Shipwright/soh/src/code/z_bgcheck.c
briaguya ba13e6b2c4 refactor: use LUS 1.0 RC
Co-authored-by: kenix3 <kenixwhisperwind@gmail.com>
Co-authored-by: David Chavez <david@dcvz.io>
Co-authored-by: KiritoDv <kiritodev01@gmail.com>
Co-authored-by: Christopher Leggett <chris@leggett.dev>
2023-01-17 00:33:56 -05:00

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#include "global.h"
#include "vt.h"
#include <soh/OTRGlobals.h>
#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)
// func_80041DB8, SurfaceType wall properties
s32 D_80119D90[32] = {
0, 1, 3, 5, 8, 16, 32, 64, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
};
// SurfaceType_GetSfx
u16 D_80119E10[14] = {
NA_SE_PL_WALK_GROUND - SFX_FLAG, NA_SE_PL_WALK_SAND - SFX_FLAG, NA_SE_PL_WALK_CONCRETE - SFX_FLAG,
NA_SE_PL_WALK_DIRT - SFX_FLAG, NA_SE_PL_WALK_WATER0 - SFX_FLAG, NA_SE_PL_WALK_WATER1 - SFX_FLAG,
NA_SE_PL_WALK_WATER2 - SFX_FLAG, NA_SE_PL_WALK_MAGMA - SFX_FLAG, NA_SE_PL_WALK_GRASS - SFX_FLAG,
NA_SE_PL_WALK_GLASS - SFX_FLAG, NA_SE_PL_WALK_LADDER - SFX_FLAG, NA_SE_PL_WALK_GROUND - SFX_FLAG,
NA_SE_PL_WALK_ICE - SFX_FLAG, NA_SE_PL_WALK_IRON - SFX_FLAG,
};
/**
* 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);
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_AllocEndAlign(&play->state.tha, max * sizeof(SSNode), -2);
ASSERT(nodeList->tbl != NULL);
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 phi_f2;
f32 phi_f14;
f32 phi_f12;
f32 inv_phi_f2;
f32 inv_phi_f14;
if (poly == NULL) {
return;
}
CollisionPoly_GetNormalF(poly, &nx, &ny, &nz);
phi_f2 = sqrtf(1.0f - SQ(nx));
if (!IS_ZERO(phi_f2)) {
inv_phi_f2 = 1.0f / phi_f2;
phi_f14 = ny * inv_phi_f2;
phi_f12 = -(nz * inv_phi_f2);
} else {
phi_f14 = sqrtf(1.0f - SQ(ny));
if (!IS_ZERO(phi_f14)) {
inv_phi_f14 = (1.0f / phi_f14);
phi_f12 = nx * inv_phi_f14;
phi_f2 = -(nz * inv_phi_f14);
} else {
phi_f12 = 0.0f;
phi_f2 = 0.0f;
}
}
dest->xx = phi_f2;
dest->yx = (-nx) * phi_f14;
dest->zx = nx * phi_f12;
dest->xy = nx;
dest->yy = ny;
dest->zy = nz;
dest->yz = phi_f12;
dest->zz = phi_f14;
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;
#ifdef __WIIU__
// on some platforms this ends up as very small numbers due to rounding issues
if (IS_ZERO(planeDistA)) {
planeDistA = 0.0f;
}
if (IS_ZERO(planeDistB)) {
planeDistB = 0.0f;
}
#endif
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 (flags & 1), ignore polys with a normal.y < 0 (from vertical walls to ceilings)
*/
f32 BgCheck_RaycastFloorStaticList(CollisionContext* colCtx, u16 xpFlags, SSList* ssList, CollisionPoly** outPoly,
Vec3f* pos, f32 yIntersectMin, f32 chkDist, s32 flags) {
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) ||
((flags & 1) && 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_RaycastFloorStatic(StaticLookup* lookup, CollisionContext* colCtx, u16 xpFlags, CollisionPoly** poly,
Vec3f* pos, u32 arg5, f32 chkDist, f32 yIntersectMin) {
s32 flag; // skip polys with normal.y < 0
f32 yIntersect = yIntersectMin;
if (arg5 & 4) {
yIntersect = BgCheck_RaycastFloorStaticList(colCtx, xpFlags, &lookup->floor, poly, pos, yIntersect, chkDist, 0);
}
if ((arg5 & 2) || (arg5 & 8)) {
flag = 0;
if (arg5 & 0x10) {
flag = 1;
}
yIntersect =
BgCheck_RaycastFloorStaticList(colCtx, xpFlags, &lookup->wall, poly, pos, yIntersect, chkDist, flag);
}
if (arg5 & 1) {
flag = 0;
if (arg5 & 0x10) {
flag = 1;
}
yIntersect =
BgCheck_RaycastFloorStaticList(colCtx, xpFlags, &lookup->ceiling, poly, pos, yIntersect, chkDist, flag);
}
return yIntersect;
}
/**
* Compute wall displacement on `posX` and `posZ`
* sets `wallPolyPtr` to `poly` if `wallPolyPtr` is NULL or not a damage wall
* 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 wallDamage;
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];
wallDamage = surfaceData & 0x08000000 ? 1 : 0;
if (!wallDamage) {
