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authorDerek Hensley <hensley.derek58@gmail.com>2024-10-16 06:51:16 -0700
committerGitHub <noreply@github.com>2024-10-16 10:51:16 -0300
commit1ddc836c8eb0f143255a1806087f7098b52dee90 (patch)
treec72dfd21b771c9ea6b6b77ca6bed754deaac6cff /src/code
parent5dd43102851bf69bb091ef1fc7d1443aa98d56a1 (diff)
Colliders Sync Tris Quad Sphere Line (#1714)
* Tris * Quad * Sphere * Line
Diffstat (limited to 'src/code')
-rw-r--r--src/code/z_actor.c8
-rw-r--r--src/code/z_collision_check.c851
-rw-r--r--src/code/z_fireobj.c2
3 files changed, 433 insertions, 428 deletions
diff --git a/src/code/z_actor.c b/src/code/z_actor.c
index 3e21dd61d..279443f4d 100644
--- a/src/code/z_actor.c
+++ b/src/code/z_actor.c
@@ -4809,11 +4809,11 @@ void func_800BE504(Actor* actor, ColliderCylinder* cyl) {
}
}
-void func_800BE568(Actor* actor, ColliderSphere* collider) {
- if (collider->info.acHitElem->toucher.dmgFlags & (0x10000 | 0x2000 | 0x1000 | 0x800 | 0x20)) {
- actor->world.rot.y = collider->base.ac->shape.rot.y;
+void func_800BE568(Actor* actor, ColliderSphere* sph) {
+ if (sph->elem.acHitElem->toucher.dmgFlags & (0x10000 | 0x2000 | 0x1000 | 0x800 | 0x20)) {
+ actor->world.rot.y = sph->base.ac->shape.rot.y;
} else {
- actor->world.rot.y = Actor_WorldYawTowardActor(collider->base.ac, actor);
+ actor->world.rot.y = Actor_WorldYawTowardActor(sph->base.ac, actor);
}
}
diff --git a/src/code/z_collision_check.c b/src/code/z_collision_check.c
index b7138b1fb..75e3a11a2 100644
--- a/src/code/z_collision_check.c
+++ b/src/code/z_collision_check.c
@@ -670,7 +670,7 @@ s32 Collider_DestroyTrisElementDim(struct PlayState* play, TriNorm* dim) {
return 1;
}
-s32 Collider_SetTrisElementDim(struct PlayState* play, TriNorm* dim, ColliderTrisElementDimInit* src) {
+s32 Collider_SetTrisElementDim(struct PlayState* play, TriNorm* dest, ColliderTrisElementDimInit* src) {
Vec3f* destVtx;
Vec3f* srcVtx;
f32 nx;
@@ -678,49 +678,49 @@ s32 Collider_SetTrisElementDim(struct PlayState* play, TriNorm* dim, ColliderTri
f32 nz;
f32 originDist;
- for (destVtx = dim->vtx, srcVtx = &src->vtx[0]; destVtx < &dim->vtx[3]; destVtx++, srcVtx++) {
+ for (destVtx = dest->vtx, srcVtx = &src->vtx[0]; destVtx < &dest->vtx[3]; destVtx++, srcVtx++) {
*destVtx = *srcVtx;
}
Math3D_DefPlane(&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;
+ dest->plane.normal.x = nx;
+ dest->plane.normal.y = ny;
+ dest->plane.normal.z = nz;
+ dest->plane.originDist = originDist;
return 1;
}
-s32 Collider_InitTrisElement(struct PlayState* play, ColliderTrisElement* element) {
- Collider_InitElement(play, &element->info);
- Collider_InitTrisElementDim(play, &element->dim);
+s32 Collider_InitTrisElement(struct PlayState* play, ColliderTrisElement* trisElem) {
+ Collider_InitElement(play, &trisElem->base);
+ Collider_InitTrisElementDim(play, &trisElem->dim);
return 1;
}
-s32 Collider_DestroyTrisElement(struct PlayState* play, ColliderTrisElement* element) {
- Collider_DestroyElement(play, &element->info);
- Collider_DestroyTrisElementDim(play, &element->dim);
+s32 Collider_DestroyTrisElement(struct PlayState* play, ColliderTrisElement* trisElem) {
+ Collider_DestroyElement(play, &trisElem->base);
+ Collider_DestroyTrisElementDim(play, &trisElem->dim);
return 1;
}
-s32 Collider_SetTrisElement(struct PlayState* play, ColliderTrisElement* element, ColliderTrisElementInit* src) {
- Collider_SetElement(play, &element->info, &src->info);
- Collider_SetTrisElementDim(play, &element->dim, &src->dim);
+s32 Collider_SetTrisElement(struct PlayState* play, ColliderTrisElement* dest, ColliderTrisElementInit* src) {
+ Collider_SetElement(play, &dest->base, &src->base);
+ Collider_SetTrisElementDim(play, &dest->dim, &src->dim);
return 1;
}
-s32 Collider_ResetTrisElementAT(struct PlayState* play, ColliderTrisElement* element) {
- Collider_ResetATElement(play, &element->info);
+s32 Collider_ResetTrisElementAT(struct PlayState* play, ColliderTrisElement* trisElem) {
+ Collider_ResetATElement(play, &trisElem->base);
return 1;
}
-s32 Collider_ResetTrisElementAC(struct PlayState* play, ColliderTrisElement* element) {
- Collider_ResetACElement(play, &element->info);
+s32 Collider_ResetTrisElementAC(struct PlayState* play, ColliderTrisElement* trisElem) {
+ Collider_ResetACElement(play, &trisElem->base);
return 1;
}
-s32 Collider_ResetTrisElementOC(struct PlayState* play, ColliderTrisElement* element) {
- Collider_ResetOCElement(play, &element->info);
+s32 Collider_ResetTrisElementOC(struct PlayState* play, ColliderTrisElement* trisElem) {
+ Collider_ResetOCElement(play, &trisElem->base);
return 1;
}
@@ -738,12 +738,12 @@ s32 Collider_InitTris(struct PlayState* play, ColliderTris* tris) {
* Destroys a dynamically allocated ColliderTris
*/
s32 Collider_FreeTris(struct PlayState* play, ColliderTris* tris) {
- ColliderTrisElement* element;
+ ColliderTrisElement* trisElem;
Collider_DestroyBase(play, &tris->base);
- for (element = tris->elements; element < &tris->elements[tris->count]; element++) {
- Collider_DestroyTrisElement(play, element);
+ for (trisElem = tris->elements; trisElem < &tris->elements[tris->count]; trisElem++) {
+ Collider_DestroyTrisElement(play, trisElem);
}
tris->count = 0;
@@ -759,12 +759,12 @@ s32 Collider_FreeTris(struct PlayState* play, ColliderTris* tris) {
* Destroys a preallocated ColliderTris
*/
s32 Collider_DestroyTris(struct PlayState* play, ColliderTris* tris) {
- ColliderTrisElement* element;
+ ColliderTrisElement* trisElem;
Collider_DestroyBase(play, &tris->base);
- for (element = tris->elements; element < &tris->elements[tris->count]; element++) {
- Collider_DestroyTrisElement(play, element);
+ for (trisElem = tris->elements; trisElem < &tris->elements[tris->count]; trisElem++) {
+ Collider_DestroyTrisElement(play, trisElem);
}
tris->count = 0;
tris->elements = NULL;
@@ -775,23 +775,23 @@ s32 Collider_DestroyTris(struct PlayState* play, ColliderTris* tris) {
* Sets up the ColliderTris using the values in src and dynamically allocates the element array. Uses default
* OC2_TYPE_1.
*/
-s32 Collider_SetTrisAllocType1(struct PlayState* play, ColliderTris* tris, Actor* actor, ColliderTrisInitType1* src) {
- ColliderTrisElement* element;
+s32 Collider_SetTrisAllocType1(struct PlayState* play, ColliderTris* dest, Actor* actor, ColliderTrisInitType1* src) {
+ ColliderTrisElement* destElem;
ColliderTrisElementInit* srcElem;
- Collider_SetBaseType1(play, &tris->base, actor, &src->base);
- tris->count = src->count;
- tris->elements = ZeldaArena_Malloc(tris->count * sizeof(ColliderTrisElement));
+ Collider_SetBaseType1(play, &dest->base, actor, &src->base);
+ dest->count = src->count;
+ dest->elements = ZeldaArena_Malloc(dest->count * sizeof(ColliderTrisElement));
- if (tris->elements == NULL) {
- tris->count = 0;
+ if (dest->elements == NULL) {
+ dest->count = 0;
return 0;
}
- for (element = tris->elements, srcElem = src->elements; element < &tris->elements[tris->count];
- element++, srcElem++) {
- Collider_InitTrisElement(play, element);
- Collider_SetTrisElement(play, element, srcElem);
+ for (destElem = dest->elements, srcElem = src->elements; destElem < &dest->elements[dest->count];
+ destElem++, srcElem++) {
+ Collider_InitTrisElement(play, destElem);
+ Collider_SetTrisElement(play, destElem, srcElem);
}
return 1;
@@ -800,19 +800,19 @@ s32 Collider_SetTrisAllocType1(struct PlayState* play, ColliderTris* tris, Actor
/**
* Sets up the ColliderTris using the values in src, placing the element array in elements.
*/
-s32 Collider_SetTris(struct PlayState* play, ColliderTris* triGroup, Actor* actor, ColliderTrisInit* src,
- ColliderTrisElement* tris) {
- ColliderTrisElement* element;
+s32 Collider_SetTris(struct PlayState* play, ColliderTris* dest, Actor* actor, ColliderTrisInit* src,
+ ColliderTrisElement* trisElements) {
+ ColliderTrisElement* destElem;
ColliderTrisElementInit* srcElem;
- Collider_SetBase(play, &triGroup->base, actor, &src->base);
- triGroup->count = src->count;
- triGroup->elements = tris;
+ Collider_SetBase(play, &dest->base, actor, &src->base);
+ dest->count = src->count;
+ dest->elements = trisElements;
- for (element = triGroup->elements, srcElem = src->elements; element < &triGroup->elements[triGroup->count];
- element++, srcElem++) {
- Collider_InitTrisElement(play, element);
- Collider_SetTrisElement(play, element, srcElem);
+ for (destElem = dest->elements, srcElem = src->elements; destElem < &dest->elements[dest->count];
+ destElem++, srcElem++) {
+ Collider_InitTrisElement(play, destElem);
+ Collider_SetTrisElement(play, destElem, srcElem);
}
return 1;
@@ -821,10 +821,10 @@ s32 Collider_SetTris(struct PlayState* play, ColliderTris* triGroup, Actor* acto
/**
* Fully initializes a ColliderTris using the values in src, placing the element array in elements.
*/
-s32 Collider_InitAndSetTris(struct PlayState* play, ColliderTris* tris, Actor* actor, ColliderTrisInit* src,
- ColliderTrisElement* elements) {
- Collider_InitTris(play, tris);
- Collider_SetTris(play, tris, actor, src, elements);
+s32 Collider_InitAndSetTris(struct PlayState* play, ColliderTris* dest, Actor* actor, ColliderTrisInit* src,
+ ColliderTrisElement* trisElements) {
+ Collider_InitTris(play, dest);
+ Collider_SetTris(play, dest, actor, src, trisElements);
return 0;
}
@@ -832,13 +832,13 @@ s32 Collider_InitAndSetTris(struct PlayState* play, ColliderTris* tris, Actor* a
* Resets the collider's AT collision flags.
*/
s32 Collider_ResetTrisAT(struct PlayState* play, Collider* col) {
- ColliderTrisElement* element;
+ ColliderTrisElement* trisElem;
ColliderTris* tris = (ColliderTris*)col;
Collider_ResetATBase(play, &tris->base);
- for (element = tris->elements; element < &tris->elements[tris->count]; element++) {
- Collider_ResetTrisElementAT(play, element);
+ for (trisElem = tris->elements; trisElem < &tris->elements[tris->count]; trisElem++) {
+ Collider_ResetTrisElementAT(play, trisElem);
}
return 1;
}
@@ -847,13 +847,13 @@ s32 Collider_ResetTrisAT(struct PlayState* play, Collider* col) {
* Resets the collider's AC collision flags.
*/
s32 Collider_ResetTrisAC(struct PlayState* play, Collider* col) {
- ColliderTrisElement* element;
+ ColliderTrisElement* trisElem;
ColliderTris* tris = (ColliderTris*)col;
Collider_ResetACBase(play, &tris->base);
- for (element = tris->elements; element < &tris->elements[tris->count]; element++) {
- Collider_ResetTrisElementAC(play, element);
+ for (trisElem = tris->elements; trisElem < &tris->elements[tris->count]; trisElem++) {
+ Collider_ResetTrisElementAC(play, trisElem);
}
return 1;
}
@@ -862,13 +862,13 @@ s32 Collider_ResetTrisAC(struct PlayState* play, Collider* col) {
* Resets the collider's OC collision flags.
