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oot/src/code/code_800430A0.c
fig02 00a5edea71
Actor Struct Changes (and a few related things) (#617)
* reformat header

* type -> category

* done for now i think

* some more stuff

* first -> head

* focus

* flag comment

* ground -> floor

* remove asm, name wrapper funcs

* name func, format

* review

* targetPriority, format

* git subrepo pull --force tools/ZAPD

subrepo:
  subdir:   "tools/ZAPD"
  merged:   "0305ec2c2"
upstream:
  origin:   "https://github.com/zeldaret/ZAPD.git"
  branch:   "master"
  commit:   "0305ec2c2"
git-subrepo:
  version:  "0.4.3"
  origin:   "https://github.com/ingydotnet/git-subrepo.git"
  commit:   "2f68596"

* comment

* review

* feet flags

* horse shadow
2021-01-18 16:04:04 -05:00

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_SetScaleRotateYRPTranslate(
&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_SetScaleRotateYRPTranslate(
&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) {
func_800434A8(dynaActor);
if ((actor->flags & 0x4000000) == 0x4000000) {
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] & 2) || !(colCtx->dyna.bgActorFlags[bgId] & 1)) {
return false;
}
dynaActor = (DynaPolyActor*)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;
}