#include "global.h" #include "terminal.h" u16 DynaSSNodeList_GetNextNodeIdx(DynaSSNodeList* nodeList); void BgCheck_GetStaticLookupIndicesFromPos(CollisionContext* colCtx, Vec3f* pos, Vec3i* sector); s32 BgCheck_PosInStaticBoundingBox(CollisionContext* colCtx, Vec3f* pos); 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); void SSNodeList_Initialize(SSNodeList* this); void SSNodeList_Alloc(PlayState* play, SSNodeList* this, s32 tblMax, s32 numPolys); u16 SSNodeList_GetNextNodeIdx(SSNodeList* this); void DynaPoly_Init(PlayState* play, DynaCollisionContext* dyna); void DynaPoly_Alloc(PlayState* play, DynaCollisionContext* dyna); f32 BgCheck_RaycastDownDyna(DynaRaycastDown* dynaRaycastDown); s32 BgCheck_SphVsDynaWall(CollisionContext* colCtx, u16 xpFlags, f32* outX, f32* outZ, Vec3f* pos, f32 radius, CollisionPoly** outPoly, s32* outBgId, Actor* actor); s32 BgCheck_CheckDynaCeiling(CollisionContext* colCtx, u16 xpFlags, f32* outY, Vec3f* pos, f32 chkDist, CollisionPoly** outPoly, s32* outBgId, Actor* actor); 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 BgCheck_SphVsFirstDynaPoly(CollisionContext* colCtx, u16 xpFlags, CollisionPoly** outPoly, s32* outBgId, Vec3f* center, f32 radius, Actor* actor, u16 bciFlags); void BgCheck_ResetPolyCheckTbl(SSNodeList* nodeList, s32 numPolys); #define SS_NULL 0xFFFF // bccFlags #define BGCHECK_CHECK_WALL (1 << 0) #define BGCHECK_CHECK_FLOOR (1 << 1) #define BGCHECK_CHECK_CEILING (1 << 2) #define BGCHECK_CHECK_ONE_FACE (1 << 3) #define BGCHECK_CHECK_DYNA (1 << 4) #define BGCHECK_CHECK_ALL \ (BGCHECK_CHECK_WALL | BGCHECK_CHECK_FLOOR | BGCHECK_CHECK_CEILING | BGCHECK_CHECK_ONE_FACE | BGCHECK_CHECK_DYNA) // bciFlags #define BGCHECK_IGNORE_NONE 0 #define BGCHECK_IGNORE_CEILING (1 << 0) #define BGCHECK_IGNORE_WALL (1 << 1) #define BGCHECK_IGNORE_FLOOR (1 << 2) // poly exclusion flags (xpFlags) #define COLPOLY_IGNORE_NONE 0 #define COLPOLY_IGNORE_CAMERA (1 << 0) #define COLPOLY_IGNORE_ENTITY (1 << 1) #define COLPOLY_IGNORE_PROJECTILES (1 << 2) // raycast down flags (downChkFlags) #define BGCHECK_RAYCAST_DOWN_CHECK_CEILINGS (1 << 0) #define BGCHECK_RAYCAST_DOWN_CHECK_WALLS (1 << 1) #define BGCHECK_RAYCAST_DOWN_CHECK_FLOORS (1 << 2) #define BGCHECK_RAYCAST_DOWN_CHECK_WALLS_SIMPLE (1 << 3) // stops checking dyna walls on finding first candidate result #define BGCHECK_RAYCAST_DOWN_CHECK_GROUND_ONLY (1 << 4) // skips walls and ceilings with normal.y < 0 // raycast down groundChk flag. When enabled, search range is limited to floors and walls with a normal.y >= 0 #define BGCHECK_GROUND_CHECK_ON (1 << 0) s32 D_80119D90[WALL_TYPE_MAX] = { 0, // WALL_TYPE_0 WALL_FLAG_0, // WALL_TYPE_1 WALL_FLAG_0 | WALL_FLAG_1, // WALL_TYPE_2 WALL_FLAG_0 | WALL_FLAG_2, // WALL_TYPE_3 WALL_FLAG_3, // WALL_TYPE_4 WALL_FLAG_CRAWLSPACE_1, // WALL_TYPE_5 WALL_FLAG_CRAWLSPACE_2, // WALL_TYPE_6 WALL_FLAG_6, // WALL_TYPE_7 }; u16 sSurfaceMaterialToSfxOffset[SURFACE_MATERIAL_MAX] = { SURFACE_SFX_OFFSET_DIRT, // SURFACE_MATERIAL_DIRT SURFACE_SFX_OFFSET_SAND, // SURFACE_MATERIAL_SAND SURFACE_SFX_OFFSET_STONE, // SURFACE_MATERIAL_STONE SURFACE_SFX_OFFSET_JABU, // SURFACE_MATERIAL_JABU SURFACE_SFX_OFFSET_WATER_SHALLOW, // SURFACE_MATERIAL_WATER_SHALLOW SURFACE_SFX_OFFSET_WATER_DEEP, // SURFACE_MATERIAL_WATER_DEEP SURFACE_SFX_OFFSET_TALL_GRASS, // SURFACE_MATERIAL_TALL_GRASS SURFACE_SFX_OFFSET_LAVA, // SURFACE_MATERIAL_LAVA SURFACE_SFX_OFFSET_GRASS, // SURFACE_MATERIAL_GRASS SURFACE_SFX_OFFSET_BRIDGE, // SURFACE_MATERIAL_BRIDGE SURFACE_SFX_OFFSET_WOOD, // SURFACE_MATERIAL_WOOD SURFACE_SFX_OFFSET_DIRT, // SURFACE_MATERIAL_DIRT_SOFT SURFACE_SFX_OFFSET_ICE, // SURFACE_MATERIAL_ICE SURFACE_SFX_OFFSET_CARPET, // SURFACE_MATERIAL_CARPET }; /** * original name: T_BGCheck_PosErrorCheck */ s32 BgCheck_PosErrorCheck(Vec3f* pos, char* file, s32 line) { if (pos->x >= BGCHECK_XYZ_ABSMAX || pos->x <= -BGCHECK_XYZ_ABSMAX || pos->y >= BGCHECK_XYZ_ABSMAX || pos->y <= -BGCHECK_XYZ_ABSMAX || pos->z >= BGCHECK_XYZ_ABSMAX || pos->z <= -BGCHECK_XYZ_ABSMAX) { osSyncPrintf(VT_FGCOL(RED)); // "Position is invalid." osSyncPrintf("T_BGCheck_PosErrorCheck():位置が妥当ではありません。pos (%f,%f,%f) file:%s line:%d\n", pos->x, pos->y, pos->z, file, line); osSyncPrintf(VT_RST); return true; } return false; } /** * Set SSNode */ void SSNode_SetValue(SSNode* node, s16* polyId, u16 next) { node->polyId = *polyId; node->next = next; } /** * Set SSList to SS_NULL */ void SSList_SetNull(SSList* ssList) { ssList->head = SS_NULL; } /** * Insert `polyId` at the start of the static `ssList` list */ void SSNodeList_SetSSListHead(SSNodeList* nodeList, SSList* ssList, s16* polyId) { u16 newNodeId = SSNodeList_GetNextNodeIdx(nodeList); SSNode_SetValue(&nodeList->tbl[newNodeId], polyId, ssList->head); ssList->head = newNodeId; } /** * Insert `polyId` at the start of the dyna `ssList` list */ void DynaSSNodeList_SetSSListHead(DynaSSNodeList* nodeList, SSList* ssList, s16* polyId) { u16 newNodeId = DynaSSNodeList_GetNextNodeIdx(nodeList); ASSERT(newNodeId != SS_NULL, "new_node != SS_NULL", "../z_bgcheck.c", 1776); SSNode_SetValue(&nodeList->tbl[newNodeId], polyId, ssList->head); ssList->head = newNodeId; } /** * Initialize DynaSSNodeList */ void DynaSSNodeList_Initialize(PlayState* play, DynaSSNodeList* nodeList) { nodeList->tbl = NULL; nodeList->count = 0; } /** * Initialize DynaSSNodeList tbl */ void DynaSSNodeList_Alloc(PlayState* play, DynaSSNodeList* nodeList, s32 max) { nodeList->tbl = THA_AllocTailAlign(&play->state.tha, max * sizeof(SSNode), ALIGNOF_MASK(SSNode)); ASSERT(nodeList->tbl != NULL, "psst->tbl != NULL", "../z_bgcheck.c", 1811); nodeList->max = max; nodeList->count = 0; } /** * Reset DynaSSNodeList count */ void DynaSSNodeList_ResetCount(DynaSSNodeList* nodeList) { nodeList->count = 0; } /** * Get next available node index in DynaSSNodeList * returns SS_NULL if list is full */ u16 DynaSSNodeList_GetNextNodeIdx(DynaSSNodeList* nodeList) { u16 idx = nodeList->count++; if (nodeList->max <= idx) { return SS_NULL; } return idx; } /** * original name: T_BGCheck_Vec3sToVec3f */ void BgCheck_Vec3sToVec3f(Vec3s* src, Vec3f* dst) { dst->x = src->x; dst->y = src->y; dst->z = src->z; } /** * original name: T_BGCheck_Vec3fToVec3s */ void BgCheck_Vec3fToVec3s(Vec3s* dst, Vec3f* src) { dst->x = src->x; dst->y = src->y; dst->z = src->z; } /** * Get CollisionPoly's lowest y point */ s16 CollisionPoly_GetMinY(CollisionPoly* poly, Vec3s* vtxList) { s32 a; s32 b; s32 c; s16 min; //! @bug Due to rounding errors, some polys with a slight slope have a y normal of 1.0f/-1.0f. As such, this //! optimization returns the wrong minimum y for a subset of these polys. if (poly->normal.y == COLPOLY_SNORMAL(1.0f) || poly->normal.y == COLPOLY_SNORMAL(-1.0f)) { return vtxList[COLPOLY_VTX_INDEX(poly->flags_vIA)].y; } a = COLPOLY_VTX_INDEX(poly->flags_vIA); b = COLPOLY_VTX_INDEX(poly->flags_vIB); c = poly->vIC; min = vtxList[a].y; if (min > vtxList[b].y) { min = vtxList[b].y; } if (min < vtxList[c].y) { return min; } return vtxList[c].y; } /** * CollisionPoly get unit normal */ void CollisionPoly_GetNormalF(CollisionPoly* poly, f32* nx, f32* ny, f32* nz) { *nx = COLPOLY_GET_NORMAL(poly->normal.x); *ny = COLPOLY_GET_NORMAL(poly->normal.y); *nz = COLPOLY_GET_NORMAL(poly->normal.z); } /** * Compute transform matrix mapping +y (up) to the collision poly's normal */ void func_80038A28(CollisionPoly* poly, f32 tx, f32 ty, f32 tz, MtxF* dest) { f32 nx; f32 ny; f32 nz; s32 pad; f32 xx; f32 zz; f32 yz; f32 xxInv; f32 zzInv; if (poly == NULL) { return; } CollisionPoly_GetNormalF(poly, &nx, &ny, &nz); xx = sqrtf(1.0f - SQ(nx)); if (!IS_ZERO(xx)) { xxInv = 1.0f / xx; zz = ny * xxInv; yz = -(nz * xxInv); } else { zz = sqrtf(1.0f - SQ(ny)); if (1) {} if (!IS_ZERO(zz)) { zzInv = 1.0f / zz; yz = nx * zzInv; xx = -(nz * zzInv); } else { yz = 0.0f; xx = 0.0f; } } dest->xx = xx; dest->yx = -nx * zz; dest->zx = nx * yz; dest->xy = nx; dest->yy = ny; dest->zy = nz; dest->yz = yz; dest->zz = zz; dest->wx = 0.0f; dest->wy = 0.0f; dest->xz = 0.0f; dest->wz = 0.0f; dest->xw = tx; dest->yw = ty; dest->zw = tz; dest->ww = 1.0f; } /** * Calculate point distance from plane along normal */ f32 CollisionPoly_GetPointDistanceFromPlane(CollisionPoly* poly, Vec3f* point) { return (poly->normal.x * point->x + poly->normal.y * point->y + poly->normal.z * point->z) * COLPOLY_NORMAL_FRAC + poly->dist; } /** * Get Poly Vertices */ void CollisionPoly_GetVertices(CollisionPoly* poly, Vec3s* vtxList, Vec3f* dest) { BgCheck_Vec3sToVec3f(&vtxList[COLPOLY_VTX_INDEX(poly->flags_vIA)], &dest[0]); BgCheck_Vec3sToVec3f(&vtxList[COLPOLY_VTX_INDEX(poly->flags_vIB)], &dest[1]); BgCheck_Vec3sToVec3f(&vtxList[poly->vIC], &dest[2]); } /** * Get vertices by bgId * original name: T_Polygon_GetVertex_bg_ai */ void CollisionPoly_GetVerticesByBgId(CollisionPoly* poly, s32 bgId, CollisionContext* colCtx, Vec3f* dest) { Vec3s* vtxList; if (poly == NULL || bgId > BG_ACTOR_MAX || dest == NULL) { osSyncPrintf(VT_COL(RED, WHITE)); // "Argument not appropriate. Processing terminated." osSyncPrintf("T_Polygon_GetVertex_bg_ai(): Error %d %d %d 引数が適切ではありません。処理を終了します。\n", poly == NULL, bgId > BG_ACTOR_MAX, dest == NULL); osSyncPrintf(VT_RST); if (dest != NULL) { //! @bug: dest[2] x and y are not set to 0 dest[0].x = dest[0].y = dest[0].z = dest[1].x = dest[1].y = dest[1].z = dest[2].z = 0.0f; } } else { if (bgId == BGCHECK_SCENE) { vtxList = colCtx->colHeader->vtxList; } else { vtxList = colCtx->dyna.vtxList; } CollisionPoly_GetVertices(poly, vtxList, dest); } } /** * Checks if point (`x`,`z`) is within `chkDist` of `poly`, computing `yIntersect` if true * Determinant max 300.0f */ s32 CollisionPoly_CheckYIntersectApprox1(CollisionPoly* poly, Vec3s* vtxList, f32 x, f32 z, f32* yIntersect, f32 chkDist) { static Vec3f polyVerts[3]; f32 nx; f32 ny; f32 nz; Vec3s* vA; Vec3s* vB; Vec3s* vC; vA = &vtxList[COLPOLY_VTX_INDEX(poly->flags_vIA)]; Math_Vec3s_ToVec3f(&polyVerts[0], vA); vB = &vtxList[COLPOLY_VTX_INDEX(poly->flags_vIB)]; Math_Vec3s_ToVec3f(&polyVerts[1], vB); vC = &vtxList[poly->vIC]; Math_Vec3s_ToVec3f(&polyVerts[2], vC); nx = COLPOLY_GET_NORMAL(poly->normal.x); ny = COLPOLY_GET_NORMAL(poly->normal.y); nz = COLPOLY_GET_NORMAL(poly->normal.z); return Math3D_TriChkPointParaYIntersectDist(&polyVerts[0], &polyVerts[1], &polyVerts[2], nx, ny, nz, poly->dist, z, x, yIntersect, chkDist); } /** * Checks if point (`x`,`z`) is within `chkDist` of `poly`, computing `yIntersect` if true * Determinant max 0.0f (checks if on or within poly) */ s32 CollisionPoly_CheckYIntersect(CollisionPoly* poly, Vec3s* vtxList, f32 x, f32 z, f32* yIntersect, f32 chkDist) { static Vec3f polyVerts[3]; f32 nx; f32 ny; f32 nz; CollisionPoly_GetVertices(poly, vtxList, polyVerts); CollisionPoly_GetNormalF(poly, &nx, &ny, &nz); return Math3D_TriChkPointParaYIntersectInsideTri(&polyVerts[0], &polyVerts[1], &polyVerts[2], nx, ny, nz, poly->dist, z, x, yIntersect, chkDist); } /** * Checks if point (`x`,`z`) is within 1.0f of `poly`, computing `yIntersect` if true * Determinant max 300.0f */ s32 CollisionPoly_CheckYIntersectApprox2(CollisionPoly* poly, Vec3s* vtxList, f32 x, f32 z, f32* yIntersect) { return CollisionPoly_CheckYIntersectApprox1(poly, vtxList, x, z, yIntersect, 1.0f); } /** * Checks if point (`y`,`z`) is within 1.0f of `poly`, computing `xIntersect` if true * Determinant max 300.0f */ s32 CollisionPoly_CheckXIntersectApprox(CollisionPoly* poly, Vec3s* vtxList, f32 y, f32 z, f32* xIntersect) { static Vec3f polyVerts[3]; f32 nx; f32 ny; f32 nz; CollisionPoly_GetVertices(poly, vtxList, polyVerts); CollisionPoly_GetNormalF(poly, &nx, &ny, &nz); return Math3D_TriChkPointParaXIntersect(&polyVerts[0], &polyVerts[1], &polyVerts[2], nx, ny, nz, poly->dist, y, z, xIntersect); } /** * Checks if point (`x`,`y`) is within 1.0f of `poly`, computing `zIntersect` if true * Determinant max 300.0f */ s32 CollisionPoly_CheckZIntersectApprox(CollisionPoly* poly, Vec3s* vtxList, f32 x, f32 y, f32* zIntersect) { static Vec3f polyVerts[3]; f32 nx; f32 ny; f32 nz; CollisionPoly_GetVertices(poly, vtxList, polyVerts); CollisionPoly_GetNormalF(poly, &nx, &ny, &nz); return Math3D_TriChkPointParaZIntersect(&polyVerts[0], &polyVerts[1], &polyVerts[2], nx, ny, nz, poly->dist, x, y, zIntersect); } /** * Test if travelling from `posA` to `posB` intersects `poly` * returns true if an intersection occurs, else false * returns `planeIntersect`, which is the point at which the line from `posA` to `posB` crosses `poly`'s plane * if `chkOneFace` is true, return false (no intersection) when going through the poly from A to B is done in the * normal's direction */ s32 CollisionPoly_LineVsPoly(CollisionPoly* poly, Vec3s* vtxList, Vec3f* posA, Vec3f* posB, Vec3f* planeIntersect, s32 chkOneFace, f32 chkDist) { static Vec3f polyVerts[3]; static Plane plane; f32 planeDistA; f32 planeDistB; f32 planeDistDelta; plane.originDist = poly->dist; planeDistA = (poly->normal.x * posA->x + poly->normal.y * posA->y + poly->normal.z * posA->z) * COLPOLY_NORMAL_FRAC + plane.originDist; planeDistB = (poly->normal.x * posB->x + poly->normal.y * posB->y + poly->normal.z * posB->z) * COLPOLY_NORMAL_FRAC + plane.originDist; planeDistDelta = planeDistA - planeDistB; if ((planeDistA >= 0.0f && planeDistB >= 0.0f) || (planeDistA < 0.0f && planeDistB < 0.0f) || (chkOneFace && planeDistA < 0.0f && planeDistB > 0.0f) || IS_ZERO(planeDistDelta)) { return false; } CollisionPoly_GetNormalF(poly, &plane.normal.x, &plane.normal.y, &plane.normal.z); CollisionPoly_GetVertices(poly, vtxList, polyVerts); Math3D_LineSplitRatio(posA, posB, planeDistA / planeDistDelta, planeIntersect); if ((fabsf(plane.normal.x) > 0.5f && Math3D_TriChkPointParaXDist(&polyVerts[0], &polyVerts[1], &polyVerts[2], &plane, planeIntersect->y, planeIntersect->z, chkDist)) || (fabsf(plane.normal.y) > 0.5f && Math3D_TriChkPointParaYDist(&polyVerts[0], &polyVerts[1], &polyVerts[2], &plane, planeIntersect->z, planeIntersect->x, chkDist)) || (fabsf(plane.normal.z) > 0.5f && Math3D_TriChkLineSegParaZDist(&polyVerts[0], &polyVerts[1], &polyVerts[2], &plane, planeIntersect->x, planeIntersect->y, chkDist))) { return true; } return false; } /** * Tests if sphere `center` `radius` intersects `poly` */ s32 CollisionPoly_SphVsPoly(CollisionPoly* poly, Vec3s* vtxList, Vec3f* center, f32 radius) { static Sphere16 sphere; static TriNorm tri; Vec3f intersect; CollisionPoly_GetVertices(poly, vtxList, tri.vtx); CollisionPoly_GetNormalF(poly, &tri.plane.normal.x, &tri.plane.normal.y, &tri.plane.normal.z); tri.plane.originDist = poly->dist; sphere.center.x = center->x; sphere.center.y = center->y; sphere.center.z = center->z; sphere.radius = radius; return Math3D_TriVsSphIntersect(&sphere, &tri, &intersect); } /** * Add poly to StaticLookup table * Table is sorted by poly's smallest y vertex component * `ssList` is the list to append a new poly to * `polyList` is the CollisionPoly lookup list * `vtxList` is the vertex lookup list * `polyId` is the index of the poly in polyList to insert into the lookup table */ void StaticLookup_AddPolyToSSList(CollisionContext* colCtx, SSList* ssList, CollisionPoly* polyList, Vec3s* vtxList, s16 polyId) { SSNode* curNode; SSNode* nextNode; s32 polyYMin; u16 newNodeId; s16 curPolyId; // if list is null if (ssList->head == SS_NULL) { SSNodeList_SetSSListHead(&colCtx->polyNodes, ssList, &polyId); return; } polyYMin = CollisionPoly_GetMinY(&polyList[polyId], vtxList); curNode = &colCtx->polyNodes.tbl[ssList->head]; curPolyId = curNode->polyId; // if the poly being inserted has a lower y than the first poly if (polyYMin < vtxList[COLPOLY_VTX_INDEX(polyList[curPolyId].flags_vIA)].y && polyYMin < vtxList[COLPOLY_VTX_INDEX(polyList[curPolyId].flags_vIB)].y && polyYMin < vtxList[polyList[curPolyId].vIC].y) { SSNodeList_SetSSListHead(&colCtx->polyNodes, ssList, &polyId); return; } while (true) { // if at the end of the list if (curNode->next == SS_NULL) { newNodeId = SSNodeList_GetNextNodeIdx(&colCtx->polyNodes); SSNode_SetValue(&colCtx->polyNodes.tbl[newNodeId], &polyId, SS_NULL); curNode->next = newNodeId; return; } nextNode = &colCtx->polyNodes.tbl[curNode->next]; curPolyId = nextNode->polyId; // if the poly being inserted is lower than the next poly if (polyYMin < vtxList[COLPOLY_VTX_INDEX(polyList[curPolyId].flags_vIA)].y && polyYMin < vtxList[COLPOLY_VTX_INDEX(polyList[curPolyId].flags_vIB)].y && polyYMin < vtxList[polyList[curPolyId].vIC].y) { newNodeId = SSNodeList_GetNextNodeIdx(&colCtx->polyNodes); SSNode_SetValue(&colCtx->polyNodes.tbl[newNodeId], &polyId, curNode->next); curNode->next = newNodeId; return; } curNode = nextNode; } } /** * Add CollisionPoly to StaticLookup list */ void StaticLookup_AddPoly(StaticLookup* lookup, CollisionContext* colCtx, CollisionPoly* polyList, Vec3s* vtxList, s16 index) { if (polyList[index].normal.y > COLPOLY_SNORMAL(0.5f)) { StaticLookup_AddPolyToSSList(colCtx, &lookup->floor, polyList, vtxList, index); } else if (polyList[index].normal.y < COLPOLY_SNORMAL(-0.8f)) { StaticLookup_AddPolyToSSList(colCtx, &lookup->ceiling, polyList, vtxList, index); } else { StaticLookup_AddPolyToSSList(colCtx, &lookup->wall, polyList, vtxList, index); } } /** * Locates the closest static poly directly underneath `pos`, starting at list `ssList` * returns yIntersect of the closest poly, or `yIntersectMin` * stores the pointer of the closest poly to `outPoly` * if BGCHECK_GROUND_CHECK_ON is set, ignore polys with a normal.y < 0 (from vertical walls to ceilings) */ f32 BgCheck_RaycastDownStaticList(CollisionContext* colCtx, u16 xpFlags, SSList* ssList, CollisionPoly** outPoly, Vec3f* pos, f32 yIntersectMin, f32 chkDist, s32 groundChk) { SSNode* curNode; s32 polyId; f32 result; f32 yIntersect; result = yIntersectMin; if (ssList->head == SS_NULL) { return result; } curNode = &colCtx->polyNodes.tbl[ssList->head]; while (true) { polyId = curNode->polyId; if (COLPOLY_VIA_FLAG_TEST(colCtx->colHeader->polyList[polyId].flags_vIA, xpFlags) || ((groundChk & BGCHECK_GROUND_CHECK_ON) && colCtx->colHeader->polyList[polyId].normal.y < 0)) { if (curNode->next == SS_NULL) { break; } curNode = &colCtx->polyNodes.tbl[curNode->next]; continue; } if (pos->y < colCtx->colHeader->vtxList[COLPOLY_VTX_INDEX(colCtx->colHeader->polyList[polyId].flags_vIA)].y && pos->y < colCtx->colHeader->vtxList[COLPOLY_VTX_INDEX(colCtx->colHeader->polyList[polyId].flags_vIB)].y && pos->y < colCtx->colHeader->vtxList[colCtx->colHeader->polyList[polyId].vIC].y) { break; } if (CollisionPoly_CheckYIntersect(&colCtx->colHeader->polyList[polyId], colCtx->colHeader->vtxList, pos->x, pos->z, &yIntersect, chkDist) == true) { // if poly is closer to pos without going over if (yIntersect < pos->y && result < yIntersect) { result = yIntersect; *outPoly = &colCtx->colHeader->polyList[polyId]; } } if (curNode->next == SS_NULL) { break; } curNode = &colCtx->polyNodes.tbl[curNode->next]; } return result; } /** * Locates the closest static poly directly underneath `pos` within `lookup`. * returns yIntersect of the closest poly, or `yIntersectMin` * stores the pointer of the closest poly to `outPoly` */ f32 BgCheck_RaycastDownStatic(StaticLookup* lookup, CollisionContext* colCtx, u16 xpFlags, CollisionPoly** poly, Vec3f* pos, u32 downChkFlags, f32 chkDist, f32 yIntersectMin) { f32 yIntersect = yIntersectMin; s32 groundChk; if (downChkFlags & BGCHECK_RAYCAST_DOWN_CHECK_FLOORS) { yIntersect = BgCheck_RaycastDownStaticList(colCtx, xpFlags, &lookup->floor, poly, pos, yIntersect, chkDist, 0); } if ((downChkFlags & BGCHECK_RAYCAST_DOWN_CHECK_WALLS) || (downChkFlags & BGCHECK_RAYCAST_DOWN_CHECK_WALLS_SIMPLE)) { groundChk = 0; if (downChkFlags & BGCHECK_RAYCAST_DOWN_CHECK_GROUND_ONLY) { groundChk |= BGCHECK_GROUND_CHECK_ON; } yIntersect = BgCheck_RaycastDownStaticList(colCtx, xpFlags, &lookup->wall, poly, pos, yIntersect, chkDist, groundChk); } if (downChkFlags & BGCHECK_RAYCAST_DOWN_CHECK_CEILINGS) { groundChk = 0; if (downChkFlags & BGCHECK_RAYCAST_DOWN_CHECK_GROUND_ONLY) { groundChk |= BGCHECK_GROUND_CHECK_ON; } yIntersect = BgCheck_RaycastDownStaticList(colCtx, xpFlags, &lookup->ceiling, poly, pos, yIntersect, chkDist, groundChk); } return yIntersect; } /** * Compute wall displacement on `posX` and `posZ` * sets `wallPolyPtr` to `poly` if `wallPolyPtr` is NULL or doesn't have `surfaceData[0] & 0x08000000` set * returns true if `wallPolyPtr` was changed * `invXZlength` is 1 / sqrt( sq(poly.normal.x) + sq(poly.normal.z) ) */ s32 BgCheck_ComputeWallDisplacement(CollisionContext* colCtx, CollisionPoly* poly, f32* posX, f32* posZ, f32 nx, f32 ny, f32 nz, f32 invXZlength, f32 planeDist, f32 radius, CollisionPoly** wallPolyPtr) { CollisionPoly* wallPoly; u32 surfaceData; u32 hasFlag27; f32 displacement = (radius - planeDist) * invXZlength; *posX += displacement * nx; *posZ += displacement * nz; wallPoly = *wallPolyPtr; if (wallPoly == NULL) { *wallPolyPtr = poly; return true; } surfaceData = colCtx->colHeader->surfaceTypeList[wallPoly->type].data[1]; hasFlag27 = surfaceData & 0x08000000 ? 1 : 0; if (!hasFlag27) { *wallPolyPtr = poly; return true; } return false; } /** * Performs collision detection on static poly walls within `lookup` on sphere `pos`, `radius` * returns true if a collision was detected * `outX` `outZ` return the displaced x,z coordinates, * `outPoly` returns the pointer to the nearest poly collided with, or NULL */ s32 BgCheck_SphVsStaticWall(StaticLookup* lookup, CollisionContext* colCtx, u16 xpFlags, f32* outX, f32* outZ, Vec3f* pos, f32 radius, CollisionPoly** outPoly) { Vec3f resultPos; f32 temp_f2; f32 temp_f2_2; f32 planeDist; f32 intersect; s32 result; CollisionPoly* curPoly; CollisionPoly* polyList; SSNode* curNode; f32 invNormalXZ; f32 zTemp; f32 xTemp; s32 polyId; f32 normalXZ; f32 nx; f32 ny; f32 nz; f32 temp_f16; Vec3s* vtxList; u16 pad; f32 zMin; f32 zMax; f32 xMin; f32 xMax; result = false; if (lookup->wall.head == SS_NULL) { return result; } resultPos = *pos; polyList = colCtx->colHeader->polyList; vtxList = colCtx->colHeader->vtxList; curNode = &colCtx->polyNodes.tbl[lookup->wall.head]; while (true) { polyId = curNode->polyId; curPoly = &polyList[polyId]; if (pos->y < vtxList[COLPOLY_VTX_INDEX(curPoly->flags_vIA)].y && pos->y < vtxList[COLPOLY_VTX_INDEX(curPoly->flags_vIB)].y && pos->y < vtxList[curPoly->vIC].y) { break; } nx = COLPOLY_GET_NORMAL(curPoly->normal.x); ny = COLPOLY_GET_NORMAL(curPoly->normal.y); nz = COLPOLY_GET_NORMAL(curPoly->normal.z); normalXZ = sqrtf(SQ(nx) + SQ(nz)); planeDist = Math3D_DistPlaneToPos(nx, ny, nz, curPoly->dist, &resultPos); if (radius < fabsf(planeDist) || COLPOLY_VIA_FLAG_TEST(curPoly->flags_vIA, xpFlags)) { if (curNode->next == SS_NULL) { break; } else { curNode = &colCtx->polyNodes.tbl[curNode->next]; continue; } } ASSERT(!IS_ZERO(normalXZ), "!IS_ZERO(ac_size)", "../z_bgcheck.c", 2854); invNormalXZ = 1.0f / normalXZ; temp_f16 = fabsf(nz) * invNormalXZ; if (temp_f16 < 0.4f) { if (curNode->next == SS_NULL) { break; } else { curNode = &colCtx->polyNodes.tbl[curNode->next]; continue; } } // compute curPoly zMin/zMax zTemp = vtxList[COLPOLY_VTX_INDEX(curPoly->flags_vIA)].z; zMax = zMin = zTemp; zTemp = vtxList[COLPOLY_VTX_INDEX(curPoly->flags_vIB)].z; if (zTemp < zMin) { zMin = zTemp; } else if (zMax < zTemp) { zMax = zTemp; } zTemp = vtxList[curPoly->vIC].z; if (zTemp < zMin) { zMin = zTemp; } else if (zTemp > zMax) { zMax = zTemp; } zMin -= radius; zMax += radius; if (resultPos.z < zMin || resultPos.z > zMax) { if (curNode->next == SS_NULL) { break; } else { curNode = &colCtx->polyNodes.tbl[curNode->next]; continue; } } if (CollisionPoly_CheckZIntersectApprox(curPoly, vtxList, resultPos.x, pos->y, &intersect)) { if (fabsf(intersect - resultPos.z) <= radius / temp_f16) { if ((intersect - resultPos.z) * nz <= 4.0f) { BgCheck_ComputeWallDisplacement(colCtx, curPoly, &resultPos.x, &resultPos.z, nx, ny, nz, invNormalXZ, planeDist, radius, outPoly); result = true; } } } if (curNode->next == SS_NULL) { break; } else { curNode = &colCtx->polyNodes.tbl[curNode->next]; } } curNode = &colCtx->polyNodes.tbl[lookup->wall.head]; while (true) { polyId = curNode->polyId; curPoly = &polyList[polyId]; if (pos->y < vtxList[COLPOLY_VTX_INDEX(curPoly->flags_vIA)].y && pos->y < vtxList[COLPOLY_VTX_INDEX(curPoly->flags_vIB)].y && pos->y < vtxList[curPoly->vIC].y) { break; } nx = COLPOLY_GET_NORMAL(curPoly->normal.x); ny = COLPOLY_GET_NORMAL(curPoly->normal.y); nz = COLPOLY_GET_NORMAL(curPoly->normal.z); normalXZ = sqrtf(SQ(nx) + SQ(nz)); planeDist = Math3D_DistPlaneToPos(nx, ny, nz, curPoly->dist, &resultPos); if (radius < fabsf(planeDist) || COLPOLY_VIA_FLAG_TEST(curPoly->flags_vIA, xpFlags)) { if (curNode->next == SS_NULL) { break; } else { curNode = &colCtx->polyNodes.tbl[curNode->next]; continue; } } ASSERT(!IS_ZERO(normalXZ), "!IS_ZERO(ac_size)", "../z_bgcheck.c", 2964); invNormalXZ = 1.0f / normalXZ; temp_f16 = fabsf(nx) * invNormalXZ; if (temp_f16 < 0.4f) { if (curNode->next == SS_NULL) { break; } else { curNode = &colCtx->polyNodes.tbl[curNode->next]; continue; } } // compute curPoly xMin/xMax xTemp = vtxList[COLPOLY_VTX_INDEX(curPoly->flags_vIA)].x; xMax = xMin = xTemp; xTemp = vtxList[COLPOLY_VTX_INDEX(curPoly->flags_vIB)].x; if (xTemp < xMin) { xMin = xTemp; } else if (xMax < xTemp) { xMax = xTemp; } xTemp = vtxList[curPoly->vIC].x; if (xTemp < xMin) { xMin = xTemp; } else if (xMax < xTemp) { xMax = xTemp; } xMin -= radius; xMax += radius; if (resultPos.x < xMin || xMax < resultPos.x) { if (curNode->next == SS_NULL) { break; } else { curNode = &colCtx->polyNodes.tbl[curNode->next]; continue; } } if (CollisionPoly_CheckXIntersectApprox(curPoly, vtxList, pos->y, resultPos.z, &intersect)) { if (fabsf(intersect - resultPos.x) <= radius / temp_f16) { if ((intersect - resultPos.x) * nx <= 4.0f) { BgCheck_ComputeWallDisplacement(colCtx, curPoly, &resultPos.x, &resultPos.z, nx, ny, nz, invNormalXZ, planeDist, radius, outPoly); result = true; } } } if (curNode->next == SS_NULL) { break; } else { curNode = &colCtx->polyNodes.tbl[curNode->next]; continue; } } *outX = resultPos.x; *outZ = resultPos.z; return result; } /** * Tests for collision with a static poly ceiling * returns true if a collision occurs, else false * `outPoly` returns the poly collided with * `outY` returns the y coordinate needed to not collide with `outPoly` */ s32 BgCheck_CheckStaticCeiling(StaticLookup* lookup, u16 xpFlags, CollisionContext* colCtx, f32* outY, Vec3f* pos, f32 checkHeight, CollisionPoly** outPoly) { s32 result = false; u16 nextId; CollisionPoly* curPoly; CollisionPoly* polyList; f32 ceilingY; Vec3s* vtxList; SSNode* curNode; s32 curPolyId; if (lookup->ceiling.head == SS_NULL) { return false; } curNode = &colCtx->polyNodes.tbl[lookup->ceiling.head]; polyList = colCtx->colHeader->polyList; vtxList = colCtx->colHeader->vtxList; *outY = pos->y; while (true) { curPolyId = curNode->polyId; if (COLPOLY_VIA_FLAG_TEST(colCtx->colHeader->polyList[curPolyId].flags_vIA, xpFlags)) { if (curNode->next == SS_NULL) { break; } else { curNode = &colCtx->polyNodes.tbl[curNode->next]; continue; } } curPoly = &polyList[curPolyId]; if (CollisionPoly_CheckYIntersectApprox2(curPoly, vtxList, pos->x, pos->z, &ceilingY)) { f32 intersectDist = ceilingY - *outY; f32 ny = COLPOLY_GET_NORMAL(curPoly->normal.y); if (intersectDist > 0.0f && intersectDist < checkHeight && intersectDist * ny <= 0) { *outY = ceilingY - checkHeight; *outPoly = curPoly; result = true; } } if (curNode->next == SS_NULL) { break; } else { curNode = &colCtx->polyNodes.tbl[curNode->next]; continue; } } return result; } /** * Tests if line `posA` to `posB` intersects with a static poly in list `ssList`. Uses polyCheckTbl * returns true if such a poly exists, else false * `outPoly` returns the pointer of the poly intersected * `posB` and `outPos` returns the point of intersection with `outPoly` * `outDistSq` returns the squared distance from `posA` to the point of intersect */ s32 BgCheck_CheckLineAgainstSSList(SSList* ssList, CollisionContext* colCtx, u16 xpFlags1, u16 xpFlags2, Vec3f* posA, Vec3f* posB, Vec3f* outPos, CollisionPoly** outPoly, f32* outDistSq, f32 chkDist, s32 bccFlags) { SSNode* curNode; u8* checkedPoly; Vec3f polyIntersect; CollisionPoly* polyList; CollisionPoly* curPoly; s32 result; f32 minY; f32 distSq; s16 polyId; result = false; polyList = colCtx->colHeader->polyList; if (ssList->head == SS_NULL) { return result; } curNode = &colCtx->polyNodes.tbl[ssList->head]; while (true) { polyId = curNode->polyId; checkedPoly = &colCtx->polyNodes.polyCheckTbl[polyId]; if (*checkedPoly == true || COLPOLY_VIA_FLAG_TEST(polyList[polyId].flags_vIA, xpFlags1) || !(xpFlags2 == 0 || COLPOLY_VIA_FLAG_TEST(polyList[polyId].flags_vIA, xpFlags2))) { if (curNode->next == SS_NULL) { break; } else { curNode = &colCtx->polyNodes.tbl[curNode->next]; continue; } } *checkedPoly = true; curPoly = &polyList[polyId]; minY = CollisionPoly_GetMinY(curPoly, colCtx->colHeader->vtxList); if (posA->y < minY && posB->y < minY) { break; } if (CollisionPoly_LineVsPoly(curPoly, colCtx->colHeader->vtxList, posA, posB, &polyIntersect, (bccFlags & BGCHECK_CHECK_ONE_FACE) != 0, chkDist)) { distSq = Math3D_Vec3fDistSq(posA, &polyIntersect); if (distSq < *outDistSq) { *outDistSq = distSq; *outPos = polyIntersect; *posB = polyIntersect; *outPoly = curPoly; result = true; } } if (curNode->next == SS_NULL) { break; } curNode = &colCtx->polyNodes.tbl[curNode->next]; } return result; } /** * Tests if line `posA` to `posB` intersects with a static poly in `lookup`. Uses polyCheckTbl * returns true if such a poly exists, else false * `outPoly` returns the pointer of the poly intersected * `posB` and `outPos` returns the point of intersection with `outPoly` * `outDistSq` returns the squared distance from `posA` to the point of intersect */ s32 BgCheck_CheckLineInSubdivision(StaticLookup* lookup, CollisionContext* colCtx, u16 xpFlags1, u16 xpFlags2, Vec3f* posA, Vec3f* posB, Vec3f* outPos, CollisionPoly** outPoly, f32 chkDist, f32* outDistSq, u32 bccFlags) { s32 result = false; if ((bccFlags & BGCHECK_CHECK_FLOOR) && lookup->floor.head != SS_NULL) { if (BgCheck_CheckLineAgainstSSList(&lookup->floor, colCtx, xpFlags1, xpFlags2, posA, posB, outPos, outPoly, outDistSq, chkDist, bccFlags)) { result = true; } } if ((bccFlags & BGCHECK_CHECK_WALL) && lookup->wall.head != SS_NULL) { if (BgCheck_CheckLineAgainstSSList(&lookup->wall, colCtx, xpFlags1, xpFlags2, posA, posB, outPos, outPoly, outDistSq, chkDist, bccFlags)) { result = true; } } if ((bccFlags & BGCHECK_CHECK_CEILING) && lookup->ceiling.head != SS_NULL) { if (BgCheck_CheckLineAgainstSSList(&lookup->ceiling, colCtx, xpFlags1, xpFlags2, posA, posB, outPos, outPoly, outDistSq, chkDist, bccFlags)) { result = true; } } return result; } /** * Get first static poly intersecting sphere `center` `radius` from list `node` * returns true if any poly intersects the sphere, else returns false * `outPoly` returns the pointer of the first poly found that intersects */ s32 BgCheck_SphVsFirstStaticPolyList(SSNode* node, u16 xpFlags, CollisionContext* colCtx, Vec3f* center, f32 radius, CollisionPoly** outPoly) { CollisionPoly* polyList = colCtx->colHeader->polyList; Vec3s* vtxList = colCtx->colHeader->vtxList; CollisionPoly* curPoly; u16 nextId; s16 curPolyId; while (true) { curPolyId = node->polyId; curPoly = &polyList[curPolyId]; if (COLPOLY_VIA_FLAG_TEST(colCtx->colHeader->polyList[curPolyId].flags_vIA, xpFlags)) { if (node->next == SS_NULL) { break; } else { node = &colCtx->polyNodes.tbl[node->next]; continue; } } if (center->y + radius < vtxList[COLPOLY_VTX_INDEX(curPoly->flags_vIA)].y && center->y + radius < vtxList[COLPOLY_VTX_INDEX(curPoly->flags_vIB)].y && center->y + radius < vtxList[curPoly->vIC].y) { break; } if (CollisionPoly_SphVsPoly(curPoly, vtxList, center, radius)) { *outPoly = curPoly; return true; } if (node->next == SS_NULL) { break; } node = &colCtx->polyNodes.tbl[node->next]; } return false; } /** * Get first static poly intersecting sphere `center` `radius` within `lookup` * returns true if any poly intersects the sphere, else false * `outPoly` returns the first poly found that intersects */ s32 BgCheck_SphVsFirstStaticPoly(StaticLookup* lookup, u16 xpFlags, CollisionContext* colCtx, Vec3f* center, f32 radius, CollisionPoly** outPoly, u16 bciFlags) { if (lookup->floor.head != SS_NULL && !(bciFlags & BGCHECK_IGNORE_FLOOR) && BgCheck_SphVsFirstStaticPolyList(&colCtx->polyNodes.tbl[lookup->floor.head], xpFlags, colCtx, center, radius, outPoly)) { return true; } if (lookup->wall.head != SS_NULL && !(bciFlags & BGCHECK_IGNORE_WALL) && BgCheck_SphVsFirstStaticPolyList(&colCtx->polyNodes.tbl[lookup->wall.head], xpFlags, colCtx, center, radius, outPoly)) { return true; } if (lookup->ceiling.head != SS_NULL && !