*/
s32 Collider_ResetTrisOC(struct PlayState* play, Collider* col) {
- ColliderTrisElement* element;
+ ColliderTrisElement* trisElem;
ColliderTris* tris = (ColliderTris*)col;
Collider_ResetOCBase(play, &tris->base);
- for (element = tris->elements; element < &tris->elements[tris->count]; element++) {
- Collider_ResetTrisElementOC(play, element);
+ for (trisElem = tris->elements; trisElem < &tris->elements[tris->count]; trisElem++) {
+ Collider_ResetTrisElementOC(play, trisElem);
}
return 1;
}
@@ -903,62 +903,62 @@ void Collider_SetQuadMidpoints(ColliderQuadDim* dim) {
dim->baMid.z = (dim->quad[1].z + dim->quad[0].z) * 0.5f;
}
-s32 Collider_SetQuadDim(struct PlayState* play, 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];
+s32 Collider_SetQuadDim(struct PlayState* play, ColliderQuadDim* dest, ColliderQuadDimInit* src) {
+ dest->quad[0] = src->quad[0];
+ dest->quad[1] = src->quad[1];
+ dest->quad[2] = src->quad[2];
+ dest->quad[3] = src->quad[3];
- Collider_SetQuadMidpoints(dim);
+ Collider_SetQuadMidpoints(dest);
return 1;
}
/**
* Initializes a ColliderQuad to default values.
*/
-s32 Collider_InitQuad(struct PlayState* play, ColliderQuad* collider) {
- Collider_InitBase(play, &collider->base);
- Collider_InitElement(play, &collider->info);
- Collider_InitQuadDim(play, &collider->dim);
+s32 Collider_InitQuad(struct PlayState* play, ColliderQuad* quad) {
+ Collider_InitBase(play, &quad->base);
+ Collider_InitElement(play, &quad->elem);
+ Collider_InitQuadDim(play, &quad->dim);
return 1;
}
/**
* Destroys a ColliderQuad.
*/
-s32 Collider_DestroyQuad(struct PlayState* play, ColliderQuad* collider) {
- Collider_DestroyBase(play, &collider->base);
- Collider_DestroyElement(play, &collider->info);
- Collider_DestroyQuadDim(play, &collider->dim);
+s32 Collider_DestroyQuad(struct PlayState* play, ColliderQuad* quad) {
+ Collider_DestroyBase(play, &quad->base);
+ Collider_DestroyElement(play, &quad->elem);
+ Collider_DestroyQuadDim(play, &quad->dim);
return 1;
}
/**
* Sets up the ColliderQuad using the values in src. Uses the default OC2_TYPE_1
*/
-s32 Collider_SetQuadType1(struct PlayState* play, ColliderQuad* collider, Actor* actor, ColliderQuadInitType1* src) {
- Collider_SetBaseType1(play, &collider->base, actor, &src->base);
- Collider_SetElement(play, &collider->info, &src->info);
- Collider_SetQuadDim(play, &collider->dim, &src->dim);
+s32 Collider_SetQuadType1(struct PlayState* play, ColliderQuad* dest, Actor* actor, ColliderQuadInitType1* src) {
+ Collider_SetBaseType1(play, &dest->base, actor, &src->base);
+ Collider_SetElement(play, &dest->elem, &src->elem);
+ Collider_SetQuadDim(play, &dest->dim, &src->dim);
return 1;
}
/**
* Sets up the ColliderQuad using the values in src.
*/
-s32 Collider_SetQuad(struct PlayState* play, ColliderQuad* collider, Actor* actor, ColliderQuadInit* src) {
- Collider_SetBase(play, &collider->base, actor, &src->base);
- Collider_SetElement(play, &collider->info, &src->info);
- Collider_SetQuadDim(play, &collider->dim, &src->dim);
+s32 Collider_SetQuad(struct PlayState* play, ColliderQuad* dest, Actor* actor, ColliderQuadInit* src) {
+ Collider_SetBase(play, &dest->base, actor, &src->base);
+ Collider_SetElement(play, &dest->elem, &src->elem);
+ Collider_SetQuadDim(play, &dest->dim, &src->dim);
return 1;
}
/**
* Fully initializes a ColliderQuad using the values in src.
*/
-s32 Collider_InitAndSetQuad(struct PlayState* play, ColliderQuad* collider, Actor* actor, ColliderQuadInit* src) {
- Collider_InitQuad(play, collider);
- Collider_SetQuad(play, collider, actor, src);
+s32 Collider_InitAndSetQuad(struct PlayState* play, ColliderQuad* dest, Actor* actor, ColliderQuadInit* src) {
+ Collider_InitQuad(play, dest);
+ Collider_SetQuad(play, dest, actor, src);
return 0;
}
@@ -969,7 +969,7 @@ s32 Collider_ResetQuadAT(struct PlayState* play, Collider* col) {
ColliderQuad* quad = (ColliderQuad*)col;
Collider_ResetATBase(play, &quad->base);
- Collider_ResetATElement(play, &quad->info);
+ Collider_ResetATElement(play, &quad->elem);
Collider_ResetQuadACDist(play, &quad->dim);
return 1;
}
@@ -981,7 +981,7 @@ s32 Collider_ResetQuadAC(struct PlayState* play, Collider* col) {
ColliderQuad* quad = (ColliderQuad*)col;
Collider_ResetACBase(play, &quad->base);
- Collider_ResetACElement(play, &quad->info);
+ Collider_ResetACElement(play, &quad->elem);
return 1;
}
@@ -992,7 +992,7 @@ s32 Collider_ResetQuadOC(struct PlayState* play, Collider* col) {
ColliderQuad* quad = (ColliderQuad*)col;
Collider_ResetOCBase(play, &quad->base);
- Collider_ResetOCElement(play, &quad->info);
+ Collider_ResetOCElement(play, &quad->elem);
return 1;
}
@@ -1004,7 +1004,7 @@ s32 Collider_QuadSetNearestAC(struct PlayState* play, ColliderQuad* quad, Vec3f*
f32 acDist;
Vec3f dcMid;
- if (!(quad->info.toucherFlags & TOUCH_NEAREST)) {
+ if (!(quad->elem.toucherFlags & TOUCH_NEAREST)) {
return 1;
}
Math_Vec3s_ToVec3f(&dcMid, &quad->dim.dcMid);
@@ -1013,11 +1013,11 @@ s32 Collider_QuadSetNearestAC(struct PlayState* play, ColliderQuad* quad, Vec3f*
if (acDist < quad->dim.acDist) {
quad->dim.acDist = acDist;
- if (quad->info.atHit != NULL) {
- Collider_ResetACBase(play, quad->info.atHit);
+ if (quad->elem.atHit != NULL) {
+ Collider_ResetACBase(play, quad->elem.atHit);
}
- if (quad->info.atHitElem != NULL) {
- Collider_ResetACElement(play, quad->info.atHitElem);
+ if (quad->elem.atHitElem != NULL) {
+ Collider_ResetACElement(play, quad->elem.atHitElem);
}
return 1;
} else {
@@ -1028,39 +1028,39 @@ s32 Collider_QuadSetNearestAC(struct PlayState* play, ColliderQuad* quad, Vec3f*
/**
* Initializes a ColliderSphere to default values.
*/
-s32 Collider_InitSphere(struct PlayState* play, ColliderSphere* collider) {
- Collider_InitBase(play, &collider->base);
- Collider_InitElement(play, &collider->info);
- Collider_InitJntSphElementDim(play, &collider->dim);
+s32 Collider_InitSphere(struct PlayState* play, ColliderSphere* sph) {
+ Collider_InitBase(play, &sph->base);
+ Collider_InitElement(play, &sph->elem);
+ Collider_InitJntSphElementDim(play, &sph->dim);
return 1;
}
/**
* Destroys a ColliderSphere.
*/
-s32 Collider_DestroySphere(struct PlayState* play, ColliderSphere* collider) {
- Collider_DestroyBase(play, &collider->base);
- Collider_DestroyElement(play, &collider->info);
- Collider_DestroyJntSphElementDim(play, &collider->dim);
+s32 Collider_DestroySphere(struct PlayState* play, ColliderSphere* sph) {
+ Collider_DestroyBase(play, &sph->base);
+ Collider_DestroyElement(play, &sph->elem);
+ Collider_DestroyJntSphElementDim(play, &sph->dim);
return 1;
}
/**
* Sets up the ColliderSphere using the values in src.
*/
-s32 Collider_SetSphere(struct PlayState* play, ColliderSphere* collider, Actor* actor, ColliderSphereInit* src) {
- Collider_SetBase(play, &collider->base, actor, &src->base);
- Collider_SetElement(play, &collider->info, &src->info);
- Collider_SetJntSphElementDim(play, &collider->dim, &src->dim);
+s32 Collider_SetSphere(struct PlayState* play, ColliderSphere* dest, Actor* actor, ColliderSphereInit* src) {
+ Collider_SetBase(play, &dest->base, actor, &src->base);
+ Collider_SetElement(play, &dest->elem, &src->elem);
+ Collider_SetJntSphElementDim(play, &dest->dim, &src->dim);
return 1;
}
/**
* Fully initializes a ColliderSphere using the values in src.
*/
-s32 Collider_InitAndSetSphere(struct PlayState* play, ColliderSphere* collider, Actor* actor, ColliderSphereInit* src) {
- Collider_InitSphere(play, collider);
- Collider_SetSphere(play, collider, actor, src);
+s32 Collider_InitAndSetSphere(struct PlayState* play, ColliderSphere* dest, Actor* actor, ColliderSphereInit* src) {
+ Collider_InitSphere(play, dest);
+ Collider_SetSphere(play, dest, actor, src);
return 0;
}
@@ -1068,10 +1068,10 @@ s32 Collider_InitAndSetSphere(struct PlayState* play, ColliderSphere* collider,
* Resets the collider's AT collision flags.
*/
s32 Collider_ResetSphereAT(struct PlayState* play, Collider* col) {
- ColliderSphere* sphere = (ColliderSphere*)col;
+ ColliderSphere* sph = (ColliderSphere*)col;
- Collider_ResetATBase(play, &sphere->base);
- Collider_ResetATElement(play, &sphere->info);
+ Collider_ResetATBase(play, &sph->base);
+ Collider_ResetATElement(play, &sph->elem);
return 1;
}
@@ -1079,10 +1079,10 @@ s32 Collider_ResetSphereAT(struct PlayState* play, Collider* col) {
* Resets the collider's AC collision flags.
*/
s32 Collider_ResetSphereAC(struct PlayState* play, Collider* col) {
- ColliderSphere* sphere = (ColliderSphere*)col;
+ ColliderSphere* sph = (ColliderSphere*)col;
- Collider_ResetACBase(play, &sphere->base);
- Collider_ResetACElement(play, &sphere->info);
+ Collider_ResetACBase(play, &sph->base);
+ Collider_ResetACElement(play, &sph->elem);
return 1;
}
@@ -1090,10 +1090,10 @@ s32 Collider_ResetSphereAC(struct PlayState* play, Collider* col) {
* Resets the collider's OC collision flags.
*/
s32 Collider_ResetSphereOC(struct PlayState* play, Collider* col) {
- ColliderSphere* sphere = (ColliderSphere*)col;
+ ColliderSphere* sph = (ColliderSphere*)col;
- Collider_ResetOCBase(play, &sphere->base);
- Collider_ResetOCElement(play, &sphere->info);
+ Collider_ResetOCBase(play, &sph->base);
+ Collider_ResetOCElement(play, &sph->elem);
return 1;
}
@@ -1127,9 +1127,9 @@ s32 Collider_SetLinePoints(struct PlayState* play, OcLine* line, Vec3f* a, Vec3f
/**
* Sets up an OcLine using the values in src.
