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https://github.com/zeldaret/oot.git
synced 2025-05-10 19:13:42 +00:00
cleanup around ColliderTrisElement
, ColliderTris
usage
This commit is contained in:
parent
29a9fab5ad
commit
d90beb2655
10 changed files with 43 additions and 43 deletions
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@ -142,7 +142,7 @@ void BgHakaSgami_Init(Actor* thisx, PlayState* play) {
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BgHakaSgami* this = (BgHakaSgami*)thisx;
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EffectBlureInit1 blureInit;
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s32 i;
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ColliderTris* colliderScythe = &this->colliderScythe;
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ColliderTris* scytheCollider = &this->scytheCollider;
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Actor_ProcessInitChain(thisx, sInitChain);
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@ -153,8 +153,8 @@ void BgHakaSgami_Init(Actor* thisx, PlayState* play) {
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thisx->flags |= ACTOR_FLAG_REACT_TO_LENS;
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}
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Collider_InitTris(play, colliderScythe);
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Collider_SetTris(play, colliderScythe, thisx, &sTrisInit, this->colliderScytheItems);
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Collider_InitTris(play, scytheCollider);
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Collider_SetTris(play, scytheCollider, thisx, &sTrisInit, this->scytheColliderElements);
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Collider_InitCylinder(play, &this->scytheCenterCollider);
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Collider_SetCylinder(play, &this->scytheCenterCollider, thisx, &sCylinderInit);
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@ -199,7 +199,7 @@ void BgHakaSgami_Destroy(Actor* thisx, PlayState* play) {
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Effect_Delete(play, this->blureEffectIndex[0]);
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Effect_Delete(play, this->blureEffectIndex[1]);
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Collider_DestroyTris(play, &this->colliderScythe);
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Collider_DestroyTris(play, &this->scytheCollider);
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Collider_DestroyCylinder(play, &this->scytheCenterCollider);
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}
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@ -256,14 +256,14 @@ void BgHakaSgami_Spin(BgHakaSgami* this, PlayState* play) {
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elementInit->dim.vtx[j].x * actorRotYSin;
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}
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Collider_SetTrisVertices(&this->colliderScythe, i, &scytheVertices[0], &scytheVertices[1], &scytheVertices[2]);
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Collider_SetTrisVertices(&this->scytheCollider, i, &scytheVertices[0], &scytheVertices[1], &scytheVertices[2]);
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for (j = 0; j < 3; j++) {
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scytheVertices[j].x = (2 * this->actor.world.pos.x) - scytheVertices[j].x;
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scytheVertices[j].z = (2 * this->actor.world.pos.z) - scytheVertices[j].z;
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}
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Collider_SetTrisVertices(&this->colliderScythe, (i + 2) % 4, &scytheVertices[0], &scytheVertices[1],
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Collider_SetTrisVertices(&this->scytheCollider, (i + 2) % 4, &scytheVertices[0], &scytheVertices[1],
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&scytheVertices[2]);
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}
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@ -288,7 +288,7 @@ void BgHakaSgami_Spin(BgHakaSgami* this, PlayState* play) {
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EffectBlure_AddVertex(Effect_GetByIndex(this->blureEffectIndex[1]), &scytheVertices[0], &scytheVertices[1]);
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}
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CollisionCheck_SetAT(play, &play->colChkCtx, &this->colliderScythe.base);
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CollisionCheck_SetAT(play, &play->colChkCtx, &this->scytheCollider.base);
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CollisionCheck_SetOC(play, &play->colChkCtx, &this->scytheCenterCollider.base);
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Actor_PlaySfx_Flagged(&this->actor, NA_SE_EV_ROLLCUTTER_MOTOR - SFX_FLAG);
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}
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@ -16,8 +16,8 @@ typedef struct BgHakaSgami {
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/* 0x0152 */ s16 timer;
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/* 0x0154 */ s32 blureEffectIndex[2];
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/* 0x015C */ ColliderCylinder scytheCenterCollider;
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/* 0x01A8 */ ColliderTris colliderScythe;
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/* 0x01C8 */ ColliderTrisElement colliderScytheItems[4];
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/* 0x01A8 */ ColliderTris scytheCollider;
