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authorTharo <17233964+Thar0@users.noreply.github.com>2021-03-22 21:48:15 +0000
committerGitHub <noreply@github.com>2021-03-22 17:48:15 -0400
commit1a2e6d7ffe675de5409067e902de0f7ff87449dd (patch)
treef039dcd0278dfc7a4e71565494cf565014ded8eb /src/code
parent32d0e622fd958fb02086131ae58b1283518e7df3 (diff)
z_collision_check.c (#58)
* setup * Progress on z_collision_check.c * Further progress on z_collision_check.c * renamed code_0x800E03A0 to z_collision_btltbls, z_collision_check.c decompiled besides bss * Structs changes * Document functions * overlayhelpers folder, colliderinit.py and ichaindis.py * Flags, format existing ColliderInits * Fix merge * Few more small improvements * Review suggestions
Diffstat (limited to 'src/code')
-rw-r--r--src/code/code_0x800A5AC0.c12
-rw-r--r--src/code/code_0x800E03A0.c17
-rw-r--r--src/code/z_actor.c2
-rw-r--r--src/code/z_bgcheck.c2
-rw-r--r--src/code/z_collision_btltbls.c74
-rw-r--r--src/code/z_collision_check.c4032
-rw-r--r--src/code/z_snap.c2
7 files changed, 4116 insertions, 25 deletions
diff --git a/src/code/code_0x800A5AC0.c b/src/code/code_0x800A5AC0.c
index ae25f25b2..b4af897f3 100644
--- a/src/code/code_0x800A5AC0.c
+++ b/src/code/code_0x800A5AC0.c
@@ -8,16 +8,18 @@ void EnAObj_Init(ActorEnAObj* this, GlobalContext* ctxt) {
s0->base.textId = ((s0->base.params >> 8) & 0xFF) | 0x300;
s0->base.params = (s0->base.params & 0xFF) - 9;
Actor_ProcessInitChain((Actor*)s0, &enAObjInitVar);
+
Actor_SetDrawParams(&s0->base.shape, 0, (ActorShadowFunc)func_800B3FC0, 12);
- Collision_InitCylinder(ctxt, &s0->collision, (Actor*)s0, &enAObjCylinderInit);
- Collision_CylinderMoveToActor((Actor*)s0, &s0->collision);
+ Collider_InitAndSetCylinder(ctxt, &s0->collision, (Actor*)s0, &enAObjCylinderInit);
+ Collider_UpdateCylinder((Actor*)s0, &s0->collision);
+
s0->base.colChkInfo.mass = 255;
s0->update = (ActorFunc)EnAObj_Update1;
}
void EnAObj_Destroy(ActorEnAObj* this, GlobalContext* ctxt) {
- ColCylinder* a2 = &this->collision;
- Collision_FiniCylinder(ctxt, a2);
+ ColliderCylinder* a2 = &this->collision;
+ Collider_DestroyCylinder(ctxt, a2);
}
void EnAObj_Update1(ActorEnAObj* this, GlobalContext* ctxt) {
@@ -43,7 +45,7 @@ void EnAObj_Update2(ActorEnAObj* this, GlobalContext* ctxt) {
void EnAObj_Update(ActorEnAObj* this, GlobalContext* ctxt) {
(this->update)((Actor*)this, (GlobalContext*)ctxt);
Actor_SetHeight((Actor*)this, 45.0f);
- Collision_AddOT(ctxt, &ctxt->colCheckCtx, (ColCommon*)&this->collision);
+ CollisionCheck_SetOC(ctxt, &ctxt->colCheckCtx, (Collider*)&this->collision);
}
void EnAObj_Draw(ActorEnAObj* this, GlobalContext* ctxt) {
diff --git a/src/code/code_0x800E03A0.c b/src/code/code_0x800E03A0.c
deleted file mode 100644
index 7e091e1b2..000000000
--- a/src/code/code_0x800E03A0.c
+++ /dev/null
@@ -1,17 +0,0 @@
-#include <ultra64.h>
-#include <global.h>
-
-s800E03A0* func_800E03A0(s32 a0) {
- if ((a0 < 0) || (a0 > 22)) return 0;
- return &(D_801B9F20[a0]);
-}
-
-// Probably zeroes out a s800E03A0?
-void func_800E03CC(u8* a0) {
- s32 i;
- u8* v1;
-
- for (i = 0, v1 = a0; i < 32; i++) {
- *v1++ = 0;
- }
-}
diff --git a/src/code/z_actor.c b/src/code/z_actor.c
index 2a9b9af6e..11a7a5ae5 100644
--- a/src/code/z_actor.c
+++ b/src/code/z_actor.c
@@ -230,7 +230,7 @@ void Actor_InitToDefaultValues(Actor* actor, GlobalContext* ctxt) {
actor->meshAttachedTo = 0x32;
actor->sqrdDistToLink = D_801DCA54;
- func_800E7494(&actor->colChkInfo);
+ CollisionCheck_InitInfo(&actor->colChkInfo);
actor->uncullZoneForward = 1000.0f;
actor->uncullZoneScale = 350.0f;
actor->uncullZoneDownward = 700.0f;
diff --git a/src/code/z_bgcheck.c b/src/code/z_bgcheck.c
index 36ce943f5..2f839a6d8 100644
--- a/src/code/z_bgcheck.c
+++ b/src/code/z_bgcheck.c
@@ -76,7 +76,7 @@ void BgCheck_CreateVertexFromVec3f(BgVertex* vertex, Vec3f* vector) {
#pragma GLOBAL_ASM("./asm/non_matchings/code/z_bgcheck/func_800C01B8.asm")
-#pragma GLOBAL_ASM("./asm/non_matchings/code/z_bgcheck/BgCheck_CreateColTriParamsFromPolygon.asm")
+#pragma GLOBAL_ASM("./asm/non_matchings/code/z_bgcheck/BgCheck_CreateTriNormFromPolygon.asm")
#pragma GLOBAL_ASM("./asm/non_matchings/code/z_bgcheck/func_800C02C0.asm")
diff --git a/src/code/z_collision_btltbls.c b/src/code/z_collision_btltbls.c
new file mode 100644
index 000000000..daa93e567
--- /dev/null
+++ b/src/code/z_collision_btltbls.c
@@ -0,0 +1,74 @@
+#include <ultra64.h>
+#include <global.h>
+
+DamageTable sDamageTablePresets[] = {
+ { { 0x10, 0x01, 0x01, 0x02, 0xE0, 0x01, 0xF2, 0x10, 0xF1, 0xF2, 0xF2, 0x22, 0x01, 0x01, 0x00, 0x00,
+ 0x00, 0x22, 0x00, 0x00, 0x00, 0x00, 0x01, 0x02, 0x02, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00 } },
+ { { 0x10, 0x01, 0x01, 0x02, 0xE0, 0x01, 0xF2, 0x10, 0xF1, 0xF2, 0xF2, 0x22, 0x01, 0x01, 0x00, 0x00,
+ 0x00, 0x22, 0x00, 0x00, 0x00, 0x00, 0x01, 0x02, 0x02, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00 } },
+ { { 0x10, 0x02, 0x01, 0x02, 0x10, 0x02, 0x02, 0x02, 0x01, 0x02, 0x04, 0x04, 0x04, 0x04, 0x00, 0x00,
+ 0x00, 0x04, 0x03, 0x00, 0x00, 0x00, 0x01, 0x02, 0x04, 0x02, 0x04, 0x08, 0x00, 0x00, 0x00, 0x00 } },
+ { { 0x10, 0x01, 0x01, 0x02, 0x01, 0x01, 0x01, 0x01, 0x01, 0x01, 0x01, 0x01, 0x01, 0x01, 0x01, 0x01,
+ 0x01, 0x01, 0x01, 0x01, 0x00, 0x00, 0x02, 0x02, 0x02, 0x02, 0x02, 0x02, 0x00, 0x00, 0x00, 0x00 } },
+ { { 0x10, 0x02, 0x01, 0x02, 0x01, 0x02, 0x02, 0x02, 0x01, 0x02, 0x04, 0x04, 0x04, 0x04, 0x00, 0x00,
+ 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x01, 0x02, 0x04, 0x02, 0x04, 0x08, 0x00, 0x00, 0x00, 0x00 } },
+ { { 0x10, 0x01, 0x01, 0x00, 0x10, 0x01, 0x01, 0x10, 0x01, 0x01, 0x01, 0x01, 0x31, 0x01, 0x00, 0x00,
+ 0x00, 0x00, 0x31, 0x00, 0x00, 0x00, 0x01, 0x01, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00 } },
+ { { 0x00, 0x03, 0x00, 0x06, 0x00, 0x04, 0x04, 0x00, 0x02, 0x06, 0x00, 0x06, 0x00, 0x00, 0x00, 0x00,
+ 0x00, 0x04, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00 } },
+ { { 0x00, 0x03, 0x00, 0x06, 0x00, 0x04, 0x04, 0x00, 0x02, 0x06, 0x00, 0x06, 0x06, 0x00, 0x00, 0x00,
+ 0x00, 0x04, 0x04, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00 } },
+ { { 0x00, 0x03, 0x00, 0x00, 0x00, 0x04, 0x04, 0x00, 0x02, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
+ 0x00, 0x04, 0x04, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00 } },
+ { { 0x00, 0x02, 0x00, 0x00, 0x01, 0x00, 0x02, 0x02, 0x01, 0x02, 0x04, 0x00, 0x04, 0x00, 0x00, 0x00,
+ 0x00, 0x04, 0x00, 0x00, 0x00, 0x00, 0x01, 0x02, 0x04, 0x02, 0x04, 0x08, 0x00, 0x00, 0x00, 0x00 } },
+ { { 0x10, 0x01, 0x00, 0xE2, 0x10, 0x01, 0x02, 0x10, 0xF1, 0xF2, 0xF2, 0x22, 0x32, 0x01, 0x00, 0x00,
+ 0x00, 0x22, 0x32, 0x00, 0x00, 0x00, 0x01, 0x02, 0x02, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00 } },
+ { { 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x09, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
+ 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00 } },
+ { { 0x00, 0x01, 0x00, 0x00, 0x00, 0x04, 0x04, 0x00, 0x02, 0x04, 0x04, 0x00, 0x00, 0x00, 0x00, 0x00,
+ 0x00, 0x04, 0x04, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00 } },
+ { { 0x10, 0x01, 0x01, 0x02, 0x10, 0x01, 0x02, 0x10, 0x01, 0x02, 0x02, 0x22, 0x01, 0x01, 0x00, 0x00,
+ 0x00, 0x22, 0x00, 0x00, 0x00, 0x00, 0x01, 0x01, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00 } },
+ { { 0x01, 0x02, 0x01, 0x02, 0x01, 0x02, 0x02, 0x02, 0x01, 0x02, 0x04, 0x04, 0x04, 0x04, 0x00, 0x00,
+ 0x00, 0x04, 0x00, 0x00, 0x00, 0x00, 0x01, 0x02, 0x04, 0x02, 0x04, 0x08, 0x00, 0x00, 0x00, 0x00 } },
+ { { 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
+ 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00 } },
+ { { 0x00, 0x02, 0x01, 0x02, 0x01, 0x02, 0x02, 0x02, 0x01, 0x02, 0x04, 0x04, 0x04, 0x04, 0x00, 0x00,
+ 0x00, 0x04, 0x00, 0x00, 0x00, 0x00, 0x01, 0x02, 0x04, 0x02, 0x04, 0x08, 0x00, 0x00, 0x00, 0x00 } },
+ { { 0x01, 0x01, 0x01, 0x01, 0x01, 0x01, 0x01, 0x01, 0x01, 0x01, 0x01, 0x01, 0x01, 0x01, 0x01, 0x01,
+ 0x01, 0x01, 0x01, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00 } },
+ { { 0x01, 0x01, 0x01, 0x01, 0x01, 0x01, 0x01, 0x01, 0x01, 0x01, 0x01, 0x01, 0x01, 0x01, 0x01, 0x01,
+ 0x01, 0x01, 0x01, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00 } },
+ { { 0x10, 0x01, 0x00, 0x02, 0x10, 0x01, 0x02, 0x10, 0xF1, 0xF2, 0xF2, 0x22, 0x32, 0x01, 0x00, 0x00,
+ 0x00, 0x22, 0x32, 0x00, 0x00, 0x00, 0x01, 0x02, 0x02, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00 } },
+ { { 0x10, 0x01, 0x01, 0xF2, 0xE0, 0x01, 0xD2, 0x10, 0x01, 0x02, 0x02, 0x00, 0x32, 0x00, 0x00, 0x00,
+ 0x00, 0x00, 0x32, 0x00, 0x00, 0x00, 0x01, 0x02, 0x02, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00 } },
+ { { 0x10, 0x01, 0x00, 0xF0, 0x10, 0x01, 0xF0, 0x10, 0x01, 0x02, 0x02, 0x00, 0x12, 0x00, 0x00, 0x00,
+ 0x00, 0x00, 0x12, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00 } },
+ { { 0x01, 0x01, 0x01, 0x01, 0x01, 0x01, 0x01, 0x01, 0x01, 0x01, 0x01, 0x01, 0x01, 0x01, 0x01, 0x01,
+ 0x01, 0x01, 0x01, 0x01, 0x01, 0x01, 0x01, 0x01, 0x01, 0x01, 0x01, 0x01, 0x01, 0x01, 0x01, 0x01 } },
+};
+
+/**
+ * Returns a pointer to one of the 23 damage table presets, or NULL if the index
+ * is out of range.
+ */
+DamageTable* DamageTable_Get(s32 index) {
+ if (index < 0 || index > ARRAY_COUNT(sDamageTablePresets)-1) {
+ return NULL;
+ }
+
+ return &sDamageTablePresets[index];
+}
+
+/**
+ * Sets all entries in a damage table to 0
+ */
+void DamageTable_Clear(DamageTable* damageTable) {
+ s32 i;
+
+ for (i = 0; i < ARRAY_COUNT(damageTable->attack); i++) {
+ damageTable->attack[i] = 0;
+ }
+}
diff --git a/src/code/z_collision_check.c b/src/code/z_collision_check.c
new file mode 100644
index 000000000..4d1d0fbf9
--- /dev/null
+++ b/src/code/z_collision_check.c
@@ -0,0 +1,4032 @@
+#include <ultra64.h>
+#include <global.h>
+
+/**
+ * Gets the damage and effect that should be applied for the collision between
+ * `at` and `ac`, referring to the ac actor's damage chart if applicable.
+ */
+f32 CollisionCheck_GetDamageAndEffectOnBumper(Collider* at, ColliderInfo* atInfo, Collider* ac, ColliderInfo* acInfo,
+ u32* effect) {
+ static f32 damageMultipliers[] = {
+ 0.0f, 1.0f, 2.0f, 0.5f, 0.25f, 3.0f, 4.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f,
+ };
+ u32 dmgFlags;
+ s32 i;
+ f32 damage;
+
+ *effect = 0;
+ damage = CollisionCheck_GetToucherDamage(at, atInfo, ac, acInfo);
+
+ if (ac->actor->colChkInfo.damageTable != NULL) {
+ dmgFlags = atInfo->toucher.dmgFlags;
+
+ for (i = 0; i != ARRAY_COUNT(ac->actor->colChkInfo.damageTable->attack); i++) {
+ if (dmgFlags == 1) {
+ break;
+ }
+ dmgFlags >>= 1;
+ }
+
+ damage *= damageMultipliers[ac->actor->colChkInfo.damageTable->attack[i] & 0xF];
+ *effect = (ac->actor->colChkInfo.damageTable->attack[i] >> 4) & 0xF;
+ }
+ return damage;
+}
+
+/**
+ * Calculates damage after factoring in the ac collider's defense
+ */
+f32 CollisionCheck_ApplyBumperDefense(f32 damage, ColliderInfo* ac) {
+ f32 finalDamage = damage - ac->bumper.defense;
+
+ return finalDamage;
+}
+
+/**
+ * Gets the damage to be inflicted by `at` on `ac`, before applying other
+ * factors such as the ac collider's defense.
+ */
+s32 CollisionCheck_GetToucherDamage(Collider* at, ColliderInfo* atInfo, Collider* ac, ColliderInfo* acInfo) {
+ if (at->actor != NULL && at->actor->id == ACTOR_EN_BOM && ac->actor != NULL && ac->actor->id == ACTOR_PLAYER) {
+ return 8;
+ }
+ return atInfo->toucher.damage;
+}
+
+s32 Collider_InitBase(GlobalContext* ctxt, Collider* collider) {
+ static Collider defaultCollider = {
+ NULL, NULL, NULL, NULL, AT_NONE, AC_NONE, OC1_NONE, OC2_NONE, COLTYPE_HIT3, COLSHAPE_MAX,
+ };
+
+ *collider = defaultCollider;
+ return 1;
+}
+
+s32 Collider_DestroyBase(GlobalContext* ctxt, Collider* collider) {
+ return 1;
+}
+
+/**
+ * Uses default OC2_TYPE_1 and COLTYPE_HIT0
+ */
+s32 Collider_SetBaseToActor(GlobalContext* ctxt, Collider* collider, ColliderInitToActor* src) {
+ collider->actor = src->actor;
+ collider->atFlags = src->atFlags;
+ collider->acFlags = src->acFlags;
+ collider->ocFlags1 = src->ocFlags1;
+ collider->ocFlags2 = OC2_TYPE_1;
+ collider->shape = src->shape;
+ return 1;
+}
+
+/**
+ * Uses default OC2_TYPE_1
+ */
+s32 Collider_SetBaseType1(GlobalContext* ctxt, Collider* collider, Actor* actor, ColliderInitType1* src) {
+ collider->actor = actor;
+ collider->colType = src->colType;
+ collider->atFlags = src->atFlags;
+ collider->acFlags = src->acFlags;
+ collider->ocFlags1 = src->ocFlags1;
+ collider->ocFlags2 = OC2_TYPE_1;
+ collider->shape = src->shape;
+ return 1;
+}
+
+s32 Collider_SetBase(GlobalContext* ctxt, Collider* collider, Actor* actor, ColliderInit* src) {
+ collider->actor = actor;
+ collider->colType = src->colType;
+ collider->atFlags = src->atFlags;
+ collider->acFlags = src->acFlags;
+ collider->ocFlags1 = src->ocFlags1;
+ collider->ocFlags2 = src->ocFlags2;
+ collider->shape = src->shape;
+ return 1;
+}
+
+void Collider_ResetATBase(GlobalContext* ctxt, Collider* collider) {
+ collider->at = NULL;
+ collider->atFlags &= ~(AT_HIT | AT_BOUNCED);
+}
+
+void Collider_ResetACBase(GlobalContext* ctxt, Collider* collider) {
+ collider->ac = NULL;
+ collider->acFlags &= ~(AC_HIT | AC_BOUNCED);
+}
+
+void Collider_ResetOCBase(GlobalContext* ctxt, Collider* collider) {
+ collider->oc = NULL;
+ collider->ocFlags1 &= ~OC1_HIT;
+ collider->ocFlags2 &= ~OC2_HIT_PLAYER;
+}
+
+s32 Collider_InitTouch(GlobalContext* ctxt, ColliderTouch* touch) {
+ static ColliderTouch defaultColliderTouch = { 0x00000000, 0, 0 };
+
+ *touch = defaultColliderTouch;
+ return 1;
+}
+
+s32 Collider_DestroyTouch(GlobalContext* ctxt, ColliderTouch* touch) {
+ return 1;
+}
+
+s32 Collider_SetTouch(GlobalContext* ctxt, ColliderTouch* touch, ColliderTouchInit* src) {
+ touch->dmgFlags = src->dmgFlags;
+ touch->effect = src->effect;
+ touch->damage = src->damage;
+ return 1;
+}
+
+void Collider_ResetATInfoUnk(GlobalContext* ctxt, ColliderInfo* info) {
+}
+
+s32 Collider_InitBump(GlobalContext* ctxt, ColliderBump* bump) {
+ static ColliderBump defaultColliderBump = { 0xF7CFFFFF, 0, 0, { 0, 0, 0 } };
+
+ *bump = defaultColliderBump;
+ return 1;
+}
+
+s32 Collider_DestroyBump(GlobalContext* ctxt, ColliderBump* bump) {
+ return 1;
+}
+
+s32 Collider_SetBump(GlobalContext* ctxt, ColliderBump* bump, ColliderBumpInit* src) {
+ bump->dmgFlags = src->dmgFlags;
+ bump->effect = src->effect;
+ bump->defense = src->defense;
+ return 1;
+}
+
+s32 Collider_InitInfo(GlobalContext* ctxt, ColliderInfo* info) {
+ static ColliderInfo defaultColliderInfo = {
+ { 0, 0, 0 }, { 0xF7CFFFFF, 0, 0, { 0, 0, 0 } },
+ ELEMTYPE_UNK0, TOUCH_NONE,
+ BUMP_NONE, OCELEM_NONE,
+ NULL, NULL,
+ NULL, NULL,
+ };
+
+ *info = defaultColliderInfo;
+ Collider_InitTouch(ctxt, &info->toucher);
+ Collider_InitBump(ctxt, &info->bumper);
+ return 1;
+}
+
+s32 Collider_DestroyInfo(GlobalContext* ctxt, ColliderInfo* info) {
+ Collider_DestroyTouch(ctxt, &info->toucher);
+ Collider_DestroyBump(ctxt, &info->bumper);
+ return 1;
+}
+
+s32 Collider_SetInfo(GlobalContext* ctxt, ColliderInfo* info, ColliderInfoInit* src) {
+ info->elemType = src->elemType;
+ Collider_SetTouch(ctxt, &info->toucher, &src->toucher);
+ Collider_SetBump(ctxt, &info->bumper, &src->bumper);
+ info->toucherFlags = src->toucherFlags;
+ info->bumperFlags = src->bumperFlags;
+ info->ocElemFlags = src->ocElemFlags;
+ return 1;
+}
+
+void Collider_ResetATInfo(GlobalContext* ctxt, ColliderInfo* info) {
+ info->atHit = NULL;
+ info->atHitInfo = NULL;
+ info->toucherFlags &= ~TOUCH_HIT;
+ info->toucherFlags &= ~TOUCH_DREW_HITMARK;
+ Collider_ResetATInfoUnk(ctxt, info);
+}
+
+void Collider_ResetACInfo(GlobalContext* ctxt, ColliderInfo* info) {
+ info->bumper.hitPos.x = info->bumper.hitPos.y = info->bumper.hitPos.z = 0;
+ info->bumperFlags &= ~BUMP_HIT;
+ info->bumperFlags &= ~BUMP_DRAW_HITMARK;
+ info->acHit = NULL;
+ info->acHitInfo = NULL;
+}
+
+void Collider_ResetOCInfo(GlobalContext* ctxt, ColliderInfo* info) {
+ info->ocElemFlags &= ~OCELEM_HIT;
+}
+
+s32 Collider_InitJntSphElementDim(GlobalContext* ctxt, ColliderJntSphElementDim* dim) {
+ static ColliderJntSphElementDim defaultColliderJntSphElementDim = {
+ { { 0, 0, 0 }, 0 },
+ { { 0, 0, 0 }, 0 },
+ 0.0f,
+ 0,
+ };
+
+ *dim = defaultColliderJntSphElementDim;
+ return 1;
+}
+
+s32 Collider_DestroyJntSphElementDim(GlobalContext* ctxt, ColliderJntSphElementDim* dim) {
+ return 1;
+}
+
+s32 Collider_SetJntSphElementDim(GlobalContext* ctxt, ColliderJntSphElementDim* dest,
+ ColliderJntSphElementDimInit* src) {
+ dest->limb = src->limb;
+ dest->modelSphere = src->modelSphere;
+ dest->scale = src->scale * 0.01f;
+ return 1;
+}
+
+s32 Collider_InitJntSphElement(GlobalContext* ctxt, ColliderJntSphElement* element) {
+ Collider_InitInfo(ctxt, &element->info);
+ Collider_InitJntSphElementDim(ctxt, &element->dim);
+ return 1;
+}
+
+s32 Collider_DestroyJntSphElement(GlobalContext* ctxt, ColliderJntSphElement* element) {
+ Collider_DestroyInfo(ctxt, &element->info);
+ Collider_DestroyJntSphElementDim(ctxt, &element->dim);
+ return 1;
+}
+
+s32 Collider_SetJntSphElement(GlobalContext* ctxt, ColliderJntSphElement* dest, ColliderJntSphElementInit* src) {
+ Collider_SetInfo(ctxt, &dest->info, &src->info);
+ Collider_SetJntSphElementDim(ctxt, &dest->dim, &src->dim);
+ return 1;
+}
+
+s32 Collider_ResetJntSphElementAT(GlobalContext* ctxt, ColliderJntSphElement* collider) {
+ Collider_ResetATInfo(ctxt, &collider->info);
+ return 1;
+}
+
+s32 Collider_ResetJntSphElementAC(GlobalContext* ctxt, ColliderJntSphElement* collider) {
+ Collider_ResetACInfo(ctxt, &collider->info);
+ return 1;
+}
+
+s32 Collider_ResetJntSphElementOC(GlobalContext* ctxt, ColliderJntSphElement* collider) {
+ Collider_ResetOCInfo(ctxt, &collider->info);
+ return 1;
+}
+
+/**
+ * Initializes a ColliderJntSph to default values
+ */
+s32 Collider_InitJntSph(GlobalContext* ctxt, ColliderJntSph* collider) {
+ Collider_InitBase(ctxt, &collider->base);
+ collider->count = 0;
+ collider->elements = NULL;
+ return 1;
+}
+
+/**
+ * Destroys a dynamically allocated ColliderJntSph
+ */
+s32 Collider_FreeJntSph(GlobalContext* ctxt, ColliderJntSph* collider) {
+ ColliderJntSphElement* element;
+
+ Collider_DestroyBase(ctxt, &collider->base);
+ for (element = collider->elements; element < &collider->elements[collider->count]; element++) {
+ Collider_DestroyJntSphElement(ctxt, element);
+ }
+
+ collider->count = 0;
+ if (collider->elements != NULL) {
+ zelda_free(collider->elements);
+ }
+ collider->elements = NULL;
+ return 1;
+}
+
+/**
+ * Destroys a preallocated ColliderJntSph
+ */
+s32 Collider_DestroyJntSph(GlobalContext* ctxt, ColliderJntSph* collider) {
+ ColliderJntSphElement* element;
+
+ Collider_DestroyBase(ctxt, &collider->base);
+
+ for (element = collider->elements; element < &collider->elements[collider->count]; element++) {
+ Collider_DestroyJntSphElement(ctxt, element);
+ }
+ collider->count = 0;
+ collider->elements = NULL;
+ return 1;
+}
+
+/**
+ * Sets up the ColliderJntSph using the values in src, sets it to the actor specified in src, and dynamically allocates
+ * the element array. Uses default OC2_TYPE_1 and COLTYPE_HIT0.