(bciFlags & BGCHECK_IGNORE_CEILING) && BgCheck_SphVsFirstStaticPolyList(&colCtx->polyNodes.tbl[lookup->ceiling.head], xpFlags, colCtx, center, radius, outPoly)) { return true; } return false; } /** * Get StaticLookup from `pos` * Does not return NULL */ StaticLookup* BgCheck_GetNearestStaticLookup(CollisionContext* colCtx, StaticLookup* lookupTbl, Vec3f* pos) { Vec3i sector; s32 subdivAmountX; BgCheck_GetStaticLookupIndicesFromPos(colCtx, pos, §or); subdivAmountX = colCtx->subdivAmount.x; return (sector.z * subdivAmountX) * colCtx->subdivAmount.y + lookupTbl + sector.x + sector.y * subdivAmountX; } /** * Get StaticLookup from `pos` * Returns NULL if just outside the mesh bounding box */ StaticLookup* BgCheck_GetStaticLookup(CollisionContext* colCtx, StaticLookup* lookupTbl, Vec3f* pos) { Vec3i sector; s32 subdivAmountX; if (!BgCheck_PosInStaticBoundingBox(colCtx, pos)) { return NULL; } BgCheck_GetStaticLookupIndicesFromPos(colCtx, pos, §or); subdivAmountX = colCtx->subdivAmount.x; return (sector.z * subdivAmountX) * colCtx->subdivAmount.y + lookupTbl + sector.x + sector.y * subdivAmountX; } /** * Get StaticLookup subdivision indices from `pos` * `sector` returns the subdivision x,y,z indices containing or is nearest to `pos` */ void BgCheck_GetStaticLookupIndicesFromPos(CollisionContext* colCtx, Vec3f* pos, Vec3i* sector) { sector->x = (pos->x - colCtx->minBounds.x) * colCtx->subdivLengthInv.x; sector->y = (pos->y - colCtx->minBounds.y) * colCtx->subdivLengthInv.y; sector->z = (pos->z - colCtx->minBounds.z) * colCtx->subdivLengthInv.z; if (sector->x < 0) { sector->x = 0; } else if (sector->x >= colCtx->subdivAmount.x) { sector->x = colCtx->subdivAmount.x - 1; } if (sector->y < 0) { sector->y = 0; } else if (sector->y >= colCtx->subdivAmount.y) { sector->y = colCtx->subdivAmount.y - 1; } if (sector->z < 0) { sector->z = 0; } else if (sector->z >= colCtx->subdivAmount.z) { sector->z = colCtx->subdivAmount.z - 1; } } /** * Get negative bias subdivision indices * decrements indices if `pos` is within BGCHECK_SUBDIV_OVERLAP units of the negative subdivision boundary * `sx`, `sy`, `sz` returns the subdivision x, y, z indices */ void BgCheck_GetSubdivisionMinBounds(CollisionContext* colCtx, Vec3f* pos, s32* sx, s32* sy, s32* sz) { f32 dx = pos->x - colCtx->minBounds.x; f32 dy = pos->y - colCtx->minBounds.y; f32 dz = pos->z - colCtx->minBounds.z; *sx = dx * colCtx->subdivLengthInv.x; *sy = dy * colCtx->subdivLengthInv.y; *sz = dz * colCtx->subdivLengthInv.z; if (((s32)dx % (s32)colCtx->subdivLength.x < BGCHECK_SUBDIV_OVERLAP) && (*sx > 0)) { *sx -= 1; } if (((s32)dy % (s32)colCtx->subdivLength.y < BGCHECK_SUBDIV_OVERLAP) && (*sy > 0)) { *sy -= 1; } if (((s32)dz % (s32)colCtx->subdivLength.z < BGCHECK_SUBDIV_OVERLAP) && (*sz > 0)) { *sz -= 1; } } /** * Get positive bias subdivision indices * increments indices if `pos` is within BGCHECK_SUBDIV_OVERLAP units of the positive subdivision boundary * `sx`, `sy`, `sz` returns the subdivision x, y, z indices */ void BgCheck_GetSubdivisionMaxBounds(CollisionContext* colCtx, Vec3f* pos, s32* sx, s32* sy, s32* sz) { f32 dx = pos->x - colCtx->minBounds.x; f32 dy = pos->y - colCtx->minBounds.y; f32 dz = pos->z - colCtx->minBounds.z; *sx = dx * colCtx->subdivLengthInv.x; *sy = dy * colCtx->subdivLengthInv.y; *sz = dz * colCtx->subdivLengthInv.z; if (((s32)colCtx->subdivLength.x - BGCHECK_SUBDIV_OVERLAP < (s32)dx % (s32)colCtx->subdivLength.x) && (*sx < colCtx->subdivAmount.x - 1)) { *sx += 1; } if (((s32)colCtx->subdivLength.y - BGCHECK_SUBDIV_OVERLAP < (s32)dy % (s32)colCtx->subdivLength.y) && (*sy < colCtx->subdivAmount.y - 1)) { *sy += 1; } if (((s32)colCtx->subdivLength.z - BGCHECK_SUBDIV_OVERLAP < (s32)dz % (s32)colCtx->subdivLength.z) && (*sz < colCtx->subdivAmount.z - 1)) { *sz += 1; } } /** * Calculate the subdivision index bounding box for CollisionPoly `polyId` * `subdivMinX`, `subdivMinY`, `subdivMinZ` returns the minimum subdivision x, y, z indices * `subdivMaxX`, `subdivMaxY`, `subdivMaxZ` returns the maximum subdivision x, y, z indices */ 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; f32 x; f32 y; f32 z; Vec3s* vtx; s16 vtxId = COLPOLY_VTX_INDEX(polyList[polyId].vtxData[0]); Math_Vec3s_ToVec3f(&maxVtx, &vtxList[vtxId]); Math_Vec3f_Copy(&minVtx, &maxVtx); for (vtxDataTemp = polyList[polyId].vtxData + 1; vtxDataTemp < polyList[polyId].vtxData + 3; vtxDataTemp++) { vtxId = COLPOLY_VTX_INDEX(*vtxDataTemp); vtx = &vtxList[vtxId]; x = vtx->x; y = vtx->y; z = vtx->z; if (minVtx.x > x) { minVtx.x = x; } else if (maxVtx.x < x) { maxVtx.x = x; } if (minVtx.y > y) { minVtx.y = y; } else if (maxVtx.y < y) { maxVtx.y = y; } if (minVtx.z > z) { minVtx.z = z; } else if (maxVtx.z < z) { maxVtx.z = z; } } 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 BgCheck_PolyIntersectsSubdivision(Vec3f* min, Vec3f* max, CollisionPoly* polyList, Vec3s* vtxList, s16 polyId) { f32 intersect; Vec3f va2; Vec3f vb2; Vec3f vc2; CollisionPoly* poly; f32 nx; f32 ny; f32 nz; f32 dist; Vec3f va; Vec3f vb; Vec3f vc; s32 flags[3]; flags[0] = flags[1] = 0; poly = &polyList[polyId]; BgCheck_Vec3sToVec3f(&vtxList[COLPOLY_VTX_INDEX(poly->flags_vIA)], &va); flags[0] = Math3D_PointRelativeToCubeFaces(&va, min, max); if (flags[0] == 0) { return true; } BgCheck_Vec3sToVec3f(&vtxList[COLPOLY_VTX_INDEX(poly->flags_vIB)], &vb); flags[1] = Math3D_PointRelativeToCubeFaces(&vb, min, max); if (flags[1] == 0) { return true; } BgCheck_Vec3sToVec3f(&vtxList[poly->vIC], &vc); flags[2] = Math3D_PointRelativeToCubeFaces(&vc, min, max); if (flags[2] == 0) { return true; } if (flags[0] & flags[1] & flags[2]) { return false; } flags[0] |= Math3D_PointRelativeToCubeEdges(&va, min, max) << 8; flags[1] |= Math3D_PointRelativeToCubeEdges(&vb, min, max) << 8; flags[2] |= Math3D_PointRelativeToCubeEdges(&vc, min, max) << 8; if (flags[0] & flags[1] & flags[2]) { return false; } flags[0] |= Math3D_PointRelativeToCubeVertices(&va, min, max) << 0x18; flags[1] |= Math3D_PointRelativeToCubeVertices(&vb, min, max) << 0x18; flags[2] |= Math3D_PointRelativeToCubeVertices(&vc, min, max) << 0x18; if (flags[0] & flags[1] & flags[2]) { return false; } CollisionPoly_GetNormalF(poly, &nx, &ny, &nz); dist = poly->dist; if (Math3D_TriChkLineSegParaYIntersect(&va, &vb, &vc, nx, ny, nz, dist, min->z, min->x, &intersect, min->y, max->y) || Math3D_TriChkLineSegParaYIntersect(&va, &vb, &vc, nx, ny, nz, dist, max->z, min->x, &intersect, min->y, max->y) || Math3D_TriChkLineSegParaYIntersect(&va, &vb, &vc, nx, ny, nz, dist, min->z, max->x, &intersect, min->y, max->y) || Math3D_TriChkLineSegParaYIntersect(&va, &vb, &vc, nx, ny, nz, dist, max->z, max->x, &intersect, min->y, max->y)) { return true; } if (Math3D_TriChkLineSegParaZIntersect(&va, &vb, &vc, nx, ny, nz, dist, min->x, min->y, &intersect, min->z, max->z) || Math3D_TriChkLineSegParaZIntersect(&va, &vb, &vc, nx, ny, nz, dist, min->x, max->y, &intersect, min->z, max->z) || Math3D_TriChkLineSegParaZIntersect(&va, &vb, &vc, nx, ny, nz, dist, max->x, min->y, &intersect, min->z, max->z) || Math3D_TriChkLineSegParaZIntersect(&va, &vb, &vc, nx, ny, nz, dist, max->x, max->y, &intersect, min->z, max->z)) { return true; } if (Math3D_TriChkLineSegParaXIntersect(&va, &vb, &vc, nx, ny, nz, dist, min->y, min->z, &intersect, min->x, max->x) || Math3D_TriChkLineSegParaXIntersect(&va, &vb, &vc, nx, ny, nz, dist, min->y, max->z, &intersect, min->x, max->x) || Math3D_TriChkLineSegParaXIntersect(&va, &vb, &vc, nx, ny, nz, dist, max->y, min->z, &intersect, min->x, max->x) || Math3D_TriChkLineSegParaXIntersect(&va, &vb, &vc, nx, ny, nz, dist, max->y, max->z, &intersect, min->x, max->x)) { return true; } BgCheck_Vec3sToVec3f(&vtxList[COLPOLY_VTX_INDEX(poly->flags_vIA)], &va2); BgCheck_Vec3sToVec3f(&vtxList[COLPOLY_VTX_INDEX(poly->flags_vIB)], &vb2); BgCheck_Vec3sToVec3f(&vtxList[poly->vIC], &vc2); if (Math3D_LineVsCube(min, max, &va2, &vb2) || Math3D_LineVsCube(min, max, &vb2, &vc2) || Math3D_LineVsCube(min, max, &vc2, &va2)) { return true; } return false; } /** * Initialize StaticLookup Table * returns size of table, in bytes */ u32 BgCheck_InitializeStaticLookup(CollisionContext* colCtx, PlayState* play, StaticLookup* lookupTbl) { Vec3s* vtxList; CollisionPoly* polyList; s32 polyMax; s32 polyIdx; s32 sx; s32 sy; s32 sz; // subdivMin indices s32 sxMin; s32 syMin; s32 szMin; // subdivMax indices s32 sxMax; s32 syMax; s32 szMax; // subdiv min/max bounds for adding a poly Vec3f curSubdivMin; Vec3f curSubdivMax; CollisionHeader* colHeader = colCtx->colHeader; StaticLookup* lookupTblXY; StaticLookup* lookupTblX; StaticLookup* lookup; s32 subdivAmountXY; f32 subdivLengthX; f32 subdivLengthY; f32 subdivLengthZ; for (lookupTblXY = lookupTbl; lookupTblXY < (colCtx->subdivAmount.x * colCtx->subdivAmount.y * colCtx->subdivAmount.z + lookupTbl); lookupTblXY++) { lookupTblXY->floor.head = SS_NULL; lookupTblXY->wall.head = SS_NULL; lookupTblXY->ceiling.head = SS_NULL; } polyMax = colHeader->numPolygons; vtxList = colHeader->vtxList; polyList = colHeader->polyList; subdivAmountXY = colCtx->subdivAmount.x * colCtx->subdivAmount.y; subdivLengthX = colCtx->subdivLength.x + (2 * BGCHECK_SUBDIV_OVERLAP); subdivLengthY = colCtx->subdivLength.y + (2 * BGCHECK_SUBDIV_OVERLAP); subdivLengthZ = colCtx->subdivLength.z + (2 * BGCHECK_SUBDIV_OVERLAP); for (polyIdx = 0; polyIdx < polyMax; polyIdx++) { BgCheck_GetPolySubdivisionBounds(colCtx, vtxList, polyList, &sxMin, &syMin, &szMin, &sxMax, &syMax, &szMax, polyIdx); lookupTblXY = szMin * subdivAmountXY + lookupTbl; curSubdivMin.z = (colCtx->subdivLength.z * szMin + colCtx->minBounds.z) - BGCHECK_SUBDIV_OVERLAP; curSubdivMax.z = curSubdivMin.z + subdivLengthZ; for (sz = szMin; sz < szMax + 1; sz++) { lookupTblX = (colCtx->subdivAmount.x * syMin) + lookupTblXY; curSubdivMin.y = (colCtx->subdivLength.y * syMin + colCtx->minBounds.y) - BGCHECK_SUBDIV_OVERLAP; curSubdivMax.y = curSubdivMin.y + subdivLengthY; for (sy = syMin; sy < syMax + 1; sy++) { lookup = sxMin + lookupTblX; curSubdivMin.x = (colCtx->subdivLength.x * sxMin + colCtx->minBounds.x) - BGCHECK_SUBDIV_OVERLAP; curSubdivMax.x = curSubdivMin.x + subdivLengthX; for (sx = sxMin; sx < sxMax + 1; sx++) { if (BgCheck_PolyIntersectsSubdivision(&curSubdivMin, &curSubdivMax, polyList, vtxList, polyIdx)) { StaticLookup_AddPoly(lookup, colCtx, polyList, vtxList, polyIdx); } curSubdivMin.x += colCtx->subdivLength.x; curSubdivMax.x += colCtx->subdivLength.x; lookup++; } curSubdivMin.y += colCtx->subdivLength.y; curSubdivMax.y += colCtx->subdivLength.y; lookupTblX += colCtx->subdivAmount.x; } curSubdivMin.z += colCtx->subdivLength.z; curSubdivMax.z += colCtx->subdivLength.z; lookupTblXY += subdivAmountXY; } } return colCtx->polyNodes.count * sizeof(SSNode); } /** * Is current scene a SPOT scene */ s32 BgCheck_IsSpotScene(PlayState* play) { static s16 spotScenes[] = { SCENE_HYRULE_FIELD, SCENE_KAKARIKO_VILLAGE, SCENE_GRAVEYARD, SCENE_ZORAS_RIVER, SCENE_KOKIRI_FOREST, SCENE_SACRED_FOREST_MEADOW, SCENE_LAKE_HYLIA, SCENE_ZORAS_DOMAIN, SCENE_ZORAS_FOUNTAIN, SCENE_GERUDO_VALLEY, SCENE_LOST_WOODS, SCENE_DESERT_COLOSSUS, SCENE_GERUDOS_FORTRESS, SCENE_HAUNTED_WASTELAND, SCENE_HYRULE_CASTLE, SCENE_DEATH_MOUNTAIN_TRAIL, SCENE_DEATH_MOUNTAIN_CRATER, SCENE_GORON_CITY, SCENE_LON_LON_RANCH, }; s16* i; for (i = spotScenes; i < spotScenes + ARRAY_COUNT(spotScenes); i++) { if (play->sceneId == *i) { return true; } } return false; } typedef struct { s16 sceneId; u32 memSize; } BgCheckSceneMemEntry; /** * Get custom scene memSize */ s32 BgCheck_TryGetCustomMemsize(s32 sceneId, u32* memSize) { static BgCheckSceneMemEntry sceneMemList[] = { { SCENE_HYRULE_FIELD, 0xB798 }, { SCENE_GANONS_TOWER_COLLAPSE_EXTERIOR, 0x78C8 }, { SCENE_GANON_BOSS, 0x70C8 }, { SCENE_SPIRIT_TEMPLE_BOSS, 0xACC8 }, { SCENE_CHAMBER_OF_THE_SAGES, 0x70C8 }, { SCENE_SPIRIT_TEMPLE, 0x16CC8 }, { SCENE_FIRE_TEMPLE, 0x198C8 }, { SCENE_GANONDORF_BOSS, 0x84C8 }, }; s32 i; for (i = 0; i < ARRAY_COUNT(sceneMemList); i++) { if (sceneId == sceneMemList[i].sceneId) { *memSize = sceneMemList[i].memSize; return true; } } return false; } /** * Compute subdivLength for scene mesh lookup, for a single dimension */ void BgCheck_SetSubdivisionDimension(f32 min, s32 subdivAmount, f32* max, f32* subdivLength, f32* subdivLengthInv) { f32 length = (*max - min); *subdivLength = (s32)(length / subdivAmount) + 1; *subdivLength = CLAMP_MIN(*subdivLength, BGCHECK_SUBDIV_MIN); *subdivLengthInv = 1.0f / *subdivLength; *max = *subdivLength * subdivAmount + min; } typedef struct { s16 sceneId; Vec3s subdivAmount; s32 nodeListMax; // if -1, dynamically compute max nodes } BgCheckSceneSubdivisionEntry; /** * Allocate CollisionContext */ void BgCheck_Allocate(CollisionContext* colCtx, PlayState* play, CollisionHeader* colHeader) { static BgCheckSceneSubdivisionEntry sceneSubdivisionList[] = { { SCENE_SHADOW_TEMPLE, { 23, 7, 14 }, -1 }, { SCENE_FOREST_TEMPLE, { 38, 1, 38 }, -1 }, }; u32 tblMax; u32 memSize; u32 lookupTblMemSize; SSNodeList* nodeList; s32 useCustomSubdivisions; u32 customMemSize; s32 customNodeListMax; s32 i; colCtx->colHeader = colHeader; customNodeListMax = -1; // "/*---------------- BGCheck Buffer Memory Size -------------*/\n" osSyncPrintf("/*---------------- BGCheck バッファーメモリサイズ -------------*/\n"); if ((R_SCENE_CAM_TYPE == SCENE_CAM_TYPE_FIXED_SHOP_VIEWPOINT) || (R_SCENE_CAM_TYPE == SCENE_CAM_TYPE_FIXED_TOGGLE_VIEWPOINT) || (R_SCENE_CAM_TYPE == SCENE_CAM_TYPE_FIXED) || (R_SCENE_CAM_TYPE == SCENE_CAM_TYPE_FIXED_MARKET)) { if (play->sceneId == SCENE_STABLE) { // "/* BGCheck LonLon Size %dbyte */\n" osSyncPrintf("/* BGCheck LonLonサイズ %dbyte */\n", 0x3520); colCtx->memSize = 0x3520; } else { // "/* BGCheck Mini Size %dbyte */\n" osSyncPrintf("/* BGCheck ミニサイズ %dbyte */\n", 0x4E20); colCtx->memSize = 0x4E20; } colCtx->dyna.polyNodesMax = 500; colCtx->dyna.polyListMax = 256; colCtx->dyna.vtxListMax = 256; colCtx->subdivAmount.x = 2; colCtx->subdivAmount.y = 2; colCtx->subdivAmount.z = 2; } else if (BgCheck_IsSpotScene(play) == true) { colCtx->memSize = 0xF000; // "/* BGCheck Spot Size %dbyte */\n" osSyncPrintf("/* BGCheck Spot用サイズ %dbyte */\n", 0xF000); colCtx->dyna.polyNodesMax = 1000; colCtx->dyna.polyListMax = 512; colCtx->dyna.vtxListMax = 512; colCtx->subdivAmount.x = 16; colCtx->subdivAmount.y = 4; colCtx->subdivAmount.z = 16; } else { if (BgCheck_TryGetCustomMemsize(play->sceneId, &customMemSize)) { colCtx->memSize = customMemSize; } else { colCtx->memSize = 0x1CC00; } // "/* BGCheck Normal Size %dbyte */\n" osSyncPrintf("/* BGCheck ノーマルサイズ %dbyte */\n", colCtx->memSize); colCtx->dyna.polyNodesMax = 1000; colCtx->dyna.polyListMax = 512; colCtx->dyna.vtxListMax = 512; useCustomSubdivisions = false; for (i = 0; i < ARRAY_COUNT(sceneSubdivisionList); i++) { if (play->sceneId == sceneSubdivisionList[i].sceneId) { colCtx->subdivAmount.x = sceneSubdivisionList[i].subdivAmount.x; colCtx->subdivAmount.y = sceneSubdivisionList[i].subdivAmount.y; colCtx->subdivAmount.z = sceneSubdivisionList[i].subdivAmount.z; useCustomSubdivisions = true; customNodeListMax = sceneSubdivisionList[i].nodeListMax; } } if (!useCustomSubdivisions) { colCtx->subdivAmount.x = 16; colCtx->subdivAmount.y = 4; colCtx->subdivAmount.z = 16; } } colCtx->lookupTbl = THA_AllocTailAlign(&play->state.tha, colCtx->subdivAmount.x * sizeof(StaticLookup) * colCtx->subdivAmount.y * colCtx->subdivAmount.z, ALIGNOF_MASK(StaticLookup)); if (colCtx->lookupTbl == NULL) { LogUtils_HungupThread("../z_bgcheck.c", 4176); } colCtx->minBounds.x = colCtx->colHeader->minBounds.x; colCtx->minBounds.y = colCtx->colHeader->minBounds.y; colCtx->minBounds.z = colCtx->colHeader->minBounds.z; colCtx->maxBounds.x = colCtx->colHeader->maxBounds.x; colCtx->maxBounds.y = colCtx->colHeader->maxBounds.y; colCtx->maxBounds.z = colCtx->colHeader->maxBounds.z; BgCheck_SetSubdivisionDimension(colCtx->minBounds.x, colCtx->subdivAmount.x, &colCtx->maxBounds.x, &colCtx->subdivLength.x, &colCtx->subdivLengthInv.x); BgCheck_SetSubdivisionDimension(colCtx->minBounds.y, colCtx->subdivAmount.y, &colCtx->maxBounds.y, &colCtx->subdivLength.y, &colCtx->subdivLengthInv.y); BgCheck_SetSubdivisionDimension(colCtx->minBounds.z, colCtx->subdivAmount.z, &colCtx->maxBounds.z, &colCtx->subdivLength.z, &colCtx->subdivLengthInv.z); memSize = colCtx->subdivAmount.x * sizeof(StaticLookup) * colCtx->subdivAmount.y * colCtx->subdivAmount.z + colCtx->colHeader->numPolygons * sizeof(u8) + colCtx->dyna.polyNodesMax * sizeof(SSNode) + colCtx->dyna.polyListMax * sizeof(CollisionPoly) + colCtx->dyna.vtxListMax * sizeof(Vec3s) + sizeof(CollisionContext); if (customNodeListMax > 0) { // tblMax is set without checking if customNodeListMax will result in a memory overflow // this is a non-issue as long as sceneSubdivisionList.nodeListMax is -1 tblMax = customNodeListMax; } else { if (colCtx->memSize < memSize) { LogUtils_HungupThread("../z_bgcheck.c", 4230); } tblMax = (colCtx->memSize - memSize) / sizeof(SSNode); } SSNodeList_Initialize(&colCtx->polyNodes); SSNodeList_Alloc(play, &colCtx->polyNodes, tblMax, colCtx->colHeader->numPolygons); lookupTblMemSize = BgCheck_InitializeStaticLookup(colCtx, play, colCtx->lookupTbl); osSyncPrintf(VT_FGCOL(GREEN)); osSyncPrintf("/*---結局 BG使用サイズ %dbyte---*/\n", memSize + lookupTblMemSize); osSyncPrintf(VT_RST); DynaPoly_Init(play, &colCtx->dyna); DynaPoly_Alloc(play, &colCtx->dyna); } /** * Get CollisionHeader * original name: T_BGCheck_getBGDataInfo */ CollisionHeader* BgCheck_GetCollisionHeader(CollisionContext* colCtx, s32 bgId) { if (bgId == BGCHECK_SCENE) { return colCtx->colHeader; } if (bgId < 0 || bgId > BG_ACTOR_MAX) { return NULL; } if (!