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/* 0x01C8 */ ColliderTrisElement scytheColliderElements[4];
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} BgHakaSgami; // size = 0x0338
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#endif
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@ -171,8 +171,8 @@ void BgHakaTrap_Init(Actor* thisx, PlayState* play) {
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CollisionHeader_GetVirtual(&object_haka_objects_Col_008D10, &colHeader);
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}
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Collider_InitTris(play, &this->colliderSpikes);
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Collider_SetTris(play, &this->colliderSpikes, thisx, &sTrisInit, this->colliderSpikesItem);
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Collider_InitTris(play, &this->spikesCollider);
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Collider_SetTris(play, &this->spikesCollider, thisx, &sTrisInit, this->spikesColliderElements);
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this->colliderCylinder.dim.radius = 18;
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this->colliderCylinder.dim.height = 115;
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@ -202,7 +202,7 @@ void BgHakaTrap_Destroy(Actor* thisx, PlayState* play) {
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DynaPoly_DeleteBgActor(play, &play->colCtx.dyna, this->dyna.bgId);
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if ((this->dyna.actor.params == HAKA_TRAP_SPIKED_WALL) ||
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(this->dyna.actor.params == HAKA_TRAP_SPIKED_WALL_2)) {
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Collider_DestroyTris(play, &this->colliderSpikes);
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Collider_DestroyTris(play, &this->spikesCollider);
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}
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}
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@ -253,7 +253,7 @@ void func_808801B8(BgHakaTrap* this, PlayState* play) {
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func_8087FFC0(this, play);
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if (this->colliderSpikes.base.acFlags & AC_HIT) {
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if (this->spikesCollider.base.acFlags & AC_HIT) {
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this->timer = 20;
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D_80880F30 = 1;
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this->actionFunc = func_808802D8;
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@ -502,7 +502,7 @@ void BgHakaTrap_Update(Actor* thisx, PlayState* play) {
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CollisionCheck_SetOC(play, &play->colChkCtx, &this->colliderCylinder.base);
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} else {
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if (this->actionFunc == func_808801B8) {
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CollisionCheck_SetAC(play, &play->colChkCtx, &this->colliderSpikes.base);
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CollisionCheck_SetAC(play, &play->colChkCtx, &this->spikesCollider.base);
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}
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CollisionCheck_SetAT(play, &play->colChkCtx, &this->colliderCylinder.base);
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@ -518,10 +518,10 @@ void func_80880D68(BgHakaTrap* this) {
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Matrix_MultVec3f(&sTrisElementsInit[0].dim.vtx[0], &vec1);
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Matrix_MultVec3f(&sTrisElementsInit[0].dim.vtx[1], &vec2);
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Matrix_MultVec3f(&sTrisElementsInit[0].dim.vtx[2], &vec3);
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Collider_SetTrisVertices(&this->colliderSpikes, 0, &vec1, &vec2, &vec3);
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Collider_SetTrisVertices(&this->spikesCollider, 0, &vec1, &vec2, &vec3);
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Matrix_MultVec3f(&sTrisElementsInit[1].dim.vtx[2], &vec2);
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Collider_SetTrisVertices(&this->colliderSpikes, 1, &vec1, &vec3, &vec2);
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Collider_SetTrisVertices(&this->spikesCollider, 1, &vec1, &vec3, &vec2);
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}
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void BgHakaTrap_Draw(Actor* thisx, PlayState* play) {
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@ -25,8 +25,8 @@ typedef struct BgHakaTrap {
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/* 0x016A */ s16 unk_16A; // used as boolean for HAKA_TRAP_GUILLOTINE_SLOW/FAST, s16 for HAKA_TRAP_SPIKED_BOX
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/* 0x016C */ Vec3f unk_16C;
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/* 0x0178 */ ColliderCylinder colliderCylinder;
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/* 0x01C4 */ ColliderTris colliderSpikes;
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/* 0x01E4 */ ColliderTrisElement colliderSpikesItem[2];
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/* 0x01C4 */ ColliderTris spikesCollider;
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/* 0x01E4 */ ColliderTrisElement spikesColliderElements[2];