+ */
+s32 Collider_SetJntSphToActor(GlobalContext* ctxt, ColliderJntSph* collider, ColliderJntSphInitToActor* src) {
+ ColliderJntSphElement* destElem;
+ ColliderJntSphElementInit* srcElem;
+
+ Collider_SetBaseToActor(ctxt, &collider->base, &src->base);
+ collider->count = src->count;
+ collider->elements = zelda_malloc(src->count * sizeof(ColliderJntSphElement));
+
+ if (collider->elements == NULL) {
+ collider->count = 0;
+ return 0;
+ }
+
+ for (destElem = collider->elements, srcElem = src->elements;
+ destElem < &collider->elements[collider->count]; destElem++, srcElem++) {
+ Collider_InitJntSphElement(ctxt, destElem);
+ Collider_SetJntSphElement(ctxt, destElem, srcElem);
+ }
+ return 1;
+}
+
+/**
+ * Sets up the ColliderJntSph using the values in src and dynamically allocates the element array. Uses default
+ * OC2_TYPE_1.
+ */
+s32 Collider_SetJntSphAllocType1(GlobalContext* ctxt, ColliderJntSph* sphereGroup, Actor* actor,
+ ColliderJntSphInitType1* src) {
+ ColliderJntSphElement* destElem;
+ ColliderJntSphElementInit* srcElem;
+
+ Collider_SetBaseType1(ctxt, &sphereGroup->base, actor, &src->base);
+ sphereGroup->count = src->count;
+ sphereGroup->elements = zelda_malloc(src->count * sizeof(ColliderJntSphElement));
+
+ if (sphereGroup->elements == NULL) {
+ sphereGroup->count = 0;
+ return 0;
+ }
+
+ for (destElem = sphereGroup->elements, srcElem = src->elements;
+ destElem < &sphereGroup->elements[sphereGroup->count]; destElem++, srcElem++) {
+ Collider_InitJntSphElement(ctxt, destElem);
+ Collider_SetJntSphElement(ctxt, destElem, srcElem);
+ }
+ return 1;
+}
+
+/**
+ * Sets up the ColliderJntSph using the values in src, placing the element array in elements.
+ */
+s32 Collider_SetJntSph(GlobalContext* ctxt, ColliderJntSph* sphereGroup, Actor* actor, ColliderJntSphInit* src,
+ ColliderJntSphElement* elements) {
+ ColliderJntSphElement* destElem;
+ ColliderJntSphElementInit* srcElem;
+
+ Collider_SetBase(ctxt, &sphereGroup->base, actor, &src->base);
+ sphereGroup->count = src->count;
+ sphereGroup->elements = elements;
+
+ for (destElem = sphereGroup->elements, srcElem = src->elements;
+ destElem < &sphereGroup->elements[sphereGroup->count]; destElem++, srcElem++) {
+ Collider_InitJntSphElement(ctxt, destElem);
+ Collider_SetJntSphElement(ctxt, destElem, srcElem);
+ }
+
+ return 1;
+}
+
+/**
+ * Fully initializes a ColliderJntSph using the values in `src`, placing the element array in elements.
+ */
+s32 Collider_InitAndSetJntSph(GlobalContext* ctxt, ColliderJntSph* sphereGroup, Actor* actor, ColliderJntSphInit* src,
+ ColliderJntSphElement* elements) {
+ Collider_InitJntSph(ctxt, sphereGroup);
+ Collider_SetJntSph(ctxt, sphereGroup, actor, src, elements);
+ return 0;
+}
+
+/**
+ * Resets the collider's AT collision flags.
+ */
+s32 Collider_ResetJntSphAT(GlobalContext* ctxt, Collider* collider) {
+ ColliderJntSphElement* element;
+ ColliderJntSph* jntSph = (ColliderJntSph*)collider;
+
+ Collider_ResetATBase(ctxt, &jntSph->base);
+
+ for (element = jntSph->elements; element < &jntSph->elements[jntSph->count]; element++) {
+ Collider_ResetJntSphElementAT(ctxt, element);
+ }
+ return 1;
+}
+
+/**
+ * Resets the collider's AC collision flags.
+ */
+s32 Collider_ResetJntSphAC(GlobalContext* ctxt, Collider* collider) {
+ ColliderJntSphElement* element;
+ ColliderJntSph* jntSph = (ColliderJntSph*)collider;
+
+ Collider_ResetACBase(ctxt, &jntSph->base);
+
+ for (element = jntSph->elements; element < &jntSph->elements[jntSph->count]; element++) {
+ Collider_ResetJntSphElementAC(ctxt, element);
+ }
+ return 1;
+}
+
+/**
+ * Resets the collider's OC collision flags.
+ */
+s32 Collider_ResetJntSphOC(GlobalContext* ctxt, Collider* collider) {
+ ColliderJntSphElement* element;
+ ColliderJntSph* jntSph = (ColliderJntSph*)collider;
+
+ Collider_ResetOCBase(ctxt, &jntSph->base);
+
+ for (element = jntSph->elements; element < &jntSph->elements[jntSph->count]; element++) {
+ Collider_ResetJntSphElementOC(ctxt, element);
+ }
+ return 1;
+}
+
+s32 Collider_InitCylinderDim(GlobalContext* ctxt, Cylinder16* dim) {
+ static Cylinder16 defaultColliderCylinderDim = { 0, 0, 0, { 0, 0, 0 } };
+
+ *dim = defaultColliderCylinderDim;
+ return 1;
+}
+
+s32 Collider_DestroyCylinderDim(GlobalContext* ctxt, Cylinder16* dim) {
+ return 1;
+}
+
+s32 Collider_SetCylinderDim(GlobalContext* ctxt, Cylinder16* dim, Cylinder16* src) {
+ *dim = *src;
+ return 1;
+}
+
+/**
+ * Initializes a ColliderCylinder to default values
+ */
+s32 Collider_InitCylinder(GlobalContext* ctxt, ColliderCylinder* collider) {
+ Collider_InitBase(ctxt, &collider->base);
+ Collider_InitInfo(ctxt, &collider->info);
+ Collider_InitCylinderDim(ctxt, &collider->dim);
+ return 1;
+}
+
+/**
+ * Destroys a ColliderCylinder
+ */
+s32 Collider_DestroyCylinder(GlobalContext* ctxt, ColliderCylinder* collider) {
+ Collider_DestroyBase(ctxt, &collider->base);
+ Collider_DestroyInfo(ctxt, &collider->info);
+ Collider_DestroyCylinderDim(ctxt, &collider->dim);
+ return 1;
+}
+
+/**
+ * Sets up the ColliderCylinder using the values in src and sets it to the actor specified in src. Uses default
+ * OC2_TYPE_1 and COLTYPE_0.
+ */
+s32 Collider_SetCylinderToActor(GlobalContext* ctxt, ColliderCylinder* collider, ColliderCylinderInitToActor* src) {
+ Collider_SetBaseToActor(ctxt, &collider->base, &src->base);
+ Collider_SetInfo(ctxt, &collider->info, &src->info);
+ Collider_SetCylinderDim(ctxt, &collider->dim, &src->dim);
+ return 1;
+}
+
+/**
+ * Sets up the ColliderCylinder using the values in src. Uses default OC2_TYPE_1
+ */
+s32 Collider_SetCylinderType1(GlobalContext* ctxt, ColliderCylinder* collider, Actor* actor,
+ ColliderCylinderInitType1* src) {
+ Collider_SetBaseType1(ctxt, &collider->base, actor, &src->base);
+ Collider_SetInfo(ctxt, &collider->info, &src->info);
+ Collider_SetCylinderDim(ctxt, &collider->dim, &src->dim);
+ return 1;
+}
+
+/**
+ * Sets up the ColliderCylinder using the values in src.
+ */
+s32 Collider_SetCylinder(GlobalContext* ctxt, ColliderCylinder* collider, Actor* actor, ColliderCylinderInit* src) {
+ Collider_SetBase(ctxt, &collider->base, actor, &src->base);
+ Collider_SetInfo(ctxt, &collider->info, &src->info);
+ Collider_SetCylinderDim(ctxt, &collider->dim, &src->dim);
+ return 1;
+}
+
+/**
+ * Fully initializes a ColliderCylinder using the values in src.
+ */
+s32 Collider_InitAndSetCylinder(GlobalContext* ctxt, ColliderCylinder* collider, Actor* actor,
+ ColliderCylinderInit* src) {
+ Collider_InitCylinder(ctxt, collider);
+ Collider_SetCylinder(ctxt, collider, actor, src);
+ return 1;
+}
+
+/**
+ * Resets the collider's AT collision flags.
+ */
+s32 Collider_ResetCylinderAT(GlobalContext* ctxt, Collider* collider) {
+ ColliderCylinder* cylinder = (ColliderCylinder*)collider;
+
+ Collider_ResetATBase(ctxt, &cylinder->base);
+ Collider_ResetATInfo(ctxt, &cylinder->info);
+ return 1;
+}
+
+/**
+ * Resets the collider's AC collision flags.
+ */
+s32 Collider_ResetCylinderAC(GlobalContext* ctxt, Collider* collider) {
+ ColliderCylinder* cylinder = (ColliderCylinder*)collider;
+
+ Collider_ResetACBase(ctxt, &cylinder->base);
+ Collider_ResetACInfo(ctxt, &cylinder->info);
+ return 1;
+}
+
+/**
+ * Resets the collider's OC collision flags.
+ */
+s32 Collider_ResetCylinderOC(GlobalContext* ctxt, Collider* collider) {
+ ColliderCylinder* cylinder = (ColliderCylinder*)collider;
+
+ Collider_ResetOCBase(ctxt, &cylinder->base);
+ Collider_ResetOCInfo(ctxt, &cylinder->info);
+ return 1;
+}
+
+s32 Collider_InitTrisElementDim(GlobalContext* ctxt, TriNorm* dim) {
+ static TriNorm defaultColliderTrisElementDim = {
+ { { 0.0f, 0.0f, 0.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 0.0f, 0.0f } },
+ { { 0.0f, 0.0f, 0.0f }, 0.0f },
+ };
+
+ *dim = defaultColliderTrisElementDim;
+ return 1;
+}
+
+s32 Collider_DestroyTrisElementDim(GlobalContext* ctxt, TriNorm* dim) {
+ return 1;
+}
+
+s32 Collider_SetTrisElementDim(GlobalContext* ctxt, TriNorm* dim, ColliderTrisElementDimInit* src) {
+ Vec3f* destVtx;
+ Vec3f* srcVtx;
+ f32 nx;
+ f32 ny;
+ f32 nz;
+ f32 originDist;
+
+ for (destVtx = dim->vtx, srcVtx = &src->vtx[0]; destVtx < &dim->vtx[3]; destVtx++, srcVtx++) {
+ *destVtx = *srcVtx;
+ }
+
+ Math3D_UnitNormalVector(&src->vtx[0], &src->vtx[1], &src->vtx[2], &nx, &ny, &nz, &originDist);
+
+ dim->plane.normal.x = nx;
+ dim->plane.normal.y = ny;
+ dim->plane.normal.z = nz;
+ dim->plane.originDist = originDist;
+ return 1;
+}
+
+s32 Collider_InitTrisElement(GlobalContext* ctxt, ColliderTrisElement* element) {
+ Collider_InitInfo(ctxt, &element->info);
+ Collider_InitTrisElementDim(ctxt, &element->dim);
+ return 1;
+}
+
+s32 Collider_DestroyTrisElement(GlobalContext* ctxt, ColliderTrisElement* element) {
+ Collider_DestroyInfo(ctxt, &element->info);
+ Collider_DestroyTrisElementDim(ctxt, &element->dim);
+ return 1;
+}
+
+s32 Collider_SetTrisElement(GlobalContext* ctxt, ColliderTrisElement* element, ColliderTrisElementInit* src) {
+ Collider_SetInfo(ctxt, &element->info, &src->info);
+ Collider_SetTrisElementDim(ctxt, &element->dim, &src->dim);
+ return 1;
+}
+
+s32 Collider_ResetTrisElementAT(GlobalContext* ctxt, ColliderTrisElement* element) {
+ Collider_ResetATInfo(ctxt, &element->info);
+ return 1;
+}
+
+s32 Collider_ResetTrisElementAC(GlobalContext* ctxt, ColliderTrisElement* element) {
+ Collider_ResetACInfo(ctxt, &element->info);
+ return 1;
+}
+
+s32 Collider_ResetTrisElementOC(GlobalContext* ctxt, ColliderTrisElement* element) {
+ Collider_ResetOCInfo(ctxt, &element->info);
+ return 1;
+}
+
+/**
+ * Initializes a ColliderTris to default values
+ */
+s32 Collider_InitTris(GlobalContext* ctxt, ColliderTris* tris) {
+ Collider_InitBase(ctxt, &tris->base);
+ tris->count = 0;
+ tris->elements = NULL;
+ return 1;
+}
+
+/**
+ * Destroys a dynamically allocated ColliderTris
+ */
+s32 Collider_FreeTris(GlobalContext* ctxt, ColliderTris* tris) {
+ ColliderTrisElement* element;
+
+ Collider_DestroyBase(ctxt, &tris->base);
+
+ for (element = tris->elements; element < &tris->elements[tris->count]; element++) {
+ Collider_DestroyTrisElement(ctxt, element);
+ }
+
+ tris->count = 0;
+ if (tris->elements != NULL) {
+ zelda_free(tris->elements);
+ }
+ tris->elements = NULL;
+
+ return 1;
+}
+
+/**
+ * Destroys a preallocated ColliderTris
+ */
+s32 Collider_DestroyTris(GlobalContext* ctxt, ColliderTris* tris) {
+ ColliderTrisElement* element;
+
+ Collider_DestroyBase(ctxt, &tris->base);
+
+ for (element = tris->elements; element < &tris->elements[tris->count]; element++) {
+ Collider_DestroyTrisElement(ctxt, element);
+ }
+ tris->count = 0;
+ tris->elements = NULL;
+ return 1;
+}
+
+/**
+ * Sets up the ColliderTris using the values in src and dynamically allocates the element array. Uses default
+ * OC2_TYPE_1.
+ */
+s32 Collider_SetTrisAllocType1(GlobalContext* ctxt, ColliderTris* tris, Actor* actor, ColliderTrisInitType1* src) {
+ ColliderTrisElement* element;
+ ColliderTrisElementInit* srcElem;
+
+ Collider_SetBaseType1(ctxt, &tris->base, actor, &src->base);
+ tris->count = src->count;
+ tris->elements = zelda_malloc(tris->count * sizeof(ColliderTrisElement));
+
+ if (tris->elements == NULL) {
+ tris->count = 0;
+ return 0;
+ }
+
+ for (element = tris->elements, srcElem = src->elements; element < &tris->elements[tris->count];
+ element++, srcElem++) {
+ Collider_InitTrisElement(ctxt, element);
+ Collider_SetTrisElement(ctxt, element, srcElem);
+ }
+
+ return 1;
+}
+
+/**
+ * Sets up the ColliderTris using the values in src, placing the element array in elements.
+ */
+s32 Collider_SetTris(GlobalContext* ctxt, ColliderTris* triGroup, Actor* actor, ColliderTrisInit* src,
+ ColliderTrisElement* tris) {
+ ColliderTrisElement* element;
+ ColliderTrisElementInit* srcElem;
+
+ Collider_SetBase(ctxt, &triGroup->base, actor, &src->base);
+ triGroup->count = src->count;
+ triGroup->elements = tris;
+
+ for (element = triGroup->elements, srcElem = src->elements; element < &triGroup->elements[triGroup->count];
+ element++, srcElem++) {
+ Collider_InitTrisElement(ctxt, element);
+ Collider_SetTrisElement(ctxt, element, srcElem);
+ }
+
+ return 1;
+}
+
+/**
+ * Fully initializes a ColliderTris using the values in src, placing the element array in elements.
+ */
+s32 Collider_InitAndSetTris(GlobalContext* ctxt, ColliderTris* tris, Actor* actor, ColliderTrisInit* src,
+ ColliderTrisElement* elements) {
+ Collider_InitTris(ctxt, tris);
+ Collider_SetTris(ctxt, tris, actor, src, elements);
+ return 0;
+}
+
+/**
+ * Resets the collider's AT collision flags.
+ */
+s32 Collider_ResetTrisAT(GlobalContext* ctxt, Collider* collider) {
+ ColliderTrisElement* element;
+ ColliderTris* tris = (ColliderTris*)collider;
+
+ Collider_ResetATBase(ctxt, &tris->base);
+
+ for (element = tris->elements; element < &tris->elements[tris->count]; element++) {
+ Collider_ResetTrisElementAT(ctxt, element);
+ }
+ return 1;
+}
+
+/**
+ * Resets the collider's AC collision flags.
+ */
+s32 Collider_ResetTrisAC(GlobalContext* ctxt, Collider* collider) {
+ ColliderTrisElement* element;
+ ColliderTris* tris = (ColliderTris*)collider;
+
+ Collider_ResetACBase(ctxt, &tris->base);
+
+ for (element = tris->elements; element < &tris->elements[tris->count]; element++) {
+ Collider_ResetTrisElementAC(ctxt, element);
+ }
+ return 1;
+}
+
+/**
+ * Resets the collider's OC collision flags.
+ */
+s32 Collider_ResetTrisOC(GlobalContext* ctxt, Collider* collider) {
+ ColliderTrisElement* element;
+ ColliderTris* tris = (ColliderTris*)collider;
+
+ Collider_ResetOCBase(ctxt, &tris->base);
+
+ for (element = tris->elements; element < &tris->elements[tris->count]; element++) {
+ Collider_ResetTrisElementOC(ctxt, element);
+ }
+ return 1;
+}
+
+s32 Collider_InitQuadDim(GlobalContext* ctxt, ColliderQuadDim* dim) {
+ static ColliderQuadDim defaultColliderQuadDim = {
+ { { 0.0f, 0.0f, 0.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 0.0f, 0.0f } },
+ { 0, 0, 0 },
+ { 0, 0, 0 },
+ 1.0E38f,
+ };
+
+ *dim = defaultColliderQuadDim;
+ return 1;
+}
+
+s32 Collider_DestroyQuadDim(GlobalContext* ctxt, ColliderQuadDim* dim) {
+ return 1;
+}
+
+s32 Collider_ResetQuadACDist(GlobalContext* ctxt, ColliderQuadDim* dim) {
+ dim->acDist = 1.0E38f;
+ return 1;
+}
+
+void Collider_SetQuadMidpoints(ColliderQuadDim* dim) {
+ dim->dcMid.x = (dim->quad[3].x + dim->quad[2].x) * 0.5f;
+ dim->dcMid.y = (dim->quad[3].y + dim->quad[2].y) * 0.5f;
+ dim->dcMid.z = (dim->quad[3].z + dim->quad[2].z) * 0.5f;
+ dim->baMid.x = (dim->quad[1].x + dim->quad[0].x) * 0.5f;
+ dim->baMid.y = (dim->quad[1].y + dim->quad[0].y) * 0.5f;
+ dim->baMid.z = (dim->quad[1].z + dim->quad[0].z) * 0.5f;
+}
+
+s32 Collider_SetQuadDim(GlobalContext* ctxt, ColliderQuadDim* dim, ColliderQuadDimInit* init) {
+ dim->quad[0] = init->quad[0];
+ dim->quad[1] = init->quad[1];
+ dim->quad[2] = init->quad[2];
+ dim->quad[3] = init->quad[3];
+
+ Collider_SetQuadMidpoints(dim);
+ return 1;
+}
+
+/**
+ * Initializes a ColliderQuad to default values.
+ */
+s32 Collider_InitQuad(GlobalContext* ctxt, ColliderQuad* collider) {
+ Collider_InitBase(ctxt, &collider->base);
+ Collider_InitInfo(ctxt, &collider->info);
+ Collider_InitQuadDim(ctxt, &collider->dim);
+ return 1;
+}
+
+/**
+ * Destroys a ColliderQuad.
+ */
+s32 Collider_DestroyQuad(GlobalContext* ctxt, ColliderQuad* collider) {
+ Collider_DestroyBase(ctxt, &collider->base);
+ Collider_DestroyInfo(ctxt, &collider->info);
+ Collider_DestroyQuadDim(ctxt, &collider->dim);
+ return 1;
+}
+
+/**
+ * Sets up the ColliderQuad using the values in src. Uses the default OC2_TYPE_1
+ */
+s32 Collider_SetQuadType1(GlobalContext* ctxt, ColliderQuad* collider, Actor* actor, ColliderQuadInitType1* src) {
+ Collider_SetBaseType1(ctxt, &collider->base, actor, &src->base);
+ Collider_SetInfo(ctxt, &collider->info, &src->info);
+ Collider_SetQuadDim(ctxt, &collider->dim, &src->dim);
+ return 1;
+}
+
+/**
+ * Sets up the ColliderQuad using the values in src.
+ */
+s32 Collider_SetQuad(GlobalContext* ctxt, ColliderQuad* collider, Actor* actor, ColliderQuadInit* src) {
+ Collider_SetBase(ctxt, &collider->base, actor, &src->base);
+ Collider_SetInfo(ctxt, &collider->info, &src->info);
+ Collider_SetQuadDim(ctxt, &collider->dim, &src->dim);
+ return 1;
+}
+
+/**
+ * Fully initializes a ColliderQuad using the values in src.