(colCtx->dyna.bgActorFlags[bgId] & BGACTOR_IN_USE)) { osSyncPrintf(VT_COL(YELLOW, BLACK)); osSyncPrintf("T_BGCheck_getBGDataInfo():そのbg_actor_indexは使われておりません。index=%d\n"); osSyncPrintf(VT_RST); return NULL; } return colCtx->dyna.bgActors[bgId].colHeader; } /** * Test if pos is near collision boundaries */ s32 BgCheck_PosInStaticBoundingBox(CollisionContext* colCtx, Vec3f* pos) { if (pos->x < (colCtx->minBounds.x - BGCHECK_SUBDIV_OVERLAP) || (colCtx->maxBounds.x + BGCHECK_SUBDIV_OVERLAP) < pos->x || pos->y < (colCtx->minBounds.y - BGCHECK_SUBDIV_OVERLAP) || (colCtx->maxBounds.y + BGCHECK_SUBDIV_OVERLAP) < pos->y || pos->z < (colCtx->minBounds.z - BGCHECK_SUBDIV_OVERLAP) || (colCtx->maxBounds.z + BGCHECK_SUBDIV_OVERLAP) < pos->z) { return false; } return true; } /** * Raycast Downward * If `actor` != null, bgcheck will be skipped for that actor * returns the yIntersect of the nearest poly found directly below `pos`, or BGCHECK_Y_MIN if no floor detected * returns the poly found in `outPoly`, and the bgId of the entity in `outBgId` */ f32 BgCheck_RaycastDownImpl(PlayState* play, CollisionContext* colCtx, u16 xpFlags, CollisionPoly** outPoly, s32* outBgId, Vec3f* pos, Actor* actor, u32 downChkFlags, f32 chkDist) { f32 yIntersectDyna; s32* temp_a0; StaticLookup* lookupTbl; Vec3f checkPos; StaticLookup* lookup; DynaRaycastDown dynaRaycastDown; f32 yIntersect; *outBgId = BGCHECK_SCENE; *outPoly = NULL; lookupTbl = colCtx->lookupTbl; yIntersect = BGCHECK_Y_MIN; checkPos = *pos; while (true) { if (checkPos.y < colCtx->minBounds.y) { break; } if (BgCheck_PosErrorCheck(&checkPos, "../z_bgcheck.c", 4410)) { if (actor != NULL) { osSyncPrintf("こいつ,pself_actor->name %d\n", actor->id); } } lookup = BgCheck_GetStaticLookup(colCtx, lookupTbl, &checkPos); if (lookup == NULL) { checkPos.y -= colCtx->subdivLength.y; continue; } yIntersect = BgCheck_RaycastDownStatic(lookup, colCtx, xpFlags, outPoly, pos, downChkFlags, chkDist, BGCHECK_Y_MIN); if (yIntersect > BGCHECK_Y_MIN) { break; } checkPos.y -= colCtx->subdivLength.y; } dynaRaycastDown.colCtx = colCtx; dynaRaycastDown.xpFlags = xpFlags; dynaRaycastDown.yIntersect = yIntersect; dynaRaycastDown.pos = pos; dynaRaycastDown.actor = actor; dynaRaycastDown.downChkFlags = downChkFlags; dynaRaycastDown.chkDist = chkDist; dynaRaycastDown.play = play; dynaRaycastDown.resultPoly = outPoly; dynaRaycastDown.bgId = outBgId; yIntersectDyna = BgCheck_RaycastDownDyna(&dynaRaycastDown); if (yIntersect < yIntersectDyna) { yIntersect = yIntersectDyna; } if (yIntersect != BGCHECK_Y_MIN && SurfaceType_IsSoft(colCtx, *outPoly, *outBgId)) { yIntersect -= 1.0f; } return yIntersect; } /** * Public raycast downward, ground check (UNUSED) * returns yIntersect of the poly found, or BGCHECK_Y_MIN if no poly detected */ f32 BgCheck_CameraRaycastDown1(CollisionContext* colCtx, CollisionPoly** outGroundPoly, Vec3f* pos) { s32 bgId; return BgCheck_RaycastDownImpl(NULL, colCtx, COLPOLY_IGNORE_CAMERA, outGroundPoly, &bgId, pos, NULL, BGCHECK_RAYCAST_DOWN_CHECK_WALLS_SIMPLE | BGCHECK_RAYCAST_DOWN_CHECK_FLOORS | BGCHECK_RAYCAST_DOWN_CHECK_GROUND_ONLY, 1.0f); } /** * Public raycast downward, ground check * returns yIntersect of the poly found, or BGCHECK_Y_MIN if no poly detected */ f32 BgCheck_EntityRaycastDown1(CollisionContext* colCtx, CollisionPoly** outGroundPoly, Vec3f* pos) { s32 bgId; return BgCheck_RaycastDownImpl(NULL, colCtx, COLPOLY_IGNORE_ENTITY, outGroundPoly, &bgId, pos, NULL, BGCHECK_RAYCAST_DOWN_CHECK_WALLS_SIMPLE | BGCHECK_RAYCAST_DOWN_CHECK_FLOORS | BGCHECK_RAYCAST_DOWN_CHECK_GROUND_ONLY, 1.0f); } /** * Public raycast downward, ground check * returns yIntersect of the poly found, or BGCHECK_Y_MIN if no poly detected */ f32 BgCheck_EntityRaycastDown2(PlayState* play, CollisionContext* colCtx, CollisionPoly** outGroundPoly, Vec3f* pos) { s32 bgId; return BgCheck_RaycastDownImpl(play, colCtx, COLPOLY_IGNORE_ENTITY, outGroundPoly, &bgId, pos, NULL, BGCHECK_RAYCAST_DOWN_CHECK_WALLS_SIMPLE | BGCHECK_RAYCAST_DOWN_CHECK_FLOORS | BGCHECK_RAYCAST_DOWN_CHECK_GROUND_ONLY, 1.0f); } /** * Public raycast downward, ground check * returns yIntersect of the poly found, or BGCHECK_Y_MIN if no poly detected */ f32 BgCheck_EntityRaycastDown3(CollisionContext* colCtx, CollisionPoly** outGroundPoly, s32* bgId, Vec3f* pos) { return BgCheck_RaycastDownImpl(NULL, colCtx, COLPOLY_IGNORE_ENTITY, outGroundPoly, bgId, pos, NULL, BGCHECK_RAYCAST_DOWN_CHECK_WALLS_SIMPLE | BGCHECK_RAYCAST_DOWN_CHECK_FLOORS | BGCHECK_RAYCAST_DOWN_CHECK_GROUND_ONLY, 1.0f); } /** * Public raycast downward, ground check * 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_EntityRaycastDown4(CollisionContext* colCtx, CollisionPoly** outGroundPoly, s32* bgId, Actor* actor, Vec3f* pos) { return BgCheck_RaycastDownImpl(NULL, colCtx, COLPOLY_IGNORE_ENTITY, outGroundPoly, bgId, pos, actor, BGCHECK_RAYCAST_DOWN_CHECK_WALLS_SIMPLE | BGCHECK_RAYCAST_DOWN_CHECK_FLOORS | BGCHECK_RAYCAST_DOWN_CHECK_GROUND_ONLY, 1.0f); } /** * Public raycast downward, ground check * 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_EntityRaycastDown5(PlayState* play, CollisionContext* colCtx, CollisionPoly** outGroundPoly, s32* bgId, Actor* actor, Vec3f* pos) { return BgCheck_RaycastDownImpl(play, colCtx, COLPOLY_IGNORE_ENTITY, outGroundPoly, bgId, pos, actor, BGCHECK_RAYCAST_DOWN_CHECK_WALLS_SIMPLE | BGCHECK_RAYCAST_DOWN_CHECK_FLOORS | BGCHECK_RAYCAST_DOWN_CHECK_GROUND_ONLY, 1.0f); } /** * Public raycast downward, ground check * If `actor` != null, bgcheck will be skipped for that actor * `chkDist` is the distance beyond the poly's boundary where the check will still pass * returns yIntersect of the poly found, or BGCHECK_Y_MIN if no poly detected */ f32 BgCheck_EntityRaycastDown6(CollisionContext* colCtx, CollisionPoly** outGroundPoly, s32* bgId, Actor* actor, Vec3f* pos, f32 chkDist) { return BgCheck_RaycastDownImpl(NULL, colCtx, COLPOLY_IGNORE_ENTITY, outGroundPoly, bgId, pos, actor, BGCHECK_RAYCAST_DOWN_CHECK_WALLS_SIMPLE | BGCHECK_RAYCAST_DOWN_CHECK_FLOORS | BGCHECK_RAYCAST_DOWN_CHECK_GROUND_ONLY, chkDist); } /** * Public raycast downward, floor and exhaustive wall check (UNUSED) * If `actor` != null, bgcheck will be skipped for that actor * returns yIntersect of the poly found, or BGCHECK_Y_MIN if no poly detected */ f32 BgCheck_EntityRaycastDown7(CollisionContext* colCtx, CollisionPoly** outPoly, s32* bgId, Actor* actor, Vec3f* pos) { return BgCheck_RaycastDownImpl(NULL, colCtx, COLPOLY_IGNORE_ENTITY, outPoly, bgId, pos, actor, BGCHECK_RAYCAST_DOWN_CHECK_WALLS | BGCHECK_RAYCAST_DOWN_CHECK_FLOORS, 1.0f); } /** * Public raycast 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_AnyRaycastDown1(CollisionContext* colCtx, CollisionPoly* outGroundPoly, Vec3f* pos) { CollisionPoly* checkResultPoly; f32 result; s32 bgId; 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 (checkResultPoly != NULL) { *outGroundPoly = *checkResultPoly; } return result; } /** * 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_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 (checkResultPoly != NULL) { *outGroundPoly = *checkResultPoly; } return result; } /** * Public raycast downward, floor and exhaustive wall check * returns yIntersect of the poly found, or BGCHECK_Y_MIN if no poly detected */ 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 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_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 downward, floor and exhaustive wall check (UNUSED) * returns yIntersect of the poly found, or BGCHECK_Y_MIN if no poly detected */ 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); } /** * Tests if moving from `posPrev` to `posNext` will collide with a "wall" * `radius` is used to form a sphere for collision detection purposes * `checkHeight` is the positive height above posNext to perform certain checks * returns true if a collision is detected, else false * `outPoly` returns the closest poly detected, while `outBgId` returns the poly owner */ 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; s32 result; CollisionPoly* poly; f32 dx, dy, dz; // change between posPrev to posNext Vec3f sphCenter; s32 dynaPolyCollision; Vec3f posIntersect; s32 bgId; f32 temp_f0_2; f32 f32temp; f32 nx2, nz2; Vec3f checkLineNext; Vec3f checkLinePrev; f32 n2XZDist; f32 n3XZDist; f32 nx3, nz3; s32 bccFlags; Vec3f posIntersect2; s32 bgId2; f32 nx, ny, nz; // unit normal of polygon result = false; *outBgId = BGCHECK_SCENE; *outPoly = NULL; lookupTbl = colCtx->lookupTbl; *posResult = *posNext; dx = posNext->x - posPrev->x; dy = posNext->y - posPrev->y; dz = posNext->z - posPrev->z; if (BgCheck_PosErrorCheck(posNext, "../z_bgcheck.c", 4831) == true || BgCheck_PosErrorCheck(posPrev, "../z_bgcheck.c", 4832) == true) { if (actor != NULL) { osSyncPrintf("こいつ,pself_actor->name %d\n", actor->id); } } // 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) { //! @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 if (ny > 0.5f) { posResult->x = posIntersect.x; if (checkHeight > 1.0f) { posResult->y = posIntersect.y - 1.0f; } else { posResult->y = posIntersect.y - checkHeight; } posResult->z = posIntersect.z; } // poly is wall else { nx = COLPOLY_GET_NORMAL(poly->normal.x); nz = COLPOLY_GET_NORMAL(poly->normal.z); posResult->x = radius * nx + posIntersect.x; posResult->y = radius * ny + posIntersect.y; posResult->z = radius * nz + posIntersect.z; } *outPoly = poly; *outBgId = bgId; } } else { // if the radius is less than the distance travelled on the xz plane, also test for floor collisions bccFlags = SQ(radius) < (SQ(dx) + SQ(dz)) ? (BGCHECK_CHECK_ALL & ~BGCHECK_CHECK_CEILING) : (BGCHECK_CHECK_ALL & ~BGCHECK_CHECK_FLOOR & ~BGCHECK_CHECK_CEILING); // perform a straight line test to see if a line at posNext.y + checkHeight from posPrev.xz to posNext.xz // passes through any wall and possibly floor polys checkLineNext = *posNext; checkLineNext.y += checkHeight; checkLinePrev = *posPrev; checkLinePrev.y = checkLineNext.y; 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); nz2 = COLPOLY_GET_NORMAL(poly->normal.z); n2XZDist = sqrtf(SQ(nx2) + SQ(nz2)); // if poly is not a "flat" floor or "flat" ceiling if (!IS_ZERO(n2XZDist)) { // normalize nx,nz and multiply each by the radius to go back to the other side of the wall f32temp = 1.0f / n2XZDist; temp_f0 = radius * f32temp; posResult->x = temp_f0 * nx2 + posIntersect.x; posResult->z = temp_f0 * nz2 + posIntersect.z; *outPoly = poly; *outBgId = bgId; result = true; } } } } sphCenter = *posResult; dynaPolyCollision = false; sphCenter.y += checkHeight; // test if sphere (sphCenter, radius) collides with a dynamic wall, displacing the x/z coordinates if (BgCheck_SphVsDynaWall(colCtx, xpFlags, &posResult->x, &posResult->z, &sphCenter, radius, outPoly, outBgId, actor)) { result = true; dynaPolyCollision = true; sphCenter = *posResult; sphCenter.y += checkHeight; } // test if sphere (sphCenter, radius) collides with a static wall, displacing the x/z coordinates if (BgCheck_PosInStaticBoundingBox(colCtx, posNext) == true && // possible bug? if the sphere's radius is smaller than the distance to a subdivision boundary, some static // polys will be missed BgCheck_SphVsStaticWall(BgCheck_GetNearestStaticLookup(colCtx, lookupTbl, posResult), colCtx, xpFlags, &posResult->x, &posResult->z, &sphCenter, radius, outPoly)) { *outBgId = BGCHECK_SCENE; result = true; } // if a collision with a dyna poly was detected if (dynaPolyCollision == true || *outBgId != BGCHECK_SCENE) { 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)); // if poly is not a "flat" floor or "flat" ceiling if (!IS_ZERO(n3XZDist)) { // normalize nx,nz and multiply each by the radius to go back to the other side of the wall f32temp = 1.0f / n3XZDist; temp_f0_2 = radius * f32temp; posResult->x = temp_f0_2 * nx3 + posIntersect2.x; posResult->z = temp_f0_2 * nz3 + posIntersect2.z; *outPoly = poly; *outBgId = bgId2; result = true; } } } return result; } /** * Public. Tests if moving from `posPrev` to `posNext` will collide with a "wall" * `radius` is used to form a sphere for collision detection purposes * `checkHeight` is the positive height above posNext to perform certain checks * returns true if a collision is detected, else false * `outPoly` returns the closest poly detected */ s32 BgCheck_EntitySphVsWall1(CollisionContext* colCtx, Vec3f* posResult, Vec3f* posNext, Vec3f* posPrev, f32 radius, CollisionPoly** outPoly, f32 checkHeight) { s32 bgId; return BgCheck_CheckWallImpl(colCtx, COLPOLY_IGNORE_ENTITY, posResult, posNext, posPrev, radius, outPoly, &bgId, NULL, checkHeight, 0); } /** * Public. Tests if moving from `posPrev` to `posNext` will collide with a "wall" * `radius` is used to form a sphere for collision detection purposes * `checkHeight` is the positive height above posNext to perform certain checks * returns true if a collision is detected, else false * `outPoly` returns the closest poly detected, while `outBgId` returns the poly owner */ s32 BgCheck_EntitySphVsWall2(CollisionContext* colCtx, Vec3f* posResult, Vec3f* posNext, Vec3f* posPrev, f32 radius, CollisionPoly** outPoly, s32* outBgId, f32 checkHeight) { return BgCheck_CheckWallImpl(colCtx, COLPOLY_IGNORE_ENTITY, posResult, posNext, posPrev, radius, outPoly, outBgId, NULL, checkHeight, 0); } /** * Public. Tests if moving from `posPrev` to `posNext` will collide with a "wall" * `radius` is used to form a sphere for collision detection purposes * `checkHeight` is the positive height above posNext to perform certain checks * `actor` is the actor performing the check, allowing it to be skipped * returns true if a collision is detected, else false * `outPoly` returns the closest poly detected, while `outBgId` returns the poly owner */ s32 BgCheck_EntitySphVsWall3(CollisionContext* colCtx, Vec3f* posResult, Vec3f* posNext, Vec3f* posPrev, f32 radius, CollisionPoly** outPoly, s32* outBgId, Actor* actor, f32 checkHeight) { return BgCheck_CheckWallImpl(colCtx, COLPOLY_IGNORE_ENTITY, posResult, posNext, posPrev, radius, outPoly, outBgId, actor, checkHeight, 0); } /*** * Public. Tests if moving from `posPrev` to `posNext` will collide with a "wall" * Skips a check that occurs only when moving on the xz plane * `radius` is used to form a sphere for collision detection purposes * `checkHeight` is the positive height above posNext to perform certain checks * `actor` is the actor performing the check, allowing it to be skipped * returns true if a collision is detected, else false * `outPoly` returns the closest poly detected, while `outBgId` returns the poly owner */ s32 BgCheck_EntitySphVsWall4(CollisionContext* colCtx, Vec3f* posResult, Vec3f* posNext, Vec3f* posPrev, f32 radius, CollisionPoly** outPoly, s32* outBgId, Actor* actor, f32 checkHeight) { return BgCheck_CheckWallImpl(colCtx, COLPOLY_IGNORE_ENTITY, posResult, posNext, posPrev, radius, outPoly, outBgId, actor, checkHeight, 1); } /*** * Tests for collision with a ceiling poly * `checkHeight` should be a positive value * returns true if a collision occurs, else false * `outPoly` returns the poly collided with, while `outBgId` returns the owner of the poly * `outY` returns the y coordinate of pos needed to not collide with `outPoly` */ s32 BgCheck_CheckCeilingImpl(CollisionContext* colCtx, u16 xpFlags, f32* outY, Vec3f* pos, f32 checkHeight, CollisionPoly** outPoly, s32* outBgId, Actor* actor) { StaticLookup* lookupTbl; StaticLookup* lookup; s32 result; Vec3f posTemp; f32 tempY; *outBgId = BGCHECK_SCENE; *outY = pos->y; if (BgCheck_PosErrorCheck(pos, "../z_bgcheck.c", 5206) == true) { if (actor != NULL) { osSyncPrintf("こいつ,pself_actor->name %d\n", actor->id); } } lookupTbl = colCtx->lookupTbl; if (!BgCheck_PosInStaticBoundingBox(colCtx, pos)) { return