*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));
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));
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, &sector);
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, &sector);
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 indicies if `pos` is within BGCHECK_SUBDIV_OVERLAP units of the postive 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* spA4;
StaticLookup* phi_fp;
StaticLookup* phi_s0;
s32 sp98;
f32 subdivLengthX;
f32 subdivLengthY;
f32 subdivLengthZ;
for (spA4 = lookupTbl;
spA4 < (colCtx->subdivAmount.x * colCtx->subdivAmount.y * colCtx->subdivAmount.z + lookupTbl); spA4++) {
spA4->floor.head = SS_NULL;
spA4->wall.head = SS_NULL;
spA4->ceiling.head = SS_NULL;
}
polyMax = colHeader->numPolygons;
vtxList = colHeader->vtxList;
polyList = colHeader->polyList;
sp98 = 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);
spA4 = szMin * sp98 + 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++) {
phi_fp = (colCtx->subdivAmount.x * syMin) + spA4;
curSubdivMin.y = (colCtx->subdivLength.y * syMin + colCtx->minBounds.y) - BGCHECK_SUBDIV_OVERLAP;
curSubdivMax.y = curSubdivMin.y + subdivLengthY;
for (sy = syMin; sy < syMax + 1; sy++) {
phi_s0 = sxMin + phi_fp;
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(phi_s0, colCtx, polyList, vtxList, polyIdx);
}
curSubdivMin.x += colCtx->subdivLength.x;
curSubdivMax.x += colCtx->subdivLength.x;
phi_s0++;
}
curSubdivMin.y += colCtx->subdivLength.y;
curSubdivMax.y += colCtx->subdivLength.y;
phi_fp += colCtx->subdivAmount.x;
}
curSubdivMin.z += colCtx->subdivLength.z;
curSubdivMax.z += colCtx->subdivLength.z;
spA4 += sp98;
}
}
return colCtx->polyNodes.count * sizeof(SSNode);
}
/**
* Is current scene a SPOT scene
*/
s32 BgCheck_IsSpotScene(PlayState* play) {
static s16 spotScenes[] = {
SCENE_SPOT00, SCENE_SPOT01, SCENE_SPOT02, SCENE_SPOT03, SCENE_SPOT04, SCENE_SPOT05, SCENE_SPOT06,
SCENE_SPOT07, SCENE_SPOT08, SCENE_SPOT09, SCENE_SPOT10, SCENE_SPOT11, SCENE_SPOT12, SCENE_SPOT13,
SCENE_SPOT15, SCENE_SPOT16, SCENE_SPOT17, SCENE_SPOT18, SCENE_SPOT20,
};
s16* i;
for (i = spotScenes; i < spotScenes + ARRAY_COUNT(spotScenes); i++) {
if (play->sceneNum == *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_SPOT00, 0xB798 }, { SCENE_GANON_FINAL, 0x78C8 }, { SCENE_GANON_DEMO, 0x70C8 },
{ SCENE_JYASINBOSS, 0xACC8 }, { SCENE_KENJYANOMA, 0x70C8 }, { SCENE_JYASINZOU, 0x16CC8 },
{ SCENE_HIDAN, 0x198C8 }, { SCENE_GANON_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_HAKADAN, { 23, 7, 14 }, -1 },
{ SCENE_BMORI1, { 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 (YREG(15) == 0x10 || YREG(15) == 0x20 || YREG(15) == 0x30 || YREG(15) == 0x40) {
if (play->sceneNum == SCENE_MALON_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->sceneNum, &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->sceneNum == 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 == false) {
colCtx->subdivAmount.x = 16;
colCtx->subdivAmount.y = 4;
colCtx->subdivAmount.z = 16;
}
}
colCtx->lookupTbl = THA_AllocEndAlign(
&play->state.tha,
colCtx->subdivAmount.x * sizeof(StaticLookup) * colCtx->subdivAmount.y * colCtx->subdivAmount.z, ~1);
if (colCtx->lookupTbl == NULL) {
LOG_HUNGUP_THREAD();
}
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);
// OTRTODO: Re-enable when the below DynaPoly workaround is removed.
// #ifdef _SOH64 // BGCheck needs more memory on 64 bits because it crashes on some areas
// colCtx->memSize *= 2;
// #endif
// BGCheck needs a higher polygon and vertex count due to removed object dependencies.
// Otherwise Forest Temple checkered room will crash due to the hallway actor being killed a frame late.
//
// OTRTODO: This is a workaround. The proper solution to fix this crash is to manage object loading / unloading
// the same as N64.
colCtx->memSize *= 2;
colCtx->dyna.polyListMax *= 2;
colCtx->dyna.vtxListMax *= 2;
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) {
LOG_HUNGUP_THREAD();
}
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] & 1)) {
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 Toward Floor
* 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_RaycastFloorImpl(PlayState* play, CollisionContext* colCtx, u16 xpFlags, CollisionPoly** outPoly,
s32* outBgId, Vec3f* pos, Actor* actor, u32 arg7, f32 chkDist) {
f32 yIntersectDyna;
s32* temp_a0;
StaticLookup* lookupTbl;
Vec3f checkPos;
StaticLookup* lookup;
DynaRaycast dynaRaycast;
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_POS_ERROR_CHECK(&checkPos)) {
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_RaycastFloorStatic(lookup, colCtx, xpFlags, outPoly, pos, arg7, chkDist, BGCHECK_Y_MIN);
if (yIntersect > BGCHECK_Y_MIN) {
break;
}
checkPos.y -= colCtx->subdivLength.y;
}
dynaRaycast.colCtx = colCtx;
dynaRaycast.xpFlags = xpFlags;
dynaRaycast.yIntersect = yIntersect;
dynaRaycast.pos = pos;
dynaRaycast.actor = actor;
dynaRaycast.unk_20 = arg7;
dynaRaycast.chkDist = chkDist;
dynaRaycast.play = play;
dynaRaycast.resultPoly = outPoly;
dynaRaycast.bgId = outBgId;
yIntersectDyna = BgCheck_RaycastFloorDyna(&dynaRaycast);
if (yIntersect < yIntersectDyna) {
yIntersect = yIntersectDyna;
}
if (yIntersect != BGCHECK_Y_MIN && func_80041EC8(colCtx, *outPoly, *outBgId)) {
yIntersect -= 1.0f;
}
return yIntersect;
}
/**
* Public raycast toward floor
* returns yIntersect of the poly found, or BGCHECK_Y_MIN if no poly detected
*/
f32 BgCheck_CameraRaycastFloor1(CollisionContext* colCtx, CollisionPoly** outPoly, Vec3f* pos) {
s32 bgId;
return BgCheck_RaycastFloorImpl(NULL, colCtx, COLPOLY_IGNORE_CAMERA, outPoly, &bgId, pos, NULL, 0x1C, 1.0f);
}
/**
* Public raycast toward floor
* returns yIntersect of the poly found, or BGCHECK_Y_MIN if no poly detected
*/
f32 BgCheck_EntityRaycastFloor1(CollisionContext* colCtx, CollisionPoly** outPoly, Vec3f* pos) {
s32 bgId;
return BgCheck_RaycastFloorImpl(NULL, colCtx, COLPOLY_IGNORE_ENTITY, outPoly, &bgId, pos, NULL, 0x1C, 1.0f);
}
/**
* Public raycast toward floor
* returns yIntersect of the poly found, or BGCHECK_Y_MIN if no poly detected
*/
f32 BgCheck_EntityRaycastFloor2(PlayState* play, CollisionContext* colCtx, CollisionPoly** outPoly,
Vec3f* pos) {
s32 bgId;
return BgCheck_RaycastFloorImpl(play, colCtx, COLPOLY_IGNORE_ENTITY, outPoly, &bgId, pos, NULL, 0x1C, 1.0f);
}
/**
* Public raycast toward floor
* returns yIntersect of the poly found, or BGCHECK_Y_MIN if no poly detected
*/
f32 BgCheck_EntityRaycastFloor3(CollisionContext* colCtx, CollisionPoly** outPoly, s32* bgId, Vec3f* pos) {
return BgCheck_RaycastFloorImpl(NULL, colCtx, COLPOLY_IGNORE_ENTITY, outPoly, bgId, pos, NULL, 0x1C, 1.0f);
}
/**
* Public raycast toward floor
* returns yIntersect of the poly found, or BGCHECK_Y_MIN if no poly detected
*/
f32 BgCheck_EntityRaycastFloor4(CollisionContext* colCtx, CollisionPoly** outPoly, s32* bgId, Actor* actor,
Vec3f* pos) {
return BgCheck_RaycastFloorImpl(NULL, colCtx, COLPOLY_IGNORE_ENTITY, outPoly, bgId, pos, actor, 0x1C, 1.0f);
}
/**
* Public raycast toward floor
* returns yIntersect of the poly found, or BGCHECK_Y_MIN if no poly detected
*/
f32 BgCheck_EntityRaycastFloor5(PlayState* play, CollisionContext* colCtx, CollisionPoly** outPoly, s32* bgId,
Actor* actor, Vec3f* pos) {
return BgCheck_RaycastFloorImpl(play, colCtx, COLPOLY_IGNORE_ENTITY, outPoly, bgId, pos, actor, 0x1C, 1.0f);
}
/**
* Public raycast toward floor
* returns yIntersect of the poly found, or BGCHECK_Y_MIN if no poly detected
*/
f32 BgCheck_EntityRaycastFloor6(CollisionContext* colCtx, CollisionPoly** outPoly, s32* bgId, Actor* actor, Vec3f* pos,
f32 chkDist) {
return BgCheck_RaycastFloorImpl(NULL, colCtx, COLPOLY_IGNORE_ENTITY, outPoly, bgId, pos, actor, 0x1C, chkDist);
}
/**
* Public raycast toward floor
* returns yIntersect of the poly found, or BGCHECK_Y_MIN if no poly detected
*/
f32 BgCheck_EntityRaycastFloor7(CollisionContext* colCtx, CollisionPoly** outPoly, s32* bgId, Actor* actor,
Vec3f* pos) {
return BgCheck_RaycastFloorImpl(NULL, colCtx, COLPOLY_IGNORE_ENTITY, outPoly, bgId, pos, actor, 0x06, 1.0f);
}
/**
* Public raycast toward floor
* returns yIntersect of the poly found, or BGCHECK_Y_MIN if no poly detected
*/
f32 BgCheck_AnyRaycastFloor1(CollisionContext* colCtx, CollisionPoly* outPoly, Vec3f* pos) {
CollisionPoly* tempPoly;
f32 result;
s32 bgId;