+ */
+s32 Collider_InitAndSetQuad(GlobalContext* ctxt, ColliderQuad* collider, Actor* actor, ColliderQuadInit* src) {
+ Collider_InitQuad(ctxt, collider);
+ Collider_SetQuad(ctxt, collider, actor, src);
+ return 0;
+}
+
+/**
+ * Resets the collider's AT collision flags.
+ */
+s32 Collider_ResetQuadAT(GlobalContext* ctxt, Collider* collider) {
+ ColliderQuad* quad = (ColliderQuad*)collider;
+
+ Collider_ResetATBase(ctxt, &quad->base);
+ Collider_ResetATInfo(ctxt, &quad->info);
+ Collider_ResetQuadACDist(ctxt, &quad->dim);
+ return 1;
+}
+
+/**
+ * Resets the collider's AC collision flags.
+ */
+s32 Collider_ResetQuadAC(GlobalContext* ctxt, Collider* collider) {
+ ColliderQuad* quad = (ColliderQuad*)collider;
+
+ Collider_ResetACBase(ctxt, &quad->base);
+ Collider_ResetACInfo(ctxt, &quad->info);
+ return 1;
+}
+
+/**
+ * Resets the collider's OC collision flags.
+ */
+s32 Collider_ResetQuadOC(GlobalContext* ctxt, Collider* collider) {
+ ColliderQuad* quad = (ColliderQuad*)collider;
+
+ Collider_ResetOCBase(ctxt, &quad->base);
+ Collider_ResetOCInfo(ctxt, &quad->info);
+ return 1;
+}
+
+/**
+ * For quad colliders with TOUCH_NEAREST, resets the previous AC collider it hit if the current element is closer,
+ * otherwise returns false. Used on player AT colliders to prevent multiple collisions from registering.
+ */
+s32 Collider_QuadSetNearestAC(GlobalContext* ctxt, ColliderQuad* quad, Vec3f* hitPos) {
+ f32 acDist;
+ Vec3f dcMid;
+
+ if (!(quad->info.toucherFlags & TOUCH_NEAREST)) {
+ return 1;
+ }
+ Math_Vec3s_ToVec3f(&dcMid, &quad->dim.dcMid);
+ acDist = Math3D_DistanceSquared(&dcMid, hitPos);
+
+ if (acDist < quad->dim.acDist) {
+ quad->dim.acDist = acDist;
+
+ if (quad->info.atHit != NULL) {
+ Collider_ResetACBase(ctxt, quad->info.atHit);
+ }
+ if (quad->info.atHitInfo != NULL) {
+ Collider_ResetACInfo(ctxt, quad->info.atHitInfo);
+ }
+ return 1;
+ } else {
+ return 0;
+ }
+}
+
+/**
+ * Initializes a ColliderSphere to default values.
+ */
+s32 Collider_InitSphere(GlobalContext* ctxt, ColliderSphere* collider) {
+ Collider_InitBase(ctxt, &collider->base);
+ Collider_InitInfo(ctxt, &collider->info);
+ Collider_InitJntSphElementDim(ctxt, &collider->dim);
+ return 1;
+}
+
+/**
+ * Destroys a ColliderSphere.
+ */
+s32 Collider_DestroySphere(GlobalContext* ctxt, ColliderSphere* collider) {
+ Collider_DestroyBase(ctxt, &collider->base);
+ Collider_DestroyInfo(ctxt, &collider->info);
+ Collider_DestroyJntSphElementDim(ctxt, &collider->dim);
+ return 1;
+}
+
+/**
+ * Sets up the ColliderSphere using the values in src.
+ */
+s32 Collider_SetSphere(GlobalContext* ctxt, ColliderSphere* collider, Actor* actor, ColliderSphereInit* src) {
+ Collider_SetBase(ctxt, &collider->base, actor, &src->base);
+ Collider_SetInfo(ctxt, &collider->info, &src->info);
+ Collider_SetJntSphElementDim(ctxt, &collider->dim, &src->dim);
+ return 1;
+}
+
+/**
+ * Fully initializes a ColliderSphere using the values in src.
+ */
+s32 Collider_InitAndSetSphere(GlobalContext* ctxt, ColliderSphere* collider, Actor* actor, ColliderSphereInit* src) {
+ Collider_InitSphere(ctxt, collider);
+ Collider_SetSphere(ctxt, collider, actor, src);
+ return 0;
+}
+
+/**
+ * Resets the collider's AT collision flags.
+ */
+s32 Collider_ResetSphereAT(GlobalContext* ctxt, Collider* collider) {
+ ColliderSphere* sphere = (ColliderSphere*)collider;
+
+ Collider_ResetATBase(ctxt, &sphere->base);
+ Collider_ResetATInfo(ctxt, &sphere->info);
+ return 1;
+}
+
+/**
+ * Resets the collider's AC collision flags.
+ */
+s32 Collider_ResetSphereAC(GlobalContext* ctxt, Collider* collider) {
+ ColliderSphere* sphere = (ColliderSphere*)collider;
+
+ Collider_ResetACBase(ctxt, &sphere->base);
+ Collider_ResetACInfo(ctxt, &sphere->info);
+ return 1;
+}
+
+/**
+ * Resets the collider's OC collision flags.
+ */
+s32 Collider_ResetSphereOC(GlobalContext* ctxt, Collider* collider) {
+ ColliderSphere* sphere = (ColliderSphere*)collider;
+
+ Collider_ResetOCBase(ctxt, &sphere->base);
+ Collider_ResetOCInfo(ctxt, &sphere->info);
+ return 1;
+}
+
+/**
+ * Initializes an OcLine to default values
+ */
+s32 Collider_InitLine(GlobalContext* ctxt, OcLine* line) {
+ static Vec3f defaultLinePoint = { 0.0f, 0.0f, 0.0f };
+
+ Math_Vec3f_Copy(&line->line.a, &defaultLinePoint);
+ Math_Vec3f_Copy(&line->line.b, &defaultLinePoint);
+ return 1;
+}
+
+/**
+ * Destroys an OcLine
+ */
+s32 Collider_DestroyLine(GlobalContext* ctxt, OcLine* line) {
+ return 1;
+}
+
+/**
+ * Sets up an OcLine with endpoints a and b.
+ */
+s32 Collider_SetLinePoints(GlobalContext* ctxt, OcLine* line, Vec3f* a, Vec3f* b) {
+ Math_Vec3f_Copy(&line->line.a, a);
+ Math_Vec3f_Copy(&line->line.b, b);
+ return 1;
+}
+
+/**
+ * Sets up an OcLine using the values in src.
+ */
+s32 Collider_SetLine(GlobalContext* ctxt, OcLine* line, OcLine* src) {
+ line->ocFlags = src->ocFlags;
+ Collider_SetLinePoints(ctxt, line, &src->line.a, &src->line.b);
+ return 1;
+}
+
+/**
+ * Resets the OcLine's collision flags.
+ */
+s32 Collider_ResetLineOC(GlobalContext* ctxt, OcLine* line) {
+ line->ocFlags &= ~OCLINE_HIT;
+ return 1;
+}
+
+/**
+ * Initializes CollisionCheckContext.
+ * Clears all collider arrays, disables SAC, and sets flags for drawing colliders.
+ */
+void CollisionCheck_InitContext(GlobalContext* ctxt, CollisionCheckContext* colCtxt) {
+ colCtxt->sacFlags = 0;
+ CollisionCheck_ClearContext(ctxt, colCtxt);
+}
+
+void CollisionCheck_DestroyContext(GlobalContext* ctxt, CollisionCheckContext* colCtxt) {
+}
+
+/**
+ * Clears all collider lists in CollisionCheckContext when not in SAC mode.
+ */
+void CollisionCheck_ClearContext(GlobalContext* ctxt, CollisionCheckContext* colCtxt) {
+ Collider** col;
+ OcLine** line;
+
+ if (colCtxt->sacFlags & SAC_ON) {
+ return;
+ }
+
+ colCtxt->colATCount = 0;
+ colCtxt->colACCount = 0;
+ colCtxt->colOCCount = 0;
+ colCtxt->colLineCount = 0;
+
+ for (col = &colCtxt->colAT[0]; col < &colCtxt->colAT[ARRAY_COUNT(colCtxt->colAT)]; col++) {
+ *col = NULL;
+ }
+
+ for (col = &colCtxt->colAC[0]; col < &colCtxt->colAC[ARRAY_COUNT(colCtxt->colAC)]; col++) {
+ *col = NULL;
+ }
+
+ for (col = &colCtxt->colOC[0]; col < &colCtxt->colOC[ARRAY_COUNT(colCtxt->colOC)]; col++) {
+ *col = NULL;
+ }
+
+ for (line = &colCtxt->colLine[0]; line < &colCtxt->colLine[ARRAY_COUNT(colCtxt->colLine)]; line++) {
+ *line = NULL;
+ }
+}
+
+/**
+ * Enables SAC, an alternate collision check mode that allows direct management of collider lists.
+ */
+void CollisionCheck_EnableSAC(GlobalContext* ctxt, CollisionCheckContext* colCtxt) {
+ colCtxt->sacFlags |= SAC_ON;
+}
+
+/**
+ * Disables SAC, an alternate collision check mode that allows direct management of collider lists.
+ */
+void CollisionCheck_DisableSAC(GlobalContext* ctxt, CollisionCheckContext* colCtxt) {
+ colCtxt->sacFlags &= ~SAC_ON;
+}
+
+ColChkResetFunc sATResetFuncs[] = {
+ Collider_ResetJntSphAT, Collider_ResetCylinderAT, Collider_ResetTrisAT,
+ Collider_ResetQuadAT, Collider_ResetSphereAT,
+};
+
+/**
+ * Sets collider as an AT (attack) for the current frame, which will be checked against ACs (attack colliders)
+ */
+s32 CollisionCheck_SetAT(GlobalContext* ctxt, CollisionCheckContext* colCtxt, Collider* collider) {
+ s32 index;
+
+ if (func_8016A01C(ctxt)) {
+ return -1;
+ }
+ sATResetFuncs[collider->shape](ctxt, collider);
+
+ if (collider->actor != NULL && collider->actor->update == NULL) {
+ return -1;
+ }
+ if (colCtxt->colATCount >= ARRAY_COUNT(colCtxt->colAT)) {
+ return -1;
+ }
+ if (colCtxt->sacFlags & SAC_ON) {
+ return -1;
+ }
+ index = colCtxt->colATCount;
+ colCtxt->colAT[colCtxt->colATCount++] = collider;
+
+ return index;
+}
+
+/**
+ * Sets collider as an AT (attack) for the current frame, which will be checked against ACs (attack colliders).
+ * If CollisionCheck_SAC is enabled, the collider will be inserted into the list at the specified index, otherwise it
+ * will be inserted into the next slot.
+ */
+s32 CollisionCheck_SetAT_SAC(GlobalContext* ctxt, CollisionCheckContext* colCtxt, Collider* collider, s32 index) {
+ if (func_8016A01C(ctxt)) {
+ return -1;
+ }
+ sATResetFuncs[collider->shape](ctxt, collider);
+
+ if (collider->actor != NULL && collider->actor->update == NULL) {
+ return -1;
+ }
+ if (colCtxt->sacFlags & SAC_ON) {
+ if (index >= colCtxt->colATCount) {
+ return -1;
+ }
+ colCtxt->colAT[index] = collider;
+ } else {
+ if (colCtxt->colATCount >= ARRAY_COUNT(colCtxt->colAT)) {
+ return -1;
+ }
+ index = colCtxt->colATCount;
+ colCtxt->colAT[colCtxt->colATCount++] = collider;
+ }
+ return index;
+}
+
+ColChkResetFunc sACResetFuncs[] = {
+ Collider_ResetJntSphAC, Collider_ResetCylinderAC, Collider_ResetTrisAC,
+ Collider_ResetQuadAC, Collider_ResetSphereAC,
+};
+
+/**
+ * Sets collider as an AC (attack collider) for the current frame, allowing it to detect ATs (attacks)
+ */
+s32 CollisionCheck_SetAC(GlobalContext* ctxt, CollisionCheckContext* colCtxt, Collider* collider) {
+ s32 index;
+
+ if (func_8016A01C(ctxt)) {
+ return -1;
+ }
+ sACResetFuncs[collider->shape](ctxt, collider);
+
+ if (collider->actor != NULL && collider->actor->update == NULL) {
+ return -1;
+ }
+ if (colCtxt->colACCount >= ARRAY_COUNT(colCtxt->colAC)) {
+ return -1;
+ }
+ if (colCtxt->sacFlags & SAC_ON) {
+ return -1;
+ }
+ index = colCtxt->colACCount;
+ colCtxt->colAC[colCtxt->colACCount++] = collider;
+
+ return index;
+}
+
+/**
+ * Sets collider as an AC (attack collider) for the current frame, allowing it to detect ATs (attacks).
+ * If CollisionCheck_SAC is enabled, the collider will be inserted into the list at the specified index, otherwise it
+ * will be inserted into the next slot
+ */
+s32 CollisionCheck_SetAC_SAC(GlobalContext* ctxt, CollisionCheckContext* colCtxt, Collider* collider, s32 index) {
+ if (func_8016A01C(ctxt)) {
+ return -1;
+ }
+ sACResetFuncs[collider->shape](ctxt, collider);
+
+ if (collider->actor != NULL && collider->actor->update == NULL) {
+ return -1;
+ }
+ if (colCtxt->sacFlags & SAC_ON) {
+ if (index >= colCtxt->colACCount) {
+ return -1;
+ }
+ colCtxt->colAC[index] = collider;
+ } else {
+ if (colCtxt->colACCount >= ARRAY_COUNT(colCtxt->colAC)) {
+ return -1;
+ }
+ index = colCtxt->colACCount;
+ colCtxt->colAC[colCtxt->colACCount++] = collider;
+ }
+ return index;
+}
+
+ColChkResetFunc sOCResetFuncs[] = {
+ Collider_ResetJntSphOC, Collider_ResetCylinderOC, Collider_ResetTrisOC,
+ Collider_ResetQuadOC, Collider_ResetSphereOC,
+};
+
+/**
+ * Sets collider as an OC (object collider) for the current frame, allowing it to detect other OCs.
+ */
+s32 CollisionCheck_SetOC(GlobalContext* ctxt, CollisionCheckContext* colCtxt, Collider* collider) {
+ s32 index;
+
+ if (func_8016A01C(ctxt)) {
+ return -1;
+ }
+ sOCResetFuncs[collider->shape](ctxt, collider);
+
+ if (collider->actor != NULL && collider->actor->update == NULL) {
+ return -1;
+ }
+ if (colCtxt->colOCCount >= ARRAY_COUNT(colCtxt->colOC)) {
+ return -1;
+ }
+ if (colCtxt->sacFlags & SAC_ON) {
+ return -1;
+ }
+ index = colCtxt->colOCCount;
+ colCtxt->colOC[colCtxt->colOCCount++] = collider;
+
+ return index;
+}
+
+/**
+ * Sets collider as an OC (object collider) for the current frame, allowing it to detect other OCs.
+ * If CollisionCheck_SAC is enabled, the collider will be inserted into the list at the specified index, otherwise it
+ * will be inserted into the next slot.
+ */
+s32 CollisionCheck_SetOC_SAC(GlobalContext* ctxt, CollisionCheckContext* colCtxt, Collider* collider, s32 index) {
+ if (func_8016A01C(ctxt)) {
+ return -1;
+ }
+ sOCResetFuncs[collider->shape](ctxt, collider);
+
+ if (collider->actor != NULL && collider->actor->update == NULL) {
+ return -1;
+ }
+ if (colCtxt->sacFlags & SAC_ON) {
+ if (index >= colCtxt->colOCCount) {
+ return -1;
+ }
+ //! @bug should be colOC
+ colCtxt->colAT[index] = collider;
+ } else {
+ if (colCtxt->colOCCount >= ARRAY_COUNT(colCtxt->colOC)) {
+ return -1;
+ }
+ index = colCtxt->colOCCount;
+
+ colCtxt->colOC[colCtxt->colOCCount] = collider;
+ colCtxt->colOCCount++;
+ }
+ return index;
+}
+
+/**
+ * Sets a line as an OC collider for this frame.
+ */
+s32 CollisionCheck_SetOCLine(GlobalContext* ctxt, CollisionCheckContext* colCtxt, OcLine* line) {
+ s32 index;
+
+ if (func_8016A01C(ctxt)) {
+ return -1;
+ }
+
+ Collider_ResetLineOC(ctxt, line);
+
+ if (colCtxt->colLineCount >= ARRAY_COUNT(colCtxt->colLine)) {
+ return -1;
+ }
+ index = colCtxt->colLineCount;
+ colCtxt->colLine[colCtxt->colLineCount++] = line;
+
+ return index;
+}
+
+/**
+ * Skips AT elements that are off.
+ */
+s32 CollisionCheck_SkipTouch(ColliderInfo* info) {
+ if (!(info->toucherFlags & TOUCH_ON)) {
+ return 1;
+ }
+ return 0;
+}
+
+/**
+ * Skips AC elements that are off.
+ */
+s32 CollisionCheck_SkipBump(ColliderInfo* info) {
+ if (!(info->bumperFlags & BUMP_ON)) {
+ return 1;
+ }
+ return 0;
+}
+
+/**
+ * If the AT element has no dmgFlags in common with the AC element, no collision happens.
+ */
+s32 CollisionCheck_NoSharedFlags(ColliderInfo* toucher, ColliderInfo* bumper) {
+ if (!(toucher->toucher.dmgFlags & bumper->bumper.dmgFlags)) {
+ return 1;
+ }
+ return 0;
+}
+
+/**
+ * Spawns no blood drops.
+ * Used by collider types HIT1, HIT3, HIT5, METAL, NONE, WOOD, HARD, and TREE
+ */
+void CollisionCheck_NoBlood(GlobalContext* ctxt, Collider* collider, Vec3f* v) {
+}
+
+/**
+ * Spawns blue blood drops.
+ * Used by collider types HIT0 and HIT8.
+ */
+#ifdef NON_MATCHING
+// needs in-function static bss
+void CollisionCheck_BlueBlood(GlobalContext* ctxt, Collider* collider, Vec3f* v) {
+ static EffSparkParams D_801EEC00;
+ s32 effectIndex;
+
+ D_801EEC00.position.x = v->x;
+ D_801EEC00.position.x = v->y;
+ D_801EEC00.position.x = v->z;
+ D_801EEC00.particleFactor1 = 5;
+ D_801EEC00.particleFactor2 = 5;
+ D_801EEC00.colorStart[0].red = 10;
+ D_801EEC00.colorStart[0].green = 10;
+ D_801EEC00.colorStart[0].blue = 200;
+ D_801EEC00.colorStart[0].alpha = 255;
+ D_801EEC00.colorStart[1].red = 0;
+ D_801EEC00.colorStart[1].green = 0;
+ D_801EEC00.colorStart[1].blue = 128;
+ D_801EEC00.colorStart[1].alpha = 255;
+ D_801EEC00.colorStart[2].red = 0;
+ D_801EEC00.colorStart[2].green = 0;
+ D_801EEC00.colorStart[2].blue = 128;
+ D_801EEC00.colorStart[2].alpha = 255;
+ D_801EEC00.colorStart[3].red = 0;
+ D_801EEC00.colorStart[3].green = 0;
+ D_801EEC00.colorStart[3].blue = 128;
+ D_801EEC00.colorStart[3].alpha = 255;
+ D_801EEC00.colorEnd[0].red = 0;
+ D_801EEC00.colorEnd[0].green = 0;
+ D_801EEC00.colorEnd[0].blue = 32;
+ D_801EEC00.colorEnd[0].alpha = 0;
+ D_801EEC00.colorEnd[1].red = 0;
+ D_801EEC00.colorEnd[1].green = 0;
+ D_801EEC00.colorEnd[1].blue = 32;
+ D_801EEC00.colorEnd[1].alpha = 0;
+ D_801EEC00.colorEnd[2].red = 0;
+ D_801EEC00.colorEnd[2].green = 0;
+ D_801EEC00.colorEnd[2].blue = 64;
+ D_801EEC00.colorEnd[2].alpha = 0;
+ D_801EEC00.colorEnd[3].red = 0;
+ D_801EEC00.colorEnd[3].green = 0;
+ D_801EEC00.colorEnd[3].blue = 64;
+ D_801EEC00.colorEnd[3].alpha = 0;
+ D_801EEC00.age = 0;
+ D_801EEC00.duration = 16;
+ D_801EEC00.velocity = 8.0f;
+ D_801EEC00.gravity = -1.0f;
+
+ Effect_Add(ctxt, &effectIndex, 0, 0, 1, &D_801EEC00);
+}
+#else
+#pragma GLOBAL_ASM("./asm/non_matchings/code/z_collision_check/CollisionCheck_BlueBlood.asm")
+#endif
+
+/**
+ * Spawns green blood drops.
+ * Used by collider types HIT2 and HIT6. No actor has type HIT2.
+ */
+#ifdef NON_MATCHING
+// needs in-function static bss
+void CollisionCheck_GreenBlood(GlobalContext* ctxt, Collider* collider, Vec3f* v) {
+ static EffSparkParams D_801EF0C8;
+ s32 effectIndex;
+
+ D_801EF0C8.position.x = v->x;
+ D_801EF0C8.position.x = v->y;
+ D_801EF0C8.position.x = v->z;
+ D_801EF0C8.particleFactor1 = 5;
+ D_801EF0C8.particleFactor2 = 5;
+ D_801EF0C8.colorStart[0].red = 10;
+ D_801EF0C8.colorStart[0].green = 200;
+ D_801EF0C8.colorStart[0].blue = 10;
+ D_801EF0C8.colorStart[0].alpha = 255;
+ D_801EF0C8.colorStart[1].red = 0;
+ D_801EF0C8.colorStart[1].green = 128;
+ D_801EF0C8.colorStart[1].blue = 0;
+ D_801EF0C8.colorStart[1].alpha = 255;
+ D_801EF0C8.colorStart[2].red = 0;
+ D_801EF0C8.colorStart[2].green = 128;
+ D_801EF0C8.colorStart[2].blue = 0;
+ D_801EF0C8.colorStart[2].alpha = 255;
+ D_801EF0C8.colorStart[3].red = 0;
+ D_801EF0C8.colorStart[3].green = 128;
+ D_801EF0C8.colorStart[3].blue = 0;
+ D_801EF0C8.colorStart[3].alpha = 255;
+ D_801EF0C8.colorEnd[0].red = 0;
+ D_801EF0C8.colorEnd[0].green = 32;
+ D_801EF0C8.colorEnd[0].blue = 0;
+ D_801EF0C8.colorEnd[0].alpha = 0;
+ D_801EF0C8.colorEnd[1].red = 0;
+ D_801EF0C8.colorEnd[1].green = 32;
+ D_801EF0C8.colorEnd[1].blue = 0;
+ D_801EF0C8.colorEnd[1].alpha = 0;
+ D_801EF0C8.colorEnd[2].red = 0;
+ D_801EF0C8.colorEnd[2].green = 64;
+ D_801EF0C8.colorEnd[2].blue = 0;
+ D_801EF0C8.colorEnd[2].alpha = 0;
+ D_801EF0C8.colorEnd[3].red = 0;
+ D_801EF0C8.colorEnd[3].green = 64;
+ D_801EF0C8.colorEnd[3].blue = 0;
+ D_801EF0C8.colorEnd[3].alpha = 0;
+ D_801EF0C8.age = 0;
+ D_801EF0C8.duration = 16;
+ D_801EF0C8.velocity = 8.0f;
+ D_801EF0C8.gravity = -1.0f;
+ Effect_Add(ctxt, &effectIndex, 0, 0, 1, &D_801EF0C8);
+}
+#else
+#pragma GLOBAL_ASM("./asm/non_matchings/code/z_collision_check/CollisionCheck_GreenBlood.asm")
+#endif
+
+/**
+ * Spawns a burst of water.
+ * Used by collider type HIT4.
+ */
+void CollisionCheck_WaterBurst(GlobalContext* ctxt, Collider* collider, Vec3f* v) {
+ func_800B249C(ctxt, v);
+ CollisionCheck_SpawnWaterDroplets(ctxt, v);
+}
+
+/**
+ * Spawns red blood drops.