false; } lookup = BgCheck_GetNearestStaticLookup(colCtx, lookupTbl, pos); result = BgCheck_CheckStaticCeiling(lookup, xpFlags, colCtx, outY, pos, checkHeight, outPoly); posTemp = *pos; posTemp.y = *outY; tempY = *outY; if (BgCheck_CheckDynaCeiling(colCtx, xpFlags, &tempY, &posTemp, checkHeight, outPoly, outBgId, actor)) { *outY = tempY; result = true; } return result; } /** * Tests for collision with any ceiling poly * `checkHeight` must be a positive value * returns true if a collision occurs, else false * `outY` returns the displaced y coordinate needed to not collide with the poly */ s32 BgCheck_AnyCheckCeiling(CollisionContext* colCtx, f32* outY, Vec3f* pos, f32 checkHeight) { CollisionPoly* poly; s32 bgId; return BgCheck_CheckCeilingImpl(colCtx, COLPOLY_IGNORE_NONE, outY, pos, checkHeight, &poly, &bgId, NULL); } /** * Tests for collision with any entity solid ceiling poly * `checkHeight` must be a positive value * returns true if a collision occurs, else false * `outY` returns the displaced y coordinate needed to not collide with the poly */ s32 BgCheck_EntityCheckCeiling(CollisionContext* colCtx, f32* outY, Vec3f* pos, f32 checkHeight, CollisionPoly** outPoly, s32* outBgId, Actor* actor) { return BgCheck_CheckCeilingImpl(colCtx, COLPOLY_IGNORE_ENTITY, outY, pos, checkHeight, outPoly, outBgId, actor); } /** * Tests if a line from `posA` to `posB` intersects with a poly * returns true if it does, else false * `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_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]; s32 subdivMax[3]; s32 i; s32 result; f32 distSq; Vec3f posBTemp = *posB; Vec3f sectorMin; Vec3f sectorMax; s32 k; StaticLookup* lookup; s32 j; StaticLookup* jLookup; s32 temp_lo; *outBgId = BGCHECK_SCENE; if (BgCheck_PosErrorCheck(posA, "../z_bgcheck.c", 5334) == true || BgCheck_PosErrorCheck(posB, "../z_bgcheck.c", 5335) == true) { if (actor != NULL) { osSyncPrintf("こいつ,pself_actor->name %d\n", actor->id); } else { osSyncPrintf("pself_actor == NULLで犯人不明\n"); } } BgCheck_ResetPolyCheckTbl(&colCtx->polyNodes, colCtx->colHeader->numPolygons); BgCheck_GetStaticLookupIndicesFromPos(colCtx, posA, (Vec3i*)&subdivMin); BgCheck_GetStaticLookupIndicesFromPos(colCtx, &posBTemp, (Vec3i*)&subdivMax); *posResult = *posB; result = false; distSq = 1.0e38f; *outPoly = NULL; if (subdivMin[0] != subdivMax[0] || subdivMin[1] != subdivMax[1] || subdivMin[2] != subdivMax[2]) { for (i = 0; i < 3; i++) { if (subdivMax[i] < subdivMin[i]) { j = subdivMax[i]; subdivMax[i] = subdivMin[i]; subdivMin[i] = j; } } temp_lo = colCtx->subdivAmount.x * colCtx->subdivAmount.y; iLookup = lookupTbl + subdivMin[2] * temp_lo; sectorMin.z = subdivMin[2] * colCtx->subdivLength.z + colCtx->minBounds.z; sectorMax.z = colCtx->subdivLength.z + sectorMin.z; for (i = subdivMin[2]; i < subdivMax[2] + 1; i++) { jLookup = iLookup + subdivMin[1] * colCtx->subdivAmount.x; sectorMin.y = subdivMin[1] * colCtx->subdivLength.y + colCtx->minBounds.y; sectorMax.y = colCtx->subdivLength.y + sectorMin.y; for (j = subdivMin[1]; j < subdivMax[1] + 1; j++) { lookup = jLookup + subdivMin[0]; sectorMin.x = subdivMin[0] * colCtx->subdivLength.x + colCtx->minBounds.x; sectorMax.x = colCtx->subdivLength.x + sectorMin.x; for (k = subdivMin[0]; k < subdivMax[0] + 1; k++) { if (Math3D_LineVsCube(§orMin, §orMax, posA, &posBTemp) == true && BgCheck_CheckLineInSubdivision(lookup, colCtx, xpFlags1, xpFlags2, posA, &posBTemp, posResult, outPoly, chkDist, &distSq, bccFlags)) { result = true; } lookup++; sectorMin.x += colCtx->subdivLength.x; sectorMax.x += colCtx->subdivLength.x; } jLookup += colCtx->subdivAmount.x; sectorMin.y += colCtx->subdivLength.y; sectorMax.y += colCtx->subdivLength.y; } iLookup += temp_lo; sectorMin.z += colCtx->subdivLength.z; sectorMax.z += colCtx->subdivLength.z; } } else if (!BgCheck_PosInStaticBoundingBox(colCtx, posA)) { return false; } else { 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) && BgCheck_CheckLineAgainstDyna(colCtx, xpFlags1, posA, &posBTemp, posResult, outPoly, &distSq, outBgId, actor, chkDist, bccFlags)) { result = true; } return result; } /** * Get bccFlags */ u32 BgCheck_GetBccFlags(s32 chkWall, s32 chkFloor, s32 chkCeil, s32 chkOneFace, s32 chkDyna) { u32 result = 0; if (chkWall) { result = BGCHECK_CHECK_WALL; } if (chkFloor) { result |= BGCHECK_CHECK_FLOOR; } if (chkCeil) { result |= BGCHECK_CHECK_CEILING; } if (chkOneFace) { result |= BGCHECK_CHECK_ONE_FACE; } if (chkDyna) { result |= BGCHECK_CHECK_DYNA; } return result; } /** * Public. Tests if a line from `posA` to `posB` intersects with a poly * returns true if it does, else false */ 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_CheckLineImpl(colCtx, COLPOLY_IGNORE_CAMERA, COLPOLY_IGNORE_NONE, posA, posB, posResult, outPoly, bgId, NULL, 1.0f, BgCheck_GetBccFlags(chkWall, chkFloor, chkCeil, chkOneFace, true)); } /** * Public. Tests if a line from `posA` to `posB` intersects with a poly * returns true if it does, else false */ 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_CheckLineImpl(colCtx, COLPOLY_IGNORE_NONE, COLPOLY_IGNORE_CAMERA, posA, posB, posResult, outPoly, bgId, NULL, 1.0f, BgCheck_GetBccFlags(chkWall, chkFloor, chkCeil, chkOneFace, true)); } /** * Public. Tests if a line from `posA` to `posB` intersects with a poly * returns true if it does, else false */ 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_CheckLineImpl(colCtx, COLPOLY_IGNORE_ENTITY, COLPOLY_IGNORE_NONE, posA, posB, posResult, outPoly, bgId, NULL, 1.0f, BgCheck_GetBccFlags(chkWall, chkFloor, chkCeil, chkOneFace, true)); } /** * Public. Tests if a line from `posA` to `posB` intersects with a poly * returns true if it does, else false */ 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_CheckLineImpl(colCtx, COLPOLY_IGNORE_ENTITY, COLPOLY_IGNORE_NONE, posA, posB, posResult, outPoly, bgId, actor, 1.0f, BgCheck_GetBccFlags(chkWall, chkFloor, chkCeil, chkOneFace, true)); } /** * Public. Tests if a line from `posA` to `posB` intersects with a poly * returns true if it does, else false */ 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_CheckLineImpl(colCtx, COLPOLY_IGNORE_ENTITY, COLPOLY_IGNORE_NONE, posA, posB, posResult, outPoly, bgId, actor, chkDist, BgCheck_GetBccFlags(chkWall, chkFloor, chkCeil, chkOneFace, true)); } /** * Public. Tests if a line from `posA` to `posB` intersects with a poly * returns true if it does, else false */ 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_CheckLineImpl(colCtx, COLPOLY_IGNORE_PROJECTILES, COLPOLY_IGNORE_NONE, posA, posB, posResult, outPoly, bgId, NULL, 1.0f, BgCheck_GetBccFlags(chkWall, chkFloor, chkCeil, chkOneFace, true)); } /** * Public. Tests if a line from `posA` to `posB` intersects with a poly * returns true if it does, else false */ s32 BgCheck_AnyLineTest1(CollisionContext* colCtx, Vec3f* posA, Vec3f* posB, Vec3f* posResult, CollisionPoly** outPoly, s32 chkOneFace) { return BgCheck_AnyLineTest2(colCtx, posA, posB, posResult, outPoly, true, true, true, chkOneFace); } /** * Public. Tests if a line from `posA` to `posB` intersects with a poly * returns true if it does, else false */ s32 BgCheck_AnyLineTest2(CollisionContext* colCtx, Vec3f* posA, Vec3f* posB, Vec3f* posResult, CollisionPoly** outPoly, s32 chkWall, s32 chkFloor, s32 chkCeil, s32 chkOneFace) { s32 bgId; 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)); } /** * Public. Tests if a line from `posA` to `posB` intersects with a poly * returns true if it does, else false */ 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_CheckLineImpl(colCtx, COLPOLY_IGNORE_NONE, COLPOLY_IGNORE_NONE, posA, posB, posResult, outPoly, bgId, NULL, 1.0f, BgCheck_GetBccFlags(chkWall, chkFloor, chkCeil, chkOneFace, true)); } /** * Get first poly intersecting sphere `center` `radius` * ignores `actor` dyna poly * returns true if any poly intersects the sphere, else false * `outPoly` returns the pointer of the first poly found that intersects * `outBgId` returns the bgId of the entity that owns `outPoly` */ s32 BgCheck_SphVsFirstPolyImpl(CollisionContext* colCtx, u16 xpFlags, CollisionPoly** outPoly, s32* outBgId, Vec3f* center, f32 radius, Actor* actor, u16 bciFlags) { StaticLookup* lookup; *outBgId = BGCHECK_SCENE; if (BgCheck_PosErrorCheck(center, "../z_bgcheck.c", 5852) == true) { if (actor != NULL) { osSyncPrintf("こいつ,pself_actor->name %d\n", actor->id); } } lookup = BgCheck_GetStaticLookup(colCtx, colCtx->lookupTbl, center); if (lookup == NULL) { return false; } else if (BgCheck_SphVsFirstStaticPoly(lookup, xpFlags, colCtx, center, radius, outPoly, bciFlags) || BgCheck_SphVsFirstDynaPoly(colCtx, xpFlags, outPoly, outBgId, center, radius, actor, bciFlags)) { return true; } return false; } /** * Public get first poly intersecting sphere `center` `radius` */ s32 BgCheck_SphVsFirstPoly(CollisionContext* colCtx, Vec3f* center, f32 radius) { CollisionPoly* poly; s32 bgId; return BgCheck_SphVsFirstPolyImpl(colCtx, COLPOLY_IGNORE_NONE, &poly, &bgId, center, radius, NULL, BGCHECK_IGNORE_NONE); } /** * Public get first wall poly intersecting sphere `center` `radius` */ s32 BgCheck_SphVsFirstWall(CollisionContext* colCtx, Vec3f* center, f32 radius) { CollisionPoly* poly; s32 bgId; return BgCheck_SphVsFirstPolyImpl(colCtx, COLPOLY_IGNORE_NONE, &poly, &bgId, center, radius, NULL, BGCHECK_IGNORE_FLOOR | BGCHECK_IGNORE_CEILING); } /** * Init SSNodeList */ void SSNodeList_Initialize(SSNodeList* this) { this->max = 0; this->count = 0; this->tbl = NULL; this->polyCheckTbl = NULL; } /** * Allocate SSNodeList * tblMax is the number of SSNode records to allocate * numPolys is the number of polygons defined within the CollisionHeader */ void SSNodeList_Alloc(PlayState* play, SSNodeList* this, s32 tblMax, s32 numPolys) { this->max = tblMax; this->count = 0; this->tbl = THA_AllocTailAlign(&play->state.tha, tblMax * sizeof(SSNode), ALIGNOF_MASK(SSNode)); ASSERT(this->tbl != NULL, "this->short_slist_node_tbl != NULL", "../z_bgcheck.c", 5975); this->polyCheckTbl = GameState_Alloc(&play->state, numPolys, "../z_bgcheck.c", 5979); ASSERT(this->polyCheckTbl != NULL, "this->polygon_check != NULL", "../z_bgcheck.c", 5981); } /** * Get next SSNodeList SSNode */ SSNode* SSNodeList_GetNextNode(SSNodeList* this) { SSNode* result = &this->tbl[this->count]; this->count++; ASSERT(this->count < this->max, "this->short_slist_node_last_index < this->short_slist_node_size", "../z_bgcheck.c", 5998); if (!(this->count < this->max)) { return NULL; } return result; } /** * Get next SSNodeList SSNode index */ u16 SSNodeList_GetNextNodeIdx(SSNodeList* this) { u16 new_index = this->count++; ASSERT(new_index < this->max, "new_index < this->short_slist_node_size", "../z_bgcheck.c", 6021); return new_index; } /** * Initialize ScaleRotPos */ void ScaleRotPos_Initialize(ScaleRotPos* srp) { srp->scale.x = srp->scale.y = srp->scale.z = 1.0f; srp->pos.x = srp->pos.y = srp->pos.z = 0.0f; srp->rot.x = srp->rot.y = srp->rot.z = 0; } /** * Set ScaleRotPos */ void ScaleRotPos_SetValue(ScaleRotPos* srp, Vec3f* scale, Vec3s* rot, Vec3f* pos) { srp->scale = *scale; srp->rot = *rot; srp->pos = *pos; } /** * ScaleRotPos equality test */ s32 ScaleRotPos_Equals(ScaleRotPos* a, ScaleRotPos* b) { if (a->scale.x != b->scale.x || a->scale.y != b->scale.y || a->scale.z != b->scale.z || a->rot.x != b->rot.x || a->rot.y != b->rot.y || a->rot.z != b->rot.z || a->pos.x != b->pos.x || a->pos.y != b->pos.y || a->pos.z != b->pos.z) { return false; } return true; } /** * Reset DynaLookup lists */ void DynaLookup_ResetLists(DynaLookup* dynaLookup) { SSList_SetNull(&dynaLookup->ceiling); SSList_SetNull(&dynaLookup->wall); SSList_SetNull(&dynaLookup->floor); } /** * Reset DynaLookup */ void DynaLookup_Reset(DynaLookup* dynaLookup) { dynaLookup->polyStartIndex = 0; DynaLookup_ResetLists(dynaLookup); } /** * Reset vtxStartIndex */ void DynaLookup_ResetVtxStartIndex(u16* vtxStartIndex) { *vtxStartIndex = 0; } /** * Initialize BgActor */ void BgActor_Initialize(PlayState* play, BgActor* bgActor) { bgActor->actor = NULL; bgActor->colHeader = NULL; ScaleRotPos_Initialize(&bgActor->prevTransform); ScaleRotPos_Initialize(&bgActor->curTransform); DynaLookup_Reset(&bgActor->dynaLookup); DynaLookup_ResetVtxStartIndex(&bgActor->vtxStartIndex); bgActor->boundingSphere.center.x = bgActor->boundingSphere.center.y = bgActor->boundingSphere.center.z = 0; bgActor->boundingSphere.radius = 0; } /** * setActor internal */ void BgActor_SetActor(BgActor* bgActor, Actor* actor, CollisionHeader* colHeader) { bgActor->actor = actor; bgActor->colHeader = colHeader; bgActor->prevTransform.scale = actor->scale; bgActor->prevTransform.rot = actor->shape.rot; bgActor->prevTransform.rot.x--; bgActor->prevTransform.pos = actor->world.pos; bgActor->curTransform.scale = actor->scale; bgActor->curTransform.rot = actor->shape.rot; bgActor->curTransform.pos = actor->world.pos; } /** * Test if the BgActor transform is the same */ s32 BgActor_IsTransformUnchanged(BgActor* bgActor) { return ScaleRotPos_Equals(&bgActor->prevTransform, &bgActor->curTransform); } /** * NULL polyList */ void DynaPoly_NullPolyList(CollisionPoly** polyList) { *polyList = NULL; } /** * Allocate dyna.polyList */ void DynaPoly_AllocPolyList(PlayState* play, CollisionPoly** polyList, s32 numPolys) { *polyList = THA_AllocTailAlign(&play->state.tha, numPolys * sizeof(CollisionPoly), ALIGNOF_MASK(CollisionPoly)); ASSERT(*polyList != NULL, "ptbl->pbuf != NULL", "../z_bgcheck.c", 6247); } /** * NULL vtxList */ void DynaPoly_NullVtxList(Vec3s** vtxList) { *vtxList = NULL; } /** * Allocate dyna.vtxList */ void DynaPoly_AllocVtxList(PlayState* play, Vec3s** vtxList, s32 numVtx) { *vtxList = THA_AllocTailAlign(&play->state.tha, numVtx * sizeof(Vec3s), ALIGNOF_MASK(Vec3s)); ASSERT(*vtxList != NULL, "ptbl->pbuf != NULL", "../z_bgcheck.c", 6277); } /** * Update BgActor's prevTransform */ void DynaPoly_SetBgActorPrevTransform(PlayState* play, BgActor* bgActor) { bgActor->prevTransform = bgActor->curTransform; } /** * Is BgActor Id */ s32 DynaPoly_IsBgIdBgActor(s32 bgId) { if (bgId < 0 || bgId >= BG_ACTOR_MAX) { return false; } return true; } /** * Init DynaCollisionContext */ void DynaPoly_Init(PlayState* play, DynaCollisionContext* dyna) { dyna->bitFlag = DYNAPOLY_INVALIDATE_LOOKUP; DynaPoly_NullPolyList(&dyna->polyList); DynaPoly_NullVtxList(&dyna->vtxList); DynaSSNodeList_Initialize(play, &dyna->polyNodes); } /** * Set DynaCollisionContext */ void DynaPoly_Alloc(PlayState* play, DynaCollisionContext* dyna) { s32 i; for (i = 0; i < BG_ACTOR_MAX; i++) { BgActor_Initialize(play, &dyna->bgActors[i]); dyna->bgActorFlags[i] = 0; } DynaPoly_NullPolyList(&dyna->polyList); DynaPoly_AllocPolyList(play, &dyna->polyList, dyna->polyListMax); DynaPoly_NullVtxList(&dyna->vtxList); DynaPoly_AllocVtxList(play, &dyna->vtxList, dyna->vtxListMax); DynaSSNodeList_Initialize(play, &dyna->polyNodes); DynaSSNodeList_Alloc(play, &dyna->polyNodes, dyna->polyNodesMax); } /** * Set BgActor * original name: DynaPolyInfo_setActor */ s32 DynaPoly_SetBgActor(PlayState* play, DynaCollisionContext* dyna, Actor* actor, CollisionHeader* colHeader) { s32 bgId; s32 foundSlot = false; for (bgId = 0; bgId < BG_ACTOR_MAX; bgId++) { if (!(dyna->bgActorFlags[bgId] & BGACTOR_IN_USE)) { dyna->bgActorFlags[bgId] |= BGACTOR_IN_USE; foundSlot = true; break; } } if (!foundSlot) { osSyncPrintf(VT_FGCOL(RED)); osSyncPrintf("DynaPolyInfo_setActor():ダイナミックポリゴン 空きインデックスはありません\n"); osSyncPrintf(VT_RST); return BG_ACTOR_MAX; } BgActor_SetActor(&dyna->bgActors[bgId], actor, colHeader); dyna->bitFlag |= DYNAPOLY_INVALIDATE_LOOKUP; dyna->bgActorFlags[bgId] &= ~BGACTOR_1; osSyncPrintf(VT_FGCOL(GREEN)); osSyncPrintf("DynaPolyInfo_setActor():index %d\n", bgId); osSyncPrintf(VT_RST); return bgId; } /** * Gets the actor assigned to `bgId` * possible orginal name: DynaPolyInfo_getActor */ DynaPolyActor* DynaPoly_GetActor(CollisionContext* colCtx, s32 bgId) { if (!DynaPoly_IsBgIdBgActor(bgId) || !