result = BgCheck_RaycastFloorImpl(NULL, colCtx, COLPOLY_IGNORE_NONE, &tempPoly, &bgId, pos, NULL, 0x1C, 1.0f);
if (tempPoly != NULL) {
*outPoly = *tempPoly;
}
return result;
}
/**
* Public raycast toward floor
* returns yIntersect of the poly found, or BGCHECK_Y_MIN if no poly detected
*/
f32 BgCheck_AnyRaycastFloor2(CollisionContext* colCtx, CollisionPoly* outPoly, s32* bgId, Vec3f* pos) {
CollisionPoly* tempPoly;
f32 result = BgCheck_RaycastFloorImpl(NULL, colCtx, COLPOLY_IGNORE_NONE, &tempPoly, bgId, pos, NULL, 0x1C, 1.0f);
if (tempPoly != NULL) {
*outPoly = *tempPoly;
}
return result;
}
/**
* Public raycast toward floor
* returns yIntersect of the poly found, or BGCHECK_Y_MIN if no poly detected
*/
f32 BgCheck_CameraRaycastFloor2(CollisionContext* colCtx, CollisionPoly** outPoly, s32* bgId, Vec3f* pos) {
return BgCheck_RaycastFloorImpl(NULL, colCtx, COLPOLY_IGNORE_CAMERA, outPoly, bgId, pos, NULL, 0x06, 1.0f);
}
/**
* Public raycast toward floor
* returns yIntersect of the poly found, or BGCHECK_Y_MIN if no poly detected
*/
f32 BgCheck_EntityRaycastFloor8(CollisionContext* colCtx, CollisionPoly** outPoly, s32* bgId, Actor* actor,
Vec3f* pos) {
return BgCheck_RaycastFloorImpl(NULL, colCtx, COLPOLY_IGNORE_ENTITY, outPoly, bgId, pos, actor, 0x02, 1.0f);
}
/**
* Public raycast toward floor
* returns yIntersect of the poly found, or BGCHECK_Y_MIN if no poly detected
*/
f32 BgCheck_EntityRaycastFloor9(CollisionContext* colCtx, CollisionPoly** outPoly, s32* bgId, Vec3f* pos) {
return BgCheck_RaycastFloorImpl(NULL, colCtx, COLPOLY_IGNORE_ENTITY, outPoly, bgId, pos, NULL, 0x06, 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
if (CVarGetInteger("gNoClip", 0) != 0) {
return false;
}
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_POS_ERROR_CHECK(posNext) == true ||
BGCHECK_POS_ERROR_CHECK(posPrev) == 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_POS_ERROR_CHECK(pos) == 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_POS_ERROR_CHECK(posA) == true ||
BGCHECK_POS_ERROR_CHECK(posB) == 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(&sectorMin, &sectorMax, 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) == false) {
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_POS_ERROR_CHECK(center) == 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_AllocEndAlign(&play->state.tha, tblMax * sizeof(SSNode), -2);
ASSERT(this->tbl != NULL);
this->polyCheckTbl = GAMESTATE_ALLOC_MC(&play->state, numPolys);
ASSERT(this->polyCheckTbl != NULL);
}
/**
* Get next SSNodeList SSNode
*/
SSNode* SSNodeList_GetNextNode(SSNodeList* this) {
SSNode* result = &this->tbl[this->count];
this->count++;
ASSERT(this->count < this->max);
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);
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_AllocEndAlign(&play->state.tha, numPolys * sizeof(CollisionPoly), -2);
ASSERT(*polyList != NULL);
}
/**
* NULL vtxList
*/
void DynaPoly_NullVtxList(Vec3s** vtxList) {
*vtxList = NULL;
}
/**
* Allocate dyna.vtxList
*/
void DynaPoly_AllocVtxList(PlayState* play, Vec3s** vtxList, s32 numVtx) {
*vtxList = THA_AllocEndAlign(&play->state.tha, numVtx * sizeof(Vec3s), -2);
ASSERT(*vtxList != NULL);
}
/**
* 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] & 1)) {
dyna->bgActorFlags[bgId] |= 1;
foundSlot = true;
break;
}
}
if (foundSlot == false) {
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] &= ~2;
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] & 1) ||
colCtx->dyna.bgActorFlags[bgId] & 2) {
return NULL;
}
return (DynaPolyActor*)colCtx->dyna.bgActors[bgId].actor;
}
void func_8003EBF8(PlayState* play, DynaCollisionContext* dyna, s32 bgId) {
if (DynaPoly_IsBgIdBgActor(bgId)) {
dyna->bgActorFlags[bgId] |= 4;
dyna->bitFlag |= DYNAPOLY_INVALIDATE_LOOKUP;
}
}
void func_8003EC50(PlayState* play, DynaCollisionContext* dyna, s32 bgId) {
if (DynaPoly_IsBgIdBgActor(bgId)) {
dyna->bgActorFlags[bgId] &= ~4;
dyna->bitFlag |= DYNAPOLY_INVALIDATE_LOOKUP;
}
}
void func_8003ECA8(PlayState* play, DynaCollisionContext* dyna, s32 bgId) {
if (DynaPoly_IsBgIdBgActor(bgId)) {
dyna->bgActorFlags[bgId] |= 8;
dyna->bitFlag |= DYNAPOLY_INVALIDATE_LOOKUP;
}
}
void func_8003ED00(PlayState* play, DynaCollisionContext* dyna, s32 bgId) {
if (DynaPoly_IsBgIdBgActor(bgId)) {
dyna->bgActorFlags[bgId] &= ~8;
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) == false) {
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] |= 2;
}
}
void func_8003EE6C(PlayState* play, DynaCollisionContext* dyna) {
dyna->bitFlag |= DYNAPOLY_INVALIDATE_LOOKUP;
}
/**