*/
-s32 Collider_SetLine(struct PlayState* play, OcLine* line, OcLine* src) {
- line->ocFlags = src->ocFlags;
- Collider_SetLinePoints(play, line, &src->line.a, &src->line.b);
+s32 Collider_SetLine(struct PlayState* play, OcLine* dst, OcLine* src) {
+ dst->ocFlags = src->ocFlags;
+ Collider_SetLinePoints(play, dst, &src->line.a, &src->line.b);
return 1;
}
@@ -1158,7 +1158,7 @@ void CollisionCheck_DestroyContext(struct PlayState* play, CollisionCheckContext
*/
void CollisionCheck_ClearContext(struct PlayState* play, CollisionCheckContext* colChkCtx) {
Collider** colP;
- OcLine** line;
+ OcLine** lineP;
if (colChkCtx->sacFlags & SAC_ON) {
return;
@@ -1181,8 +1181,8 @@ void CollisionCheck_ClearContext(struct PlayState* play, CollisionCheckContext*
*colP = NULL;
}
- for (line = &colChkCtx->colLine[0]; line < &colChkCtx->colLine[ARRAY_COUNT(colChkCtx->colLine)]; line++) {
- *line = NULL;
+ for (lineP = &colChkCtx->colLine[0]; lineP < &colChkCtx->colLine[ARRAY_COUNT(colChkCtx->colLine)]; lineP++) {
+ *lineP = NULL;
}
}
@@ -1761,12 +1761,12 @@ s32 CollisionCheck_SetATvsAC(struct PlayState* play, Collider* atCol, ColliderEl
return 1;
}
-void CollisionCheck_TrisAvgPoint(ColliderTrisElement* tri, Vec3f* avg) {
+void CollisionCheck_TrisAvgPoint(ColliderTrisElement* trisElem, 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;
+ avg->x = (trisElem->dim.vtx[0].x + trisElem->dim.vtx[1].x + trisElem->dim.vtx[2].x) * oneThird;
+ avg->y = (trisElem->dim.vtx[0].y + trisElem->dim.vtx[1].y + trisElem->dim.vtx[2].y) * oneThird;
+ avg->z = (trisElem->dim.vtx[0].z + trisElem->dim.vtx[1].z + trisElem->dim.vtx[2].z) * oneThird;
}
void CollisionCheck_QuadAvgPoint(ColliderQuad* quad, Vec3f* avg) {
@@ -1894,30 +1894,30 @@ void CollisionCheck_AC_JntSphVsTris(struct PlayState* play, CollisionCheckContex
Collider* acCol) {
ColliderJntSph* atJntSph = (ColliderJntSph*)atCol;
ColliderJntSphElement* atJntSphElem;
- ColliderTris* ac = (ColliderTris*)acCol;
- ColliderTrisElement* acElem;
+ ColliderTris* acTris = (ColliderTris*)acCol;
+ ColliderTrisElement* acTrisElem;
Vec3f hitPos;
- if ((atJntSph->count > 0) && (atJntSph->elements != NULL) && (ac->count > 0) && (ac->elements != NULL)) {
+ if ((atJntSph->count > 0) && (atJntSph->elements != NULL) && (acTris->count > 0) && (acTris->elements != NULL)) {
for (atJntSphElem = atJntSph->elements; atJntSphElem < &atJntSph->elements[atJntSph->count]; atJntSphElem++) {
if (CollisionCheck_SkipTouch(&atJntSphElem->base)) {
continue;
}
- for (acElem = ac->elements; acElem < &ac->elements[ac->count]; acElem++) {
- if (CollisionCheck_SkipBump(&acElem->info)) {
+ for (acTrisElem = acTris->elements; acTrisElem < &acTris->elements[acTris->count]; acTrisElem++) {
+ if (CollisionCheck_SkipBump(&acTrisElem->base)) {
continue;
}
- if (CollisionCheck_NoSharedFlags(&atJntSphElem->base, &acElem->info)) {
+ if (CollisionCheck_NoSharedFlags(&atJntSphElem->base, &acTrisElem->base)) {
continue;
}
- if (Math3D_TriVsSphIntersect(&atJntSphElem->dim.worldSphere, &acElem->dim, &hitPos)) {
+ if (Math3D_TriVsSphIntersect(&atJntSphElem->dim.worldSphere, &acTrisElem->dim, &hitPos)) {
Vec3f atPos;
Vec3f acPos;
Math_Vec3s_ToVec3f(&atPos, &atJntSphElem->dim.worldSphere.center);
- CollisionCheck_TrisAvgPoint(acElem, &acPos);
- CollisionCheck_SetATvsAC(play, &atJntSph->base, &atJntSphElem->base, &atPos, &ac->base,
- &acElem->info, &acPos, &hitPos);
+ CollisionCheck_TrisAvgPoint(acTrisElem, &acPos);
+ CollisionCheck_SetATvsAC(play, &atJntSph->base, &atJntSphElem->base, &atPos, &acTris->base,
+ &acTrisElem->base, &acPos, &hitPos);
return;
}
}
@@ -1931,22 +1931,22 @@ void CollisionCheck_AC_JntSphVsTris(struct PlayState* play, CollisionCheckContex
void CollisionCheck_AC_JntSphVsQuad(struct PlayState* play, CollisionCheckContext* colChkCtx, Collider* atCol,
Collider* acCol) {
ColliderJntSph* atJntSph = (ColliderJntSph*)atCol;
- ColliderQuad* ac = (ColliderQuad*)acCol;
+ ColliderQuad* acQuad = (ColliderQuad*)acCol;
Vec3f hitPos;
ColliderJntSphElement* atJntSphElem;
if ((atJntSph->count > 0) && (atJntSph->elements != NULL)) {
- if (CollisionCheck_SkipBump(&ac->info)) {
+ if (CollisionCheck_SkipBump(&acQuad->elem)) {
return;
}
- Math3D_TriNorm(&D_801EF590, &ac->dim.quad[2], &ac->dim.quad[3], &ac->dim.quad[1]);
- Math3D_TriNorm(&D_801EF5C8, &ac->dim.quad[1], &ac->dim.quad[0], &ac->dim.quad[2]);
+ Math3D_TriNorm(&D_801EF590, &acQuad->dim.quad[2], &acQuad->dim.quad[3], &acQuad->dim.quad[1]);
+ Math3D_TriNorm(&D_801EF5C8, &acQuad->dim.quad[1], &acQuad->dim.quad[0], &acQuad->dim.quad[2]);
for (atJntSphElem = atJntSph->elements; atJntSphElem < &atJntSph->elements[atJntSph->count]; atJntSphElem++) {
if (CollisionCheck_SkipTouch(&atJntSphElem->base)) {
continue;
}
- if (CollisionCheck_NoSharedFlags(&atJntSphElem->base, &ac->info)) {
+ if (CollisionCheck_NoSharedFlags(&atJntSphElem->base, &acQuad->elem)) {
continue;
}
if (Math3D_TriVsSphIntersect(&atJntSphElem->dim.worldSphere, &D_801EF590, &hitPos) ||
@@ -1955,9 +1955,9 @@ void CollisionCheck_AC_JntSphVsQuad(struct PlayState* play, CollisionCheckContex
Vec3f acPos;
Math_Vec3s_ToVec3f(&atPos, &atJntSphElem->dim.worldSphere.center);
- CollisionCheck_QuadAvgPoint(ac, &acPos);
- CollisionCheck_SetATvsAC(play, &atJntSph->base, &atJntSphElem->base, &atPos, &ac->base, &ac->info,
- &acPos, &hitPos);
+ CollisionCheck_QuadAvgPoint(acQuad, &acPos);
+ CollisionCheck_SetATvsAC(play, &atJntSph->base, &atJntSphElem->base, &atPos, &acQuad->base,
+ &acQuad->elem, &acPos, &hitPos);
return;
}
}
@@ -1970,23 +1970,23 @@ void CollisionCheck_AC_JntSphVsQuad(struct PlayState* play, CollisionCheckContex
void CollisionCheck_AC_JntSphVsSphere(struct PlayState* play, CollisionCheckContext* colChkCtx, Collider* atCol,
Collider* acCol) {
ColliderJntSph* atJntSph = (ColliderJntSph*)atCol;
- ColliderSphere* ac = (ColliderSphere*)acCol;
+ ColliderSphere* acSph = (ColliderSphere*)acCol;
ColliderJntSphElement* atJntSphElem;
f32 overlapSize;
f32 centerDist;
if ((atJntSph->count > 0) && (atJntSph->elements != NULL)) {
- if (CollisionCheck_SkipBump(&ac->info)) {
+ if (CollisionCheck_SkipBump(&acSph->elem)) {
return;
}
for (atJntSphElem = atJntSph->elements; atJntSphElem < &atJntSph->elements[atJntSph->count]; atJntSphElem++) {
if (CollisionCheck_SkipTouch(&atJntSphElem->base)) {
continue;
}
- if (CollisionCheck_NoSharedFlags(&atJntSphElem->base, &ac->info)) {
+ if (CollisionCheck_NoSharedFlags(&atJntSphElem->base, &acSph->elem)) {
continue;
}
- if (Math3D_SphVsSphOverlapCenterDist(&atJntSphElem->dim.worldSphere, &ac->dim.worldSphere, &overlapSize,
+ if (Math3D_SphVsSphOverlapCenterDist(&atJntSphElem->dim.worldSphere, &acSph->dim.worldSphere, &overlapSize,
&centerDist)) {
f32 acToHit;
Vec3f hitPos;
@@ -1994,16 +1994,16 @@ void CollisionCheck_AC_JntSphVsSphere(struct PlayState* play, CollisionCheckCont
Vec3f acPos;
Math_Vec3s_ToVec3f(&atPos, &atJntSphElem->dim.worldSphere.center);
- Math_Vec3s_ToVec3f(&acPos, &ac->dim.worldSphere.center);
+ Math_Vec3s_ToVec3f(&acPos, &acSph->dim.worldSphere.center);
if (!IS_ZERO(centerDist)) {
- acToHit = ac->dim.worldSphere.radius / centerDist;
+ acToHit = acSph->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(play, &atJntSph->base, &atJntSphElem->base, &atPos, &ac->base, &ac->info,
+ CollisionCheck_SetATvsAC(play, &atJntSph->base, &atJntSphElem->base, &atPos, &acSph->base, &acSph->elem,
&acPos, &hitPos);
}
}
@@ -2123,31 +2123,31 @@ void CollisionCheck_AC_CylVsCyl(struct PlayState* play, CollisionCheckContext* c
void CollisionCheck_AC_CylVsTris(struct PlayState* play, CollisionCheckContext* colChkCtx, Collider* atCol,
Collider* acCol) {
ColliderCylinder* atCyl = (ColliderCylinder*)atCol;
- ColliderTris* ac = (ColliderTris*)acCol;
- ColliderTrisElement* acElem;
+ ColliderTris* acTris = (ColliderTris*)acCol;
+ ColliderTrisElement* acTrisElem;
Vec3f hitPos;
- if ((atCyl->dim.radius > 0) && (atCyl->dim.height > 0) && (ac->count > 0) && (ac->elements != NULL)) {
+ if ((atCyl->dim.radius > 0) && (atCyl->dim.height > 0) && (acTris->count > 0) && (acTris->elements != NULL)) {
if (CollisionCheck_SkipTouch(&atCyl->elem)) {
return;
}
- for (acElem = ac->elements; acElem < &ac->elements[ac->count]; acElem++) {
- if (CollisionCheck_SkipBump(&acElem->info)) {
+ for (acTrisElem = acTris->elements; acTrisElem < &acTris->elements[acTris->count]; acTrisElem++) {
+ if (CollisionCheck_SkipBump(&acTrisElem->base)) {
continue;
}
- if (CollisionCheck_NoSharedFlags(&atCyl->elem, &acElem->info)) {
+ if (CollisionCheck_NoSharedFlags(&atCyl->elem, &acTrisElem->base)) {
continue;
}
- if (Math3D_CylTriVsIntersect(&atCyl->dim, &acElem->dim, &hitPos)) {
+ if (Math3D_CylTriVsIntersect(&atCyl->dim, &acTrisElem->dim, &hitPos)) {
Vec3f atPos;
Vec3f acPos;
Math_Vec3s_ToVec3f(&atPos, &atCyl->dim.pos);
- CollisionCheck_TrisAvgPoint(acElem, &acPos);
- CollisionCheck_SetATvsAC(play, &atCyl->base, &atCyl->elem, &atPos, &ac->base, &acElem->info, &acPos,
- &hitPos);
+ CollisionCheck_TrisAvgPoint(acTrisElem, &acPos);
+ CollisionCheck_SetATvsAC(play, &atCyl->base, &atCyl->elem, &atPos, &acTris->base, &acTrisElem->base,
+ &acPos, &hitPos);
return;
}
}
@@ -2160,36 +2160,36 @@ void CollisionCheck_AC_CylVsTris(struct PlayState* play, CollisionCheckContext*