(colCtx->dyna.bgActorFlags[bgId] & BGACTOR_IN_USE) || colCtx->dyna.bgActorFlags[bgId] & BGACTOR_1) { return NULL; } return (DynaPolyActor*)colCtx->dyna.bgActors[bgId].actor; } void DynaPoly_DisableCollision(PlayState* play, DynaCollisionContext* dyna, s32 bgId) { if (DynaPoly_IsBgIdBgActor(bgId)) { dyna->bgActorFlags[bgId] |= BGACTOR_COLLISION_DISABLED; dyna->bitFlag |= DYNAPOLY_INVALIDATE_LOOKUP; } } void DynaPoly_EnableCollision(PlayState* play, DynaCollisionContext* dyna, s32 bgId) { if (DynaPoly_IsBgIdBgActor(bgId)) { dyna->bgActorFlags[bgId] &= ~BGACTOR_COLLISION_DISABLED; dyna->bitFlag |= DYNAPOLY_INVALIDATE_LOOKUP; } } void DynaPoly_DisableCeilingCollision(PlayState* play, DynaCollisionContext* dyna, s32 bgId) { if (DynaPoly_IsBgIdBgActor(bgId)) { dyna->bgActorFlags[bgId] |= BGACTOR_CEILING_COLLISION_DISABLED; dyna->bitFlag |= DYNAPOLY_INVALIDATE_LOOKUP; } } void DynaPoly_EnableCeilingCollision(PlayState* play, DynaCollisionContext* dyna, s32 bgId) { if (DynaPoly_IsBgIdBgActor(bgId)) { dyna->bgActorFlags[bgId] &= ~BGACTOR_CEILING_COLLISION_DISABLED; dyna->bitFlag |= DYNAPOLY_INVALIDATE_LOOKUP; } } /** * original name: DynaPolyInfo_delReserve */ void DynaPoly_DeleteBgActor(PlayState* play, DynaCollisionContext* dyna, s32 bgId) { DynaPolyActor* actor; osSyncPrintf(VT_FGCOL(GREEN)); osSyncPrintf("DynaPolyInfo_delReserve():index %d\n", bgId); osSyncPrintf(VT_RST); if (!DynaPoly_IsBgIdBgActor(bgId)) { if (bgId == -1) { osSyncPrintf(VT_FGCOL(GREEN)); // "The index that should have been deleted(? ) was(== -1), processing aborted." osSyncPrintf( "DynaPolyInfo_delReserve():削除されているはずの(?)\nインデックス(== -1)のため,処理を中止します。\n"); osSyncPrintf(VT_RST); return; } else { osSyncPrintf(VT_FGCOL(RED)); // "Unable to deallocate index / index unallocated, processing aborted." osSyncPrintf("DynaPolyInfo_delReserve():" "確保していない/出来なかったインデックスの解放のため、処理を中止します。index == %d\n", bgId); osSyncPrintf(VT_RST); return; } } actor = DynaPoly_GetActor(&play->colCtx, bgId); if (actor != NULL) { actor->bgId = BGACTOR_NEG_ONE; dyna->bgActors[bgId].actor = NULL; dyna->bgActorFlags[bgId] |= BGACTOR_1; } } void DynaPoly_InvalidateLookup(PlayState* play, DynaCollisionContext* dyna) { dyna->bitFlag |= DYNAPOLY_INVALIDATE_LOOKUP; } /** * original name: DynaPolyInfo_expandSRT */ void DynaPoly_AddBgActorToLookup(PlayState* play, DynaCollisionContext* dyna, s32 bgId, s32* vtxStartIndex, s32* polyStartIndex) { MtxF mtx; Actor* actor; s32 pad; s32 pad2; f32 numVtxInverse; s32 i; Vec3f pos; Sphere16* sphere; Vec3s* dVtxList; Vec3s* point; Vec3f newCenterPoint; f32 newRadiusSq; CollisionHeader* pbgdata; Vec3f newVtx; Vec3f vtxA; Vec3f vtxB; Vec3f vtxC; Vec3f newNormal; pbgdata = dyna->bgActors[bgId].colHeader; sphere = &dyna->bgActors[bgId].boundingSphere; actor = dyna->bgActors[bgId].actor; dyna->bgActors[bgId].dynaLookup.polyStartIndex = *polyStartIndex; dyna->bgActors[bgId].vtxStartIndex = *vtxStartIndex; pos = actor->world.pos; pos.y += actor->shape.yOffset * actor->scale.y; ScaleRotPos_SetValue(&dyna->bgActors[bgId].curTransform, &actor->scale, &actor->shape.rot, &pos); if (dyna->bgActorFlags[bgId] & BGACTOR_COLLISION_DISABLED) { return; } if (!(dyna->polyListMax >= *polyStartIndex + pbgdata->numPolygons)) { osSyncPrintf(VT_FGCOL(RED)); // "do not use if %d exceeds %d" osSyncPrintf("DynaPolyInfo_expandSRT():polygon over %dが%dを越えるとダメ\n", *polyStartIndex + pbgdata->numPolygons, dyna->polyListMax); } if (!(dyna->vtxListMax >= *vtxStartIndex + pbgdata->numVertices)) { osSyncPrintf(VT_FGCOL(RED)); // "do not use if %d exceeds %d" osSyncPrintf("DynaPolyInfo_expandSRT():vertex over %dが%dを越えるとダメ\n", *vtxStartIndex + pbgdata->numVertices, dyna->vtxListMax); } ASSERT(dyna->polyListMax >= *polyStartIndex + pbgdata->numPolygons, "pdyna_poly_info->poly_num >= *pstart_poly_index + pbgdata->poly_num", "../z_bgcheck.c", 6687); ASSERT(dyna->vtxListMax >= *vtxStartIndex + pbgdata->numVertices, "pdyna_poly_info->vert_num >= *pstart_vert_index + pbgdata->vtx_num", "../z_bgcheck.c", 6688); if (!(dyna->bitFlag & DYNAPOLY_INVALIDATE_LOOKUP) && (BgActor_IsTransformUnchanged(&dyna->bgActors[bgId]) == true)) { s32 pi; for (pi = *polyStartIndex; pi < *polyStartIndex + pbgdata->numPolygons; pi++) { CollisionPoly* poly = &dyna->polyList[pi]; s16 normalY = poly->normal.y; if (normalY > COLPOLY_SNORMAL(0.5f)) { s16 polyIndex = pi; DynaSSNodeList_SetSSListHead(&dyna->polyNodes, &dyna->bgActors[bgId].dynaLookup.floor, &polyIndex); } else if (normalY < COLPOLY_SNORMAL(-0.8f)) { if (!(dyna->bgActorFlags[bgId] & BGACTOR_CEILING_COLLISION_DISABLED)) { s16 polyIndex = pi; DynaSSNodeList_SetSSListHead(&dyna->polyNodes, &dyna->bgActors[bgId].dynaLookup.ceiling, &polyIndex); } } else { s16 polyIndex = pi; DynaSSNodeList_SetSSListHead(&dyna->polyNodes, &dyna->bgActors[bgId].dynaLookup.wall, &polyIndex); } } *polyStartIndex += pbgdata->numPolygons; *vtxStartIndex += pbgdata->numVertices; } else { SkinMatrix_SetTranslateRotateYXZScale( &mtx, dyna->bgActors[bgId].curTransform.scale.x, dyna->bgActors[bgId].curTransform.scale.y, dyna->bgActors[bgId].curTransform.scale.z, dyna->bgActors[bgId].curTransform.rot.x, dyna->bgActors[bgId].curTransform.rot.y, dyna->bgActors[bgId].curTransform.rot.z, dyna->bgActors[bgId].curTransform.pos.x, dyna->bgActors[bgId].curTransform.pos.y, dyna->bgActors[bgId].curTransform.pos.z); numVtxInverse = 1.0f / pbgdata->numVertices; newCenterPoint.x = newCenterPoint.y = newCenterPoint.z = 0.0f; for (i = 0; i < pbgdata->numVertices; i++) { Vec3f vtx; Vec3f vtxT; // Vtx after mtx transform Math_Vec3s_ToVec3f(&vtx, &pbgdata->vtxList[i]); SkinMatrix_Vec3fMtxFMultXYZ(&mtx, &vtx, &vtxT); BgCheck_Vec3fToVec3s(&dyna->vtxList[*vtxStartIndex + i], &vtxT); if (i == 0) { dyna->bgActors[bgId].minY = dyna->bgActors[bgId].maxY = vtxT.y; } else if (vtxT.y < dyna->bgActors[bgId].minY) { dyna->bgActors[bgId].minY = vtxT.y; } else if (dyna->bgActors[bgId].maxY < vtxT.y) { dyna->bgActors[bgId].maxY = vtxT.y; } newCenterPoint.x += vtxT.x; newCenterPoint.y += vtxT.y; newCenterPoint.z += vtxT.z; } newCenterPoint.x *= numVtxInverse; newCenterPoint.y *= numVtxInverse; newCenterPoint.z *= numVtxInverse; sphere->center.x = newCenterPoint.x; sphere->center.y = newCenterPoint.y; sphere->center.z = newCenterPoint.z; newRadiusSq = -SQ(10.0f); for (i = 0; i < pbgdata->numVertices; i++) { f32 radiusSq; newVtx.x = dyna->vtxList[*vtxStartIndex + i].x; newVtx.y = dyna->vtxList[*vtxStartIndex + i].y; newVtx.z = dyna->vtxList[*vtxStartIndex + i].z; radiusSq = Math3D_Vec3fDistSq(&newVtx, &newCenterPoint); if (newRadiusSq < radiusSq) { newRadiusSq = radiusSq; } } sphere->radius = sqrtf(newRadiusSq) * 1.1f; for (i = 0; i < pbgdata->numPolygons; i++) { CollisionPoly* newPoly = &dyna->polyList[*polyStartIndex + i]; f32 newNormMagnitude; *newPoly = pbgdata->polyList[i]; // Yeah, this is all kinds of fake, but my God, it matches. newPoly->flags_vIA = (COLPOLY_VTX_INDEX(newPoly->flags_vIA) + *vtxStartIndex) | ((*newPoly).flags_vIA & 0xE000); newPoly->flags_vIB = (COLPOLY_VTX_INDEX(newPoly->flags_vIB) + *vtxStartIndex) | ((*newPoly).flags_vIB & 0xE000); newPoly->vIC = *vtxStartIndex + newPoly->vIC; dVtxList = dyna->vtxList; vtxA.x = dVtxList[(u32)COLPOLY_VTX_INDEX(newPoly->flags_vIA)].x; vtxA.y = dVtxList[(u32)COLPOLY_VTX_INDEX(newPoly->flags_vIA)].y; vtxA.z = dVtxList[(u32)COLPOLY_VTX_INDEX(newPoly->flags_vIA)].z; vtxB.x = dVtxList[(u32)COLPOLY_VTX_INDEX(newPoly->flags_vIB)].x; vtxB.y = dVtxList[(u32)COLPOLY_VTX_INDEX(newPoly->flags_vIB)].y; vtxB.z = dVtxList[(u32)COLPOLY_VTX_INDEX(newPoly->flags_vIB)].z; vtxC.x = dVtxList[newPoly->vIC].x; vtxC.y = dVtxList[newPoly->vIC].y; vtxC.z = dVtxList[newPoly->vIC].z; Math3D_SurfaceNorm(&vtxA, &vtxB, &vtxC, &newNormal); newNormMagnitude = Math3D_Vec3fMagnitude(&newNormal); if (!IS_ZERO(newNormMagnitude)) { newNormal.x *= (1.0f / newNormMagnitude); newNormal.y *= (1.0f / newNormMagnitude); newNormal.z *= (1.0f / newNormMagnitude); newPoly->normal.x = COLPOLY_SNORMAL(newNormal.x); newPoly->normal.y = COLPOLY_SNORMAL(newNormal.y); newPoly->normal.z = COLPOLY_SNORMAL(newNormal.z); } newPoly->dist = -DOTXYZ(newNormal, dVtxList[(u32)COLPOLY_VTX_INDEX(newPoly->flags_vIA)]); if (newNormal.y > 0.5f) { s16 polyId = *polyStartIndex + i; DynaSSNodeList_SetSSListHead(&dyna->polyNodes, &dyna->bgActors[bgId].dynaLookup.floor, &polyId); } else if (newNormal.y < -0.8f) { s16 polyId = *polyStartIndex + i; DynaSSNodeList_SetSSListHead(&dyna->polyNodes, &dyna->bgActors[bgId].dynaLookup.ceiling, &polyId); } else { s16 polyId = *polyStartIndex + i; DynaSSNodeList_SetSSListHead(&dyna->polyNodes, &dyna->bgActors[bgId].dynaLookup.wall, &polyId); } } *polyStartIndex += pbgdata->numPolygons; *vtxStartIndex += pbgdata->numVertices; } } void DynaPoly_UnsetAllInteractFlags(PlayState* play, DynaCollisionContext* dyna, Actor* actor) { DynaPolyActor* dynaActor; s32 i; for (i = 0; i < BG_ACTOR_MAX; i++) { if (dyna->bgActorFlags[i] & BGACTOR_IN_USE) { dynaActor = DynaPoly_GetActor(&play->colCtx, i); if (dynaActor != NULL && &dynaActor->actor == actor) { DynaPolyActor_UnsetAllInteractFlags((DynaPolyActor*)actor); break; } } } } /** * Original name: "DynaPolyInfo_setup" */ void DynaPoly_UpdateContext(PlayState* play, DynaCollisionContext* dyna) { DynaPolyActor* actor; s32 vtxStartIndex; s32 polyStartIndex; s32 i; DynaSSNodeList_ResetCount(&dyna->polyNodes); for (i = 0; i < BG_ACTOR_MAX; i++) { DynaLookup_ResetLists(&dyna->bgActors[i].dynaLookup); } for (i = 0; i < BG_ACTOR_MAX; i++) { if (dyna->bgActorFlags[i] & BGACTOR_1) { // Initialize BgActor osSyncPrintf(VT_FGCOL(GREEN)); osSyncPrintf("DynaPolyInfo_setup():削除 index=%d\n", i); osSyncPrintf(VT_RST); dyna->bgActorFlags[i] = 0; BgActor_Initialize(play, &dyna->bgActors[i]); dyna->bitFlag |= DYNAPOLY_INVALIDATE_LOOKUP; } if (dyna->bgActors[i].actor != NULL && dyna->bgActors[i].actor->update == NULL) { // Delete BgActor osSyncPrintf(VT_FGCOL(GREEN)); osSyncPrintf("DynaPolyInfo_setup():削除 index=%d\n", i); osSyncPrintf(VT_RST); actor = DynaPoly_GetActor(&play->colCtx, i); if (actor == NULL) { return; } actor->bgId = BGACTOR_NEG_ONE; dyna->bgActorFlags[i] = 0; BgActor_Initialize(play, &dyna->bgActors[i]); dyna->bitFlag |= DYNAPOLY_INVALIDATE_LOOKUP; } } vtxStartIndex = 0; polyStartIndex = 0; for (i = 0; i < BG_ACTOR_MAX; i++) { if (dyna->bgActorFlags[i] & BGACTOR_IN_USE) { DynaPoly_AddBgActorToLookup(play, dyna, i, &vtxStartIndex, &polyStartIndex); } } dyna->bitFlag &= ~DYNAPOLY_INVALIDATE_LOOKUP; } /** * Update all BgActor's previous ScaleRotPos */ void DynaPoly_UpdateBgActorTransforms(PlayState* play, DynaCollisionContext* dyna) { s32 i; for (i = 0; i < BG_ACTOR_MAX; i++) { if (dyna->bgActorFlags[i] & BGACTOR_IN_USE) { DynaPoly_SetBgActorPrevTransform(play, &dyna->bgActors[i]); } } } #define DYNA_RAYCAST_FLOORS 1 #define DYNA_RAYCAST_WALLS 2 #define DYNA_RAYCAST_CEILINGS 4 /** * 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_RaycastDownDynaList(DynaRaycastDown* dynaRaycastDown, u32 listType) { CollisionPoly* polyList; SSNode* curNode; f32 result; f32 yIntersect; s16 id; result = dynaRaycastDown->yIntersect; if (dynaRaycastDown->ssList->head == SS_NULL) { return result; } 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, dynaRaycastDown->xpFlags)) { if (curNode->next == SS_NULL) { break; } else { curNode = &dynaRaycastDown->dyna->polyNodes.tbl[curNode->next]; continue; } } 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 = &dynaRaycastDown->dyna->polyNodes.tbl[curNode->next]; continue; } } 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; *dynaRaycastDown->resultPoly = &dynaRaycastDown->dyna->polyList[id]; } if (curNode->next == SS_NULL) { break; } else { curNode = &dynaRaycastDown->dyna->polyNodes.tbl[curNode->next]; continue; } } return result; } /** * 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_RaycastDownDyna(DynaRaycastDown* dynaRaycastDown) { s32 i; f32 result; f32 intersect2; s32 i2; s32 pauseState; DynaPolyActor* dynaActor; s32 pad; Vec3f polyVtx[3]; Vec3f polyNorm; u32 polyIndex; CollisionPoly* polyMin; MtxF srpMtx; f32 magnitude; Vec3s* vtxList; f32 polyDist; Vec3f vtx; f32 intersect; ScaleRotPos* curTransform; CollisionPoly* poly; result = BGCHECK_Y_MIN; *dynaRaycastDown->bgId = BGCHECK_SCENE; for (i = 0; i < BG_ACTOR_MAX; i++) { if (!(dynaRaycastDown->colCtx->dyna.bgActorFlags[i] & BGACTOR_IN_USE)) { continue; } 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)) { continue; } 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 (dynaRaycastDown->yIntersect < intersect2) { dynaRaycastDown->yIntersect = intersect2; *dynaRaycastDown->bgId = i; result = 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); if (dynaRaycastDown->yIntersect < intersect2) { dynaRaycastDown->yIntersect = intersect2; *dynaRaycastDown->bgId = i; result = 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); if (dynaRaycastDown->yIntersect < intersect2) { dynaRaycastDown->yIntersect = intersect2; *dynaRaycastDown->bgId = i; result = intersect2; } } } 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 = dynaRaycastDown->play->pauseCtx.debugState != 0; } if (!pauseState && (dynaRaycastDown->colCtx->dyna.bgActorFlags[*dynaRaycastDown->bgId] & BGACTOR_1)) { curTransform = &dynaRaycastDown->dyna->bgActors[*dynaRaycastDown->bgId].curTransform; polyMin = &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 = dynaRaycastDown->dyna->bgActors[*dynaRaycastDown->bgId].colHeader->vtxList; for (i2 = 0; i2 < 3; i2++) { Math_Vec3s_ToVec3f(&vtx, &vtxList[COLPOLY_VTX_INDEX(poly->vtxData[i2])]); SkinMatrix_Vec3fMtxFMultXYZ(&srpMtx, &vtx, &polyVtx[i2]); } Math3D_SurfaceNorm(&polyVtx[0], &polyVtx[1], &polyVtx[2], &polyNorm); magnitude = Math3D_Vec3fMagnitude(&polyNorm); if (!IS_ZERO(magnitude)) { polyNorm.x *= 1.0f / magnitude; 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, dynaRaycastDown->pos->z, dynaRaycastDown->pos->x, &intersect, dynaRaycastDown->chkDist)) { if (fabsf(intersect - result) < 1.0f) { result = intersect; } } } } } return result; } /** * Performs collision detection on a BgActor's wall polys on sphere `pos`, `radius` * returns true if a collision was detected * `outX` `outZ` return the displaced x,z coordinates * `outPoly` returns the pointer to the nearest poly collided with, or NULL * `outBgId` returns `bgId` if the poly SurfaceType's wall damage flag is not set, else ? */ s32 BgCheck_SphVsDynaWallInBgActor(CollisionContext* colCtx, u16 xpFlags, DynaCollisionContext* dyna, SSList* ssList, f32* outX, f32* outZ, CollisionPoly** outPoly, s32* outBgId, Vec3f* pos, f32 radius, s32 bgId) { f32 temp; f32 intersect; s32 result = false; CollisionPoly* poly; SSNode* curNode; f32 nx; f32 ny; f32 nz; Vec3f resultPos; s16 polyId; f32 zTemp; f32 xTemp; f32 normalXZ; f32 invNormalXZ; f32 planeDist; f32 temp_f18; f32 zIntersectDist; f32 xIntersectDist; f32 zMin; f32 zMax; f32 xMin; f32 xMax; if (ssList->head == SS_NULL) { return result; } resultPos = *pos; curNode = &dyna->polyNodes.tbl[ssList->head]; while (true) { polyId = curNode->polyId; poly = &dyna->polyList[polyId]; CollisionPoly_GetNormalF(poly, &nx, &ny, &nz); normalXZ = sqrtf(SQ(nx) + SQ(nz)); ASSERT(!IS_ZERO(normalXZ), "!IS_ZERO(ac_size)", "../z_bgcheck.c", 7382); planeDist = Math3D_DistPlaneToPos(nx, ny, nz, poly->dist, &resultPos); if (radius < fabsf(planeDist) || COLPOLY_VIA_FLAG_TEST(poly->flags_vIA, xpFlags)) { if (curNode->next == SS_NULL) { break; } else { curNode = &dyna->polyNodes.tbl[curNode->next]; continue; } } invNormalXZ = 1.0f / normalXZ; temp_f18 = fabsf(nz) * invNormalXZ; if (temp_f18 < 0.4f) { if (curNode->next == SS_NULL) { break; } else { curNode = &dyna->polyNodes.tbl[curNode->next]; continue; } } // compute poly zMin/zMax zTemp = dyna->vtxList[COLPOLY_VTX_INDEX(poly->flags_vIA)].z; zMax = zMin = zTemp; zTemp = dyna->vtxList[COLPOLY_VTX_INDEX(poly->flags_vIB)].z; if (zTemp < zMin) { zMin = zTemp; } else if (zTemp > zMax) { zMax = zTemp; } zTemp = dyna->vtxList[poly->vIC].z; if (zTemp < zMin) { zMin = zTemp; } else if (zMax < zTemp) { zMax = zTemp; } zMin -= radius; zMax += radius; if (resultPos.z < zMin || zMax < resultPos.z) { if (curNode->next == SS_NULL) { break; } else { curNode = &dyna->polyNodes.tbl[curNode->next]; continue; } } if (CollisionPoly_CheckZIntersectApprox(poly, dyna->vtxList, resultPos.x, pos->y, &intersect)) { if (fabsf(intersect - resultPos.z) <= radius / temp_f18) { if ((intersect - resultPos.z) * nz <= 4.0f) { if (BgCheck_ComputeWallDisplacement(colCtx, poly, &resultPos.x, &resultPos.z, nx, ny, nz, invNormalXZ, planeDist, radius, outPoly)) { *outBgId = bgId; } result = true; } } } if (curNode->next == SS_NULL) { break; } curNode = &dyna->polyNodes.tbl[curNode->next]; } curNode = &dyna->polyNodes.tbl[ssList->head]; while (true) { polyId = curNode->polyId; poly = &dyna->polyList[polyId]; CollisionPoly_GetNormalF(poly, &nx, &ny, &nz); normalXZ = sqrtf(SQ(nx) + SQ(nz)); ASSERT(!IS_ZERO(normalXZ), "!IS_ZERO(ac_size)", "../z_bgcheck.c", 7489); planeDist = Math3D_DistPlaneToPos(nx, ny, nz, poly->dist, &resultPos); if (radius < fabsf(planeDist) || COLPOLY_VIA_FLAG_TEST(poly->flags_vIA, xpFlags)) { if (curNode->next == SS_NULL) { break; } else { curNode = &dyna->polyNodes.tbl[curNode->next]; continue; } } invNormalXZ = 1.0f / normalXZ; temp_f18 = fabsf(nx) * invNormalXZ; if (temp_f18 < 0.4f) { if (curNode->next == SS_NULL) { break; } else { curNode = &dyna->polyNodes.tbl[curNode->next]; continue; } } // compute poly xMin/xMax xTemp = dyna->vtxList[COLPOLY_VTX_INDEX(poly->flags_vIA)].x; xMax = xMin = xTemp; xTemp = dyna->vtxList[COLPOLY_VTX_INDEX(poly->flags_vIB)].x; if (xTemp < xMin) { xMin = xTemp; } else if (xMax < xTemp) { xMax = xTemp; } xTemp = dyna->vtxList[poly->vIC].x; if (xTemp < xMin) { xMin = xTemp; } else if (xMax < xTemp) { xMax = xTemp; } xMin -= radius; xMax += radius; if (resultPos.x < xMin || xMax < resultPos.x) { if (curNode->next == SS_NULL) { break; } else { curNode = &dyna->polyNodes.tbl[curNode->next]; continue; } } if (CollisionPoly_CheckXIntersectApprox(poly, dyna->vtxList, pos->y, resultPos.z, &intersect)) { xIntersectDist = intersect - resultPos.x; if (fabsf(xIntersectDist) <= radius / temp_f18) { if (xIntersectDist * nx <= 4.0f) { if (BgCheck_ComputeWallDisplacement(colCtx, poly, &resultPos.x, &resultPos.z, nx, ny, nz, invNormalXZ, planeDist, radius, outPoly)) { *outBgId = bgId; } result = true; } } } if (curNode->next == SS_NULL) { break; } curNode = &dyna->polyNodes.tbl[curNode->next]; } *outX = resultPos.x; *outZ = resultPos.z; return result; } /** * Performs collision detection on all dyna poly walls using sphere `pos`, `radius` * returns true if a collision was detected * `outX` `outZ` return the displaced x,z coordinates * `outPoly` returns the pointer to the nearest poly collided with, or NULL * `outBgId` returns the index of the BgActor that owns `outPoly` * If `actor` is not NULL, an BgActor bound to that actor will be ignored */ s32 BgCheck_SphVsDynaWall(CollisionContext* colCtx, u16 xpFlags, f32* outX, f32* outZ, Vec3f* pos, f32 radius, CollisionPoly** outPoly, s32* outBgId, Actor* actor) { Vec3f resultPos; s32 result; f32 r; f32 dz; f32 dx; BgActor* bgActor; s32 i; result = false; resultPos = *pos; for (i = 0; i < BG_ACTOR_MAX; i++) { if (!