly detected
|
||||
* returns yIntersect of the poly found, or BGCHECK_Y_MIN if no poly detected
|
||||
*/
|
||||
f32 BgCheck_AnyRaycastFloor2(CollisionContext* colCtx, CollisionPoly* outPoly, s32* bgId, Vec3f* pos) {
|
||||
CollisionPoly* tempPoly;
|
||||
f32 result = BgCheck_RaycastFloorImpl(NULL, colCtx, COLPOLY_IGNORE_NONE, &tempPoly, bgId, pos, NULL, 0x1C, 1.0f);
|
||||
f32 BgCheck_AnyRaycastDown2(CollisionContext* colCtx, CollisionPoly* outGroundPoly, s32* bgId, Vec3f* pos) {
|
||||
CollisionPoly* checkResultPoly;
|
||||
f32 result = BgCheck_RaycastDownImpl(NULL, colCtx, COLPOLY_IGNORE_NONE, &checkResultPoly, bgId, pos, NULL,
|
||||
BGCHECK_RAYCAST_DOWN_CHECK_WALLS_SIMPLE | BGCHECK_RAYCAST_DOWN_CHECK_FLOORS |
|
||||
BGCHECK_RAYCAST_DOWN_CHECK_GROUND_ONLY,
|
||||
1.0f);
|
||||
|
||||
if (tempPoly != NULL) {
|
||||
*outPoly = *tempPoly;
|
||||
if (checkResultPoly != NULL) {
|
||||
*outGroundPoly = *checkResultPoly;
|
||||
}
|
||||
return result;
|
||||
}
|
||||
|
||||
/**
|
||||
* Public raycast toward floor
|
||||
* Public raycast downward, floor and exhaustive wall check
|
||||
* returns yIntersect of the poly found, or BGCHECK_Y_MIN if no poly detected
|
||||
*/
|
||||
f32 BgCheck_CameraRaycastFloor2(CollisionContext* colCtx, CollisionPoly** outPoly, s32* bgId, Vec3f* pos) {
|
||||
return BgCheck_RaycastFloorImpl(NULL, colCtx, COLPOLY_IGNORE_CAMERA, outPoly, bgId, pos, NULL, 0x06, 1.0f);
|
||||
f32 BgCheck_CameraRaycastDown2(CollisionContext* colCtx, CollisionPoly** outPoly, s32* bgId, Vec3f* pos) {
|
||||
return BgCheck_RaycastDownImpl(NULL, colCtx, COLPOLY_IGNORE_CAMERA, outPoly, bgId, pos, NULL,
|
||||
BGCHECK_RAYCAST_DOWN_CHECK_WALLS | BGCHECK_RAYCAST_DOWN_CHECK_FLOORS, 1.0f);
|
||||
}
|
||||
|
||||
/**
|
||||
* Public raycast toward floor
|
||||
* Public raycast downward, exhaustive wall check (UNUSED)
|
||||
* If `actor` != null, bgcheck will be skipped for that actor
|
||||
* returns yIntersect of the poly found, or BGCHECK_Y_MIN if no poly detected
|
||||
*/
|
||||
f32 BgCheck_EntityRaycastFloor8(CollisionContext* colCtx, CollisionPoly** outPoly, s32* bgId, Actor* actor,
|
||||
Vec3f* pos) {
|
||||
return BgCheck_RaycastFloorImpl(NULL, colCtx, COLPOLY_IGNORE_ENTITY, outPoly, bgId, pos, actor, 0x02, 1.0f);
|
||||
f32 BgCheck_EntityRaycastDownWalls(CollisionContext* colCtx, CollisionPoly** outPoly, s32* bgId, Actor* actor,
|
||||
Vec3f* pos) {
|
||||
return BgCheck_RaycastDownImpl(NULL, colCtx, COLPOLY_IGNORE_ENTITY, outPoly, bgId, pos, actor,
|
||||
BGCHECK_RAYCAST_DOWN_CHECK_WALLS, 1.0f);
|
||||
}
|
||||
|
||||
/**
|
||||
* Public raycast toward floor
|
||||
* Public raycast downward, floor and exhaustive wall check (UNUSED)
|
||||