+ * Used by collider type HIT7.
+ */
+void CollisionCheck_RedBlood(GlobalContext* ctxt, Collider* collider, Vec3f* v) {
+ CollisionCheck_SpawnRedBlood(ctxt, v);
+}
+
+/**
+ * Spawns red blood drops.
+ */
+void CollisionCheck_RedBloodUnused(GlobalContext* ctxt, Collider* collider, Vec3f* v) {
+ CollisionCheck_SpawnRedBlood(ctxt, v);
+}
+
+/**
+ * Plays sound effects and displays hitmarks for solid-type AC colliders (METAL, WOOD, HARD, and TREE)
+ */
+void CollisionCheck_HitSolid(GlobalContext* ctxt, ColliderInfo* info, Collider* collider, Vec3f* hitPos) {
+ s32 flags = info->toucherFlags & TOUCH_SFX_NONE;
+
+ if (flags == TOUCH_SFX_NORMAL && collider->colType != COLTYPE_METAL) {
+ func_800B2684(ctxt, 0, hitPos);
+ if (collider->actor == NULL) {
+ play_sound(0x1806);
+ } else {
+ func_8019F1C0(&collider->actor->projectedPos, 0x1806);
+ }
+ } else if (flags == TOUCH_SFX_NORMAL) {
+ func_800B2684(ctxt, 3, hitPos);
+ if (collider->actor == NULL) {
+ CollisionCheck_SpawnShieldParticlesMetal(ctxt, hitPos);
+ } else {
+ CollisionCheck_SpawnShieldParticlesMetalSound(ctxt, hitPos, &collider->actor->projectedPos);
+ }
+ } else if (flags == TOUCH_SFX_HARD) {
+ func_800B2684(ctxt, 0, hitPos);
+ if (collider->actor == NULL) {
+ play_sound(0x1806);
+ } else {
+ func_8019F1C0(&collider->actor->projectedPos, 0x1806);
+ }
+ } else if (flags == TOUCH_SFX_WOOD) {
+ func_800B2684(ctxt, 1, hitPos);
+ if (collider->actor == NULL) {
+ play_sound(0x1837);
+ } else {
+ func_8019F1C0(&collider->actor->projectedPos, 0x1837);
+ }
+ }
+}
+
+/**
+ * Plays a hit sound effect for AT colliders attached to Player based on the AC element's elemType.
+ */
+s32 CollisionCheck_SwordHitAudio(Collider* at, ColliderInfo* acInfo) {
+ if (at->actor != NULL && at->actor->category == ACTORCAT_PLAYER) {
+ if (acInfo->elemType == ELEMTYPE_UNK0) {
+ func_8019F1C0(&at->actor->projectedPos, 0x1811);
+ } else if (acInfo->elemType == ELEMTYPE_UNK1) {
+ func_8019F1C0(&at->actor->projectedPos, 0x1824);
+ } else if (acInfo->elemType == ELEMTYPE_UNK2) {
+ func_8019F1C0(&at->actor->projectedPos, 0);
+ } else if (acInfo->elemType == ELEMTYPE_UNK3) {
+ func_8019F1C0(&at->actor->projectedPos, 0);
+ }
+ }
+ return 1;
+}
+
+ColChkBloodFunc sBloodFuncs[] = {
+ CollisionCheck_NoBlood, CollisionCheck_BlueBlood, CollisionCheck_GreenBlood,
+ CollisionCheck_WaterBurst, CollisionCheck_RedBlood, CollisionCheck_RedBloodUnused,
+};
+
+HitInfo sHitInfo[] = {
+ { BLOOD_BLUE, HIT_WHITE }, { BLOOD_NONE, HIT_DUST }, { BLOOD_GREEN, HIT_DUST }, { BLOOD_NONE, HIT_WHITE },
+ { BLOOD_WATER, HIT_NONE }, { BLOOD_NONE, HIT_RED }, { BLOOD_GREEN, HIT_WHITE }, { BLOOD_RED, HIT_WHITE },
+ { BLOOD_BLUE, HIT_RED }, { BLOOD_NONE, HIT_SOLID }, { BLOOD_NONE, HIT_NONE }, { BLOOD_NONE, HIT_SOLID },
+ { BLOOD_NONE, HIT_SOLID }, { BLOOD_NONE, HIT_WOOD },
+};
+
+/**
+ * Handles hitmarks, blood, and sound effects for each AC collision, determined by the AC collider's colType
+ */
+void CollisionCheck_HitEffects(GlobalContext* ctxt, Collider* at, ColliderInfo* atInfo, Collider* ac,
+ ColliderInfo* acInfo, Vec3f* hitPos) {
+ if (acInfo->bumperFlags & BUMP_NO_HITMARK) {
+ return;
+ }
+
+ if (!(atInfo->toucherFlags & TOUCH_AT_HITMARK) && (atInfo->toucherFlags & TOUCH_DREW_HITMARK)) {
+ return;
+ }
+
+ if (ac->actor != NULL) {
+ sBloodFuncs[sHitInfo[ac->colType].blood](ctxt, ac, hitPos);
+ }
+ if (ac->actor != NULL) {
+ if (sHitInfo[ac->colType].effect == HIT_SOLID) {
+ CollisionCheck_HitSolid(ctxt, atInfo, ac, hitPos);
+ } else if (sHitInfo[ac->colType].effect == HIT_WOOD) {
+ if (at->actor == NULL) {
+ CollisionCheck_SpawnShieldParticles(ctxt, hitPos);
+ play_sound(0x1837);
+ } else {
+ CollisionCheck_SpawnShieldParticlesWood(ctxt, hitPos, &at->actor->projectedPos);
+ }
+ } else if (sHitInfo[ac->colType].effect != HIT_NONE) {
+ func_800B2684(ctxt, sHitInfo[ac->colType].effect, hitPos);
+ if (!(acInfo->bumperFlags & BUMP_NO_SWORD_SFX)) {
+ CollisionCheck_SwordHitAudio(at, acInfo);
+ }
+ }
+ } else {
+ func_800B2684(ctxt, 0, hitPos);
+ if (ac->actor == NULL) {
+ play_sound(0x1806);
+ } else {
+ func_8019F1C0(&ac->actor->projectedPos, 0x1806);
+ }
+ }
+}
+
+/**
+ * Sets the flags to indicate an attack bounced off an AC_HARD collider.
+ */
+void CollisionCheck_SetBounce(Collider* at, Collider* ac) {
+ at->atFlags |= AT_BOUNCED;
+ ac->acFlags |= AC_BOUNCED;
+}
+
+/**
+ * Performs the AC collision between the AT element and AC element that collided.
+ */
+s32 CollisionCheck_SetATvsAC(GlobalContext* ctxt, Collider* at, ColliderInfo* atInfo, Vec3f* atPos, Collider* ac,
+ ColliderInfo* acInfo, Vec3f* acPos, Vec3f* hitPos) {
+ f32 damage;
+ u32 effect;
+
+ if (CollisionCheck_GetToucherDamage(at, atInfo, ac, acInfo) != 0) {
+ damage = CollisionCheck_GetDamageAndEffectOnBumper(at, atInfo, ac, acInfo, &effect);
+ if (damage < 1.0f) {
+ if (effect == 0) {
+ return 0;
+ }
+ } else if (CollisionCheck_ApplyBumperDefense(damage, acInfo) < 1.0f && effect == 0) {
+ return 0;
+ }
+ }
+ if ((ac->acFlags & AC_HARD) && at->actor != NULL && ac->actor != NULL) {
+ CollisionCheck_SetBounce(at, ac);
+ }
+ if (!(acInfo->bumperFlags & BUMP_NO_AT_INFO)) {
+ at->atFlags |= AT_HIT;
+ at->at = ac->actor;
+ atInfo->atHit = ac;
+ atInfo->toucherFlags |= TOUCH_HIT;
+ atInfo->atHitInfo = acInfo;
+ if (!(atInfo->bumperFlags & BUMP_HIT)) {
+ atInfo->bumper.hitPos.x = hitPos->x;
+ atInfo->bumper.hitPos.y = hitPos->y;
+ atInfo->bumper.hitPos.z = hitPos->z;
+ }
+ if (at->actor != NULL) {
+ at->actor->colChkInfo.atHitEffect = acInfo->bumper.effect;
+ }
+ }
+ if (!(atInfo->ocElemFlags & OCELEM_UNK2)) {
+ ac->acFlags |= AC_HIT;
+ ac->ac = at->actor;
+ acInfo->acHit = at;
+ acInfo->acHitInfo = atInfo;
+ acInfo->bumperFlags |= BUMP_HIT;
+ if (ac->actor != NULL) {
+ ac->actor->colChkInfo.acHitEffect = atInfo->toucher.effect;
+ }
+ acInfo->bumper.hitPos.x = hitPos->x;
+ acInfo->bumper.hitPos.y = hitPos->y;
+ acInfo->bumper.hitPos.z = hitPos->z;
+ }
+ if (!(atInfo->toucherFlags & TOUCH_AT_HITMARK) && ac->colType != COLTYPE_METAL && ac->colType != COLTYPE_WOOD &&
+ ac->colType != COLTYPE_HARD) {
+ acInfo->bumperFlags |= BUMP_DRAW_HITMARK;
+ } else {
+ CollisionCheck_HitEffects(ctxt, at, atInfo, ac, acInfo, hitPos);
+ atInfo->toucherFlags |= TOUCH_DREW_HITMARK;
+ }
+ return 1;
+}
+
+void CollisionCheck_TrisAvgPoint(ColliderTrisElement* tri, Vec3f* avg) {
+ f32 oneThird = 1.0f / 3;
+
+ avg->x = (tri->dim.vtx[0].x + tri->dim.vtx[1].x + tri->dim.vtx[2].x) * oneThird;
+ avg->y = (tri->dim.vtx[0].y + tri->dim.vtx[1].y + tri->dim.vtx[2].y) * oneThird;
+ avg->z = (tri->dim.vtx[0].z + tri->dim.vtx[1].z + tri->dim.vtx[2].z) * oneThird;
+}
+
+void CollisionCheck_QuadAvgPoint(ColliderQuad* quad, Vec3f* avg) {
+ avg->x = (quad->dim.quad[0].x + (quad->dim.quad[1].x + (quad->dim.quad[3].x + quad->dim.quad[2].x))) / 4.0f;
+ avg->y = (quad->dim.quad[0].y + (quad->dim.quad[1].y + (quad->dim.quad[3].y + quad->dim.quad[2].y))) / 4.0f;
+ avg->z = (quad->dim.quad[0].z + (quad->dim.quad[1].z + (quad->dim.quad[3].z + quad->dim.quad[2].z))) / 4.0f;
+}
+
+/**
+ * AC overlap check. Calculates the center of each collider element and the point of contact.
+ */
+void CollisionCheck_AC_JntSphVsJntSph(GlobalContext* ctxt, CollisionCheckContext* colCtxt, Collider* colAT,
+ Collider* colAC) {
+ ColliderJntSph* at = (ColliderJntSph*)colAT;
+ ColliderJntSphElement* atElem;
+ ColliderJntSph* ac = (ColliderJntSph*)colAC;
+ ColliderJntSphElement* acElem;
+ f32 overlapSize;
+ f32 centerDist;
+
+ if (at->count > 0 && at->elements != NULL && ac->count > 0 && ac->elements != NULL) {
+ for (atElem = at->elements; atElem < &at->elements[at->count]; atElem++) {
+ if (CollisionCheck_SkipTouch(&atElem->info)) {
+ continue;
+ }
+
+ for (acElem = ac->elements; acElem < &ac->elements[ac->count]; acElem++) {
+ if (CollisionCheck_SkipBump(&acElem->info)) {
+ continue;
+ }
+ if (CollisionCheck_NoSharedFlags(&atElem->info, &acElem->info)) {
+ continue;
+ }
+
+ if (Math3D_ColSphereSphereIntersectAndDistance(&atElem->dim.worldSphere, &acElem->dim.worldSphere,
+ &overlapSize, &centerDist) != 0) {
+ f32 acToHit;
+ Vec3f hitPos;
+ Vec3f atPos;
+ Vec3f acPos;
+
+ Math_Vec3s_ToVec3f(&atPos, &atElem->dim.worldSphere.center);
+ Math_Vec3s_ToVec3f(&acPos, &acElem->dim.worldSphere.center);
+
+ if (!IS_ZERO(centerDist)) {
+ acToHit = acElem->dim.worldSphere.radius / centerDist;
+ hitPos.x = ((atPos.x - acPos.x) * acToHit) + acPos.x;
+ hitPos.y = ((atPos.y - acPos.y) * acToHit) + acPos.y;
+ hitPos.z = ((atPos.z - acPos.z) * acToHit) + acPos.z;
+ } else {
+ Math_Vec3f_Copy(&hitPos, &atPos);
+ }
+ CollisionCheck_SetATvsAC(ctxt, &at->base, &atElem->info, &atPos, &ac->base, &acElem->info, &acPos,
+ &hitPos);
+
+ if (!(ac->base.ocFlags2 & OC2_FIRST_ONLY)) {
+ return;
+ }
+ }
+ }
+ }
+ }
+}
+
+/**
+ * AC overlap check. Calculates the center of each collider element and the point of contact.
+ */
+void CollisionCheck_AC_JntSphVsCyl(GlobalContext* ctxt, CollisionCheckContext* colCtxt, Collider* colAT,
+ Collider* colAC) {
+ ColliderJntSph* at = (ColliderJntSph*)colAT;
+ ColliderJntSphElement* atElem;
+ ColliderCylinder* ac = (ColliderCylinder*)colAC;
+ f32 overlapSize;
+ f32 centerDist;
+
+ if (at->count > 0 && at->elements != NULL && ac->dim.radius > 0 && ac->dim.height > 0) {
+ if (CollisionCheck_SkipBump(&ac->info)) {
+ return;
+ }
+ for (atElem = at->elements; atElem < &at->elements[at->count]; atElem++) {
+ if (CollisionCheck_SkipTouch(&atElem->info)) {
+ continue;
+ }
+ if (CollisionCheck_NoSharedFlags(&atElem->info, &ac->info)) {
+ continue;
+ }
+ if (Math3D_ColSphereCylinderDistanceAndAmount(&atElem->dim.worldSphere, &ac->dim, &overlapSize,
+ &centerDist)) {
+ Vec3f hitPos;
+ Vec3f atPos;
+ Vec3f acPos;
+ f32 acToHit;
+
+ Math_Vec3s_ToVec3f(&atPos, &atElem->dim.worldSphere.center);
+ Math_Vec3s_ToVec3f(&acPos, &ac->dim.pos);
+ if (!IS_ZERO(centerDist)) {
+ acToHit = ac->dim.radius / centerDist;
+ if (acToHit <= 1.0f) {
+ hitPos.x = ((atPos.x - acPos.x) * acToHit) + acPos.x;
+ hitPos.y = ((atPos.y - acPos.y) * acToHit) + acPos.y;
+ hitPos.z = ((atPos.z - acPos.z) * acToHit) + acPos.z;
+ } else {
+ Math_Vec3f_Copy(&hitPos, &atPos);
+ }
+ } else {
+ Math_Vec3f_Copy(&hitPos, &atPos);
+ }
+ CollisionCheck_SetATvsAC(ctxt, &at->base, &atElem->info, &atPos, &ac->base, &ac->info, &acPos, &hitPos);
+ return;
+ }
+ }
+ }
+}
+
+/**
+ * AC overlap check. Calculates the center of each collider element and the point of contact.
+ */
+void CollisionCheck_AC_JntSphVsTris(GlobalContext* ctxt, CollisionCheckContext* colCtxt, Collider* colAT,
+ Collider* colAC) {
+ ColliderJntSph* at = (ColliderJntSph*)colAT;
+ ColliderJntSphElement* atElem;
+ ColliderTris* ac = (ColliderTris*)colAC;
+ ColliderTrisElement* acElem;
+ Vec3f hitPos;
+
+ if (at->count > 0 && at->elements != NULL && ac->count > 0 && ac->elements != NULL) {
+ for (atElem = at->elements; atElem < &at->elements[at->count]; atElem++) {
+ if (CollisionCheck_SkipTouch(&atElem->info)) {
+ continue;
+ }
+ for (acElem = ac->elements; acElem < &ac->elements[ac->count]; acElem++) {
+ if (CollisionCheck_SkipBump(&acElem->info)) {
+ continue;
+ }
+ if (CollisionCheck_NoSharedFlags(&atElem->info, &acElem->info)) {
+ continue;
+ }
+ if (Math3D_ColSphereTri(&atElem->dim.worldSphere, &acElem->dim, &hitPos) != 0) {
+ Vec3f atPos;
+ Vec3f acPos;
+
+ Math_Vec3s_ToVec3f(&atPos, &atElem->dim.worldSphere.center);
+ CollisionCheck_TrisAvgPoint(acElem, &acPos);
+ CollisionCheck_SetATvsAC(ctxt, &at->base, &atElem->info, &atPos, &ac->base, &acElem->info, &acPos,
+ &hitPos);
+ return;
+ }
+ }
+ }
+ }
+}
+
+/**
+ * AC overlap check. Calculates the center of each collider element and the point of contact.
+ */
+void CollisionCheck_AC_JntSphVsQuad(GlobalContext* ctxt, CollisionCheckContext* colCtxt, Collider* colAT,
+ Collider* colAC) {
+ ColliderJntSph* at = (ColliderJntSph*)colAT;
+ ColliderQuad* ac = (ColliderQuad*)colAC;
+ Vec3f hitPos;
+ ColliderJntSphElement* sphElem;
+
+ if (at->count > 0 && at->elements != NULL) {
+ if (CollisionCheck_SkipBump(&ac->info)) {
+ return;
+ }
+ Math3D_TriSetCoords(&D_801EF590, &ac->dim.quad[2], &ac->dim.quad[3], &ac->dim.quad[1]);
+ Math3D_TriSetCoords(&D_801EF5C8, &ac->dim.quad[1], &ac->dim.quad[0], &ac->dim.quad[2]);
+
+ for (sphElem = at->elements; sphElem < &at->elements[at->count]; sphElem++) {
+ if (CollisionCheck_SkipTouch(&sphElem->info)) {
+ continue;
+ }
+ if (CollisionCheck_NoSharedFlags(&sphElem->info, &ac->info)) {
+ continue;
+ }
+ if (Math3D_ColSphereTri(&sphElem->dim.worldSphere, &D_801EF590, &hitPos) != 0 ||
+ Math3D_ColSphereTri(&sphElem->dim.worldSphere, &D_801EF5C8, &hitPos) != 0) {
+ Vec3f atPos;
+ Vec3f acPos;
+
+ Math_Vec3s_ToVec3f(&atPos, &sphElem->dim.worldSphere.center);
+ CollisionCheck_QuadAvgPoint(ac, &acPos);
+ CollisionCheck_SetATvsAC(ctxt, &at->base, &sphElem->info, &atPos, &ac->base, &ac->info, &acPos,
+ &hitPos);
+ return;
+ }
+ }
+ }
+}
+
+/**
+ * AC overlap check. Calculates the center of each collider element and the point of contact.
+ */
+void CollisionCheck_AC_JntSphVsSphere(GlobalContext* ctxt, CollisionCheckContext* colCtxt, Collider* colAT,
+ Collider* colAC) {
+ ColliderJntSph* at = (ColliderJntSph*)colAT;
+ ColliderSphere* ac = (ColliderSphere*)colAC;
+ ColliderJntSphElement* sphElem;
+ f32 overlapSize;
+ f32 centerDist;
+
+ if (at->count > 0 && at->elements != NULL) {
+ if (CollisionCheck_SkipBump(&ac->info)) {
+ return;
+ }
+ for (sphElem = at->elements; sphElem < &at->elements[at->count]; sphElem++) {
+ if (CollisionCheck_SkipTouch(&sphElem->info)) {
+ continue;
+ }
+ if (CollisionCheck_NoSharedFlags(&sphElem->info, &ac->info)) {
+ continue;
+ }
+ if (Math3D_ColSphereSphereIntersectAndDistance(&sphElem->dim.worldSphere, &ac->dim.worldSphere,
+ &overlapSize, &centerDist) != 0) {
+ f32 acToHit;
+ Vec3f hitPos;
+ Vec3f atPos;
+ Vec3f acPos;
+
+ Math_Vec3s_ToVec3f(&atPos, &sphElem->dim.worldSphere.center);
+ Math_Vec3s_ToVec3f(&acPos, &ac->dim.worldSphere.center);
+ if (!IS_ZERO(centerDist)) {
+ acToHit = ac->dim.worldSphere.radius / centerDist;
+ hitPos.x = ((atPos.x - acPos.x) * acToHit) + acPos.x;
+ hitPos.y = ((atPos.y - acPos.y) * acToHit) + acPos.y;
+ hitPos.z = ((atPos.z - acPos.z) * acToHit) + acPos.z;
+ } else {
+ Math_Vec3f_Copy(&hitPos, &atPos);
+ }
+ CollisionCheck_SetATvsAC(ctxt, &at->base, &sphElem->info, &atPos, &ac->base, &ac->info, &acPos,
+ &hitPos);
+ }
+ }
+ }
+}
+
+/**
+ * AC overlap check. Calculates the center of each collider element and the point of contact.
+ */
+void CollisionCheck_AC_CylVsJntSph(GlobalContext* ctxt, CollisionCheckContext* colCtxt, Collider* colAT,
+ Collider* colAC) {
+ ColliderCylinder* at = (ColliderCylinder*)colAT;
+ ColliderJntSph* ac = (ColliderJntSph*)colAC;
+ f32 overlapSize;
+ f32 centerDist;
+ ColliderJntSphElement* sphElem;
+
+ if (ac->count > 0 && ac->elements != NULL && at->dim.radius > 0 && at->dim.height > 0) {
+ if (CollisionCheck_SkipTouch(&at->info)) {
+ return;
+ }
+ for (sphElem = ac->elements; sphElem < &ac->elements[ac->count]; sphElem++) {
+ if (CollisionCheck_SkipBump(&sphElem->info)) {
+ continue;
+ }
+ if (CollisionCheck_NoSharedFlags(&at->info, &sphElem->info)) {
+ continue;
+ }
+ if (Math3D_ColSphereCylinderDistanceAndAmount(&sphElem->dim.worldSphere, &at->dim, &overlapSize,
+ &centerDist) != 0) {
+ Vec3f hitPos;
+ Vec3f atPos;
+ Vec3f acPos;
+ f32 acToHit;
+
+ Math_Vec3s_ToVec3f(&atPos, &at->dim.pos);
+ Math_Vec3s_ToVec3f(&acPos, &sphElem->dim.worldSphere.center);
+ if (!IS_ZERO(centerDist)) {
+ acToHit = sphElem->dim.worldSphere.radius / centerDist;
+ if (acToHit <= 1.0f) {
+ hitPos.x = ((atPos.x - acPos.x) * acToHit) + acPos.x;
+ hitPos.y = ((atPos.y - acPos.y) * acToHit) + acPos.y;
+ hitPos.z = ((atPos.z - acPos.z) * acToHit) + acPos.z;
+ } else {
+ Math_Vec3f_Copy(&hitPos, &atPos);
+ }
+ } else {
+ Math_Vec3f_Copy(&hitPos, &atPos);
+ }
+ CollisionCheck_SetATvsAC(ctxt, &at->base, &at->info, &atPos, &ac->base, &sphElem->info, &acPos,
+ &hitPos);
+ if (!(ac->base.ocFlags2 & OC2_FIRST_ONLY)) {
+ break;
+ }
+ }
+ }
+ }
+}
+
+/**
+ * AC overlap check. Calculates the center of each collider element and the point of contact.
