#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) { func_800434A8(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] & 2) || !(colCtx->dyna.bgActorFlags[bgId] & 1)) { 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; }