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authorengineer124 <47598039+engineer124@users.noreply.github.com>2023-04-19 08:36:53 +1000
committerGitHub <noreply@github.com>2023-04-18 18:36:53 -0400
commitb8af819165ea4f31f34940d59a13ef19a5aabd2f (patch)
tree22765bf3f815b3e3f92998ed7271f2b980fcb753 /src/code/z_bg_collect.c
parent38d21bbe9753568ff3c708ec602d037aca6a0f27 (diff)
DynaPoly Docs Pass (#1194)
* dyna docs * init flags * more docs * cleanup * partial PR review * another bracket * hold to press * PR cleanup
Diffstat (limited to 'src/code/z_bg_collect.c')
-rw-r--r--src/code/z_bg_collect.c111
1 files changed, 62 insertions, 49 deletions
diff --git a/src/code/z_bg_collect.c b/src/code/z_bg_collect.c
index 0d4f4a21f..b0c0971ea 100644
--- a/src/code/z_bg_collect.c
+++ b/src/code/z_bg_collect.c
@@ -1,103 +1,116 @@
#include "global.h"
-void BgCheck2_UpdateActorPosition(CollisionContext* colCtx, s32 bgId, Actor* actor) {
- MtxF prevMatrix;
- MtxF prevMatrixInv;
- MtxF currMatrix;
- Vec3f newPos;
- Vec3f posWithInv;
+/**
+ * Update the `carriedActor`'s position based on the dynapoly actor identified by `bgId`.
+ */
+void DynaPolyActor_UpdateCarriedActorPos(CollisionContext* colCtx, s32 bgId, Actor* carriedActor) {
+ MtxF prevTransform;
+ MtxF prevTransformInv;
+ MtxF curTransform;
+ Vec3f pos;
+ Vec3f tempPos;
if (!DynaPoly_IsBgIdBgActor(bgId)) {
return;
}
SkinMatrix_SetScaleRotateYRPTranslate(
- &prevMatrix, colCtx->dyna.bgActors[bgId].prevTransform.scale.x,
+ &prevTransform, colCtx->dyna.bgActors[bgId].prevTransform.scale.x,
colCtx->dyna.bgActors[bgId].prevTransform.scale.y, colCtx->dyna.bgActors[bgId].prevTransform.scale.z,
colCtx->dyna.bgActors[bgId].prevTransform.rot.x, colCtx->dyna.bgActors[bgId].prevTransform.rot.y,
colCtx->dyna.bgActors[bgId].prevTransform.rot.z, colCtx->dyna.bgActors[bgId].prevTransform.pos.x,
colCtx->dyna.bgActors[bgId].prevTransform.pos.y, colCtx->dyna.bgActors[bgId].prevTransform.pos.z);
- if (SkinMatrix_Invert(&prevMatrix, &prevMatrixInv) == 2) {
+ if (SkinMatrix_Invert(&prevTransform, &prevTransformInv) == 2) {
return;
}
SkinMatrix_SetScaleRotateYRPTranslate(
- &currMatrix, colCtx->dyna.bgActors[bgId].curTransform.scale.x, colCtx->dyna.bgActors[bgId].curTransform.scale.y,
- colCtx->dyna.bgActors[bgId].curTransform.scale.z, colCtx->dyna.bgActors[bgId].curTransform.rot.x,
- colCtx->dyna.bgActors[bgId].curTransform.rot.y, colCtx->dyna.bgActors[bgId].curTransform.rot.z,
- colCtx->dyna.bgActors[bgId].curTransform.pos.x, colCtx->dyna.bgActors[bgId].curTransform.pos.y,
- colCtx->dyna.bgActors[bgId].curTransform.pos.z);
-
- SkinMatrix_Vec3fMtxFMultXYZ(&prevMatrixInv, &actor->world.pos, &posWithInv);
- SkinMatrix_Vec3fMtxFMultXYZ(&currMatrix, &posWithInv, &newPos);
-
- actor->world.pos = newPos;
+ &curTransform, colCtx->dyna.bgActors[bgId].curTransform.scale.x,
+ colCtx->dyna.bgActors[bgId].curTransform.scale.y, colCtx->dyna.bgActors[bgId].curTransform.scale.z,
+ colCtx->dyna.bgActors[bgId].curTransform.rot.x, colCtx->dyna.bgActors[bgId].curTransform.rot.y,
+ colCtx->dyna.bgActors[bgId].curTransform.rot.z, colCtx->dyna.bgActors[bgId].curTransform.pos.x,
+ colCtx->dyna.bgActors[bgId].curTransform.pos.y, colCtx->dyna.bgActors[bgId].curTransform.pos.z);
+
+ // Apply the movement of the dynapoly actor `bgId` over the last frame to the `carriedActor` position
+ // pos = curTransform * prevTransformInv * pos
+ // Note (curTransform * prevTransformInv) represents the transform relative to the previous frame
+ SkinMatrix_Vec3fMtxFMultXYZ(&prevTransformInv, &carriedActor->world.pos, &tempPos);
+ SkinMatrix_Vec3fMtxFMultXYZ(&curTransform, &tempPos, &pos);
+
+ carriedActor->world.pos = pos;
}
-void BgCheck2_UpdateActorYRotation(CollisionContext* colCtx, s32 bgId, Actor* actor) {
- s16 angleChange;
+/**
+ * Update the `carriedActor`'s Y rotation based on the dynapoly actor identified by `bgId`.