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} BgHakaTrap; // size = 0x029C
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#endif
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@ -110,8 +110,8 @@ void BgYdanSp_Init(Actor* thisx, PlayState* play) {
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this->burnSwitchFlag = PARAMS_GET_U(thisx->params, 6, 6);
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this->dyna.actor.params = PARAMS_GET_U(thisx->params, 12, 4);
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DynaPolyActor_Init(&this->dyna, DYNA_TRANSFORM_POS);
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Collider_InitTris(play, &this->trisCollider);
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Collider_SetTris(play, &this->trisCollider, &this->dyna.actor, &sTrisInit, this->trisColliderItems);
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Collider_InitTris(play, &this->colliderTris);
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Collider_SetTris(play, &this->colliderTris, &this->dyna.actor, &sTrisInit, this->colliderTrisElements);
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if (this->dyna.actor.params == WEB_FLOOR) {
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CollisionHeader_GetVirtual(&gDTWebFloorCol, &colHeader);
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this->actionFunc = BgYdanSp_FloorWebIdle;
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@ -122,10 +122,10 @@ void BgYdanSp_Init(Actor* thisx, PlayState* play) {
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tri[i].z = ti0->dim.vtx[i].z + this->dyna.actor.world.pos.z;
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}
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Collider_SetTrisVertices(&this->trisCollider, 0, &tri[0], &tri[1], &tri[2]);
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Collider_SetTrisVertices(&this->colliderTris, 0, &tri[0], &tri[1], &tri[2]);
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tri[1].x = tri[0].x;
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tri[1].z = tri[2].z;
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Collider_SetTrisVertices(&this->trisCollider, 1, &tri[0], &tri[2], &tri[1]);
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Collider_SetTrisVertices(&this->colliderTris, 1, &tri[0], &tri[2], &tri[1]);
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this->unk_16C = 0.0f;
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} else {
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CollisionHeader_GetVirtual(&gDTWebWallCol, &colHeader);
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@ -144,12 +144,12 @@ void BgYdanSp_Init(Actor* thisx, PlayState* play) {
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this->dyna.actor.world.pos.z - (sinsY * ti1->dim.vtx[i].x) + (ti1->dim.vtx[i].y * cossY * nSinsX);
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}
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Collider_SetTrisVertices(&this->trisCollider, 0, &tri[0], &tri[1], &tri[2]);
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Collider_SetTrisVertices(&this->colliderTris, 0, &tri[0], &tri[1], &tri[2]);
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tri[1].x = this->dyna.actor.world.pos.x + (cossY * ti1->dim.vtx[0].x) - (ti1->dim.vtx[2].y * sinsY * nSinsX);
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tri[1].y = this->dyna.actor.world.pos.y + (ti1->dim.vtx[2].y * cossX);
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tri[1].z = this->dyna.actor.world.pos.z - (sinsY * ti1->dim.vtx[0].x) + (ti1->dim.vtx[2].y * cossY * nSinsX);
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Collider_SetTrisVertices(&this->trisCollider, 1, &tri[0], &tri[2], &tri[1]);
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Collider_SetTrisVertices(&this->colliderTris, 1, &tri[0], &tri[2], &tri[1]);
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}
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this->dyna.bgId = DynaPoly_SetBgActor(play, &play->colCtx.dyna, &this->dyna.actor, colHeader);
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this->timer = 0;
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@ -161,7 +161,7 @@ void BgYdanSp_Init(Actor* thisx, PlayState* play) {
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void BgYdanSp_Destroy(Actor* thisx, PlayState* play) {
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BgYdanSp* this = (BgYdanSp*)thisx;
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DynaPoly_DeleteBgActor(play, &play->colCtx.dyna, this->dyna.bgId);
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Collider_DestroyTris(play, &this->trisCollider);
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Collider_DestroyTris(play, &this->colliderTris);
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}
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void BgYdanSp_UpdateFloorWebCollision(BgYdanSp* this) {
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@ -298,7 +298,7 @@ void BgYdanSp_FloorWebIdle(BgYdanSp* this, PlayState* play) {
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BgYdanSp_BurnWeb(this, play);
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return;
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}
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if (this->trisCollider.base.acFlags & AC_HIT) {
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if (this->colliderTris.base.acFlags & AC_HIT) {
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BgYdanSp_BurnWeb(this, play);
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return;
