Shipwright/soh/src/overlays/actors/ovl_Mir_Ray/z_mir_ray.c

594 lines
23 KiB
C

/*
* File: z_mir_ray.c
* Overlay: ovl_Mir_Ray
* Description: Reflectable Light Beam and reflections
*/
#include "z_mir_ray.h"
#include "objects/object_mir_ray/object_mir_ray.h"
#include "soh/frame_interpolation.h"
#define FLAGS (ACTOR_FLAG_4 | ACTOR_FLAG_5)
void MirRay_Init(Actor* thisx, GlobalContext* globalCtx);
void MirRay_Destroy(Actor* thisx, GlobalContext* globalCtx);
void MirRay_Update(Actor* thisx, GlobalContext* globalCtx);
void MirRay_Draw(Actor* thisx, GlobalContext* globalCtx);
s32 MirRay_CheckInFrustum(Vec3f* vecA, Vec3f* vecB, f32 pointx, f32 pointy, f32 pointz, s16 radiusA, s16 radiusB);
// Locations of light beams in sMirRayData
typedef enum {
/* 0 */ MIRRAY_SPIRIT_BOMBCHUIWAROOM_DOWNLIGHT,
/* 1 */ MIRRAY_SPIRIT_SUNBLOCKROOM_DOWNLIGHT,
/* 2 */ MIRRAY_SPIRIT_SINGLECOBRAROOM_DOWNLIGHT,
/* 3 */ MIRRAY_SPIRIT_ARMOSROOM_DOWNLIGHT,
/* 4 */ MIRRAY_SPIRIT_TOPROOM_DOWNLIGHT,
/* 5 */ MIRRAY_SPIRIT_TOPROOM_CEILINGMIRROR,
/* 6 */ MIRRAY_SPIRIT_SINGLECOBRAROOM_COBRA,
/* 7 */ MIRRAY_SPIRIT_TOPROOM_COBRA1,
/* 8 */ MIRRAY_SPIRIT_TOPROOM_COBRA2,
/* 9 */ MIRRAY_GANONSCASTLE_SPIRITTRIAL_DOWNLIGHT
} MirRayBeamLocations;
const ActorInit Mir_Ray_InitVars = {
ACTOR_MIR_RAY,
ACTORCAT_ITEMACTION,
FLAGS,
OBJECT_MIR_RAY,
sizeof(MirRay),
(ActorFunc)MirRay_Init,
(ActorFunc)MirRay_Destroy,
(ActorFunc)MirRay_Update,
(ActorFunc)MirRay_Draw,
NULL,
};
static u8 D_80B8E670 = 0;
static ColliderQuadInit sQuadInit = {
{
COLTYPE_NONE,
AT_ON | AT_TYPE_PLAYER,
AC_NONE,
OC1_NONE,
OC2_NONE,
COLSHAPE_QUAD,
},
{
ELEMTYPE_UNK0,
{ 0x00200000, 0x00, 0x00 },
{ 0xFFCFFFFF, 0x00, 0x00 },
TOUCH_ON | TOUCH_SFX_NORMAL,
BUMP_NONE,
OCELEM_NONE,
},
{ { { 0.0f, 0.0f, 0.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 0.0f, 0.0f } } },
};
static ColliderJntSphElementInit sJntSphElementsInit[1] = {
{
{
ELEMTYPE_UNK0,
{ 0x00200000, 0x00, 0x00 },
{ 0x00000000, 0x00, 0x00 },
TOUCH_ON | TOUCH_SFX_NORMAL,
BUMP_NONE,
OCELEM_NONE,
},
{ 0, { { 0, 0, 0 }, 50 }, 100 },
},
};
static ColliderJntSphInit sJntSphInit = {
{
COLTYPE_NONE,
AT_ON | AT_TYPE_PLAYER,
AC_NONE,
OC1_NONE,
OC2_NONE,
COLSHAPE_JNTSPH,
},
1,
sJntSphElementsInit,
};
static MirRayDataEntry sMirRayData[] = {
{ { -1160, 686, -880 }, { -920, 480, -889 }, 30, 50, 1.0f, 50, 150, 0.8f, 255, 255, 255, 0x02 },
{ { -1856, 1092, -190 }, { -1703, 841, -186 }, 30, 70, 0.88f, 54, 150, 0.8f, 255, 255, 255, 0x02 },
{ { 1367, 738, -860 }, { 1091, 476, -860 }, 30, 85, 0.0f, 0, 150, 0.8f, 255, 255, 255, 0x00 },