+ */
+void DynaPolyActor_UpdateCarriedActorRotY(CollisionContext* colCtx, s32 bgId, Actor* carriedActor) {
+ s16 rotY;
if (!DynaPoly_IsBgIdBgActor(bgId)) {
return;
}
- angleChange = colCtx->dyna.bgActors[bgId].curTransform.rot.y - colCtx->dyna.bgActors[bgId].prevTransform.rot.y;
+ rotY = colCtx->dyna.bgActors[bgId].curTransform.rot.y - colCtx->dyna.bgActors[bgId].prevTransform.rot.y;
- if (actor->id == 0) {
- ((Player*)actor)->currentYaw += angleChange;
+ if (carriedActor->id == ACTOR_PLAYER) {
+ ((Player*)carriedActor)->currentYaw += rotY;
}
- actor->shape.rot.y += angleChange;
- actor->world.rot.y += angleChange;
+ carriedActor->shape.rot.y += rotY;
+ carriedActor->world.rot.y += rotY;
}
-void BgCheck2_AttachToMesh(CollisionContext* colCtx, Actor* actor, s32 bgId) {
- DynaPolyActor* meshActor;
+void DynaPolyActor_AttachCarriedActor(CollisionContext* colCtx, Actor* carriedActor, s32 bgId) {
+ DynaPolyActor* dynaActor;
if (!DynaPoly_IsBgIdBgActor(bgId)) {
return;
}
- meshActor = DynaPoly_GetActor(colCtx, bgId);
- if (meshActor != NULL) {
- DynaPolyActor_SetRidingFallingState(meshActor);
+ dynaActor = DynaPoly_GetActor(colCtx, bgId);
+ if (dynaActor != NULL) {
+ DynaPolyActor_SetActorOnTop(dynaActor);
- if ((actor->flags & 0x4000000) == 0x4000000) {
- DynaPolyActor_SetSwitchPressedState(meshActor);
+ if (CHECK_FLAG_ALL(carriedActor->flags, ACTOR_FLAG_CAN_PRESS_SWITCH)) {
+ DynaPolyActor_SetActorOnSwitch(dynaActor);
}
- if ((actor->flags & 0x20000) == 0x20000) {
- DynaPolyActor_SetHeavySwitchPressedState(meshActor);
+ if (CHECK_FLAG_ALL(carriedActor->flags, ACTOR_FLAG_CAN_PRESS_HEAVY_SWITCH)) {
+ DynaPolyActor_SetActorOnHeavySwitch(dynaActor);
}
}
}
-u32 BgCheck2_UpdateActorAttachedToMesh(CollisionContext* colCtx, s32 bgId, Actor* actor) {
- u32 wasUpdated = 0;
- DynaPolyActor* meshActor;
+/**
+ * Update the `carriedActor`'s position and Y rotation based on the dynapoly actor identified by `bgId`, according to
+ * the dynapoly actor's move flags (see `DYNA_TRANSFORM_POS` and `DYNA_TRANSFORM_ROT_Y`).
+ */
+u32 DynaPolyActor_TransformCarriedActor(CollisionContext* colCtx, s32 bgId, Actor* carriedActor) {
+ u32 wasUpdated = false;
+ DynaPolyActor* dynaActor;
if (!DynaPoly_IsBgIdBgActor(bgId)) {
- return 0;
+ return false;
}
- if (colCtx->dyna.bgActorFlags[bgId] & 2 || !(colCtx->dyna.bgActorFlags[bgId] & 1)) {
- return 0;
+ if ((colCtx->dyna.bgActorFlags[bgId] & BGACTOR_1) || !(colCtx->dyna.bgActorFlags[bgId] & BGACTOR_IN_USE)) {
+ return false;
}
- meshActor = DynaPoly_GetActor(colCtx, bgId);
+ dynaActor = DynaPoly_GetActor(colCtx, bgId);
- if (meshActor == NULL) {
- return 0;
+ if (dynaActor == NULL) {
+ return false;
}
- if (meshActor->flags & 1) {
- BgCheck2_UpdateActorPosition(colCtx, bgId, actor);
- wasUpdated = 1;
+ if (dynaActor->transformFlags & DYNA_TRANSFORM_POS) {
+ DynaPolyActor_UpdateCarriedActorPos(colCtx, bgId, carriedActor);
+ wasUpdated = true;
}
- if (meshActor->flags & 2) {
- BgCheck2_UpdateActorYRotation(colCtx, bgId, actor);
- wasUpdated = 1;
+ if (dynaActor->transformFlags & DYNA_TRANSFORM_ROT_Y) {
+ DynaPolyActor_UpdateCarriedActorRotY(colCtx, bgId, carriedActor);
+ wasUpdated = true;
}
return wasUpdated;