void CollisionCheck_AC_CylVsQuad(struct PlayState* play, CollisionCheckContext* colChkCtx, Collider* atCol,
Collider* acCol) {
ColliderCylinder* atCyl = (ColliderCylinder*)atCol;
- ColliderQuad* ac = (ColliderQuad*)acCol;
+ ColliderQuad* acQuad = (ColliderQuad*)acCol;
if ((atCyl->dim.height > 0) && (atCyl->dim.radius > 0)) {
if (CollisionCheck_SkipTouch(&atCyl->elem)) {
return;
}
- if (CollisionCheck_SkipBump(&ac->info)) {
+ if (CollisionCheck_SkipBump(&acQuad->elem)) {
return;
}
- if (CollisionCheck_NoSharedFlags(&atCyl->elem, &ac->info)) {
+ if (CollisionCheck_NoSharedFlags(&atCyl->elem, &acQuad->elem)) {
return;
}
- Math3D_TriNorm(&D_801EF600, &ac->dim.quad[2], &ac->dim.quad[3], &ac->dim.quad[1]);
- Math3D_TriNorm(&D_801EF638, &ac->dim.quad[1], &ac->dim.quad[0], &ac->dim.quad[2]);
+ Math3D_TriNorm(&D_801EF600, &acQuad->dim.quad[2], &acQuad->dim.quad[3], &acQuad->dim.quad[1]);
+ Math3D_TriNorm(&D_801EF638, &acQuad->dim.quad[1], &acQuad->dim.quad[0], &acQuad->dim.quad[2]);
if (Math3D_CylTriVsIntersect(&atCyl->dim, &D_801EF600, &D_801EDE00)) {
Vec3f atPos;
Vec3f acPos;
Math_Vec3s_ToVec3f(&atPos, &atCyl->dim.pos);
- CollisionCheck_QuadAvgPoint(ac, &acPos);
- CollisionCheck_SetATvsAC(play, &atCyl->base, &atCyl->elem, &atPos, &ac->base, &ac->info, &acPos,
+ CollisionCheck_QuadAvgPoint(acQuad, &acPos);
+ CollisionCheck_SetATvsAC(play, &atCyl->base, &atCyl->elem, &atPos, &acQuad->base, &acQuad->elem, &acPos,
&D_801EDE00);
} else if (Math3D_CylTriVsIntersect(&atCyl->dim, &D_801EF638, &D_801EDE00)) {
Vec3f atPos;
Vec3f acPos;
Math_Vec3s_ToVec3f(&atPos, &atCyl->dim.pos);
- CollisionCheck_QuadAvgPoint(ac, &acPos);
- CollisionCheck_SetATvsAC(play, &atCyl->base, &atCyl->elem, &atPos, &ac->base, &ac->info, &acPos,
+ CollisionCheck_QuadAvgPoint(acQuad, &acPos);
+ CollisionCheck_SetATvsAC(play, &atCyl->base, &atCyl->elem, &atPos, &acQuad->base, &acQuad->elem, &acPos,
&D_801EDE00);
}
}
@@ -2201,7 +2201,7 @@ void CollisionCheck_AC_CylVsQuad(struct PlayState* play, CollisionCheckContext*
void CollisionCheck_AC_CylVsSphere(struct PlayState* play, CollisionCheckContext* colChkCtx, Collider* atCol,
Collider* acCol) {
ColliderCylinder* atCyl = (ColliderCylinder*)atCol;
- ColliderSphere* ac = (ColliderSphere*)acCol;
+ ColliderSphere* acSph = (ColliderSphere*)acCol;
f32 overlapSize;
f32 centerDist;
@@ -2209,24 +2209,24 @@ void CollisionCheck_AC_CylVsSphere(struct PlayState* play, CollisionCheckContext
if (CollisionCheck_SkipTouch(&atCyl->elem)) {
return;
}
- if (CollisionCheck_SkipBump(&ac->info)) {
+ if (CollisionCheck_SkipBump(&acSph->elem)) {
return;
}
- if (CollisionCheck_NoSharedFlags(&atCyl->elem, &ac->info)) {
+ if (CollisionCheck_NoSharedFlags(&atCyl->elem, &acSph->elem)) {
return;
}
- if (Math3D_SphVsCylOverlapCenterDist(&ac->dim.worldSphere, &atCyl->dim, &overlapSize, &centerDist)) {
+ if (Math3D_SphVsCylOverlapCenterDist(&acSph->dim.worldSphere, &atCyl->dim, &overlapSize, &centerDist)) {
Vec3f hitPos;
Vec3f atPos;
Vec3f acPos;
f32 acToHit;
Math_Vec3s_ToVec3f(&atPos, &atCyl->dim.pos);
- Math_Vec3s_ToVec3f(&acPos, &ac->dim.worldSphere.center);
+ Math_Vec3s_ToVec3f(&acPos, &acSph->dim.worldSphere.center);
if (!IS_ZERO(centerDist)) {
- acToHit = ac->dim.worldSphere.radius / centerDist;
+ acToHit = acSph->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;
@@ -2237,7 +2237,8 @@ void CollisionCheck_AC_CylVsSphere(struct PlayState* play, CollisionCheckContext
} else {
Math_Vec3f_Copy(&hitPos, &atPos);
}
- CollisionCheck_SetATvsAC(play, &atCyl->base, &atCyl->elem, &atPos, &ac->base, &ac->info, &acPos, &hitPos);
+ CollisionCheck_SetATvsAC(play, &atCyl->base, &atCyl->elem, &atPos, &acSph->base, &acSph->elem, &acPos,
+ &hitPos);
}
}
}
@@ -2247,31 +2248,31 @@ void CollisionCheck_AC_CylVsSphere(struct PlayState* play, CollisionCheckContext
*/
void CollisionCheck_AC_TrisVsJntSph(struct PlayState* play, CollisionCheckContext* colChkCtx, Collider* atCol,
Collider* acCol) {
- ColliderTris* at = (ColliderTris*)atCol;
+ ColliderTris* atTris = (ColliderTris*)atCol;
ColliderJntSphElement* acJntSphElem;
ColliderJntSph* acJntSph = (ColliderJntSph*)acCol;
- ColliderTrisElement* atElem;
+ ColliderTrisElement* atTrisElem;
Vec3f hitPos;
- if ((acJntSph->count > 0) && (acJntSph->elements != NULL) && (at->count > 0) && (at->elements != NULL)) {
+ if ((acJntSph->count > 0) && (acJntSph->elements != NULL) && (atTris->count > 0) && (atTris->elements != NULL)) {
for (acJntSphElem = acJntSph->elements; acJntSphElem < &acJntSph->elements[acJntSph->count]; acJntSphElem++) {
if (CollisionCheck_SkipBump(&acJntSphElem->base)) {
continue;
}
- for (atElem = at->elements; atElem < &at->elements[at->count]; atElem++) {
- if (CollisionCheck_SkipTouch(&atElem->info)) {
+ for (atTrisElem = atTris->elements; atTrisElem < &atTris->elements[atTris->count]; atTrisElem++) {
+ if (CollisionCheck_SkipTouch(&atTrisElem->base)) {
continue;
}
- if (CollisionCheck_NoSharedFlags(&atElem->info, &acJntSphElem->base)) {
+ if (CollisionCheck_NoSharedFlags(&atTrisElem->base, &acJntSphElem->base)) {
continue;
}
- if (Math3D_TriVsSphIntersect(&acJntSphElem->dim.worldSphere, &atElem->dim, &hitPos)) {
+ if (Math3D_TriVsSphIntersect(&acJntSphElem->dim.worldSphere, &atTrisElem->dim, &hitPos)) {
Vec3f atPos;
Vec3f acPos;
Math_Vec3s_ToVec3f(&acPos, &acJntSphElem->dim.worldSphere.center);
- CollisionCheck_TrisAvgPoint(atElem, &atPos);
- CollisionCheck_SetATvsAC(play, &at->base, &atElem->info, &atPos, &acJntSph->base,
+ CollisionCheck_TrisAvgPoint(atTrisElem, &atPos);
+ CollisionCheck_SetATvsAC(play, &atTris->base, &atTrisElem->base, &atPos, &acJntSph->base,
&acJntSphElem->base, &acPos, &hitPos);
if (!(acJntSph->base.ocFlags2 & OC2_FIRST_ONLY)) {
@@ -2288,29 +2289,29 @@ void CollisionCheck_AC_TrisVsJntSph(struct PlayState* play, CollisionCheckContex
*/
void CollisionCheck_AC_TrisVsCyl(struct PlayState* play, CollisionCheckContext* colChkCtx, Collider* atCol,
Collider* acCol) {
- ColliderTris* at = (ColliderTris*)atCol;
+ ColliderTris* atTris = (ColliderTris*)atCol;
ColliderCylinder* acCyl = (ColliderCylinder*)acCol;
- ColliderTrisElement* atElem;
+ ColliderTrisElement* atTrisElem;
- if ((acCyl->dim.radius > 0) && (acCyl->dim.height > 0) && (at->count > 0) && (at->elements != NULL)) {
+ if ((acCyl->dim.radius > 0) && (acCyl->dim.height > 0) && (atTris->count > 0) && (atTris->elements != NULL)) {
if (CollisionCheck_SkipBump(&acCyl->elem)) {
return;
}
- for (atElem = at->elements; atElem < &at->elements[at->count]; atElem++) {
- if (CollisionCheck_SkipTouch(&atElem->info)) {
+ for (atTrisElem = atTris->elements; atTrisElem < &atTris->elements[atTris->count]; atTrisElem++) {
+ if (CollisionCheck_SkipTouch(&atTrisElem->base)) {
continue;
}
- if (CollisionCheck_NoSharedFlags(&atElem->info, &acCyl->elem)) {
+ if (CollisionCheck_NoSharedFlags(&atTrisElem->base, &acCyl->elem)) {
continue;
}
- if (Math3D_CylTriVsIntersect(&acCyl->dim, &atElem->dim, &D_801EDE10)) {
+ if (Math3D_CylTriVsIntersect(&acCyl->dim, &atTrisElem->dim, &D_801EDE10)) {
Vec3f atPos;
Vec3f acPos;
- CollisionCheck_TrisAvgPoint(atElem, &atPos);
+ CollisionCheck_TrisAvgPoint(atTrisElem, &atPos);
Math_Vec3s_ToVec3f(&acPos, &acCyl->dim.pos);
- CollisionCheck_SetATvsAC(play, &at->base, &atElem->info, &atPos, &acCyl->base, &acCyl->elem, &acPos,
- &D_801EDE10);
+ CollisionCheck_SetATvsAC(play, &atTris->base, &atTrisElem->base, &atPos, &acCyl->base, &acCyl->elem,
+ &acPos, &D_801EDE10);
return;
}
}
@@ -2322,31 +2323,31 @@ void CollisionCheck_AC_TrisVsCyl(struct PlayState* play, CollisionCheckContext*
*/
void CollisionCheck_AC_TrisVsTris(struct PlayState* play, CollisionCheckContext* colChkCtx, Collider* atCol,
Collider* acCol) {
- ColliderTris* at = (ColliderTris*)atCol;
- ColliderTrisElement* atElem;
- ColliderTris* ac = (ColliderTris*)acCol;
- 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)) {
+ ColliderTris* atTris = (ColliderTris*)atCol;
+ ColliderTrisElement* atTrisElem;
+ ColliderTris* acTris = (ColliderTris*)acCol;
+ ColliderTrisElement* acTrisElem;
+
+ if ((acTris->count > 0) && (acTris->elements != NULL) && (atTris->count > 0) && (atTris->elements != NULL)) {
+ for (acTrisElem = acTris->elements; acTrisElem < &acTris->elements[acTris->count]; acTrisElem++) {
+ if (CollisionCheck_SkipBump(&acTrisElem->base)) {
continue;
}
- for (atElem = at->elements; atElem < &at->elements[at->count]; atElem++) {
- if (CollisionCheck_SkipTouch(&atElem->info)) {
+ for (atTrisElem = atTris->elements; atTrisElem < &atTris->elements[atTris->count]; atTrisElem++) {
+ if (CollisionCheck_SkipTouch(&atTrisElem->base)) {
continue;
}
- if (CollisionCheck_NoSharedFlags(&atElem->info, &acElem->info)) {
+ if (CollisionCheck_NoSharedFlags(&atTrisElem->base, &acTrisElem->base)) {
continue;
}
- if (Math3D_TriVsTriIntersect(&atElem->dim, &acElem->dim, &D_801EDE20)) {
+ if (Math3D_TriVsTriIntersect(&atTrisElem->dim, &acTrisElem->dim, &D_801EDE20)) {
Vec3f atPos;
Vec3f acPos;
- CollisionCheck_TrisAvgPoint(atElem, &atPos);
- CollisionCheck_TrisAvgPoint(acElem, &acPos);
- CollisionCheck_SetATvsAC(play, &at->base, &atElem->info, &atPos, &ac->base, &acElem->info, &acPos,
- &D_801EDE20);
+ CollisionCheck_TrisAvgPoint(atTrisElem, &atPos);
+ CollisionCheck_TrisAvgPoint(acTrisElem, &acPos);