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}
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@ -345,7 +345,7 @@ void BgYdanSp_FloorWebIdle(BgYdanSp* this, PlayState* play) {
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}
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}
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BgYdanSp_UpdateFloorWebCollision(this);
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CollisionCheck_SetAC(play, &play->colChkCtx, &this->trisCollider.base);
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CollisionCheck_SetAC(play, &play->colChkCtx, &this->colliderTris.base);
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}
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void BgYdanSp_BurnWallWeb(BgYdanSp* this, PlayState* play) {
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@ -406,7 +406,7 @@ void BgYdanSp_WallWebIdle(BgYdanSp* this, PlayState* play) {
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Vec3f sp30;
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player = GET_PLAYER(play);
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if (Flags_GetSwitch(play, this->burnSwitchFlag) || (this->trisCollider.base.acFlags & AC_HIT)) {
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if (Flags_GetSwitch(play, this->burnSwitchFlag) || (this->colliderTris.base.acFlags & AC_HIT)) {
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this->dyna.actor.home.pos.y = this->dyna.actor.world.pos.y + 80.0f;
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BgYdanSp_BurnWeb(this, play);
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} else if (player->heldItemAction == PLAYER_IA_DEKU_STICK && player->unk_860 != 0) {
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@ -417,7 +417,7 @@ void BgYdanSp_WallWebIdle(BgYdanSp* this, PlayState* play) {
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BgYdanSp_BurnWeb(this, play);
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}
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}
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CollisionCheck_SetAC(play, &play->colChkCtx, &this->trisCollider.base);
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CollisionCheck_SetAC(play, &play->colChkCtx, &this->colliderTris.base);
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}
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void BgYdanSp_Update(Actor* thisx, PlayState* play) {
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@ -15,8 +15,8 @@ typedef struct BgYdanSp {
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/* 0x0169 */ u8 burnSwitchFlag;
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/* 0x016A */ s16 timer;
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/* 0x016C */ f32 unk_16C;
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/* 0x0170 */ ColliderTris trisCollider;
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/* 0x0190 */ ColliderTrisElement trisColliderItems[2];
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/* 0x0170 */ ColliderTris colliderTris;
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/* 0x0190 */ ColliderTrisElement colliderTrisElements[2];
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} BgYdanSp; // size = 0x0248
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#endif
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@ -224,7 +224,7 @@ void EnIk_InitImpl(Actor* thisx, PlayState* play) {
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Collider_InitCylinder(play, &this->bodyCollider);
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Collider_SetCylinder(play, &this->bodyCollider, thisx, &sCylinderInit);
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Collider_InitTris(play, &this->shieldCollider);
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Collider_SetTris(play, &this->shieldCollider, thisx, &sTrisInit, this->shieldColliderItems);
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Collider_SetTris(play, &this->shieldCollider, thisx, &sTrisInit, this->shieldColliderElements);
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Collider_InitQuad(play, &this->axeCollider);
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Collider_SetQuad(play, &this->axeCollider, thisx, &sQuadInit);
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@ -109,7 +109,7 @@ typedef struct EnIk {
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/* 0x0320 */ ColliderCylinder bodyCollider;
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/* 0x036C */ ColliderQuad axeCollider;
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/* 0x03EC */ ColliderTris shieldCollider;
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/* 0x040C */ ColliderTrisElement shieldColliderItems[2];
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/* 0x040C */ ColliderTrisElement shieldColliderElements[2];
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/* 0x04C4 */ s32 blureIdx;
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/* 0x04C8 */ s32 csAction;
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/* 0x04CC */ s32 csDrawMode;
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@ -284,8 +284,8 @@ void EnMb_Init(Actor* thisx, PlayState* play) {
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this->actor.colChkInfo.damageTable = &sSpearMoblinDamageTable;
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Collider_InitCylinder(play, &this->bodyCollider);
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Collider_SetCylinder(play, &this->bodyCollider, &this->actor, &sBodyColliderInit);
