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oot/src/code/code_800430A0.c
Dragorn421 ed0ab877c9
Some names and docs on dynapoly (#1287)
* Add `BG_DYNA_ACTOR_FLAG_` for `DynaCollisionContext.bgActorFlags`

* Document 3/4 bgActor flags

* `func_8003EE6C` -> `DynaPoly_InvalidateLookup`

* `DynaPoly_ExpandSRT` -> `DynaPoly_AddBgActorToLookup`

* Add `DYNAPOLYACTOR_UNK160_` for `DynaPolyActor.unk_160`

* More dynapoly docs

* One comment

* Some `DynaPoly_` -> `DynaPolyActor_`

* run formatter

* .

* `BG_DYNA_ACTOR_FLAG_IS_USED` -> `BG_DYNA_ACTOR_FLAG_IN_USE`

* `BG_DYNA_ACTOR_FLAG_` -> `BGACTOR_`

* `DYNAPOLYACTOR_INTERACT_FLAG_` -> `DYNA_INTERACT_`

* `ResetInteractFlags` -> `ClearInteractFlags`

* Remove Has/Is prefix on dyna interact flags getters

* format

* remove now useless comments

* Remove `!= 0` on interact flags getter usage

* ceilings collision -> ceiling collision

* `ClearInteractFlags` -> `UnsetInteractFlags` (pepega)

* `UnsetInteractFlags` -> `UnsetAllInteractFlags` (pepega x2)

* Add back `Is` prefix (no `Has` this time) to dyna interact flags getters
2022-06-25 09:53:26 -04:00

105 lines
3.8 KiB
C

#include "global.h"
#include "vt.h"
void func_800430A0(CollisionContext* colCtx, s32 bgId, Actor* actor) {
MtxF prevTransform;
MtxF prevTransformInv;
MtxF curTransform;
Vec3f pos;
Vec3f tempPos;
if (DynaPoly_IsBgIdBgActor(bgId)) {
SkinMatrix_SetTranslateRotateYXZScale(
&prevTransform, colCtx->dyna.bgActors[bgId].prevTransform.scale.x,
colCtx->dyna.bgActors[bgId].prevTransform.scale.y, colCtx->dyna.bgActors[bgId].prevTransform.scale.z,
colCtx->dyna.bgActors[bgId].prevTransform.rot.x, colCtx->dyna.bgActors[bgId].prevTransform.rot.y,
colCtx->dyna.bgActors[bgId].prevTransform.rot.z, colCtx->dyna.bgActors[bgId].prevTransform.pos.x,
colCtx->dyna.bgActors[bgId].prevTransform.pos.y, colCtx->dyna.bgActors[bgId].prevTransform.pos.z);
if (SkinMatrix_Invert(&prevTransform, &prevTransformInv) != 2) {
SkinMatrix_SetTranslateRotateYXZScale(
&curTransform, colCtx->dyna.bgActors[bgId].curTransform.scale.x,
colCtx->dyna.bgActors[bgId].curTransform.scale.y, colCtx->dyna.bgActors[bgId].curTransform.scale.z,
colCtx->dyna.bgActors[bgId].curTransform.rot.x, colCtx->dyna.bgActors[bgId].curTransform.rot.y,
colCtx->dyna.bgActors[bgId].curTransform.rot.z, colCtx->dyna.bgActors[bgId].curTransform.pos.x,
colCtx->dyna.bgActors[bgId].curTransform.pos.y, colCtx->dyna.bgActors[bgId].curTransform.pos.z);
SkinMatrix_Vec3fMtxFMultXYZ(&prevTransformInv, &actor->world.pos, &tempPos);
SkinMatrix_Vec3fMtxFMultXYZ(&curTransform, &tempPos, &pos);
actor->world.pos = pos;
if (BGCHECK_XYZ_ABSMAX <= pos.x || pos.x <= -BGCHECK_XYZ_ABSMAX || BGCHECK_XYZ_ABSMAX <= pos.y ||
pos.y <= -BGCHECK_XYZ_ABSMAX || BGCHECK_XYZ_ABSMAX <= pos.z || pos.z <= -BGCHECK_XYZ_ABSMAX) {
osSyncPrintf(VT_FGCOL(RED));
//! @bug file and line are not passed to osSyncPrintf
// "Position is not valid"
osSyncPrintf(
"BGCheckCollection_typicalActorPos():位置が妥当ではありません。\npos (%f,%f,%f) file:%s line:%d\n",
pos.x, pos.y, pos.z);
osSyncPrintf(VT_RST);
}
}
}
}
/**
* Rotate actor
*/
void func_800432A0(CollisionContext* colCtx, s32 bgId, Actor* actor) {
if (DynaPoly_IsBgIdBgActor(bgId)) {
s16 rot = colCtx->dyna.bgActors[bgId].curTransform.rot.y - colCtx->dyna.bgActors[bgId].prevTransform.rot.y;
if (actor->id == ACTOR_PLAYER) {
((Player*)actor)->currentYaw += rot;
}
actor->shape.rot.y += rot;
actor->world.rot.y += rot;
}
}
void func_80043334(CollisionContext* colCtx, Actor* actor, s32 bgId) {
if (DynaPoly_IsBgIdBgActor(bgId)) {
DynaPolyActor* dynaActor = DynaPoly_GetActor(colCtx, bgId);
if (dynaActor != NULL) {
DynaPolyActor_SetActorOnTop(dynaActor);
if (CHECK_FLAG_ALL(actor->flags, ACTOR_FLAG_26)) {
func_80043538(dynaActor);
}
}
}
}
/**
* Transform actor's position
* `actor` is the actor to update
*/
s32 func_800433A4(CollisionContext* colCtx, s32 bgId, Actor* actor) {
s32 result = false;
DynaPolyActor* dynaActor;
if (DynaPoly_IsBgIdBgActor(bgId) == false) {
return false;
}
if ((colCtx->dyna.bgActorFlags[bgId] & BGACTOR_1) || !(colCtx->dyna.bgActorFlags[bgId] & BGACTOR_IN_USE)) {
return false;
}
dynaActor = DynaPoly_GetActor(colCtx, bgId);
if (dynaActor == NULL) {
return false;
}
if (dynaActor->unk_15C & 1) {
func_800430A0(colCtx, bgId, actor);
result = true;
}
if (dynaActor->unk_15C & 2) {
func_800432A0(colCtx, bgId, actor);
result = true;
}
return result;
}