* original name: DynaPolyInfo_expandSRT
*/
void DynaPoly_ExpandSRT(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] & 4) {
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);
ASSERT(dyna->vtxListMax >= *vtxStartIndex + pbgdata->numVertices);
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] & 8)) {
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 = -100.0f;
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[(uintptr_t)COLPOLY_VTX_INDEX(newPoly->flags_vIA)].x;
vtxA.y = dVtxList[(uintptr_t)COLPOLY_VTX_INDEX(newPoly->flags_vIA)].y;
vtxA.z = dVtxList[(uintptr_t)COLPOLY_VTX_INDEX(newPoly->flags_vIA)].z;
vtxB.x = dVtxList[(uintptr_t)COLPOLY_VTX_INDEX(newPoly->flags_vIB)].x;
vtxB.y = dVtxList[(uintptr_t)COLPOLY_VTX_INDEX(newPoly->flags_vIB)].y;
vtxB.z = dVtxList[(uintptr_t)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[(uintptr_t)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 func_8003F8EC(PlayState* play, DynaCollisionContext* dyna, Actor* actor) {
DynaPolyActor* dynaActor;
s32 i;
for (i = 0; i < BG_ACTOR_MAX; i++) {
if ((dyna->bgActorFlags[i] & 1)) {
dynaActor = DynaPoly_GetActor(&play->colCtx, i);
if (dynaActor != NULL && &dynaActor->actor == actor) {
func_800434A0((DynaPolyActor*)actor);
return;
}
}
}
}
/**
* DynaPolyInfo_setup
*/
void DynaPoly_Setup(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] & 2) {
// 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] & 1) {
DynaPoly_ExpandSRT(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] & 1) {
DynaPoly_SetBgActorPrevTransform(play, &dyna->bgActors[i]);
}
}
}
#define DYNA_RAYCAST_FLOORS 1
#define DYNA_RAYCAST_WALLS 2
#define DYNA_RAYCAST_CEILINGS 4
/**
* Perform dyna poly raycast toward floor on a list of floor, wall, or ceiling polys
* `listType` specifies the poly list type (e.g. DYNA_RAYCAST_FLOORS)
*/
f32 BgCheck_RaycastFloorDynaList(DynaRaycast* dynaRaycast, u32 listType) {
CollisionPoly* polyList;
SSNode* curNode;
f32 result;
f32 yIntersect;
s16 id;
result = dynaRaycast->yIntersect;
if (dynaRaycast->ssList->head == SS_NULL) {
return result;
}
polyList = dynaRaycast->dyna->polyList;
curNode = &dynaRaycast->dyna->polyNodes.tbl[dynaRaycast->ssList->head];
while (true) {
id = curNode->polyId;
if (COLPOLY_VIA_FLAG_TEST(polyList[id].flags_vIA, dynaRaycast->xpFlags)) {
if (curNode->next == SS_NULL) {
break;
} else {
curNode = &dynaRaycast->dyna->polyNodes.tbl[curNode->next];
continue;
}
}
if ((listType & (DYNA_RAYCAST_WALLS | DYNA_RAYCAST_CEILINGS)) && (dynaRaycast->unk_20 & 0x10) &&
COLPOLY_GET_NORMAL(polyList[id].normal.y) < 0.0f) {
if (curNode->next == SS_NULL) {
break;
} else {
curNode = &dynaRaycast->dyna->polyNodes.tbl[curNode->next];
continue;
}
}
if (CollisionPoly_CheckYIntersectApprox1(&polyList[id], dynaRaycast->dyna->vtxList, dynaRaycast->pos->x,
dynaRaycast->pos->z, &yIntersect, dynaRaycast->chkDist) == true &&
yIntersect < dynaRaycast->pos->y && result < yIntersect) {
result = yIntersect;
*dynaRaycast->resultPoly = &dynaRaycast->dyna->polyList[id];
}
if (curNode->next == SS_NULL) {
break;
} else {
curNode = &dynaRaycast->dyna->polyNodes.tbl[curNode->next];
continue;
}
}
return result;
}
/**
* Perform dyna poly raycast toward floor
* returns the yIntersect of the poly found, or BGCHECK_Y_MIN if no poly is found
*/
f32 BgCheck_RaycastFloorDyna(DynaRaycast* dynaRaycast) {
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;
*dynaRaycast->bgId = BGCHECK_SCENE;
for (i = 0; i < BG_ACTOR_MAX; i++) {
if (!(dynaRaycast->colCtx->dyna.bgActorFlags[i] & 1)) {
continue;
}
if (dynaRaycast->actor == dynaRaycast->colCtx->dyna.bgActors[i].actor ||
dynaRaycast->pos->y < dynaRaycast->colCtx->dyna.bgActors[i].minY ||
Math3D_XZInSphere(&dynaRaycast->colCtx->dyna.bgActors[i].boundingSphere, dynaRaycast->pos->x,
dynaRaycast->pos->z) == false) {
continue;
}
dynaRaycast->dyna = &dynaRaycast->colCtx->dyna;
if (dynaRaycast->unk_20 & BGCHECK_IGNORE_FLOOR) {
dynaRaycast->ssList = &dynaRaycast->colCtx->dyna.bgActors[i].dynaLookup.floor;
intersect2 = BgCheck_RaycastFloorDynaList(dynaRaycast, DYNA_RAYCAST_FLOORS);
if (dynaRaycast->yIntersect < intersect2) {
dynaRaycast->yIntersect = intersect2;
*dynaRaycast->bgId = i;
result = intersect2;
}
}
if ((dynaRaycast->unk_20 & BGCHECK_IGNORE_WALL) ||
(*dynaRaycast->resultPoly == NULL && (dynaRaycast->unk_20 & 8))) {
dynaRaycast->ssList = &dynaRaycast->colCtx->dyna.bgActors[i].dynaLookup.wall;
intersect2 = BgCheck_RaycastFloorDynaList(dynaRaycast, DYNA_RAYCAST_WALLS);
if (dynaRaycast->yIntersect < intersect2) {
dynaRaycast->yIntersect = intersect2;