+ */
+void CollisionCheck_AC_CylVsCyl(GlobalContext* ctxt, CollisionCheckContext* colCtxt, Collider* colAT, Collider* colAC) {
+ ColliderCylinder* at = (ColliderCylinder*)colAT;
+ ColliderCylinder* ac = (ColliderCylinder*)colAC;
+ f32 overlapSize;
+ f32 centerDist;
+
+ if (at->dim.radius > 0 && at->dim.height > 0 && ac->dim.radius > 0 && ac->dim.height > 0) {
+ if (CollisionCheck_SkipBump(&ac->info)) {
+ return;
+ }
+ if (CollisionCheck_SkipTouch(&at->info)) {
+ return;
+ }
+ if (CollisionCheck_NoSharedFlags(&at->info, &ac->info)) {
+ return;
+ }
+
+ if (Math3D_ColCylinderCylinderAmountAndDistance(&at->dim, &ac->dim, &overlapSize, &centerDist) != 0) {
+ Vec3f hitPos;
+ Vec3f atPos;
+ Vec3f acPos;
+
+ Math_Vec3s_ToVec3f(&atPos, &at->dim.pos);
+ Math_Vec3s_ToVec3f(&acPos, &ac->dim.pos);
+ if (!IS_ZERO(centerDist)) {
+ f32 acToHit = ac->dim.radius / centerDist;
+ f32 height;
+
+ hitPos.y = (f32)at->dim.pos.y + at->dim.yShift + at->dim.height * 0.5f;
+ height = (f32)ac->dim.pos.y + ac->dim.yShift;
+
+ if (hitPos.y < height) {
+ hitPos.y = height;
+ } else {
+ height += ac->dim.height;
+ if (hitPos.y > height) {
+ hitPos.y = height;
+ }
+ }
+ hitPos.x = ((f32)at->dim.pos.x - ac->dim.pos.x) * acToHit + ac->dim.pos.x;
+ hitPos.z = ((f32)at->dim.pos.z - ac->dim.pos.z) * acToHit + ac->dim.pos.z;
+ } else {
+ Math_Vec3s_ToVec3f(&hitPos, &ac->dim.pos);
+ }
+ CollisionCheck_SetATvsAC(ctxt, &at->base, &at->info, &atPos, &ac->base, &ac->info, &acPos, &hitPos);
+ }
+ }
+}
+
+/**
+ * AC overlap check. Calculates the center of each collider element and the point of contact.
+ */
+void CollisionCheck_AC_CylVsTris(GlobalContext* ctxt, CollisionCheckContext* colCtxt, Collider* colAT,
+ Collider* colAC) {
+ ColliderCylinder* at = (ColliderCylinder*)colAT;
+ ColliderTris* ac = (ColliderTris*)colAC;
+ ColliderTrisElement* acElem;
+ Vec3f hitPos;
+
+ if (at->dim.radius > 0 && at->dim.height > 0 && ac->count > 0 && ac->elements != NULL) {
+ if (CollisionCheck_SkipTouch(&at->info)) {
+ return;
+ }
+
+ for (acElem = ac->elements; acElem < &ac->elements[ac->count]; acElem++) {
+ if (CollisionCheck_SkipBump(&acElem->info)) {
+ continue;
+ }
+ if (CollisionCheck_NoSharedFlags(&at->info, &acElem->info)) {
+ continue;
+ }
+
+ if (Math3D_ColCylinderTri(&at->dim, &acElem->dim, &hitPos) != 0) {
+ Vec3f atPos;
+ Vec3f acPos;
+
+ Math_Vec3s_ToVec3f(&atPos, &at->dim.pos);
+ CollisionCheck_TrisAvgPoint(acElem, &acPos);
+ CollisionCheck_SetATvsAC(ctxt, &at->base, &at->info, &atPos, &ac->base, &acElem->info, &acPos, &hitPos);
+ return;
+ }
+ }
+ }
+}
+
+/**
+ * AC overlap check. Calculates the center of each collider element and the point of contact.
+ */
+void CollisionCheck_AC_CylVsQuad(GlobalContext* ctxt, CollisionCheckContext* colCtxt, Collider* colAT,
+ Collider* colAC) {
+ ColliderCylinder* at = (ColliderCylinder*)colAT;
+ ColliderQuad* ac = (ColliderQuad*)colAC;
+
+ if (at->dim.height > 0 && at->dim.radius > 0) {
+ if (CollisionCheck_SkipTouch(&at->info)) {
+ return;
+ }
+ if (CollisionCheck_SkipBump(&ac->info)) {
+ return;
+ }
+ if (CollisionCheck_NoSharedFlags(&at->info, &ac->info)) {
+ return;
+ }
+ Math3D_TriSetCoords(&D_801EF600, &ac->dim.quad[2], &ac->dim.quad[3], &ac->dim.quad[1]);
+ Math3D_TriSetCoords(&D_801EF638, &ac->dim.quad[1], &ac->dim.quad[0], &ac->dim.quad[2]);
+
+ if (Math3D_ColCylinderTri(&at->dim, &D_801EF600, &D_801EDE00) != 0) {
+ Vec3f atPos;
+ Vec3f acPos;
+
+ Math_Vec3s_ToVec3f(&atPos, &at->dim.pos);
+ CollisionCheck_QuadAvgPoint(ac, &acPos);
+ CollisionCheck_SetATvsAC(ctxt, &at->base, &at->info, &atPos, &ac->base, &ac->info, &acPos, &D_801EDE00);
+ } else if (Math3D_ColCylinderTri(&at->dim, &D_801EF638, &D_801EDE00) != 0) {
+ Vec3f atPos;
+ Vec3f acPos;
+
+ Math_Vec3s_ToVec3f(&atPos, &at->dim.pos);
+ CollisionCheck_QuadAvgPoint(ac, &acPos);
+ CollisionCheck_SetATvsAC(ctxt, &at->base, &at->info, &atPos, &ac->base, &ac->info, &acPos, &D_801EDE00);
+ }
+ }
+}
+
+/**
+ * AC overlap check. Calculates the center of each collider element and the point of contact.
+ */
+void CollisionCheck_AC_CylVsSphere(GlobalContext* ctxt, CollisionCheckContext* colCtxt, Collider* colAT,
+ Collider* colAC) {
+ ColliderCylinder* at = (ColliderCylinder*)colAT;
+ ColliderSphere* ac = (ColliderSphere*)colAC;
+ f32 overlapSize;
+ f32 centerDist;
+
+ if (at->dim.radius > 0 && at->dim.height > 0) {
+ if (CollisionCheck_SkipTouch(&at->info)) {
+ return;
+ }
+ if (CollisionCheck_SkipBump(&ac->info)) {
+ return;
+ }
+ if (CollisionCheck_NoSharedFlags(&at->info, &ac->info)) {
+ return;
+ }
+
+ if (Math3D_ColSphereCylinderDistanceAndAmount(&ac->dim.worldSphere, &at->dim, &overlapSize, &centerDist) != 0) {
+ Vec3f hitPos;
+ Vec3f atPos;
+ Vec3f acPos;
+ f32 acToHit;
+
+ Math_Vec3s_ToVec3f(&atPos, &at->dim.pos);
+ Math_Vec3s_ToVec3f(&acPos, &ac->dim.worldSphere.center);
+
+ if (!IS_ZERO(centerDist)) {
+ acToHit = ac->dim.worldSphere.radius / centerDist;
+ if (acToHit <= 1.0f) {
+ hitPos.x = ((atPos.x - acPos.x) * acToHit) + acPos.x;
+ hitPos.y = ((atPos.y - acPos.y) * acToHit) + acPos.y;
+ hitPos.z = ((atPos.z - acPos.z) * acToHit) + acPos.z;
+ } else {
+ Math_Vec3f_Copy(&hitPos, &atPos);
+ }
+ } else {
+ Math_Vec3f_Copy(&hitPos, &atPos);
+ }
+ CollisionCheck_SetATvsAC(ctxt, &at->base, &at->info, &atPos, &ac->base, &ac->info, &acPos, &hitPos);
+ }
+ }
+}
+
+/**
+ * AC overlap check. Calculates the center of each collider element and the point of contact.
+ */
+void CollisionCheck_AC_TrisVsJntSph(GlobalContext* ctxt, CollisionCheckContext* colCtxt, Collider* colAT,
+ Collider* colAC) {
+ ColliderTris* at = (ColliderTris*)colAT;
+ ColliderJntSphElement* acElem;
+ ColliderJntSph* ac = (ColliderJntSph*)colAC;
+ ColliderTrisElement* atElem;
+ Vec3f hitPos;
+
+ if (ac->count > 0 && ac->elements != NULL && at->count > 0 && at->elements != NULL) {
+ for (acElem = ac->elements; acElem < &ac->elements[ac->count]; acElem++) {
+ if (CollisionCheck_SkipBump(&acElem->info)) {
+ continue;
+ }
+ for (atElem = at->elements; atElem < &at->elements[at->count]; atElem++) {
+ if (CollisionCheck_SkipTouch(&atElem->info)) {
+ continue;
+ }
+ if (CollisionCheck_NoSharedFlags(&atElem->info, &acElem->info)) {
+ continue;
+ }
+ if (Math3D_ColSphereTri(&acElem->dim.worldSphere, &atElem->dim, &hitPos)) {
+ Vec3f atPos;
+ Vec3f acPos;
+
+ Math_Vec3s_ToVec3f(&acPos, &acElem->dim.worldSphere.center);
+ CollisionCheck_TrisAvgPoint(atElem, &atPos);
+ CollisionCheck_SetATvsAC(ctxt, &at->base, &atElem->info, &atPos, &ac->base, &acElem->info, &acPos,
+ &hitPos);
+
+ if (!(ac->base.ocFlags2 & OC2_FIRST_ONLY)) {
+ return;
+ }
+ }
+ }
+ }
+ }
+}
+
+/**
+ * AC overlap check. Calculates the center of each collider element and the point of contact.
+ */
+void CollisionCheck_AC_TrisVsCyl(GlobalContext* ctxt, CollisionCheckContext* colCtxt, Collider* colAT,
+ Collider* colAC) {
+ ColliderTris* at = (ColliderTris*)colAT;
+ ColliderCylinder* ac = (ColliderCylinder*)colAC;
+ ColliderTrisElement* atElem;
+
+ if (ac->dim.radius > 0 && ac->dim.height > 0 && at->count > 0 && at->elements != NULL) {
+ if (CollisionCheck_SkipBump(&ac->info)) {
+ return;
+ }
+ for (atElem = at->elements; atElem < &at->elements[at->count]; atElem++) {
+ if (CollisionCheck_SkipTouch(&atElem->info)) {
+ continue;
+ }
+ if (CollisionCheck_NoSharedFlags(&atElem->info, &ac->info)) {
+ continue;
+ }
+ if (Math3D_ColCylinderTri(&ac->dim, &atElem->dim, &D_801EDE10) != 0) {
+ Vec3f atPos;
+ Vec3f acPos;
+
+ CollisionCheck_TrisAvgPoint(atElem, &atPos);
+ Math_Vec3s_ToVec3f(&acPos, &ac->dim.pos);
+ CollisionCheck_SetATvsAC(ctxt, &at->base, &atElem->info, &atPos, &ac->base, &ac->info, &acPos,
+ &D_801EDE10);
+ return;
+ }
+ }
+ }
+}
+
+/**
+ * AC overlap check. Calculates the center of each collider element and the point of contact.
+ */
+void CollisionCheck_AC_TrisVsTris(GlobalContext* ctxt, CollisionCheckContext* colCtxt, Collider* colAT,
+ Collider* colAC) {
+ ColliderTris* at = (ColliderTris*)colAT;
+ ColliderTrisElement* atElem;
+ ColliderTris* ac = (ColliderTris*)colAC;
+ ColliderTrisElement* acElem;
+
+ if (ac->count > 0 && ac->elements != NULL && at->count > 0 && at->elements != NULL) {
+ for (acElem = ac->elements; acElem < &ac->elements[ac->count]; acElem++) {
+ if (CollisionCheck_SkipBump(&acElem->info)) {
+ continue;
+ }
+ for (atElem = at->elements; atElem < &at->elements[at->count]; atElem++) {
+ if (CollisionCheck_SkipTouch(&atElem->info)) {
+ continue;
+ }
+ if (CollisionCheck_NoSharedFlags(&atElem->info, &acElem->info)) {
+ continue;
+ }
+ if (Math3d_ColTriTri(&atElem->dim, &acElem->dim, &D_801EDE20) != 0) {
+ Vec3f atPos;
+ Vec3f acPos;
+
+ CollisionCheck_TrisAvgPoint(atElem, &atPos);
+ CollisionCheck_TrisAvgPoint(acElem, &acPos);
+ CollisionCheck_SetATvsAC(ctxt, &at->base, &atElem->info, &atPos, &ac->base, &acElem->info, &acPos,
+ &D_801EDE20);
+ return;
+ }
+ }
+ }
+ }
+}
+
+/**
+ * AC overlap check. Calculates the center of each collider element and the point of contact.
+ */
+void CollisionCheck_AC_TrisVsQuad(GlobalContext* ctxt, CollisionCheckContext* colCtxt, Collider* colAT,
+ Collider* colAC) {
+ ColliderTris* at = (ColliderTris*)colAT;
+ ColliderQuad* ac = (ColliderQuad*)colAC;
+ ColliderTrisElement* atElem;
+
+ if (at->count > 0 && at->elements != NULL) {
+ if (CollisionCheck_SkipBump(&ac->info)) {
+ return;
+ }
+
+ Math3D_TriSetCoords(&D_801EDE40, &ac->dim.quad[2], &ac->dim.quad[3], &ac->dim.quad[1]);
+ Math3D_TriSetCoords(&D_801EDE78, &ac->dim.quad[1], &ac->dim.quad[0], &ac->dim.quad[2]);
+
+ for (atElem = at->elements; atElem < &at->elements[at->count]; atElem++) {
+ if (CollisionCheck_SkipTouch(&atElem->info)) {
+ continue;
+ }
+ if (CollisionCheck_NoSharedFlags(&atElem->info, &ac->info)) {
+ continue;
+ }
+ if (Math3d_ColTriTri(&D_801EDE40, &atElem->dim, &D_801EDE30) != 0 ||
+ Math3d_ColTriTri(&D_801EDE78, &atElem->dim, &D_801EDE30) != 0) {
+ Vec3f atPos;
+ Vec3f acPos;
+
+ CollisionCheck_TrisAvgPoint(atElem, &atPos);
+ CollisionCheck_QuadAvgPoint(ac, &acPos);
+ CollisionCheck_SetATvsAC(ctxt, &at->base, &atElem->info, &atPos, &ac->base, &ac->info, &acPos,
+ &D_801EDE30);
+ return;
+ }
+ }
+ }
+}
+
+/**
+ * AC overlap check. Calculates the center of each collider element and the point of contact.
+ */
+void CollisionCheck_AC_TrisVsSphere(GlobalContext* ctxt, CollisionCheckContext* colCtxt, Collider* colAT,
+ Collider* colAC) {
+ ColliderTris* at = (ColliderTris*)colAT;
+ ColliderTrisElement* atElem;
+ ColliderSphere* ac = (ColliderSphere*)colAC;
+ Vec3f hitPos;
+
+ if (at->count > 0 && at->elements != NULL) {
+ if (CollisionCheck_SkipBump(&ac->info)) {
+ return;
+ }
+ for (atElem = at->elements; atElem < &at->elements[at->count]; atElem++) {
+ if (CollisionCheck_SkipTouch(&atElem->info)) {
+ continue;
+ }
+ if (CollisionCheck_NoSharedFlags(&atElem->info, &ac->info)) {
+ continue;
+ }
+ if (Math3D_ColSphereTri(&ac->dim.worldSphere, &atElem->dim, &hitPos) != 0) {
+ Vec3f atPos;
+ Vec3f acPos;
+
+ Math_Vec3s_ToVec3f(&acPos, &ac->dim.worldSphere.center);
+ CollisionCheck_TrisAvgPoint(atElem, &atPos);
+ CollisionCheck_SetATvsAC(ctxt, &at->base, &atElem->info, &atPos, &ac->base, &ac->info, &acPos, &hitPos);
+ }
+ }
+ }
+}
+
+/**
+ * AC overlap check. Calculates the center of each collider element and the point of contact.
+ */
+void CollisionCheck_AC_QuadVsJntSph(GlobalContext* ctxt, CollisionCheckContext* colCtxt, Collider* colAT,
+ Collider* colAC) {
+ ColliderJntSphElement* acElem;
+ Vec3f hitPos;
+ ColliderQuad* at = (ColliderQuad*)colAT;
+ ColliderJntSph* ac = (ColliderJntSph*)colAC;
+
+ if (ac->count > 0 && ac->elements != NULL) {
+ if (CollisionCheck_SkipTouch(&at->info)) {
+ return;
+ }
+ Math3D_TriSetCoords(&D_801EDEC8, &at->dim.quad[2], &at->dim.quad[3], &at->dim.quad[1]);
+ Math3D_TriSetCoords(&D_801EDF00, &at->dim.quad[2], &at->dim.quad[1], &at->dim.quad[0]);
+
+ for (acElem = ac->elements; acElem < &ac->elements[ac->count]; acElem++) {
+ if (CollisionCheck_SkipBump(&acElem->info)) {
+ continue;
+ }
+ if (CollisionCheck_NoSharedFlags(&at->info, &acElem->info)) {
+ continue;
+ }
+ if (Math3D_ColSphereTri(&acElem->dim.worldSphere, &D_801EDEC8, &hitPos) != 0 ||
+ Math3D_ColSphereTri(&acElem->dim.worldSphere, &D_801EDF00, &hitPos) != 0) {
+ Vec3f atPos;
+ Vec3f acPos;
+
+ if (!Collider_QuadSetNearestAC(ctxt, at, &hitPos)) {
+ continue;
+ }
+ Math_Vec3s_ToVec3f(&acPos, &acElem->dim.worldSphere.center);
+ CollisionCheck_QuadAvgPoint(at, &atPos);
+ CollisionCheck_SetATvsAC(ctxt, &at->base, &at->info, &atPos, &ac->base, &acElem->info, &acPos, &hitPos);
+
+ if (!(ac->base.ocFlags2 & OC2_FIRST_ONLY)) {
+ break;
+ }
+ }
+ }
+ }
+}
+
+/**
+ * AC overlap check. Calculates the center of each collider element and the point of contact.
+ */
+void CollisionCheck_AC_QuadVsCyl(GlobalContext* ctxt, CollisionCheckContext* colCtxt, Collider* colAT,
+ Collider* colAC) {
+ ColliderQuad* at = (ColliderQuad*)colAT;
+ ColliderCylinder* ac = (ColliderCylinder*)colAC;
+
+ if (ac->dim.height > 0 && ac->dim.radius > 0) {
+ if (CollisionCheck_SkipBump(&ac->info)) {
+ return;
+ }
+ if (CollisionCheck_SkipTouch(&at->info)) {
+ return;
+ }
+ if (CollisionCheck_NoSharedFlags(&at->info, &ac->info)) {
+ return;
+ }
+
+ Math3D_TriSetCoords(&D_801EDF58, &at->dim.quad[2], &at->dim.quad[3], &at->dim.quad[1]);
+ Math3D_TriSetCoords(&D_801EDF90, &at->dim.quad[2], &at->dim.quad[1], &at->dim.quad[0]);
+
+ if (Math3D_ColCylinderTri(&ac->dim, &D_801EDF58, &D_801EDFE0) != 0) {
+ if (Collider_QuadSetNearestAC(ctxt, at, &D_801EDFE0)) {
+ Vec3f atPos;
+ Vec3f acPos;
+
+ CollisionCheck_QuadAvgPoint(at, &atPos);
+ Math_Vec3s_ToVec3f(&acPos, &ac->dim.pos);
+ CollisionCheck_SetATvsAC(ctxt, &at->base, &at->info, &atPos, &ac->base, &ac->info, &acPos, &D_801EDFE0);
+ return;
+ }
+ }
+ if (Math3D_ColCylinderTri(&ac->dim, &D_801EDF90, &D_801EDFE0) != 0) {
+ if (Collider_QuadSetNearestAC(ctxt, at, &D_801EDFE0)) {
+ Vec3f atPos;
+ Vec3f acPos;
+
+ CollisionCheck_QuadAvgPoint(at, &atPos);
+ Math_Vec3s_ToVec3f(&acPos, &ac->dim.pos);
+ CollisionCheck_SetATvsAC(ctxt, &at->base, &at->info, &atPos, &ac->base, &ac->info, &acPos, &D_801EDFE0);
+ }
+ }
+ }
+}
+
+/**
+ * AC overlap check. Calculates the center of each collider element and the point of contact.
+ */
+void CollisionCheck_AC_QuadVsTris(GlobalContext* ctxt, CollisionCheckContext* colCtxt, Collider* colAT,
+ Collider* colAC) {
+ ColliderQuad* at = (ColliderQuad*)colAT;
+ ColliderTris* ac = (ColliderTris*)colAC;
+ ColliderTrisElement* acElem;
+
+ if (ac->count > 0 && ac->elements != NULL) {
+ if (CollisionCheck_SkipTouch(&at->info)) {
+ return;
+ }
+
+ Math3D_TriSetCoords(&D_801EE000, &at->dim.quad[2], &at->dim.quad[3], &at->dim.quad[1]);
+ Math3D_TriSetCoords(&D_801EE038, &at->dim.quad[1], &at->dim.quad[0], &at->dim.quad[2]);
+
+ for (acElem = ac->elements; acElem < &ac->elements[ac->count]; acElem++) {
+ if (CollisionCheck_SkipBump(&acElem->info)) {
+ continue;
+ }
+ if (CollisionCheck_NoSharedFlags(&at->info, &acElem->info)) {
+ continue;
+ }
+
+ if ((Math3d_ColTriTri(&D_801EE000, &acElem->dim, &D_801EDFF0) != 0) ||
+ (Math3d_ColTriTri(&D_801EE038, &acElem->dim, &D_801EDFF0) != 0)) {
+ if (Collider_QuadSetNearestAC(ctxt, at, &D_801EDFF0)) {
+ Vec3f atPos;
+ Vec3f acPos;
+
+ CollisionCheck_TrisAvgPoint(acElem, &acPos);
+ CollisionCheck_QuadAvgPoint(at, &atPos);
+ CollisionCheck_SetATvsAC(ctxt, &at->base, &at->info, &atPos, &ac->base, &acElem->info, &acPos,
+ &D_801EDFF0);
+ return;
+ }
+ }
+ }
+ }
+}
+
+/**
+ * AC overlap check. Calculates the center of each collider element and the point of contact.
+ */
+void CollisionCheck_AC_QuadVsQuad(GlobalContext* ctxt, CollisionCheckContext* colCtxt, Collider* colAT,
+ Collider* colAC) {
+ ColliderQuad* at = (ColliderQuad*)colAT;
+ ColliderQuad* ac = (ColliderQuad*)colAC;
+ s32 i;
+ s32 j;
+
+ if (CollisionCheck_SkipTouch(&at->info)) {
+ return;
+ }
+ if (CollisionCheck_SkipBump(&ac->info)) {
+ return;
+ }
+ if (CollisionCheck_NoSharedFlags(&at->info, &ac->info)) {
+ return;
+ }
+
+ Math3D_TriSetCoords(&D_801EE0E8[0], &at->dim.quad[2], &at->dim.quad[3], &at->dim.quad[1]);
+ Math3D_TriSetCoords(&D_801EE0E8[1], &at->dim.quad[2], &at->dim.quad[1], &at->dim.quad[0]);
+ Math3D_TriSetCoords(&D_801EE070[0], &ac->dim.quad[2], &ac->dim.quad[3], &ac->dim.quad[1]);
+ Math3D_TriSetCoords(&D_801EE070[1], &ac->dim.quad[2], &ac->dim.quad[1], &ac->dim.quad[0]);
+
+ for (i = 0; i < 2; i++) {
+ for (j = 0; j < 2; j++) {
+ if (Math3d_ColTriTri(&D_801EE0E8[j], &D_801EE070[i], &D_801EE0D8) != 0 &&
+ Collider_QuadSetNearestAC(ctxt, at, &D_801EE0D8) != 0) {
+ Vec3f atPos;
+ Vec3f acPos;
+
+ CollisionCheck_QuadAvgPoint(at, &atPos);
+ CollisionCheck_QuadAvgPoint(ac, &acPos);
+ CollisionCheck_SetATvsAC(ctxt, &at->base, &at->info, &atPos, &ac->base, &ac->info, &acPos, &D_801EE0D8);
+ return;
+ }
+ }
+ }
+}
+
+/**
+ * AC overlap check. Calculates the center of each collider element and the point of contact.