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Collider_InitTris(play, &this->frontShielding);
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Collider_SetTris(play, &this->frontShielding, &this->actor, &sFrontShieldingInit, this->frontShieldingTris);
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Collider_InitTris(play, &this->frontShieldingCollider);
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Collider_SetTris(play, &this->frontShieldingCollider, &this->actor, &sFrontShieldingInit, this->frontShieldingColliderElements);
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Collider_InitQuad(play, &this->attackCollider);
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Collider_SetQuad(play, &this->attackCollider, &this->actor, &sAttackColliderInit);
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@ -349,7 +349,7 @@ void EnMb_Init(Actor* thisx, PlayState* play) {
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void EnMb_Destroy(Actor* thisx, PlayState* play) {
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EnMb* this = (EnMb*)thisx;
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Collider_DestroyTris(play, &this->frontShielding);
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Collider_DestroyTris(play, &this->frontShieldingCollider);
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Collider_DestroyCylinder(play, &this->bodyCollider);
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Collider_DestroyQuad(play, &this->attackCollider);
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}
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@ -1434,8 +1434,8 @@ void EnMb_ClubUpdateAttackCollider(Actor* thisx, PlayState* play) {
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void EnMb_CheckColliding(EnMb* this, PlayState* play) {
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Player* player = GET_PLAYER(play);
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if (this->frontShielding.base.acFlags & AC_HIT) {
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this->frontShielding.base.acFlags &= ~(AC_HIT | AC_BOUNCED);
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if (this->frontShieldingCollider.base.acFlags & AC_HIT) {
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this->frontShieldingCollider.base.acFlags &= ~(AC_HIT | AC_BOUNCED);
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this->bodyCollider.base.acFlags &= ~AC_HIT;
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} else if ((this->bodyCollider.base.acFlags & AC_HIT) && this->state >= ENMB_STATE_STUNNED) {
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this->bodyCollider.base.acFlags &= ~AC_HIT;
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@ -1502,7 +1502,7 @@ void EnMb_Update(Actor* thisx, PlayState* play) {
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CollisionCheck_SetAC(play, &play->colChkCtx, &this->bodyCollider.base);
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}
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if (this->state >= ENMB_STATE_IDLE) {
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CollisionCheck_SetAC(play, &play->colChkCtx, &this->frontShielding.base);
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CollisionCheck_SetAC(play, &play->colChkCtx, &this->frontShieldingCollider.base);
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}
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if (this->attack > ENMB_ATTACK_NONE) {
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CollisionCheck_SetAT(play, &play->colChkCtx, &this->attackCollider.base);
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@ -1601,9 +1601,9 @@ void EnMb_Draw(Actor* thisx, PlayState* play) {
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Matrix_MultVec3f(&frontShieldingTriModel0[i], &frontShieldingTri0[i]);
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Matrix_MultVec3f(&frontShieldingTriModel1[i], &frontShieldingTri1[i]);
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}
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Collider_SetTrisVertices(&this->frontShielding, 0, &frontShieldingTri0[0], &frontShieldingTri0[1],
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Collider_SetTrisVertices(&this->frontShieldingCollider, 0, &frontShieldingTri0[0], &frontShieldingTri0[1],
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&frontShieldingTri0[2]);
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Collider_SetTrisVertices(&this->frontShielding, 1, &frontShieldingTri1[0], &frontShieldingTri1[1],
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Collider_SetTrisVertices(&this->frontShieldingCollider, 1, &frontShieldingTri1[0], &frontShieldingTri1[1],
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&frontShieldingTri1[2]);
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}
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@ -46,8 +46,8 @@ typedef struct EnMb {
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/* 0x0364 */ f32 playerDetectionRange;
|
||||
/* 0x0368 */ ColliderCylinder bodyCollider;
|
||||
/* 0x03B4 */ ColliderQuad attackCollider; // for attacking the player
|
||||
/* 0x0434 */ ColliderTris frontShielding; // Moblins don't have shields, but this acts as one
|
||||
/* 0x0454 */ ColliderTrisElement frontShieldingTris[2];
|
||||
/* 0x0434 */ ColliderTris frontShieldingCollider; // Moblins don't have shields, but this acts as one
|
||||
/* 0x0454 */ ColliderTrisElement frontShieldingColliderElements[2];
|
||||
} EnMb; // size = 0x050C
|
||||
|
||||
#endif
|
||||
|
|
Loading…
Add table
Reference in a new issue