{ { 2200, 1103, -220 }, { 2040, 843, -220 }, 30, 60, 0.0f, 0, 150, 0.8f, 255, 255, 255, 0x01 },
{ { -560, 2169, -310 }, { -560, 1743, -310 }, 30, 70, 0.0f, 0, 150, 0.8f, 255, 255, 255, 0x00 },
{ { 60, 1802, -1090 }, { 60, 973, -1090 }, 30, 70, 0.0f, 0, 150, 0.9f, 255, 255, 255, 0x0D },
{ { 1140, 480, -860 }, { 1140, 480, -860 }, 30, 30, 1.0f, 10, 100, 0.9f, 255, 255, 255, 0x0E },
{ { -560, 1743, -310 }, { -560, 1743, -310 }, 30, 30, 0.0f, 0, 100, 0.94f, 255, 255, 255, 0x0C },
{ { 60, 1743, -310 }, { 60, 1743, -310 }, 30, 30, 0.0f, 0, 100, 0.94f, 255, 255, 255, 0x0C },
{ { -1174, 448, 1194 }, { -1174, 148, 1194 }, 50, 100, 1.0f, 50, 150, 0.8f, 255, 255, 255, 0x03 }
};
static InitChainEntry sInitChain[] = {
ICHAIN_VEC3F_DIV1000(scale, 0, ICHAIN_CONTINUE),
ICHAIN_F32(uncullZoneForward, 4000, ICHAIN_CONTINUE),
ICHAIN_F32(uncullZoneScale, 1000, ICHAIN_CONTINUE),
ICHAIN_F32(uncullZoneDownward, 1000, ICHAIN_STOP),
};
void MirRay_SetupCollider(MirRay* this) {
Vec3f colliderOffset;
MirRayDataEntry* dataEntry = &sMirRayData[this->actor.params];
colliderOffset.x = (this->poolPt.x - this->sourcePt.x) * dataEntry->unk_10;
colliderOffset.y = (this->poolPt.y - this->sourcePt.y) * dataEntry->unk_10;
colliderOffset.z = (this->poolPt.z - this->sourcePt.z) * dataEntry->unk_10;
this->colliderSph.elements[0].dim.worldSphere.center.x = colliderOffset.x + this->sourcePt.x;
this->colliderSph.elements[0].dim.worldSphere.center.y = colliderOffset.y + this->sourcePt.y;
this->colliderSph.elements[0].dim.worldSphere.center.z = colliderOffset.z + this->sourcePt.z;
this->colliderSph.elements[0].dim.worldSphere.radius = dataEntry->unk_14 * this->colliderSph.elements->dim.scale;
}
// Set up a light point between source point and reflection point. Reflection point is the pool point (for windows) or
// at the player position (for mirrors)
void MirRay_MakeShieldLight(MirRay* this, GlobalContext* globalCtx) {
Player* player = GET_PLAYER(globalCtx);
MirRayDataEntry* dataEntry = &sMirRayData[this->actor.params];
Vec3f reflectionPt;
Vec3s lightPt;
if (MirRay_CheckInFrustum(&this->sourcePt, &this->poolPt, player->actor.world.pos.x,
player->actor.world.pos.y + 30.0f, player->actor.world.pos.z, this->sourceEndRad,
this->poolEndRad)) {
if (dataEntry->params & 8) { // Light beams from mirrors
Math_Vec3f_Diff(&player->actor.world.pos, &this->sourcePt, &reflectionPt);
} else { // Light beams from windows
Math_Vec3f_Diff(&this->poolPt, &this->sourcePt, &reflectionPt);
}
lightPt.x = (dataEntry->unk_18 * reflectionPt.x) + this->sourcePt.x;