+ */
+void CollisionCheck_AC_QuadVsSphere(GlobalContext* ctxt, CollisionCheckContext* colCtxt, Collider* colAT,
+ Collider* colAC) {
+ ColliderQuad* at = (ColliderQuad*)colAT;
+ Vec3f hitPos;
+ ColliderSphere* ac = (ColliderSphere*)colAC;
+
+ if (CollisionCheck_SkipTouch(&at->info)) {
+ return;
+ }
+ if (CollisionCheck_SkipBump(&ac->info) || CollisionCheck_NoSharedFlags(&at->info, &ac->info)) {
+ return;
+ }
+
+ Math3D_TriSetCoords(&D_801EE150, &at->dim.quad[2], &at->dim.quad[3], &at->dim.quad[1]);
+ Math3D_TriSetCoords(&D_801EE188, &at->dim.quad[2], &at->dim.quad[1], &at->dim.quad[0]);
+
+ if ((Math3D_ColSphereTri(&ac->dim.worldSphere, &D_801EE150, &hitPos) != 0) ||
+ (Math3D_ColSphereTri(&ac->dim.worldSphere, &D_801EE188, &hitPos) != 0)) {
+ if (Collider_QuadSetNearestAC(ctxt, at, &hitPos)) {
+ Vec3f atPos;
+ Vec3f acPos;
+
+ Math_Vec3s_ToVec3f(&acPos, &ac->dim.worldSphere.center);
+ CollisionCheck_QuadAvgPoint(at, &atPos);
+ CollisionCheck_SetATvsAC(ctxt, &at->base, &at->info, &atPos, &ac->base, &ac->info, &acPos, &hitPos);
+ }
+ }
+}
+
+/**
+ * AC overlap check. Calculates the center of each collider element and the point of contact.
+ */
+void CollisionCheck_AC_SphereVsJntSph(GlobalContext* ctxt, CollisionCheckContext* colCtxt, Collider* colAT,
+ Collider* colAC) {
+ ColliderSphere* at = (ColliderSphere*)colAT;
+ ColliderJntSph* ac = (ColliderJntSph*)colAC;
+ ColliderJntSphElement* acElem;
+ f32 overlapSize;
+ f32 centerDist;
+
+ if (ac->count > 0 && ac->elements != NULL) {
+ if (CollisionCheck_SkipTouch(&at->info)) {
+ return;
+ }
+
+ for (acElem = ac->elements; acElem < &ac->elements[ac->count]; acElem++) {
+ if (CollisionCheck_SkipBump(&acElem->info)) {
+ continue;
+ }
+ if (CollisionCheck_NoSharedFlags(&at->info, &acElem->info)) {
+ continue;
+ }
+
+ if (Math3D_ColSphereSphereIntersectAndDistance(&at->dim.worldSphere, &acElem->dim.worldSphere, &overlapSize,
+ &centerDist) != 0) {
+ f32 acToHit;
+ Vec3f hitPos;
+ Vec3f atPos;
+ Vec3f acPos;
+
+ Math_Vec3s_ToVec3f(&atPos, &at->dim.worldSphere.center);
+ Math_Vec3s_ToVec3f(&acPos, &acElem->dim.worldSphere.center);
+ if (!IS_ZERO(centerDist)) {
+ acToHit = acElem->dim.worldSphere.radius / centerDist;
+ hitPos.x = (atPos.x - acPos.x) * acToHit + acPos.x;
+ hitPos.y = (atPos.y - acPos.y) * acToHit + acPos.y;
+ hitPos.z = (atPos.z - acPos.z) * acToHit + acPos.z;
+ } else {
+ Math_Vec3f_Copy(&hitPos, &atPos);
+ }
+ CollisionCheck_SetATvsAC(ctxt, &at->base, &at->info, &atPos, &ac->base, &acElem->info, &acPos, &hitPos);
+ }
+ }
+ }
+}
+
+/**
+ * AC overlap check. Calculates the center of each collider element and the point of contact.
+ */
+void CollisionCheck_AC_SphereVsCylinder(GlobalContext* ctxt, CollisionCheckContext* colCtxt, Collider* colAT,
+ Collider* colAC) {
+ ColliderCylinder* ac = (ColliderCylinder*)colAC;
+ ColliderSphere* at = (ColliderSphere*)colAT;
+ f32 overlapSize;
+ f32 centerDist;
+
+ if (CollisionCheck_SkipTouch(&at->info)) {
+ return;
+ }
+ if (CollisionCheck_SkipBump(&ac->info)) {
+ return;
+ }
+ if (CollisionCheck_NoSharedFlags(&at->info, &ac->info)) {
+ return;
+ }
+
+ if (Math3D_ColSphereCylinderDistanceAndAmount(&at->dim.worldSphere, &ac->dim, &overlapSize, &centerDist) != 0) {
+ Vec3f hitPos;
+ Vec3f atPos;
+ Vec3f acPos;
+
+ Math_Vec3s_ToVec3f(&atPos, &at->dim.worldSphere.center);
+ Math_Vec3s_ToVec3f(&acPos, &ac->dim.pos);
+
+ if (!IS_ZERO(centerDist)) {
+ f32 acToHit = ac->dim.radius / centerDist;
+
+ if (acToHit <= 1.0f) {
+ hitPos.x = (atPos.x - acPos.x) * acToHit + acPos.x;
+ hitPos.y = (atPos.y - acPos.y) * acToHit + acPos.y;
+ hitPos.z = (atPos.z - acPos.z) * acToHit + acPos.z;
+ } else {
+ Math_Vec3f_Copy(&hitPos, &atPos);
+ }
+ } else {
+ Math_Vec3f_Copy(&hitPos, &atPos);
+ }
+ CollisionCheck_SetATvsAC(ctxt, &at->base, &at->info, &atPos, &ac->base, &ac->info, &acPos, &hitPos);
+ }
+
+ if (at) {}
+}
+
+/**
+ * AC overlap check. Calculates the center of each collider element and the point of contact.
+ */
+void CollisionCheck_AC_SphereVsTris(GlobalContext* ctxt, CollisionCheckContext* colCtxt, Collider* colAT,
+ Collider* colAC) {
+ ColliderSphere* at = (ColliderSphere*)colAT;
+ ColliderTris* ac = (ColliderTris*)colAC;
+ ColliderTrisElement* acElem;
+ Vec3f hitPos;
+
+ if (CollisionCheck_SkipTouch(&at->info)) {
+ return;
+ }
+
+ for (acElem = ac->elements; acElem < &ac->elements[ac->count]; acElem++) {
+ if (CollisionCheck_SkipBump(&acElem->info)) {
+ continue;
+ }
+ if (CollisionCheck_NoSharedFlags(&at->info, &acElem->info)) {
+ continue;
+ }
+ if (Math3D_ColSphereTri(&at->dim.worldSphere, &acElem->dim, &hitPos) != 0) {
+ Vec3f atPos;
+ Vec3f acPos;
+
+ Math_Vec3s_ToVec3f(&atPos, &at->dim.worldSphere.center);
+ CollisionCheck_TrisAvgPoint(acElem, &acPos);
+ CollisionCheck_SetATvsAC(ctxt, &at->base, &at->info, &atPos, &ac->base, &acElem->info, &acPos, &hitPos);
+ return;
+ }
+ }
+}
+
+/**
+ * AC overlap check. Calculates the center of each collider element and the point of contact.
+ */
+void CollisionCheck_AC_SphereVsQuad(GlobalContext* ctxt, CollisionCheckContext* colCtxt, Collider* colAT,
+ Collider* colAC) {
+ ColliderSphere* at = (ColliderSphere*)colAT;
+ Vec3f hitPos;
+ ColliderQuad* ac = (ColliderQuad*)colAC;
+
+ if (CollisionCheck_SkipTouch(&at->info)) {
+ return;
+ }
+ if (CollisionCheck_SkipBump(&ac->info) || CollisionCheck_NoSharedFlags(&at->info, &ac->info)) {
+ return;
+ }
+
+ Math3D_TriSetCoords(&D_801EE6C8, &ac->dim.quad[2], &ac->dim.quad[3], &ac->dim.quad[1]);
+ Math3D_TriSetCoords(&D_801EE700, &ac->dim.quad[1], &ac->dim.quad[0], &ac->dim.quad[2]);
+
+ if (Math3D_ColSphereTri(&at->dim.worldSphere, &D_801EE6C8, &hitPos) != 0 ||
+ Math3D_ColSphereTri(&at->dim.worldSphere, &D_801EE700, &hitPos) != 0) {
+ Vec3f atPos;
+ Vec3f acPos;
+
+ Math_Vec3s_ToVec3f(&atPos, &at->dim.worldSphere.center);
+ CollisionCheck_QuadAvgPoint(ac, &acPos);
+ CollisionCheck_SetATvsAC(ctxt, &at->base, &at->info, &atPos, &ac->base, &ac->info, &acPos, &hitPos);
+ }
+}
+
+/**
+ * AC overlap check. Calculates the center of each collider element and the point of contact.
+ */
+void CollisionCheck_AC_SphereVsSphere(GlobalContext* ctxt, CollisionCheckContext* colCtxt, Collider* colAT,
+ Collider* colAC) {
+ ColliderSphere* at = (ColliderSphere*)colAT;
+ ColliderSphere* ac = (ColliderSphere*)colAC;
+ f32 overlapSize;
+ f32 centerDist;
+
+ if (CollisionCheck_SkipTouch(&at->info)) {
+ return;
+ }
+ if (CollisionCheck_SkipBump(&ac->info)) {
+ return;
+ }
+ if (CollisionCheck_NoSharedFlags(&at->info, &ac->info)) {
+ return;
+ }
+
+ if (Math3D_ColSphereSphereIntersectAndDistance(&at->dim.worldSphere, &ac->dim.worldSphere, &overlapSize,
+ &centerDist) != 0) {
+ f32 acToHit;
+ Vec3f hitPos;
+ Vec3f atPos;
+ Vec3f acPos;
+
+ Math_Vec3s_ToVec3f(&atPos, &at->dim.worldSphere.center);
+ Math_Vec3s_ToVec3f(&acPos, &ac->dim.worldSphere.center);
+ if (!IS_ZERO(centerDist)) {
+ acToHit = ac->dim.worldSphere.radius / centerDist;
+ hitPos.x = (atPos.x - acPos.x) * acToHit + acPos.x;
+ hitPos.y = (atPos.y - acPos.y) * acToHit + acPos.y;
+ hitPos.z = (atPos.z - acPos.z) * acToHit + acPos.z;
+ } else {
+ Math_Vec3f_Copy(&hitPos, &atPos);
+ }
+ CollisionCheck_SetATvsAC(ctxt, &at->base, &at->info, &atPos, &ac->base, &ac->info, &acPos, &hitPos);
+ }
+}
+
+/**
+ * Sets a ColliderJntSph's hit effects
+ */
+void CollisionCheck_SetJntSphHitFX(GlobalContext* ctxt, CollisionCheckContext* colCtxt, Collider* collider) {
+ ColliderJntSph* jntSph = (ColliderJntSph*)collider;
+ ColliderJntSphElement* element;
+
+ for (element = jntSph->elements; element < &jntSph->elements[jntSph->count]; element++) {
+ if ((element->info.bumperFlags & BUMP_DRAW_HITMARK) && element->info.acHitInfo != NULL &&
+ !(element->info.acHitInfo->toucherFlags & TOUCH_DREW_HITMARK)) {
+ Vec3f hitPos;
+
+ Math_Vec3s_ToVec3f(&hitPos, &element->info.bumper.hitPos);
+ CollisionCheck_HitEffects(ctxt, element->info.acHit, element->info.acHitInfo, &jntSph->base, &element->info,
+ &hitPos);
+ element->info.acHitInfo->toucherFlags |= TOUCH_DREW_HITMARK;
+ return;
+ }
+ }
+}
+
+/**
+ * Sets a ColliderCylinder's hit effects
+ */
+void CollisionCheck_SetCylHitFX(GlobalContext* ctxt, CollisionCheckContext* colCtxt, Collider* collider) {
+ ColliderCylinder* cylinder = (ColliderCylinder*)collider;
+
+ if ((cylinder->info.bumperFlags & BUMP_DRAW_HITMARK) && cylinder->info.acHitInfo != NULL &&
+ !(cylinder->info.acHitInfo->toucherFlags & TOUCH_DREW_HITMARK)) {
+ Vec3f hitPos;
+
+ Math_Vec3s_ToVec3f(&hitPos, &cylinder->info.bumper.hitPos);
+ CollisionCheck_HitEffects(ctxt, cylinder->info.acHit, cylinder->info.acHitInfo, &cylinder->base,
+ &cylinder->info, &hitPos);
+ cylinder->info.acHitInfo->toucherFlags |= TOUCH_DREW_HITMARK;
+ }
+}
+
+/**
+ * Sets a ColliderTris's hit effects
+ */
+void CollisionCheck_SetTrisHitFX(GlobalContext* ctxt, CollisionCheckContext* colCtxt, Collider* collider) {
+ ColliderTris* tris = (ColliderTris*)collider;
+ ColliderTrisElement* element;
+
+ for (element = tris->elements; element < &tris->elements[tris->count]; element++) {
+ if ((element->info.bumperFlags & BUMP_DRAW_HITMARK) && element->info.acHitInfo != NULL &&
+ !(element->info.acHitInfo->toucherFlags & TOUCH_DREW_HITMARK)) {
+ Vec3f hitPos;
+
+ Math_Vec3s_ToVec3f(&hitPos, &element->info.bumper.hitPos);
+ CollisionCheck_HitEffects(ctxt, element->info.acHit, element->info.acHitInfo, &tris->base, &element->info,
+ &hitPos);
+ element->info.acHitInfo->toucherFlags |= TOUCH_DREW_HITMARK;
+ return;
+ }
+ }
+}
+
+/**
+ * Sets a ColliderQuad's hit effects
+ */
+void CollisionCheck_SetQuadHitFX(GlobalContext* ctxt, CollisionCheckContext* colCtxt, Collider* collider) {
+ ColliderQuad* quad = (ColliderQuad*)collider;
+
+ if ((quad->info.bumperFlags & BUMP_DRAW_HITMARK) && quad->info.acHitInfo != NULL &&
+ !(quad->info.acHitInfo->toucherFlags & TOUCH_DREW_HITMARK)) {
+ Vec3f hitPos;
+
+ Math_Vec3s_ToVec3f(&hitPos, &quad->info.bumper.hitPos);
+ CollisionCheck_HitEffects(ctxt, quad->info.acHit, quad->info.acHitInfo, &quad->base, &quad->info, &hitPos);
+ quad->info.acHitInfo->toucherFlags |= TOUCH_DREW_HITMARK;
+ }
+}
+
+/**
+ * Sets a ColliderSphere's hit effects
+ */
+void CollisionCheck_SetSphereHitFX(GlobalContext* ctxt, CollisionCheckContext* colCtxt, Collider* collider) {
+ ColliderSphere* sphere = (ColliderSphere*)collider;
+
+ if ((sphere->info.bumperFlags & BUMP_DRAW_HITMARK) && sphere->info.acHitInfo != NULL &&
+ !(sphere->info.acHitInfo->toucherFlags & TOUCH_DREW_HITMARK)) {
+ Vec3f hitPos;
+
+ Math_Vec3s_ToVec3f(&hitPos, &sphere->info.bumper.hitPos);
+ CollisionCheck_HitEffects(ctxt, sphere->info.acHit, sphere->info.acHitInfo, &sphere->base, &sphere->info,
+ &hitPos);
+ sphere->info.acHitInfo->toucherFlags |= TOUCH_DREW_HITMARK;
+ }
+}
+
+ColChkApplyFunc sColChkApplyFuncs[] = {
+ CollisionCheck_SetJntSphHitFX, CollisionCheck_SetCylHitFX, CollisionCheck_SetTrisHitFX,
+ CollisionCheck_SetQuadHitFX, CollisionCheck_SetSphereHitFX,
+};
+
+/**
+ * Handles hit effects for each AC collider that had an AC collision. Spawns hitmarks and plays sound effects.
+ */
+void CollisionCheck_SetHitEffects(GlobalContext* ctxt, CollisionCheckContext* colCtxt) {
+ Collider** col;
+
+ for (col = &colCtxt->colAC[0]; col < &colCtxt->colAC[colCtxt->colACCount]; col++) {
+ Collider* colAC = *col;
+
+ if (colAC != NULL && (colAC->acFlags & AC_ON)) {
+ if (colAC->actor != NULL && colAC->actor->update == NULL) {
+ continue;
+ }
+ sColChkApplyFuncs[colAC->shape](ctxt, colCtxt, colAC);
+ }
+ }
+}
+
+ColChkVsFunc sACVsFuncs[COLSHAPE_MAX][COLSHAPE_MAX] = {
+ { CollisionCheck_AC_JntSphVsJntSph, CollisionCheck_AC_JntSphVsCyl, CollisionCheck_AC_JntSphVsTris,
+ CollisionCheck_AC_JntSphVsQuad, CollisionCheck_AC_JntSphVsSphere },
+ { CollisionCheck_AC_CylVsJntSph, CollisionCheck_AC_CylVsCyl, CollisionCheck_AC_CylVsTris,
+ CollisionCheck_AC_CylVsQuad, CollisionCheck_AC_CylVsSphere },
+ { CollisionCheck_AC_TrisVsJntSph, CollisionCheck_AC_TrisVsCyl, CollisionCheck_AC_TrisVsTris,
+ CollisionCheck_AC_TrisVsQuad, CollisionCheck_AC_TrisVsSphere },
+ { CollisionCheck_AC_QuadVsJntSph, CollisionCheck_AC_QuadVsCyl, CollisionCheck_AC_QuadVsTris,
+ CollisionCheck_AC_QuadVsQuad, CollisionCheck_AC_QuadVsSphere },
+ { CollisionCheck_AC_SphereVsJntSph, CollisionCheck_AC_SphereVsCylinder, CollisionCheck_AC_SphereVsTris,
+ CollisionCheck_AC_SphereVsQuad, CollisionCheck_AC_SphereVsSphere },
+};
+
+/**
+ * Iterates through all AC colliders, performing AC collisions with the AT collider.
+ */
+void CollisionCheck_AC(GlobalContext* ctxt, CollisionCheckContext* colCtxt, Collider* colAT) {
+ Collider** col;
+
+ for (col = &colCtxt->colAC[0]; col < &colCtxt->colAC[colCtxt->colACCount]; col++) {
+ Collider* colAC = *col;
+
+ if (colAC != NULL && (colAC->acFlags & AC_ON)) {
+ if (colAC->actor != NULL && colAC->actor->update == NULL) {
+ continue;
+ }
+ if ((colAC->acFlags & colAT->atFlags & AC_TYPE_ALL) && colAT != colAC) {
+ if (!(colAT->atFlags & AT_SELF) && colAT->actor != NULL && colAC->actor == colAT->actor) {
+ continue;
+ }
+ sACVsFuncs[colAT->shape][colAC->shape](ctxt, colCtxt, colAT, colAC);
+ }
+ }
+ }
+}
+
+/**
+ * Iterates through all AT colliders, testing them for AC collisions with each AC collider, setting the info regarding
+ * the collision for each AC and AT collider that collided. Then spawns hitmarks and plays sound effects for each
+ * successful collision. To collide, an AT collider must share a type (PLAYER, ENEMY, or BOMB) with the AC collider and
+ * the toucher and bumper elements that overlapped must share a dmgFlag.
+ */
+void CollisionCheck_AT(GlobalContext* ctxt, CollisionCheckContext* colCtxt) {
+ Collider** col;
+
+ if (colCtxt->colATCount == 0 || colCtxt->colACCount == 0) {
+ return;
+ }
+
+ for (col = &colCtxt->colAT[0]; col < &colCtxt->colAT[colCtxt->colATCount]; col++) {
+ Collider* colAC = *col;
+
+ if (colAC != NULL && (colAC->atFlags & AT_ON)) {
+ if (colAC->actor != NULL && colAC->actor->update == NULL) {
+ continue;
+ }
+ CollisionCheck_AC(ctxt, colCtxt, colAC);
+ }
+ }
+
+ CollisionCheck_SetHitEffects(ctxt, colCtxt);
+}
+
+/**
+ * Get mass type. Immobile colliders cannot be pushed, while heavy colliders can only be pushed by heavy and immobile
+ * colliders.
+ */
+s32 CollisionCheck_GetMassType(u8 mass) {
+ if (mass == MASS_IMMOVABLE) {
+ return MASSTYPE_IMMOVABLE;
+ }
+ if (mass == MASS_HEAVY) {
+ return MASSTYPE_HEAVY;
+ }
+ return MASSTYPE_NORMAL;
+}
+
+/**
+ * Sets OC collision flags for OC collider overlaps. If both colliders are attached to actors and can push,
+ * also performs an elastic collision where both colliders are moved apart in proportion to their masses.