(colCtx->dyna.bgActorFlags[i] & BGACTOR_IN_USE)) { continue; } if ((colCtx->dyna.bgActors + i)->actor == actor) { continue; } bgActor = &colCtx->dyna.bgActors[i]; if (bgActor->minY > resultPos.y || bgActor->maxY < resultPos.y) { continue; } bgActor->boundingSphere.radius += (s16)radius; r = bgActor->boundingSphere.radius; dx = bgActor->boundingSphere.center.x - resultPos.x; dz = bgActor->boundingSphere.center.z - resultPos.z; if (SQ(r) < (SQ(dx) + SQ(dz)) || (!Math3D_XYInSphere(&bgActor->boundingSphere, resultPos.x, resultPos.y) && !Math3D_YZInSphere(&bgActor->boundingSphere, resultPos.y, resultPos.z))) { bgActor->boundingSphere.radius -= (s16)radius; continue; } bgActor->boundingSphere.radius -= (s16)radius; if (BgCheck_SphVsDynaWallInBgActor(colCtx, xpFlags, &colCtx->dyna, &(colCtx->dyna.bgActors + i)->dynaLookup.wall, outX, outZ, outPoly, outBgId, &resultPos, radius, i)) { resultPos.x = *outX; resultPos.z = *outZ; result = true; } } return result; } /** * Tests for collision with a dyna poly ceiling, starting at `ssList` * returns true if a collision occurs, else false * `outPoly` returns the poly collided with * `outY` returns the y coordinate needed to not collide with `outPoly` */ s32 BgCheck_CheckDynaCeilingList(CollisionContext* colCtx, u16 xpFlags, DynaCollisionContext* dyna, SSList* ssList, f32* outY, Vec3f* pos, f32 checkHeight, CollisionPoly** outPoly) { s16 polyId; SSNode* curNode; CollisionPoly* poly; Vec3f testPos; f32 ceilingY; f32 sign; f32 nx; f32 ny; f32 nz; s32 result = false; f32 intersectDist; u16 padding; if (ssList->head == SS_NULL) { return false; } curNode = &dyna->polyNodes.tbl[ssList->head]; testPos = *pos; while (true) { polyId = curNode->polyId; poly = &dyna->polyList[polyId]; if (COLPOLY_VIA_FLAG_TEST(poly->flags_vIA, xpFlags)) { if (curNode->next == SS_NULL) { break; } else { curNode = &dyna->polyNodes.tbl[curNode->next]; continue; } } CollisionPoly_GetNormalF(poly, &nx, &ny, &nz); if (checkHeight < Math3D_UDistPlaneToPos(nx, ny, nz, poly->dist, &testPos)) { if (curNode->next == SS_NULL) { break; } else { curNode = &dyna->polyNodes.tbl[curNode->next]; continue; } } if (CollisionPoly_CheckYIntersectApprox2(poly, dyna->vtxList, testPos.x, testPos.z, &ceilingY)) { intersectDist = ceilingY - testPos.y; if (testPos.y < ceilingY && intersectDist < checkHeight && intersectDist * ny <= 0.0f) { sign = (0.0f <= ny) ? 1.0f : -1.0f; testPos.y = (sign * checkHeight) + ceilingY; result = true; *outPoly = poly; } } if (curNode->next == SS_NULL) { break; } else { curNode = &dyna->polyNodes.tbl[curNode->next]; continue; } } *outY = testPos.y; return result; } /** * Tests collision with a dyna poly ceiling * returns true if a collision occurs, else false * `outPoly` returns the poly collided with, while `outBgId` returns the id of the BgActor that owns the poly * `outY` returns the y coordinate needed to not collide with `outPoly`, or `pos`.y + `chkDist` if no collision occurs */ s32 BgCheck_CheckDynaCeiling(CollisionContext* colCtx, u16 xpFlags, f32* outY, Vec3f* pos, f32 chkDist, CollisionPoly** outPoly, s32* outBgId, Actor* actor) { s32 i = 0; s32 result = false; f32 resultY; f32 tempY = chkDist + pos->y; BgActor* bgActor; CollisionPoly* poly; resultY = tempY; for (i = 0; i < BG_ACTOR_MAX; i++) { if (!(colCtx->dyna.bgActorFlags[i] & BGACTOR_IN_USE)) { continue; } if (actor == colCtx->dyna.bgActors[i].actor) { continue; } if (!Math3D_XZInSphere(&colCtx->dyna.bgActors[i].boundingSphere, pos->x, pos->z)) { continue; } if (BgCheck_CheckDynaCeilingList(colCtx, xpFlags, &colCtx->dyna, &colCtx->dyna.bgActors[i].dynaLookup.ceiling, &tempY, pos, chkDist, &poly) == true && tempY < resultY) { resultY = tempY; *outPoly = poly; *outBgId = i; result = true; } } *outY = resultY; return result; } /** * Tests if DynaLineTest intersects with a poly * returns true if a poly was intersected, else false */ s32 BgCheck_CheckLineAgainstBgActorSSList(DynaLineTest* dynaLineTest) { f32 distSq; s32 result; CollisionPoly* curPoly; SSNode* curNode; Vec3f polyIntersect; s16 polyId; if (dynaLineTest->ssList->head == SS_NULL) { return false; } curNode = &dynaLineTest->dyna->polyNodes.tbl[dynaLineTest->ssList->head]; result = false; while (true) { polyId = curNode->polyId; curPoly = &dynaLineTest->dyna->polyList[polyId]; if (COLPOLY_VIA_FLAG_TEST(curPoly->flags_vIA, dynaLineTest->xpFlags)) { if (curNode->next == SS_NULL) { break; } else { curNode = &dynaLineTest->dyna->polyNodes.tbl[curNode->next]; } } else { if (CollisionPoly_LineVsPoly(curPoly, dynaLineTest->dyna->vtxList, dynaLineTest->posA, dynaLineTest->posB, &polyIntersect, dynaLineTest->chkOneFace, dynaLineTest->chkDist)) { distSq = Math3D_Vec3fDistSq(dynaLineTest->posA, &polyIntersect); if (distSq < *dynaLineTest->distSq) { *dynaLineTest->distSq = distSq; *dynaLineTest->posResult = polyIntersect; *dynaLineTest->posB = polyIntersect; *dynaLineTest->resultPoly = curPoly; result = true; } } if (curNode->next == SS_NULL) { break; } else { curNode = &dynaLineTest->dyna->polyNodes.tbl[curNode->next]; } } } return result; } /** * Tests if line `posA` `posB` intersects with a dyna poly within BgActor `bgId` * `distSq` is the maximum squared distance to check for a collision * returns true if an intersection occurred, else false * `posB`? and `posResult` return the point of intersection * `outPoly` returns the poly intersected * `distSq` returns the squared distance of the intersection */ 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; dynaLineTest.colCtx = colCtx; dynaLineTest.xpFlags = xpFlags; dynaLineTest.dyna = &colCtx->dyna; dynaLineTest.posA = posA; dynaLineTest.posB = posB; dynaLineTest.posResult = posResult; dynaLineTest.resultPoly = outPoly; dynaLineTest.chkOneFace = (bccFlags & BGCHECK_CHECK_ONE_FACE) != 0; dynaLineTest.distSq = distSq; dynaLineTest.chkDist = chkDist; dynaLineTest.ssList = &colCtx->dyna.bgActors[bgId].dynaLookup.wall; if (bccFlags & BGCHECK_CHECK_WALL) { if (BgCheck_CheckLineAgainstBgActorSSList(&dynaLineTest)) { result = true; } } dynaLineTest.ssList = &colCtx->dyna.bgActors[bgId].dynaLookup.floor; if (bccFlags & BGCHECK_CHECK_FLOOR) { if (BgCheck_CheckLineAgainstBgActorSSList(&dynaLineTest)) { result = true; } } dynaLineTest.ssList = &colCtx->dyna.bgActors[bgId].dynaLookup.ceiling; if (bccFlags & BGCHECK_CHECK_CEILING) { if (BgCheck_CheckLineAgainstBgActorSSList(&dynaLineTest)) { result = true; } } return result; } /** * Tests if line from `posA` to `posB` passes through a dyna poly. * returns true if so, otherwise false * `outPoly` returns the pointer of the poly intersected. * `outBgId` returns the BgActor index of the poly */ 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; Linef line; f32 ay; f32 by; for (i = 0; i < BG_ACTOR_MAX; i++) { if (colCtx->dyna.bgActorFlags[i] & BGACTOR_IN_USE) { if (actor != colCtx->dyna.bgActors[i].actor) { ay = posA->y; by = posB->y; if (!(ay < colCtx->dyna.bgActors[i].minY) || !(by < colCtx->dyna.bgActors[i].minY)) { if (!(colCtx->dyna.bgActors[i].maxY < ay) || !(colCtx->dyna.bgActors[i].maxY < by)) { line.a = *posA; line.b = *posB; if (Math3D_LineVsSph(&colCtx->dyna.bgActors[i].boundingSphere, &line) != 0) { if (BgCheck_CheckLineAgainstBgActor(colCtx, xpFlags, posA, posB, posResult, outPoly, distSq, i, chkDist, bccFlags) == true) { *outBgId = i; result = true; } } } } } } } return result; } /** * Get first dyna poly intersecting sphere `center` `radius` from list `ssList` * returns true if any poly intersects the sphere, else returns false * `outPoly` returns the pointer of the first poly found that intersects */ s32 BgCheck_SphVsFirstDynaPolyList(CollisionContext* colCtx, u16 xpFlags, CollisionPoly** outPoly, Vec3f* center, f32 radius, SSList* ssList) { CollisionPoly* curPoly; DynaCollisionContext* dyna; SSNode* curNode; s32 curPolyId; if (ssList->head == SS_NULL) { return false; } dyna = &colCtx->dyna; curNode = &dyna->polyNodes.tbl[ssList->head]; while (true) { curPolyId = curNode->polyId; curPoly = &dyna->polyList[curPolyId]; if (COLPOLY_VIA_FLAG_TEST(curPoly->flags_vIA, xpFlags)) { if (curNode->next == SS_NULL) { break; } else { curNode = &dyna->polyNodes.tbl[curNode->next]; continue; } } if (CollisionPoly_SphVsPoly(curPoly, dyna->vtxList, center, radius)) { *outPoly = curPoly; return true; } if (curNode->next == SS_NULL) { break; } else { curNode = &dyna->polyNodes.tbl[curNode->next]; continue; } } return false; } /** * Get first dyna poly intersecting sphere `center` `radius` from BgActor `bgId` * returns true if any poly intersects the sphere, else false * `outPoly` returns the pointer of the first poly found that intersects */ s32 BgCheck_SphVsFirstDynaPolyInBgActor(CollisionContext* colCtx, u16 xpFlags, CollisionPoly** outPoly, Vec3f* center, f32 radius, s32 bgId, u16 bciFlags) { if ((bciFlags & BGCHECK_IGNORE_CEILING) == 0) { if (BgCheck_SphVsFirstDynaPolyList(colCtx, xpFlags, outPoly, center, radius, &colCtx->dyna.bgActors[bgId].dynaLookup.ceiling)) { return true; } } if ((bciFlags & BGCHECK_IGNORE_WALL) == 0) { if (BgCheck_SphVsFirstDynaPolyList(colCtx, xpFlags, outPoly, center, radius, &colCtx->dyna.bgActors[bgId].dynaLookup.wall)) { return true; } } if ((bciFlags & BGCHECK_IGNORE_FLOOR) == 0) { if (BgCheck_SphVsFirstDynaPolyList(colCtx, xpFlags, outPoly, center, radius, &colCtx->dyna.bgActors[bgId].dynaLookup.floor)) { return true; } } return false; } /** * Gets first dyna poly intersecting sphere `center` `radius` * returns true if poly detected, else false * `outPoly` returns the first intersecting poly, while `outBgId` returns the BgActor index of that poly */ s32 BgCheck_SphVsFirstDynaPoly(CollisionContext* colCtx, u16 xpFlags, CollisionPoly** outPoly, s32* outBgId, Vec3f* center, f32 radius, Actor* actor, u16 bciFlags) { s32 i = 0; Sphere16 testSphere; for (i = 0; i < BG_ACTOR_MAX; i++) { if (!(colCtx->dyna.bgActorFlags[i] & BGACTOR_IN_USE)) { continue; } if (colCtx->dyna.bgActors[i].actor == actor) { continue; } testSphere.center.x = center->x; testSphere.center.y = center->y; testSphere.center.z = center->z; testSphere.radius = radius; if (!Math3D_SphVsSph(&testSphere, &colCtx->dyna.bgActors[i].boundingSphere)) { continue; } if (BgCheck_SphVsFirstDynaPolyInBgActor(colCtx, xpFlags, outPoly, center, radius, i, bciFlags)) { return true; } } return false; } /** * SEGMENTED_TO_VIRTUAL CollisionHeader members */ void CollisionHeader_SegmentedToVirtual(CollisionHeader* colHeader) { colHeader->vtxList = SEGMENTED_TO_VIRTUAL(colHeader->vtxList); colHeader->polyList = SEGMENTED_TO_VIRTUAL(colHeader->polyList); colHeader->surfaceTypeList = SEGMENTED_TO_VIRTUAL(colHeader->surfaceTypeList); colHeader->bgCamList = SEGMENTED_TO_VIRTUAL(colHeader->bgCamList); colHeader->waterBoxes = SEGMENTED_TO_VIRTUAL(colHeader->waterBoxes); } /** * Convert CollisionHeader Segmented to Virtual addressing */ void CollisionHeader_GetVirtual(void* colHeader, CollisionHeader** dest) { *dest = SEGMENTED_TO_VIRTUAL(colHeader); CollisionHeader_SegmentedToVirtual(*dest); } /** * SEGMENT_TO_VIRTUAL all active BgActor CollisionHeaders */ void func_800418D0(CollisionContext* colCtx, PlayState* play) { DynaCollisionContext* dyna = &colCtx->dyna; s32 i; u16 flag; for (i = 0; i < BG_ACTOR_MAX; i++) { flag = dyna->bgActorFlags[i]; if ((flag & BGACTOR_IN_USE) && !(flag & BGACTOR_1)) { Actor_SetObjectDependency(play, dyna->bgActors[i].actor); CollisionHeader_SegmentedToVirtual(dyna->bgActors[i].colHeader); } } } /** * Reset SSNodeList polyCheckTbl */ void BgCheck_ResetPolyCheckTbl(SSNodeList* nodeList, s32 numPolys) { u8* t; for (t = nodeList->polyCheckTbl; t < nodeList->polyCheckTbl + numPolys; t++) { *t = 0; } } /** * Get SurfaceType property set */ u32 SurfaceType_GetData(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId, s32 dataIdx) { CollisionHeader* colHeader; SurfaceType* surfaceTypes; colHeader = BgCheck_GetCollisionHeader(colCtx, bgId); if (colHeader == NULL || poly == NULL) { return 0; } surfaceTypes = colHeader->surfaceTypeList; if (surfaceTypes == SEGMENTED_TO_VIRTUAL(NULL)) { return 0; } return surfaceTypes[poly->type].data[dataIdx]; } u32 SurfaceType_GetBgCamIndex(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId) { return SurfaceType_GetData(colCtx, poly, bgId, 0) & 0xFF; } /** * BgCam get setting of bgCam */ u16 BgCheck_GetBgCamSettingImpl(CollisionContext* colCtx, u32 bgCamIndex, s32 bgId) { u16 camSetting; CollisionHeader* colHeader; BgCamInfo* bgCamList; colHeader = BgCheck_GetCollisionHeader(colCtx, bgId); if (colHeader == NULL) { return CAM_SET_NONE; } bgCamList = colHeader->bgCamList; camSetting = bgCamList[bgCamIndex].setting; return camSetting; } /** * BgCam Get the camera setting of bgCam */ u16 BgCheck_GetBgCamSetting(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId) { CollisionHeader* colHeader = BgCheck_GetCollisionHeader(colCtx, bgId); BgCamInfo* bgCamList; SurfaceType* surfaceTypes; if (colHeader == NULL) { return CAM_SET_NONE; } bgCamList = colHeader->bgCamList; if (bgCamList == SEGMENTED_TO_VIRTUAL(NULL)) { return CAM_SET_NONE; } surfaceTypes = colHeader->surfaceTypeList; if (surfaceTypes == SEGMENTED_TO_VIRTUAL(NULL)) { return CAM_SET_NONE; } return BgCheck_GetBgCamSettingImpl(colCtx, SurfaceType_GetBgCamIndex(colCtx, poly, bgId), bgId); } /** * BgCam Get the total count of Vec3s data from bgCamFuncData */ u16 BgCheck_GetBgCamCountImpl(CollisionContext* colCtx, u32 bgCamIndex, s32 bgId) { CollisionHeader* colHeader = BgCheck_GetCollisionHeader(colCtx, bgId); BgCamInfo* bgCamList; if (colHeader == NULL) { return 0; } bgCamList = colHeader->bgCamList; if (bgCamList == SEGMENTED_TO_VIRTUAL(NULL)) { return 0; } return bgCamList[bgCamIndex].count; } /** * BgCam Get the total count of Vec3s data from bgCamFuncData */ u16 BgCheck_GetBgCamCount(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId) { CollisionHeader* colHeader = BgCheck_GetCollisionHeader(colCtx, bgId); BgCamInfo* bgCamList; SurfaceType* surfaceTypes; if (colHeader == NULL) { return 0; } bgCamList = colHeader->bgCamList; if (bgCamList == SEGMENTED_TO_VIRTUAL(NULL)) { return 0; } surfaceTypes = colHeader->surfaceTypeList; if (surfaceTypes == SEGMENTED_TO_VIRTUAL(NULL)) { return 0; } return BgCheck_GetBgCamCountImpl(colCtx, SurfaceType_GetBgCamIndex(colCtx, poly, bgId), bgId); } /** * BgCam Get Vec3s data from bgCamFuncData */ Vec3s* BgCheck_GetBgCamFuncDataImpl(CollisionContext* colCtx, s32 bgCamIndex, s32 