lightPt.y = (dataEntry->unk_18 * reflectionPt.y) + this->sourcePt.y;
lightPt.z = (dataEntry->unk_18 * reflectionPt.z) + this->sourcePt.z;
// Fade up
Math_StepToS(&this->lightPointRad, dataEntry->lgtPtMaxRad, 6);
Lights_PointNoGlowSetInfo(&this->lightInfo, lightPt.x, lightPt.y, lightPt.z, dataEntry->color.r,
dataEntry->color.g, dataEntry->color.b, this->lightPointRad);
} else {
// Fade down
Math_StepToS(&this->lightPointRad, 0, 6);
Lights_PointSetColorAndRadius(&this->lightInfo, dataEntry->color.r, dataEntry->color.g, dataEntry->color.b,
this->lightPointRad);
}
}
void MirRay_Init(Actor* thisx, GlobalContext* globalCtx) {
s32 pad;
MirRay* this = (MirRay*)thisx;
MirRayDataEntry* dataEntry = &sMirRayData[this->actor.params];
Actor_ProcessInitChain(&this->actor, sInitChain);
ActorShape_Init(&this->actor.shape, 0.0f, NULL, 0.0f);
// "Generation of reflectable light!"
osSyncPrintf("反射用 光の発生!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!\n");
LOG_NUM("this->actor.arg_data", this->actor.params);
if (this->actor.params >= 0xA) {
// "Reflected light generation failure"
LOG_STRING("反射光 発生失敗");
Actor_Kill(&this->actor);
}
this->sourcePt.x = dataEntry->sourcePoint.x;
this->sourcePt.y = dataEntry->sourcePoint.y;
this->sourcePt.z = dataEntry->sourcePoint.z;
this->sourceEndRad = dataEntry->sourceEndRadius;
this->poolPt.x = dataEntry->poolPoint.x;
this->poolPt.y = dataEntry->poolPoint.y;
this->poolPt.z = dataEntry->poolPoint.z;
this->poolEndRad = dataEntry->poolEndRadius;
Lights_PointNoGlowSetInfo(&this->lightInfo, this->sourcePt.x, this->sourcePt.y, this->sourcePt.z, 255, 255, 255,
100);
this->lightNode = LightContext_InsertLight(globalCtx, &globalCtx->lightCtx, &this->lightInfo);
this->shieldCorners[0].x = -536.0f;
this->shieldCorners[0].y = -939.0f;
this->shieldCorners[1].x = -1690.0f;
this->shieldCorners[1].y = 0.0f;
this->shieldCorners[2].x = -536.0f;
this->shieldCorners[2].y = 938.0f;
this->shieldCorners[3].x = 921.0f;
this->shieldCorners[3].y = 0.0f;
this->shieldCorners[4].x = 758.0f;
this->shieldCorners[4].y = 800.0f;
this->shieldCorners[5].x = 758.0f;
this->shieldCorners[5].y = -800.0f;
if (dataEntry->params & 2) {
Collider_InitJntSph(globalCtx, &this->colliderSph);
Collider_SetJntSph(globalCtx, &this->colliderSph, &this->actor, &sJntSphInit, &this->colliderSphItem);
if (!(dataEntry->params & 4)) { // Beams not from mirrors
MirRay_SetupCollider(this);
}
}
Collider_InitQuad(globalCtx, &this->shieldRay);
Collider_SetQuad(globalCtx, &this->shieldRay, &this->actor, &sQuadInit);