+ */
+void CollisionCheck_SetOCvsOC(GlobalContext* ctxt, Collider* left, ColliderInfo* leftInfo, Vec3f* leftPos,
+ Collider* right, ColliderInfo* rightInfo, Vec3f* rightPos, f32 overlap) {
+ f32 pad;
+ f32 leftDispRatio;
+ f32 rightDispRatio;
+ f32 xzDist;
+ f32 leftMass;
+ f32 rightMass;
+ f32 totalMass;
+ f32 inverseTotalMass;
+ f32 xDelta;
+ f32 zDelta;
+ Actor* leftActor = left->actor;
+ Actor* rightActor = right->actor;
+ s32 leftMassType;
+ s32 rightMassType;
+
+ left->ocFlags1 |= OC1_HIT;
+ left->oc = rightActor;
+ leftInfo->ocElemFlags |= OCELEM_HIT;
+ if (right->ocFlags2 & OC2_TYPE_PLAYER) {
+ left->ocFlags2 |= OC2_HIT_PLAYER;
+ }
+
+ right->ocFlags1 |= OC1_HIT;
+ right->oc = leftActor;
+ rightInfo->ocElemFlags |= OCELEM_HIT;
+ if (left->ocFlags2 & OC2_TYPE_PLAYER) {
+ right->ocFlags2 |= OC2_HIT_PLAYER;
+ }
+
+ if (leftActor == NULL || rightActor == NULL || (left->ocFlags1 & OC1_NO_PUSH) || (right->ocFlags1 & OC1_NO_PUSH)) {
+ return;
+ }
+
+ rightMassType = CollisionCheck_GetMassType(leftActor->colChkInfo.mass);
+ leftMassType = CollisionCheck_GetMassType(rightActor->colChkInfo.mass);
+ leftMass = leftActor->colChkInfo.mass;
+ rightMass = rightActor->colChkInfo.mass;
+ totalMass = leftMass + rightMass;
+
+ if (IS_ZERO(totalMass)) {
+ leftMass = rightMass = 1.0f;
+ totalMass = 2.0f;
+ }
+ xDelta = rightPos->x - leftPos->x;
+ zDelta = rightPos->z - leftPos->z;
+
+ xzDist = sqrtf(SQ(xDelta) + SQ(zDelta));
+
+ if (rightMassType == MASSTYPE_IMMOVABLE) {
+ if (leftMassType == MASSTYPE_IMMOVABLE) {
+ return;
+ } else {
+ leftDispRatio = 0;
+ rightDispRatio = 1;
+ }
+ } else if (rightMassType == MASSTYPE_HEAVY) {
+ if (leftMassType == MASSTYPE_IMMOVABLE) {
+ leftDispRatio = 1;
+ rightDispRatio = 0;
+ } else if (leftMassType == MASSTYPE_HEAVY) {
+ leftDispRatio = 0.5f;
+ rightDispRatio = 0.5f;
+ } else {
+ leftDispRatio = 0;
+ rightDispRatio = 1;
+ }
+ } else {
+ if (leftMassType == MASSTYPE_NORMAL) {
+ inverseTotalMass = 1.0f / totalMass;
+ leftDispRatio = rightMass * inverseTotalMass;
+ rightDispRatio = leftMass * inverseTotalMass;
+ } else {
+ leftDispRatio = 1;
+ rightDispRatio = 0;
+ }
+ }
+
+ if (!IS_ZERO(xzDist)) {
+ xDelta *= overlap / xzDist;
+ zDelta *= overlap / xzDist;
+ leftActor->colChkInfo.displacement.x += -xDelta * leftDispRatio;
+ leftActor->colChkInfo.displacement.z += -zDelta * leftDispRatio;
+ rightActor->colChkInfo.displacement.x += xDelta * rightDispRatio;
+ rightActor->colChkInfo.displacement.z += zDelta * rightDispRatio;
+ } else if (overlap != 0.0f) {
+ leftActor->colChkInfo.displacement.x += -overlap * leftDispRatio;
+ rightActor->colChkInfo.displacement.x += overlap * rightDispRatio;
+ } else {
+ leftActor->colChkInfo.displacement.x += -leftDispRatio;
+ rightActor->colChkInfo.displacement.x += rightDispRatio;
+ }
+}
+
+/**
+ * OC overlap check for two JntSphs
+ */
+void CollisionCheck_OC_JntSphVsJntSph(GlobalContext* ctxt, CollisionCheckContext* colCtxt, Collider* l, Collider* r) {
+ ColliderJntSph* left = (ColliderJntSph*)l;
+ ColliderJntSph* right = (ColliderJntSph*)r;
+ ColliderJntSphElement* leftElem;
+ ColliderJntSphElement* rightElem;
+ f32 overlap;
+
+ if (left->count > 0 && left->elements != NULL && right->count > 0 && right->elements != NULL &&
+ (left->base.ocFlags1 & OCELEM_ON) && (right->base.ocFlags1 & OCELEM_ON)) {
+
+ for (leftElem = left->elements; leftElem < &left->elements[left->count]; leftElem++) {
+ if (!(leftElem->info.ocElemFlags & OCELEM_ON)) {
+ continue;
+ }
+ for (rightElem = right->elements; rightElem < &right->elements[right->count]; rightElem++) {
+ if (!(rightElem->info.ocElemFlags & OCELEM_ON)) {
+ continue;
+ }
+ if (Math3D_ColSphereSphereIntersect(&leftElem->dim.worldSphere, &rightElem->dim.worldSphere,
+ &overlap) != 0) {
+ Vec3f leftPos;
+ Vec3f rightPos;
+
+ Math_Vec3s_ToVec3f(&leftPos, &leftElem->dim.worldSphere.center);
+ Math_Vec3s_ToVec3f(&rightPos, &rightElem->dim.worldSphere.center);
+ CollisionCheck_SetOCvsOC(ctxt, &left->base, &leftElem->info, &leftPos, &right->base,
+ &rightElem->info, &rightPos, overlap);
+ }
+ }
+ }
+ }
+}
+
+/**
+ * OC overlap check for a JntSph and Cylinder
+ */
+void CollisionCheck_OC_JntSphVsCyl(GlobalContext* ctxt, CollisionCheckContext* colCtxt, Collider* l, Collider* r) {
+ ColliderJntSph* left = (ColliderJntSph*)l;
+ ColliderCylinder* right = (ColliderCylinder*)r;
+ ColliderJntSphElement* leftElem;
+ f32 overlap;
+
+ if (left->count > 0 && left->elements != NULL && (left->base.ocFlags1 & OCELEM_ON) &&
+ (right->base.ocFlags1 & OCELEM_ON) && (right->info.ocElemFlags & OCELEM_ON)) {
+
+ for (leftElem = left->elements; leftElem < &left->elements[left->count]; leftElem++) {
+ if (!(leftElem->info.ocElemFlags & OCELEM_ON)) {
+ continue;
+ }
+ if (Math3D_ColSphereCylinderDistance(&leftElem->dim.worldSphere, &right->dim, &overlap) != 0) {
+ Vec3f leftPos;
+ Vec3f rightPos;
+
+ Math_Vec3s_ToVec3f(&leftPos, &leftElem->dim.worldSphere.center);
+ Math_Vec3s_ToVec3f(&rightPos, &right->dim.pos);
+ CollisionCheck_SetOCvsOC(ctxt, &left->base, &leftElem->info, &leftPos, &right->base, &right->info,
+ &rightPos, overlap);
+ }
+ }
+ }
+}
+
+/**
+ * OC overlap check for a JntSph and Sphere
+ */
+void CollisionCheck_OC_JntSphVsSphere(GlobalContext* ctxt, CollisionCheckContext* colCtxt, Collider* l, Collider* r) {
+ ColliderJntSph* left = (ColliderJntSph*)l;
+ ColliderSphere* right = (ColliderSphere*)r;
+ ColliderJntSphElement* leftElem;
+ f32 overlap;
+
+ if (left->count > 0 && left->elements != NULL && (left->base.ocFlags1 & OCELEM_ON) &&
+ (right->base.ocFlags1 & OCELEM_ON) && (right->info.ocElemFlags & OCELEM_ON)) {
+
+ for (leftElem = left->elements; leftElem < &left->elements[left->count]; leftElem++) {
+ if (!(leftElem->info.ocElemFlags & OCELEM_ON)) {
+ continue;
+ }
+ if (Math3D_ColSphereSphereIntersect(&leftElem->dim.worldSphere, &right->dim.worldSphere, &overlap) != 0) {
+ Vec3f leftPos;
+ Vec3f rightPos;
+
+ Math_Vec3s_ToVec3f(&leftPos, &leftElem->dim.worldSphere.center);
+ Math_Vec3s_ToVec3f(&rightPos, &right->dim.worldSphere.center);
+ CollisionCheck_SetOCvsOC(ctxt, &left->base, &leftElem->info, &leftPos, &right->base, &right->info,
+ &rightPos, overlap);
+ }
+ }
+ }
+}
+
+/**
+ * OC overlap check for a Cylinder and JntSph
+ */
+void CollisionCheck_OC_CylVsJntSph(GlobalContext* ctxt, CollisionCheckContext* colCtxt, Collider* l, Collider* r) {
+ CollisionCheck_OC_JntSphVsCyl(ctxt, colCtxt, r, l);
+}
+
+/**
+ * OC overlap check for two Cylinders
+ */
+void CollisionCheck_OC_CylVsCyl(GlobalContext* ctxt, CollisionCheckContext* colCtxt, Collider* l, Collider* r) {
+ ColliderCylinder* left = (ColliderCylinder*)l;
+ ColliderCylinder* right = (ColliderCylinder*)r;
+ f32 overlap;
+
+ if ((left->base.ocFlags1 & OCELEM_ON) && (right->base.ocFlags1 & OCELEM_ON) &&
+ (left->info.ocElemFlags & OCELEM_ON) && (right->info.ocElemFlags & OCELEM_ON)) {
+ if (Math3D_ColCylinderCylinderAmount(&left->dim, &right->dim, &overlap) != 0) {
+ Vec3f leftPos;
+ Vec3f rightPos;
+
+ Math_Vec3s_ToVec3f(&leftPos, &left->dim.pos);
+ Math_Vec3s_ToVec3f(&rightPos, &right->dim.pos);
+ CollisionCheck_SetOCvsOC(ctxt, &left->base, &left->info, &leftPos, &right->base, &right->info, &rightPos,
+ overlap);
+ }
+ }
+}
+
+/**
+ * OC overlap check for a Cylinder and Sphere
+ */
+void CollisionCheck_OC_CylVsSphere(GlobalContext* ctxt, CollisionCheckContext* colCtxt, Collider* l, Collider* r) {
+ ColliderCylinder* left = (ColliderCylinder*)l;
+ ColliderSphere* right = (ColliderSphere*)r;
+ f32 overlap;
+
+ if ((left->base.ocFlags1 & OCELEM_ON) && (left->info.ocElemFlags & OCELEM_ON) &&
+ (right->base.ocFlags1 & OCELEM_ON) && (right->info.ocElemFlags & OCELEM_ON)) {
+ if (Math3D_ColSphereCylinderDistance(&right->dim.worldSphere, &left->dim, &overlap) != 0) {
+ Vec3f leftPos;
+ Vec3f rightPos;
+
+ Math_Vec3s_ToVec3f(&leftPos, &left->dim.pos);
+ Math_Vec3s_ToVec3f(&rightPos, &right->dim.worldSphere.center);
+ CollisionCheck_SetOCvsOC(ctxt, &left->base, &left->info, &leftPos, &right->base, &right->info, &rightPos,
+ overlap);
+ }
+ }
+}
+
+/**
+ * OC overlap check for a Sphere and JntSph
+ */
+void CollisionCheck_OC_SphereVsJntSph(GlobalContext* ctxt, CollisionCheckContext* colCtxt, Collider* l, Collider* r) {
+ CollisionCheck_OC_JntSphVsSphere(ctxt, colCtxt, r, l);
+}
+
+/**
+ * OC overlap check for a Sphere and Cylinder
+ */
+void CollisionCheck_OC_SphereVsCyl(GlobalContext* ctxt, CollisionCheckContext* colCtxt, Collider* l, Collider* r) {
+ CollisionCheck_OC_CylVsSphere(ctxt, colCtxt, r, l);
+}
+
+/**
+ * OC overlap check for two Spheres
+ */
+void CollisionCheck_OC_SphereVsSphere(GlobalContext* ctxt, CollisionCheckContext* colCtxt, Collider* l, Collider* r) {
+ ColliderSphere* left = (ColliderSphere*)l;
+ ColliderSphere* right = (ColliderSphere*)r;
+ f32 overlap;
+
+ if ((left->base.ocFlags1 & OCELEM_ON) && (left->info.ocElemFlags & OCELEM_ON) &&
+ (right->base.ocFlags1 & OCELEM_ON) && (right->info.ocElemFlags & OCELEM_ON)) {
+ if (Math3D_ColSphereSphereIntersect(&left->dim.worldSphere, &right->dim.worldSphere, &overlap) != 0) {
+ Vec3f leftPos;
+ Vec3f rightPos;
+
+ Math_Vec3s_ToVec3f(&leftPos, &left->dim.worldSphere.center);
+ Math_Vec3s_ToVec3f(&rightPos, &right->dim.worldSphere.center);
+ CollisionCheck_SetOCvsOC(ctxt, &left->base, &left->info, &leftPos, &right->base, &right->info, &rightPos,
+ overlap);
+ }
+ }
+}
+
+/**
+ * Skip any OC colliders that are off
+ */
+s32 CollisionCheck_SkipOC(Collider* collider) {
+ if (!(collider->ocFlags1 & OCELEM_ON)) {
+ return 1;
+ }
+ return 0;
+}
+
+/**
+ * Checks for OC compatibility. There are three conditions:
+ * First, each collider must have an OC flag corresponding to the other's OC type.
+ * Second, OC2_UNK1 and OC2_UNK2 can't collide with each other (has something to do with horses?)
+ * Third, the colliders can't collide if they belong to the same actor
+ */
+s32 CollisionCheck_Incompatible(Collider* left, Collider* right) {
+ if (!(left->ocFlags1 & right->ocFlags2 & OC1_TYPE_ALL) || !(left->ocFlags2 & right->ocFlags1 & OC1_TYPE_ALL) ||
+ ((left->ocFlags2 & OC2_UNK1) && (right->ocFlags2 & OC2_UNK2)) ||
+ ((right->ocFlags2 & OC2_UNK1) && (left->ocFlags2 & OC2_UNK2))) {
+ return 1;
+ }
+ if (left->actor == right->actor) {
+ return 1;
+ }
+ return 0;
+}
+
+ColChkVsFunc sOCVsFuncs[COLSHAPE_MAX][COLSHAPE_MAX] = {
+ { CollisionCheck_OC_JntSphVsJntSph, CollisionCheck_OC_JntSphVsCyl, NULL, NULL, CollisionCheck_OC_JntSphVsSphere },
+ { CollisionCheck_OC_CylVsJntSph, CollisionCheck_OC_CylVsCyl, NULL, NULL, CollisionCheck_OC_CylVsSphere },
+ { NULL, NULL, NULL, NULL, NULL },
+ { NULL, NULL, NULL, NULL, NULL },
+ { CollisionCheck_OC_SphereVsJntSph, CollisionCheck_OC_SphereVsCyl, NULL, NULL, CollisionCheck_OC_SphereVsSphere },
+};
+
+/**
+ * Iterates through all OC colliders and collides them with all subsequent OC colliders on the list. During an OC
+ * collision, colliders with overlapping elements move away from each other so that their elements no longer overlap.
+ * The relative amount each collider is pushed is determined by the collider's mass. Only JntSph, Cylinder and Sphere
+ * colliders can collide, and each collider must have the OC flag corresponding to the other's OC type. Additionally,
+ * OC2_UNK1 cannot collide with OC2_UNK2, nor can two colliders that share an actor.
+ */
+void CollisionCheck_OC(GlobalContext* ctxt, CollisionCheckContext* colCtxt) {
+ Collider** left;
+ Collider** right;
+ ColChkVsFunc vsFunc;
+
+ for (left = colCtxt->colOC; left < colCtxt->colOC + colCtxt->colOCCount; left++) {
+ if (*left == NULL || CollisionCheck_SkipOC(*left)) {
+ continue;
+ }
+ for (right = left + 1; right < colCtxt->colOC + colCtxt->colOCCount; right++) {
+ if (*right == NULL || CollisionCheck_SkipOC(*right) || CollisionCheck_Incompatible(*left, *right)) {
+ continue;
+ }
+ vsFunc = sOCVsFuncs[(*left)->shape][(*right)->shape];
+ if (vsFunc == NULL) {
+ continue;
+ }
+ vsFunc(ctxt, colCtxt, *left, *right);
+ }
+ }
+}
+
+/**
+ * Initializes CollisionCheckInfo to default values
+ */
+void CollisionCheck_InitInfo(CollisionCheckInfo* info) {
+ static CollisionCheckInfo defaultColChkInfo = {
+ NULL, { 0.0f, 0.0f, 0.0f }, 10, 10, 0, MASS_IMMOVABLE, 8, 0, 0, 0, 0,
+ };
+
+ *info = defaultColChkInfo;
+}
+
+/**
+ * Resets ColisionCheckInfo fields other than DamageTable, mass, and dim.
+ */
+void CollisionCheck_ResetDamage(CollisionCheckInfo* info) {
+ info->damage = 0;
+ info->damageEffect = 0;
+ info->atHitEffect = 0;
+ info->acHitEffect = 0;
+ info->displacement.x = info->displacement.y = info->displacement.z = 0.0f;
+}
+
+/**
+ * Sets up CollisionCheckInfo using the values in init. Does not set a damage table or the unused unk_14.
+ */
+void CollisionCheck_SetInfoNoDamageTable(CollisionCheckInfo* info, CollisionCheckInfoInit* init) {
+ info->health = init->health;
+ info->cylRadius = init->cylRadius;
+ info->cylHeight = init->cylHeight;
+ info->mass = init->mass;
+}
+
+/**
+ * Sets up CollisionCheckInfo using the values in init. Does not set the unused unk_14
+ */
+void CollisionCheck_SetInfo(CollisionCheckInfo* info, DamageTable* damageTable, CollisionCheckInfoInit* init) {
+ info->health = init->health;
+ info->damageTable = damageTable;
+ info->cylRadius = init->cylRadius;
+ info->cylHeight = init->cylHeight;
+ info->mass = init->mass;
+}
+
+/**
+ * Sets up CollisionCheckInfo using the values in init. Sets the unused unk_14
+ */
+void CollisionCheck_SetInfo2(CollisionCheckInfo* info, DamageTable* damageTable, CollisionCheckInfoInit2* init) {
+ info->health = init->health;
+ info->damageTable = damageTable;
+ info->cylRadius = init->cylRadius;
+ info->cylHeight = init->cylHeight;
+ info->cylYShift = init->cylYShift;
+ info->mass = init->mass;
+}
+
+/**
+ * Sets up CollisionCheckInfo using the values in Init and a preset damage table. Sets the unused unk_14.
+ */
+void CollisionCheck_SetInfoGetDamageTable(CollisionCheckInfo* info, s32 index, CollisionCheckInfoInit2* init) {
+ CollisionCheck_SetInfo2(info, DamageTable_Get(index), init);
+}
+
+/**
+ * Apply AC damage effect
+ */
+void CollisionCheck_ApplyDamage(GlobalContext* ctxt, CollisionCheckContext* colCtxt, Collider* collider,
+ ColliderInfo* info) {
+ f32 damage;
+ f32 finalDamage = 0.0f;
+ s32 pad;
+ Collider* at;
+ ColliderInfo* atInfo;
+ s32 pad1;
+ u32 effect;
+
+ if ((collider->actor == NULL) || !(collider->acFlags & AC_HIT)) {
+ return;
+ }
+ if (!(info->bumperFlags & BUMP_HIT) || (info->bumperFlags & BUMP_NO_DAMAGE)) {
+ return;
+ }
+
+ at = info->acHit;
+ atInfo = info->acHitInfo;
+
+ if (at != NULL && atInfo != NULL && collider != NULL && info != NULL) {
+ damage = CollisionCheck_GetDamageAndEffectOnBumper(at, atInfo, collider, info, &effect);
+
+ if (CollisionCheck_GetToucherDamage(at, atInfo, collider, info) != 0) {
+ if (damage < 1.0f) {
+ finalDamage = 0.0f;
+ if (effect == 0) {
+ return;
+ }
+ } else {
+ finalDamage = CollisionCheck_ApplyBumperDefense(damage, info);
+ if (finalDamage < 1.0f && effect == 0) {
+ return;
+ }
+ }
+ }
+ if (collider->actor->colChkInfo.damageTable != NULL) {
+ collider->actor->colChkInfo.damageEffect = effect;
+ }
+ if (!(collider->acFlags & AC_HARD) ||
+ ((collider->acFlags & AC_HARD) && atInfo->toucher.dmgFlags == 0x20000000)) {
+ if (collider->actor->colChkInfo.damage < finalDamage) {
+ collider->actor->colChkInfo.damage = finalDamage;
+ }
+ }
+ }
+}
+
+/**
+ * Apply ColliderJntSph AC damage effect
+ */
+void CollisionCheck_ApplyDamageJntSph(GlobalContext* ctxt, CollisionCheckContext* colCtxt, Collider* collider) {
+ ColliderJntSph* jntSph = (ColliderJntSph*)collider;
+ s32 i;
+
+ if (jntSph->count > 0 && jntSph->elements != NULL) {
+ for (i = 0; i < jntSph->count; i++) {
+ CollisionCheck_ApplyDamage(ctxt, colCtxt, &jntSph->base, &jntSph->elements[i].info);
+ }
+ }
+}
+
+/**
+ * Apply ColliderCylinder AC damage effect
+ */
+void CollisionCheck_ApplyDamageCyl(GlobalContext* ctxt, CollisionCheckContext* colCtxt, Collider* collider) {
+ ColliderCylinder* cylinder = (ColliderCylinder*)collider;
+
+ CollisionCheck_ApplyDamage(ctxt, colCtxt, &cylinder->base, &cylinder->info);
+}
+
+/**
+ * Apply ColliderTris AC damage effect
+ */
+void CollisionCheck_ApplyDamageTris(GlobalContext* ctxt, CollisionCheckContext* colCtxt, Collider* collider) {
+ ColliderTris* tris = (ColliderTris*)collider;
+ s32 i;
+
+ // unlike sphere groups above, tri groups are not guarded against
+ // tris->elements being NULL
+ for (i = 0; i < tris->count; i++) {
+ CollisionCheck_ApplyDamage(ctxt, colCtxt, &tris->base, &tris->elements[i].info);
+ }
+}
+
+/**
+ * Apply ColliderQuad AC damage effect
+ */
+void CollisionCheck_ApplyDamageQuad(GlobalContext* ctxt, CollisionCheckContext* colCtxt, Collider* collider) {
+ ColliderQuad* quad = (ColliderQuad*)collider;
+
+ CollisionCheck_ApplyDamage(ctxt, colCtxt, &quad->base, &quad->info);
+}
+
+/**
+ * Apply ColliderSphere AC damage effect
+ */
+void CollisionCheck_ApplyDamageSphere(GlobalContext* ctxt, CollisionCheckContext* colCtxt, Collider* collider) {
+ ColliderSphere* sphere = (ColliderSphere*)collider;
+
+ CollisionCheck_ApplyDamage(ctxt, colCtxt, &sphere->base, &sphere->info);
+}
+
+ColChkApplyFunc sApplyDamageFuncs[] = {
+ CollisionCheck_ApplyDamageJntSph, CollisionCheck_ApplyDamageCyl, CollisionCheck_ApplyDamageTris,
+ CollisionCheck_ApplyDamageQuad, CollisionCheck_ApplyDamageSphere,
+};
+
+/**
+ * For all AC colliders, sets any damage effects from collisions with AT colliders to their corresponding actor's
+ * CollisionCheckInfo.
+ */
+void CollisionCheck_Damage(GlobalContext* ctxt, CollisionCheckContext* colCtxt) {
+ s32 i;
+
+ for (i = 0; i < colCtxt->colACCount; i++) {
+ Collider* col = colCtxt->colAC[i];
+
+ if (col == NULL) {
+ continue;
+ }
+ if (col->acFlags & AC_NO_DAMAGE) {
+ continue;
+ }
+ sApplyDamageFuncs[col->shape](ctxt, colCtxt, col);
+ }
+}
+
+/**
+ * Checks if the line segment ab intersects any of the ColliderJntSph's elements
+ */
+s32 CollisionCheck_LineOC_JntSph(GlobalContext* globalCtx, CollisionCheckContext* colChkCtx, Collider* collider,
+ Vec3f* a, Vec3f* b) {
+ ColliderJntSph* jntSph = (ColliderJntSph*)collider;
+ s32 i;
+
+ for (i = 0; i < jntSph->count; i++) {
+ ColliderJntSphElement* element = &jntSph->elements[i];
+
+ if (!(element->info.ocElemFlags & OCELEM_ON)) {
+ continue;
+ }
+
+ D_801EDEB0.a = *a;
+ D_801EDEB0.b = *b;
+ if (Math3D_ColSphereLineSeg(&element->dim.worldSphere, &D_801EDEB0) != 0) {
+ return 1;
+ }
+ }
+ return 0;
+}
+
+/**
+ * Checks if the line segment ab intersects the ColliderCylinder
+ */
+s32 CollisionCheck_LineOC_Cyl(GlobalContext* globalCtx, CollisionCheckContext* colChkCtx, Collider* collider, Vec3f* a,
+ Vec3f* b) {
+ ColliderCylinder* cylinder = (ColliderCylinder*)collider;
+
+ if (!(cylinder->info.ocElemFlags & OCELEM_ON)) {
+ return 0;
+ }
+
+ if (func_8017E350(&cylinder->dim, a, b, &D_801EDF38, &D_801EDF48) != 0) {
+ return 1;
+ }
+
+ return 0;
+}
+
+/**
+ * Checks if the line segment ab intersects the ColliderSphere
+ */
+s32 CollisionCheck_LineOC_Sphere(GlobalContext* globalCtx, CollisionCheckContext* colChkCtx, Collider* collider,
+ Vec3f* a, Vec3f* b) {
+ ColliderSphere* sphere = (ColliderSphere*)collider;
+
+ if (!(sphere->info.ocElemFlags & OCELEM_ON)) {
+ return 0;
+ }
+
+ D_801EDFC8.a = *a;
+ D_801EDFC8.b = *b;
+ if (Math3D_ColSphereLineSeg(&sphere->dim.worldSphere, &D_801EDFC8) != 0) {
+ return 1;
+ }
+
+ return 0;
+}
+
+ColChkLineFunc sOCLineCheckFuncs[] = {
+ CollisionCheck_LineOC_JntSph, CollisionCheck_LineOC_Cyl, NULL, NULL, CollisionCheck_LineOC_Sphere,
+};
+
+/**
+ * Checks if the line segment ab intersects any OC colliders, excluding those attached to actors
+ * on the exclusion list. Returns true if there are any intersections and false otherwise.