bgId) { CollisionHeader* colHeader = BgCheck_GetCollisionHeader(colCtx, bgId); BgCamInfo* bgCamList; if (colHeader == NULL) { return NULL; } bgCamList = colHeader->bgCamList; if (bgCamList == SEGMENTED_TO_VIRTUAL(NULL)) { return NULL; } return (Vec3s*)SEGMENTED_TO_VIRTUAL(bgCamList[bgCamIndex].bgCamFuncData); } /** * BgCam Get Vec3s data from bgCamFuncData */ Vec3s* BgCheck_GetBgCamFuncData(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId) { CollisionHeader* colHeader = BgCheck_GetCollisionHeader(colCtx, bgId); BgCamInfo* bgCamList; SurfaceType* surfaceTypes; if (colHeader == NULL) { return NULL; } bgCamList = colHeader->bgCamList; if (bgCamList == SEGMENTED_TO_VIRTUAL(NULL)) { return NULL; } surfaceTypes = colHeader->surfaceTypeList; if (surfaceTypes == SEGMENTED_TO_VIRTUAL(NULL)) { return NULL; } return BgCheck_GetBgCamFuncDataImpl(colCtx, SurfaceType_GetBgCamIndex(colCtx, poly, bgId), bgId); } u32 SurfaceType_GetExitIndex(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId) { return SurfaceType_GetData(colCtx, poly, bgId, 0) >> 8 & 0x1F; } u32 SurfaceType_GetFloorType(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId) { return SurfaceType_GetData(colCtx, poly, bgId, 0) >> 13 & 0x1F; } /** * SurfaceType Get ? Property (& 0x001C 0000) */ u32 func_80041D70(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId) { return SurfaceType_GetData(colCtx, poly, bgId, 0) >> 18 & 7; } u32 SurfaceType_GetWallType(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId) { return SurfaceType_GetData(colCtx, poly, bgId, 0) >> 21 & 0x1F; } s32 SurfaceType_GetWallFlags(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId) { return D_80119D90[SurfaceType_GetWallType(colCtx, poly, bgId)]; } s32 SurfaceType_CheckWallFlag0(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId) { return (SurfaceType_GetWallFlags(colCtx, poly, bgId) & WALL_FLAG_0) ? true : false; } s32 SurfaceType_CheckWallFlag1(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId) { return (SurfaceType_GetWallFlags(colCtx, poly, bgId) & WALL_FLAG_1) ? true : false; } s32 SurfaceType_CheckWallFlag2(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId) { return (SurfaceType_GetWallFlags(colCtx, poly, bgId) & WALL_FLAG_2) ? true : false; } u32 SurfaceType_GetFloorProperty2(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId) { return SurfaceType_GetData(colCtx, poly, bgId, 0) >> 26 & 0xF; } u32 SurfaceType_GetFloorProperty(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId) { return SurfaceType_GetData(colCtx, poly, bgId, 0) >> 26 & 0xF; } u32 SurfaceType_IsSoft(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId) { return SurfaceType_GetData(colCtx, poly, bgId, 0) >> 30 & 1; } u32 SurfaceType_IsHorseBlocked(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId) { return SurfaceType_GetData(colCtx, poly, bgId, 0) >> 31 & 1; } u32 SurfaceType_GetMaterial(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId) { return SurfaceType_GetData(colCtx, poly, bgId, 1) & 0xF; } u16 SurfaceType_GetSfxOffset(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId) { s32 surfaceMaterial = SurfaceType_GetMaterial(colCtx, poly, bgId); if ((surfaceMaterial < 0) || (surfaceMaterial >= ARRAY_COUNT(sSurfaceMaterialToSfxOffset))) { return SURFACE_SFX_OFFSET_DIRT; } return sSurfaceMaterialToSfxOffset[surfaceMaterial]; } u32 SurfaceType_GetFloorEffect(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId) { return SurfaceType_GetData(colCtx, poly, bgId, 1) >> 4 & 3; } u32 SurfaceType_GetLightSetting(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId) { return SurfaceType_GetData(colCtx, poly, bgId, 1) >> 6 & 0x1F; } u32 SurfaceType_GetEcho(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId) { return SurfaceType_GetData(colCtx, poly, bgId, 1) >> 11 & 0x3F; } u32 SurfaceType_CanHookshot(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId) { return SurfaceType_GetData(colCtx, poly, bgId, 1) >> 17 & 1; } /** * CollisionPoly is ignored by entities * Returns true if poly is ignored by entities, else false */ s32 SurfaceType_IsIgnoredByEntities(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId) { u32 flags; if (BgCheck_GetCollisionHeader(colCtx, bgId) == NULL) { return true; } flags = poly->flags_vIA & 0x4000; return !!flags; } /** * CollisionPoly is ignored by projectiles * Returns true if poly is ignored by projectiles, else false */ s32 SurfaceType_IsIgnoredByProjectiles(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId) { u32 flags; if (BgCheck_GetCollisionHeader(colCtx, bgId) == NULL) { return true; } flags = poly->flags_vIA & 0x8000; return !!flags; } /** * Checks if poly is a floor conveyor * * A conveyor surface is enabled with non-zero speed. * When enabled, the conveyor will exhibit two types of behaviour depending on the return value: * * If true, then it is a floor conveyor and will push player only while being stood on * If false, then it is a water conveyor and will push player only while in water */ s32 SurfaceType_IsFloorConveyor(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId) { u32 flags; if (BgCheck_GetCollisionHeader(colCtx, bgId) == NULL) { return true; } flags = poly->flags_vIB & 0x2000; return !!flags; } u32 SurfaceType_GetConveyorSpeed(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId) { return SurfaceType_GetData(colCtx, poly, bgId, 1) >> 18 & 7; } /** * returns a value between 0-63, representing 360 / 64 degrees of rotation */ u32 SurfaceType_GetConveyorDirection(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId) { return SurfaceType_GetData(colCtx, poly, bgId, 1) >> 21 & 0x3F; } u32 func_80042108(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId) { return (SurfaceType_GetData(colCtx, poly, bgId, 1) & 0x08000000) ? 1 : 0; } /** * Zora's Domain WaterBox in King Zora's Room */ WaterBox sZorasDomainWaterBox = { -348, 877, -1746, 553, 780, 0x2104 }; /** * WaterBox's effective bounding box */ f32 sZorasDomainWaterBoxMinX = -348.0f; f32 sZorasDomainWaterBoxMinY = 777.0f; f32 sZorasDomainWaterBoxMinZ = -1746.0f; f32 sZorasDomainWaterBoxMaxX = 205.0f; f32 sZorasDomainWaterBoxMaxY = 977.0f; f32 sZorasDomainWaterBoxMaxZ = -967.0f; /** * Public. Get the water surface at point (`x`, `ySurface`, `z`). `ySurface` doubles as position y input * returns true if point is within the xz boundaries of an active water box, else false * `ySurface` returns the water box's surface, while `outWaterBox` returns a pointer to the WaterBox */ s32 WaterBox_GetSurface1(PlayState* play, CollisionContext* colCtx, f32 x, f32 z, f32* ySurface, WaterBox** outWaterBox) { if (play->sceneId == SCENE_ZORAS_DOMAIN) { if (sZorasDomainWaterBoxMinX < x && x < sZorasDomainWaterBoxMaxX && sZorasDomainWaterBoxMinY < *ySurface && *ySurface < sZorasDomainWaterBoxMaxY && sZorasDomainWaterBoxMinZ < z && z < sZorasDomainWaterBoxMaxZ) { *outWaterBox = &sZorasDomainWaterBox; *ySurface = sZorasDomainWaterBox.ySurface; return true; } } return WaterBox_GetSurfaceImpl(play, colCtx, x, z, ySurface, outWaterBox); } /** * Internal. Get the water surface at point (`x`, `ySurface`, `z`). `ySurface` doubles as position y input * returns true if point is within the xz boundaries of an active water box, else false * `ySurface` returns the water box's surface, while `outWaterBox` returns a pointer to the WaterBox */ s32 WaterBox_GetSurfaceImpl(PlayState* play, CollisionContext* colCtx, f32 x, f32 z, f32* ySurface, WaterBox** outWaterBox) { CollisionHeader* colHeader = colCtx->colHeader; s32 room; WaterBox* waterBox; if (colHeader->numWaterBoxes == 0 || colHeader->waterBoxes == SEGMENTED_TO_VIRTUAL(NULL)) { return false; } for (waterBox = colHeader->waterBoxes; waterBox < colHeader->waterBoxes + colHeader->numWaterBoxes; waterBox++) { room = WATERBOX_ROOM(waterBox->properties); if (room == play->roomCtx.curRoom.num || room == WATERBOX_ROOM_ALL) { if (!(waterBox->properties & WATERBOX_FLAG_19)) { if (waterBox->xMin < x && x < waterBox->xMin + waterBox->xLength) { if (waterBox->zMin < z && z < waterBox->zMin + waterBox->zLength) { *outWaterBox = waterBox; *ySurface = waterBox->ySurface; return true; } } } } } return false; } /** * Gets the first active WaterBox at `pos` with WATERBOX_FLAG_19 not set * `surfaceChkDist` is the absolute y distance from the water surface to check * returns the index of the waterbox found, or -1 if no waterbox is found * `outWaterBox` returns the pointer to the waterbox found, or NULL if none is found */ s32 WaterBox_GetSurface2(PlayState* play, CollisionContext* colCtx, Vec3f* pos, f32 surfaceChkDist, WaterBox** outWaterBox) { CollisionHeader* colHeader = colCtx->colHeader; s32 room; s32 i; WaterBox* waterBox; WaterBox* waterBoxList = colHeader->waterBoxes; // unused, needed for matching if (colHeader->numWaterBoxes == 0 || colHeader->waterBoxes == SEGMENTED_TO_VIRTUAL(NULL)) { *outWaterBox = NULL; return -1; } for (i = 0; i < colHeader->numWaterBoxes; i++) { waterBox = &colHeader->waterBoxes[i]; room = WATERBOX_ROOM(waterBox->properties); if (room == play->roomCtx.curRoom.num || room == WATERBOX_ROOM_ALL) { if (!(waterBox->properties & WATERBOX_FLAG_19)) { if (waterBox->xMin < pos->x && pos->x < waterBox->xMin + waterBox->xLength) { if (waterBox->zMin < pos->z && pos->z < waterBox->zMin + waterBox->zLength) { if (pos->y - surfaceChkDist < waterBox->ySurface && waterBox->ySurface < pos->y + surfaceChkDist) { *outWaterBox = waterBox; return i; } } } } } } *outWaterBox = NULL; return -1; } /** * WaterBox get BgCam index */ u32 WaterBox_GetBgCamIndex(CollisionContext* colCtx, WaterBox* waterBox) { u32 bgCamIndex = WATERBOX_BGCAM_INDEX(waterBox->properties); return bgCamIndex; } /** * WaterBox get BgCam setting */ u16 WaterBox_GetBgCamSetting(CollisionContext* colCtx, WaterBox* waterBox) { s32 bgCamIndex = WaterBox_GetBgCamIndex(colCtx, waterBox); BgCamInfo* bgCamList = colCtx->colHeader->bgCamList; if (bgCamList == SEGMENTED_TO_VIRTUAL(NULL)) { return CAM_SET_NONE; } return colCtx->colHeader->bgCamList[bgCamIndex].setting; } /** * WaterBox get lighting settings */ u32 WaterBox_GetLightIndex(CollisionContext* colCtx, WaterBox* waterBox) { u32 lightIndex = WATERBOX_LIGHT_INDEX(waterBox->properties); return lightIndex; } /** * Get the water surface at point (`x`, `ySurface`, `z`). `ySurface` doubles as position y input * same as WaterBox_GetSurfaceImpl, but tests if WATERBOX_FLAG_19 is set * returns true if point is within the xz boundaries of an active water box, else false * `ySurface` returns the water box's surface, while `outWaterBox` returns a pointer to the WaterBox */ s32 func_800425B0(PlayState* play, CollisionContext* colCtx, f32 x, f32 z, f32* ySurface, WaterBox** outWaterBox) { CollisionHeader* colHeader = colCtx->colHeader; s32 room; WaterBox* waterBox; if (colHeader->numWaterBoxes == 0 || colHeader->waterBoxes == SEGMENTED_TO_VIRTUAL(NULL)) { return false; } for (waterBox = colHeader->waterBoxes; waterBox < colHeader->waterBoxes + colHeader->numWaterBoxes; waterBox++) { room = WATERBOX_ROOM(waterBox->properties); if ((room == play->roomCtx.curRoom.num) || (room == WATERBOX_ROOM_ALL)) { if (waterBox->properties & WATERBOX_FLAG_19) { if (waterBox->xMin < x && x < (waterBox->xMin + waterBox->xLength)) { if (waterBox->zMin < z && z < (waterBox->zMin + waterBox->zLength)) { *outWaterBox = waterBox; *ySurface = waterBox->ySurface; return true; } } } } } return false; } /** * Gets the `closestPoint` to `point` on the line formed from the intesection of planes `polyA` and `polyB` * returns true if the `closestPoint` exists, else returns false */ s32 func_80042708(CollisionPoly* polyA, CollisionPoly* polyB, Vec3f* point, Vec3f* closestPoint) { f32 n1X; f32 n1Y; f32 n1Z; f32 n2X; f32 n2Y; f32 n2Z; CollisionPoly_GetNormalF(polyA, &n1X, &n1Y, &n1Z); CollisionPoly_GetNormalF(polyB, &n2X, &n2Y, &n2Z); return Math3D_PlaneVsPlaneVsLineClosestPoint(n1X, n1Y, n1Z, polyA->dist, n2X, n2Y, n2Z, polyB->dist, point, closestPoint); } /** * Get the `closestPoint` to line (`pointA`, `pointB`) formed from the intersection of planes `polyA` and `polyB` * returns true if the `closestPoint` exists, else returns false */ s32 func_800427B4(CollisionPoly* polyA, CollisionPoly* polyB, Vec3f* pointA, Vec3f* pointB, Vec3f* closestPoint) { f32 n1X; f32 n1Y; f32 n1Z; f32 n2X; f32 n2Y; f32 n2Z; s32 result; CollisionPoly_GetNormalF(polyA, &n1X, &n1Y, &n1Z); CollisionPoly_GetNormalF(polyB, &n2X, &n2Y, &n2Z); result = Math3D_PlaneVsLineSegClosestPoint(n1X, n1Y, n1Z, polyA->dist, n2X, n2Y, n2Z, polyB->dist, pointA, pointB, closestPoint); return result; } /** * Draw a list of dyna polys, specified by `ssList` */ void BgCheck_DrawDynaPolyList(PlayState* play, CollisionContext* colCtx, DynaCollisionContext* dyna, SSList* ssList, u8 r, u8 g, u8 b) { s16 curPolyId; CollisionPoly* poly; SSNode* curNode; Vec3f vA; Vec3f vB; Vec3f vC; f32 nx; f32 ny; f32 nz; if (ssList->head != SS_NULL) { curNode = &dyna->polyNodes.tbl[ssList->head]; while (true) { curPolyId = curNode->polyId; poly = &dyna->polyList[curPolyId]; BgCheck_Vec3sToVec3f(COLPOLY_VTX_INDEX(poly->flags_vIA) + dyna->vtxList, &vA); BgCheck_Vec3sToVec3f(COLPOLY_VTX_INDEX(poly->flags_vIB) + dyna->vtxList, &vB); BgCheck_Vec3sToVec3f((s32)(poly->vIC) + dyna->vtxList, &vC); if (AREG(26)) { nx = COLPOLY_GET_NORMAL(poly->normal.x); ny = COLPOLY_GET_NORMAL(poly->normal.y); nz = COLPOLY_GET_NORMAL(poly->normal.z); vA.x += AREG(26) * nx; vA.y += AREG(26) * ny; vA.z += AREG(26) * nz; vB.x += AREG(26) * nx; vB.y += AREG(26) * ny; vB.z += AREG(26) * nz; vC.x += AREG(26) * nx; vC.y += AREG(26) * ny; vC.z += AREG(26) * nz; } Collider_DrawPoly(play->state.gfxCtx, &vA, &vB, &vC, r, g, b); if (curNode->next == SS_NULL) { break; } curNode = &dyna->polyNodes.tbl[curNode->next]; } } } /** * Draw a BgActor's dyna polys * `bgId` is the BgActor index that should be drawn */ void BgCheck_DrawBgActor(PlayState* play, CollisionContext* colCtx, s32 bgId) { if (AREG(21)) { BgCheck_DrawDynaPolyList(play, colCtx, &colCtx->dyna, &colCtx->dyna.bgActors[bgId].dynaLookup.ceiling, 255, 0, 0); } if (AREG(22)) { BgCheck_DrawDynaPolyList(play, colCtx, &colCtx->dyna, &colCtx->dyna.bgActors[bgId].dynaLookup.wall, 0, 255, 0); } if (AREG(23)) { BgCheck_DrawDynaPolyList(play, colCtx, &colCtx->dyna, &colCtx->dyna.bgActors[bgId].dynaLookup.floor, 0, 0, 255); } } /** * Draw all dyna polys */ void BgCheck_DrawDynaCollision(PlayState* play, CollisionContext* colCtx) { s32 bgId; for (bgId = 0; bgId < BG_ACTOR_MAX; bgId++) { if (!(colCtx->dyna.bgActorFlags[bgId] & BGACTOR_IN_USE)) { continue; } BgCheck_DrawBgActor(play, colCtx, bgId); } } /** * Draw a static poly */ void BgCheck_DrawStaticPoly(PlayState* play, CollisionContext* colCtx, CollisionPoly* poly, u8 r, u8 g, u8 b) { Vec3f vA; Vec3f vB; Vec3f vC; f32 nx; f32 ny; f32 nz; BgCheck_Vec3sToVec3f(COLPOLY_VTX_INDEX(poly->flags_vIA) + colCtx->colHeader->vtxList, &vA); BgCheck_Vec3sToVec3f(COLPOLY_VTX_INDEX(poly->flags_vIB) + colCtx->colHeader->vtxList, &vB); BgCheck_Vec3sToVec3f(poly->vIC + colCtx->colHeader->vtxList, &vC); if (AREG(26) != 0) { nx = COLPOLY_GET_NORMAL(poly->normal.x); ny = COLPOLY_GET_NORMAL(poly->normal.y); nz = COLPOLY_GET_NORMAL(poly->normal.z); vA.x += AREG(26) * nx; vA.y += AREG(26) * ny; vA.z += AREG(26) * nz; vB.x += AREG(26) * nx; vB.y += AREG(26) * ny; vB.z += AREG(26) * nz; vC.x += AREG(26) * nx; vC.y += AREG(26) * ny; vC.z += AREG(26) * nz; } Collider_DrawPoly(play->state.gfxCtx, &vA, &vB, &vC, r, g, b); } /** * Draw a list of static polys, specified by `ssList` */ void BgCheck_DrawStaticPolyList(PlayState* play, CollisionContext* colCtx, SSList* ssList, u8 r, u8 g, u8 b) { SSNode* curNode; CollisionPoly* polyList = colCtx->colHeader->polyList; s16 curPolyId; if (ssList->head != SS_NULL) { curNode = &colCtx->polyNodes.tbl[ssList->head]; while (true) { curPolyId = curNode->polyId; BgCheck_DrawStaticPoly(play, colCtx, &polyList[curPolyId], r, g, b); if (curNode->next == SS_NULL) { break; } curNode = &colCtx->polyNodes.tbl[curNode->next]; } } } /** * Draw scene collision */ void BgCheck_DrawStaticCollision(PlayState* play, CollisionContext* colCtx) { Player* player = GET_PLAYER(play); StaticLookup* lookup = BgCheck_GetNearestStaticLookup(colCtx, colCtx->lookupTbl, &player->actor.world.pos); if (AREG(23) != 0) { BgCheck_DrawStaticPolyList(play, colCtx, &lookup->floor, 0, 0, 255); } if (AREG(22) != 0) { BgCheck_DrawStaticPolyList(play, colCtx, &lookup->wall, 0, 255, 0); } if (AREG(21) != 0) { BgCheck_DrawStaticPolyList(play, colCtx, &lookup->ceiling, 255, 0, 0); } }