* returns yIntersect of the poly found, or BGCHECK_Y_MIN if no poly detected
|
||||
*/
|
||||
f32 BgCheck_EntityRaycastFloor9(CollisionContext* colCtx, CollisionPoly** outPoly, s32* bgId, Vec3f* pos) {
|
||||
return BgCheck_RaycastFloorImpl(NULL, colCtx, COLPOLY_IGNORE_ENTITY, outPoly, bgId, pos, NULL, 0x06, 1.0f);
|
||||
f32 BgCheck_EntityRaycastDown9(CollisionContext* colCtx, CollisionPoly** outPoly, s32* bgId, Vec3f* pos) {
|
||||
return BgCheck_RaycastDownImpl(NULL, colCtx, COLPOLY_IGNORE_ENTITY, outPoly, bgId, pos, NULL,
|
||||
BGCHECK_RAYCAST_DOWN_CHECK_WALLS | BGCHECK_RAYCAST_DOWN_CHECK_FLOORS, 1.0f);
|
||||
}
|
||||
|
||||
/**
|
||||
|
@ -3014,52 +3085,54 @@ void DynaPoly_UpdateBgActorTransforms(PlayState* play, DynaCollisionContext* dyn
|
|||
#define DYNA_RAYCAST_CEILINGS 4
|
||||
|
||||
/**
|
||||
* Perform dyna poly raycast toward floor on a list of floor, wall, or ceiling polys
|
||||
* Performs a downward raycast check on a list of floor, wall, or ceiling dyna polys
|
||||
* `listType` specifies the poly list type (e.g. DYNA_RAYCAST_FLOORS)
|
||||
*/
|
||||
f32 BgCheck_RaycastFloorDynaList(DynaRaycast* dynaRaycast, u32 listType) {
|
||||
f32 BgCheck_RaycastDownDynaList(DynaRaycastDown* dynaRaycastDown, u32 listType) {
|
||||
CollisionPoly* polyList;
|
||||
SSNode* curNode;
|
||||
f32 result;
|
||||
f32 yIntersect;
|
||||
s16 id;
|
||||
|
||||
result = dynaRaycast->yIntersect;
|
||||
if (dynaRaycast->ssList->head == SS_NULL) {
|
||||
result = dynaRaycastDown->yIntersect;
|
||||
if (dynaRaycastDown->ssList->head == SS_NULL) {
|
||||
return result;
|
||||
}
|
||||
polyList = dynaRaycast->dyna->polyList;
|
||||
curNode = &dynaRaycast->dyna->polyNodes.tbl[dynaRaycast->ssList->head];
|
||||
polyList = dynaRaycastDown->dyna->polyList;
|
||||
curNode = &dynaRaycastDown->dyna->polyNodes.tbl[dynaRaycastDown->ssList->head];
|
||||
|
||||
while (true) {
|
||||
id = curNode->polyId;
|
||||
if (COLPOLY_VIA_FLAG_TEST(polyList[id].flags_vIA, dynaRaycast->xpFlags)) {
|
||||
if (COLPOLY_VIA_FLAG_TEST(polyList[id].flags_vIA, dynaRaycastDown->xpFlags)) {
|
||||
if (curNode->next == SS_NULL) {
|
||||
break;
|
||||
} else {
|
||||
curNode = &dynaRaycast->dyna->polyNodes.tbl[curNode->next];
|
||||
curNode = &dynaRaycastDown->dyna->polyNodes.tbl[curNode->next];
|
||||
continue;
|
||||
}
|
||||
}
|
||||
if ((listType & (DYNA_RAYCAST_WALLS | DYNA_RAYCAST_CEILINGS)) && (dynaRaycast->unk_20 & 0x10) &&
|
||||
if ((listType & (DYNA_RAYCAST_WALLS | DYNA_RAYCAST_CEILINGS)) &&
|
||||
(dynaRaycastDown->downChkFlags & BGCHECK_RAYCAST_DOWN_CHECK_GROUND_ONLY) &&
|
||||
COLPOLY_GET_NORMAL(polyList[id].normal.y) < 0.0f) {
|
||||
if (curNode->next == SS_NULL) {
|
||||
break;
|
||||
} else {
|
||||