// Spirit Temple top room mirrors
if ((this->actor.params == 5) || (this->actor.params == 7) || (this->actor.params == 8)) {
this->actor.room = -1;
}
}
void MirRay_Destroy(Actor* thisx, GlobalContext* globalCtx) {
MirRay* this = (MirRay*)thisx;
LightContext_RemoveLight(globalCtx, &globalCtx->lightCtx, this->lightNode);
if (sMirRayData[this->actor.params].params & 2) {
Collider_DestroyJntSph(globalCtx, &this->colliderSph);
}
Collider_DestroyQuad(globalCtx, &this->shieldRay);
}
void MirRay_Update(Actor* thisx, GlobalContext* globalCtx) {
s32 pad;
MirRay* this = (MirRay*)thisx;
Player* player = GET_PLAYER(globalCtx);
D_80B8E670 = 0;
if (!this->unLit) {
if (sMirRayData[this->actor.params].params & 2) {
if (sMirRayData[this->actor.params].params & 4) { // Beams from mirrors
MirRay_SetupCollider(this);
}
CollisionCheck_SetAT(globalCtx, &globalCtx->colChkCtx, &this->colliderSph.base);
}
if (this->reflectIntensity > 0.0f) {
CollisionCheck_SetAT(globalCtx, &globalCtx->colChkCtx, &this->shieldRay.base);
}
MirRay_MakeShieldLight(this, globalCtx);
if (this->reflectIntensity > 0.0f) {
func_8002F8F0(&player->actor, NA_SE_IT_SHIELD_BEAM - SFX_FLAG);
}
}
}
void MirRay_SetIntensity(MirRay* this, GlobalContext* globalCtx) {
f32 sp4C[3];
f32 temp_f0;
f32 temp_f0_2;
f32 temp_f2_2;
s32 pad;
Player* player = GET_PLAYER(globalCtx);
MtxF* shieldMtx = &player->shieldMf;
this->reflectIntensity = 0.0f;
if (MirRay_CheckInFrustum(&this->sourcePt, &this->poolPt, shieldMtx->xw, shieldMtx->yw, shieldMtx->zw,
this->sourceEndRad, this->poolEndRad)) {
temp_f0 = sqrtf(SQ(shieldMtx->zz) + (SQ(shieldMtx->xz) + SQ(shieldMtx->yz)));
if (temp_f0 == 0.0f) {
this->reflectRange = 1.0f;
} else {
this->reflectRange = 1.0f / temp_f0;
}
// If light beam is adirectional, always reflect, else only reflect if shield is pointing in correct direction
if (sMirRayData[this->actor.params].params & 1) {
this->reflectIntensity = 1.0f;
} else {
sp4C[0] = this->poolPt.x - this->sourcePt.x;
sp4C[1] = this->poolPt.y - this->sourcePt.y;
sp4C[2] = this->poolPt.z - this->sourcePt.z;
temp_f2_2 = -shieldMtx->xz * sp4C[0] - shieldMtx->yz * sp4C[1] - shieldMtx->zz * sp4C[2];
if (temp_f2_2 < 0.0f) {
temp_f0_2 = sqrtf(SQ(sp4C[0]) + SQ(sp4C[1]) + SQ(sp4C[2]));
if ((temp_f0 != 0.0f) && (temp_f0_2 != 0.0f)) {
this->reflectIntensity = -temp_f2_2 / (temp_f0 * temp_f0_2);
}
}
}
}
}
// Draws six images, one for each corner of the shield, by finding the intersection of a line segment from the corner
// perpendicular to the shield with the nearest collision (if any).