*dynaRaycast->bgId = i;
result = intersect2;
}
}
if (dynaRaycast->unk_20 & BGCHECK_IGNORE_CEILING) {
dynaRaycast->ssList = &dynaRaycast->colCtx->dyna.bgActors[i].dynaLookup.ceiling;
intersect2 = BgCheck_RaycastFloorDynaList(dynaRaycast, DYNA_RAYCAST_CEILINGS);
if (dynaRaycast->yIntersect < intersect2) {
dynaRaycast->yIntersect = intersect2;
*dynaRaycast->bgId = i;
result = intersect2;
}
}
}
dynaActor = DynaPoly_GetActor(dynaRaycast->colCtx, *dynaRaycast->bgId);
if ((result != BGCHECK_Y_MIN) && (dynaActor != NULL) && (dynaRaycast->play != NULL)) {
pauseState = dynaRaycast->play->pauseCtx.state != 0;
if (pauseState == 0) {
pauseState = dynaRaycast->play->pauseCtx.debugState != 0;
}
if (!pauseState && (dynaRaycast->colCtx->dyna.bgActorFlags[*dynaRaycast->bgId] & 2)) {
curTransform = &dynaRaycast->dyna->bgActors[*dynaRaycast->bgId].curTransform;
polyMin =
&dynaRaycast->dyna->polyList[dynaRaycast->dyna->bgActors[*dynaRaycast->bgId].dynaLookup.polyStartIndex];
polyIndex = *dynaRaycast->resultPoly - polyMin;
poly = &dynaRaycast->dyna->bgActors[*dynaRaycast->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 = dynaRaycast->dyna->bgActors[*dynaRaycast->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, dynaRaycast->pos->z,
dynaRaycast->pos->x, &intersect, dynaRaycast->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));
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));
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] & 1)) {
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] & 1)) {
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] & 1) {
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] & 1)) {
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) {
if (ResourceMgr_OTRSigCheck(colHeader))
colHeader = ResourceMgr_LoadColByName(colHeader);
colHeader->vtxList = SEGMENTED_TO_VIRTUAL(colHeader->vtxList);
colHeader->polyList = SEGMENTED_TO_VIRTUAL(colHeader->polyList);
colHeader->surfaceTypeList = SEGMENTED_TO_VIRTUAL(colHeader->surfaceTypeList);
colHeader->cameraDataList = SEGMENTED_TO_VIRTUAL(colHeader->cameraDataList);
colHeader->waterBoxes = SEGMENTED_TO_VIRTUAL(colHeader->waterBoxes);
}
/**
* Convert CollisionHeader Segmented to Virtual addressing
*/
void CollisionHeader_GetVirtual(void* colHeader, CollisionHeader** dest)
{
if (ResourceMgr_OTRSigCheck(colHeader))
colHeader = ResourceMgr_LoadColByName(colHeader);
*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 & 1) && !(flag & 2)) {
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 == PHYSICAL_TO_VIRTUAL(gSegments[0])) {
return 0;
}
return surfaceTypes[poly->type].data[dataIdx];
}
/**
* SurfaceType return CamData Index
*/
u32 SurfaceType_GetCamDataIndex(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId) {
return SurfaceType_GetData(colCtx, poly, bgId, 0) & 0xFF;
}
/**
* CamData return cameraSType
*/
u16 func_80041A4C(CollisionContext* colCtx, u32 camId, s32 bgId) {
u16 result;
CollisionHeader* colHeader;
CamData* camData;
colHeader = BgCheck_GetCollisionHeader(colCtx, bgId);
if (colHeader == NULL) {
return 0;
}
camData = colHeader->cameraDataList;
result = camData[camId].cameraSType;
return result;
}
/**
* SurfaceType return cameraSType
*/
u16 SurfaceType_GetCameraSType(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId) {
CollisionHeader* colHeader = BgCheck_GetCollisionHeader(colCtx, bgId);
CamData* camData;
SurfaceType* surfaceTypes;
if (colHeader == NULL) {
return 0;
}
camData = colHeader->cameraDataList;
if (camData == PHYSICAL_TO_VIRTUAL(gSegments[0])) {
return 0;
}
surfaceTypes = colHeader->surfaceTypeList;
if (surfaceTypes == PHYSICAL_TO_VIRTUAL(gSegments[0])) {
return 0;
}
return func_80041A4C(colCtx, SurfaceType_GetCamDataIndex(colCtx, poly, bgId), bgId);
}
/**
* CamData Get number of cameras
*/
u16 func_80041B24(CollisionContext* colCtx, u32 camId, s32 bgId) {
CollisionHeader* colHeader = BgCheck_GetCollisionHeader(colCtx, bgId);
CamData* camData;
if (colHeader == NULL) {
return 0;
}
camData = colHeader->cameraDataList;
if (camData == PHYSICAL_TO_VIRTUAL(gSegments[0])) {
return 0;
}
return camData[camId].numCameras;
}
/**
* SurfaceType Get number of cameras
*/
u16 SurfaceType_GetNumCameras(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId) {
CollisionHeader* colHeader = BgCheck_GetCollisionHeader(colCtx, bgId);
CamData* camData;
SurfaceType* surfaceTypes;
if (colHeader == NULL) {
return 0;
}
camData = colHeader->cameraDataList;
if (camData == PHYSICAL_TO_VIRTUAL(gSegments[0])) {
return 0;
}
surfaceTypes = colHeader->surfaceTypeList;