curNode = &dynaRaycast->dyna->polyNodes.tbl[curNode->next];
|
||||
curNode = &dynaRaycastDown->dyna->polyNodes.tbl[curNode->next];
|
||||
continue;
|
||||
}
|
||||
}
|
||||
if (CollisionPoly_CheckYIntersectApprox1(&polyList[id], dynaRaycast->dyna->vtxList, dynaRaycast->pos->x,
|
||||
dynaRaycast->pos->z, &yIntersect, dynaRaycast->chkDist) == true &&
|
||||
yIntersect < dynaRaycast->pos->y && result < yIntersect) {
|
||||
if (CollisionPoly_CheckYIntersectApprox1(&polyList[id], dynaRaycastDown->dyna->vtxList, dynaRaycastDown->pos->x,
|
||||
dynaRaycastDown->pos->z, &yIntersect,
|
||||
dynaRaycastDown->chkDist) == true &&
|
||||
yIntersect < dynaRaycastDown->pos->y && result < yIntersect) {
|
||||
result = yIntersect;
|
||||
*dynaRaycast->resultPoly = &dynaRaycast->dyna->polyList[id];
|
||||
*dynaRaycastDown->resultPoly = &dynaRaycastDown->dyna->polyList[id];
|
||||
}
|
||||
if (curNode->next == SS_NULL) {
|
||||
break;
|
||||
} else {
|
||||
curNode = &dynaRaycast->dyna->polyNodes.tbl[curNode->next];
|
||||
curNode = &dynaRaycastDown->dyna->polyNodes.tbl[curNode->next];
|
||||
continue;
|
||||
}
|
||||
}
|
||||
|
@ -3067,10 +3140,10 @@ f32 BgCheck_RaycastFloorDynaList(DynaRaycast* dynaRaycast, u32 listType) {
|
|||
}
|
||||
|
||||
/**
|
||||
* Perform dyna poly raycast toward floor
|
||||
* Performs a downward raycast check on dyna polys
|
||||
* returns the yIntersect of the poly found, or BGCHECK_Y_MIN if no poly is found
|
||||
*/
|
||||
f32 BgCheck_RaycastFloorDyna(DynaRaycast* dynaRaycast) {
|
||||
f32 BgCheck_RaycastDownDyna(DynaRaycastDown* dynaRaycastDown) {
|
||||
s32 i;
|
||||
f32 result;
|
||||
f32 intersect2;
|
||||
|
@ -3092,75 +3165,76 @@ f32 BgCheck_RaycastFloorDyna(DynaRaycast* dynaRaycast) {
|
|||
CollisionPoly* poly;
|
||||
|
||||
result = BGCHECK_Y_MIN;
|
||||
*dynaRaycast->bgId = BGCHECK_SCENE;
|
||||
*dynaRaycastDown->bgId = BGCHECK_SCENE;
|
||||
|
||||
for (i = 0; i < BG_ACTOR_MAX; i++) {
|
||||
if (!(dynaRaycast->colCtx->dyna.bgActorFlags[i] & BGACTOR_IN_USE)) {
|
||||
if (!(dynaRaycastDown->colCtx->dyna.bgActorFlags[i] & BGACTOR_IN_USE)) {
|
||||
continue;
|
||||
}
|
||||
|
||||
if (dynaRaycast->actor == dynaRaycast->colCtx->dyna.bgActors[i].actor ||
|
||||
dynaRaycast->pos->y < dynaRaycast->colCtx->dyna.bgActors[i].minY ||
|
||||
Math3D_XZInSphere(&dynaRaycast->colCtx->dyna.bgActors[i].boundingSphere, dynaRaycast->pos->x,
|
||||
dynaRaycast->pos->z) == false) {
|
||||
if (dynaRaycastDown->actor == dynaRaycastDown->colCtx->dyna.bgActors[i].actor ||
|
||||
dynaRaycastDown->pos->y < dynaRaycastDown->colCtx->dyna.bgActors[i].minY ||
|
||||
Math3D_XZInSphere(&dynaRaycastDown->colCtx->dyna.bgActors[i].boundingSphere, dynaRaycastDown->pos->x,
|
||||