void MirRay_SetupReflectionPolys(MirRay* this, GlobalContext* globalCtx, MirRayShieldReflection* reflection) {
Player* player = GET_PLAYER(globalCtx);
MtxF* shieldMtx;
s32 i;
Vec3f posA;
Vec3f posB;
Vec3f posResult;
CollisionPoly* outPoly;
Vec3f sp60;
shieldMtx = &player->shieldMf;
sp60.x = -((*shieldMtx).xz * this->reflectRange) * this->reflectIntensity * 400.0f;
sp60.y = -((*shieldMtx).yz * this->reflectRange) * this->reflectIntensity * 400.0f;
sp60.z = -((*shieldMtx).zz * this->reflectRange) * this->reflectIntensity * 400.0f;
sp60 = sp60; // Need something involving sp60 or the whole function changes
for (i = 0; i < 6; i++) {
posA.x = ((*shieldMtx).xw + (this->shieldCorners[i].x * (*shieldMtx).xx)) +
(this->shieldCorners[i].y * (*shieldMtx).xy);
posA.y = ((*shieldMtx).yw + (this->shieldCorners[i].x * (*shieldMtx).yx)) +
(this->shieldCorners[i].y * (*shieldMtx).yy);
posA.z = ((*shieldMtx).zw + (this->shieldCorners[i].x * (*shieldMtx).zx)) +
(this->shieldCorners[i].y * (*shieldMtx).zy);
posB.x = sp60.x + posA.x;
posB.y = sp60.y + posA.y;
posB.z = sp60.z + posA.z;
if (BgCheck_AnyLineTest1(&globalCtx->colCtx, &posA, &posB, &posResult, &outPoly, 1)) {
reflection[i].reflectionPoly = outPoly;
} else {
reflection[i].reflectionPoly = NULL;
}
}
}
// Remove reflections that are in the same position and are sufficiently near to the same plane
void MirRay_RemoveSimilarReflections(MirRayShieldReflection* reflection) {
s32 i;
s32 j;
for (i = 0; i < 6; i++) {
for (j = i + 1; j < 6; j++) {
if (reflection[i].reflectionPoly != NULL) {
if ((reflection[j].reflectionPoly != NULL) &&
(ABS(reflection[i].reflectionPoly->normal.x - reflection[j].reflectionPoly->normal.x) < 100) &&
(ABS(reflection[i].reflectionPoly->normal.y - reflection[j].reflectionPoly->normal.y) < 100) &&
(ABS(reflection[i].reflectionPoly->normal.z - reflection[j].reflectionPoly->normal.z) < 100) &&
(reflection[i].reflectionPoly->dist == reflection[j].reflectionPoly->dist)) {
reflection[j].reflectionPoly = NULL;
}
}
}
}
}
// Creates the reflected beam's collider (to interact with objects) and places and orients the shield images
void MirRay_ReflectedBeam(MirRay* this, GlobalContext* globalCtx, MirRayShieldReflection* reflection) {
Player* player = GET_PLAYER(globalCtx);
s32 i;
f32 temp_f0;
Vec3f vecB;
Vec3f vecD;
Vec3f sp118;
Vec3f sp10C;
Vec3f sp100;
Vec3f intersection;
Vec3f spE8;
Vec3f normalVec;
MtxF* shieldMtx;
Vec3f vecA;
Vec3f vecC;
MirRayShieldReflection* currentReflection;
shieldMtx = &player->shieldMf;
spE8.x = -(shieldMtx->xz * this->reflectRange) * this->reflectIntensity * 400.0f;
spE8.y = -(shieldMtx->yz * this->reflectRange) * this->reflectIntensity * 400.0f;
spE8.z = -(shieldMtx->zz * this->reflectRange) * this->reflectIntensity * 400.0f;
vecB.x = shieldMtx->xw;
vecB.y = shieldMtx->yw;
vecB.z = shieldMtx->zw;
vecD.x = spE8.x + vecB.x;
vecD.y = spE8.y + vecB.y;
vecD.z = spE8.z + vecB.z;
vecA.x = vecB.x + (shieldMtx->xx * 300.0f);
vecA.y = vecB.y + (shieldMtx->yx * 300.0f);
vecA.z = vecB.z + (shieldMtx->zx * 300.0f);
vecC.x = vecD.x + (shieldMtx->xx * 300.0f);
vecC.y = vecD.y + (shieldMtx->yx * 300.0f);