+ CollisionCheck_SetATvsAC(play, &atTris->base, &atTrisElem->base, &atPos, &acTris->base,
+ &acTrisElem->base, &acPos, &D_801EDE20);
return;
}
}
@@ -2359,34 +2360,34 @@ void CollisionCheck_AC_TrisVsTris(struct PlayState* play, CollisionCheckContext*
*/
void CollisionCheck_AC_TrisVsQuad(struct PlayState* play, CollisionCheckContext* colChkCtx, Collider* atCol,
Collider* acCol) {
- ColliderTris* at = (ColliderTris*)atCol;
- ColliderQuad* ac = (ColliderQuad*)acCol;
- ColliderTrisElement* atElem;
+ ColliderTris* atTris = (ColliderTris*)atCol;
+ ColliderQuad* acQuad = (ColliderQuad*)acCol;
+ ColliderTrisElement* atTrisElem;
- if ((at->count > 0) && (at->elements != NULL)) {
- if (CollisionCheck_SkipBump(&ac->info)) {
+ if ((atTris->count > 0) && (atTris->elements != NULL)) {
+ if (CollisionCheck_SkipBump(&acQuad->elem)) {
return;
}
- Math3D_TriNorm(&D_801EDE40, &ac->dim.quad[2], &ac->dim.quad[3], &ac->dim.quad[1]);
- Math3D_TriNorm(&D_801EDE78, &ac->dim.quad[1], &ac->dim.quad[0], &ac->dim.quad[2]);
+ Math3D_TriNorm(&D_801EDE40, &acQuad->dim.quad[2], &acQuad->dim.quad[3], &acQuad->dim.quad[1]);
+ Math3D_TriNorm(&D_801EDE78, &acQuad->dim.quad[1], &acQuad->dim.quad[0], &acQuad->dim.quad[2]);
- for (atElem = at->elements; atElem < &at->elements[at->count]; atElem++) {
- if (CollisionCheck_SkipTouch(&atElem->info)) {
+ for (atTrisElem = atTris->elements; atTrisElem < &atTris->elements[atTris->count]; atTrisElem++) {
+ if (CollisionCheck_SkipTouch(&atTrisElem->base)) {
continue;
}
- if (CollisionCheck_NoSharedFlags(&atElem->info, &ac->info)) {
+ if (CollisionCheck_NoSharedFlags(&atTrisElem->base, &acQuad->elem)) {
continue;
}
- if (Math3D_TriVsTriIntersect(&D_801EDE40, &atElem->dim, &D_801EDE30) ||
- Math3D_TriVsTriIntersect(&D_801EDE78, &atElem->dim, &D_801EDE30)) {
+ if (Math3D_TriVsTriIntersect(&D_801EDE40, &atTrisElem->dim, &D_801EDE30) ||
+ Math3D_TriVsTriIntersect(&D_801EDE78, &atTrisElem->dim, &D_801EDE30)) {
Vec3f atPos;
Vec3f acPos;
- CollisionCheck_TrisAvgPoint(atElem, &atPos);
- CollisionCheck_QuadAvgPoint(ac, &acPos);
- CollisionCheck_SetATvsAC(play, &at->base, &atElem->info, &atPos, &ac->base, &ac->info, &acPos,
- &D_801EDE30);
+ CollisionCheck_TrisAvgPoint(atTrisElem, &atPos);
+ CollisionCheck_QuadAvgPoint(acQuad, &acPos);
+ CollisionCheck_SetATvsAC(play, &atTris->base, &atTrisElem->base, &atPos, &acQuad->base, &acQuad->elem,
+ &acPos, &D_801EDE30);
return;
}
}
@@ -2398,29 +2399,30 @@ void CollisionCheck_AC_TrisVsQuad(struct PlayState* play, CollisionCheckContext*
*/
void CollisionCheck_AC_TrisVsSphere(struct PlayState* play, CollisionCheckContext* colChkCtx, Collider* atCol,
Collider* acCol) {
- ColliderTris* at = (ColliderTris*)atCol;
- ColliderTrisElement* atElem;
- ColliderSphere* ac = (ColliderSphere*)acCol;
+ ColliderTris* atTris = (ColliderTris*)atCol;
+ ColliderTrisElement* atTrisElem;
+ ColliderSphere* acSph = (ColliderSphere*)acCol;
Vec3f hitPos;
- if ((at->count > 0) && (at->elements != NULL)) {
- if (CollisionCheck_SkipBump(&ac->info)) {
+ if ((atTris->count > 0) && (atTris->elements != NULL)) {
+ if (CollisionCheck_SkipBump(&acSph->elem)) {
return;
}
- for (atElem = at->elements; atElem < &at->elements[at->count]; atElem++) {
- if (CollisionCheck_SkipTouch(&atElem->info)) {
+ for (atTrisElem = atTris->elements; atTrisElem < &atTris->elements[atTris->count]; atTrisElem++) {
+ if (CollisionCheck_SkipTouch(&atTrisElem->base)) {
continue;
}
- if (CollisionCheck_NoSharedFlags(&atElem->info, &ac->info)) {
+ if (CollisionCheck_NoSharedFlags(&atTrisElem->base, &acSph->elem)) {
continue;
}
- if (Math3D_TriVsSphIntersect(&ac->dim.worldSphere, &atElem->dim, &hitPos)) {
+ if (Math3D_TriVsSphIntersect(&acSph->dim.worldSphere, &atTrisElem->dim, &hitPos)) {
Vec3f atPos;
Vec3f acPos;
- Math_Vec3s_ToVec3f(&acPos, &ac->dim.worldSphere.center);
- CollisionCheck_TrisAvgPoint(atElem, &atPos);
- CollisionCheck_SetATvsAC(play, &at->base, &atElem->info, &atPos, &ac->base, &ac->info, &acPos, &hitPos);
+ Math_Vec3s_ToVec3f(&acPos, &acSph->dim.worldSphere.center);
+ CollisionCheck_TrisAvgPoint(atTrisElem, &atPos);
+ CollisionCheck_SetATvsAC(play, &atTris->base, &atTrisElem->base, &atPos, &acSph->base, &acSph->elem,
+ &acPos, &hitPos);
}
}
}
@@ -2433,21 +2435,21 @@ void CollisionCheck_AC_QuadVsJntSph(struct PlayState* play, CollisionCheckContex
Collider* acCol) {
ColliderJntSphElement* acJntSphElem;
Vec3f hitPos;
- ColliderQuad* at = (ColliderQuad*)atCol;
+ ColliderQuad* atQuad = (ColliderQuad*)atCol;
ColliderJntSph* acJntSph = (ColliderJntSph*)acCol;
if ((acJntSph->count > 0) && (acJntSph->elements != NULL)) {
- if (CollisionCheck_SkipTouch(&at->info)) {
+ if (CollisionCheck_SkipTouch(&atQuad->elem)) {
return;
}
- Math3D_TriNorm(&D_801EDEC8, &at->dim.quad[2], &at->dim.quad[3], &at->dim.quad[1]);
- Math3D_TriNorm(&D_801EDF00, &at->dim.quad[2], &at->dim.quad[1], &at->dim.quad[0]);
+ Math3D_TriNorm(&D_801EDEC8, &atQuad->dim.quad[2], &atQuad->dim.quad[3], &atQuad->dim.quad[1]);
+ Math3D_TriNorm(&D_801EDF00, &atQuad->dim.quad[2], &atQuad->dim.quad[1], &atQuad->dim.quad[0]);
for (acJntSphElem = acJntSph->elements; acJntSphElem < &acJntSph->elements[acJntSph->count]; acJntSphElem++) {
if (CollisionCheck_SkipBump(&acJntSphElem->base)) {
continue;
}
- if (CollisionCheck_NoSharedFlags(&at->info, &acJntSphElem->base)) {
+ if (CollisionCheck_NoSharedFlags(&atQuad->elem, &acJntSphElem->base)) {
continue;
}
if (Math3D_TriVsSphIntersect(&acJntSphElem->dim.worldSphere, &D_801EDEC8, &hitPos) ||
@@ -2455,13 +2457,13 @@ void CollisionCheck_AC_QuadVsJntSph(struct PlayState* play, CollisionCheckContex
Vec3f atPos;
Vec3f acPos;
- if (!Collider_QuadSetNearestAC(play, at, &hitPos)) {
+ if (!Collider_QuadSetNearestAC(play, atQuad, &hitPos)) {
continue;
}
Math_Vec3s_ToVec3f(&acPos, &acJntSphElem->dim.worldSphere.center);
- CollisionCheck_QuadAvgPoint(at, &atPos);
- CollisionCheck_SetATvsAC(play, &at->base, &at->info, &atPos, &acJntSph->base, &acJntSphElem->base,
- &acPos, &hitPos);
+ CollisionCheck_QuadAvgPoint(atQuad, &atPos);
+ CollisionCheck_SetATvsAC(play, &atQuad->base, &atQuad->elem, &atPos, &acJntSph->base,
+ &acJntSphElem->base, &acPos, &hitPos);
if (!(acJntSph->base.ocFlags2 & OC2_FIRST_ONLY)) {
break;
@@ -2476,43 +2478,43 @@ void CollisionCheck_AC_QuadVsJntSph(struct PlayState* play, CollisionCheckContex
*/
void CollisionCheck_AC_QuadVsCyl(struct PlayState* play, CollisionCheckContext* colChkCtx, Collider* atCol,
Collider* acCol) {
- ColliderQuad* at = (ColliderQuad*)atCol;
+ ColliderQuad* atQuad = (ColliderQuad*)atCol;
ColliderCylinder* acCyl = (ColliderCylinder*)acCol;
if ((acCyl->dim.height > 0) && (acCyl->dim.radius > 0)) {
if (CollisionCheck_SkipBump(&acCyl->elem)) {
return;
}
- if (CollisionCheck_SkipTouch(&at->info)) {
+ if (CollisionCheck_SkipTouch(&atQuad->elem)) {
return;
}
- if (CollisionCheck_NoSharedFlags(&at->info, &acCyl->elem)) {
+ if (CollisionCheck_NoSharedFlags(&atQuad->elem, &acCyl->elem)) {
return;
}
- Math3D_TriNorm(&D_801EDF58, &at->dim.quad[2], &at->dim.quad[3], &at->dim.quad[1]);
- Math3D_TriNorm(&D_801EDF90, &at->dim.quad[2], &at->dim.quad[1], &at->dim.quad[0]);
+ Math3D_TriNorm(&D_801EDF58, &atQuad->dim.quad[2], &atQuad->dim.quad[3], &atQuad->dim.quad[1]);
+ Math3D_TriNorm(&D_801EDF90, &atQuad->dim.quad[2], &atQuad->dim.quad[1], &atQuad->dim.quad[0]);
if (Math3D_CylTriVsIntersect(&acCyl->dim, &D_801EDF58, &D_801EDFE0)) {
- if (Collider_QuadSetNearestAC(play, at, &D_801EDFE0)) {
+ if (Collider_QuadSetNearestAC(play, atQuad, &D_801EDFE0)) {
Vec3f atPos;
Vec3f acPos;
- CollisionCheck_QuadAvgPoint(at, &atPos);
+ CollisionCheck_QuadAvgPoint(atQuad, &atPos);
Math_Vec3s_ToVec3f(&acPos, &acCyl->dim.pos);
- CollisionCheck_SetATvsAC(play, &at->base, &at->info, &atPos, &acCyl->base, &acCyl->elem, &acPos,
+ CollisionCheck_SetATvsAC(play, &atQuad->base, &atQuad->elem, &atPos, &acCyl->base, &acCyl->elem, &acPos,
&D_801EDFE0);
return;
}
}
if (Math3D_CylTriVsIntersect(&acCyl->dim, &D_801EDF90, &D_801EDFE0)) {
- if (Collider_QuadSetNearestAC(play, at, &D_801EDFE0)) {
+ if (Collider_QuadSetNearestAC(play, atQuad, &D_801EDFE0)) {
Vec3f atPos;
Vec3f acPos;
- CollisionCheck_QuadAvgPoint(at, &atPos);
+ CollisionCheck_QuadAvgPoint(atQuad, &atPos);
Math_Vec3s_ToVec3f(&acPos, &acCyl->dim.pos);
- CollisionCheck_SetATvsAC(play, &at->base, &at->info, &atPos, &acCyl->base, &acCyl->elem, &acPos,
+ CollisionCheck_SetATvsAC(play, &atQuad->base, &atQuad->elem, &atPos, &acCyl->base, &acCyl->elem, &acPos,
&D_801EDFE0);
}
}
@@ -2524,36 +2526,36 @@ void CollisionCheck_AC_QuadVsCyl(struct PlayState* play, CollisionCheckContext*
*/
void CollisionCheck_AC_QuadVsTris(struct PlayState* play, CollisionCheckContext* colChkCtx, Collider* atCol,
Collider* acCol) {
- ColliderQuad* at = (ColliderQuad*)atCol;
- ColliderTris* ac = (ColliderTris*)acCol;
- ColliderTrisElement* acElem;
+ ColliderQuad* atQuad = (ColliderQuad*)atCol;
+ ColliderTris* acTris = (ColliderTris*)acCol;
+ ColliderTrisElement* acTrisElem;
- if ((ac->count > 0) && (ac->elements != NULL)) {
- if (CollisionCheck_SkipTouch(&at->info)) {
+ if ((acTris->count > 0) && (acTris->elements != NULL)) {
+ if (CollisionCheck_SkipTouch(&atQuad->elem)) {
return;
}
- Math3D_TriNorm(&D_801EE000, &at->dim.quad[2], &at->dim.quad[3], &at->dim.quad[1]);