dynaRaycastDown->pos->z) == false) {
|
||||
continue;
|
||||
}
|
||||
|
||||
dynaRaycast->dyna = &dynaRaycast->colCtx->dyna;
|
||||
if (dynaRaycast->unk_20 & BGCHECK_IGNORE_FLOOR) {
|
||||
dynaRaycast->ssList = &dynaRaycast->colCtx->dyna.bgActors[i].dynaLookup.floor;
|
||||
intersect2 = BgCheck_RaycastFloorDynaList(dynaRaycast, DYNA_RAYCAST_FLOORS);
|
||||
dynaRaycastDown->dyna = &dynaRaycastDown->colCtx->dyna;
|
||||
if (dynaRaycastDown->downChkFlags & BGCHECK_RAYCAST_DOWN_CHECK_FLOORS) {
|
||||
dynaRaycastDown->ssList = &dynaRaycastDown->colCtx->dyna.bgActors[i].dynaLookup.floor;
|
||||
intersect2 = BgCheck_RaycastDownDynaList(dynaRaycastDown, DYNA_RAYCAST_FLOORS);
|
||||
|
||||
if (dynaRaycast->yIntersect < intersect2) {
|
||||
|
||||
dynaRaycast->yIntersect = intersect2;
|
||||
*dynaRaycast->bgId = i;
|
||||
if (dynaRaycastDown->yIntersect < intersect2) {
|
||||
dynaRaycastDown->yIntersect = intersect2;
|
||||
*dynaRaycastDown->bgId = i;
|
||||
result = intersect2;
|
||||
}
|
||||
}
|
||||
if ((dynaRaycast->unk_20 & BGCHECK_IGNORE_WALL) ||
|
||||
(*dynaRaycast->resultPoly == NULL && (dynaRaycast->unk_20 & 8))) {
|
||||
dynaRaycast->ssList = &dynaRaycast->colCtx->dyna.bgActors[i].dynaLookup.wall;
|
||||
intersect2 = BgCheck_RaycastFloorDynaList(dynaRaycast, DYNA_RAYCAST_WALLS);
|
||||
if (dynaRaycast->yIntersect < intersect2) {
|
||||
if ((dynaRaycastDown->downChkFlags & BGCHECK_RAYCAST_DOWN_CHECK_WALLS) ||
|
||||
(*dynaRaycastDown->resultPoly == NULL &&
|
||||
(dynaRaycastDown->downChkFlags & BGCHECK_RAYCAST_DOWN_CHECK_WALLS_SIMPLE))) {
|
||||
dynaRaycastDown->ssList = &dynaRaycastDown->colCtx->dyna.bgActors[i].dynaLookup.wall;
|
||||
intersect2 = BgCheck_RaycastDownDynaList(dynaRaycastDown, DYNA_RAYCAST_WALLS);
|
||||
|
||||
dynaRaycast->yIntersect = intersect2;
|
||||
*dynaRaycast->bgId = i;
|
||||
if (dynaRaycastDown->yIntersect < intersect2) {
|
||||
dynaRaycastDown->yIntersect = intersect2;
|
||||
*dynaRaycastDown->bgId = i;
|
||||
result = intersect2;
|
||||
}
|
||||
}
|
||||
|
||||
if (dynaRaycast->unk_20 & BGCHECK_IGNORE_CEILING) {
|
||||
dynaRaycast->ssList = &dynaRaycast->colCtx->dyna.bgActors[i].dynaLookup.ceiling;
|
||||
intersect2 = BgCheck_RaycastFloorDynaList(dynaRaycast, DYNA_RAYCAST_CEILINGS);
|
||||
if (dynaRaycast->yIntersect < intersect2) {
|
||||
if (dynaRaycastDown->downChkFlags & BGCHECK_RAYCAST_DOWN_CHECK_CEILINGS) {
|
||||
dynaRaycastDown->ssList = &dynaRaycastDown->colCtx->dyna.bgActors[i].dynaLookup.ceiling;
|
||||
intersect2 = BgCheck_RaycastDownDynaList(dynaRaycastDown, DYNA_RAYCAST_CEILINGS);
|
||||
|
||||
dynaRaycast->yIntersect = intersect2;
|
||||
*dynaRaycast->bgId = i;
|
||||
if (dynaRaycastDown->yIntersect < intersect2) {
|