vecC.z = vecD.z + (shieldMtx->zx * 300.0f);
Collider_SetQuadVertices(&this->shieldRay, &vecA, &vecB, &vecC, &vecD);
for (i = 0; i < 6; i++) {
currentReflection = &reflection[i];
if (currentReflection->reflectionPoly != NULL) {
normalVec.x = COLPOLY_GET_NORMAL(currentReflection->reflectionPoly->normal.x);
normalVec.y = COLPOLY_GET_NORMAL(currentReflection->reflectionPoly->normal.y);
normalVec.z = COLPOLY_GET_NORMAL(currentReflection->reflectionPoly->normal.z);
if (Math3D_LineSegVsPlane(normalVec.x, normalVec.y, normalVec.z, currentReflection->reflectionPoly->dist,
&vecB, &vecD, &sp118, 1)) {
currentReflection->pos.x = sp118.x;
currentReflection->pos.y = sp118.y;
currentReflection->pos.z = sp118.z;
temp_f0 = sqrtf(SQ(sp118.x - vecB.x) + SQ(sp118.y - vecB.y) + SQ(sp118.z - vecB.z));
if (temp_f0 < (this->reflectIntensity * 600.0f)) {
currentReflection->opacity = 200;
} else {
currentReflection->opacity = (s32)(800.0f - temp_f0);
}
spE8 = spE8; // Required to match
sp10C.x = (shieldMtx->xx * 100.0f) + vecB.x;
sp10C.y = (shieldMtx->yx * 100.0f) + vecB.y;
sp10C.z = (shieldMtx->zx * 100.0f) + vecB.z;
sp100.x = (spE8.x * 4.0f) + sp10C.x;
sp100.y = (spE8.y * 4.0f) + sp10C.y;
sp100.z = (spE8.z * 4.0f) + sp10C.z;
normalVec = normalVec; // Required to match
currentReflection->mtx.zw = 0.0f;
currentReflection->mtx.xx = currentReflection->mtx.yy = currentReflection->mtx.zz =
currentReflection->mtx.ww = 1.0f;
currentReflection->mtx.yx = currentReflection->mtx.zx = currentReflection->mtx.wx =
currentReflection->mtx.xy = currentReflection->mtx.zy = currentReflection->mtx.wy =
currentReflection->mtx.xz = currentReflection->mtx.yz = currentReflection->mtx.wz =
currentReflection->mtx.xw = currentReflection->mtx.yw = currentReflection->mtx.zw;
if (Math3D_LineSegVsPlane(normalVec.x, normalVec.y, normalVec.z,
currentReflection->reflectionPoly->dist, &sp10C, &sp100, &intersection, 1)) {
currentReflection->mtx.xx = intersection.x - sp118.x;
currentReflection->mtx.yx = intersection.y - sp118.y;
currentReflection->mtx.zx = intersection.z - sp118.z;
}
sp10C.x = (shieldMtx->xy * 100.0f) + vecB.x;
sp10C.y = (shieldMtx->yy * 100.0f) + vecB.y;
sp10C.z = (shieldMtx->zy * 100.0f) + vecB.z;
sp100.x = (spE8.x * 4.0f) + sp10C.x;
sp100.y = (spE8.y * 4.0f) + sp10C.y;
sp100.z = (spE8.z * 4.0f) + sp10C.z;
if (Math3D_LineSegVsPlane(normalVec.x, normalVec.y, normalVec.z,
currentReflection->reflectionPoly->dist, &sp10C, &sp100, &intersection, 1)) {
currentReflection->mtx.xy = intersection.x - sp118.x;
currentReflection->mtx.yy = intersection.y - sp118.y;
currentReflection->mtx.zy = intersection.z - sp118.z;
}
} else {
currentReflection->reflectionPoly = NULL;
}
}
}
}
void MirRay_Draw(Actor* thisx, GlobalContext* globalCtx) {
MirRay* this = (MirRay*)thisx;
Player* player = GET_PLAYER(globalCtx);
s32 i;
MirRayShieldReflection reflection[6];
s32 temp;
this->reflectIntensity = 0.0f;
if ((D_80B8E670 == 0) && !this->unLit && Player_HasMirrorShieldSetToDraw(globalCtx)) {
Matrix_Mult(&player->shieldMf, MTXMODE_NEW);
MirRay_SetIntensity(this, globalCtx);
if (!(this->reflectIntensity <= 0.0f)) {
OPEN_DISPS(globalCtx->state.gfxCtx);
