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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
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42 changed files with 497 additions and 451 deletions
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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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*/
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f32 BgCheck_EntityRaycastFloor5(PlayState* play, CollisionContext* colCtx, CollisionPoly** outPoly, s32* bgId,
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Actor* actor, Vec3f* pos) {
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return BgCheck_RaycastFloorImpl(play, colCtx, COLPOLY_IGNORE_ENTITY, outPoly, bgId, pos, actor, 0x1C, 1.0f);
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f32 BgCheck_EntityRaycastDown5(PlayState* play, CollisionContext* colCtx, CollisionPoly** outGroundPoly, s32* bgId,
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Actor* actor, Vec3f* pos) {
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return BgCheck_RaycastDownImpl(play, 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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* `chkDist` is the distance beyond the poly's boundary where the check will still pass
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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_EntityRaycastFloor6(CollisionContext* colCtx, CollisionPoly** outPoly, s32* bgId, Actor* actor, Vec3f* pos,
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f32 chkDist) {
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return BgCheck_RaycastFloorImpl(NULL, colCtx, COLPOLY_IGNORE_ENTITY, outPoly, bgId, pos, actor, 0x1C, chkDist);
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f32 BgCheck_EntityRaycastDown6(CollisionContext* colCtx, CollisionPoly** outGroundPoly, s32* bgId, Actor* actor,
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Vec3f* pos, f32 chkDist) {
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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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chkDist);
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}
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/**
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* Public raycast toward floor
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* Public raycast downward, floor and exhaustive wall check (UNUSED)
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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_EntityRaycastFloor7(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, 0x06, 1.0f);
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f32 BgCheck_EntityRaycastDown7(CollisionContext* colCtx, CollisionPoly** outPoly, s32* bgId, Actor* actor, Vec3f* pos) {
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return BgCheck_RaycastDownImpl(NULL, colCtx, COLPOLY_IGNORE_ENTITY, outPoly, bgId, pos, actor,
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BGCHECK_RAYCAST_DOWN_CHECK_WALLS | BGCHECK_RAYCAST_DOWN_CHECK_FLOORS, 1.0f);
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}
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||||
|
||||
/**
|
||||
* 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;
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue