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Small bgcheck documentation pass (#816)
* implement some documentation * remove unnecessary comments related to decomp * eliminate comment function prototypes
This commit is contained in:
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54f13007ca
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4 changed files with 88 additions and 149 deletions
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@ -540,54 +540,16 @@ void ActorOverlayTable_LogPrint(void);
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void ActorOverlayTable_Init(void);
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void ActorOverlayTable_Cleanup(void);
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// ? func_80038600(?);
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// ? SSNode_SetValue(?);
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// ? SSNode_SetNull(?);
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// ? func_80038728(?);
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// ? func_80038780(?);
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// ? DynaSSNodeList_Initialize(?);
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// ? DynaSSNodeList_Alloc(?);
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// ? DynaSSNodeList_ResetCount(?);
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u16 DynaSSNodeList_GetNextNodeIdx(DynaSSNodeList*);
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// ? func_800388A8(?);
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// ? func_800388E8(?);
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// ? func_800389D4(?);
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void func_80038A28(CollisionPoly* poly, f32 tx, f32 ty, f32 tz, MtxF* dest);
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f32 CollisionPoly_GetPointDistanceFromPlane(CollisionPoly* poly, Vec3f* point);
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void CollisionPoly_GetVerticesByBgId(CollisionPoly* poly, s32 bgId, CollisionContext* colCtx, Vec3f* dest);
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// ? func_80038BE0(?);
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// ? CollisionPoly_CheckYIntersectApprox1(?);
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// ? CollisionPoly_CheckYIntersect(?);
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// ? CollisionPoly_CheckYIntersectApprox2(?);
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// ? CollisionPoly_CheckXIntersectApprox(?);
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// ? CollisionPoly_CheckZIntersectApprox(?);
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// ? CollisionPoly_LineVsPoly(?);
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// ? CollisionPoly_SphVsPoly(?);
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// ? StaticLookup_AddPolyToNodeList(?);
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// ? func_8003965C(?);
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// ? func_800396F0(?);
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// ? func_8003992C(?);
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// ? BgCheck_ComputeWallDisplacement(?);
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// ? BgCheck_SphVsStaticWall(?);
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s32 BgCheck_CheckStaticCeiling(StaticLookup* lookup, u16 xpFlags, CollisionContext* colCtx, f32* outY, Vec3f* pos,
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f32 checkHeight, CollisionPoly** outPoly);
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s32 func_8003A5B8(SSList* headNodeId, CollisionContext* colCtx, u16 xpFlags1, u16 xpFlags2, Vec3f* posA, Vec3f* posB,
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s32 BgCheck_CheckLineAgainstSSList(SSList* headNodeId, CollisionContext* colCtx, u16 xpFlags1, u16 xpFlags2, Vec3f* posA, Vec3f* posB,
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Vec3f* outPos, CollisionPoly** outPoly, f32* outDistSq, f32 chkDist, s32 bccFlags);
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// ? func_8003A7D8(?);
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// ? BgCheck_SphVsFirstStaticPolyList(?);
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// ? BgCheck_SphVsFirstStaticPoly(?);
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// ? BgCheck_GetNearestStaticLookup(?);
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// ? BgCheck_GetStaticLookup(?);
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void BgCheck_GetStaticLookupIndicesFromPos(CollisionContext* colCtx, Vec3f* pos, Vec3i* arg2);
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// ? func_8003AEA8(?);
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// ? func_8003B04C(?);
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// ? func_8003B218(?);
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// ? func_8003B3C8(?);
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// ? func_8003BB18(?);
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// ? BgCheck_IsSpotScene(?);
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// ? BgCheck_TryGetCustomMemsize(?);
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// ? BgCheck_SetSubdivisionDimension(?);
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void BgCheck_Allocate(CollisionContext* colCtx, GlobalContext* globalCtx, CollisionHeader* colHeader);
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// ? BgCheck_GetCollisionHeader(?);
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s32 BgCheck_PosInStaticBoundingBox(CollisionContext* colCtx, Vec3f* pos);
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f32 BgCheck_EntityRaycastFloor1(CollisionContext* colCtx, CollisionPoly** outPoly, Vec3f* pos);
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f32 BgCheck_EntityRaycastFloor2(GlobalContext* globalCtx, CollisionContext* colCtx, CollisionPoly** outPoly,
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@ -605,7 +567,7 @@ f32 BgCheck_AnyRaycastFloor2(CollisionContext* colCtx, CollisionPoly* outPoly, s
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f32 BgCheck_CameraRaycastFloor2(CollisionContext* colCtx, CollisionPoly** outPoly, s32* bgId, Vec3f* pos);
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f32 BgCheck_EntityRaycastFloor8(CollisionContext* colCtx, CollisionPoly** outPoly, s32* bgId, Actor* actor, Vec3f* pos);
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f32 BgCheck_EntityRaycastFloor9(CollisionContext* colCtx, CollisionPoly** outPoly, s32* bgId, Vec3f* pos);
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s32 BgCheck_SphVsWallImpl(CollisionContext* colCtx, u16 xpFlags, Vec3f* posResult, Vec3f* posNext, Vec3f* posPrev,
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s32 BgCheck_CheckWallImpl(CollisionContext* colCtx, u16 xpFlags, Vec3f* posResult, Vec3f* posNext, Vec3f* posPrev,
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f32 radius, CollisionPoly** outPoly, s32* outBgId, Actor* actor, f32 checkHeight, u8 argA);
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s32 BgCheck_EntitySphVsWall1(CollisionContext* colCtx, Vec3f* posResult, Vec3f* posNext, Vec3f* posPrev, f32 radius,
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CollisionPoly** outPoly, f32 checkHeight);
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@ -615,11 +577,10 @@ s32 BgCheck_EntitySphVsWall3(CollisionContext* colCtx, Vec3f* posResult, Vec3f*
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CollisionPoly** outPoly, s32* outBgId, Actor* actor, f32 checkHeight);
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s32 BgCheck_EntitySphVsWall4(CollisionContext* colCtx, Vec3f* posResult, Vec3f* posNext, Vec3f* posPrev, f32 radius,
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CollisionPoly** outPoly, s32* outBgId, Actor* actor, f32 checkHeight);
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// ? BgCheck_CheckCeilingImpl(?);
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s32 BgCheck_AnyCheckCeiling(CollisionContext* colCtx, f32* outY, Vec3f* pos, f32 checkHeight);
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s32 BgCheck_EntityCheckCeiling(CollisionContext* colCtx, f32* arg1, Vec3f* arg2, f32 arg3, CollisionPoly** outPoly,
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s32* outBgId, Actor* actor);
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s32 BgCheck_LineTestImpl(CollisionContext* colCtx, u16 xpFlags1, u16 xpFlags2, Vec3f* posA, Vec3f* posB,
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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* bgId, Actor* actor, f32 chkDist, u32 bccFlags);
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s32 BgCheck_CameraLineTest1(CollisionContext* colCtx, Vec3f* posA, Vec3f* posB, Vec3f* posResult,
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CollisionPoly** outPoly, s32 chkWall, s32 chkFloor, s32 chkCeil, s32 chkOneFace, s32* bgId);
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@ -642,25 +603,10 @@ s32 BgCheck_AnyLineTest2(CollisionContext* colCtx, Vec3f* posA, Vec3f* posB, Vec
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s32 chkWall, s32 chkFloor, s32 chkCeil, s32 chkOneFace);
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s32 BgCheck_AnyLineTest3(CollisionContext* colCtx, Vec3f* posA, Vec3f* posB, Vec3f* posResult, CollisionPoly** outPoly,
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s32 chkWall, s32 chkFloor, s32 chkCeil, s32 chkOneFace, s32* bgId);
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// ? BgCheck_SphVsFirstPolyImpl(?);
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s32 BgCheck_SphVsFirstPoly(CollisionContext* colCtx, Vec3f* center, f32 radius);
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void SSNodeList_Initialize(SSNodeList*);
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void SSNodeList_Alloc(GlobalContext* globalCtx, SSNodeList* this, s32 tblMax, s32 numPolys);
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u16 SSNodeList_GetNextNodeIdx(SSNodeList* this);
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// ? ScaleRotPos_Initialize(?);
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// ? ScaleRotPos_SetValue(?);
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// ? ScaleRotPos_Equals(?);
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// ? DynaLookup_ResetLists(?);
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// ? DynaLookup_Reset(?);
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// ? DynaLookup_ResetVtxStartIndex(?);
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// ? BgActor_Initialize(?);
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// ? BgActor_SetActor(?);
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// ? BgActor_HasTransformChanged(?);
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// ? DynaPoly_NullPolyList(?);
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// ? DynaPoly_AllocPolyList(?);
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// ? DynaPoly_NullVtxList(?);
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// ? DynaPoly_AllocVtxList(?);
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// ? DynaPoly_SetBgActorPrevTransform(?);
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s32 DynaPoly_IsBgIdBgActor(s32 bgId);
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void DynaPoly_Init(GlobalContext* globalCtx, DynaCollisionContext* dyna);
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void DynaPoly_Alloc(GlobalContext* globalCtx, DynaCollisionContext* dyna);
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@ -674,38 +620,27 @@ void func_8003EE6C(GlobalContext* globalCtx, DynaCollisionContext* dyna);
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void func_8003F8EC(GlobalContext* globalCtx, DynaCollisionContext* dyna, Actor* actor);
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void DynaPoly_Setup(GlobalContext* globalCtx, DynaCollisionContext* dyna);
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void DynaPoly_UpdateBgActorTransforms(GlobalContext* globalCtx, DynaCollisionContext* dyna);
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// ? BgCheck_RaycastFloorDynaList(?);
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f32 BgCheck_RaycastFloorDyna(DynaRaycast* dynaRaycast);
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// ? BgCheck_SphVsDynaWallInBgActor(?);
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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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// ? BgCheck_CheckDynaCeilingList(?);
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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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// ? func_80040FA4(?);
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// ? func_80041128(?);
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s32 func_80041240(CollisionContext* colCtx, u16 xpFlags, Vec3f* posA, Vec3f* posB, Vec3f* posResult,
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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, s32 bccFlags);
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// ? BgCheck_SphVsFirstDynaPolyList(?);
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// ? BgCheck_SphVsFirstDynaPolyInBgActor(?);
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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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// ? CollisionHeader_SegmentedToVirtual(?);
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void CollisionHeader_GetVirtual(void* colHeader, CollisionHeader** dest);
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void func_800418D0(CollisionContext* colCtx, GlobalContext* globalCtx);
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void BgCheck_ResetPolyCheckTbl(SSNodeList* nodeList, s32 numPolys);
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// ? SurfaceType_GetData(?);
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u32 SurfaceType_GetCamDataIndex(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
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u16 func_80041A4C(CollisionContext* colCtx, u32 camId, s32 bgId);
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u16 SurfaceType_GetCameraSType(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
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// ? func_80041B24(?);
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u16 SurfaceType_GetNumCameras(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
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Vec3s* func_80041C10(CollisionContext* colCtx, s32 camId, s32 bgId);
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Vec3s* SurfaceType_GetCamPosData(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
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u32 SurfaceType_GetSceneExitIndex(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
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u32 func_80041D4C(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
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u32 func_80041D70(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
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// ? func_80041D94(?);
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s32 func_80041DB8(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
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s32 func_80041DE4(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
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s32 func_80041E18(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
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@ -736,14 +671,8 @@ u16 WaterBox_GetCameraSType(CollisionContext* colCtx, WaterBox* waterBox);
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u32 WaterBox_GetLightSettingIndex(CollisionContext* colCtx, WaterBox* waterBox);
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s32 func_80042708(CollisionPoly* polyA, CollisionPoly* polyB, Vec3f* point, Vec3f* closestPoint);
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s32 func_800427B4(CollisionPoly* polyA, CollisionPoly* polyB, Vec3f* pointA, Vec3f* pointB, Vec3f* closestPoint);
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// ? BgCheck_DrawDynaPolyList(?);
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// ? BgCheck_DrawBgActor(?);
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void BgCheck_DrawDynaCollision(GlobalContext*, CollisionContext*);
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// ? BgCheck_DrawStaticPoly(?);
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// ? BgCheck_DrawStaticPolyList(?);
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void BgCheck_DrawStaticCollision(GlobalContext*, CollisionContext*);
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// ? func_800430A0(?);
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// ? func_800432A0(?);
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void func_80043334(CollisionContext* colCtx, Actor* actor, s32 bgId);
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s32 func_800433A4(CollisionContext* colCtx, s32 bgId, Actor* actor);
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void DynaPolyActor_Init(DynaPolyActor* dynaActor, DynaPolyMoveFlag flags);
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@ -158,6 +158,8 @@ s16 CollisionPoly_GetMinY(CollisionPoly* poly, Vec3s* vtxList) {
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s32 c;
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s16 min;
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//! @bug Due to rounding errors, some polys with a slight slope have a y normal of 1.0f/-1.0f. As such, this
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//! optimization returns the wrong minimum y for a subset of these polys.
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if (poly->normal.y == COLPOLY_SNORMAL(1.0f) || poly->normal.y == COLPOLY_SNORMAL(-1.0f)) {
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return vtxList[COLPOLY_VTX_INDEX(poly->flags_vIA)].y;
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}
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@ -458,8 +460,6 @@ void StaticLookup_AddPolyToSSList(CollisionContext* colCtx, SSList* ssList, Coll
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}
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polyYMin = CollisionPoly_GetMinY(&polyList[polyId], vtxList);
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// Swapped operands on this pointer addition
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curNode = &colCtx->polyNodes.tbl[ssList->head];
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curPolyId = curNode->polyId;
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@ -907,8 +907,9 @@ s32 BgCheck_CheckStaticCeiling(StaticLookup* lookup, u16 xpFlags, CollisionConte
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* `posB` and `outPos` returns the point of intersection with `outPoly`
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* `outDistSq` returns the squared distance from `posA` to the point of intersect
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*/
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s32 func_8003A5B8(SSList* ssList, CollisionContext* colCtx, u16 xpFlags1, u16 xpFlags2, Vec3f* posA, Vec3f* posB,
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Vec3f* outPos, CollisionPoly** outPoly, f32* outDistSq, f32 chkDist, s32 bccFlags) {
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s32 BgCheck_CheckLineAgainstSSList(SSList* ssList, CollisionContext* colCtx, u16 xpFlags1, u16 xpFlags2, Vec3f* posA,
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Vec3f* posB, Vec3f* outPos, CollisionPoly** outPoly, f32* outDistSq, f32 chkDist,
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s32 bccFlags) {
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SSNode* curNode;
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u8* checkedPoly;
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Vec3f polyIntersect;
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@ -973,27 +974,28 @@ s32 func_8003A5B8(SSList* ssList, CollisionContext* colCtx, u16 xpFlags1, u16 xp
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* `posB` and `outPos` returns the point of intersection with `outPoly`
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* `outDistSq` returns the squared distance from `posA` to the point of intersect
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*/
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s32 func_8003A7D8(StaticLookup* lookup, CollisionContext* colCtx, u16 xpFlags1, u16 xpFlags2, Vec3f* posA, Vec3f* posB,
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Vec3f* outPos, CollisionPoly** outPoly, f32 chkDist, f32* outDistSq, u32 bccFlags) {
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s32 BgCheck_CheckLineInSubdivision(StaticLookup* lookup, CollisionContext* colCtx, u16 xpFlags1, u16 xpFlags2,
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Vec3f* posA, Vec3f* posB, Vec3f* outPos, CollisionPoly** outPoly, f32 chkDist,
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f32* outDistSq, u32 bccFlags) {
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s32 result = false;
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if ((bccFlags & BGCHECK_CHECK_FLOOR) && lookup->floor.head != SS_NULL) {
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if (func_8003A5B8(&lookup->floor, colCtx, xpFlags1, xpFlags2, posA, posB, outPos, outPoly, outDistSq, chkDist,
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bccFlags)) {
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if (BgCheck_CheckLineAgainstSSList(&lookup->floor, colCtx, xpFlags1, xpFlags2, posA, posB, outPos, outPoly,
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outDistSq, chkDist, bccFlags)) {
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result = true;
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}
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}
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if ((bccFlags & BGCHECK_CHECK_WALL) && lookup->wall.head != SS_NULL) {
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if (func_8003A5B8(&lookup->wall, colCtx, xpFlags1, xpFlags2, posA, posB, outPos, outPoly, outDistSq, chkDist,
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bccFlags)) {
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if (BgCheck_CheckLineAgainstSSList(&lookup->wall, colCtx, xpFlags1, xpFlags2, posA, posB, outPos, outPoly,
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outDistSq, chkDist, bccFlags)) {
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result = true;
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}
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}
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if ((bccFlags & BGCHECK_CHECK_CEILING) && lookup->ceiling.head != SS_NULL) {
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if (func_8003A5B8(&lookup->ceiling, colCtx, xpFlags1, xpFlags2, posA, posB, outPos, outPoly, outDistSq, chkDist,
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bccFlags)) {
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if (BgCheck_CheckLineAgainstSSList(&lookup->ceiling, colCtx, xpFlags1, xpFlags2, posA, posB, outPos, outPoly,
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outDistSq, chkDist, bccFlags)) {
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result = true;
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}
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}
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@ -1080,7 +1082,7 @@ StaticLookup* BgCheck_GetNearestStaticLookup(CollisionContext* colCtx, StaticLoo
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s32 subdivAmountX;
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BgCheck_GetStaticLookupIndicesFromPos(colCtx, pos, §or);
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subdivAmountX = colCtx->subdivAmount.x; // fix regalloc
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subdivAmountX = colCtx->subdivAmount.x;
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return (sector.z * subdivAmountX) * colCtx->subdivAmount.y + lookupTbl + sector.x + sector.y * subdivAmountX;
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}
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@ -1096,7 +1098,7 @@ StaticLookup* BgCheck_GetStaticLookup(CollisionContext* colCtx, StaticLookup* lo
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return NULL;
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}
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BgCheck_GetStaticLookupIndicesFromPos(colCtx, pos, §or);
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subdivAmountX = colCtx->subdivAmount.x; // fix regalloc
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subdivAmountX = colCtx->subdivAmount.x;
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return (sector.z * subdivAmountX) * colCtx->subdivAmount.y + lookupTbl + sector.x + sector.y * subdivAmountX;
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}
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@ -1133,7 +1135,7 @@ void BgCheck_GetStaticLookupIndicesFromPos(CollisionContext* colCtx, Vec3f* pos,
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* decrements indices if `pos` is within BGCHECK_SUBDIV_OVERLAP units of the negative subdivision boundary
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* `sx`, `sy`, `sz` returns the subdivision x, y, z indices
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*/
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void func_8003AEA8(CollisionContext* colCtx, Vec3f* pos, s32* sx, s32* sy, s32* sz) {
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void BgCheck_GetSubdivisionMinBounds(CollisionContext* colCtx, Vec3f* pos, s32* sx, s32* sy, s32* sz) {
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f32 dx = pos->x - colCtx->minBounds.x;
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f32 dy = pos->y - colCtx->minBounds.y;
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f32 dz = pos->z - colCtx->minBounds.z;
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@ -1159,7 +1161,7 @@ void func_8003AEA8(CollisionContext* colCtx, Vec3f* pos, s32* sx, s32* sy, s32*
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* increments indicies if `pos` is within BGCHECK_SUBDIV_OVERLAP units of the postive subdivision boundary
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* `sx`, `sy`, `sz` returns the subdivision x, y, z indices
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*/
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void func_8003B04C(CollisionContext* colCtx, Vec3f* pos, s32* sx, s32* sy, s32* sz) {
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void BgCheck_GetSubdivisionMaxBounds(CollisionContext* colCtx, Vec3f* pos, s32* sx, s32* sy, s32* sz) {
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f32 dx = pos->x - colCtx->minBounds.x;
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f32 dy = pos->y - colCtx->minBounds.y;
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f32 dz = pos->z - colCtx->minBounds.z;
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@ -1188,8 +1190,9 @@ void func_8003B04C(CollisionContext* colCtx, Vec3f* pos, s32* sx, s32* sy, s32*
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* `subdivMinX`, `subdivMinY`, `subdivMinZ` returns the minimum subdivision x, y, z indices
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* `subdivMaxX`, `subdivMaxY`, `subdivMaxZ` returns the maximum subdivision x, y, z indices
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*/
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void func_8003B218(CollisionContext* colCtx, Vec3s* vtxList, CollisionPoly* polyList, s32* subdivMinX, s32* subdivMinY,
|
||||
s32* subdivMinZ, s32* subdivMaxX, s32* subdivMaxY, s32* subdivMaxZ, s16 polyId) {
|
||||
void BgCheck_GetPolySubdivisionBounds(CollisionContext* colCtx, Vec3s* vtxList, CollisionPoly* polyList,
|
||||
s32* subdivMinX, s32* subdivMinY, s32* subdivMinZ, s32* subdivMaxX,
|
||||
s32* subdivMaxY, s32* subdivMaxZ, s16 polyId) {
|
||||
u16* vtxDataTemp;
|
||||
Vec3f minVtx;
|
||||
Vec3f maxVtx;
|
||||
|
@ -1229,15 +1232,15 @@ void func_8003B218(CollisionContext* colCtx, Vec3s* vtxList, CollisionPoly* poly
|
|||
maxVtx.z = z;
|
||||
}
|
||||
}
|
||||
func_8003AEA8(colCtx, &minVtx, subdivMinX, subdivMinY, subdivMinZ);
|
||||
func_8003B04C(colCtx, &maxVtx, subdivMaxX, subdivMaxY, subdivMaxZ);
|
||||
BgCheck_GetSubdivisionMinBounds(colCtx, &minVtx, subdivMinX, subdivMinY, subdivMinZ);
|
||||
BgCheck_GetSubdivisionMaxBounds(colCtx, &maxVtx, subdivMaxX, subdivMaxY, subdivMaxZ);
|
||||
}
|
||||
|
||||
/**
|
||||
* Test if poly `polyList`[`polyId`] intersects cube `min` `max`
|
||||
* returns true if the poly intersects the cube, else false
|
||||
*/
|
||||
s32 func_8003B3C8(Vec3f* min, Vec3f* max, CollisionPoly* polyList, Vec3s* vtxList, s16 polyId) {
|
||||
s32 BgCheck_PolyIntersectsSubdivision(Vec3f* min, Vec3f* max, CollisionPoly* polyList, Vec3s* vtxList, s16 polyId) {
|
||||
f32 intersect;
|
||||
Vec3f va2;
|
||||
Vec3f vb2;
|
||||
|
@ -1339,7 +1342,7 @@ s32 func_8003B3C8(Vec3f* min, Vec3f* max, CollisionPoly* polyList, Vec3s* vtxLis
|
|||
* Initialize StaticLookup Table
|
||||
* returns size of table, in bytes
|
||||
*/
|
||||
u32 func_8003BB18(CollisionContext* colCtx, GlobalContext* globalCtx, StaticLookup* lookupTbl) {
|
||||
u32 BgCheck_InitializeStaticLookup(CollisionContext* colCtx, GlobalContext* globalCtx, StaticLookup* lookupTbl) {
|
||||
Vec3s* vtxList;
|
||||
CollisionPoly* polyList;
|
||||
s32 polyMax;
|
||||
|
@ -1383,7 +1386,8 @@ u32 func_8003BB18(CollisionContext* colCtx, GlobalContext* globalCtx, StaticLook
|
|||
subdivLengthZ = colCtx->subdivLength.z + (2 * BGCHECK_SUBDIV_OVERLAP);
|
||||
|
||||
for (polyIdx = 0; polyIdx < polyMax; polyIdx++) {
|
||||
func_8003B218(colCtx, vtxList, polyList, &sxMin, &syMin, &szMin, &sxMax, &syMax, &szMax, polyIdx);
|
||||
BgCheck_GetPolySubdivisionBounds(colCtx, vtxList, polyList, &sxMin, &syMin, &szMin, &sxMax, &syMax, &szMax,
|
||||
polyIdx);
|
||||
spA4 = szMin * sp98 + lookupTbl;
|
||||
curSubdivMin.z = (colCtx->subdivLength.z * szMin + colCtx->minBounds.z) - BGCHECK_SUBDIV_OVERLAP;
|
||||
curSubdivMax.z = curSubdivMin.z + subdivLengthZ;
|
||||
|
@ -1399,7 +1403,7 @@ u32 func_8003BB18(CollisionContext* colCtx, GlobalContext* globalCtx, StaticLook
|
|||
curSubdivMax.x = curSubdivMin.x + subdivLengthX;
|
||||
|
||||
for (sx = sxMin; sx < sxMax + 1; sx++) {
|
||||
if (func_8003B3C8(&curSubdivMin, &curSubdivMax, polyList, vtxList, polyIdx)) {
|
||||
if (BgCheck_PolyIntersectsSubdivision(&curSubdivMin, &curSubdivMax, polyList, vtxList, polyIdx)) {
|
||||
StaticLookup_AddPoly(phi_s0, colCtx, polyList, vtxList, polyIdx);
|
||||
}
|
||||
curSubdivMin.x += colCtx->subdivLength.x;
|
||||
|
@ -1594,7 +1598,7 @@ void BgCheck_Allocate(CollisionContext* colCtx, GlobalContext* globalCtx, Collis
|
|||
SSNodeList_Initialize(&colCtx->polyNodes);
|
||||
SSNodeList_Alloc(globalCtx, &colCtx->polyNodes, tblMax, colCtx->colHeader->nbPolygons);
|
||||
|
||||
lookupTblMemSize = func_8003BB18(colCtx, globalCtx, colCtx->lookupTbl);
|
||||
lookupTblMemSize = BgCheck_InitializeStaticLookup(colCtx, globalCtx, colCtx->lookupTbl);
|
||||
osSyncPrintf(VT_FGCOL(GREEN));
|
||||
osSyncPrintf("/*---結局 BG使用サイズ %dbyte---*/\n", memSize + lookupTblMemSize);
|
||||
osSyncPrintf(VT_RST);
|
||||
|
@ -1842,7 +1846,7 @@ f32 BgCheck_EntityRaycastFloor9(CollisionContext* colCtx, CollisionPoly** outPol
|
|||
* returns true if a collision is detected, else false
|
||||
* `outPoly` returns the closest poly detected, while `outBgId` returns the poly owner
|
||||
*/
|
||||
s32 BgCheck_SphVsWallImpl(CollisionContext* colCtx, u16 xpFlags, Vec3f* posResult, Vec3f* posNext, Vec3f* posPrev,
|
||||
s32 BgCheck_CheckWallImpl(CollisionContext* colCtx, u16 xpFlags, Vec3f* posResult, Vec3f* posNext, Vec3f* posPrev,
|
||||
f32 radius, CollisionPoly** outPoly, s32* outBgId, Actor* actor, f32 checkHeight, u8 argA) {
|
||||
StaticLookup* lookupTbl;
|
||||
f32 temp_f0;
|
||||
|
@ -1885,8 +1889,9 @@ s32 BgCheck_SphVsWallImpl(CollisionContext* colCtx, u16 xpFlags, Vec3f* posResul
|
|||
// if there's movement on the xz plane, and argA flag is 0,
|
||||
if ((dx != 0.0f || dz != 0.0f) && (argA & 1) == 0) {
|
||||
if ((checkHeight + dy) < 5.0f) {
|
||||
result = BgCheck_LineTestImpl(colCtx, xpFlags, COLPOLY_IGNORE_NONE, posPrev, posNext, &posIntersect, &poly,
|
||||
&bgId, actor, 1.0f, BGCHECK_CHECK_ALL & ~BGCHECK_CHECK_CEILING);
|
||||
//! @bug checkHeight is not applied to posPrev/posNext
|
||||
result = BgCheck_CheckLineImpl(colCtx, xpFlags, COLPOLY_IGNORE_NONE, posPrev, posNext, &posIntersect, &poly,
|
||||
&bgId, actor, 1.0f, BGCHECK_CHECK_ALL & ~BGCHECK_CHECK_CEILING);
|
||||
if (result) {
|
||||
ny = COLPOLY_GET_NORMAL(poly->normal.y);
|
||||
// if poly is floor, push result underneath the floor
|
||||
|
@ -1922,8 +1927,8 @@ s32 BgCheck_SphVsWallImpl(CollisionContext* colCtx, u16 xpFlags, Vec3f* posResul
|
|||
checkLineNext.y += checkHeight;
|
||||
checkLinePrev = *posPrev;
|
||||
checkLinePrev.y = checkLineNext.y;
|
||||
result = BgCheck_LineTestImpl(colCtx, xpFlags, COLPOLY_IGNORE_NONE, &checkLinePrev, &checkLineNext,
|
||||
&posIntersect, &poly, &bgId, actor, 1.0f, bccFlags);
|
||||
result = BgCheck_CheckLineImpl(colCtx, xpFlags, COLPOLY_IGNORE_NONE, &checkLinePrev, &checkLineNext,
|
||||
&posIntersect, &poly, &bgId, actor, 1.0f, bccFlags);
|
||||
|
||||
if (result) {
|
||||
nx2 = COLPOLY_GET_NORMAL(poly->normal.x);
|
||||
|
@ -1967,8 +1972,8 @@ s32 BgCheck_SphVsWallImpl(CollisionContext* colCtx, u16 xpFlags, Vec3f* posResul
|
|||
}
|
||||
// if a collision with a dyna poly was detected
|
||||
if (dynaPolyCollision == true || *outBgId != BGCHECK_SCENE) {
|
||||
if (BgCheck_LineTestImpl(colCtx, xpFlags, COLPOLY_IGNORE_NONE, posPrev, posResult, &posIntersect2, &poly,
|
||||
&bgId2, actor, 1.0f, BGCHECK_CHECK_ONE_FACE | BGCHECK_CHECK_WALL)) {
|
||||
if (BgCheck_CheckLineImpl(colCtx, xpFlags, COLPOLY_IGNORE_NONE, posPrev, posResult, &posIntersect2, &poly,
|
||||
&bgId2, actor, 1.0f, BGCHECK_CHECK_ONE_FACE | BGCHECK_CHECK_WALL)) {
|
||||
nx3 = COLPOLY_GET_NORMAL(poly->normal.x);
|
||||
nz3 = COLPOLY_GET_NORMAL(poly->normal.z);
|
||||
n3XZDist = sqrtf(SQ(nx3) + SQ(nz3));
|
||||
|
@ -2000,7 +2005,7 @@ s32 BgCheck_EntitySphVsWall1(CollisionContext* colCtx, Vec3f* posResult, Vec3f*
|
|||
CollisionPoly** outPoly, f32 checkHeight) {
|
||||
s32 bgId;
|
||||
|
||||
return BgCheck_SphVsWallImpl(colCtx, COLPOLY_IGNORE_ENTITY, posResult, posNext, posPrev, radius, outPoly, &bgId,
|
||||
return BgCheck_CheckWallImpl(colCtx, COLPOLY_IGNORE_ENTITY, posResult, posNext, posPrev, radius, outPoly, &bgId,
|
||||
NULL, checkHeight, 0);
|
||||
}
|
||||
|
||||
|
@ -2013,7 +2018,7 @@ s32 BgCheck_EntitySphVsWall1(CollisionContext* colCtx, Vec3f* posResult, Vec3f*
|
|||
*/
|
||||
s32 BgCheck_EntitySphVsWall2(CollisionContext* colCtx, Vec3f* posResult, Vec3f* posNext, Vec3f* posPrev, f32 radius,
|
||||
CollisionPoly** outPoly, s32* outBgId, f32 checkHeight) {
|
||||
return BgCheck_SphVsWallImpl(colCtx, COLPOLY_IGNORE_ENTITY, posResult, posNext, posPrev, radius, outPoly, outBgId,
|
||||
return BgCheck_CheckWallImpl(colCtx, COLPOLY_IGNORE_ENTITY, posResult, posNext, posPrev, radius, outPoly, outBgId,
|
||||
NULL, checkHeight, 0);
|
||||
}
|
||||
|
||||
|
@ -2027,7 +2032,7 @@ s32 BgCheck_EntitySphVsWall2(CollisionContext* colCtx, Vec3f* posResult, Vec3f*
|
|||
*/
|
||||
s32 BgCheck_EntitySphVsWall3(CollisionContext* colCtx, Vec3f* posResult, Vec3f* posNext, Vec3f* posPrev, f32 radius,
|
||||
CollisionPoly** outPoly, s32* outBgId, Actor* actor, f32 checkHeight) {
|
||||
return BgCheck_SphVsWallImpl(colCtx, COLPOLY_IGNORE_ENTITY, posResult, posNext, posPrev, radius, outPoly, outBgId,
|
||||
return BgCheck_CheckWallImpl(colCtx, COLPOLY_IGNORE_ENTITY, posResult, posNext, posPrev, radius, outPoly, outBgId,
|
||||
actor, checkHeight, 0);
|
||||
}
|
||||
|
||||
|
@ -2042,7 +2047,7 @@ s32 BgCheck_EntitySphVsWall3(CollisionContext* colCtx, Vec3f* posResult, Vec3f*
|
|||
*/
|
||||
s32 BgCheck_EntitySphVsWall4(CollisionContext* colCtx, Vec3f* posResult, Vec3f* posNext, Vec3f* posPrev, f32 radius,
|
||||
CollisionPoly** outPoly, s32* outBgId, Actor* actor, f32 checkHeight) {
|
||||
return BgCheck_SphVsWallImpl(colCtx, COLPOLY_IGNORE_ENTITY, posResult, posNext, posPrev, radius, outPoly, outBgId,
|
||||
return BgCheck_CheckWallImpl(colCtx, COLPOLY_IGNORE_ENTITY, posResult, posNext, posPrev, radius, outPoly, outBgId,
|
||||
actor, checkHeight, 1);
|
||||
}
|
||||
|
||||
|
@ -2117,9 +2122,9 @@ s32 BgCheck_EntityCheckCeiling(CollisionContext* colCtx, f32* outY, Vec3f* pos,
|
|||
* `posB`? `posResult` returns the point of intersection
|
||||
* `outPoly` returns the pointer to the intersected poly, while `outBgId` returns the entity the poly belongs to
|
||||
*/
|
||||
s32 BgCheck_LineTestImpl(CollisionContext* colCtx, u16 xpFlags1, u16 xpFlags2, Vec3f* posA, Vec3f* posB,
|
||||
Vec3f* posResult, CollisionPoly** outPoly, s32* outBgId, Actor* actor, f32 chkDist,
|
||||
u32 bccFlags) {
|
||||
s32 BgCheck_CheckLineImpl(CollisionContext* colCtx, u16 xpFlags1, u16 xpFlags2, Vec3f* posA, Vec3f* posB,
|
||||
Vec3f* posResult, CollisionPoly** outPoly, s32* outBgId, Actor* actor, f32 chkDist,
|
||||
u32 bccFlags) {
|
||||
StaticLookup* lookupTbl = colCtx->lookupTbl;
|
||||
StaticLookup* iLookup;
|
||||
s32 subdivMin[3];
|
||||
|
@ -2179,8 +2184,8 @@ s32 BgCheck_LineTestImpl(CollisionContext* colCtx, u16 xpFlags1, u16 xpFlags2, V
|
|||
|
||||
for (k = subdivMin[0]; k < subdivMax[0] + 1; k++) {
|
||||
if (Math3D_LineVsCube(§orMin, §orMax, posA, &posBTemp) == true &&
|
||||
func_8003A7D8(lookup, colCtx, xpFlags1, xpFlags2, posA, &posBTemp, posResult, outPoly, chkDist,
|
||||
&distSq, bccFlags)) {
|
||||
BgCheck_CheckLineInSubdivision(lookup, colCtx, xpFlags1, xpFlags2, posA, &posBTemp, posResult,
|
||||
outPoly, chkDist, &distSq, bccFlags)) {
|
||||
result = true;
|
||||
}
|
||||
|
||||
|
@ -2201,14 +2206,16 @@ s32 BgCheck_LineTestImpl(CollisionContext* colCtx, u16 xpFlags1, u16 xpFlags2, V
|
|||
} else if (BgCheck_PosInStaticBoundingBox(colCtx, posA) == false) {
|
||||
return false;
|
||||
} else {
|
||||
result = func_8003A7D8(BgCheck_GetNearestStaticLookup(colCtx, lookupTbl, posA), colCtx, xpFlags1, xpFlags2,
|
||||
posA, &posBTemp, posResult, outPoly, chkDist, &distSq, bccFlags);
|
||||
result =
|
||||
BgCheck_CheckLineInSubdivision(BgCheck_GetNearestStaticLookup(colCtx, lookupTbl, posA), colCtx, xpFlags1,
|
||||
xpFlags2, posA, &posBTemp, posResult, outPoly, chkDist, &distSq, bccFlags);
|
||||
if (result == true) {
|
||||
distSq = Math3D_Vec3fDistSq(posResult, posA);
|
||||
}
|
||||
}
|
||||
if ((bccFlags & BGCHECK_CHECK_DYNA) && func_80041240(colCtx, xpFlags1, posA, &posBTemp, posResult, outPoly, &distSq,
|
||||
outBgId, actor, chkDist, bccFlags)) {
|
||||
if ((bccFlags & BGCHECK_CHECK_DYNA) &&
|
||||
BgCheck_CheckLineAgainstDyna(colCtx, xpFlags1, posA, &posBTemp, posResult, outPoly, &distSq, outBgId, actor,
|
||||
chkDist, bccFlags)) {
|
||||
result = true;
|
||||
}
|
||||
return result;
|
||||
|
@ -2245,8 +2252,8 @@ u32 BgCheck_GetBccFlags(s32 chkWall, s32 chkFloor, s32 chkCeil, s32 chkOneFace,
|
|||
s32 BgCheck_CameraLineTest1(CollisionContext* colCtx, Vec3f* posA, Vec3f* posB, Vec3f* posResult,
|
||||
CollisionPoly** outPoly, s32 chkWall, s32 chkFloor, s32 chkCeil, s32 chkOneFace,
|
||||
s32* bgId) {
|
||||
return BgCheck_LineTestImpl(colCtx, COLPOLY_IGNORE_CAMERA, COLPOLY_IGNORE_NONE, posA, posB, posResult, outPoly,
|
||||
bgId, NULL, 1.0f, BgCheck_GetBccFlags(chkWall, chkFloor, chkCeil, chkOneFace, true));
|
||||
return BgCheck_CheckLineImpl(colCtx, COLPOLY_IGNORE_CAMERA, COLPOLY_IGNORE_NONE, posA, posB, posResult, outPoly,
|
||||
bgId, NULL, 1.0f, BgCheck_GetBccFlags(chkWall, chkFloor, chkCeil, chkOneFace, true));
|
||||
}
|
||||
|
||||
/**
|
||||
|
@ -2256,8 +2263,8 @@ s32 BgCheck_CameraLineTest1(CollisionContext* colCtx, Vec3f* posA, Vec3f* posB,
|
|||
s32 BgCheck_CameraLineTest2(CollisionContext* colCtx, Vec3f* posA, Vec3f* posB, Vec3f* posResult,
|
||||
CollisionPoly** outPoly, s32 chkWall, s32 chkFloor, s32 chkCeil, s32 chkOneFace,
|
||||
s32* bgId) {
|
||||
return BgCheck_LineTestImpl(colCtx, COLPOLY_IGNORE_NONE, COLPOLY_IGNORE_CAMERA, posA, posB, posResult, outPoly,
|
||||
bgId, NULL, 1.0f, BgCheck_GetBccFlags(chkWall, chkFloor, chkCeil, chkOneFace, true));
|
||||
return BgCheck_CheckLineImpl(colCtx, COLPOLY_IGNORE_NONE, COLPOLY_IGNORE_CAMERA, posA, posB, posResult, outPoly,
|
||||
bgId, NULL, 1.0f, BgCheck_GetBccFlags(chkWall, chkFloor, chkCeil, chkOneFace, true));
|
||||
}
|
||||
|
||||
/**
|
||||
|
@ -2267,8 +2274,8 @@ s32 BgCheck_CameraLineTest2(CollisionContext* colCtx, Vec3f* posA, Vec3f* posB,
|
|||
s32 BgCheck_EntityLineTest1(CollisionContext* colCtx, Vec3f* posA, Vec3f* posB, Vec3f* posResult,
|
||||
CollisionPoly** outPoly, s32 chkWall, s32 chkFloor, s32 chkCeil, s32 chkOneFace,
|
||||
s32* bgId) {
|
||||
return BgCheck_LineTestImpl(colCtx, COLPOLY_IGNORE_ENTITY, COLPOLY_IGNORE_NONE, posA, posB, posResult, outPoly,
|
||||
bgId, NULL, 1.0f, BgCheck_GetBccFlags(chkWall, chkFloor, chkCeil, chkOneFace, true));
|
||||
return BgCheck_CheckLineImpl(colCtx, COLPOLY_IGNORE_ENTITY, COLPOLY_IGNORE_NONE, posA, posB, posResult, outPoly,
|
||||
bgId, NULL, 1.0f, BgCheck_GetBccFlags(chkWall, chkFloor, chkCeil, chkOneFace, true));
|
||||
}
|
||||
|
||||
/**
|
||||
|
@ -2278,8 +2285,8 @@ s32 BgCheck_EntityLineTest1(CollisionContext* colCtx, Vec3f* posA, Vec3f* posB,
|
|||
s32 BgCheck_EntityLineTest2(CollisionContext* colCtx, Vec3f* posA, Vec3f* posB, Vec3f* posResult,
|
||||
CollisionPoly** outPoly, s32 chkWall, s32 chkFloor, s32 chkCeil, s32 chkOneFace, s32* bgId,
|
||||
Actor* actor) {
|
||||
return BgCheck_LineTestImpl(colCtx, COLPOLY_IGNORE_ENTITY, COLPOLY_IGNORE_NONE, posA, posB, posResult, outPoly,
|
||||
bgId, actor, 1.0f, BgCheck_GetBccFlags(chkWall, chkFloor, chkCeil, chkOneFace, true));
|
||||
return BgCheck_CheckLineImpl(colCtx, COLPOLY_IGNORE_ENTITY, COLPOLY_IGNORE_NONE, posA, posB, posResult, outPoly,
|
||||
bgId, actor, 1.0f, BgCheck_GetBccFlags(chkWall, chkFloor, chkCeil, chkOneFace, true));
|
||||
}
|
||||
|
||||
/**
|
||||
|
@ -2289,9 +2296,9 @@ s32 BgCheck_EntityLineTest2(CollisionContext* colCtx, Vec3f* posA, Vec3f* posB,
|
|||
s32 BgCheck_EntityLineTest3(CollisionContext* colCtx, Vec3f* posA, Vec3f* posB, Vec3f* posResult,
|
||||
CollisionPoly** outPoly, s32 chkWall, s32 chkFloor, s32 chkCeil, s32 chkOneFace, s32* bgId,
|
||||
Actor* actor, f32 chkDist) {
|
||||
return BgCheck_LineTestImpl(colCtx, COLPOLY_IGNORE_ENTITY, COLPOLY_IGNORE_NONE, posA, posB, posResult, outPoly,
|
||||
bgId, actor, chkDist,
|
||||
BgCheck_GetBccFlags(chkWall, chkFloor, chkCeil, chkOneFace, true));
|
||||
return BgCheck_CheckLineImpl(colCtx, COLPOLY_IGNORE_ENTITY, COLPOLY_IGNORE_NONE, posA, posB, posResult, outPoly,
|
||||
bgId, actor, chkDist,
|
||||
BgCheck_GetBccFlags(chkWall, chkFloor, chkCeil, chkOneFace, true));
|
||||
}
|
||||
|
||||
/**
|
||||
|
@ -2301,8 +2308,9 @@ s32 BgCheck_EntityLineTest3(CollisionContext* colCtx, Vec3f* posA, Vec3f* posB,
|
|||
s32 BgCheck_ProjectileLineTest(CollisionContext* colCtx, Vec3f* posA, Vec3f* posB, Vec3f* posResult,
|
||||
CollisionPoly** outPoly, s32 chkWall, s32 chkFloor, s32 chkCeil, s32 chkOneFace,
|
||||
s32* bgId) {
|
||||
return BgCheck_LineTestImpl(colCtx, COLPOLY_IGNORE_PROJECTILES, COLPOLY_IGNORE_NONE, posA, posB, posResult, outPoly,
|
||||
bgId, NULL, 1.0f, BgCheck_GetBccFlags(chkWall, chkFloor, chkCeil, chkOneFace, true));
|
||||
return BgCheck_CheckLineImpl(colCtx, COLPOLY_IGNORE_PROJECTILES, COLPOLY_IGNORE_NONE, posA, posB, posResult,
|
||||
outPoly, bgId, NULL, 1.0f,
|
||||
BgCheck_GetBccFlags(chkWall, chkFloor, chkCeil, chkOneFace, true));
|
||||
}
|
||||
|
||||
/**
|
||||
|
@ -2322,8 +2330,8 @@ s32 BgCheck_AnyLineTest2(CollisionContext* colCtx, Vec3f* posA, Vec3f* posB, Vec
|
|||
s32 chkWall, s32 chkFloor, s32 chkCeil, s32 chkOneFace) {
|
||||
s32 bgId;
|
||||
|
||||
return BgCheck_LineTestImpl(colCtx, COLPOLY_IGNORE_NONE, COLPOLY_IGNORE_NONE, posA, posB, posResult, outPoly, &bgId,
|
||||
NULL, 1.0f, BgCheck_GetBccFlags(chkWall, chkFloor, chkCeil, chkOneFace, true));
|
||||
return BgCheck_CheckLineImpl(colCtx, COLPOLY_IGNORE_NONE, COLPOLY_IGNORE_NONE, posA, posB, posResult, outPoly,
|
||||
&bgId, NULL, 1.0f, BgCheck_GetBccFlags(chkWall, chkFloor, chkCeil, chkOneFace, true));
|
||||
}
|
||||
|
||||
/**
|
||||
|
@ -2332,8 +2340,8 @@ s32 BgCheck_AnyLineTest2(CollisionContext* colCtx, Vec3f* posA, Vec3f* posB, Vec
|
|||
*/
|
||||
s32 BgCheck_AnyLineTest3(CollisionContext* colCtx, Vec3f* posA, Vec3f* posB, Vec3f* posResult, CollisionPoly** outPoly,
|
||||
s32 chkWall, s32 chkFloor, s32 chkCeil, s32 chkOneFace, s32* bgId) {
|
||||
return BgCheck_LineTestImpl(colCtx, COLPOLY_IGNORE_NONE, COLPOLY_IGNORE_NONE, posA, posB, posResult, outPoly, bgId,
|
||||
NULL, 1.0f, BgCheck_GetBccFlags(chkWall, chkFloor, chkCeil, chkOneFace, true));
|
||||
return BgCheck_CheckLineImpl(colCtx, COLPOLY_IGNORE_NONE, COLPOLY_IGNORE_NONE, posA, posB, posResult, outPoly, bgId,
|
||||
NULL, 1.0f, BgCheck_GetBccFlags(chkWall, chkFloor, chkCeil, chkOneFace, true));
|
||||
}
|
||||
|
||||
/**
|
||||
|
@ -3520,7 +3528,7 @@ s32 BgCheck_CheckDynaCeiling(CollisionContext* colCtx, u16 xpFlags, f32* outY, V
|
|||
* Tests if DynaLineTest intersects with a poly
|
||||
* returns true if a poly was intersected, else false
|
||||
*/
|
||||
s32 func_80040FA4(DynaLineTest* dynaLineTest) {
|
||||
s32 BgCheck_CheckLineAgainstBgActorSSList(DynaLineTest* dynaLineTest) {
|
||||
f32 distSq;
|
||||
s32 result;
|
||||
CollisionPoly* curPoly;
|
||||
|
@ -3574,8 +3582,8 @@ s32 func_80040FA4(DynaLineTest* dynaLineTest) {
|
|||
* `outPoly` returns the poly intersected
|
||||
* `distSq` returns the squared distance of the intersection
|
||||
*/
|
||||
s32 func_80041128(CollisionContext* colCtx, u16 xpFlags, Vec3f* posA, Vec3f* posB, Vec3f* posResult,
|
||||
CollisionPoly** outPoly, f32* distSq, s32 bgId, f32 chkDist, s32 bccFlags) {
|
||||
s32 BgCheck_CheckLineAgainstBgActor(CollisionContext* colCtx, u16 xpFlags, Vec3f* posA, Vec3f* posB, Vec3f* posResult,
|
||||
CollisionPoly** outPoly, f32* distSq, s32 bgId, f32 chkDist, s32 bccFlags) {
|
||||
s32 result = false;
|
||||
DynaLineTest dynaLineTest;
|
||||
|
||||
|
@ -3592,19 +3600,19 @@ s32 func_80041128(CollisionContext* colCtx, u16 xpFlags, Vec3f* posA, Vec3f* pos
|
|||
|
||||
dynaLineTest.ssList = &colCtx->dyna.bgActors[bgId].dynaLookup.wall;
|
||||
if (bccFlags & BGCHECK_CHECK_WALL) {
|
||||
if (func_80040FA4(&dynaLineTest)) {
|
||||
if (BgCheck_CheckLineAgainstBgActorSSList(&dynaLineTest)) {
|
||||
result = true;
|
||||
}
|
||||
}
|
||||
dynaLineTest.ssList = &colCtx->dyna.bgActors[bgId].dynaLookup.floor;
|
||||
if (bccFlags & BGCHECK_CHECK_FLOOR) {
|
||||
if (func_80040FA4(&dynaLineTest)) {
|
||||
if (BgCheck_CheckLineAgainstBgActorSSList(&dynaLineTest)) {
|
||||
result = true;
|
||||
}
|
||||
}
|
||||
dynaLineTest.ssList = &colCtx->dyna.bgActors[bgId].dynaLookup.ceiling;
|
||||
if (bccFlags & BGCHECK_CHECK_CEILING) {
|
||||
if (func_80040FA4(&dynaLineTest)) {
|
||||
if (BgCheck_CheckLineAgainstBgActorSSList(&dynaLineTest)) {
|
||||
result = true;
|
||||
}
|
||||
}
|
||||
|
@ -3617,8 +3625,9 @@ s32 func_80041128(CollisionContext* colCtx, u16 xpFlags, Vec3f* posA, Vec3f* pos
|
|||
* `outPoly` returns the pointer of the poly intersected.
|
||||
* `outBgId` returns the BgActor index of the poly
|
||||
*/
|
||||
s32 func_80041240(CollisionContext* colCtx, u16 xpFlags, Vec3f* posA, Vec3f* posB, Vec3f* posResult,
|
||||
CollisionPoly** outPoly, f32* distSq, s32* outBgId, Actor* actor, f32 chkDist, s32 bccFlags) {
|
||||
s32 BgCheck_CheckLineAgainstDyna(CollisionContext* colCtx, u16 xpFlags, Vec3f* posA, Vec3f* posB, Vec3f* posResult,
|
||||
CollisionPoly** outPoly, f32* distSq, s32* outBgId, Actor* actor, f32 chkDist,
|
||||
s32 bccFlags) {
|
||||
s32 pad;
|
||||
s32 i;
|
||||
s32 result = false;
|
||||
|
@ -3636,8 +3645,8 @@ s32 func_80041240(CollisionContext* colCtx, u16 xpFlags, Vec3f* posA, Vec3f* pos
|
|||
line.a = *posA;
|
||||
line.b = *posB;
|
||||
if (Math3D_LineVsSph(&colCtx->dyna.bgActors[i].boundingSphere, &line) != 0) {
|
||||
if (func_80041128(colCtx, xpFlags, posA, posB, posResult, outPoly, distSq, i, chkDist,
|
||||
bccFlags) == true) {
|
||||
if (BgCheck_CheckLineAgainstBgActor(colCtx, xpFlags, posA, posB, posResult, outPoly, distSq,
|
||||
i, chkDist, bccFlags) == true) {
|
||||
*outBgId = i;
|
||||
result = true;
|
||||
}
|
||||
|
|
|
@ -394,7 +394,8 @@ void EnSyatekiMan_Update(Actor* thisx, GlobalContext* globalCtx) {
|
|||
func_80038290(globalCtx, &this->actor, &this->headRot, &this->bodyRot, this->actor.focus.pos);
|
||||
}
|
||||
|
||||
s32 EnSyatekiMan_OverrideLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, void* thisx) {
|
||||
s32 EnSyatekiMan_OverrideLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot,
|
||||
void* thisx) {
|
||||
EnSyatekiMan* this = THIS;
|
||||
s32 turnDirection;
|
||||
|
||||
|
|
|
@ -288,7 +288,7 @@ void KaleidoScope_OverridePalIndexCI4(u8* texture, s32 size, s32 targetIndex, s3
|
|||
return;
|
||||
}
|
||||
|
||||
for (i = 0; i < size; i++) {
|
||||
for (i = 0; i < size; i++) {
|
||||
s32 index1;
|
||||
s32 index2;
|
||||
|
||||
|
|
Loading…
Reference in a new issue