||||
dynaRaycastDown->yIntersect = intersect2;
|
||||
*dynaRaycastDown->bgId = i;
|
||||
result = intersect2;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
dynaActor = DynaPoly_GetActor(dynaRaycast->colCtx, *dynaRaycast->bgId);
|
||||
if ((result != BGCHECK_Y_MIN) && (dynaActor != NULL) && (dynaRaycast->play != NULL)) {
|
||||
pauseState = dynaRaycast->play->pauseCtx.state != 0;
|
||||
dynaActor = DynaPoly_GetActor(dynaRaycastDown->colCtx, *dynaRaycastDown->bgId);
|
||||
if ((result != BGCHECK_Y_MIN) && (dynaActor != NULL) && (dynaRaycastDown->play != NULL)) {
|
||||
pauseState = dynaRaycastDown->play->pauseCtx.state != 0;
|
||||
if (pauseState == 0) {
|
||||
pauseState = dynaRaycast->play->pauseCtx.debugState != 0;
|
||||
pauseState = dynaRaycastDown->play->pauseCtx.debugState != 0;
|
||||
}
|
||||
if (!pauseState && (dynaRaycast->colCtx->dyna.bgActorFlags[*dynaRaycast->bgId] & BGACTOR_1)) {
|
||||
curTransform = &dynaRaycast->dyna->bgActors[*dynaRaycast->bgId].curTransform;
|
||||
if (!pauseState && (dynaRaycastDown->colCtx->dyna.bgActorFlags[*dynaRaycastDown->bgId] & BGACTOR_1)) {
|
||||
curTransform = &dynaRaycastDown->dyna->bgActors[*dynaRaycastDown->bgId].curTransform;
|
||||
polyMin =
|
||||
&dynaRaycast->dyna->polyList[dynaRaycast->dyna->bgActors[*dynaRaycast->bgId].dynaLookup.polyStartIndex];
|
||||
polyIndex = *dynaRaycast->resultPoly - polyMin;
|
||||
poly = &dynaRaycast->dyna->bgActors[*dynaRaycast->bgId].colHeader->polyList[polyIndex];
|
||||
&dynaRaycastDown->dyna
|
||||
->polyList[dynaRaycastDown->dyna->bgActors[*dynaRaycastDown->bgId].dynaLookup.polyStartIndex];
|
||||
polyIndex = *dynaRaycastDown->resultPoly - polyMin;
|
||||
poly = &dynaRaycastDown->dyna->bgActors[*dynaRaycastDown->bgId].colHeader->polyList[polyIndex];
|
||||
|
||||
SkinMatrix_SetTranslateRotateYXZScale(&srpMtx, curTransform->scale.x, curTransform->scale.y,
|
||||
curTransform->scale.z, curTransform->rot.x, curTransform->rot.y,
|
||||
curTransform->rot.z, curTransform->pos.x, curTransform->pos.y,
|
||||
curTransform->pos.z);
|
||||
|
||||
vtxList = dynaRaycast->dyna->bgActors[*dynaRaycast->bgId].colHeader->vtxList;
|
||||
vtxList = dynaRaycastDown->dyna->bgActors[*dynaRaycastDown->bgId].colHeader->vtxList;
|
||||
|
||||
for (i2 = 0; i2 < 3; i2++) {
|
||||
Math_Vec3s_ToVec3f(&vtx, &vtxList[COLPOLY_VTX_INDEX(poly->vtxData[i2])]);
|
||||
|
@ -3174,9 +3248,9 @@ f32 BgCheck_RaycastFloorDyna(DynaRaycast* dynaRaycast) {
|
|||
polyNorm.y *= 1.0f / magnitude;
|
||||
polyNorm.z *= 1.0f / magnitude;
|
||||
polyDist = -DOTXYZ(polyNorm, polyVtx[0]);
|
||||
if (Math3D_TriChkPointParaYIntersectInsideTri(&polyVtx[0], &polyVtx[1], &polyVtx[2], polyNorm.x,
|
||||
polyNorm.y, polyNorm.z, polyDist, dynaRaycast->pos->z,
|
||||
dynaRaycast->pos->x, &intersect, dynaRaycast->chkDist)) {
|
||||
if (Math3D_TriChkPointParaYIntersectInsideTri(
|
||||
&polyVtx[0], &polyVtx[1], &polyVtx[2], polyNorm.x, polyNorm.y, polyNorm.z, polyDist,
|
||||
dynaRaycastDown->pos->z, dynaRaycastDown->pos->x, &intersect, dynaRaycastDown->chkDist)) {
|
||||
if (fabsf(intersect - result) < 1.0f) {
|
||||
|
||||
result = intersect;
|
||||
|
|
|
@ -233,7 +233,7 @@ s32 Camera_BGCheckInfo(Camera* camera, Vec3f* from, CamColChk* to) {
|
|||
|
||||
toNewPos = to->pos;
|
||||
toNewPos.y += 5.0f;
|
||||
floorPolyY = BgCheck_CameraRaycastFloor2(colCtx, &floorPoly, &floorBgId, &toNewPos);
|
||||
floorPolyY = BgCheck_CameraRaycastDown2(colCtx, &floorPoly, &floorBgId, &toNewPos);
|
||||
|
||||
if ((to->pos.y - floorPolyY) > 5.0f) {
|
||||
// if the y distance from the check point to the floor is more than 5 units
|
||||
|
@ -293,7 +293,7 @@ s32 func_80043F94(Camera* camera, Vec3f* from, CamColChk* to) {
|
|||
to->norm.z = -fromToNorm.z;
|
||||
toNewPos = to->pos;
|
||||
toNewPos.y += 5.0f;
|
||||
floorY = BgCheck_CameraRaycastFloor2(colCtx, &floorPoly, &bgId, &toNewPos);
|
||||
floorY = BgCheck_CameraRaycastDown2(colCtx, &floorPoly, &bgId, &toNewPos);
|
||||
if ((to->pos.y - floorY) > 5.0f) {
|
||||
// to is not on the ground or below it.
|
||||
to->pos.x += to->norm.x;
|
||||
|
@ -377,7 +377,7 @@ s32 Camera_CheckOOB(Camera* camera, Vec3f* from, Vec3f* to) {
|
|||
f32 Camera_GetFloorYNorm(Camera* camera, Vec3f* floorNorm, Vec3f* chkPos, s32* bgId) {
|
||||
s32 pad;
|
||||
CollisionPoly* floorPoly;
|
||||
f32 floorY = BgCheck_EntityRaycastFloor3(&camera->play->colCtx, &floorPoly, bgId, chkPos);
|
||||
f32 floorY = BgCheck_EntityRaycastDown3(&camera->play->colCtx, &floorPoly, bgId, chkPos);
|
||||
|
||||
if (floorY == BGCHECK_Y_MIN) {
|
||||
// no floor
|
||||
|
@ -418,7 +418,7 @@ f32 Camera_GetFloorYLayer(Camera* camera, Vec3f* norm, Vec3f* pos, s32* bgId) {
|
|||
s32 i;
|
||||
|
||||
for (i = 3; i > 0; i--) {
|
||||
floorY = BgCheck_CameraRaycastFloor2(colCtx, &floorPoly, bgId, pos);
|
||||
floorY = BgCheck_CameraRaycastDown2(colCtx, &floorPoly, bgId, pos);
|
||||
if (floorY == BGCHECK_Y_MIN ||
|
||||
(camera->playerGroundY < floorY && !(COLPOLY_GET_NORMAL(floorPoly->normal.y) > 0.5f))) {
|
||||
// no floor, or player is below the floor and floor is not considered steep
|
||||
|
@ -492,7 +492,7 @@ Vec3s* Camera_GetBgCamFuncDataUnderPlayer(Camera* camera, u16* bgCamCount) {
|
|||
Actor_GetWorldPosShapeRot(&playerPosShape, &camera->player->actor);
|
||||
playerPosShape.pos.y += Player_GetHeight(camera->player);
|
||||
|
||||
if (BgCheck_EntityRaycastFloor3(&camera->play->colCtx, &floorPoly, &bgId, &playerPosShape.pos) == BGCHECK_Y_MIN) {