- Math3D_TriNorm(&D_801EE038, &at->dim.quad[1], &at->dim.quad[0], &at->dim.quad[2]);
+ Math3D_TriNorm(&D_801EE000, &atQuad->dim.quad[2], &atQuad->dim.quad[3], &atQuad->dim.quad[1]);
+ Math3D_TriNorm(&D_801EE038, &atQuad->dim.quad[1], &atQuad->dim.quad[0], &atQuad->dim.quad[2]);
- for (acElem = ac->elements; acElem < &ac->elements[ac->count]; acElem++) {
- if (CollisionCheck_SkipBump(&acElem->info)) {
+ for (acTrisElem = acTris->elements; acTrisElem < &acTris->elements[acTris->count]; acTrisElem++) {
+ if (CollisionCheck_SkipBump(&acTrisElem->base)) {
continue;
}
- if (CollisionCheck_NoSharedFlags(&at->info, &acElem->info)) {
+ if (CollisionCheck_NoSharedFlags(&atQuad->elem, &acTrisElem->base)) {
continue;
}
- if ((Math3D_TriVsTriIntersect(&D_801EE000, &acElem->dim, &D_801EDFF0)) ||
- (Math3D_TriVsTriIntersect(&D_801EE038, &acElem->dim, &D_801EDFF0))) {
- if (Collider_QuadSetNearestAC(play, at, &D_801EDFF0)) {
+ if ((Math3D_TriVsTriIntersect(&D_801EE000, &acTrisElem->dim, &D_801EDFF0)) ||
+ (Math3D_TriVsTriIntersect(&D_801EE038, &acTrisElem->dim, &D_801EDFF0))) {
+ if (Collider_QuadSetNearestAC(play, atQuad, &D_801EDFF0)) {
Vec3f atPos;
Vec3f acPos;
- CollisionCheck_TrisAvgPoint(acElem, &acPos);
- CollisionCheck_QuadAvgPoint(at, &atPos);
- CollisionCheck_SetATvsAC(play, &at->base, &at->info, &atPos, &ac->base, &acElem->info, &acPos,
- &D_801EDFF0);
+ CollisionCheck_TrisAvgPoint(acTrisElem, &acPos);
+ CollisionCheck_QuadAvgPoint(atQuad, &atPos);
+ CollisionCheck_SetATvsAC(play, &atQuad->base, &atQuad->elem, &atPos, &acTris->base,
+ &acTrisElem->base, &acPos, &D_801EDFF0);
return;
}
}
@@ -2566,36 +2568,37 @@ void CollisionCheck_AC_QuadVsTris(struct PlayState* play, CollisionCheckContext*
*/
void CollisionCheck_AC_QuadVsQuad(struct PlayState* play, CollisionCheckContext* colChkCtx, Collider* atCol,
Collider* acCol) {
- ColliderQuad* at = (ColliderQuad*)atCol;
- ColliderQuad* ac = (ColliderQuad*)acCol;
+ ColliderQuad* atQuad = (ColliderQuad*)atCol;
+ ColliderQuad* acQuad = (ColliderQuad*)acCol;
s32 i;
s32 j;
- if (CollisionCheck_SkipTouch(&at->info)) {
+ if (CollisionCheck_SkipTouch(&atQuad->elem)) {
return;
}
- if (CollisionCheck_SkipBump(&ac->info)) {
+ if (CollisionCheck_SkipBump(&acQuad->elem)) {
return;
}
- if (CollisionCheck_NoSharedFlags(&at->info, &ac->info)) {
+ if (CollisionCheck_NoSharedFlags(&atQuad->elem, &acQuad->elem)) {
return;
}
- Math3D_TriNorm(&D_801EE0E8[0], &at->dim.quad[2], &at->dim.quad[3], &at->dim.quad[1]);
- Math3D_TriNorm(&D_801EE0E8[1], &at->dim.quad[2], &at->dim.quad[1], &at->dim.quad[0]);
- Math3D_TriNorm(&D_801EE070[0], &ac->dim.quad[2], &ac->dim.quad[3], &ac->dim.quad[1]);
- Math3D_TriNorm(&D_801EE070[1], &ac->dim.quad[2], &ac->dim.quad[1], &ac->dim.quad[0]);
+ Math3D_TriNorm(&D_801EE0E8[0], &atQuad->dim.quad[2], &atQuad->dim.quad[3], &atQuad->dim.quad[1]);
+ Math3D_TriNorm(&D_801EE0E8[1], &atQuad->dim.quad[2], &atQuad->dim.quad[1], &atQuad->dim.quad[0]);
+ Math3D_TriNorm(&D_801EE070[0], &acQuad->dim.quad[2], &acQuad->dim.quad[3], &acQuad->dim.quad[1]);
+ Math3D_TriNorm(&D_801EE070[1], &acQuad->dim.quad[2], &acQuad->dim.quad[1], &acQuad->dim.quad[0]);
for (i = 0; i < 2; i++) {
for (j = 0; j < 2; j++) {
if (Math3D_TriVsTriIntersect(&D_801EE0E8[j], &D_801EE070[i], &D_801EE0D8) &&
- Collider_QuadSetNearestAC(play, at, &D_801EE0D8)) {
+ Collider_QuadSetNearestAC(play, atQuad, &D_801EE0D8)) {
Vec3f atPos;
Vec3f acPos;
- CollisionCheck_QuadAvgPoint(at, &atPos);
- CollisionCheck_QuadAvgPoint(ac, &acPos);
- CollisionCheck_SetATvsAC(play, &at->base, &at->info, &atPos, &ac->base, &ac->info, &acPos, &D_801EE0D8);
+ CollisionCheck_QuadAvgPoint(atQuad, &atPos);
+ CollisionCheck_QuadAvgPoint(acQuad, &acPos);
+ CollisionCheck_SetATvsAC(play, &atQuad->base, &atQuad->elem, &atPos, &acQuad->base, &acQuad->elem,
+ &acPos, &D_801EE0D8);
return;
}
}
@@ -2607,29 +2610,30 @@ void CollisionCheck_AC_QuadVsQuad(struct PlayState* play, CollisionCheckContext*
*/
void CollisionCheck_AC_QuadVsSphere(struct PlayState* play, CollisionCheckContext* colChkCtx, Collider* atCol,
Collider* acCol) {
- ColliderQuad* at = (ColliderQuad*)atCol;
+ ColliderQuad* atQuad = (ColliderQuad*)atCol;
Vec3f hitPos;
- ColliderSphere* ac = (ColliderSphere*)acCol;
+ ColliderSphere* acSph = (ColliderSphere*)acCol;
- if (CollisionCheck_SkipTouch(&at->info)) {
+ if (CollisionCheck_SkipTouch(&atQuad->elem)) {
return;
}
- if (CollisionCheck_SkipBump(&ac->info) || CollisionCheck_NoSharedFlags(&at->info, &ac->info)) {
+ if (CollisionCheck_SkipBump(&acSph->elem) || CollisionCheck_NoSharedFlags(&atQuad->elem, &acSph->elem)) {
return;
}
- Math3D_TriNorm(&D_801EE150, &at->dim.quad[2], &at->dim.quad[3], &at->dim.quad[1]);
- Math3D_TriNorm(&D_801EE188, &at->dim.quad[2], &at->dim.quad[1], &at->dim.quad[0]);
+ Math3D_TriNorm(&D_801EE150, &atQuad->dim.quad[2], &atQuad->dim.quad[3], &atQuad->dim.quad[1]);
+ Math3D_TriNorm(&D_801EE188, &atQuad->dim.quad[2], &atQuad->dim.quad[1], &atQuad->dim.quad[0]);
- if ((Math3D_TriVsSphIntersect(&ac->dim.worldSphere, &D_801EE150, &hitPos)) ||
- (Math3D_TriVsSphIntersect(&ac->dim.worldSphere, &D_801EE188, &hitPos))) {
- if (Collider_QuadSetNearestAC(play, at, &hitPos)) {
+ if ((Math3D_TriVsSphIntersect(&acSph->dim.worldSphere, &D_801EE150, &hitPos)) ||
+ (Math3D_TriVsSphIntersect(&acSph->dim.worldSphere, &D_801EE188, &hitPos))) {
+ if (Collider_QuadSetNearestAC(play, atQuad, &hitPos)) {
Vec3f atPos;
Vec3f acPos;
- Math_Vec3s_ToVec3f(&acPos, &ac->dim.worldSphere.center);
- CollisionCheck_QuadAvgPoint(at, &atPos);
- CollisionCheck_SetATvsAC(play, &at->base, &at->info, &atPos, &ac->base, &ac->info, &acPos, &hitPos);
+ Math_Vec3s_ToVec3f(&acPos, &acSph->dim.worldSphere.center);
+ CollisionCheck_QuadAvgPoint(atQuad, &atPos);
+ CollisionCheck_SetATvsAC(play, &atQuad->base, &atQuad->elem, &atPos, &acSph->base, &acSph->elem, &acPos,
+ &hitPos);
}
}
}
@@ -2639,14 +2643,14 @@ void CollisionCheck_AC_QuadVsSphere(struct PlayState* play, CollisionCheckContex
*/
void CollisionCheck_AC_SphereVsJntSph(struct PlayState* play, CollisionCheckContext* colChkCtx, Collider* atCol,
Collider* acCol) {
- ColliderSphere* at = (ColliderSphere*)atCol;
+ ColliderSphere* atSph = (ColliderSphere*)atCol;
ColliderJntSph* acJntSph = (ColliderJntSph*)acCol;
ColliderJntSphElement* acJntSphElem;
f32 overlapSize;
f32 centerDist;
if ((acJntSph->count > 0) && (acJntSph->elements != NULL)) {
- if (CollisionCheck_SkipTouch(&at->info)) {
+ if (CollisionCheck_SkipTouch(&atSph->elem)) {
return;
}
@@ -2654,18 +2658,18 @@ void CollisionCheck_AC_SphereVsJntSph(struct PlayState* play, CollisionCheckCont
if (CollisionCheck_SkipBump(&acJntSphElem->base)) {
continue;
}
- if (CollisionCheck_NoSharedFlags(&at->info, &acJntSphElem->base)) {
+ if (CollisionCheck_NoSharedFlags(&atSph->elem, &acJntSphElem->base)) {
continue;
}
- if (Math3D_SphVsSphOverlapCenterDist(&at->dim.worldSphere, &acJntSphElem->dim.worldSphere, &overlapSize,
+ if (Math3D_SphVsSphOverlapCenterDist(&atSph->dim.worldSphere, &acJntSphElem->dim.worldSphere, &overlapSize,
&centerDist)) {
f32 acToHit;
Vec3f hitPos;
Vec3f atPos;
Vec3f acPos;
- Math_Vec3s_ToVec3f(&atPos, &at->dim.worldSphere.center);
+ Math_Vec3s_ToVec3f(&atPos, &atSph->dim.worldSphere.center);
Math_Vec3s_ToVec3f(&acPos, &acJntSphElem->dim.worldSphere.center);
if (!IS_ZERO(centerDist)) {
acToHit = acJntSphElem->dim.worldSphere.radius / centerDist;
@@ -2675,7 +2679,7 @@ void CollisionCheck_AC_SphereVsJntSph(struct PlayState* play, CollisionCheckCont
} else {
Math_Vec3f_Copy(&hitPos, &atPos);
}
- CollisionCheck_SetATvsAC(play, &at->base, &at->info, &atPos, &acJntSph->base, &acJntSphElem->base,
+ CollisionCheck_SetATvsAC(play, &atSph->base, &atSph->elem, &atPos, &acJntSph->base, &acJntSphElem->base,
&acPos, &hitPos);
}
}
@@ -2688,26 +2692,26 @@ void CollisionCheck_AC_SphereVsJntSph(struct PlayState* play, CollisionCheckCont
void CollisionCheck_AC_SphereVsCylinder(struct PlayState* play, CollisionCheckContext* colChkCtx, Collider* atCol,
Collider* acCol) {
ColliderCylinder* acCyl = (ColliderCylinder*)acCol;
- ColliderSphere* at = (ColliderSphere*)atCol;
+ ColliderSphere* atSph = (ColliderSphere*)atCol;
f32 overlapSize;
f32 centerDist;
- if (CollisionCheck_SkipTouch(&at->info)) {
+ if (CollisionCheck_SkipTouch(&atSph->elem)) {
return;
}
if (CollisionCheck_SkipBump(&acCyl->elem)) {
return;
}
- if (CollisionCheck_NoSharedFlags(&at->info, &acCyl->elem)) {
+ if (CollisionCheck_NoSharedFlags(&atSph->elem, &acCyl->elem)) {
return;
}
- if (Math3D_SphVsCylOverlapCenterDist(&at->dim.worldSphere, &acCyl->dim, &overlapSize, &centerDist)) {
+ if (Math3D_SphVsCylOverlapCenterDist(&atSph->dim.worldSphere, &acCyl->dim, &overlapSize, &centerDist)) {
Vec3f hitPos;
Vec3f atPos;
Vec3f acPos;
- Math_Vec3s_ToVec3f(&atPos, &at->dim.worldSphere.center);
+ Math_Vec3s_ToVec3f(&atPos, &atSph->dim.worldSphere.center);
Math_Vec3s_ToVec3f(&acPos, &acCyl->dim.pos);
if (!IS_ZERO(centerDist)) {
@@ -2723,10 +2727,10 @@ void CollisionCheck_AC_SphereVsCylinder(struct PlayState* play, CollisionCheckCo
} else {
Math_Vec3f_Copy(&hitPos, &atPos);
}
- CollisionCheck_SetATvsAC(play, &at->base, &at->info, &atPos, &acCyl->base, &acCyl->elem, &acPos, &hitPos);
+ CollisionCheck_SetATvsAC(play, &atSph->base, &atSph->elem, &atPos, &acCyl->base, &acCyl->elem, &acPos, &hitPos);