if (surfaceTypes == PHYSICAL_TO_VIRTUAL(gSegments[0])) {
return 0;
}
return func_80041B24(colCtx, SurfaceType_GetCamDataIndex(colCtx, poly, bgId), bgId);
}
/**
* CamData Get camPosData
*/
Vec3s* func_80041C10(CollisionContext* colCtx, s32 camId, s32 bgId) {
CollisionHeader* colHeader = BgCheck_GetCollisionHeader(colCtx, bgId);
CamData* cameraDataList;
if (colHeader == NULL) {
return NULL;
}
cameraDataList = colHeader->cameraDataList;
if (cameraDataList == PHYSICAL_TO_VIRTUAL(gSegments[0])) {
return NULL;
}
return (Vec3s*)SEGMENTED_TO_VIRTUAL(cameraDataList[camId].camPosData);
}
/**
* SurfaceType Get camPosData
*/
Vec3s* SurfaceType_GetCamPosData(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId) {
CollisionHeader* colHeader = BgCheck_GetCollisionHeader(colCtx, bgId);
CamData* camData;
SurfaceType* surfaceTypes;
if (colHeader == NULL) {
return NULL;
}
camData = colHeader->cameraDataList;
if (camData == PHYSICAL_TO_VIRTUAL(gSegments[0])) {
return NULL;
}
surfaceTypes = colHeader->surfaceTypeList;
if (surfaceTypes == PHYSICAL_TO_VIRTUAL(gSegments[0])) {
return NULL;
}
return func_80041C10(colCtx, SurfaceType_GetCamDataIndex(colCtx, poly, bgId), bgId);
}
/**
* SurfaceType Get Scene Exit Index
*/
u32 SurfaceType_GetSceneExitIndex(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId) {
return SurfaceType_GetData(colCtx, poly, bgId, 0) >> 8 & 0x1F;
}
/**
* SurfaceType Get ? Property (& 0x0003 E000)
*/
u32 func_80041D4C(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;
}
/**
* SurfaceType Get Wall Property (Internal)
*/
u32 func_80041D94(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId) {
return SurfaceType_GetData(colCtx, poly, bgId, 0) >> 21 & 0x1F;
}
/**
* SurfaceType Get Wall Flags
*/
s32 func_80041DB8(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId) {
if (CVarGetInteger("gClimbEverything", 0) != 0) {
return (1 << 3) | D_80119D90[func_80041D94(colCtx, poly, bgId)];
} else {
return D_80119D90[func_80041D94(colCtx, poly, bgId)];
}
}
/**
* SurfaceType Is Wall Flag (1 << 0) Set
*/
s32 func_80041DE4(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId) {
return (func_80041DB8(colCtx, poly, bgId) & 1) ? true : false;
}
/**
* SurfaceType Is Wall Flag (1 << 1) Set
*/
s32 func_80041E18(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId) {
return (func_80041DB8(colCtx, poly, bgId) & 2) ? true : false;
}
/**
* SurfaceType Is Wall Flag (1 << 2) Set
*/
s32 func_80041E4C(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId) {
return (func_80041DB8(colCtx, poly, bgId) & 4) ? true : false;
}
/**
* unused
*/
s32 func_80041E80(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId) {
return SurfaceType_GetData(colCtx, poly, bgId, 0) >> 26 & 0xF;
}
/**
* SurfaceType Get Floor Property
*/
u32 func_80041EA4(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId) {
return SurfaceType_GetData(colCtx, poly, bgId, 0) >> 26 & 0xF;
}
/**
* SurfaceType Is Floor Minus 1
*/
u32 func_80041EC8(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId) {
return SurfaceType_GetData(colCtx, poly, bgId, 0) >> 30 & 1;
}
/**
* SurfaceType Is Horse Blocked
*/
u32 SurfaceType_IsHorseBlocked(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId) {
return SurfaceType_GetData(colCtx, poly, bgId, 0) >> 31 & 1;
}
u32 func_80041F10(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId) {
return SurfaceType_GetData(colCtx, poly, bgId, 1) & 0xF;
}
/**
* SurfaceType Get Poly Sfx
*/
u16 SurfaceType_GetSfx(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId) {
s32 id = func_80041F10(colCtx, poly, bgId);
if (id < 0 || id > 13) {
return NA_SE_PL_WALK_GROUND - SFX_FLAG;
}
return D_80119E10[id];
}
/**
* SurfaceType get terrain slope surface
*/
u32 SurfaceType_GetSlope(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId) {
return SurfaceType_GetData(colCtx, poly, bgId, 1) >> 4 & 3;
}
/**
* SurfaceType get surface lighting setting
*/
u32 SurfaceType_GetLightSettingIndex(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId) {
return SurfaceType_GetData(colCtx, poly, bgId, 1) >> 6 & 0x1F;
}
/**
* SurfaceType get echo
*/
u32 SurfaceType_GetEcho(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId) {
return SurfaceType_GetData(colCtx, poly, bgId, 1) >> 11 & 0x3F;
}
/**
* SurfaceType Is Hookshot Surface
*/
u32 SurfaceType_IsHookshotSurface(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId) {
return CVarGetInteger("gHookshotEverything", 0) || 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;
}
/**
* CollisionPoly is conveyor enabled
* Returns true if `poly` is a conveyor surface, else false
*/
s32 SurfaceType_IsConveyor(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId) {
u32 flags;
if (BgCheck_GetCollisionHeader(colCtx, bgId) == NULL) {
return true;
}
flags = poly->flags_vIB & 0x2000;
return !!flags;
}
/**
* SurfaceType Get Conveyor Surface Speed
*/
u32 SurfaceType_GetConveyorSpeed(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId) {
return SurfaceType_GetData(colCtx, poly, bgId, 1) >> 18 & 7;
}
/**
* SurfaceType Get Conveyor Direction
* 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;
}
/**
* SurfaceType is Wall Damage
*/
u32 SurfaceType_IsWallDamage(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId) {
return (SurfaceType_GetData(colCtx, poly, bgId, 1) & 0x8000000) ? 1 : 0;
}
/**
* Zora's Domain WaterBox in King Zora's Room
*/
WaterBox zdWaterBox = { -348, 877, -1746, 553, 780, 0x2104 };
/**
* WaterBox's effective bounding box
*/
f32 zdWaterBoxMinX = -348.0f;
f32 zdWaterBoxMinY = 777.0f;
f32 zdWaterBoxMinZ = -1746.0f;
f32 zdWaterBoxMaxX = 205.0f;
f32 zdWaterBoxMaxY = 977.0f;
f32 zdWaterBoxMaxZ = -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->sceneNum == SCENE_SPOT07) {
if (zdWaterBoxMinX < x && x < zdWaterBoxMaxX && zdWaterBoxMinY < *ySurface && *ySurface < zdWaterBoxMaxY &&
zdWaterBoxMinZ < z && z < zdWaterBoxMaxZ) {
*outWaterBox = &zdWaterBox;
*ySurface = zdWaterBox.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;
u32 room;
WaterBox* curWaterBox;
if (colHeader->numWaterBoxes == 0 || colHeader->waterBoxes == PHYSICAL_TO_VIRTUAL(gSegments[0])) {
return false;
}
for (curWaterBox = colHeader->waterBoxes; curWaterBox < colHeader->waterBoxes + colHeader->numWaterBoxes;
curWaterBox++) {
room = (curWaterBox->properties >> 13) & 0x3F;
if (room == (u32)play->roomCtx.curRoom.num || room == 0x3F) {
if ((curWaterBox->properties & 0x80000) == 0) {
if (curWaterBox->xMin < x && x < curWaterBox->xMin + curWaterBox->xLength) {
if (curWaterBox->zMin < z && z < curWaterBox->zMin + curWaterBox->zLength) {
*outWaterBox = curWaterBox;
*ySurface = curWaterBox->ySurface;
return true;
}
}
}
}
}
return false;
}
/**
* Gets the first active WaterBox at `pos` where WaterBox.properties & 0x80000 == 0
* `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 == PHYSICAL_TO_VIRTUAL(gSegments[0])) {
*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 == 0x3F)) {
continue;
}
if ((waterBox->properties & 0x80000)) {
continue;
}
if (!(waterBox->xMin < pos->x && pos->x < waterBox->xMin + waterBox->xLength)) {
continue;
}
if (!(waterBox->zMin < pos->z && pos->z < waterBox->zMin + waterBox->zLength)) {
continue;
}
if (pos->y - surfaceChkDist < waterBox->ySurface && waterBox->ySurface < pos->y + surfaceChkDist) {
*outWaterBox = waterBox;
return i;
}
}
*outWaterBox = NULL;
return -1;
}
/**
* WaterBox get CamData index
*/
u32 WaterBox_GetCamDataIndex(CollisionContext* colCtx, WaterBox* waterBox) {
u32 prop = waterBox->properties >> 0;
return prop & 0xFF;
}
/**
* WaterBox get CamData cameraSType
*/
u16 WaterBox_GetCameraSType(CollisionContext* colCtx, WaterBox* waterBox) {
s32 camId = WaterBox_GetCamDataIndex(colCtx, waterBox);
CamData* camData = colCtx->colHeader->cameraDataList;
if (camData == PHYSICAL_TO_VIRTUAL(gSegments[0])) {
return 0;
}
return colCtx->colHeader->cameraDataList[camId].cameraSType;
}
/**
* WaterBox get lighting settings
*/
u32 WaterBox_GetLightSettingIndex(CollisionContext* colCtx, WaterBox* waterBox) {
u32 prop = waterBox->properties >> 8;
return prop & 0x1F;
}
/**
* Get the water surface at point (`x`, `ySurface`, `z`). `ySurface` doubles as position y input
* same as WaterBox_GetSurfaceImpl, but tests if WaterBox properties & 0x80000 != 0
* 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;
u32 room;
WaterBox* curWaterBox;
if (colHeader->numWaterBoxes == 0 || colHeader->waterBoxes == PHYSICAL_TO_VIRTUAL(gSegments[0])) {
return false;
}
for (curWaterBox = colHeader->waterBoxes; curWaterBox < colHeader->waterBoxes + colHeader->numWaterBoxes;
curWaterBox++) {
room = (curWaterBox->properties >> 0xD) & 0x3F;
if ((room == (u32)play->roomCtx.curRoom.num) || (room == 0x3F)) {
if ((curWaterBox->properties & 0x80000) != 0) {
if (curWaterBox->xMin < x && x < (curWaterBox->xMin + curWaterBox->xLength)) {
if (curWaterBox->zMin < z && z < (curWaterBox->zMin + curWaterBox->zLength)) {
*outWaterBox = curWaterBox;
*ySurface = curWaterBox->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] & 1)) {
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);
}
}