1
0
Fork 0
mirror of https://github.com/zeldaret/oot.git synced 2024-12-03 00:06:37 +00:00
oot/src/code/code_800430A0.c
Dragorn421 40a4abefa5
Doc dynapoly move flags (#1372)
* Doc dynapoly move flags

* Use `DYNAPOLYMOVE_UPD_` more

* remove `DynaPolyActor.unk_15A` (padding)

* `DYNAPOLYMOVE_UPD_` -> `DYNA_MOVE_`

* Remove `DYNA_MOVE_POS_AND_ROT_Y`

* Actual docs

* Update function names

* transformFlags and Carried names

Co-authored-by: fig02 <fig02srl@gmail.com>
Co-authored-by: EllipticEllipsis <elliptic.ellipsis@gmail.com>

* Fixup comment on `DynaPolyActor_UpdateCarriedActorPos`

* Format

* `DYNA_TRANSFORM_NONE` -> 0

* Touch up mentioning the `DYNA_TRANSFORM_` flags in docs

Co-authored-by: fig02 <fig02srl@gmail.com>
Co-authored-by: EllipticEllipsis <elliptic.ellipsis@gmail.com>
2022-10-12 00:47:33 +02:00

116 lines
4.7 KiB
C

#include "global.h"
#include "vt.h"
/**
* Update the `carriedActor`'s position based on the dynapoly actor identified by `bgId`.
*/
void DynaPolyActor_UpdateCarriedActorPos(CollisionContext* colCtx, s32 bgId, Actor* carriedActor) {
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);
// Apply the movement of the dynapoly actor `bgId` over the last frame to the `carriedActor` position
// pos = curTransform * prevTransformInv * pos
// Note (curTransform * prevTransformInv) represents the transform relative to the previous frame
SkinMatrix_Vec3fMtxFMultXYZ(&prevTransformInv, &carriedActor->world.pos, &tempPos);
SkinMatrix_Vec3fMtxFMultXYZ(&curTransform, &tempPos, &pos);
carriedActor->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);
}
}
}
}
/**
* Update the `carriedActor`'s Y rotation based on the dynapoly actor identified by `bgId`.
*/
void DynaPolyActor_UpdateCarriedActorRotY(CollisionContext* colCtx, s32 bgId, Actor* carriedActor) {
if (DynaPoly_IsBgIdBgActor(bgId)) {
s16 rotY = colCtx->dyna.bgActors[bgId].curTransform.rot.y - colCtx->dyna.bgActors[bgId].prevTransform.rot.y;
if (carriedActor->id == ACTOR_PLAYER) {
((Player*)carriedActor)->currentYaw += rotY;
}
carriedActor->shape.rot.y += rotY;
carriedActor->world.rot.y += rotY;
}
}
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);
}
}
}
}
/**
* Update the `carriedActor`'s position and Y rotation based on the dynapoly actor identified by `bgId`, according to
* the dynapoly actor's move flags (see `DYNA_TRANSFORM_POS` and `DYNA_TRANSFORM_ROT_Y`).
*/
s32 DynaPolyActor_TransformCarriedActor(CollisionContext* colCtx, s32 bgId, Actor* carriedActor) {
s32 result = false;
DynaPolyActor* dynaActor;
if (!DynaPoly_IsBgIdBgActor(bgId)) {
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->transformFlags & DYNA_TRANSFORM_POS) {
DynaPolyActor_UpdateCarriedActorPos(colCtx, bgId, carriedActor);
result = true;
}
if (dynaActor->transformFlags & DYNA_TRANSFORM_ROT_Y) {
DynaPolyActor_UpdateCarriedActorRotY(colCtx, bgId, carriedActor);
result = true;
}
return result;
}