+ */
+s32 CollisionCheck_LineOC(GlobalContext* globalCtx, CollisionCheckContext* colChkCtx, Vec3f* a, Vec3f* b,
+ Actor** exclusions, s32 numExclusions) {
+ ColChkLineFunc lineCheck;
+ Collider** col;
+ s32 i;
+ s32 exclude;
+ s32 result = 0;
+
+ for (col = colChkCtx->colOC; col < &colChkCtx->colOC[colChkCtx->colOCCount]; col++) {
+ if (CollisionCheck_SkipOC(*col)) {
+ continue;
+ }
+
+ exclude = 0;
+ for (i = 0; i < numExclusions; i++) {
+ if ((*col)->actor == exclusions[i]) {
+ exclude = 1;
+ break;
+ }
+ }
+ if (exclude) {
+ continue;
+ }
+
+ lineCheck = sOCLineCheckFuncs[(*col)->shape];
+ if (lineCheck == NULL) {
+ continue;
+ }
+
+ result = lineCheck(globalCtx, colChkCtx, (*col), a, b);
+ if (result) {
+ break;
+ }
+ }
+ return result;
+}
+
+/**
+ * Checks if the line segment ab intersects any OC colliders. Returns true if there are any intersections and false
+ * otherwise.
+ */
+s32 CollisionCheck_LineOCCheckAll(GlobalContext* ctxt, CollisionCheckContext* colCtxt, Vec3f* a, Vec3f* b) {
+ return CollisionCheck_LineOC(ctxt, colCtxt, a, b, NULL, 0);
+}
+
+/**
+ * Checks if the line segment ab intersects any OC colliders, excluding those attached to actors on the exclusion list.
+ * Returns true if there are any intersections and false otherwise.
+ */
+s32 CollisionCheck_LineOCCheck(GlobalContext* ctxt, CollisionCheckContext* colCtxt, Vec3f* a, Vec3f* b,
+ Actor** exclusions, s32 numExclusions) {
+ return CollisionCheck_LineOC(ctxt, colCtxt, a, b, exclusions, numExclusions);
+}
+
+/**
+ * Moves the ColliderCylinder's position to the actor's position
+ */
+void Collider_UpdateCylinder(Actor* actor, ColliderCylinder* collider) {
+ collider->dim.pos.x = actor->world.pos.x;
+ collider->dim.pos.y = actor->world.pos.y;
+ collider->dim.pos.z = actor->world.pos.z;
+}
+
+/**
+ * Sets the ColliderCylinder's position
+ */
+void Collider_SetCylinderPosition(ColliderCylinder* collider, Vec3s* pos) {
+ collider->dim.pos.x = pos->x;
+ collider->dim.pos.y = pos->y;
+ collider->dim.pos.z = pos->z;
+}
+
+/**
+ * Sets the ColliderQuad's vertices
+ */
+void Collider_SetQuadVertices(ColliderQuad* collider, Vec3f* a, Vec3f* b, Vec3f* c, Vec3f* d) {
+ Math_Vec3f_Copy(&collider->dim.quad[2], c);
+ Math_Vec3f_Copy(&collider->dim.quad[3], d);
+ Math_Vec3f_Copy(&collider->dim.quad[0], a);
+ Math_Vec3f_Copy(&collider->dim.quad[1], b);
+ Collider_SetQuadMidpoints(&collider->dim);
+}
+
+/**
+ * Sets the specified ColliderTrisElement's vertices
+ */
+void Collider_SetTrisVertices(ColliderTris* collider, s32 index, Vec3f* a, Vec3f* b, Vec3f* c) {
+ ColliderTrisElement* element = &collider->elements[index];
+ f32 nx;
+ f32 ny;
+ f32 nz;
+ f32 originDist;
+
+ Math_Vec3f_Copy(&element->dim.vtx[0], a);
+ Math_Vec3f_Copy(&element->dim.vtx[1], b);
+ Math_Vec3f_Copy(&element->dim.vtx[2], c);
+ Math3D_UnitNormalVector(a, b, c, &nx, &ny, &nz, &originDist);
+ element->dim.plane.normal.x = nx;
+ element->dim.plane.normal.y = ny;
+ element->dim.plane.normal.z = nz;
+ element->dim.plane.originDist = originDist;
+}
+
+/**
+ * Sets the specified ColliderTrisElement's dim using the values in src
+ */
+void Collider_SetTrisDim(GlobalContext* ctxt, ColliderTris* collider, s32 index, ColliderTrisElementDimInit* init) {
+ ColliderTrisElement* element = &collider->elements[index];
+
+ Collider_SetTrisElementDim(ctxt, &element->dim, init);
+}
+
+/**
+ * Updates the world spheres for all of the collider's JntSph elements attached to the specified limb
+ */
+#ifdef NON_MATCHING
+// needs in-function static bss
+void Collider_UpdateSpheres(s32 limb, ColliderJntSph* collider) {
+ static Vec3f D_801EE1C0;
+ static Vec3f D_801EE1D0;
+ s32 i;
+
+ for (i = 0; i < collider->count; i++) {
+ if (limb == collider->elements[i].dim.limb) {
+ D_801EE1C0.x = collider->elements[i].dim.modelSphere.center.x;
+ D_801EE1C0.y = collider->elements[i].dim.modelSphere.center.y;
+ D_801EE1C0.z = collider->elements[i].dim.modelSphere.center.z;
+ SysMatrix_MultiplyVector3fByState(&D_801EE1C0, &D_801EE1D0);
+ collider->elements[i].dim.worldSphere.center.x = D_801EE1D0.x;
+ collider->elements[i].dim.worldSphere.center.y = D_801EE1D0.y;
+ collider->elements[i].dim.worldSphere.center.z = D_801EE1D0.z;
+ collider->elements[i].dim.worldSphere.radius =
+ collider->elements[i].dim.modelSphere.radius * collider->elements[i].dim.scale;
+ }
+ }
+}
+#else
+#pragma GLOBAL_ASM("./asm/non_matchings/code/z_collision_check/Collider_UpdateSpheres.asm")
+#endif
+
+/**
+ * Updates the world spheres for the specified ColliderJntSph element
+ */
+void Collider_UpdateSpheresElement(ColliderJntSph* collider, s32 index, Actor* actor) {
+ if (index < collider->count) {
+ collider->elements[index].dim.worldSphere.center.x =
+ collider->elements[index].dim.modelSphere.center.x + actor->world.pos.x;
+ collider->elements[index].dim.worldSphere.center.y =
+ collider->elements[index].dim.modelSphere.center.y + actor->world.pos.y;
+ collider->elements[index].dim.worldSphere.center.z =
+ collider->elements[index].dim.modelSphere.center.z + actor->world.pos.z;
+ collider->elements[index].dim.worldSphere.radius =
+ collider->elements[index].dim.modelSphere.radius * collider->elements[index].dim.scale;
+ }
+}
+
+/**
+ * Updates the world sphere for the ColliderSphere if it is attached to the specified limb
+ */
+#ifdef NON_MATCHING
+// needs in-function static bss
+void Collider_UpdateSphere(s32 limb, ColliderSphere* collider) {
+ static Vec3f D_801EE1E0;
+ static Vec3f D_801EE1F0;
+
+ if (limb == collider->dim.limb) {
+ D_801EE1E0.x = collider->dim.modelSphere.center.x;
+ D_801EE1E0.y = collider->dim.modelSphere.center.y;
+ D_801EE1E0.z = collider->dim.modelSphere.center.z;
+ SysMatrix_MultiplyVector3fByState(&D_801EE1E0, &D_801EE1F0);
+ collider->dim.worldSphere.center.x = D_801EE1F0.x;
+ collider->dim.worldSphere.center.y = D_801EE1F0.y;
+ collider->dim.worldSphere.center.z = D_801EE1F0.z;
+ collider->dim.worldSphere.radius = collider->dim.modelSphere.radius * collider->dim.scale;
+ }
+}
+#else
+#pragma GLOBAL_ASM("./asm/non_matchings/code/z_collision_check/Collider_UpdateSphere.asm")
+#endif
+
+/**
+ * Spawns red blood droplets.
+ * No actor has a collision type that spawns red blood.
+ */
+#ifdef NON_MATCHING
+// needs in-function static bss
+void CollisionCheck_SpawnRedBlood(GlobalContext* ctxt, Vec3f* v) {
+ static EffSparkParams D_801EE200;
+ s32 effectIndex;
+
+ D_801EE200.position.x = v->x;
+ D_801EE200.position.x = v->y;
+ D_801EE200.position.x = v->z;
+ D_801EE200.particleFactor1 = 5;
+ D_801EE200.particleFactor2 = 5;
+ D_801EE200.colorStart[0].red = 128;
+ D_801EE200.colorStart[0].green = 0;
+ D_801EE200.colorStart[0].blue = 64;
+ D_801EE200.colorStart[0].alpha = 255;
+ D_801EE200.colorStart[1].red = 128;
+ D_801EE200.colorStart[1].green = 0;
+ D_801EE200.colorStart[1].blue = 64;
+ D_801EE200.colorStart[1].alpha = 255;
+ D_801EE200.colorStart[2].red = 255;
+ D_801EE200.colorStart[2].green = 128;
+ D_801EE200.colorStart[2].blue = 0;
+ D_801EE200.colorStart[2].alpha = 255;
+ D_801EE200.colorStart[3].red = 255;
+ D_801EE200.colorStart[3].green = 128;
+ D_801EE200.colorStart[3].blue = 0;
+ D_801EE200.colorStart[3].alpha = 255;
+ D_801EE200.colorEnd[0].red = 64;
+ D_801EE200.colorEnd[0].green = 0;
+ D_801EE200.colorEnd[0].blue = 32;
+ D_801EE200.colorEnd[0].alpha = 0;
+ D_801EE200.colorEnd[1].red = 64;
+ D_801EE200.colorEnd[1].green = 0;
+ D_801EE200.colorEnd[1].blue = 32;
+ D_801EE200.colorEnd[1].alpha = 0;
+ D_801EE200.colorEnd[2].red = 128;
+ D_801EE200.colorEnd[2].green = 0;
+ D_801EE200.colorEnd[2].blue = 64;
+ D_801EE200.colorEnd[2].alpha = 0;
+ D_801EE200.colorEnd[3].red = 128;
+ D_801EE200.colorEnd[3].green = 0;
+ D_801EE200.colorEnd[3].blue = 64;
+ D_801EE200.colorEnd[3].alpha = 0;
+ D_801EE200.age = 0;
+ D_801EE200.duration = 16;
+ D_801EE200.velocity = 8.0f;
+ D_801EE200.gravity = -1.0f;
+
+ Effect_Add(ctxt, &effectIndex, 0, 0, 1, &D_801EE200);
+}
+#else
+#pragma GLOBAL_ASM("./asm/non_matchings/code/z_collision_check/CollisionCheck_SpawnRedBlood.asm")
+#endif
+
+/**
+ * Spawns water droplets.
+ * No actor has a collision type that spawns water droplets.
+ */
+#ifdef NON_MATCHING
+// needs in-function static bss
+void CollisionCheck_SpawnWaterDroplets(GlobalContext* ctxt, Vec3f* v) {
+ static EffSparkParams D_801EE738;
+ s32 effectIndex;
+
+ D_801EE738.position.x = v->x;
+ D_801EE738.position.x = v->y;
+ D_801EE738.position.x = v->z;
+ D_801EE738.particleFactor1 = 5;
+ D_801EE738.particleFactor2 = 5;
+ D_801EE738.colorStart[0].red = 255;
+ D_801EE738.colorStart[0].green = 255;
+ D_801EE738.colorStart[0].blue = 255;
+ D_801EE738.colorStart[0].alpha = 255;
+ D_801EE738.colorStart[1].red = 100;
+ D_801EE738.colorStart[1].green = 100;
+ D_801EE738.colorStart[1].blue = 100;
+ D_801EE738.colorStart[1].alpha = 100;
+ D_801EE738.colorStart[2].red = 100;
+ D_801EE738.colorStart[2].green = 100;
+ D_801EE738.colorStart[2].blue = 100;
+ D_801EE738.colorStart[2].alpha = 100;
+ D_801EE738.colorStart[3].red = 100;
+ D_801EE738.colorStart[3].green = 100;
+ D_801EE738.colorStart[3].blue = 100;
+ D_801EE738.colorStart[3].alpha = 100;
+ D_801EE738.colorEnd[0].red = 50;
+ D_801EE738.colorEnd[0].green = 50;
+ D_801EE738.colorEnd[0].blue = 50;
+ D_801EE738.colorEnd[0].alpha = 50;
+ D_801EE738.colorEnd[1].red = 50;
+ D_801EE738.colorEnd[1].green = 50;
+ D_801EE738.colorEnd[1].blue = 50;
+ D_801EE738.colorEnd[1].alpha = 50;
+ D_801EE738.colorEnd[2].red = 50;
+ D_801EE738.colorEnd[2].green = 50;
+ D_801EE738.colorEnd[2].blue = 50;
+ D_801EE738.colorEnd[2].alpha = 50;
+ D_801EE738.colorEnd[3].red = 0;
+ D_801EE738.colorEnd[3].green = 0;
+ D_801EE738.colorEnd[3].blue = 0;
+ D_801EE738.colorEnd[3].alpha = 0;
+ D_801EE738.age = 0;
+ D_801EE738.duration = 16;
+ D_801EE738.velocity = 8.0f;
+ D_801EE738.gravity = -1.0f;
+
+ Effect_Add(ctxt, &effectIndex, 0, 0, 1, &D_801EE738);
+}
+#else
+#pragma GLOBAL_ASM("./asm/non_matchings/code/z_collision_check/CollisionCheck_SpawnWaterDroplets.asm")
+#endif
+
+/**
+ * Spawns streaks of light from hits against solid objects
+ */
+void CollisionCheck_SpawnShieldParticles(GlobalContext* ctxt, Vec3f* v) {
+ static EffShieldParticleInit shieldParticleInitMetal = {
+ 16,
+ { 0, 0, 0 },
+ { 0, 200, 255, 255 },
+ { 255, 255, 255, 255 },
+ { 255, 255, 128, 255 },
+ { 255, 255, 0, 255 },
+ { 255, 64, 0, 200 },
+ { 255, 0, 0, 255 },
+ 2.1f,
+ 35.0f,
+ 30.0f,
+ 8,
+ { 0, 0, 0, 0, 128, 255, 0, 300 },
+ 1,
+ };
+ s32 effectIndex;
+
+ shieldParticleInitMetal.position.x = v->x;
+ shieldParticleInitMetal.position.y = v->y;
+ shieldParticleInitMetal.position.z = v->z;
+ shieldParticleInitMetal.lightParams.posX = shieldParticleInitMetal.position.x;
+ shieldParticleInitMetal.lightParams.posY = shieldParticleInitMetal.position.y;
+ shieldParticleInitMetal.lightParams.posZ = shieldParticleInitMetal.position.z;
+
+ Effect_Add(ctxt, &effectIndex, 3, 0, 1, &shieldParticleInitMetal);
+}
+
+/**
+ * Spawns streaks of light and makes a metallic sound
+ */
+void CollisionCheck_SpawnShieldParticlesMetal(GlobalContext* ctxt, Vec3f* v) {
+ CollisionCheck_SpawnShieldParticles(ctxt, v);
+ play_sound(0x1808);
+}
+
+/**
+ * Spawns streaks of light and makes a metallic sound at the specified position
+ */
+void CollisionCheck_SpawnShieldParticlesMetalSound(GlobalContext* ctxt, Vec3f* v, Vec3f* pos) {
+ CollisionCheck_SpawnShieldParticles(ctxt, v);
+ func_8019F1C0(pos, 0x1808);
+}
+
+/**
+ * Spawns streaks of light and makes a metallic sound
+ */
+void CollisionCheck_SpawnShieldParticlesMetal2(GlobalContext* ctxt, Vec3f* v) {
+ CollisionCheck_SpawnShieldParticlesMetal(ctxt, v);
+}
+
+/**
+ * Spawns streaks of light and makes a wooden sound
+ */
+void CollisionCheck_SpawnShieldParticlesWood(GlobalContext* ctxt, Vec3f* v, Vec3f* pos) {
+ static EffShieldParticleInit shieldParticleInitWood = {
+ 16,
+ { 0, 0, 0 },
+ { 0, 200, 255, 255 },
+ { 255, 255, 255, 255 },
+ { 255, 255, 128, 255 },
+ { 255, 255, 0, 255 },
+ { 255, 64, 0, 200 },
+ { 255, 0, 0, 255 },
+ 2.1f,
+ 35.0f,
+ 30.0f,
+ 8,
+ { 0, 0, 0, 0, 128, 255, 0, 300 },
+ 0,
+ };
+ s32 effectIndex;
+
+ shieldParticleInitWood.position.x = v->x;
+ shieldParticleInitWood.position.y = v->y;
+ shieldParticleInitWood.position.z = v->z;
+ shieldParticleInitWood.lightParams.posX = shieldParticleInitWood.position.x;
+ shieldParticleInitWood.lightParams.posY = shieldParticleInitWood.position.y;
+ shieldParticleInitWood.lightParams.posZ = shieldParticleInitWood.position.z;
+
+ Effect_Add(ctxt, &effectIndex, 3, 0, 1, &shieldParticleInitWood);
+ func_8019F1C0(pos, 0x1837);
+}
+
+/**
+ * Determines if the line segment connecting `itemPos` and `itemProjPos` intersects the side of a cylinder with the
+ * given `radius`, `height`, and `offset` at `actorPos`. Returns 3 if either endpoint is inside the cylinder, otherwise
+ * returns the number of points of intersection with the side of the cylinder. The locations of those points are put in
+ * `out1` and `out2`, with `out1` being closer to `itemPos`. Line segments that pass through both bases of the cylinder
+ * are not detected.
+ */
+s32 CollisionCheck_CylSideVsLineSeg(f32 radius, f32 height, f32 offset, Vec3f* actorPos, Vec3f* itemPos,
+ Vec3f* itemProjPos, Vec3f* out1, Vec3f* out2) {
+ Vec3f actorToItem;
+ Vec3f actorToItemProj;
+ Vec3f itemStep;
+ f32 frac1 = 0.0f;
+ f32 frac2 = 0.0f;
+ u32 intersect2;
+ u32 intersect1;
+ u32 test1;
+ u32 test2;
+ f32 radSqDiff;
+ f32 actorDotItemXZ;
+ f32 zero = 0.0f;
+ f32 closeDist;
+ s32 pad1;
+ s32 pad2;
+
+ actorToItem.x = itemPos->x - actorPos->x;
+ actorToItem.y = itemPos->y - actorPos->y - offset;
+ actorToItem.z = itemPos->z - actorPos->z;
+
+ actorToItemProj.x = itemProjPos->x - actorPos->x;
+ actorToItemProj.y = itemProjPos->y - actorPos->y - offset;
+ actorToItemProj.z = itemProjPos->z - actorPos->z;
+
+ itemStep.x = actorToItemProj.x - actorToItem.x;
+ itemStep.y = actorToItemProj.y - actorToItem.y;
+ itemStep.z = actorToItemProj.z - actorToItem.z;
+
+ if ((actorToItem.y > 0.0f) && (actorToItem.y < height) && (sqrtf(SQXZ(actorToItem)) < radius)) {
+ return 3;
+ }
+
+ if ((actorToItemProj.y > 0.0f) && (actorToItemProj.y < height) && (sqrtf(SQXZ(actorToItemProj)) < radius)) {
+ return 3;
+ }
+ radSqDiff = SQXZ(actorToItem) - SQ(radius);
+ if (!IS_ZERO(SQXZ(itemStep))) {
+ actorDotItemXZ = DOTXZ(2.0f * itemStep, actorToItem);
+ if (SQ(actorDotItemXZ) < (4.0f * SQXZ(itemStep) * radSqDiff)) {
+ return 0;
+ }
+ if (SQ(actorDotItemXZ) - (4.0f * SQXZ(itemStep) * radSqDiff) > zero) {
+ intersect1 = intersect2 = 1;
+ } else {
+ intersect1 = 1;
+ intersect2 = 0;
+ }
+ closeDist = sqrtf(SQ(actorDotItemXZ) - (4.0f * SQXZ(itemStep) * radSqDiff));
+ if (intersect1 != 0) {
+ frac1 = (closeDist - actorDotItemXZ) / (2.0f * SQXZ(itemStep));
+ }
+ if (intersect2 != 0) {
+ frac2 = (-actorDotItemXZ - closeDist) / (2.0f * SQXZ(itemStep));
+ }
+ } else if (!IS_ZERO(DOTXZ(2.0f * itemStep, actorToItem))) {
+ intersect1 = 1;
+ intersect2 = 0;
+ frac1 = -radSqDiff / DOTXZ(2.0f * itemStep, actorToItem);
+ } else {
+ if (radSqDiff <= 0.0f) {
+ test1 = (0.0f < actorToItem.y) && (actorToItem.y < height);
+ test2 = (0.0f < actorToItemProj.y) && (actorToItemProj.y < height);
+
+ if (test1 && test2) {
+ *out1 = actorToItem;
+ *out2 = actorToItemProj;
+ return 2;
+ }
+ if (test1) {
+ *out1 = actorToItem;
+ return 1;
+ }
+ if (test2) {
+ *out1 = actorToItemProj;
+ return 1;
+ }
+ }
+ return 0;
+ }
+
+ if (intersect2 == 0) {
+ if (frac1 < 0.0f || 1.0f < frac1) {
+ return 0;
+ }
+ } else {
+ test1 = (frac1 < 0.0f || 1.0f < frac1);
+ test2 = (frac2 < 0.0f || 1.0f < frac2);
+
+ if (test1 && test2) {
+ return 0;
+ }
+ if (test1) {
+ intersect1 = 0;
+ }
+ if (test2) {
+ intersect2 = 0;
+ }
+ }
+
+ if ((intersect1 != 0) &&
+ ((frac1 * itemStep.y + actorToItem.y < 0.0f) || (height < frac1 * itemStep.y + actorToItem.y))) {
+ intersect1 = 0;
+ }
+ if ((intersect2 != 0) &&
+ ((frac2 * itemStep.y + actorToItem.y < 0.0f) || (height < frac2 * itemStep.y + actorToItem.y))) {
+ intersect2 = 0;
+ }
+ if (intersect1 == 0 && intersect2 == 0) {
+ return 0;
+ } else if ((intersect1 != 0) && (intersect2 != 0)) {
+ out1->x = frac1 * itemStep.x + actorToItem.x + actorPos->x;
+ out1->y = frac1 * itemStep.y + actorToItem.y + actorPos->y;
+ out1->z = frac1 * itemStep.z + actorToItem.z + actorPos->z;
+ out2->x = frac2 * itemStep.x + actorToItem.x + actorPos->x;
+ out2->y = frac2 * itemStep.y + actorToItem.y + actorPos->y;
+ out2->z = frac2 * itemStep.z + actorToItem.z + actorPos->z;
+ return 2;
+ } else if (intersect1 != 0) {
+ out1->x = frac1 * itemStep.x + actorToItem.x + actorPos->x;
+ out1->y = frac1 * itemStep.y + actorToItem.y + actorPos->y;
+ out1->z = frac1 * itemStep.z + actorToItem.z + actorPos->z;
+ return 1;
+ } else if (intersect2 != 0) {
+ out1->x = frac2 * itemStep.x + actorToItem.x + actorPos->x;
+ out1->y = frac2 * itemStep.y + actorToItem.y + actorPos->y;
+ out1->z = frac2 * itemStep.z + actorToItem.z + actorPos->z;
+ return 1;
+ }
+ return 1;
+}
diff --git a/src/code/z_snap.c b/src/code/z_snap.c
index ee015f270..4e12136c7 100644
--- a/src/code/z_snap.c
+++ b/src/code/z_snap.c
@@ -146,7 +146,7 @@ s32 func_8013A530(GlobalContext* globalCtx, Actor* actor, s32 flag, Vec3f* pos,
actors[0] = actor;
actors[1] = globalCtx->actorCtx.actorList[2].first; // TODO PLAYER macro
- if (func_800E7DCC(globalCtx, &globalCtx->colCheckCtx, pos, &camera->eye, actors, 2) != 0) {
+ if (CollisionCheck_LineOCCheck(globalCtx, &globalCtx->colCheckCtx, pos, &camera->eye, actors, 2) != 0) {
func_8013A41C(0x3b);
ret |= 0x3b;
}