}
- if (at) {}
+ if (atSph) {}
}
/**
@@ -2734,29 +2738,30 @@ void CollisionCheck_AC_SphereVsCylinder(struct PlayState* play, CollisionCheckCo
*/
void CollisionCheck_AC_SphereVsTris(struct PlayState* play, CollisionCheckContext* colChkCtx, Collider* atCol,
Collider* acCol) {
- ColliderSphere* at = (ColliderSphere*)atCol;
- ColliderTris* ac = (ColliderTris*)acCol;
- ColliderTrisElement* acElem;
+ ColliderSphere* atSph = (ColliderSphere*)atCol;
+ ColliderTris* acTris = (ColliderTris*)acCol;
+ ColliderTrisElement* acTrisElem;
Vec3f hitPos;
- if (CollisionCheck_SkipTouch(&at->info)) {
+ if (CollisionCheck_SkipTouch(&atSph->elem)) {
return;
}
- for (acElem = ac->elements; acElem < &ac->elements[ac->count]; acElem++) {
- if (CollisionCheck_SkipBump(&acElem->info)) {
+ for (acTrisElem = acTris->elements; acTrisElem < &acTris->elements[acTris->count]; acTrisElem++) {
+ if (CollisionCheck_SkipBump(&acTrisElem->base)) {
continue;
}
- if (CollisionCheck_NoSharedFlags(&at->info, &acElem->info)) {
+ if (CollisionCheck_NoSharedFlags(&atSph->elem, &acTrisElem->base)) {
continue;
}
- if (Math3D_TriVsSphIntersect(&at->dim.worldSphere, &acElem->dim, &hitPos)) {
+ if (Math3D_TriVsSphIntersect(&atSph->dim.worldSphere, &acTrisElem->dim, &hitPos)) {
Vec3f atPos;
Vec3f acPos;
- Math_Vec3s_ToVec3f(&atPos, &at->dim.worldSphere.center);
- CollisionCheck_TrisAvgPoint(acElem, &acPos);
- CollisionCheck_SetATvsAC(play, &at->base, &at->info, &atPos, &ac->base, &acElem->info, &acPos, &hitPos);
+ Math_Vec3s_ToVec3f(&atPos, &atSph->dim.worldSphere.center);
+ CollisionCheck_TrisAvgPoint(acTrisElem, &acPos);
+ CollisionCheck_SetATvsAC(play, &atSph->base, &atSph->elem, &atPos, &acTris->base, &acTrisElem->base, &acPos,
+ &hitPos);
return;
}
}
@@ -2767,28 +2772,29 @@ void CollisionCheck_AC_SphereVsTris(struct PlayState* play, CollisionCheckContex
*/
void CollisionCheck_AC_SphereVsQuad(struct PlayState* play, CollisionCheckContext* colChkCtx, Collider* atCol,
Collider* acCol) {
- ColliderSphere* at = (ColliderSphere*)atCol;
+ ColliderSphere* atSph = (ColliderSphere*)atCol;
Vec3f hitPos;
- ColliderQuad* ac = (ColliderQuad*)acCol;
+ ColliderQuad* acQuad = (ColliderQuad*)acCol;
- if (CollisionCheck_SkipTouch(&at->info)) {
+ if (CollisionCheck_SkipTouch(&atSph->elem)) {
return;
}
- if (CollisionCheck_SkipBump(&ac->info) || CollisionCheck_NoSharedFlags(&at->info, &ac->info)) {
+ if (CollisionCheck_SkipBump(&acQuad->elem) || CollisionCheck_NoSharedFlags(&atSph->elem, &acQuad->elem)) {
return;
}
- Math3D_TriNorm(&D_801EE6C8, &ac->dim.quad[2], &ac->dim.quad[3], &ac->dim.quad[1]);
- Math3D_TriNorm(&D_801EE700, &ac->dim.quad[1], &ac->dim.quad[0], &ac->dim.quad[2]);
+ Math3D_TriNorm(&D_801EE6C8, &acQuad->dim.quad[2], &acQuad->dim.quad[3], &acQuad->dim.quad[1]);
+ Math3D_TriNorm(&D_801EE700, &acQuad->dim.quad[1], &acQuad->dim.quad[0], &acQuad->dim.quad[2]);
- if (Math3D_TriVsSphIntersect(&at->dim.worldSphere, &D_801EE6C8, &hitPos) ||
- Math3D_TriVsSphIntersect(&at->dim.worldSphere, &D_801EE700, &hitPos)) {
+ if (Math3D_TriVsSphIntersect(&atSph->dim.worldSphere, &D_801EE6C8, &hitPos) ||
+ Math3D_TriVsSphIntersect(&atSph->dim.worldSphere, &D_801EE700, &hitPos)) {
Vec3f atPos;
Vec3f acPos;
- Math_Vec3s_ToVec3f(&atPos, &at->dim.worldSphere.center);
- CollisionCheck_QuadAvgPoint(ac, &acPos);
- CollisionCheck_SetATvsAC(play, &at->base, &at->info, &atPos, &ac->base, &ac->info, &acPos, &hitPos);
+ Math_Vec3s_ToVec3f(&atPos, &atSph->dim.worldSphere.center);
+ CollisionCheck_QuadAvgPoint(acQuad, &acPos);
+ CollisionCheck_SetATvsAC(play, &atSph->base, &atSph->elem, &atPos, &acQuad->base, &acQuad->elem, &acPos,
+ &hitPos);
}
}
@@ -2797,38 +2803,38 @@ void CollisionCheck_AC_SphereVsQuad(struct PlayState* play, CollisionCheckContex
*/
void CollisionCheck_AC_SphereVsSphere(struct PlayState* play, CollisionCheckContext* colChkCtx, Collider* atCol,
Collider* acCol) {
- ColliderSphere* at = (ColliderSphere*)atCol;
- ColliderSphere* ac = (ColliderSphere*)acCol;
+ ColliderSphere* atSph = (ColliderSphere*)atCol;
+ ColliderSphere* acSph = (ColliderSphere*)acCol;
f32 overlapSize;
f32 centerDist;
- if (CollisionCheck_SkipTouch(&at->info)) {
+ if (CollisionCheck_SkipTouch(&atSph->elem)) {
return;
}
- if (CollisionCheck_SkipBump(&ac->info)) {
+ if (CollisionCheck_SkipBump(&acSph->elem)) {
return;
}
- if (CollisionCheck_NoSharedFlags(&at->info, &ac->info)) {
+ if (CollisionCheck_NoSharedFlags(&atSph->elem, &acSph->elem)) {
return;
}
- if (Math3D_SphVsSphOverlapCenterDist(&at->dim.worldSphere, &ac->dim.worldSphere, &overlapSize, &centerDist)) {
+ if (Math3D_SphVsSphOverlapCenterDist(&atSph->dim.worldSphere, &acSph->dim.worldSphere, &overlapSize, &centerDist)) {
f32 acToHit;
Vec3f hitPos;
Vec3f atPos;
Vec3f acPos;
- Math_Vec3s_ToVec3f(&atPos, &at->dim.worldSphere.center);
- Math_Vec3s_ToVec3f(&acPos, &ac->dim.worldSphere.center);
+ Math_Vec3s_ToVec3f(&atPos, &atSph->dim.worldSphere.center);
+ Math_Vec3s_ToVec3f(&acPos, &acSph->dim.worldSphere.center);
if (!IS_ZERO(centerDist)) {
- acToHit = ac->dim.worldSphere.radius / centerDist;
+ acToHit = acSph->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(play, &at->base, &at->info, &atPos, &ac->base, &ac->info, &acPos, &hitPos);
+ CollisionCheck_SetATvsAC(play, &atSph->base, &atSph->elem, &atPos, &acSph->base, &acSph->elem, &acPos, &hitPos);
}
}
@@ -2874,17 +2880,17 @@ void CollisionCheck_SetCylHitFX(struct PlayState* play, CollisionCheckContext* c
*/
void CollisionCheck_SetTrisHitFX(struct PlayState* play, CollisionCheckContext* colChkCtx, Collider* col) {
ColliderTris* tris = (ColliderTris*)col;
- ColliderTrisElement* element;
+ ColliderTrisElement* trisElem;
- for (element = tris->elements; element < &tris->elements[tris->count]; element++) {
- if ((element->info.bumperFlags & BUMP_DRAW_HITMARK) && (element->info.acHitElem != NULL) &&
- !(element->info.acHitElem->toucherFlags & TOUCH_DREW_HITMARK)) {
+ for (trisElem = tris->elements; trisElem < &tris->elements[tris->count]; trisElem++) {
+ if ((trisElem->base.bumperFlags & BUMP_DRAW_HITMARK) && (trisElem->base.acHitElem != NULL) &&
+ !(trisElem->base.acHitElem->toucherFlags & TOUCH_DREW_HITMARK)) {
Vec3f hitPos;
- Math_Vec3s_ToVec3f(&hitPos, &element->info.bumper.hitPos);
- CollisionCheck_HitEffects(play, element->info.acHit, element->info.acHitElem, &tris->base, &element->info,
- &hitPos);
- element->info.acHitElem->toucherFlags |= TOUCH_DREW_HITMARK;
+ Math_Vec3s_ToVec3f(&hitPos, &trisElem->base.bumper.hitPos);
+ CollisionCheck_HitEffects(play, trisElem->base.acHit, trisElem->base.acHitElem, &tris->base,
+ &trisElem->base, &hitPos);
+ trisElem->base.acHitElem->toucherFlags |= TOUCH_DREW_HITMARK;
return;
}
}
@@ -2896,13 +2902,13 @@ void CollisionCheck_SetTrisHitFX(struct PlayState* play, CollisionCheckContext*
void CollisionCheck_SetQuadHitFX(struct PlayState* play, CollisionCheckContext* colChkCtx, Collider* col) {
ColliderQuad* quad = (ColliderQuad*)col;
- if ((quad->info.bumperFlags & BUMP_DRAW_HITMARK) && (quad->info.acHitElem != NULL) &&
- !(quad->info.acHitElem->toucherFlags & TOUCH_DREW_HITMARK)) {
+ if ((quad->elem.bumperFlags & BUMP_DRAW_HITMARK) && (quad->elem.acHitElem != NULL) &&
+ !(quad->elem.acHitElem->toucherFlags & TOUCH_DREW_HITMARK)) {
Vec3f hitPos;
- Math_Vec3s_ToVec3f(&hitPos, &quad->info.bumper.hitPos);
- CollisionCheck_HitEffects(play, quad->info.acHit, quad->info.acHitElem, &quad->base, &quad->info, &hitPos);
- quad->info.acHitElem->toucherFlags |= TOUCH_DREW_HITMARK;
+ Math_Vec3s_ToVec3f(&hitPos, &quad->elem.bumper.hitPos);
+ CollisionCheck_HitEffects(play, quad->elem.acHit, quad->elem.acHitElem, &quad->base, &quad->elem, &hitPos);
+ quad->elem.acHitElem->toucherFlags |= TOUCH_DREW_HITMARK;
}
}
@@ -2910,16 +2916,15 @@ void CollisionCheck_SetQuadHitFX(struct PlayState* play, CollisionCheckContext*
* Sets a ColliderSphere's hit effects
*/
void CollisionCheck_SetSphereHitFX(struct PlayState* play, CollisionCheckContext* colChkCtx, Collider* col) {
- ColliderSphere* sphere = (ColliderSphere*)col;
+ ColliderSphere* sph = (ColliderSphere*)col;
- if ((sphere->info.bumperFlags & BUMP_DRAW_HITMARK) && (sphere->info.acHitElem != NULL) &&
- !(sphere->info.acHitElem->toucherFlags & TOUCH_DREW_HITMARK)) {
+ if ((sph->elem.bumperFlags & BUMP_DRAW_HITMARK) && (sph->elem.acHitElem != NULL) &&
+ !(sph->elem.acHitElem->toucherFlags & TOUCH_DREW_HITMARK)) {
Vec3f hitPos;
- Math_Vec3s_ToVec3f(&hitPos, &sphere->info.bumper.hitPos);
- CollisionCheck_HitEffects(play, sphere->info.acHit, sphere->info.acHitElem, &sphere->base, &sphere->info,
- &hitPos);
- sphere->info.acHitElem->toucherFlags |= TOUCH_DREW_HITMARK;
+ Math_Vec3s_ToVec3f(&hitPos, &sph->elem.bumper.hitPos);
+ CollisionCheck_HitEffects(play, sph->elem.acHit, sph->elem.acHitElem, &sph->base, &sph->elem, &hitPos);
+ sph->elem.acHitElem->toucherFlags |= TOUCH_DREW_HITMARK;
}
}
@@ -3233,26 +3238,26 @@ void CollisionCheck_OC_JntSphVsCyl(struct PlayState* play, CollisionCheckContext
void CollisionCheck_OC_JntSphVsSphere(struct PlayState* play, CollisionCheckContext* colChkCtx, Collider* leftCol,
Collider* rightCol) {
ColliderJntSph* leftJntSph = (ColliderJntSph*)leftCol;
- ColliderSphere* right = (ColliderSphere*)rightCol;
+ ColliderSphere* rightSph = (ColliderSphere*)rightCol;
ColliderJntSphElement* leftJntSphElem;
f32 overlapSize;
if ((leftJntSph->count > 0) && (leftJntSph->elements != NULL) && (leftJntSph->base.ocFlags1 & OCELEM_ON) &&
- (right->base.ocFlags1 & OCELEM_ON) && (right->info.ocElemFlags & OCELEM_ON)) {
+ (rightSph->base.ocFlags1 & OCELEM_ON) && (rightSph->elem.ocElemFlags & OCELEM_ON)) {
for (leftJntSphElem = leftJntSph->elements; leftJntSphElem < &leftJntSph->elements[leftJntSph->count];
leftJntSphElem++) {
if (!(leftJntSphElem->base.ocElemFlags & OCELEM_ON)) {
continue;
}
- if (Math3D_SphVsSphOverlap(&leftJntSphElem->dim.worldSphere, &right->dim.worldSphere, &overlapSize)) {
+ if (Math3D_SphVsSphOverlap(&leftJntSphElem->dim.worldSphere, &rightSph->dim.worldSphere, &overlapSize)) {
Vec3f leftPos;
Vec3f rightPos;
Math_Vec3s_ToVec3f(&leftPos, &leftJntSphElem->dim.worldSphere.center);
- Math_Vec3s_ToVec3f(&rightPos, &right->dim.worldSphere.center);
- CollisionCheck_SetOCvsOC(play, &leftJntSph->base, &leftJntSphElem->base, &leftPos, &right->base,
- &right->info, &rightPos, overlapSize);
+ Math_Vec3s_ToVec3f(&rightPos, &rightSph->dim.worldSphere.center);
+ CollisionCheck_SetOCvsOC(play, &leftJntSph->base, &leftJntSphElem->base, &leftPos, &rightSph->base,
+ &rightSph->elem, &rightPos, overlapSize);
}
}
}
@@ -3295,18 +3300,18 @@ void CollisionCheck_OC_CylVsCyl(struct PlayState* play, CollisionCheckContext* c
void CollisionCheck_OC_CylVsSphere(struct PlayState* play, CollisionCheckContext* colChkCtx, Collider* leftCol,
Collider* rightCol) {
ColliderCylinder* leftCyl = (ColliderCylinder*)leftCol;
- ColliderSphere* right = (ColliderSphere*)rightCol;
+ ColliderSphere* rightSph = (ColliderSphere*)rightCol;
f32 overlapSize;
if ((leftCyl->base.ocFlags1 & OCELEM_ON) && (leftCyl->elem.ocElemFlags & OCELEM_ON) &&
- (right->base.ocFlags1 & OCELEM_ON) && (right->info.ocElemFlags & OCELEM_ON)) {
- if (Math3D_SphVsCylOverlap(&right->dim.worldSphere, &leftCyl->dim, &overlapSize)) {
+ (rightSph->base.ocFlags1 & OCELEM_ON) && (rightSph->elem.ocElemFlags & OCELEM_ON)) {
+ if (Math3D_SphVsCylOverlap(&rightSph->dim.worldSphere, &leftCyl->dim, &overlapSize)) {
Vec3f leftPos;
Vec3f rightPos;
Math_Vec3s_ToVec3f(&leftPos, &leftCyl->dim.pos);
- Math_Vec3s_ToVec3f(&rightPos, &right->dim.worldSphere.center);
- CollisionCheck_SetOCvsOC(play, &leftCyl->base, &leftCyl->elem, &leftPos, &right->base, &right->info,
+ Math_Vec3s_ToVec3f(&rightPos, &rightSph->dim.worldSphere.center);
+ CollisionCheck_SetOCvsOC(play, &leftCyl->base, &leftCyl->elem, &leftPos, &rightSph->base, &rightSph->elem,
&rightPos, overlapSize);
}
}
@@ -3333,20 +3338,20 @@ void CollisionCheck_OC_SphereVsCyl(struct PlayState* play, CollisionCheckContext
*/
void CollisionCheck_OC_SphereVsSphere(struct PlayState* play, CollisionCheckContext* colChkCtx, Collider* leftCol,
Collider* rightCol) {
- ColliderSphere* left = (ColliderSphere*)leftCol;
- ColliderSphere* right = (ColliderSphere*)rightCol;
+ ColliderSphere* leftSph = (ColliderSphere*)leftCol;
+ ColliderSphere* rightSph = (ColliderSphere*)rightCol;
f32 overlapSize;
- if ((left->base.ocFlags1 & OCELEM_ON) && (left->info.ocElemFlags & OCELEM_ON) &&
- (right->base.ocFlags1 & OCELEM_ON) && (right->info.ocElemFlags & OCELEM_ON)) {
- if (Math3D_SphVsSphOverlap(&left->dim.worldSphere, &right->dim.worldSphere, &overlapSize)) {
+ if ((leftSph->base.ocFlags1 & OCELEM_ON) && (leftSph->elem.ocElemFlags & OCELEM_ON) &&
+ (rightSph->base.ocFlags1 & OCELEM_ON) && (rightSph->elem.ocElemFlags & OCELEM_ON)) {
+ if (Math3D_SphVsSphOverlap(&leftSph->dim.worldSphere, &rightSph->dim.worldSphere, &overlapSize)) {
Vec3f leftPos;
Vec3f rightPos;
- Math_Vec3s_ToVec3f(&leftPos, &left->dim.worldSphere.center);
- Math_Vec3s_ToVec3f(&rightPos, &right->dim.worldSphere.center);
- CollisionCheck_SetOCvsOC(play, &left->base, &left->info, &leftPos, &right->base, &right->info, &rightPos,
- overlapSize);
+ Math_Vec3s_ToVec3f(&leftPos, &leftSph->dim.worldSphere.center);
+ Math_Vec3s_ToVec3f(&rightPos, &rightSph->dim.worldSphere.center);
+ CollisionCheck_SetOCvsOC(play, &leftSph->base, &leftSph->elem, &leftPos, &rightSph->base, &rightSph->elem,
+ &rightPos, overlapSize);
}
}
}
@@ -3598,7 +3603,7 @@ void CollisionCheck_ApplyDamageTris(struct PlayState* play, CollisionCheckContex
// unlike sphere groups above, tri groups are not guarded against
// tris->elements being NULL
for (i = 0; i < tris->count; i++) {
- CollisionCheck_ApplyDamage(play, colChkCtx, &tris->base, &tris->elements[i].info);
+ CollisionCheck_ApplyDamage(play, colChkCtx, &tris->base, &tris->elements[i].base);
}
}
@@ -3608,16 +3613,16 @@ void CollisionCheck_ApplyDamageTris(struct PlayState* play, CollisionCheckContex
void CollisionCheck_ApplyDamageQuad(struct PlayState* play, CollisionCheckContext* colChkCtx, Collider* col) {
ColliderQuad* quad = (ColliderQuad*)col;
- CollisionCheck_ApplyDamage(play, colChkCtx, &quad->base, &quad->info);
+ CollisionCheck_ApplyDamage(play, colChkCtx, &quad->base, &quad->elem);
}
/**
* Apply ColliderSphere AC damage effect
*/
void CollisionCheck_ApplyDamageSphere(struct PlayState* play, CollisionCheckContext* colChkCtx, Collider* col) {
- ColliderSphere* sphere = (ColliderSphere*)col;
+ ColliderSphere* sph = (ColliderSphere*)col;
- CollisionCheck_ApplyDamage(play, colChkCtx, &sphere->base, &sphere->info);
+ CollisionCheck_ApplyDamage(play, colChkCtx, &sph->base, &sph->elem);
}
ColChkApplyFunc sApplyDamageFuncs[COLSHAPE_MAX] = {
@@ -3695,15 +3700,15 @@ s32 CollisionCheck_LineOC_Cyl(struct PlayState* play, CollisionCheckContext* col
*/
s32 CollisionCheck_LineOC_Sphere(struct PlayState* play, CollisionCheckContext* colChkCtx, Collider* col, Vec3f* a,
Vec3f* b) {
- ColliderSphere* sphere = (ColliderSphere*)col;
+ ColliderSphere* sph = (ColliderSphere*)col;
- if (!(sphere->info.ocElemFlags & OCELEM_ON)) {
+ if (!(sph->elem.ocElemFlags & OCELEM_ON)) {
return false;
}
D_801EDFC8.a = *a;
D_801EDFC8.b = *b;
- if (Math3D_LineVsSph(&sphere->dim.worldSphere, &D_801EDFC8)) {
+ if (Math3D_LineVsSph(&sph->dim.worldSphere, &D_801EDFC8)) {
return true;
}
@@ -3797,41 +3802,41 @@ void Collider_SetCylinderPosition(ColliderCylinder* cyl, Vec3s* pos) {
/**
* 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);
+void Collider_SetQuadVertices(ColliderQuad* quad, Vec3f* a, Vec3f* b, Vec3f* c, Vec3f* d) {
+ Math_Vec3f_Copy(&quad->dim.quad[2], c);
+ Math_Vec3f_Copy(&quad->dim.quad[3], d);
+ Math_Vec3f_Copy(&quad->dim.quad[0], a);
+ Math_Vec3f_Copy(&quad->dim.quad[1], b);
+ Collider_SetQuadMidpoints(&quad->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];
+void Collider_SetTrisVertices(ColliderTris* tris, s32 elemIndex, Vec3f* a, Vec3f* b, Vec3f* c) {
+ ColliderTrisElement* trisElem = &tris->elements[elemIndex];
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);
+ Math_Vec3f_Copy(&trisElem->dim.vtx[0], a);
+ Math_Vec3f_Copy(&trisElem->dim.vtx[1], b);
+ Math_Vec3f_Copy(&trisElem->dim.vtx[2], c);
Math3D_DefPlane(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;
+ trisElem->dim.plane.normal.x = nx;
+ trisElem->dim.plane.normal.y = ny;
+ trisElem->dim.plane.normal.z = nz;
+ trisElem->dim.plane.originDist = originDist;
}
/**
* Sets the specified ColliderTrisElement's dim using the values in src
*/
-void Collider_SetTrisDim(struct PlayState* play, ColliderTris* collider, s32 index, ColliderTrisElementDimInit* init) {
- ColliderTrisElement* element = &collider->elements[index];
+void Collider_SetTrisDim(struct PlayState* play, ColliderTris* dest, s32 elemIndex, ColliderTrisElementDimInit* src) {
+ ColliderTrisElement* trisElem = &dest->elements[elemIndex];
- Collider_SetTrisElementDim(play, &element->dim, init);
+ Collider_SetTrisElementDim(play, &trisElem->dim, src);
}
/**
@@ -3876,19 +3881,19 @@ void Collider_UpdateSpheresElement(ColliderJntSph* jntSph, s32 elemIndex, Actor*
/**
* Updates the world sphere for the ColliderSphere if it is attached to the specified limb
*/
-void Collider_UpdateSphere(s32 limb, ColliderSphere* collider) {
+void Collider_UpdateSphere(s32 limb, ColliderSphere* sph) {
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;
+ if (limb == sph->dim.limb) {
+ D_801EE1E0.x = sph->dim.modelSphere.center.x;
+ D_801EE1E0.y = sph->dim.modelSphere.center.y;
+ D_801EE1E0.z = sph->dim.modelSphere.center.z;
Matrix_MultVec3f(&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;
+ sph->dim.worldSphere.center.x = D_801EE1F0.x;
+ sph->dim.worldSphere.center.y = D_801EE1F0.y;
+ sph->dim.worldSphere.center.z = D_801EE1F0.z;
+ sph->dim.worldSphere.radius = sph->dim.modelSphere.radius * sph->dim.scale;
}
}
diff --git a/src/code/z_fireobj.c b/src/code/z_fireobj.c
index f75c3474d..162439a53 100644
--- a/src/code/z_fireobj.c
+++ b/src/code/z_fireobj.c
@@ -229,7 +229,7 @@ void FireObj_Update(PlayState* play, FireObj* fire, Actor* actor) {
} else if ((fire->collision.base.acFlags & AC_HIT) && (arrow->actor.update != NULL) &&
(arrow->actor.id == ACTOR_EN_ARROW)) {
arrow->actor.params = 0;
- arrow->collider.info.toucher.dmgFlags = DMG_FIRE_ARROW;
+ arrow->collider.elem.toucher.dmgFlags = DMG_FIRE_ARROW;
}
fire->collision.dim.pos.x = fire->position.x;
fire->collision.dim.pos.y = fire->position.y;