|
||||
if (BgCheck_EntityRaycastDown3(&camera->play->colCtx, &floorPoly, &bgId, &playerPosShape.pos) == BGCHECK_Y_MIN) {
|
||||
// no floor
|
||||
return NULL;
|
||||
}
|
||||
|
@ -3647,7 +3647,7 @@ s32 Camera_KeepOn4(Camera* camera) {
|
|||
OLib_Vec3fDiffToVecSphGeo(&spA8, at, eyeNext);
|
||||
D_8015BD50 = playerPosRot->pos;
|
||||
D_8015BD50.y += playerHeight;
|
||||
temp_f0_2 = BgCheck_CameraRaycastFloor2(&camera->play->colCtx, &spC0, &i, &D_8015BD50);
|
||||
temp_f0_2 = BgCheck_CameraRaycastDown2(&camera->play->colCtx, &spC0, &i, &D_8015BD50);
|
||||
if (temp_f0_2 > (roData->unk_00 + D_8015BD50.y)) {
|
||||
D_8015BD50.y = temp_f0_2 + 10.0f;
|
||||
} else {
|
||||
|
@ -7407,7 +7407,7 @@ Vec3s Camera_Update(Camera* camera) {
|
|||
Vec3f viewEye;
|
||||
Vec3f viewUp;
|
||||
f32 viewFov;
|
||||
Vec3f spAC;
|
||||
Vec3f pos;
|
||||
s32 bgId;
|
||||
f32 playerGroundY;
|
||||
f32 playerXZSpeed;
|
||||
|
@ -7441,11 +7441,11 @@ Vec3s Camera_Update(Camera* camera) {
|
|||
camera->playerPosDelta.x = curPlayerPosRot.pos.x - camera->playerPosRot.pos.x;
|
||||
camera->playerPosDelta.y = curPlayerPosRot.pos.y - camera->playerPosRot.pos.y;
|
||||
camera->playerPosDelta.z = curPlayerPosRot.pos.z - camera->playerPosRot.pos.z;
|
||||
spAC = curPlayerPosRot.pos;
|
||||
spAC.y += Player_GetHeight(camera->player);
|
||||
pos = curPlayerPosRot.pos;
|
||||
pos.y += Player_GetHeight(camera->player);
|
||||
|
||||
playerGroundY = BgCheck_EntityRaycastFloor5(camera->play, &camera->play->colCtx, &playerFloorPoly, &bgId,
|
||||
&camera->player->actor, &spAC);
|
||||
playerGroundY = BgCheck_EntityRaycastDown5(camera->play, &camera->play->colCtx, &playerFloorPoly, &bgId,
|
||||
&camera->player->actor, &pos);
|
||||
if (playerGroundY != BGCHECK_Y_MIN) {
|
||||
// player is above ground.
|
||||
sOOBTimer = 0;
|
||||
|
|
|
@ -39,11 +39,11 @@ s32 OnePointCutscene_BgCheckLineTest(CollisionContext* colCtx, Vec3f* vec1, Vec3
|
|||
return BgCheck_CameraLineTest1(colCtx, vec1, vec2, &posResult, &outPoly, true, true, true, false, &bgId);
|
||||
}
|
||||
|
||||
f32 OnePointCutscene_RaycastFloor(CollisionContext* colCtx, Vec3f* pos) {
|
||||
f32 OnePointCutscene_RaycastDown(CollisionContext* colCtx, Vec3f* pos) {
|
||||
CollisionPoly* outPoly;
|
||||
s32 bgId;
|
||||
|
||||
return BgCheck_EntityRaycastFloor3(colCtx, &outPoly, &bgId, pos);
|
||||
return BgCheck_EntityRaycastDown3(colCtx, &outPoly, &bgId, pos);
|
||||
}
|
||||
|
||||
void OnePointCutscene_SetCsCamPoints(Camera* camera, s16 actionParameters, s16 initTimer, CutsceneCameraPoint* atPoints,
|
||||
|
@ -292,7 +292,7 @@ s32 OnePointCutscene_SetInfo(PlayState* play, s16 subCamId, s16 csId, Actor* act