func_80093D84(globalCtx->state.gfxCtx);
Matrix_Scale(1.0f, 1.0f, this->reflectIntensity * 5.0f, MTXMODE_APPLY);
gSPMatrix(POLY_XLU_DISP++, MATRIX_NEWMTX(globalCtx->state.gfxCtx),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, 255, 255, 150, (s16)(temp = this->reflectIntensity * 100.0f));
gSPDisplayList(POLY_XLU_DISP++, gShieldBeamGlowDL);
MirRay_SetupReflectionPolys(this, globalCtx, reflection);
MirRay_RemoveSimilarReflections(reflection);
MirRay_ReflectedBeam(this, globalCtx, reflection);
if (reflection[0].reflectionPoly == NULL) {
reflection[0].opacity = 0;
}
for (i = 1; i < 6; i++) {
if (reflection[i].reflectionPoly != NULL) {
if (reflection[0].opacity < reflection[i].opacity) {
reflection[0].opacity = reflection[i].opacity;
}
}
}
for (i = 0; i < 6; i++) {
if (reflection[i].reflectionPoly != NULL) {
FrameInterpolation_RecordOpenChild(&reflection[i], i);
Matrix_Translate(reflection[i].pos.x, reflection[i].pos.y, reflection[i].pos.z, MTXMODE_NEW);
Matrix_Scale(0.01f, 0.01f, 0.01f, MTXMODE_APPLY);
Matrix_Mult(&reflection[i].mtx, MTXMODE_APPLY);
gSPMatrix(POLY_XLU_DISP++, MATRIX_NEWMTX(globalCtx->state.gfxCtx),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gDPSetRenderMode(POLY_XLU_DISP++, G_RM_FOG_SHADE_A, G_RM_AA_ZB_XLU_DECAL2);
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, 255, 255, 150, reflection[0].opacity);
gSPDisplayList(POLY_XLU_DISP++, gShieldBeamImageDL);
FrameInterpolation_RecordCloseChild();
}
}
D_80B8E670 = 1;
CLOSE_DISPS(globalCtx->state.gfxCtx);
}
}
}
// Computes if the Point (pointx, pointy, pointz) lies within the right conical frustum with one end centred at vecA
// with radius radiusA, the other at vecB with radius radiusB
s32 MirRay_CheckInFrustum(Vec3f* vecA, Vec3f* vecB, f32 pointx, f32 pointy, f32 pointz, s16 radiusA, s16 radiusB) {
f32 coneRadius;
f32 closestPtx;
f32 closestPty;
f32 closestPtz;
Vec3f vecdiff;
f32 dist;
Vec3f sp5C;
Vec3f sp50;
Vec3f sp44;
vecdiff.x = vecB->x - vecA->x;
vecdiff.y = vecB->y - vecA->y;
vecdiff.z = vecB->z - vecA->z;
dist = SQ(vecdiff.x) + SQ(vecdiff.y) + SQ(vecdiff.z);
if (dist == 0.0f) {
return 0;
}
dist =
(((pointx - vecA->x) * vecdiff.x) + ((pointy - vecA->y) * vecdiff.y) + ((pointz - vecA->z) * vecdiff.z)) / dist;
// Closest point on line A-B to Point
closestPtx = (vecdiff.x * dist) + vecA->x;
closestPty = (vecdiff.y * dist) + vecA->y;
closestPtz = (vecdiff.z * dist) + vecA->z;
// Diameter of the double cone on the perpendicular plane through the closest point
coneRadius = ((radiusB - radiusA) * dist) + radiusA;
// If the Point is within the bounding double cone, check if it is in the frustum by checking whether it is between
// the bounding planes
if ((SQ(closestPtx - pointx) + SQ(closestPty - pointy) + SQ(closestPtz - pointz)) <= SQ(coneRadius)) {
// Stores the vector difference again
Math_Vec3f_Diff(vecB, vecA, &sp5C);
sp50.x = pointx - vecA->x;
sp50.y = pointy - vecA->y;
sp50.z = pointz - vecA->z;
if (Math3D_Cos(&sp5C, &sp50) < 0.0f) {
return 0;
}
sp44.x = pointx - vecB->x;
sp44.y = pointy - vecB->y;
sp44.z = pointz - vecB->z;
if (Math3D_Cos(&sp5C, &sp44) > 0.0f) {
return 0;
}
return 1;
}
return 0;
}