|
|||
case 4500:
|
||||
Actor_GetFocus(&spA0, actor);
|
||||
spC0 = spA0.pos;
|
||||
spC0.y = OnePointCutscene_RaycastFloor(&play->colCtx, &spC0) + 40.0f;
|
||||
spC0.y = OnePointCutscene_RaycastDown(&play->colCtx, &spC0) + 40.0f;
|
||||
spD0.r = 150.0f;
|
||||
spD0.yaw = spA0.rot.y;
|
||||
spD0.pitch = 0x3E8;
|
||||
|
|
|
@ -1315,7 +1315,7 @@ s32 Play_InCsMode(PlayState* this) {
|
|||
return (this->csCtx.state != CS_STATE_IDLE) || Player_InCsMode(this);
|
||||
}
|
||||
|
||||
f32 func_800BFCB8(PlayState* this, MtxF* mf, Vec3f* vec) {
|
||||
f32 func_800BFCB8(PlayState* this, MtxF* mf, Vec3f* pos) {
|
||||
CollisionPoly poly;
|
||||
f32 temp1;
|
||||
f32 temp2;
|
||||
|
@ -1326,7 +1326,7 @@ f32 func_800BFCB8(PlayState* this, MtxF* mf, Vec3f* vec) {
|
|||
f32 nz;
|
||||
s32 pad[5];
|
||||
|
||||
floorY = BgCheck_AnyRaycastFloor1(&this->colCtx, &poly, vec);
|
||||
floorY = BgCheck_AnyRaycastDown1(&this->colCtx, &poly, pos);
|
||||
|
||||
if (floorY > BGCHECK_Y_MIN) {
|
||||
nx = COLPOLY_GET_NORMAL(poly.normal.x);
|
||||
|
@ -1355,9 +1355,9 @@ f32 func_800BFCB8(PlayState* this, MtxF* mf, Vec3f* vec) {
|
|||
mf->wy = 0.0f;
|
||||
mf->xz = 0.0f;
|
||||
mf->wz = 0.0f;
|
||||
mf->xw = vec->x;
|
||||
mf->xw = pos->x;
|
||||
mf->yw = floorY;
|
||||
mf->zw = vec->z;
|
||||
mf->zw = pos->z;
|
||||
mf->ww = 1.0f;
|
||||
} else {
|
||||
mf->xy = 0.0f;
|
||||
|
@ -1372,9 +1372,9 @@ f32 func_800BFCB8(PlayState* this, MtxF* mf, Vec3f* vec) {
|
|||
mf->yz = 0.0f;
|
||||
mf->zy = 0.0f;
|
||||
mf->yy = 1.0f;
|
||||
mf->xw = vec->x;
|
||||
mf->yw = vec->y;
|
||||
mf->zw = vec->z;
|
||||
mf->xw = pos->x;
|
||||
mf->yw = pos->y;
|
||||
mf->zw = pos->z;
|
||||
mf->ww = 1.0f;
|
||||
}
|
||||
|
||||
|
@ -1776,7 +1776,7 @@ s32 func_800C0DB4(PlayState* this, Vec3f* pos) {
|
|||
if (WaterBox_GetSurface1(this, &this->colCtx, waterSurfacePos.x, waterSurfacePos.z, &waterSurfacePos.y,
|
||||
&waterBox) == true &&
|
||||
pos->y < waterSurfacePos.y &&
|
||||
BgCheck_EntityRaycastFloor3(&this->colCtx, &poly, &bgId, &waterSurfacePos) != BGCHECK_Y_MIN) {
|
||||
BgCheck_EntityRaycastDown3(&this->colCtx, &poly, &bgId, &waterSurfacePos) != BGCHECK_Y_MIN) {
|
||||
return true;
|
||||
} else {
|
||||
return false;
|
||||
|
|
|
@ -997,7 +997,7 @@ void func_8008F87C(PlayState* play, Player* this, SkelAnime* skelAnime, Vec3f* p
|
|||
|
||||
footprintPos.y += 15.0f;
|
||||
|
||||
sp80 = BgCheck_EntityRaycastFloor4(&play->colCtx, &sp88, &sp84, &this->actor, &footprintPos) + sp74;
|
||||
sp80 = BgCheck_EntityRaycastDown4(&play->colCtx, &sp88, &sp84, &this->actor, &footprintPos) + sp74;
|
||||
|
||||
if (sp98.y < sp80) {
|
||||
sp70 = sp98.x - spA4.x;
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue