diff options
| author | mzxrules <mzxrules@gmail.com> | 2021-11-23 11:29:18 -0500 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2021-11-23 13:29:18 -0300 |
| commit | 6b493d3f9d79dd2546e833998f3b9ba8a747223a (patch) | |
| tree | bde8720d11cca4fec61b4493e709342e27519706 /src/code | |
| parent | 837eb1c80687fe9b57a3c7b841547c33feeed6c7 (diff) | |
z_bgcheck.c (#357)
* first few functions
* two more almost matching functions
* Rebase to NBS, get it to compile
* BgCheck_RaycastFloorStaticList OK, fix-up some functions
* BgCheck_SphVsStaticWall OK! and a few others
* more z_bgcheck NON_MATCHINGS
* OK more functions, reorganize external reference #defines
* More functions OK, more struct fixes
* More OKs
* Decomp all the way to the end of bgcheck
* All functions attempted
* Rename functions
* formatting, data migration
* Give names to unk structs, rename some structs, fix some non-equivalent functions
* WaterBox_GetSurfaceImpl OK
* BgCheck_ResetPolyCheckTbl OK, improve WaterBox_GetSurface2 codegen, eliminate warnings and clean up source.
* BcCheck3_BgActorInit ->BgCheck3_BgActorInit, fix warnings
* pr change requests
* fix crc maybe
* implement more changes
* implement alf's changes
Diffstat (limited to 'src/code')
| -rw-r--r-- | src/code/sys_math3d.c | 50 | ||||
| -rw-r--r-- | src/code/z_bg_collect.c | 48 | ||||
| -rw-r--r-- | src/code/z_bg_item.c | 20 | ||||
| -rw-r--r-- | src/code/z_bgcheck.c | 4715 | ||||
| -rw-r--r-- | src/code/z_collision_check.c | 6 | ||||
| -rw-r--r-- | src/code/z_fireobj.c | 6 | ||||
| -rw-r--r-- | src/code/z_quake.c | 5 | ||||
| -rw-r--r-- | src/code/z_scene.c | 2 | ||||
| -rw-r--r-- | src/code/z_scene_proc.c | 4 | ||||
| -rw-r--r-- | src/code/z_snap.c | 7 |
10 files changed, 4577 insertions, 286 deletions
diff --git a/src/code/sys_math3d.c b/src/code/sys_math3d.c index f607295c1..50fd1211e 100644 --- a/src/code/sys_math3d.c +++ b/src/code/sys_math3d.c @@ -2,7 +2,7 @@ #pragma GLOBAL_ASM("asm/non_matchings/code/sys_math3d/Math3D_Normalize.s") -#pragma GLOBAL_ASM("asm/non_matchings/code/sys_math3d/func_80179678.s") +#pragma GLOBAL_ASM("asm/non_matchings/code/sys_math3d/Math3D_PlaneVsLineSegClosestPoint.s") #pragma GLOBAL_ASM("asm/non_matchings/code/sys_math3d/func_80179798.s") @@ -46,7 +46,7 @@ #pragma GLOBAL_ASM("asm/non_matchings/code/sys_math3d/Math3D_Vec3fMagnitude.s") -#pragma GLOBAL_ASM("asm/non_matchings/code/sys_math3d/Math3D_DistanceSquared.s") +#pragma GLOBAL_ASM("asm/non_matchings/code/sys_math3d/Math3D_Vec3fDistSq.s") #pragma GLOBAL_ASM("asm/non_matchings/code/sys_math3d/Math3D_Distance.s") @@ -60,15 +60,15 @@ #pragma GLOBAL_ASM("asm/non_matchings/code/sys_math3d/Math3D_CrossProduct.s") -#pragma GLOBAL_ASM("asm/non_matchings/code/sys_math3d/Math3D_NormalVector.s") +#pragma GLOBAL_ASM("asm/non_matchings/code/sys_math3d/Math3D_SurfaceNorm.s") -#pragma GLOBAL_ASM("asm/non_matchings/code/sys_math3d/func_8017A954.s") +#pragma GLOBAL_ASM("asm/non_matchings/code/sys_math3d/Math3D_PointRelativeToCubeFaces.s") -#pragma GLOBAL_ASM("asm/non_matchings/code/sys_math3d/func_8017AA0C.s") +#pragma GLOBAL_ASM("asm/non_matchings/code/sys_math3d/Math3D_PointRelativeToCubeEdges.s") -#pragma GLOBAL_ASM("asm/non_matchings/code/sys_math3d/func_8017ABBC.s") +#pragma GLOBAL_ASM("asm/non_matchings/code/sys_math3d/Math3D_PointRelativeToCubeVertices.s") -#pragma GLOBAL_ASM("asm/non_matchings/code/sys_math3d/func_8017AD38.s") +#pragma GLOBAL_ASM("asm/non_matchings/code/sys_math3d/Math3D_LineVsCube.s") #pragma GLOBAL_ASM("asm/non_matchings/code/sys_math3d/func_8017B68C.s") @@ -80,51 +80,51 @@ #pragma GLOBAL_ASM("asm/non_matchings/code/sys_math3d/func_8017B9D8.s") -#pragma GLOBAL_ASM("asm/non_matchings/code/sys_math3d/Math3D_NormalizedDistanceFromPlane.s") +#pragma GLOBAL_ASM("asm/non_matchings/code/sys_math3d/Math3D_UDistPlaneToPos.s") -#pragma GLOBAL_ASM("asm/non_matchings/code/sys_math3d/Math3D_NormalizedSignedDistanceFromPlane.s") +#pragma GLOBAL_ASM("asm/non_matchings/code/sys_math3d/Math3D_DistPlaneToPos.s") -#pragma GLOBAL_ASM("asm/non_matchings/code/sys_math3d/func_8017BAD0.s") +#pragma GLOBAL_ASM("asm/non_matchings/code/sys_math3d/Math3D_TriChkPointParaYDist.s") #pragma GLOBAL_ASM("asm/non_matchings/code/sys_math3d/func_8017BD98.s") #pragma GLOBAL_ASM("asm/non_matchings/code/sys_math3d/func_8017BDE0.s") -#pragma GLOBAL_ASM("asm/non_matchings/code/sys_math3d/func_8017BE30.s") +#pragma GLOBAL_ASM("asm/non_matchings/code/sys_math3d/Math3D_TriChkPointParaYIntersectDist.s") -#pragma GLOBAL_ASM("asm/non_matchings/code/sys_math3d/func_8017BEE0.s") +#pragma GLOBAL_ASM("asm/non_matchings/code/sys_math3d/Math3D_TriChkPointParaYIntersectInsideTri.s") #pragma GLOBAL_ASM("asm/non_matchings/code/sys_math3d/func_8017BF8C.s") -#pragma GLOBAL_ASM("asm/non_matchings/code/sys_math3d/func_8017C008.s") +#pragma GLOBAL_ASM("asm/non_matchings/code/sys_math3d/Math3D_TriChkLineSegParaYIntersect.s") #pragma GLOBAL_ASM("asm/non_matchings/code/sys_math3d/func_8017C17C.s") #pragma GLOBAL_ASM("asm/non_matchings/code/sys_math3d/func_8017C1F0.s") -#pragma GLOBAL_ASM("asm/non_matchings/code/sys_math3d/func_8017C494.s") +#pragma GLOBAL_ASM("asm/non_matchings/code/sys_math3d/Math3D_TriChkPointParaYIntersectInsideTri2.s") -#pragma GLOBAL_ASM("asm/non_matchings/code/sys_math3d/func_8017C540.s") +#pragma GLOBAL_ASM("asm/non_matchings/code/sys_math3d/Math3D_TriChkPointParaXDist.s") #pragma GLOBAL_ASM("asm/non_matchings/code/sys_math3d/func_8017C808.s") -#pragma GLOBAL_ASM("asm/non_matchings/code/sys_math3d/func_8017C850.s") +#pragma GLOBAL_ASM("asm/non_matchings/code/sys_math3d/Math3D_TriChkPointParaXIntersect.s") #pragma GLOBAL_ASM("asm/non_matchings/code/sys_math3d/func_8017C904.s") -#pragma GLOBAL_ASM("asm/non_matchings/code/sys_math3d/func_8017C980.s") +#pragma GLOBAL_ASM("asm/non_matchings/code/sys_math3d/Math3D_TriChkLineSegParaXIntersect.s") #pragma GLOBAL_ASM("asm/non_matchings/code/sys_math3d/func_8017CB08.s") -#pragma GLOBAL_ASM("asm/non_matchings/code/sys_math3d/func_8017CB7C.s") +#pragma GLOBAL_ASM("asm/non_matchings/code/sys_math3d/Math3D_TriChkLineSegParaZDist.s") #pragma GLOBAL_ASM("asm/non_matchings/code/sys_math3d/func_8017CEA8.s") -#pragma GLOBAL_ASM("asm/non_matchings/code/sys_math3d/func_8017CEF0.s") +#pragma GLOBAL_ASM("asm/non_matchings/code/sys_math3d/Math3D_TriChkPointParaZIntersect.s") #pragma GLOBAL_ASM("asm/non_matchings/code/sys_math3d/func_8017CFA4.s") -#pragma GLOBAL_ASM("asm/non_matchings/code/sys_math3d/func_8017D020.s") +#pragma GLOBAL_ASM("asm/non_matchings/code/sys_math3d/Math3D_TriChkLineSegParaZIntersect.s") #pragma GLOBAL_ASM("asm/non_matchings/code/sys_math3d/func_8017D1AC.s") @@ -148,7 +148,7 @@ #pragma GLOBAL_ASM("asm/non_matchings/code/sys_math3d/func_8017DA24.s") -#pragma GLOBAL_ASM("asm/non_matchings/code/sys_math3d/Math3D_ColSphereLineSeg.s") +#pragma GLOBAL_ASM("asm/non_matchings/code/sys_math3d/Math3D_LineVsSph.s") #pragma GLOBAL_ASM("asm/non_matchings/code/sys_math3d/func_8017DD34.s") @@ -162,7 +162,7 @@ #pragma GLOBAL_ASM("asm/non_matchings/code/sys_math3d/func_8017F1A0.s") -#pragma GLOBAL_ASM("asm/non_matchings/code/sys_math3d/Math3D_ColSphereSphere.s") +#pragma GLOBAL_ASM("asm/non_matchings/code/sys_math3d/Math3D_SphVsSph.s") #pragma GLOBAL_ASM("asm/non_matchings/code/sys_math3d/Math3D_ColSphereSphereIntersect.s") @@ -178,11 +178,11 @@ #pragma GLOBAL_ASM("asm/non_matchings/code/sys_math3d/Math3d_ColTriTri.s") -#pragma GLOBAL_ASM("asm/non_matchings/code/sys_math3d/func_8017F9C0.s") +#pragma GLOBAL_ASM("asm/non_matchings/code/sys_math3d/Math3D_XZInSphere.s") -#pragma GLOBAL_ASM("asm/non_matchings/code/sys_math3d/func_8017FA34.s") +#pragma GLOBAL_ASM("asm/non_matchings/code/sys_math3d/Math3D_XYInSphere.s") -#pragma GLOBAL_ASM("asm/non_matchings/code/sys_math3d/func_8017FAA8.s") +#pragma GLOBAL_ASM("asm/non_matchings/code/sys_math3d/Math3D_YZInSphere.s") #pragma GLOBAL_ASM("asm/non_matchings/code/sys_math3d/func_8017FB1C.s") diff --git a/src/code/z_bg_collect.c b/src/code/z_bg_collect.c index 706c4b80a..0d4f4a21f 100644 --- a/src/code/z_bg_collect.c +++ b/src/code/z_bg_collect.c @@ -1,33 +1,33 @@ #include "global.h" -void BgCheck2_UpdateActorPosition(CollisionContext* colCtx, s32 index, Actor* actor) { +void BgCheck2_UpdateActorPosition(CollisionContext* colCtx, s32 bgId, Actor* actor) { MtxF prevMatrix; MtxF prevMatrixInv; MtxF currMatrix; Vec3f newPos; Vec3f posWithInv; - if (BgCheck_IsActorMeshIndexValid(index) == 0) { + if (!DynaPoly_IsBgIdBgActor(bgId)) { return; } SkinMatrix_SetScaleRotateYRPTranslate( - &prevMatrix, colCtx->dyna.bgActors[index].prevTransform.scale.x, - colCtx->dyna.bgActors[index].prevTransform.scale.y, colCtx->dyna.bgActors[index].prevTransform.scale.z, - colCtx->dyna.bgActors[index].prevTransform.rot.x, colCtx->dyna.bgActors[index].prevTransform.rot.y, - colCtx->dyna.bgActors[index].prevTransform.rot.z, colCtx->dyna.bgActors[index].prevTransform.pos.x, - colCtx->dyna.bgActors[index].prevTransform.pos.y, colCtx->dyna.bgActors[index].prevTransform.pos.z); + &prevMatrix, colCtx->dyna.bgActors[bgId].prevTransform.scale.x, + colCtx->dyna.bgActors[bgId].prevTransform.scale.y, colCtx->dyna.bgActors[bgId].prevTransform.scale.z, + colCtx->dyna.bgActors[bgId].prevTransform.rot.x, colCtx->dyna.bgActors[bgId].prevTransform.rot.y, + colCtx->dyna.bgActors[bgId].prevTransform.rot.z, colCtx->dyna.bgActors[bgId].prevTransform.pos.x, + colCtx->dyna.bgActors[bgId].prevTransform.pos.y, colCtx->dyna.bgActors[bgId].prevTransform.pos.z); if (SkinMatrix_Invert(&prevMatrix, &prevMatrixInv) == 2) { return; } SkinMatrix_SetScaleRotateYRPTranslate( - &currMatrix, colCtx->dyna.bgActors[index].curTransform.scale.x, - colCtx->dyna.bgActors[index].curTransform.scale.y, colCtx->dyna.bgActors[index].curTransform.scale.z, - colCtx->dyna.bgActors[index].curTransform.rot.x, colCtx->dyna.bgActors[index].curTransform.rot.y, - colCtx->dyna.bgActors[index].curTransform.rot.z, colCtx->dyna.bgActors[index].curTransform.pos.x, - colCtx->dyna.bgActors[index].curTransform.pos.y, colCtx->dyna.bgActors[index].curTransform.pos.z); + &currMatrix, colCtx->dyna.bgActors[bgId].curTransform.scale.x, colCtx->dyna.bgActors[bgId].curTransform.scale.y, + colCtx->dyna.bgActors[bgId].curTransform.scale.z, colCtx->dyna.bgActors[bgId].curTransform.rot.x, + colCtx->dyna.bgActors[bgId].curTransform.rot.y, colCtx->dyna.bgActors[bgId].curTransform.rot.z, + colCtx->dyna.bgActors[bgId].curTransform.pos.x, colCtx->dyna.bgActors[bgId].curTransform.pos.y, + colCtx->dyna.bgActors[bgId].curTransform.pos.z); SkinMatrix_Vec3fMtxFMultXYZ(&prevMatrixInv, &actor->world.pos, &posWithInv); SkinMatrix_Vec3fMtxFMultXYZ(&currMatrix, &posWithInv, &newPos); @@ -35,14 +35,14 @@ void BgCheck2_UpdateActorPosition(CollisionContext* colCtx, s32 index, Actor* ac actor->world.pos = newPos; } -void BgCheck2_UpdateActorYRotation(CollisionContext* colCtx, s32 index, Actor* actor) { +void BgCheck2_UpdateActorYRotation(CollisionContext* colCtx, s32 bgId, Actor* actor) { s16 angleChange; - if (BgCheck_IsActorMeshIndexValid(index) == 0) { + if (!DynaPoly_IsBgIdBgActor(bgId)) { return; } - angleChange = colCtx->dyna.bgActors[index].curTransform.rot.y - colCtx->dyna.bgActors[index].prevTransform.rot.y; + angleChange = colCtx->dyna.bgActors[bgId].curTransform.rot.y - colCtx->dyna.bgActors[bgId].prevTransform.rot.y; if (actor->id == 0) { ((Player*)actor)->currentYaw += angleChange; @@ -52,14 +52,14 @@ void BgCheck2_UpdateActorYRotation(CollisionContext* colCtx, s32 index, Actor* a actor->world.rot.y += angleChange; } -void BgCheck2_AttachToMesh(CollisionContext* colCtx, Actor* actor, s32 index) { +void BgCheck2_AttachToMesh(CollisionContext* colCtx, Actor* actor, s32 bgId) { DynaPolyActor* meshActor; - if (BgCheck_IsActorMeshIndexValid(index) == 0) { + if (!DynaPoly_IsBgIdBgActor(bgId)) { return; } - meshActor = BgCheck_GetActorOfMesh(colCtx, index); + meshActor = DynaPoly_GetActor(colCtx, bgId); if (meshActor != NULL) { DynaPolyActor_SetRidingFallingState(meshActor); @@ -72,31 +72,31 @@ void BgCheck2_AttachToMesh(CollisionContext* colCtx, Actor* actor, s32 index) { } } -u32 BgCheck2_UpdateActorAttachedToMesh(CollisionContext* colCtx, s32 index, Actor* actor) { +u32 BgCheck2_UpdateActorAttachedToMesh(CollisionContext* colCtx, s32 bgId, Actor* actor) { u32 wasUpdated = 0; DynaPolyActor* meshActor; - if (BgCheck_IsActorMeshIndexValid(index) == 0) { + if (!DynaPoly_IsBgIdBgActor(bgId)) { return 0; } - if (colCtx->dyna.bgActorFlags[index] & 2 || !(colCtx->dyna.bgActorFlags[index] & 1)) { + if (colCtx->dyna.bgActorFlags[bgId] & 2 || !(colCtx->dyna.bgActorFlags[bgId] & 1)) { return 0; } - meshActor = BgCheck_GetActorOfMesh(colCtx, index); + meshActor = DynaPoly_GetActor(colCtx, bgId); if (meshActor == NULL) { return 0; } if (meshActor->flags & 1) { - BgCheck2_UpdateActorPosition(colCtx, index, actor); + BgCheck2_UpdateActorPosition(colCtx, bgId, actor); wasUpdated = 1; } if (meshActor->flags & 2) { - BgCheck2_UpdateActorYRotation(colCtx, index, actor); + BgCheck2_UpdateActorYRotation(colCtx, bgId, actor); wasUpdated = 1; } diff --git a/src/code/z_bg_item.c b/src/code/z_bg_item.c index 92a300e43..74adbe695 100644 --- a/src/code/z_bg_item.c +++ b/src/code/z_bg_item.c @@ -18,8 +18,8 @@ void DynaPolyActor_Init(DynaPolyActor* dynaActor, s32 flags) { void DynaPolyActor_LoadMesh(GlobalContext* globalCtx, DynaPolyActor* dynaActor, CollisionHeader* meshHeader) { CollisionHeader* header = NULL; - BgCheck_RelocateMeshHeader(meshHeader, &header); - dynaActor->bgId = BgCheck_AddActorMesh(globalCtx, &globalCtx->colCtx.dyna, dynaActor, header); + CollisionHeader_GetVirtual(meshHeader, &header); + dynaActor->bgId = DynaPoly_SetBgActor(globalCtx, &globalCtx->colCtx.dyna, &dynaActor->actor, header); } void DynaPolyActor_ResetState(DynaPolyActor* dynaActor) { @@ -34,8 +34,8 @@ void DynaPolyActor_SetRidingMovingState(DynaPolyActor* dynaActor) { dynaActor->stateFlags |= DYNAPOLY_STATE_RIDING_MOVING; } -void DynaPolyActor_SetRidingMovingStateByIndex(CollisionContext* colCtx, s32 index) { - DynaPolyActor* dynaActor = BgCheck_GetActorOfMesh(colCtx, index); +void DynaPolyActor_SetRidingMovingStateByIndex(CollisionContext* colCtx, s32 bgId) { + DynaPolyActor* dynaActor = DynaPoly_GetActor(colCtx, bgId); if (dynaActor != NULL) { DynaPolyActor_SetRidingMovingState(dynaActor); @@ -46,8 +46,8 @@ void DynaPolyActor_SetRidingRotatingState(DynaPolyActor* dynaActor) { dynaActor->stateFlags |= DYNAPOLY_STATE_RIDING_ROTATING; } -void DynaPolyActor_SetRidingRotatingStateByIndex(CollisionContext* colCtx, s32 index) { - DynaPolyActor* dynaActor = BgCheck_GetActorOfMesh(colCtx, index); +void DynaPolyActor_SetRidingRotatingStateByIndex(CollisionContext* colCtx, s32 bgId) { + DynaPolyActor* dynaActor = DynaPoly_GetActor(colCtx, bgId); if (dynaActor != NULL) { DynaPolyActor_SetRidingRotatingState(dynaActor); @@ -125,16 +125,16 @@ s32 DynaPolyActor_ValidateMove(GlobalContext* globalCtx, DynaPolyActor* dynaActo endPos.y = startPos.y; endPos.z = sign * adjustedEndRadius * cos + startPos.z; - if (func_800C56E0(&globalCtx->colCtx, &startPos, &endPos, &intersectionPos, &poly, true, false, false, true, &bgId, - &dynaActor->actor, 0.0f)) { + if (BgCheck_EntityLineTest3(&globalCtx->colCtx, &startPos, &endPos, &intersectionPos, &poly, true, false, false, + true, &bgId, &dynaActor->actor, 0.0f)) { return false; } startPos.x = (dynaActor->actor.world.pos.x * 2.0f) - startPos.x; startPos.z = (dynaActor->actor.world.pos.z * 2.0f) - startPos.z; endPos.x = sign * adjustedEndRadius * sin + startPos.x; endPos.z = sign * adjustedEndRadius * cos + startPos.z; - if (func_800C56E0(&globalCtx->colCtx, &startPos, &endPos, &intersectionPos, &poly, true, false, false, true, &bgId, - &dynaActor->actor, 0.0f)) { + if (BgCheck_EntityLineTest3(&globalCtx->colCtx, &startPos, &endPos, &intersectionPos, &poly, true, false, false, + true, &bgId, &dynaActor->actor, 0.0f)) { return false; } return true; diff --git a/src/code/z_bgcheck.c b/src/code/z_bgcheck.c index e607b978a..e5cb1ddb1 100644 --- a/src/code/z_bgcheck.c +++ b/src/code/z_bgcheck.c @@ -1,432 +1,4721 @@ #include "global.h" - -void BgCheck_PolygonLinkedListNodeInit(SSNode* node, s16* polyIndex, u16 next) { +#include "vt.h" + +#define DYNA_RAYCAST_FLOORS 1 +#define DYNA_RAYCAST_WALLS 2 +#define DYNA_RAYCAST_CEILINGS 4 + +static u32 sWallFlags[32] = { + 0, 1, 3, 5, 8, 16, 32, 64, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, +}; + +static u16 sSurfaceTypeSfx[] = { + /* 0x00 */ NA_SE_PL_WALK_GROUND - SFX_FLAG, + /* 0x01 */ NA_SE_PL_WALK_SAND - SFX_FLAG, + /* 0x02 */ NA_SE_PL_WALK_CONCRETE - SFX_FLAG, + /* 0x03 */ NA_SE_PL_WALK_DIRT - SFX_FLAG, + /* 0x04 */ NA_SE_PL_WALK_WATER0 - SFX_FLAG, + /* 0x05 */ NA_SE_PL_WALK_WATER1 - SFX_FLAG, + /* 0x06 */ NA_SE_PL_WALK_WATER2 - SFX_FLAG, + /* 0x07 */ NA_SE_PL_WALK_MAGMA - SFX_FLAG, + /* 0x08 */ NA_SE_PL_WALK_GRASS - SFX_FLAG, + /* 0x09 */ NA_SE_PL_WALK_GLASS - SFX_FLAG, + /* 0x0A */ NA_SE_PL_WALK_LADDER - SFX_FLAG, + /* 0x0B */ NA_SE_PL_WALK_GROUND - SFX_FLAG, + /* 0x0C */ NA_SE_PL_WALK_ICE - SFX_FLAG, + /* 0x0D */ NA_SE_PL_WALK_IRON - SFX_FLAG, + /* 0x0E */ NA_SE_PL_WALK_SNOW - SFX_FLAG +}; + +static u8 D_801B46C0[] = { + /* 0x00 */ 1, + /* 0x01 */ 1, + /* 0x02 */ 0, + /* 0x03 */ 1, + /* 0x04 */ 0, + /* 0x05 */ 0, + /* 0x06 */ 0, + /* 0x07 */ 0, + /* 0x08 */ 0, + /* 0x09 */ 0, + /* 0x0A */ 0, + /* 0x0B */ 0, + /* 0x0C */ 0, + /* 0x0D */ 0, + /* 0x0E */ 1 +}; + +static s16 sSmallMemScenes[] = { + SCENE_F01, +}; + +typedef struct { + s16 sceneId; + u32 memSize; +} BgCheckSceneMemEntry; + +static BgCheckSceneMemEntry sSceneMemList[] = { + { SCENE_00KEIKOKU, 0xC800 }, +}; + +BgCheckSceneSubdivisionEntry sSceneSubdivisionList[] = { + { SCENE_00KEIKOKU, { 36, 1, 36 }, -1 }, + { SCENE_30GYOSON, { 40, 1, 40 }, -1 }, + { SCENE_31MISAKI, { 40, 1, 40 }, -1 }, +}; + +BgSpecialSceneMaxObjects sCustomDynapolyMem[] = { + { SCENE_21MITURINMAE, 1000, 600, 512 }, +}; + +char D_801ED950[80]; +char D_801ED9A0[80]; +Vec3f D_801ED9F0[3]; // polyVerts +Vec3f D_801EDA18[3]; // polyVerts //not ok, needs to be inlined to match +MtxF D_801EDA40; +Vec3f D_801EDA80[3]; // polyVerts +char D_801EDAA8[80]; +char D_801EDAF8[80]; +Vec3f D_801EDB48[3]; // polyVerts +Vec3f D_801EDB70[3]; +Plane D_801EDB98; +Sphere16 D_801EDBA8; +TriNorm D_801EDBB0; + +void BgCheck_GetStaticLookupIndicesFromPos(CollisionContext* colCtx, Vec3f* pos, Vec3i* sector); +f32 BgCheck_RaycastFloorDyna(DynaRaycast* dynaRaycast); +s32 BgCheck_SphVsDynaWall(CollisionContext* colCtx, u16 xpFlags, f32* outX, f32* outZ, Vec3f* pos, f32 radius, + CollisionPoly** outPoly, s32* outBgId, Actor* actor); +s32 BgCheck_CheckLineImpl(CollisionContext* colCtx, u16 xpFlags1, u16 xpFlags2, Vec3f* posA, Vec3f* posB, + Vec3f* posResult, CollisionPoly** outPoly, s32* outBgId, Actor* actor, f32 checkDist, + u32 bccFlags); +s32 BgCheck_CheckDynaCeiling(CollisionContext* colCtx, u16 xpFlags, f32* outY, Vec3f* pos, f32 checkDist, + CollisionPoly** outPoly, s32* outBgId, Actor* actor); +s32 BgCheck_CheckLineAgainstDyna(CollisionContext* colCtx, u16 xpFlags, Vec3f* posA, Vec3f* posB, Vec3f* posResult, + CollisionPoly** outPoly, f32* distSq, s32* outBgId, Actor* actor, f32 checkDist, + s32 bccFlags); +s32 BgCheck_SphVsFirstDynaPoly(CollisionContext* colCtx, u16 xpFlags, CollisionPoly** outPoly, s32* outBgId, + Vec3f* center, f32 radius, Actor* actor, u16 bciFlags); +void BgCheck_ResetPolyCheckTbl(SSNodeList* nodeList, s32 numPolys); +s32 BgCheck_PosInStaticBoundingBox(CollisionContext* colCtx, Vec3f* pos); + +void SSNode_SetValue(SSNode* node, s16* polyIndex, u16 next) { node->polyId = *polyIndex; node->next = next; } -void BgCheck_PolygonLinkedListResetHead(u16* head) { - *head = 0xFFFF; +void SSList_SetNull(SSList* ssList) { + ssList->head = SS_NULL; } -void BgCheck_ScenePolygonListsNodeInsert(SSNodeList* list, u16* head, s16* polyIndex) { +void SSNodeList_SetSSListHead(SSNodeList* list, SSList* ssList, s16* polyIndex) { u16 index; - index = BgCheck_ScenePolygonListsReserveNode(list); - BgCheck_PolygonLinkedListNodeInit(&list->tbl[index], polyIndex, *head); - *head = index; + index = SSNodeList_GetNextNodeIdx(list); + SSNode_SetValue(&list->tbl[index], polyIndex, ssList->head); + ssList->head = index; } -void BgCheck_PolygonLinkedListNodeInsert(DynaSSNodeList* list, u16* head, s16* polyIndex) { +void DynaSSNodeList_SetSSListHead(DynaSSNodeList* list, SSList* ssList, s16* polyIndex) { u16 index; - index = BgCheck_AllocPolygonLinkedListNode(list); - BgCheck_PolygonLinkedListNodeInit(&list->tbl[index], polyIndex, *head); - *head = index; + index = DynaSSNodeList_GetNextNodeIdx(list); + SSNode_SetValue(&list->tbl[index], polyIndex, ssList->head); + ssList->head = index; } -void BgCheck_PolygonLinkedListInit(GlobalContext* globalCtx, DynaSSNodeList* list) { +void DynaSSNodeList_Init(GlobalContext* globalCtx, DynaSSNodeList* list) { list->tbl = NULL; list->count = 0; } -void BgCheck_PolygonLinkedListAlloc(GlobalContext* globalCtx, DynaSSNodeList* list, u32 numNodes) { - list->tbl = (SSNode*)THA_AllocEndAlign(&globalCtx->state.heap, numNodes << 2, 0xfffffffe); - list->max = numNodes; +void DynaSSNodeList_Alloc(GlobalContext* globalCtx, DynaSSNodeList* list, u32 numNodes) { + list->tbl = (SSNode*)THA_AllocEndAlign(&globalCtx->state.heap, numNodes * sizeof(SSNode), -2); + list->maxNodes = numNodes; list->count = 0; } -void BgCheck_PolygonLinkedListReset(DynaSSNodeList* list) { +void DynaSSNodeList_ResetCount(DynaSSNodeList* list) { list->count = 0; } -u16 BgCheck_AllocPolygonLinkedListNode(DynaSSNodeList* list) { - u16 index; +u16 DynaSSNodeList_GetNextNodeIdx(DynaSSNodeList* list) { + u16 index = list->count++; - index = list->count++; - if (list->max <= index) { - return 0xffff; + if (list->maxNodes <= index) { + return SS_NULL; } return index; } -void BgCheck_CreateVec3fFromVertex(Vec3s* vertex, Vec3f* vector) { - vector->x = vertex->x; - vector->y = vertex->y; - vector->z = vertex->z; +void BgCheck_Vec3sToVec3f(Vec3s* src, Vec3f* dest) { + dest->x = src->x; + dest->y = src->y; + dest->z = src->z; +} + +void BgCheck_Vec3fToVec3s(Vec3s* dest, Vec3f* src) { + dest->x = src->x; + dest->y = src->y; + dest->z = src->z; +} + +f32 func_800BFD84(CollisionPoly* poly, f32 arg1, f32 arg2) { + return (COLPOLY_GET_NORMAL(poly->normal.x * arg1 + poly->normal.z * arg2) + poly->dist) / + COLPOLY_GET_NORMAL(-poly->normal.y); +} + +/** + * Unused + */ +s32 func_800BFDEC(CollisionPoly* polyA, CollisionPoly* polyB, u32* outVtxId0, u32* outVtxId1) { + s32 vtxIdA[3]; + s32 vtxIdB[3]; + s32 i; + s32 j; + s32 count; + + *outVtxId0 = *outVtxId1 = 0; + for (i = 0; i < ARRAY_COUNT(vtxIdA); i++) { + vtxIdA[i] = COLPOLY_VTX_INDEX(polyA->vtxData[i]); + vtxIdB[i] = COLPOLY_VTX_INDEX(polyB->vtxData[i]); + } + + count = 0; + for (i = 0; i < 2; i++) { + for (j = i + 1; j < 3; j++) { + if (vtxIdA[i] == vtxIdB[j]) { + if (count == 0) { + *outVtxId0 = vtxIdA[i]; + } else if (count == 1) { + *outVtxId1 = vtxIdA[i]; + } + count++; + } + } + } + return count; +} + +s16 CollisionPoly_GetMinY(CollisionPoly* poly, Vec3s* vertices) { + s16 minY; + s32 a = COLPOLY_VTX_INDEX(poly->flags_vIA); + s32 b = COLPOLY_VTX_INDEX(poly->flags_vIB); + s32 c = poly->vIC; + + minY = vertices[a].y; + if (vertices[b].y < minY) { + minY = vertices[b].y; + } + if (minY < vertices[c].y) { + return minY; + } + return vertices[c].y; +} + +void CollisionPoly_GetNormalF(CollisionPoly* poly, f32* nx, f32* ny, f32* nz) { + *nx = COLPOLY_GET_NORMAL(poly->normal.x); + *ny = COLPOLY_GET_NORMAL(poly->normal.y); + *nz = COLPOLY_GET_NORMAL(poly->normal.z); +} + +/** + * Compute transform matrix mapping +y (up) to the collision poly's normal + */ +void func_800C0094(CollisionPoly* poly, f32 tx, f32 ty, f32 tz, MtxF* dest) { + f32 nx; + f32 ny; + f32 nz; + s32 pad; + f32 z_f14; + f32 phi_f14; + f32 phi_f12; + f32 inv_z_f14; + + if (poly == NULL) { + return; + } + CollisionPoly_GetNormalF(poly, &nx, &ny, &nz); + + z_f14 = sqrtf(SQ(ny) + SQ(nz)); + if (!IS_ZERO(z_f14)) { + inv_z_f14 = 1.0f / z_f14; + phi_f14 = ny * inv_z_f14; + phi_f12 = nz * inv_z_f14; + } else { + phi_f14 = 1.0f; + phi_f12 = 0.0f; + } + dest->xx = z_f14; + dest->xy = (-nx) * phi_f14; + dest->xz = (-nx) * phi_f12; + dest->yx = nx; + dest->yy = ny; + dest->yz = nz; + dest->zx = 0.0f; + dest->zy = -phi_f12; + dest->zz = phi_f14; + dest->wx = tx; + dest->wy = ty; + dest->wz = tz; + dest->xw = 0.0f; + dest->yw = 0.0f; + dest->zw = 0.0f; + dest->ww = 1.0f; +} + +f32 CollisionPoly_GetPointDistanceFromPlane(CollisionPoly* poly, Vec3f* point) { + return COLPOLY_GET_NORMAL(poly->normal.x * point->x + poly->normal.y * point->y + poly->normal.z * point->z) + + poly->dist; +} + +void CollisionPoly_GetVertices(CollisionPoly* poly, Vec3s* vtxList, Vec3f* dest) { + BgCheck_Vec3sToVec3f(&vtxList[COLPOLY_VTX_INDEX(poly->flags_vIA)], &dest[0]); + BgCheck_Vec3sToVec3f(&vtxList[COLPOLY_VTX_INDEX(poly->flags_vIB)], &dest[1]); + BgCheck_Vec3sToVec3f(&vtxList[poly->vIC], &dest[2]); +} + +void CollisionPoly_GetVerticesByBgId(CollisionPoly* poly, s32 bgId, CollisionContext* colCtx, Vec3f* dest) { + Vec3s* vtxList; + + if (poly == NULL || bgId > BG_ACTOR_MAX || dest == NULL) { + if (dest != NULL) { + // @bug: dest[2] x and y are not set to 0 + dest[0].x = dest[0].y = dest[0].z = dest[1].x = dest[1].y = dest[1].z = dest[2].z = 0.0f; + } + } else { + if (bgId == BGCHECK_SCENE) { + vtxList = colCtx->colHeader->vtxList; + } else { + vtxList = colCtx->dyna.vtxList; + } + CollisionPoly_GetVertices(poly, vtxList, dest); + } +} + +s32 CollisionPoly_CheckYIntersectApprox1(CollisionPoly* poly, Vec3s* vtxList, f32 x, f32 z, f32* yIntersect, + f32 checkDist) { + f32 nx; + f32 ny; + f32 nz; + Vec3s* vA; + Vec3s* vB; + Vec3s* vC; + + vA = &vtxList[COLPOLY_VTX_INDEX(poly->flags_vIA)]; + Math_Vec3s_ToVec3f(&D_801ED9F0[0], vA); + vB = &vtxList[COLPOLY_VTX_INDEX(poly->flags_vIB)]; + Math_Vec3s_ToVec3f(&D_801ED9F0[1], vB); + vC = &vtxList[poly->vIC]; + Math_Vec3s_ToVec3f(&D_801ED9F0[2], vC); + + nx = COLPOLY_GET_NORMAL(poly->normal.x); + ny = COLPOLY_GET_NORMAL(poly->normal.y); + nz = COLPOLY_GET_NORMAL(poly->normal.z); + + return Math3D_TriChkPointParaYIntersectDist(&D_801ED9F0[0], &D_801ED9F0[1], &D_801ED9F0[2], nx, ny, nz, poly->dist, + z, x, yIntersect, checkDist); +} + +/** + * Checks if point (`x`,`z`) is within `checkDist` of `poly`, computing `yIntersect` if true + * Determinant max 0.0f (checks if on or within poly) + */ +#ifdef NON_MATCHING +s32 CollisionPoly_CheckYIntersect(CollisionPoly* poly, Vec3s* vtxList, f32 x, f32 z, f32* yIntersect, f32 checkDist) { + static Vec3f polyVerts[3]; // D_801EDA18 + Vec3s* sVerts; + f32 nx; + f32 ny; + f32 nz; + + sVerts = &vtxList[COLPOLY_VTX_INDEX(poly->flags_vIA)]; + polyVerts[0].x = sVerts->x; + polyVerts[0].y = sVerts->y; + polyVerts[0].z = sVerts->z; + sVerts = &vtxList[COLPOLY_VTX_INDEX(poly->flags_vIB)]; + polyVerts[1].x = sVerts->x; + polyVerts[1].y = sVerts->y; + polyVerts[1].z = sVerts->z; + sVerts = &vtxList[poly->vIC]; + polyVerts[2].x = sVerts->x; + polyVerts[2].y = sVerts->y; + polyVerts[2].z = sVerts->z; + + if (!func_8017A304(&polyVerts[0], &polyVerts[1], &polyVerts[2], z, x, checkDist)) { + return 0; + } + nx = COLPOLY_GET_NORMAL(poly->normal.x); + ny = COLPOLY_GET_NORMAL(poly->normal.y); + nz = COLPOLY_GET_NORMAL(poly->normal.z); + return Math3D_TriChkPointParaYIntersectInsideTri2(&polyVerts[0], &polyVerts[1], &polyVerts[2], nx, ny, nz, + poly->dist, z, x, yIntersect, checkDist); +} +#else +s32 CollisionPoly_CheckYIntersect(CollisionPoly* poly, Vec3s* vtxList, f32 x, f32 z, f32* yIntersect, f32 checkDist); +#pragma GLOBAL_ASM("asm/non_matchings/code/z_bgcheck/CollisionPoly_CheckYIntersect.s") +#endif + +s32 CollisionPoly_CheckYIntersectApprox2(CollisionPoly* poly, Vec3s* vtxList, f32 x, f32 z, f32* yIntersect) { + return CollisionPoly_CheckYIntersectApprox1(poly, vtxList, x, z, yIntersect, 1.0f); +} + +s32 CollisionPoly_CheckXIntersectApprox(CollisionPoly* poly, Vec3s* vtxList, f32 y, f32 z, f32* xIntersect) { + f32 nx; + f32 ny; + f32 nz; + + CollisionPoly_GetVertices(poly, vtxList, D_801EDA80); + CollisionPoly_GetNormalF(poly, &nx, &ny, &nz); + return Math3D_TriChkPointParaXIntersect(&D_801EDA80[0], &D_801EDA80[1], &D_801EDA80[2], nx, ny, nz, poly->dist, y, + z, xIntersect); +} + +s32 CollisionPoly_CheckZIntersectApprox(CollisionPoly* poly, Vec3s* vtxList, f32 x, f32 y, f32* zIntersect) { + f32 nx; + f32 ny; + f32 nz; + + CollisionPoly_GetVertices(poly, vtxList, D_801EDB48); + CollisionPoly_GetNormalF(poly, &nx, &ny, &nz); + return Math3D_TriChkPointParaZIntersect(&D_801EDB48[0], &D_801EDB48[1], &D_801EDB48[2], nx, ny, nz, poly->dist, x, + y, zIntersect); +} + +#ifdef NON_MATCHING +s32 CollisionPoly_LineVsPoly(BgLineVsPolyTest* a0) { + static Vec3f polyVerts[3]; // D_801EDB70 + static Plane plane; // D_801EDB98 + f32 planeDistA; + f32 planeDistB; + f32 planeDistDelta; + + plane.originDist = a0->poly->dist; + planeDistA = COLPOLY_GET_NORMAL(a0->poly->normal.x * a0->posA->x + a0->poly->normal.y * a0->posA->y + + a0->poly->normal.z * a0->posA->z) + + plane.originDist; + planeDistB = COLPOLY_GET_NORMAL(a0->poly->normal.x * a0->posB->x + a0->poly->normal.y * a0->posB->y + + a0->poly->normal.z * a0->posB->z) + + plane.originDist; + + planeDistDelta = planeDistA - planeDistB; + if ((planeDistA >= 0.0f && planeDistB >= 0.0f) || (planeDistA < 0.0f && planeDistB < 0.0f) || + ((a0->checkOneFace != 0) && (planeDistA < 0.0f && planeDistB > 0.0f)) || IS_ZERO(planeDistDelta)) { + return false; + } + + CollisionPoly_GetNormalF(a0->poly, &plane.normal.x, &plane.normal.y, &plane.normal.z); + CollisionPoly_GetVertices(a0->poly, a0->vtxList, polyVerts); + Math3D_Lerp(a0->posA, a0->posB, planeDistA / planeDistDelta, a0->planeIntersect); + + if ((fabsf(plane.normal.x) > 0.5f && + Math3D_TriChkPointParaXDist(&polyVerts[0], &polyVerts[1], &polyVerts[2], a0->planeIntersect->y, + a0->planeIntersect->z, 0.0f, a0->checkDist, plane.normal.x)) || + (fabsf(plane.normal.y) > 0.5f && + Math3D_TriChkPointParaYDist(&polyVerts[0], &polyVerts[1], &polyVerts[2], a0->planeIntersect->z, + a0->planeIntersect->x, 0.0f, a0->checkDist, plane.normal.y)) || + (fabsf(plane.normal.z) > 0.5f && + Math3D_TriChkLineSegParaZDist(&polyVerts[0], &polyVerts[1], &polyVerts[2], a0->planeIntersect->x, + a0->planeIntersect->y, 0.0f, a0->checkDist, plane.normal.z))) { + return true; + } + return false; +} +#else +s32 CollisionPoly_LineVsPoly(BgLineVsPolyTest* a0); +#pragma GLOBAL_ASM("asm/non_matchings/code/z_bgcheck/CollisionPoly_LineVsPoly.s") +#endif + +#ifdef NON_MATCHING +// OK but .bss order issues +s32 CollisionPoly_SphVsPoly(CollisionPoly* poly, Vec3s* vtxList, Vec3f* center, f32 radius) { + static Sphere16 sphere; // D_801EDBA8 + static TriNorm tri; // D_801EDBB0 + Vec3f intersect; + + CollisionPoly_GetVertices(poly, vtxList, tri.vtx); + CollisionPoly_GetNormalF(poly, &tri.plane.normal.x, &tri.plane.normal.y, &tri.plane.normal.z); + tri.plane.originDist = poly->dist; + sphere.center.x = center->x; + sphere.center.y = center->y; + sphere.center.z = center->z; + sphere.radius = radius; + return Math3D_ColSphereTri(&sphere, &tri, &intersect); +} +#else +s32 CollisionPoly_SphVsPoly(CollisionPoly* poly, Vec3s* vtxList, Vec3f* center, f32 radius); +#pragma GLOBAL_ASM("asm/non_matchings/code/z_bgcheck/CollisionPoly_SphVsPoly.s") +#endif + +#ifdef NON_MATCHING +/** + * Add poly to StaticLookup table + * Table is sorted by poly's smallest y vertex component + * `ssList` is the list to append a new poly to + * `polyList` is the CollisionPoly lookup list + * `vtxList` is the vertex lookup list + * `polyId` is the index of the poly in polyList to insert into the lookup table + */ +void StaticLookup_AddPolyToSSList(CollisionContext* colCtx, SSList* ssList, CollisionPoly* polyList, Vec3s* vtxList, + s16 polyId) { + SSNode* curNode; + SSNode* nextNode; + s32 polyYMin; + u16 newNodeId; + s16 curPolyId; + + // if list is null + if (ssList->head == SS_NULL) { + SSNodeList_SetSSListHead(&colCtx->polyNodes, ssList, &polyId); + return; + } + + polyYMin = CollisionPoly_GetMinY(&polyList[polyId], vtxList); + + curNode = &colCtx->polyNodes.tbl[ssList->head]; + curPolyId = curNode->polyId; + + // if the poly being inserted has a lower y than the first poly + if (polyYMin < vtxList[COLPOLY_VTX_INDEX(polyList[curPolyId].flags_vIA)].y && + polyYMin < vtxList[COLPOLY_VTX_INDEX(polyList[curPolyId].flags_vIB)].y && + polyYMin < vtxList[polyList[curPolyId].vIC].y) { + SSNodeList_SetSSListHead(&colCtx->polyNodes, ssList, &polyId); + return; + } + while (true) { + // if at the end of the list + if (curNode->next == SS_NULL) { + newNodeId = SSNodeList_GetNextNodeIdx(&colCtx->polyNodes); + SSNode_SetValue(&colCtx->polyNodes.tbl[newNodeId], &polyId, SS_NULL); + curNode->next = newNodeId; + break; + } + + nextNode = &colCtx->polyNodes.tbl[curNode->next]; + curPolyId = nextNode->polyId; + + // if the poly being inserted is lower than the next poly + if (polyYMin < vtxList[COLPOLY_VTX_INDEX(polyList[curPolyId].flags_vIA)].y && + polyYMin < vtxList[COLPOLY_VTX_INDEX(polyList[curPolyId].flags_vIB)].y && + polyYMin < vtxList[polyList[curPolyId].vIC].y) { + newNodeId = SSNodeList_GetNextNodeIdx(&colCtx->polyNodes); + SSNode_SetValue(&colCtx->polyNodes.tbl[newNodeId], &polyId, curNode->next); + curNode->next = newNodeId; + break; + } + curNode = nextNode; + } +} +#else +#pragma GLOBAL_ASM("asm/non_matchings/code/z_bgcheck/StaticLookup_AddPolyToSSList.s") +#endif + +/** + * Add CollisionPoly to StaticLookup list + */ +void StaticLookup_AddPoly(StaticLookup* lookup, CollisionContext* colCtx, CollisionPoly* polyList, Vec3s* vtxList, + s16 index) { + if (polyList[index].normal.y > COLPOLY_SNORMAL(0.5f)) { + StaticLookup_AddPolyToSSList(colCtx, &lookup->floor, polyList, vtxList, index); + } else if (polyList[index].normal.y < COLPOLY_SNORMAL(-0.8f)) { + StaticLookup_AddPolyToSSList(colCtx, &lookup->ceiling, polyList, vtxList, index); + } else { + StaticLookup_AddPolyToSSList(colCtx, &lookup->wall, polyList, vtxList, index); + } +} + +/** + * Locates the closest static poly directly underneath `pos`, starting at list `ssList` + * returns yIntersect of the closest poly, or `yIntersectMin` + * stores the pointer of the closest poly to `outPoly` + * if (flags & 1), ignore polys with a normal.y < 0 (from vertical walls to ceilings) + */ +f32 BgCheck_RaycastFloorStaticList(CollisionContext* colCtx, u16 xpFlags, SSList* ssList, CollisionPoly** outPoly, + Vec3f* pos, f32 yIntersectMin, f32 checkDist, s32 flags, Actor* actor, s32 arg9) { + SSNode* curNode; + s32 polyId; + f32 result; + f32 yIntersect; + CollisionPoly* colPoly; + s32 pad; + + result = yIntersectMin; + if (ssList->head == SS_NULL) { + return result; + } + + curNode = &colCtx->polyNodes.tbl[ssList->head]; + + while (true) { + polyId = curNode->polyId; + colPoly = &colCtx->colHeader->polyList[polyId]; + + if (((flags & 1) && (colPoly->normal.y < 0)) || + ((arg9 & 0x20) && ((colCtx->colHeader->surfaceTypeList[colPoly->type].data[0] >> 0x1E) & 1)) || + COLPOLY_VIA_FLAG_TEST(colPoly->flags_vIA, xpFlags) || + (COLPOLY_VIA_FLAG_TEST(colPoly->flags_vIB, 4) && ((actor != NULL && actor->category != ACTORCAT_PLAYER) || + (actor == NULL && xpFlags != COLPOLY_IGNORE_CAMERA)))) { + if (curNode->next == SS_NULL) { + break; + } + curNode = &colCtx->polyNodes.tbl[curNode->next]; + continue; + } + + if (pos->y < colCtx->colHeader->vtxList[COLPOLY_VTX_INDEX(colPoly->flags_vIA)].y && + pos->y < colCtx->colHeader->vtxList[COLPOLY_VTX_INDEX(colPoly->flags_vIB)].y && + pos->y < colCtx->colHeader->vtxList[colPoly->vIC].y) { + break; + } + + if (CollisionPoly_CheckYIntersect(colPoly, colCtx->colHeader->vtxList, pos->x, pos->z, &yIntersect, + checkDist)) { + // if poly is closer to pos without going over + if (yIntersect < pos->y && result < yIntersect) { + result = yIntersect; + *outPoly = colPoly; + } + } + + if (curNode->next == SS_NULL) { + break; + } + curNode = &colCtx->polyNodes.tbl[curNode->next]; + } + return result; +} + +/** + * Locates the closest static poly directly underneath `pos` within `lookup`. + * returns yIntersect of the closest poly, or `yIntersectMin` + * stores the pointer of the closest poly to `outPoly` + */ +f32 BgCheck_RaycastFloorStatic(StaticLookup* lookup, CollisionContext* colCtx, u16 xpFlags, CollisionPoly** poly, + Vec3f* pos, u32 arg5, f32 checkDist, f32 yIntersectMin, Actor* actor) { + s32 flag; // skip polys with normal.y < 0 + f32 yIntersect = yIntersectMin; + + if (arg5 & 4) { + yIntersect = BgCheck_RaycastFloorStaticList(colCtx, xpFlags, &lookup->floor, poly, pos, yIntersect, checkDist, + 0, actor, arg5); + } + + if ((arg5 & 2) || (arg5 & 8)) { + flag = 0; + if (arg5 & 0x10) { + flag = 1; + } + yIntersect = BgCheck_RaycastFloorStaticList(colCtx, xpFlags, &lookup->wall, poly, pos, yIntersect, checkDist, + flag, actor, arg5); + } + + if (arg5 & 1) { + flag = 0; + if (arg5 & 0x10) { + flag = 1; + } + yIntersect = BgCheck_RaycastFloorStaticList(colCtx, xpFlags, &lookup->ceiling, poly, pos, yIntersect, checkDist, + flag, actor, arg5); + } + + return yIntersect; +} + +/** + * Compute wall displacement on `posX` and `posZ` + * sets `wallPolyPtr` to `poly` if `wallPolyPtr` is NULL + * returns true if `wallPolyPtr` was changed + * `invXZlength` is 1 / sqrt( sq(poly.normal.x) + sq(poly.normal.z) ) + */ +s32 BgCheck_ComputeWallDisplacement(CollisionContext* colCtx, CollisionPoly* poly, f32* posX, f32* posZ, f32 nx, f32 ny, + f32 nz, f32 invXZlength, f32 planeDist, f32 radius, CollisionPoly** wallPolyPtr) { + f32 displacement = (radius - planeDist) * invXZlength; + + *posX += displacement * nx; + *posZ += displacement * nz; + + if (*wallPolyPtr == NULL) { + *wallPolyPtr = poly; + return true; + } else { + return false; + } +} + +/** + * Performs collision detection on static poly walls within `lookup` on sphere `pos`, `radius` + * returns true if a collision was detected + * `outX` `outZ` return the displaced x,z coordinates, + * `outPoly` returns the pointer to the nearest poly collided with, or NULL + */ +s32 BgCheck_SphVsStaticWall(StaticLookup* lookup, CollisionContext* colCtx, u16 xpFlags, f32* outX, f32* outZ, + Vec3f* pos, f32 radius, CollisionPoly** outPoly, Actor* actor) { + Vec3f resultPos; + f32 zTemp; + f32 xTemp; + f32 planeDist; + f32 intersect; + s32 result; + CollisionPoly* curPoly; + CollisionPoly* polyList; + SSNode* curNode; + f32 invNormalXZ; + Vec3s* vtxA; + Vec3s* vtxB; + Vec3s* vtxC; + s32 polyId; + f32 normalXZ; + f32 nx; + f32 ny; + f32 nz; + Vec3s* vtxList; + u16 pad; + f32 temp_f16; + f32 zMin; + f32 zMax; + f32 xMin; + f32 xMax; + + result = false; + if (lookup->wall.head == SS_NULL) { + return result; + } + resultPos = *pos; + + polyList = colCtx->colHeader->polyList; + vtxList = colCtx->colHeader->vtxList; + curNode = &colCtx->polyNodes.tbl[lookup->wall.head]; + + while (true) { + polyId = curNode->polyId; + curPoly = &polyList[polyId]; + vtxA = &vtxList[COLPOLY_VTX_INDEX(curPoly->flags_vIA)]; + vtxB = &vtxList[COLPOLY_VTX_INDEX(curPoly->flags_vIB)]; + vtxC = &vtxList[curPoly->vIC]; + + if (pos->y < vtxA->y && pos->y < vtxB->y && pos->y < vtxC->y) { + break; + } + + nx = COLPOLY_GET_NORMAL(curPoly->normal.x); + ny = COLPOLY_GET_NORMAL(curPoly->normal.y); + nz = COLPOLY_GET_NORMAL(curPoly->normal.z); + normalXZ = sqrtf(SQ(nx) + SQ(nz)); + planeDist = Math3D_DistPlaneToPos(nx, ny, nz, curPoly->dist, &resultPos); + if (radius < fabsf(planeDist) || COLPOLY_VIA_FLAG_TEST(curPoly->flags_vIA, xpFlags) || + (COLPOLY_VIA_FLAG_TEST(curPoly->flags_vIB, 4) && ((actor != NULL && actor->category != ACTORCAT_PLAYER) || + (actor == NULL && xpFlags != COLPOLY_IGNORE_CAMERA)))) { + if (curNode->next == SS_NULL) { + break; + } else { + curNode = &colCtx->polyNodes.tbl[curNode->next]; + continue; + } + } + + invNormalXZ = 1.0f / normalXZ; + temp_f16 = fabsf(nz) * invNormalXZ; + if (temp_f16 < 0.4f) { + if (curNode->next == SS_NULL) { + break; + } else { + curNode = &colCtx->polyNodes.tbl[curNode->next]; + continue; + } + } + + // compute curPoly zMin/zMax + zTemp = vtxA->z; + zMax = zMin = zTemp; + zTemp = vtxB->z; + + if (zTemp < zMin) { + zMin = zTemp; + } else if (zMax < zTemp) { + zMax = zTemp; + } + zTemp = vtxC->z; + if (zTemp < zMin) { + zMin = zTemp; + } else if (zTemp > zMax) { + zMax = zTemp; + } + + zMin -= radius; + zMax += radius; + + if (resultPos.z < zMin || resultPos.z > zMax) { + if (curNode->next == SS_NULL) { + break; + } else { + curNode = &colCtx->polyNodes.tbl[curNode->next]; + continue; + } + } + if (CollisionPoly_CheckZIntersectApprox(curPoly, vtxList, resultPos.x, pos->y, &intersect)) { + f32 test = intersect - resultPos.z; + + if (fabsf(test) <= radius / temp_f16) { + if (test * nz <= 4.0f) { + if (BgCheck_ComputeWallDisplacement(colCtx, curPoly, &resultPos.x, &resultPos.z, nx, ny, nz, + invNormalXZ, planeDist, radius, outPoly)) { + result = true; + } + } + } + } + if (curNode->next == SS_NULL) { + break; + } else { + curNode = &colCtx->polyNodes.tbl[curNode->next]; + } + } + + curNode = &colCtx->polyNodes.tbl[lookup->wall.head]; + + while (true) { + polyId = curNode->polyId; + curPoly = &polyList[polyId]; + vtxA = &vtxList[COLPOLY_VTX_INDEX(curPoly->flags_vIA)]; + vtxB = &vtxList[COLPOLY_VTX_INDEX(curPoly->flags_vIB)]; + vtxC = &vtxList[curPoly->vIC]; + + if (pos->y < vtxA->y && pos->y < vtxB->y && pos->y < vtxC->y) { + break; + } + + nx = COLPOLY_GET_NORMAL(curPoly->normal.x); + ny = COLPOLY_GET_NORMAL(curPoly->normal.y); + nz = COLPOLY_GET_NORMAL(curPoly->normal.z); + normalXZ = sqrtf(SQ(nx) + SQ(nz)); + planeDist = Math3D_DistPlaneToPos(nx, ny, nz, curPoly->dist, &resultPos); + if (radius < fabsf(planeDist) || COLPOLY_VIA_FLAG_TEST(curPoly->flags_vIA, xpFlags) || + (COLPOLY_VIA_FLAG_TEST(curPoly->flags_vIB, 4) && ((actor != NULL && actor->category != ACTORCAT_PLAYER) || + (actor == NULL && xpFlags != COLPOLY_IGNORE_CAMERA)))) { + if (curNode->next == SS_NULL) { + break; + } else { + curNode = &colCtx->polyNodes.tbl[curNode->next]; + continue; + } + } + + invNormalXZ = 1.0f / normalXZ; + temp_f16 = fabsf(nx) * invNormalXZ; + if (temp_f16 < 0.4f) { + if (curNode->next == SS_NULL) { + break; + } else { + curNode = &colCtx->polyNodes.tbl[curNode->next]; + continue; + } + } + + // compute curPoly xMin/xMax + xTemp = vtxA->x; + xMax = xMin = xTemp; + xTemp = vtxB->x; + + if (xTemp < xMin) { + xMin = xTemp; + } else if (xMax < xTemp) { + xMax = xTemp; + } + xTemp = vtxC->x; + if (xTemp < xMin) { + xMin = xTemp; + } else if (xMax < xTemp) { + xMax = xTemp; + } + + xMin -= radius; + xMax += radius; + + if (resultPos.x < xMin || xMax < resultPos.x) { + if (curNode->next == SS_NULL) { + break; + } else { + curNode = &colCtx->polyNodes.tbl[curNode->next]; + continue; + } + } + if (CollisionPoly_CheckXIntersectApprox(curPoly, vtxList, pos->y, resultPos.z, &intersect)) { + f32 test = intersect - resultPos.x; + + if (fabsf(test) <= radius / temp_f16) { + if (test * nx <= 4.0f) { + if (BgCheck_ComputeWallDisplacement(colCtx, curPoly, &resultPos.x, &resultPos.z, nx, ny, nz, + invNormalXZ, planeDist, radius, outPoly)) { + result = true; + } + } + } + } + if (curNode->next == SS_NULL) { + break; + } else { + curNode = &colCtx->polyNodes.tbl[curNode->next]; + continue; + } + } + + *outX = resultPos.x; + *outZ = resultPos.z; + return result; +} + +/** + * Tests for collision with a static poly ceiling + * returns true if a collision occurs, else false + * `outPoly` returns the poly collided with + * `outY` returns the y coordinate needed to not collide with `outPoly` + */ +#ifdef NON_MATCHING +s32 BgCheck_CheckStaticCeiling(StaticLookup* lookup, u16 xpFlags, CollisionContext* colCtx, f32* outY, Vec3f* pos, + f32 checkHeight, CollisionPoly** outPoly, Actor* actor) { + s32 result = false; + // u16 nextId; + CollisionPoly* curPoly; + CollisionPoly* polyList; + f32 ceilingY; + Vec3s* vtxList; + SSNode* curNode; + s32 curPolyId; + + if (lookup->ceiling.head == SS_NULL) { + return result; + } + curNode = &colCtx->polyNodes.tbl[lookup->ceiling.head]; + polyList = colCtx->colHeader->polyList; + vtxList = colCtx->colHeader->vtxList; + + *outY = pos->y; + + while (true) { + curPolyId = curNode->polyId; + curPoly = &polyList[curPolyId]; + if (COLPOLY_VIA_FLAG_TEST(colCtx->colHeader->polyList[curPolyId].flags_vIA, xpFlags) || + (COLPOLY_VIA_FLAG_TEST(colCtx->colHeader->polyList[curPolyId].flags_vIB, 4) && + ((actor != NULL && actor->category != ACTORCAT_PLAYER) || + (actor == NULL && xpFlags != COLPOLY_IGNORE_CAMERA)))) { + if (curNode->next == SS_NULL) { + break; + } else { + curNode = &colCtx->polyNodes.tbl[curNode->next]; + continue; + } + } + + if (CollisionPoly_CheckYIntersectApprox2(curPoly, vtxList, pos->x, pos->z, &ceilingY)) { + f32 intersectDist = ceilingY - *outY; + f32 ny = COLPOLY_GET_NORMAL(curPoly->normal.y); + + if (intersectDist > 0 && intersectDist < checkHeight && intersectDist * ny <= 0) { + *outY = ceilingY - checkHeight; + *outPoly = curPoly; + result = true; + } + } + if (curNode->next == SS_NULL) { + break; + } else { + curNode = &colCtx->polyNodes.tbl[curNode->next]; + continue; + } + } + return result; +} +#else +s32 BgCheck_CheckStaticCeiling(StaticLookup* lookup, u16 xpFlags, CollisionContext* colCtx, f32* outY, Vec3f* pos, + f32 checkHeight, CollisionPoly** outPoly, Actor* actor); +#pragma GLOBAL_ASM("asm/non_matchings/code/z_bgcheck/BgCheck_CheckStaticCeiling.s") +#endif + +/** + * Tests if line `posA` to `posB` intersects with a static poly in list `ssList`. Uses polyCheckTbl + * returns true if such a poly exists, else false + * `outPoly` returns the pointer of the poly intersected + * `posB` and `outPos` returns the point of intersection with `outPoly` + * `outDistSq` returns the squared distance from `posA` to the point of intersect + */ +#ifdef NON_MATCHING +s32 BgCheck_CheckLineAgainstSSList(StaticLineTest* arg0) { + CollisionContext* colCtx; + s32 result; + Vec3f polyIntersect; // sp7C + SSNode* curNode; + u8* checkedPoly; + f32 minY; + f32 distSq; + BgLineVsPolyTest test; // sp50 + s16 polyId; + CollisionPoly* polyList; + + result = false; + if (arg0->ssList->head == SS_NULL) { + return result; + } + colCtx = arg0->colCtx; + curNode = &colCtx->polyNodes.tbl[arg0->ssList->head]; + polyList = colCtx->colHeader->polyList; + test.vtxList = colCtx->colHeader->vtxList; + test.posA = arg0->posA; + test.posB = arg0->posB; + test.planeIntersect = &polyIntersect; // reorder maybe + test.checkOneFace = (arg0->bccFlags & BGCHECK_CHECK_ONE_FACE) != 0; + test.checkDist = arg0->checkDist; + + while (true) { + polyId = curNode->polyId; + test.poly = &polyList[polyId]; + checkedPoly = &arg0->colCtx->polyNodes.polyCheckTbl[polyId]; + + if (*checkedPoly == true || + (arg0->xpFlags2 != 0 && !COLPOLY_VIA_FLAG_TEST(test.poly->flags_vIA, arg0->xpFlags2)) || + COLPOLY_VIA_FLAG_TEST(test.poly->flags_vIA, arg0->xpFlags1) || + (COLPOLY_VIA_FLAG_TEST(test.poly->flags_vIB, 4) && + ((arg0->actor != NULL && arg0->actor->category != ACTORCAT_PLAYER) || + (arg0->actor == NULL && arg0->xpFlags1 != COLPOLY_IGNORE_CAMERA)))) { + if (curNode->next == SS_NULL) { + break; + } else { + curNode = &colCtx->polyNodes.tbl[curNode->next]; + continue; + } + } + *checkedPoly = true; + minY = CollisionPoly_GetMinY(test.poly, test.vtxList); + if (test.posA->y < minY && test.posB->y < minY) { + break; + } + if (CollisionPoly_LineVsPoly(&test)) { + distSq = Math3D_Vec3fDistSq(test.posA, test.planeIntersect); + if (distSq < arg0->outDistSq) { + arg0->outDistSq = distSq; + *arg0->outPos = *test.planeIntersect; + *arg0->posB = *test.planeIntersect; + *arg0->outPoly = test.poly; + result = true; + } + } + if (curNode->next == SS_NULL) { + break; + } + curNode = &arg0->colCtx->polyNodes.tbl[curNode->next]; + } + return result; +} +#else +s32 BgCheck_CheckLineAgainstSSList(StaticLineTest* arg0); +#pragma GLOBAL_ASM("asm/non_matchings/code/z_bgcheck/BgCheck_CheckLineAgainstSSList.s") +#endif + +/** + * Tests if line `posA` to `posB` intersects with a static poly in `lookup`. Uses polyCheckTbl + * returns true if such a poly exists, else false + * `outPoly` returns the pointer of the poly intersected + * `posB` and `outPos` returns the point of intersection with `outPoly` + * `outDistSq` returns the squared distance from `posA` to the point of intersect + */ +s32 BgCheck_CheckLineInSubdivision(StaticLineTest* arg0) { + s32 result = false; + + if ((arg0->bccFlags & BGCHECK_CHECK_FLOOR) && arg0->lookup->floor.head != SS_NULL) { + arg0->ssList = &arg0->lookup->floor; + if (BgCheck_CheckLineAgainstSSList(arg0)) { + result = true; + } + } + + if ((arg0->bccFlags & BGCHECK_CHECK_WALL) && arg0->lookup->wall.head != SS_NULL) { + arg0->ssList = &arg0->lookup->wall; + if (BgCheck_CheckLineAgainstSSList(arg0)) { + result = true; + } + } + + if ((arg0->bccFlags & BGCHECK_CHECK_CEILING) && arg0->lookup->ceiling.head != SS_NULL) { + arg0->ssList = &arg0->lookup->ceiling; + if (BgCheck_CheckLineAgainstSSList(arg0)) { + result = true; + } + } + return result; +} + +/** + * Get first static poly intersecting sphere `center` `radius` from list `node` + * returns true if any poly intersects the sphere, else returns false + * `outPoly` returns the pointer of the first poly found that intersects + */ +#ifdef NON_MATCHING +s32 BgCheck_SphVsFirstStaticPolyList(SSNode* node, u16 xpFlags, CollisionContext* colCtx, Vec3f* center, f32 radius, + CollisionPoly** outPoly, Actor* actor) { + Vec3s* vtxList; + CollisionPoly* polyList; + CollisionPoly* curPoly; + u16 nextId; + s16 curPolyId; + s32 pad; + + polyList = colCtx->colHeader->polyList; + vtxList = colCtx->colHeader->vtxList; + + while (true) { + curPolyId = node->polyId; + curPoly = &polyList[curPolyId]; + if (COLPOLY_VIA_FLAG_TEST(colCtx->colHeader->polyList[curPolyId].flags_vIA, xpFlags) || + (COLPOLY_VIA_FLAG_TEST(colCtx->colHeader->polyList[curPolyId].flags_vIB, 4) && + ((actor != NULL && actor->category != ACTORCAT_PLAYER) || + (actor == NULL && xpFlags != COLPOLY_IGNORE_CAMERA)))) { + if (node->next != SS_NULL) { + node = &colCtx->polyNodes.tbl[node->next]; + continue; + } + break; + } + + if (center->y + radius < vtxList[COLPOLY_VTX_INDEX(curPoly->flags_vIA)].y && + center->y + radius < vtxList[COLPOLY_VTX_INDEX(curPoly->flags_vIB)].y && + center->y + radius < vtxList[curPoly->vIC].y) { + break; + } + + if (CollisionPoly_SphVsPoly(curPoly, vtxList, center, radius)) { + *outPoly = curPoly; + return true; + } + if (node->next != SS_NULL) { + node = &colCtx->polyNodes.tbl[node->next]; + continue; + } + break; + } + return false; +} +#else +s32 BgCheck_SphVsFirstStaticPolyList(SSNode* node, u16 xpFlags, CollisionContext* colCtx, Vec3f* center, f32 radius, + CollisionPoly** outPoly, Actor* actor); +#pragma GLOBAL_ASM("asm/non_matchings/code/z_bgcheck/BgCheck_SphVsFirstStaticPolyList.s") +#endif + +/** + * Get first static poly intersecting sphere `center` `radius` within `lookup` + * returns true if any poly intersects the sphere, else false + * `outPoly` returns the first poly found that intersects + */ +s32 BgCheck_SphVsFirstStaticPoly(StaticLookup* lookup, u16 xpFlags, CollisionContext* colCtx, Vec3f* center, f32 radius, + CollisionPoly** outPoly, u16 bciFlags, Actor* actor) { + if (lookup->floor.head != SS_NULL && !(bciFlags & BGCHECK_IGNORE_FLOOR) && + BgCheck_SphVsFirstStaticPolyList(&colCtx->polyNodes.tbl[lookup->floor.head], xpFlags, colCtx, center, radius, + outPoly, actor)) { + return true; + } + + if (lookup->wall.head != SS_NULL && !(bciFlags & BGCHECK_IGNORE_WALL) && + BgCheck_SphVsFirstStaticPolyList(&colCtx->polyNodes.tbl[lookup->wall.head], xpFlags, colCtx, center, radius, + outPoly, actor)) { + return true; + } + + if (lookup->ceiling.head != SS_NULL && !(bciFlags & BGCHECK_IGNORE_CEILING) && + BgCheck_SphVsFirstStaticPolyList(&colCtx->polyNodes.tbl[lookup->ceiling.head], xpFlags, colCtx, center, radius, + outPoly, actor)) { + return true; + } + + return false; +} + +/** + * Get StaticLookup from `pos` + * Does not return NULL + */ +StaticLookup* BgCheck_GetNearestStaticLookup(CollisionContext* colCtx, StaticLookup* lookupTbl, Vec3f* pos) { + Vec3i sector; + s32 subdivAmountX; + + BgCheck_GetStaticLookupIndicesFromPos(colCtx, pos, §or); + subdivAmountX = colCtx->subdivAmount.x; + return (sector.z * subdivAmountX) * colCtx->subdivAmount.y + lookupTbl + sector.x + sector.y * subdivAmountX; +} + +/** + * Get StaticLookup from `pos` + * Returns NULL if just outside the mesh bounding box + */ +StaticLookup* BgCheck_GetStaticLookup(CollisionContext* colCtx, StaticLookup* lookupTbl, Vec3f* pos) { + Vec3i sector; + s32 subdivAmountX; + + if (!BgCheck_PosInStaticBoundingBox(colCtx, pos)) { + return NULL; + } + BgCheck_GetStaticLookupIndicesFromPos(colCtx, pos, §or); + subdivAmountX = colCtx->subdivAmount.x; + return (sector.z * subdivAmountX) * colCtx->subdivAmount.y + lookupTbl + sector.x + sector.y * subdivAmountX; +} + +/** + * Get StaticLookup subdivision indices from `pos` + * `sector` returns the subdivision x,y,z indices containing or is nearest to `pos` + */ +void BgCheck_GetStaticLookupIndicesFromPos(CollisionContext* colCtx, Vec3f* pos, Vec3i* sector) { + sector->x = (pos->x - colCtx->minBounds.x) * colCtx->subdivLengthInv.x; + sector->y = (pos->y - colCtx->minBounds.y) * colCtx->subdivLengthInv.y; + sector->z = (pos->z - colCtx->minBounds.z) * colCtx->subdivLengthInv.z; + + if (sector->x < 0) { + sector->x = 0; + } else if (sector->x >= colCtx->subdivAmount.x) { + sector->x = colCtx->subdivAmount.x - 1; + } + + if (sector->y < 0) { + sector->y = 0; + } else if (sector->y >= colCtx->subdivAmount.y) { + sector->y = colCtx->subdivAmount.y - 1; + } + + if (sector->z < 0) { + sector->z = 0; + } else if (sector->z >= colCtx->subdivAmount.z) { + sector->z = colCtx->subdivAmount.z - 1; + } +} + +/** + * Get negative bias subdivision indices + * decrements indices if `pos` is within BGCHECK_SUBDIV_OVERLAP units of the negative subdivision boundary + * `sx`, `sy`, `sz` returns the subdivision x, y, z indices + */ +void BgCheck_GetSubdivisionMinBounds(CollisionContext* colCtx, Vec3f* pos, s32* sx, s32* sy, s32* sz) { + f32 dx = pos->x - colCtx->minBounds.x; + f32 dy = pos->y - colCtx->minBounds.y; + f32 dz = pos->z - colCtx->minBounds.z; + + *sx = dx * colCtx->subdivLengthInv.x; + *sy = dy * colCtx->subdivLengthInv.y; + *sz = dz * colCtx->subdivLengthInv.z; + + if (((s32)dx % (s32)colCtx->subdivLength.x < BGCHECK_SUBDIV_OVERLAP) && (*sx > 0)) { + *sx -= 1; + } + + if (((s32)dy % (s32)colCtx->subdivLength.y < BGCHECK_SUBDIV_OVERLAP) && (*sy > 0)) { + *sy -= 1; + } + + if (((s32)dz % (s32)colCtx->subdivLength.z < BGCHECK_SUBDIV_OVERLAP) && (*sz > 0)) { + *sz -= 1; + } } -void BgCheck_CreateVertexFromVec3f(Vec3s* vertex, Vec3f* vector) { - vertex->x = vector->x; - vertex->y = vector->y; - vertex->z = vector->z; +/** + * Get positive bias subdivision indices + * increments indicies if `pos` is within BGCHECK_SUBDIV_OVERLAP units of the postive subdivision boundary + * `sx`, `sy`, `sz` returns the subdivision x, y, z indices + */ +void BgCheck_GetSubdivisionMaxBounds(CollisionContext* colCtx, Vec3f* pos, s32* sx, s32* sy, s32* sz) { + f32 dx = pos->x - colCtx->minBounds.x; + f32 dy = pos->y - colCtx->minBounds.y; + f32 dz = pos->z - colCtx->minBounds.z; + + *sx = dx * colCtx->subdivLengthInv.x; + *sy = dy * colCtx->subdivLengthInv.y; + *sz = dz * colCtx->subdivLengthInv.z; + + if (((s32)colCtx->subdivLength.x - BGCHECK_SUBDIV_OVERLAP < (s32)dx % (s32)colCtx->subdivLength.x) && + (*sx < colCtx->subdivAmount.x - 1)) { + *sx += 1; + } + + if (((s32)colCtx->subdivLength.y - BGCHECK_SUBDIV_OVERLAP < (s32)dy % (s32)colCtx->subdivLength.y) && + (*sy < colCtx->subdivAmount.y - 1)) { + *sy += 1; + } + + if (((s32)colCtx->subdivLength.z - BGCHECK_SUBDIV_OVERLAP < (s32)dz % (s32)colCtx->subdivLength.z) && + (*sz < colCtx->subdivAmount.z - 1)) { + *sz += 1; + } } -#pragma GLOBAL_ASM("asm/non_matchings/code/z_bgcheck/func_800BFD84.s") +/** + * Calculate the subdivision index bounding box for CollisionPoly `polyId` + * `subdivMinX`, `subdivMinY`, `subdivMinZ` returns the minimum subdivision x, y, z indices + * `subdivMaxX`, `subdivMaxY`, `subdivMaxZ` returns the maximum subdivision x, y, z indices + */ +void BgCheck_GetPolySubdivisionBounds(CollisionContext* colCtx, Vec3s* vtxList, CollisionPoly* polyList, + s32* subdivMinX, s32* subdivMinY, s32* subdivMinZ, s32* subdivMaxX, + s32* subdivMaxY, s32* subdivMaxZ, s16 polyId) { + u16* vtxDataTemp; + Vec3f minVtx; + Vec3f maxVtx; + + f32 x; + f32 y; + f32 z; + + Vec3s* vtx; + s16 vtxId = COLPOLY_VTX_INDEX(polyList[polyId].vtxData[0]); + + Math_Vec3s_ToVec3f(&maxVtx, &vtxList[vtxId]); + Math_Vec3f_Copy(&minVtx, &maxVtx); + + for (vtxDataTemp = polyList[polyId].vtxData + 1; vtxDataTemp < polyList[polyId].vtxData + 3; vtxDataTemp++) { + vtxId = COLPOLY_VTX_INDEX(*vtxDataTemp); + vtx = &vtxList[vtxId]; + x = vtx->x; + y = vtx->y; + z = vtx->z; + + if (minVtx.x > x) { + minVtx.x = x; + } else if (maxVtx.x < x) { + maxVtx.x = x; + } + + if (minVtx.y > y) { + minVtx.y = y; + } else if (maxVtx.y < y) { + maxVtx.y = y; + } + + if (minVtx.z > z) { + minVtx.z = z; + } else if (maxVtx.z < z) { + maxVtx.z = z; + } + } + BgCheck_GetSubdivisionMinBounds(colCtx, &minVtx, subdivMinX, subdivMinY, subdivMinZ); + BgCheck_GetSubdivisionMaxBounds(colCtx, &maxVtx, subdivMaxX, subdivMaxY, subdivMaxZ); +} + +/** + * Test if poly `polyList`[`polyId`] intersects cube `min` `max` + * returns true if the poly intersects the cube, else false + */ +s32 BgCheck_PolyIntersectsSubdivision(Vec3f* min, Vec3f* max, CollisionPoly* polyList, Vec3s* vtxList, s16 polyId) { + f32 intersect; + Vec3f va2; + Vec3f vb2; + Vec3f vc2; + CollisionPoly* poly; + f32 nx; + f32 ny; + f32 nz; + f32 dist; + Vec3f va; + Vec3f vb; + Vec3f vc; + s32 flags[3]; + + flags[0] = flags[1] = 0; + poly = &polyList[polyId]; + + BgCheck_Vec3sToVec3f(&vtxList[COLPOLY_VTX_INDEX(poly->flags_vIA)], &va); + flags[0] = Math3D_PointRelativeToCubeFaces(&va, min, max); + if (flags[0] == 0) { + return true; + } + + BgCheck_Vec3sToVec3f(&vtxList[COLPOLY_VTX_INDEX(poly->flags_vIB)], &vb); + flags[1] = Math3D_PointRelativeToCubeFaces(&vb, min, max); + if (flags[1] == 0) { + return true; + } -#pragma GLOBAL_ASM("asm/non_matchings/code/z_bgcheck/func_800BFDEC.s") + BgCheck_Vec3sToVec3f(&vtxList[poly->vIC], &vc); + flags[2] = Math3D_PointRelativeToCubeFaces(&vc, min, max); + if (flags[2] == 0) { + return true; + } -#pragma GLOBAL_ASM("asm/non_matchings/code/z_bgcheck/BgCheck_PolygonGetMinY.s") + if (flags[0] & flags[1] & flags[2]) { + return false; + } -#pragma GLOBAL_ASM("asm/non_matchings/code/z_bgcheck/BgCheck_PolygonGetNormal.s") + flags[0] |= Math3D_PointRelativeToCubeEdges(&va, min, max) << 8; + flags[1] |= Math3D_PointRelativeToCubeEdges(&vb, min, max) << 8; + flags[2] |= Math3D_PointRelativeToCubeEdges(&vc, min, max) << 8; + if (flags[0] & flags[1] & flags[2]) { + return false; + } -#pragma GLOBAL_ASM("asm/non_matchings/code/z_bgcheck/func_800C0094.s") + flags[0] |= Math3D_PointRelativeToCubeVertices(&va, min, max) << 0x18; + flags[1] |= Math3D_PointRelativeToCubeVertices(&vb, min, max) << 0x18; + flags[2] |= Math3D_PointRelativeToCubeVertices(&vc, min, max) << 0x18; + if (flags[0] & flags[1] & flags[2]) { + return false; + } -#pragma GLOBAL_ASM("asm/non_matchings/code/z_bgcheck/func_800C01B8.s") + CollisionPoly_GetNormalF(poly, &nx, &ny, &nz); + dist = poly->dist; + + if (Math3D_TriChkLineSegParaYIntersect(&va, &vb, &vc, nx, ny, nz, dist, min->z, min->x, &intersect, min->y, + max->y) || + Math3D_TriChkLineSegParaYIntersect(&va, &vb, &vc, nx, ny, nz, dist, max->z, min->x, &intersect, min->y, + max->y) || + Math3D_TriChkLineSegParaYIntersect(&va, &vb, &vc, nx, ny, nz, dist, min->z, max->x, &intersect, min->y, + max->y) || + Math3D_TriChkLineSegParaYIntersect(&va, &vb, &vc, nx, ny, nz, dist, max->z, max->x, &intersect, min->y, + max->y)) { + return true; + } + if (Math3D_TriChkLineSegParaZIntersect(&va, &vb, &vc, nx, ny, nz, dist, min->x, min->y, &intersect, min->z, + max->z) || + Math3D_TriChkLineSegParaZIntersect(&va, &vb, &vc, nx, ny, nz, dist, min->x, max->y, &intersect, min->z, + max->z) || + Math3D_TriChkLineSegParaZIntersect(&va, &vb, &vc, nx, ny, nz, dist, max->x, min->y, &intersect, min->z, + max->z) || + Math3D_TriChkLineSegParaZIntersect(&va, &vb, &vc, nx, ny, nz, dist, max->x, max->y, &intersect, min->z, + max->z)) { + return true; + } + if (Math3D_TriChkLineSegParaXIntersect(&va, &vb, &vc, nx, ny, nz, dist, min->y, min->z, &intersect, min->x, + max->x) || + Math3D_TriChkLineSegParaXIntersect(&va, &vb, &vc, nx, ny, nz, dist, min->y, max->z, &intersect, min->x, + max->x) || + Math3D_TriChkLineSegParaXIntersect(&va, &vb, &vc, nx, ny, nz, dist, max->y, min->z, &intersect, min->x, + max->x) || + Math3D_TriChkLineSegParaXIntersect(&va, &vb, &vc, nx, ny, nz, dist, max->y, max->z, &intersect, min->x, + max->x)) { + return true; + } + + BgCheck_Vec3sToVec3f(&vtxList[COLPOLY_VTX_INDEX(poly->flags_vIA)], &va2); + BgCheck_Vec3sToVec3f(&vtxList[COLPOLY_VTX_INDEX(poly->flags_vIB)], &vb2); + BgCheck_Vec3sToVec3f(&vtxList[poly->vIC], &vc2); + if (Math3D_LineVsCube(min, max, &va2, &vb2) || Math3D_LineVsCube(min, max, &vb2, &vc2) || + Math3D_LineVsCube(min, max, &vc2, &va2)) { + return true; + } + return false; +} -#pragma GLOBAL_ASM("asm/non_matchings/code/z_bgcheck/BgCheck_CreateTriNormFromPolygon.s") +/** + * Initialize StaticLookup Table + * returns size of table, in bytes + */ +u32 BgCheck_InitStaticLookup(CollisionContext* colCtx, GlobalContext* globalCtx, StaticLookup* lookupTbl) { + Vec3s* vtxList; + CollisionPoly* polyList; + s32 polyMax; + s32 polyIdx; + s32 sx; + s32 sy; + s32 sz; + // subdivMin indices + s32 sxMin; + s32 syMin; + s32 szMin; + // subdivMax indices + s32 sxMax; + s32 syMax; + s32 szMax; + // subdiv min/max bounds for adding a poly + Vec3f curSubdivMin; + Vec3f curSubdivMax; + CollisionHeader* colHeader = colCtx->colHeader; + s32 pad[2]; + StaticLookup* iLookup; + StaticLookup* jLookup; + StaticLookup* lookup; + s32 sp98; + f32 subdivLengthX; + f32 subdivLengthY; + f32 subdivLengthZ; + + for (iLookup = lookupTbl; + iLookup < (colCtx->subdivAmount.x * colCtx->subdivAmount.y * colCtx->subdivAmount.z + lookupTbl); iLookup++) { + iLookup->floor.head = SS_NULL; + iLookup->wall.head = SS_NULL; + iLookup->ceiling.head = SS_NULL; + } + + polyMax = colHeader->numPolygons; + vtxList = colHeader->vtxList; + polyList = colHeader->polyList; + sp98 = colCtx->subdivAmount.x * colCtx->subdivAmount.y; + subdivLengthX = colCtx->subdivLength.x + (2 * BGCHECK_SUBDIV_OVERLAP); + subdivLengthY = colCtx->subdivLength.y + (2 * BGCHECK_SUBDIV_OVERLAP); + subdivLengthZ = colCtx->subdivLength.z + (2 * BGCHECK_SUBDIV_OVERLAP); + + for (polyIdx = 0; polyIdx < polyMax; polyIdx++) { + BgCheck_GetPolySubdivisionBounds(colCtx, vtxList, polyList, &sxMin, &syMin, &szMin, &sxMax, &syMax, &szMax, + polyIdx); + iLookup = szMin * sp98 + lookupTbl; + curSubdivMin.z = (colCtx->subdivLength.z * szMin + colCtx->minBounds.z) - BGCHECK_SUBDIV_OVERLAP; + curSubdivMax.z = curSubdivMin.z + subdivLengthZ; + + for (sz = szMin; sz < szMax + 1; sz++) { + jLookup = (colCtx->subdivAmount.x * syMin) + iLookup; + curSubdivMin.y = (colCtx->subdivLength.y * syMin + colCtx->minBounds.y) - BGCHECK_SUBDIV_OVERLAP; + curSubdivMax.y = curSubdivMin.y + subdivLengthY; + + for (sy = syMin; sy < syMax + 1; sy++) { + lookup = sxMin + jLookup; + curSubdivMin.x = (colCtx->subdivLength.x * sxMin + colCtx->minBounds.x) - BGCHECK_SUBDIV_OVERLAP; + curSubdivMax.x = curSubdivMin.x + subdivLengthX; + + for (sx = sxMin; sx < sxMax + 1; sx++) { + if (BgCheck_PolyIntersectsSubdivision(&curSubdivMin, &curSubdivMax, polyList, vtxList, polyIdx)) { + StaticLookup_AddPoly(lookup, colCtx, polyList, vtxList, polyIdx); + } + curSubdivMin.x += colCtx->subdivLength.x; + curSubdivMax.x += colCtx->subdivLength.x; + lookup++; + } + curSubdivMin.y += colCtx->subdivLength.y; + curSubdivMax.y += colCtx->subdivLength.y; + jLookup += colCtx->subdivAmount.x; + } + curSubdivMin.z += colCtx->subdivLength.z; + curSubdivMax.z += colCtx->subdivLength.z; + iLookup += sp98; + } + } + return colCtx->polyNodes.count * sizeof(SSNode); +} + +/** + * Returns whether the current scene should reserve less memory for it's collision lookup + */ +s32 BgCheck_IsSmallMemScene(GlobalContext* globalCtx) { + s16* i; + + for (i = sSmallMemScenes; i < sSmallMemScenes + ARRAY_COUNT(sSmallMemScenes); i++) { + if (globalCtx->sceneNum == *i) { + return true; + } + } + return false; +} + +/** + * Get custom scene memSize + */ +s32 BgCheck_TryGetCustomMemsize(s32 sceneId, u32* memSize) { + s32 i; + + for (i = 0; i < ARRAY_COUNT(sSceneMemList); i++) { + if (sceneId == sSceneMemList[i].sceneId) { + *memSize = sSceneMemList[i].memSize; + return true; + } + } + return false; +} + +/** + * Compute subdivLength for scene mesh lookup, for a single dimension + */ +void BgCheck_SetSubdivisionDimension(f32 min, s32 subdivAmount, f32* max, f32* subdivLength, f32* subdivLengthInv) { + f32 length = (*max - min); + + *subdivLength = (s32)(length / subdivAmount) + 1; + *subdivLength = CLAMP_MIN(*subdivLength, BGCHECK_SUBDIV_MIN); + *subdivLengthInv = 1.0f / *subdivLength; + + *max = *subdivLength * subdivAmount + min; +} + +s32 BgCheck_GetSpecialSceneMaxObjects(GlobalContext* globalCtx, s32* maxNodes, s32* maxPolygons, s32* maxVertices) { + s32 i; + + for (i = 0; i < ARRAY_COUNT(sCustomDynapolyMem); i++) { + if (globalCtx->sceneNum == sCustomDynapolyMem[i].sceneId) { + *maxNodes = sCustomDynapolyMem[i].maxNodes; + *maxPolygons = sCustomDynapolyMem[i].maxPolygons; + *maxVertices = sCustomDynapolyMem[i].maxVertices; + return true; + } + } + return false; +} + +/** + * Allocate CollisionContext + */ +#ifdef NON_MATCHING +void BgCheck_Allocate(CollisionContext* colCtx, GlobalContext* globalCtx, CollisionHeader* colHeader) { + u32 tblMax; + u32 memSize; + u32 lookupTblMemSize; + SSNodeList* nodeList; + s32 useCustomSubdivisions; + u32 customMemSize; + s32 customNodeListMax; + s32 i; + + customNodeListMax = -1; + colCtx->colHeader = colHeader; + colCtx->flags = 0; + + if (BgCheck_IsSmallMemScene(globalCtx)) { + colCtx->memSize = 0xF000; + colCtx->dyna.polyNodesMax = 1000; + colCtx->dyna.polyListMax = 512; + colCtx->dyna.vtxListMax = 512; + colCtx->subdivAmount.x = 16; + colCtx->subdivAmount.y = 4; + colCtx->subdivAmount.z = 16; + } else { + if (BgCheck_TryGetCustomMemsize(globalCtx->sceneNum, &customMemSize)) { + colCtx->memSize = customMemSize; + } else { + colCtx->memSize = 0x23000; + } + colCtx->dyna.polyNodesMax = 1000; + colCtx->dyna.polyListMax = 544; + colCtx->dyna.vtxListMax = 512; + BgCheck_GetSpecialSceneMaxObjects(globalCtx, &colCtx->dyna.polyNodesMax, &colCtx->dyna.polyListMax, + &colCtx->dyna.vtxListMax); + useCustomSubdivisions = false; + + for (i = 0; i < ARRAY_COUNT(sSceneSubdivisionList); i++) { + if (globalCtx->sceneNum == sSceneSubdivisionList[i].sceneId) { + colCtx->subdivAmount.x = sSceneSubdivisionList[i].subdivAmount.x; + colCtx->subdivAmount.y = sSceneSubdivisionList[i].subdivAmount.y; + colCtx->subdivAmount.z = sSceneSubdivisionList[i].subdivAmount.z; + useCustomSubdivisions = true; + customNodeListMax = sSceneSubdivisionList[i].nodeListMax; + } + } + if (useCustomSubdivisions == false) { + colCtx->subdivAmount.x = 16; + colCtx->subdivAmount.y = 4; + colCtx->subdivAmount.z = 16; + } + } + colCtx->lookupTbl = THA_AllocEndAlign( + &globalCtx->state.heap, + colCtx->subdivAmount.x * sizeof(StaticLookup) * colCtx->subdivAmount.y * colCtx->subdivAmount.z, ~1); + if (colCtx->lookupTbl == NULL) { + Fault_AddHungupAndCrash("../z_bgcheck.c", 3955); + } + colCtx->minBounds.x = colCtx->colHeader->minBounds.x; + colCtx->minBounds.y = colCtx->colHeader->minBounds.y; + colCtx->minBounds.z = colCtx->colHeader->minBounds.z; + colCtx->maxBounds.x = colCtx->colHeader->maxBounds.x; + colCtx->maxBounds.y = colCtx->colHeader->maxBounds.y; + colCtx->maxBounds.z = colCtx->colHeader->maxBounds.z; + BgCheck_SetSubdivisionDimension(colCtx->minBounds.x, colCtx->subdivAmount.x, &colCtx->maxBounds.x, + &colCtx->subdivLength.x, &colCtx->subdivLengthInv.x); + BgCheck_SetSubdivisionDimension(colCtx->minBounds.y, colCtx->subdivAmount.y, &colCtx->maxBounds.y, + &colCtx->subdivLength.y, &colCtx->subdivLengthInv.y); + BgCheck_SetSubdivisionDimension(colCtx->minBounds.z, colCtx->subdivAmount.z, &colCtx->maxBounds.z, + &colCtx->subdivLength.z, &colCtx->subdivLengthInv.z); + memSize = colCtx->subdivAmount.x * sizeof(StaticLookup) * colCtx->subdivAmount.y * colCtx->subdivAmount.z + + colCtx->colHeader->numPolygons * sizeof(u8) + colCtx->dyna.polyNodesMax * sizeof(SSNode) + + colCtx->dyna.polyListMax * sizeof(CollisionPoly) + colCtx->dyna.vtxListMax * sizeof(Vec3s) + + sizeof(CollisionContext); + if (customNodeListMax > 0) { + // tblMax is set without checking if customNodeListMax will result in a memory overflow + // this is a non-issue as long as sSceneSubdivisionList.nodeListMax is -1 + tblMax = customNodeListMax; + } else { + if (colCtx->memSize < memSize) { + Fault_AddHungupAndCrash("../z_bgcheck.c", 4011); + } + tblMax = (colCtx->memSize - memSize) / sizeof(SSNode); + } + + SSNodeList_Init(&colCtx->polyNodes); + SSNodeList_Alloc(globalCtx, &colCtx->polyNodes, tblMax, colCtx->colHeader->numPolygons); + + lookupTblMemSize = BgCheck_InitStaticLookup(colCtx, globalCtx, colCtx->lookupTbl); + + DynaPoly_Init(globalCtx, &colCtx->dyna); + DynaPoly_Alloc(globalCtx, &colCtx->dyna); +} +#else +void BgCheck_Allocate(CollisionContext* colCtx, GlobalContext* globalCtx, CollisionHeader* colHeader); +#pragma GLOBAL_ASM("asm/non_matchings/code/z_bgcheck/BgCheck_Allocate.s") +#endif + +/** + * Enables CollisionContext wide flags + * Only used to reverse water flow in Great Bay Temple + */ +void BgCheck_SetContextFlags(CollisionContext* colCtx, u32 flags) { + colCtx->flags |= flags; +} + +/** + * Disables CollisionContext wide flags + * Only used to revert the reverse water flow in Great Bay Temple + */ +void BgCheck_UnsetContextFlags(CollisionContext* colCtx, u32 flags) { + colCtx->flags &= ~flags; +} + +/** + * original name: T_BGCheck_getBGDataInfo + */ +CollisionHeader* BgCheck_GetCollisionHeader(CollisionContext* colCtx, s32 bgId) { + if (bgId == BGCHECK_SCENE) { + return colCtx->colHeader; + } + if (bgId < 0 || bgId > BG_ACTOR_MAX) { + return NULL; + } + if (!(colCtx->dyna.bgActorFlags[bgId] & 1)) { + return NULL; + } + return colCtx->dyna.bgActors[bgId].colHeader; +} + +/** + * Test if pos is near collision boundaries + */ +s32 BgCheck_PosInStaticBoundingBox(CollisionContext* colCtx, Vec3f* pos) { + if (pos->x < (colCtx->minBounds.x - BGCHECK_SUBDIV_OVERLAP) || + (colCtx->maxBounds.x + BGCHECK_SUBDIV_OVERLAP) < pos->x || + pos->y < (colCtx->minBounds.y - BGCHECK_SUBDIV_OVERLAP) || + (colCtx->maxBounds.y + BGCHECK_SUBDIV_OVERLAP) < pos->y || + pos->z < (colCtx->minBounds.z - BGCHECK_SUBDIV_OVERLAP) || + (colCtx->maxBounds.z + BGCHECK_SUBDIV_OVERLAP) < pos->z) { + return false; + } + return true; +} + +/** + * Raycast Toward Floor + * returns the yIntersect of the nearest poly found directly below `pos`, or BGCHECK_Y_MIN if no floor detected + * returns the poly found in `outPoly`, and the bgId of the entity in `outBgId` + */ +f32 BgCheck_RaycastFloorImpl(GlobalContext* globalCtx, CollisionContext* colCtx, u16 xpFlags, CollisionPoly** outPoly, + s32* outBgId, Vec3f* pos, Actor* actor, u32 arg7, f32 checkDist, s32 arg9) { + f32 yIntersectDyna; + f32 yIntersect; + StaticLookup* lookupTbl; + Vec3f checkPos; + StaticLookup* lookup; + DynaRaycast dynaRaycast; + + *outBgId = BGCHECK_SCENE; + *outPoly = NULL; + lookupTbl = colCtx->lookupTbl; + yIntersect = BGCHECK_Y_MIN; + checkPos = *pos; + + while (true) { + if (checkPos.y < colCtx->minBounds.y) { + break; + } + lookup = BgCheck_GetStaticLookup(colCtx, lookupTbl, &checkPos); + if (lookup == NULL) { + checkPos.y -= colCtx->subdivLength.y; + continue; + } + yIntersect = + BgCheck_RaycastFloorStatic(lookup, colCtx, xpFlags, outPoly, pos, arg7, checkDist, BGCHECK_Y_MIN, actor); + if (yIntersect > BGCHECK_Y_MIN) { + break; + } + checkPos.y -= colCtx->subdivLength.y; + } + if (!(arg9 & 1)) { + dynaRaycast.globalCtx = globalCtx; + dynaRaycast.colCtx = colCtx; + dynaRaycast.xpFlags = xpFlags; + dynaRaycast.resultPoly = outPoly; + dynaRaycast.yIntersect = yIntersect; + dynaRaycast.pos = pos; + dynaRaycast.bgId = outBgId; + dynaRaycast.unk1C = 50; + dynaRaycast.actor = actor; + dynaRaycast.unk_24 = arg7; + dynaRaycast.checkDist = checkDist; + + yIntersectDyna = BgCheck_RaycastFloorDyna(&dynaRaycast); + if (yIntersect < yIntersectDyna) { + yIntersect = yIntersectDyna; + } + } + + if (yIntersect != BGCHECK_Y_MIN && func_800C9B68(colCtx, *outPoly, *outBgId)) { + yIntersect -= 1.0f; + } + return yIntersect; +} + +/** + * Public raycast toward floor + * returns yIntersect of the poly found, or BGCHECK_Y_MIN if no poly detected + */ +f32 BgCheck_CameraRaycastFloor1(CollisionContext* colCtx, CollisionPoly** outPoly, Vec3f* pos) { + s32 bgId; + + return BgCheck_RaycastFloorImpl(NULL, colCtx, COLPOLY_IGNORE_CAMERA, outPoly, &bgId, pos, NULL, 0x1C, 1.0f, 0); +} + +/** + * Public raycast toward floor + * returns yIntersect of the poly found, or BGCHECK_Y_MIN if no poly detected + */ +f32 BgCheck_EntityRaycastFloor1(CollisionContext* colCtx, CollisionPoly** outPoly, Vec3f* pos) { + s32 bgId; + + return BgCheck_RaycastFloorImpl(NULL, colCtx, COLPOLY_IGNORE_ENTITY, outPoly, &bgId, pos, NULL, 0x1C, 1.0f, 0); +} + +/** + * Public raycast toward floor + * returns yIntersect of the poly found, or BGCHECK_Y_MIN if no poly detected + */ +f32 BgCheck_EntityRaycastFloor2(GlobalContext* globalCtx, CollisionContext* colCtx, CollisionPoly** outPoly, + Vec3f* pos) { + s32 bgId; + + return BgCheck_RaycastFloorImpl(globalCtx, colCtx, COLPOLY_IGNORE_ENTITY, outPoly, &bgId, pos, NULL, 0x1C, 1.0f, 0); +} + +/** + * Public raycast toward floor + * returns yIntersect of the poly found, or BGCHECK_Y_MIN if no poly detected + */ +f32 BgCheck_EntityRaycastFloor2_1(GlobalContext* globalCtx, CollisionContext* colCtx, CollisionPoly** outPoly, + Vec3f* pos) { + s32 bgId; + + return BgCheck_RaycastFloorImpl(globalCtx, colCtx, COLPOLY_IGNORE_ENTITY, outPoly, &bgId, pos, NULL, 0x1C, 1.0f, 1); +} + +/** + * Public raycast toward floor + * returns yIntersect of the poly found, or BGCHECK_Y_MIN if no poly detected + */ +f32 BgCheck_EntityRaycastFloor3(CollisionContext* colCtx, CollisionPoly** outPoly, s32* bgId, Vec3f* pos) { + return BgCheck_RaycastFloorImpl(NULL, colCtx, COLPOLY_IGNORE_ENTITY, outPoly, bgId, pos, NULL, 0x1C, 1.0f, 0); +} + +/** + * Public raycast toward floor + * returns yIntersect of the poly found, or BGCHECK_Y_MIN if no poly detected + */ +f32 BgCheck_EntityRaycastFloor5(CollisionContext* colCtx, CollisionPoly** outPoly, s32* outBgId, Actor* actor, + Vec3f* pos) { + return BgCheck_RaycastFloorImpl(NULL, colCtx, COLPOLY_IGNORE_ENTITY, outPoly, outBgId, pos, actor, 0x1C, 1.0f, 0); +} + +/** + * Public raycast toward floor + * returns yIntersect of the poly found, or BGCHECK_Y_MIN if no poly detected + */ +f32 BgCheck_EntityRaycastFloor5_2(GlobalContext* globalCtx, CollisionContext* colCtx, CollisionPoly** outPoly, + s32* bgId, Actor* actor, Vec3f* pos) { + return BgCheck_RaycastFloorImpl(globalCtx, colCtx, COLPOLY_IGNORE_ENTITY, outPoly, bgId, pos, actor, 0x1C, 1.0f, 0); +} + +/** + * Public raycast toward floor + * returns yIntersect of the poly found, or BGCHECK_Y_MIN if no poly detected + */ +f32 BgCheck_EntityRaycastFloor5_3(GlobalContext* globalCtx, CollisionContext* colCtx, CollisionPoly** outPoly, + s32* bgId, Actor* actor, Vec3f* pos) { + return BgCheck_RaycastFloorImpl(globalCtx, colCtx, COLPOLY_IGNORE_ENTITY, outPoly, bgId, pos, actor, 0x3C, 1.0f, 0); +} + +/** + * Public raycast toward floor + * returns yIntersect of the poly found, or BGCHECK_Y_MIN if no poly detected + */ +f32 BgCheck_EntityRaycastFloor6(CollisionContext* colCtx, CollisionPoly** outPoly, s32* bgId, Actor* actor, Vec3f* pos, + f32 checkDist) { + return BgCheck_RaycastFloorImpl(NULL, colCtx, COLPOLY_IGNORE_ENTITY, outPoly, bgId, pos, actor, 0x1C, checkDist, 0); +} + +/** + * Public raycast toward floor + * returns yIntersect of the poly found, or BGCHECK_Y_MIN if no poly detected + */ +f32 BgCheck_EntityRaycastFloor7(CollisionContext* colCtx, CollisionPoly** outPoly, s32* bgId, Actor* actor, + Vec3f* pos) { + return BgCheck_RaycastFloorImpl(NULL, colCtx, COLPOLY_IGNORE_ENTITY, outPoly, bgId, pos, actor, 0x06, 1.0f, 0); +} + +/** + * Public raycast toward floor + * returns yIntersect of the poly found, or BGCHECK_Y_MIN if no poly detected + */ +f32 BgCheck_AnyRaycastFloor1(CollisionContext* colCtx, CollisionPoly* outPoly, Vec3f* pos) { + CollisionPoly* tempPoly; + f32 result; + s32 bgId; + + result = BgCheck_RaycastFloorImpl(NULL, colCtx, COLPOLY_IGNORE_NONE, &tempPoly, &bgId, pos, NULL, 0x1C, 1.0f, 0); + + if (tempPoly != NULL) { + *outPoly = *tempPoly; + } + return result; +} + +/** + * Public raycast toward floor + * returns yIntersect of the poly found, or BGCHECK_Y_MIN if no poly detected + */ +f32 BgCheck_AnyRaycastFloor2(CollisionContext* colCtx, CollisionPoly* outPoly, s32* bgId, Vec3f* pos) { + CollisionPoly* tempPoly; + f32 result = BgCheck_RaycastFloorImpl(NULL, colCtx, COLPOLY_IGNORE_NONE, &tempPoly, bgId, pos, NULL, 0x1C, 1.0f, 0); + + if (tempPoly != NULL) { + *outPoly = *tempPoly; + } + return result; +} + +/** + * Public raycast toward floor + * returns yIntersect of the poly found, or BGCHECK_Y_MIN if no poly detected + */ +f32 BgCheck_CameraRaycastFloor2(CollisionContext* colCtx, CollisionPoly** outPoly, s32* bgId, Vec3f* pos) { + return BgCheck_RaycastFloorImpl(NULL, colCtx, COLPOLY_IGNORE_CAMERA, outPoly, bgId, pos, NULL, 0x06, 1.0f, 0); +} + +/** + * Public raycast toward floor + * returns yIntersect of the poly found, or BGCHECK_Y_MIN if no poly detected + */ +f32 BgCheck_EntityRaycastFloor8(CollisionContext* colCtx, CollisionPoly** outPoly, s32* bgId, Actor* actor, + Vec3f* pos) { + return BgCheck_RaycastFloorImpl(NULL, colCtx, COLPOLY_IGNORE_ENTITY, outPoly, bgId, pos, actor, 0x02, 1.0f, 0); +} + +/** + * Public raycast toward floor + * returns yIntersect of the poly found, or BGCHECK_Y_MIN if no poly detected + */ +f32 BgCheck_EntityRaycastFloor9(CollisionContext* colCtx, CollisionPoly** outPoly, s32* bgId, Vec3f* pos) { + return BgCheck_RaycastFloorImpl(NULL, colCtx, COLPOLY_IGNORE_ENTITY, outPoly, bgId, pos, NULL, 0x06, 1.0f, 0); +} + +#ifdef NON_MATCHING +/** + * Tests if moving from `posPrev` to `posNext` will collide with a "wall" + * `radius` is used to form a sphere for collision detection purposes + * `checkHeight` is the positive height above posNext to perform certain checks + * returns true if a collision is detected, else false + * `outPoly` returns the closest poly detected, while `outBgId` returns the poly owner + */ +s32 BgCheck_CheckWallImpl(CollisionContext* colCtx, u16 xpFlags, Vec3f* posResult, Vec3f* posNext, Vec3f* posPrev, + f32 radius, CollisionPoly** outPoly, s32* outBgId, Actor* actor, f32 checkHeight, u8 argA) { + StaticLookup* lookupTbl; + f32 temp_f0; + s32 result; + CollisionPoly* poly; + // change between posPrev to posNext + f32 dx; + f32 dy; + f32 dz; + Vec3f sphCenter; + s32 dynaPolyCollision; + Vec3f posIntersect; + s32 bgId; + f32 temp_f0_2; + f32 f32temp; + f32 nx2, nz2; + Vec3f checkLineNext; + Vec3f checkLinePrev; + f32 n2XZDist; + f32 n3XZDist; + f32 nx3, nz3; + s32 bccFlags; + Vec3f posIntersect2; + s32 bgId2; + // unit normal of polygon + f32 nx; + f32 ny; + f32 nz; + + result = false; + *outBgId = BGCHECK_SCENE; + *outPoly = NULL; + lookupTbl = colCtx->lookupTbl; + *posResult = *posNext; + dx = posNext->x - posPrev->x; + dy = posNext->y - posPrev->y; + dz = posNext->z - posPrev->z; + + // if there's movement on the xz plane, and argA flag is 0, + if ((dx != 0.0f || dz != 0.0f) && (argA & 1) == 0) { + if ((checkHeight + dy) < 5.0f) { + //! @bug checkHeight is not applied to posPrev/posNext + result = BgCheck_CheckLineImpl(colCtx, xpFlags, COLPOLY_IGNORE_NONE, posPrev, posNext, &posIntersect, &poly, + &bgId, actor, 1.0f, BGCHECK_CHECK_ALL & ~BGCHECK_CHECK_CEILING); + if (result) { + ny = COLPOLY_GET_NORMAL(poly->normal.y); + // if poly is floor, push result underneath the floor + if (ny > 0.5f) { + posResult->x = posIntersect.x; + if (checkHeight > 1.0f) { + posResult->y = posIntersect.y - 1.0f; + } else { + posResult->y = posIntersect.y - checkHeight; + } + posResult->z = posIntersect.z; + if (actor != NULL) { + actor->bgCheckFlags |= 0x1000; + } + } + // poly is wall + else { + nx = COLPOLY_GET_NORMAL(poly->normal.x); + nz = COLPOLY_GET_NORMAL(poly->normal.z); + posResult->x = radius * nx + posIntersect.x; + posResult->y = radius * ny + posIntersect.y; + posResult->z = radius * nz + posIntersect.z; + } + *outPoly = poly; + *outBgId = bgId; + } + } else { + // if the radius is less than the distance travelled on the xz plane, also test for floor collisions + bccFlags = SQ(radius) < (SQ(dx) + SQ(dz)) + ? (BGCHECK_CHECK_ALL & ~BGCHECK_CHECK_CEILING) + : (BGCHECK_CHECK_ALL & ~BGCHECK_CHECK_FLOOR & ~BGCHECK_CHECK_CEILING); + + // perform a straight line test to see if a line at posNext.y + checkHeight from posPrev.xz to posNext.xz + // passes through any wall and possibly floor polys + checkLineNext = *posNext; + checkLineNext.y += checkHeight; + checkLinePrev = *posPrev; + checkLinePrev.y = checkLineNext.y; + result = BgCheck_CheckLineImpl(colCtx, xpFlags, COLPOLY_IGNORE_NONE, &checkLinePrev, &checkLineNext, + &posIntersect, &poly, &bgId, actor, 1.0f, bccFlags); + + if (result) { + nx2 = COLPOLY_GET_NORMAL(poly->normal.x); + nz2 = COLPOLY_GET_NORMAL(poly->normal.z); + n2XZDist = sqrtf(SQ(nx2) + SQ(nz2)); + + // if poly is not a "flat" floor or "flat" ceiling + if (!IS_ZERO(n2XZDist)) { + // normalize nx,nz and multiply each by the radius to go back to the other side of the wall + f32temp = 1.0f / n2XZDist; + temp_f0 = radius * f32temp; + posResult->x = temp_f0 * nx2 + posIntersect.x; + posResult->z = temp_f0 * nz2 + posIntersect.z; + *outPoly = poly; + *outBgId = bgId; + result = true; + if (COLPOLY_GET_NORMAL(poly->normal.y) > 0.5f) { + if (actor != NULL) { + actor->bgCheckFlags |= 0x1000; + } + } + } else { + result = false; + } + } + } + } + + sphCenter = *posResult; + dynaPolyCollision = false; + sphCenter.y += checkHeight; + // test if sphere (sphCenter, radius) collides with a dynamic wall, displacing the x/z coordinates + if (BgCheck_SphVsDynaWall(colCtx, xpFlags, &posResult->x, &posResult->z, &sphCenter, radius, outPoly, outBgId, + actor)) { + result = true; + dynaPolyCollision = true; + sphCenter = *posResult; + sphCenter.y += checkHeight; + } + // test if sphere (sphCenter, radius) collides with a static wall, displacing the x/z coordinates + if (BgCheck_PosInStaticBoundingBox(colCtx, posNext) && + // possible bug? if the sphere's radius is smaller than the distance to a subdivision boundary, some static + // polys will be missed + BgCheck_SphVsStaticWall(BgCheck_GetNearestStaticLookup(colCtx, lookupTbl, posResult), colCtx, xpFlags, + &posResult->x, &posResult->z, &sphCenter, radius, outPoly, actor)) { + *outBgId = BGCHECK_SCENE; + result = true; + } + // if a collision with a dyna poly was detected + if (dynaPolyCollision || *outBgId != BGCHECK_SCENE) { + if (BgCheck_CheckLineImpl(colCtx, xpFlags, COLPOLY_IGNORE_NONE, posPrev, posResult, &posIntersect2, &poly, + &bgId2, actor, 1.0f, BGCHECK_CHECK_ONE_FACE | BGCHECK_CHECK_WALL)) { + nx3 = COLPOLY_GET_NORMAL(poly->normal.x); + nz3 = COLPOLY_GET_NORMAL(poly->normal.z); + n3XZDist = sqrtf(SQ(nx3) + SQ(nz3)); + + // if poly is not a "flat" floor or "flat" ceiling + if (!IS_ZERO(n3XZDist)) { + // normalize nx,nz and multiply each by the radius to go back to the other side of the wall + f32temp = 1.0f / n3XZDist; + temp_f0_2 = radius * f32temp; + posResult->x = temp_f0_2 * nx3 + posIntersect2.x; + posResult->z = temp_f0_2 * nz3 + posIntersect2.z; + *outPoly = poly; + *outBgId = bgId2; + result = true; + } + } + } + return result; +} +#else +s32 BgCheck_CheckWallImpl(CollisionContext* colCtx, u16 xpFlags, Vec3f* posResult, Vec3f* posNext, Vec3f* posPrev, + f32 radius, CollisionPoly** outPoly, s32* outBgId, Actor* actor, f32 checkHeight, u8 argA); +#pragma GLOBAL_ASM("asm/non_matchings/code/z_bgcheck/BgCheck_CheckWallImpl.s") +#endif + +/** + * Public. Tests if moving from `posPrev` to `posNext` will collide with a "wall" + * `radius` is used to form a sphere for collision detection purposes + * `checkHeight` is the positive height above posNext to perform certain checks + * returns true if a collision is detected, else false + * `outPoly` returns the closest poly detected + */ +s32 BgCheck_EntitySphVsWall1(CollisionContext* colCtx, Vec3f* posResult, Vec3f* posNext, Vec3f* posPrev, f32 radius, + CollisionPoly** outPoly, f32 checkHeight) { + s32 bgId; + + return BgCheck_CheckWallImpl(colCtx, COLPOLY_IGNORE_ENTITY, posResult, posNext, posPrev, radius, outPoly, &bgId, + NULL, checkHeight, 0); +} -#pragma GLOBAL_ASM("asm/non_matchings/code/z_bgcheck/func_800C02C0.s") +/** + * Public. Tests if moving from `posPrev` to `posNext` will collide with a "wall" + * `radius` is used to form a sphere for collision detection purposes + * `checkHeight` is the positive height above posNext to perform certain checks + * returns true if a collision is detected, else false + * `outPoly` returns the closest poly detected, while `outBgId` returns the poly owner + */ +s32 BgCheck_EntitySphVsWall2(CollisionContext* colCtx, Vec3f* posResult, Vec3f* posNext, Vec3f* posPrev, f32 radius, + CollisionPoly** outPoly, s32* outBgId, f32 checkHeight) { + return BgCheck_CheckWallImpl(colCtx, COLPOLY_IGNORE_ENTITY, posResult, posNext, posPrev, radius, outPoly, outBgId, + NULL, checkHeight, 0); +} -#pragma GLOBAL_ASM("asm/non_matchings/code/z_bgcheck/func_800C0340.s") +/** + * Public. Tests if *moving from `posPrev` to `posNext` will collide with a "wall" + * `radius` is used to form a sphere for collision detection purposes + * `checkHeight` is the positive height above posNext to perform certain checks + * `actor` is the actor performing the check, allowing it to be skipped + * returns true if a collision is detected, else false + * `outPoly` returns the closest poly detected, while `outBgId` returns the poly owner + */ +s32 BgCheck_EntitySphVsWall3(CollisionContext* colCtx, Vec3f* posResult, Vec3f* posNext, Vec3f* posPrev, f32 radius, + CollisionPoly** outPoly, s32* outBgId, Actor* actor, f32 checkHeight) { + return BgCheck_CheckWallImpl(colCtx, COLPOLY_IGNORE_ENTITY, posResult, posNext, posPrev, radius, outPoly, outBgId, + actor, checkHeight, 0); +} -#pragma GLOBAL_ASM("asm/non_matchings/code/z_bgcheck/func_800C0474.s") +/** + * Public. Tests if moving from `posPrev` to `posNext` will collide with a "wall" + * Skips a check that occurs only when moving on the xz plane + * `radius` is used to form a sphere for collision detection purposes + * `checkHeight` is the positive height above posNext to perform certain checks + * `actor` is the actor performing the check, allowing it to be skipped + * returns true if a collision is detected, else false + * `outPoly` returns the closest poly detected, while `outBgId` returns the poly owner + */ +s32 BgCheck_EntitySphVsWall4(CollisionContext* colCtx, Vec3f* posResult, Vec3f* posNext, Vec3f* posPrev, f32 radius, + CollisionPoly** outPoly, s32* outBgId, Actor* actor, f32 checkHeight) { + return BgCheck_CheckWallImpl(colCtx, COLPOLY_IGNORE_ENTITY, posResult, posNext, posPrev, radius, outPoly, outBgId, + actor, checkHeight, 1); +} -#pragma GLOBAL_ASM("asm/non_matchings/code/z_bgcheck/func_800C0668.s") +/** + * Tests for collision with a ceiling poly + * `checkHeight` should be a positive value + * returns true if a collision occurs, else false + * `outPoly` returns the poly collided with, while `outBgId` returns the owner of the poly + * `outY` returns the y coordinate of pos needed to not collide with `outPoly` + */ +s32 BgCheck_CheckCeilingImpl(CollisionContext* colCtx, u16 xpFlags, f32* outY, Vec3f* pos, f32 checkHeight, + CollisionPoly** outPoly, s32* outBgId, Actor* actor) { + StaticLookup* lookupTbl; + StaticLookup* lookup; + s32 result; + Vec3f posTemp; + f32 tempY; + + *outBgId = BGCHECK_SCENE; + *outY = pos->y; + lookupTbl = colCtx->lookupTbl; + if (!BgCheck_PosInStaticBoundingBox(colCtx, pos)) { + return false; + } -#pragma GLOBAL_ASM("asm/non_matchings/code/z_bgcheck/func_800C06A8.s") + lookup = BgCheck_GetNearestStaticLookup(colCtx, lookupTbl, pos); + result = BgCheck_CheckStaticCeiling(lookup, xpFlags, colCtx, outY, pos, checkHeight, outPoly, actor); -#pragma GLOBAL_ASM("asm/non_matchings/code/z_bgcheck/func_800C074C.s") + posTemp = *pos; + posTemp.y = *outY; + tempY = *outY; -#pragma GLOBAL_ASM("asm/non_matchings/code/z_bgcheck/func_800C07F0.s") + if (BgCheck_CheckDynaCeiling(colCtx, xpFlags, &tempY, &posTemp, checkHeight, outPoly, outBgId, actor)) { + *outY = tempY; + result = true; + } + return result; +} -#pragma GLOBAL_ASM("asm/non_matchings/code/z_bgcheck/BgCheck_PolygonCollidesWithSphere.s") +/** + * Tests for collision with any ceiling poly + * `checkHeight` must be a positive value + * returns true if a collision occurs, else false + * `outY` returns the displaced y coordinate needed to not collide with the poly + */ +s32 BgCheck_AnyCheckCeiling(CollisionContext* colCtx, f32* outY, Vec3f* pos, f32 checkHeight) { + CollisionPoly* poly; + s32 bgId; + + return BgCheck_CheckCeilingImpl(colCtx, COLPOLY_IGNORE_NONE, outY, pos, checkHeight, &poly, &bgId, NULL); +} -#pragma GLOBAL_ASM("asm/non_matchings/code/z_bgcheck/BgCheck_ScenePolygonListsInsertSorted.s") +/** + * Tests for collision with any entity solid ceiling poly + * `checkHeight` must be a positive value + * returns true if a collision occurs, else false + * `outY` returns the displaced y coordinate needed to not collide with the poly + */ +s32 BgCheck_EntityCheckCeiling(CollisionContext* colCtx, f32* outY, Vec3f* pos, f32 checkHeight, + CollisionPoly** outPoly, s32* outBgId, Actor* actor) { + return BgCheck_CheckCeilingImpl(colCtx, COLPOLY_IGNORE_ENTITY, outY, pos, checkHeight, outPoly, outBgId, actor); +} -#pragma GLOBAL_ASM("asm/non_matchings/code/z_bgcheck/BgCheck_ScenePolygonListsInsert.s") +#ifdef NON_MATCHING +/** + * Tests if a line from `posA` to `posB` intersects with a poly + * returns true if it does, else false + * `posB`? `posResult` returns the point of intersection + * `outPoly` returns the pointer to the intersected poly, while `outBgId` returns the entity the poly belongs to + */ +s32 BgCheck_CheckLineImpl(CollisionContext* colCtx, u16 xpFlags1, u16 xpFlags2, Vec3f* posA, Vec3f* posB, + Vec3f* posResult, CollisionPoly** outPoly, s32* outBgId, Actor* actor, f32 checkDist, + u32 bccFlags) { + StaticLookup* lookupTbl; + StaticLookup* iLookup; + s32 subdivMin[3]; + s32 subdivMax[3]; + s32 i; + s32 result; + Vec3f posBTemp; + StaticLineTest checkLine; + Vec3f sectorMin; + Vec3f sectorMax; + s32 k; + StaticLookup* lookup; + s32 j; + StaticLookup* jLookup; + s32 temp_lo; + s32 pad[2]; + + lookupTbl = colCtx->lookupTbl; + posBTemp = *posB; + + *outBgId = BGCHECK_SCENE; + + BgCheck_ResetPolyCheckTbl(&colCtx->polyNodes, colCtx->colHeader->numPolygons); + BgCheck_GetStaticLookupIndicesFromPos(colCtx, posA, (Vec3i*)&subdivMin); + BgCheck_GetStaticLookupIndicesFromPos(colCtx, &posBTemp, (Vec3i*)&subdivMax); + *posResult = *posB; + checkLine.outDistSq = 1.0e38f; + *outPoly = NULL; + + checkLine.colCtx = colCtx; + checkLine.xpFlags2 = xpFlags2; + checkLine.posA = posA; + checkLine.posB = &posBTemp; + checkLine.outPoly = outPoly; + checkLine.xpFlags1 = xpFlags1; + checkLine.outPos = posResult; + checkLine.checkDist = checkDist; + checkLine.bccFlags = bccFlags; + checkLine.actor = actor; + result = false; + + if (subdivMin[0] != subdivMax[0] || subdivMin[1] != subdivMax[1] || subdivMin[2] != subdivMax[2]) { + for (i = 0; i < 3; i++) { + if (subdivMax[i] < subdivMin[i]) { + j = subdivMax[i]; + subdivMax[i] = subdivMin[i]; + subdivMin[i] = j; + } + } + temp_lo = colCtx->subdivAmount.x * colCtx->subdivAmount.y; + iLookup = lookupTbl + subdivMin[2] * temp_lo; + sectorMin.z = subdivMin[2] * colCtx->subdivLength.z + colCtx->minBounds.z; + sectorMax.z = colCtx->subdivLength.z + sectorMin.z; + + for (i = subdivMin[2]; i < subdivMax[2] + 1; i++) { + jLookup = iLookup + subdivMin[1] * colCtx->subdivAmount.x; + sectorMin.y = subdivMin[1] * colCtx->subdivLength.y + colCtx->minBounds.y; + sectorMax.y = colCtx->subdivLength.y + sectorMin.y; + + for (j = subdivMin[1]; j < subdivMax[1] + 1; j++) { + lookup = jLookup + subdivMin[0]; + sectorMin.x = subdivMin[0] * colCtx->subdivLength.x + colCtx->minBounds.x; + sectorMax.x = colCtx->subdivLength.x + sectorMin.x; + + for (k = subdivMin[0]; k < subdivMax[0] + 1; k++) { + if (Math3D_LineVsCube(§orMin, §orMax, posA, &posBTemp)) { + checkLine.lookup = lookup; + + if (BgCheck_CheckLineInSubdivision(&checkLine)) { + result = true; + } + } + lookup++; + sectorMin.x += colCtx->subdivLength.x; + sectorMax.x += colCtx->subdivLength.x; + } + jLookup += colCtx->subdivAmount.x; + sectorMin.y += colCtx->subdivLength.y; + sectorMax.y += colCtx->subdivLength.y; + } + iLookup += temp_lo; + sectorMin.z += colCtx->subdivLength.z; + sectorMax.z += colCtx->subdivLength.z; + } + } else if (BgCheck_PosInStaticBoundingBox(colCtx, posA) == false) { + return false; + } else { + checkLine.lookup = BgCheck_GetNearestStaticLookup(colCtx, lookupTbl, posA); + result = BgCheck_CheckLineInSubdivision(&checkLine); + if (result) { + checkLine.outDistSq = Math3D_Vec3fDistSq(posResult, posA); + } + } + if ((bccFlags & BGCHECK_CHECK_DYNA) && + BgCheck_CheckLineAgainstDyna(colCtx, xpFlags1, posA, &posBTemp, posResult, outPoly, &checkLine.outDistSq, + outBgId, actor, checkDist, bccFlags)) { + result = true; + } + return result; +} +#else +#pragma GLOBAL_ASM("asm/non_matchings/code/z_bgcheck/BgCheck_CheckLineImpl.s") +#endif + +/** + * Get bccFlags + */ +u32 BgCheck_GetBccFlags(s32 checkWall, s32 checkFloor, s32 checkCeil, s32 checkOneFace, s32 checkDyna) { + u32 result = 0; + + if (checkWall) { + result = BGCHECK_CHECK_WALL; + } + if (checkFloor) { + result |= BGCHECK_CHECK_FLOOR; + } + if (checkCeil) { + result |= BGCHECK_CHECK_CEILING; + } + if (checkOneFace) { + result |= BGCHECK_CHECK_ONE_FACE; + } + if (checkDyna) { + result |= BGCHECK_CHECK_DYNA; + } + return result; +} -#pragma GLOBAL_ASM("asm/non_matchings/code/z_bgcheck/func_800C0E74.s") +/** + * Public. Tests if a line from `posA` to `posB` intersects with a poly + * returns true if it does, else false + */ +s32 BgCheck_CameraLineTest1(CollisionContext* colCtx, Vec3f* posA, Vec3f* posB, Vec3f* posResult, + CollisionPoly** outPoly, s32 checkWall, s32 checkFloor, s32 checkCeil, s32 checkOneFace, + s32* bgId) { + return BgCheck_CheckLineImpl(colCtx, COLPOLY_IGNORE_CAMERA, COLPOLY_IGNORE_NONE, posA, posB, posResult, outPoly, + bgId, NULL, 1.0f, + BgCheck_GetBccFlags(checkWall, checkFloor, checkCeil, checkOneFace, true)); +} -#pragma GLOBAL_ASM("asm/non_matchings/code/z_bgcheck/func_800C10FC.s") +/** + * Public. Tests if a line from `posA` to `posB` intersects with a poly + * returns true if it does, else false + */ +s32 BgCheck_CameraLineTest2(CollisionContext* colCtx, Vec3f* posA, Vec3f* posB, Vec3f* posResult, + CollisionPoly** outPoly, s32 checkWall, s32 checkFloor, s32 checkCeil, s32 checkOneFace, + s32* bgId) { + return BgCheck_CheckLineImpl(colCtx, COLPOLY_IGNORE_NONE, COLPOLY_IGNORE_CAMERA, posA, posB, posResult, outPoly, + bgId, NULL, 1.0f, + BgCheck_GetBccFlags(checkWall, checkFloor, checkCeil, checkOneFace, true)); +} -#pragma GLOBAL_ASM("asm/non_matchings/code/z_bgcheck/func_800C1238.s") +/** + * Public. Tests if a line from `posA` to `posB` intersects with a poly + * returns true if it does, else false + */ +s32 BgCheck_EntityLineTest1(CollisionContext* colCtx, Vec3f* posA, Vec3f* posB, Vec3f* posResult, + CollisionPoly** outPoly, s32 checkWall, s32 checkFloor, s32 checkCeil, s32 checkOneFace, + s32* bgId) { + return BgCheck_CheckLineImpl(colCtx, COLPOLY_IGNORE_ENTITY, COLPOLY_IGNORE_NONE, posA, posB, posResult, outPoly, + bgId, NULL, 1.0f, + BgCheck_GetBccFlags(checkWall, checkFloor, checkCeil, checkOneFace, true)); +} -#pragma GLOBAL_ASM("asm/non_matchings/code/z_bgcheck/func_800C12A4.s") +/** + * Public. Tests if a line from `posA` to `posB` intersects with a poly + * returns true if it does, else false + */ +s32 BgCheck_EntityLineTest2(CollisionContext* colCtx, Vec3f* posA, Vec3f* posB, Vec3f* posResult, + CollisionPoly** outPoly, s32 checkWall, s32 checkFloor, s32 checkCeil, s32 checkOneFace, + s32* bgId, Actor* actor) { + return BgCheck_CheckLineImpl(colCtx, COLPOLY_IGNORE_ENTITY, COLPOLY_IGNORE_NONE, posA, posB, posResult, outPoly, + bgId, actor, 1.0f, + BgCheck_GetBccFlags(checkWall, checkFloor, checkCeil, checkOneFace, true)); +} -#pragma GLOBAL_ASM("asm/non_matchings/code/z_bgcheck/func_800C1B68.s") +/** + * Public. Tests if a line from `posA` to `posB` intersects with a poly + * returns true if it does, else false + */ +s32 BgCheck_EntityLineTest3(CollisionContext* colCtx, Vec3f* posA, Vec3f* posB, Vec3f* posResult, + CollisionPoly** outPoly, s32 checkWall, s32 checkFloor, s32 checkCeil, s32 checkOneFace, + s32* bgId, Actor* actor, f32 checkDist) { + return BgCheck_CheckLineImpl(colCtx, COLPOLY_IGNORE_ENTITY, COLPOLY_IGNORE_NONE, posA, posB, posResult, outPoly, + bgId, actor, checkDist, + BgCheck_GetBccFlags(checkWall, checkFloor, checkCeil, checkOneFace, true)); +} -#pragma GLOBAL_ASM("asm/non_matchings/code/z_bgcheck/func_800C1D7C.s") +/** + * Public. Tests if a line from `posA` to `posB` intersects with a poly + * returns true if it does, else false + */ +s32 BgCheck_ProjectileLineTest(CollisionContext* colCtx, Vec3f* posA, Vec3f* posB, Vec3f* posResult, + CollisionPoly** outPoly, s32 checkWall, s32 checkFloor, s32 checkCeil, s32 checkOneFace, + s32* bgId) { + return BgCheck_CheckLineImpl(colCtx, COLPOLY_IGNORE_PROJECTILES, COLPOLY_IGNORE_NONE, posA, posB, posResult, + outPoly, bgId, NULL, 1.0f, + BgCheck_GetBccFlags(checkWall, checkFloor, checkCeil, checkOneFace, true)); +} -#pragma GLOBAL_ASM("asm/non_matchings/code/z_bgcheck/func_800C2008.s") +/** + * Public. Tests if a line from `posA` to `posB` intersects with a poly + * returns true if it does, else false + */ +s32 BgCheck_AnyLineTest1(CollisionContext* colCtx, Vec3f* posA, Vec3f* posB, Vec3f* posResult, CollisionPoly** outPoly, + s32 checkOneFace) { + return BgCheck_AnyLineTest2(colCtx, posA, posB, posResult, outPoly, true, true, true, checkOneFace); +} -#pragma GLOBAL_ASM("asm/non_matchings/code/z_bgcheck/func_800C20F4.s") +/** + * Public. Tests if a line from `posA` to `posB` intersects with a poly + * returns true if it does, else false + */ +s32 BgCheck_AnyLineTest2(CollisionContext* colCtx, Vec3f* posA, Vec3f* posB, Vec3f* posResult, CollisionPoly** outPoly, + s32 checkWall, s32 checkFloor, s32 checkCeil, s32 checkOneFace) { + s32 bgId; + + return BgCheck_CheckLineImpl(colCtx, COLPOLY_IGNORE_NONE, COLPOLY_IGNORE_NONE, posA, posB, posResult, outPoly, + &bgId, NULL, 1.0f, + BgCheck_GetBccFlags(checkWall, checkFloor, checkCeil, checkOneFace, true)); +} -#pragma GLOBAL_ASM("asm/non_matchings/code/z_bgcheck/func_800C2310.s") +/** + * Public. Tests if a line from `posA` to `posB` intersects with a poly + * returns true if it does, else false + */ +s32 BgCheck_AnyLineTest3(CollisionContext* colCtx, Vec3f* posA, Vec3f* posB, Vec3f* posResult, CollisionPoly** outPoly, + s32 checkWall, s32 checkFloor, s32 checkCeil, s32 checkOneFace, s32* bgId) { + return BgCheck_CheckLineImpl(colCtx, COLPOLY_IGNORE_NONE, COLPOLY_IGNORE_NONE, posA, posB, posResult, outPoly, bgId, + NULL, 1.0f, BgCheck_GetBccFlags(checkWall, checkFloor, checkCeil, checkOneFace, true)); +} -#pragma GLOBAL_ASM("asm/non_matchings/code/z_bgcheck/func_800C2460.s") +/** + * Get first poly intersecting sphere `center` `radius` + * ignores `actor` dyna poly + * returns true if any poly intersects the sphere, else false + * `outPoly` returns the pointer of the first poly found that intersects + * `outBgId` returns the bgId of the entity that owns `outPoly` + */ +s32 BgCheck_SphVsFirstPolyImpl(CollisionContext* colCtx, u16 xpFlags, CollisionPoly** outPoly, s32* outBgId, + Vec3f* center, f32 radius, Actor* actor, u16 bciFlags) { + StaticLookup* lookup; + + *outBgId = BGCHECK_SCENE; + lookup = BgCheck_GetStaticLookup(colCtx, colCtx->lookupTbl, center); + if (lookup == NULL) { + return false; + } else if (BgCheck_SphVsFirstStaticPoly(lookup, xpFlags, colCtx, center, radius, outPoly, bciFlags, actor) || + BgCheck_SphVsFirstDynaPoly(colCtx, xpFlags, outPoly, outBgId, center, radius, actor, bciFlags)) { + return true; + } + return false; +} -#pragma GLOBAL_ASM("asm/non_matchings/code/z_bgcheck/func_800C2514.s") +/** + * Public get first poly intersecting sphere `center` `radius` + */ +s32 BgCheck_SphVsFirstPoly(CollisionContext* colCtx, Vec3f* center, f32 radius) { + CollisionPoly* poly; + s32 bgId; -#pragma GLOBAL_ASM("asm/non_matchings/code/z_bgcheck/func_800C25E0.s") + return BgCheck_SphVsFirstPolyImpl(colCtx, COLPOLY_IGNORE_NONE, &poly, &bgId, center, radius, NULL, + BGCHECK_IGNORE_NONE); +} -#pragma GLOBAL_ASM("asm/non_matchings/code/z_bgcheck/BgCheck_GetPolyMinSubdivisions.s") +/** + * Public get first wall poly intersecting sphere `center` `radius` + */ +s32 BgCheck_SphVsFirstWall(CollisionContext* colCtx, Vec3f* center, f32 radius) { + CollisionPoly* poly; + s32 bgId; -#pragma GLOBAL_ASM("asm/non_matchings/code/z_bgcheck/BgCheck_GetPolyMaxSubdivisions.s") + return BgCheck_SphVsFirstPolyImpl(colCtx, COLPOLY_IGNORE_NONE, &poly, &bgId, center, radius, NULL, + BGCHECK_IGNORE_FLOOR | BGCHECK_IGNORE_CEILING); +} -#pragma GLOBAL_ASM("asm/non_matchings/code/z_bgcheck/BgCheck_GetPolyMinMaxSubdivisions.s") +/** + * Init SSNodeList + */ +void SSNodeList_Init(SSNodeList* this) { + this->max = 0; + this->count = 0; + this->tbl = NULL; + this->polyCheckTbl = NULL; +} -#pragma GLOBAL_ASM("asm/non_matchings/code/z_bgcheck/func_800C2BE0.s") +/** + * Allocate SSNodeList + * tblMax is the number of SSNode records to allocate + * numPolys is the number of polygons defined within the CollisionHeader + */ +void SSNodeList_Alloc(GlobalContext* globalCtx, SSNodeList* this, s32 tblMax, s32 numPolys) { + this->max = tblMax; + this->count = 0; + this->tbl = THA_AllocEndAlign(&globalCtx->state.heap, tblMax * sizeof(SSNode), -2); + this->polyCheckTbl = THA_AllocEndAlign16(&globalCtx->state.heap, numPolys * sizeof(u8)); + + if (this->polyCheckTbl == NULL) { + sprintf(D_801ED950, "this->polygon_check == NULL(game_alloc() MemoryAllocationError.)\n"); + sprintf(D_801ED9A0, "short_slist_node_size = %d/polygon_num = %d\n", tblMax, numPolys); + Fault_AddHungupAndCrashImpl(D_801ED950, D_801ED9A0); + } +} -#pragma GLOBAL_ASM("asm/non_matchings/code/z_bgcheck/BgCheck_SplitScenePolygonsIntoSubdivisions.s") +/** + * Get next SSNodeList SSNode + */ +SSNode* SSNodeList_GetNextNode(SSNodeList* this) { + SSNode* result = &this->tbl[this->count]; -#pragma GLOBAL_ASM("asm/non_matchings/code/z_bgcheck/BgCheck_GetIsDefaultSpecialScene.s") + this->count++; + if (!(this->count < this->max)) { + return NULL; + } + return result; +} -#pragma GLOBAL_ASM("asm/non_matchings/code/z_bgcheck/BgCheck_GetSpecialSceneMaxMemory.s") +/** + * Get next SSNodeList SSNode index + */ +u16 SSNodeList_GetNextNodeIdx(SSNodeList* this) { + u16 new_index = this->count++; -#pragma GLOBAL_ASM("asm/non_matchings/code/z_bgcheck/BgCheck_CalcSubdivisionSize.s") + return new_index; +} -#pragma GLOBAL_ASM("asm/non_matchings/code/z_bgcheck/BgCheck_GetSpecialSceneMaxObjects.s") +/** + * Initialize ScaleRotPos + */ +void ScaleRotPos_Init(ScaleRotPos* srp) { + srp->scale.x = srp->scale.y = srp->scale.z = 1; + srp->rot.x = 0; + srp->rot.y = 0; + srp->rot.z = 0; + srp->pos.x = srp->pos.y = srp->pos.z = 0; +} -#pragma GLOBAL_ASM("asm/non_matchings/code/z_bgcheck/BgCheck_Init.s") +/** + * Set ScaleRotPos + */ +void ScaleRotPos_SetValue(ScaleRotPos* srp, Vec3f* scale, Vec3s* rot, Vec3f* pos) { + srp->scale = *scale; + srp->rot = *rot; + srp->pos = *pos; +} -#pragma GLOBAL_ASM("asm/non_matchings/code/z_bgcheck/func_800C3C00.s") +/** + * ScaleRotPos equality test + */ +s32 ScaleRotPos_IsEqual(ScaleRotPos* a, ScaleRotPos* b) { + if (a->scale.x != b->scale.x || a->scale.y != b->scale.y || a->scale.z != b->scale.z || a->rot.x != b->rot.x || + a->rot.y != b->rot.y || a->rot.z != b->rot.z || a->pos.x != b->pos.x || a->pos.y != b->pos.y || + a->pos.z != b->pos.z) { + return false; + } + return true; +} -#pragma GLOBAL_ASM("asm/non_matchings/code/z_bgcheck/func_800C3C14.s") +/** + * Reset DynaLookup lists + */ +void DynaLookup_ResetLists(DynaLookup* dynaLookup) { + SSList_SetNull(&dynaLookup->ceiling); + SSList_SetNull(&dynaLookup->wall); + SSList_SetNull(&dynaLookup->floor); +} -#pragma GLOBAL_ASM("asm/non_matchings/code/z_bgcheck/BgCheck_GetActorMeshHeader.s") +/** + * Reset DynaLookup + */ +void DynaLookup_Reset(DynaLookup* dynaLookup) { + dynaLookup->polyStartIndex = 0; + DynaLookup_ResetLists(dynaLookup); +} -#pragma GLOBAL_ASM("asm/non_matchings/code/z_bgcheck/func_800C3C94.s") +/** + * Reset vtxStartIndex + */ +void DynaLookup_ResetVtxStartIndex(u16* vtxStartIndex) { + *vtxStartIndex = 0; +} -#pragma GLOBAL_ASM("asm/non_matchings/code/z_bgcheck/func_800C3D50.s") +/** + * Reset waterBoxStartIndex + */ +void DynaLookup_ResetWaterBoxStartIndex(u16* waterBoxStartIndex) { + *waterBoxStartIndex = 0; +} -#pragma GLOBAL_ASM("asm/non_matchings/code/z_bgcheck/func_800C3F40.s") +/** + * Initialize BgActor + */ +void BgActor_Init(GlobalContext* globalCtx, BgActor* bgActor) { + bgActor->actor = NULL; + bgActor->colHeader = NULL; + ScaleRotPos_Init(&bgActor->prevTransform); + ScaleRotPos_Init(&bgActor->curTransform); + DynaLookup_Reset(&bgActor->dynaLookup); + DynaLookup_ResetVtxStartIndex(&bgActor->vtxStartIndex); + DynaLookup_ResetWaterBoxStartIndex(&bgActor->waterboxesStartIndex); + bgActor->boundingSphere.center.x = bgActor->boundingSphere.center.y = bgActor->boundingSphere.center.z = 0; + bgActor->boundingSphere.radius = 0; +} -#pragma GLOBAL_ASM("asm/non_matchings/code/z_bgcheck/func_800C3FA0.s") +/** + * setActor internal + */ +void BgActor_SetActor(BgActor* bgActor, Actor* actor, CollisionHeader* colHeader) { + bgActor->actor = actor; + bgActor->colHeader = colHeader; + bgActor->prevTransform.scale = actor->scale; + bgActor->prevTransform.rot = actor->shape.rot; + bgActor->prevTransform.rot.x--; + bgActor->prevTransform.pos = actor->world.pos; + bgActor->curTransform.scale = actor->scale; + bgActor->curTransform.rot = actor->shape.rot; + bgActor->curTransform.pos = actor->world.pos; +} -#pragma GLOBAL_ASM("asm/non_matchings/code/z_bgcheck/func_800C4000.s") +/** + * Test if the BgActor transform is the same + */ +s32 BgActor_IsTransformUnchanged(BgActor* bgActor) { + return ScaleRotPos_IsEqual(&bgActor->prevTransform, &bgActor->curTransform); +} -#pragma GLOBAL_ASM("asm/non_matchings/code/z_bgcheck/func_800C4058.s") +/** + * NULL polyList + */ +void DynaPoly_NullPolyList(CollisionPoly** polyList) { + *polyList = NULL; +} -#pragma GLOBAL_ASM("asm/non_matchings/code/z_bgcheck/func_800C40B4.s") +/** + * Allocate dyna.polyList + */ +void DynaPoly_AllocPolyList(GlobalContext* globalCtx, CollisionPoly** polyList, s32 numPolys) { + *polyList = THA_AllocEndAlign(&globalCtx->state.heap, numPolys * sizeof(CollisionPoly), -2); +} -f32 func_800C411C(CollisionContext* colCtx, CollisionPoly** arg1, s32* arg2, Actor* actor, Vec3f* pos) { - return func_800C3D50(0, colCtx, 2, arg1, arg2, pos, actor, 28, 1.0f, 0); +/** + * NULL vtxList + */ +void DynaPoly_NullVtxList(Vec3s** vtxList) { + *vtxList = NULL; } -#pragma GLOBAL_ASM("asm/non_matchings/code/z_bgcheck/func_800C4188.s") +/** + * Allocate dyna.vtxList + */ +void DynaPoly_AllocVtxList(GlobalContext* globalCtx, Vec3s** vtxList, s32 numVtx) { + *vtxList = THA_AllocEndAlign(&globalCtx->state.heap, numVtx * sizeof(Vec3s), -2); +} -#pragma GLOBAL_ASM("asm/non_matchings/code/z_bgcheck/func_800C41E4.s") +/** + * Init dyna.waterBoxList + */ +void DynaPoly_InitWaterBoxList(DynaWaterBoxList* waterBoxList) { + waterBoxList->unk0 = 0; + waterBoxList->boxes = NULL; +} -#pragma GLOBAL_ASM("asm/non_matchings/code/z_bgcheck/func_800C4240.s") +/** + * Allocate dyna.waterBoxList + */ +void DynaPoly_AllocWaterBoxList(GlobalContext* globalCtx, DynaWaterBoxList* waterBoxList, s32 numWaterBoxes) { + waterBoxList->boxes = THA_AllocEndAlign(&globalCtx->state.heap, numWaterBoxes * sizeof(WaterBox), -2); +} -#pragma GLOBAL_ASM("asm/non_matchings/code/z_bgcheck/func_800C42A8.s") +/** + * Update BgActor's prevTransform + */ +void DynaPoly_SetBgActorPrevTransform(GlobalContext* globalCtx, BgActor* bgActor) { + bgActor->prevTransform = bgActor->curTransform; +} -#pragma GLOBAL_ASM("asm/non_matchings/code/z_bgcheck/func_800C4314.s") +/** + * Is BgActor Id + */ +s32 DynaPoly_IsBgIdBgActor(s32 bgId) { + if (bgId < 0 || bgId >= BG_ACTOR_MAX) { + return false; + } + return true; +} -#pragma GLOBAL_ASM("asm/non_matchings/code/z_bgcheck/func_800C43CC.s") +/** + * Init DynaCollisionContext + */ +void DynaPoly_Init(GlobalContext* globalCtx, DynaCollisionContext* dyna) { + dyna->bitFlag = DYNAPOLY_INVALIDATE_LOOKUP; + DynaPoly_NullPolyList(&dyna->polyList); + DynaPoly_NullVtxList(&dyna->vtxList); + DynaPoly_InitWaterBoxList(&dyna->waterBoxList); + DynaSSNodeList_Init(globalCtx, &dyna->polyNodes); +} -#pragma GLOBAL_ASM("asm/non_matchings/code/z_bgcheck/func_800C4488.s") +/** + * Set DynaCollisionContext + */ +void DynaPoly_Alloc(GlobalContext* globalCtx, DynaCollisionContext* dyna) { + s32 i; -#pragma GLOBAL_ASM("asm/non_matchings/code/z_bgcheck/func_800C44F0.s") + for (i = 0; i < BG_ACTOR_MAX; i++) { + BgActor_Init(globalCtx, &dyna->bgActors[i]); + dyna->bgActorFlags[i] = 0; + } + DynaPoly_NullPolyList(&dyna->polyList); + DynaPoly_AllocPolyList(globalCtx, &dyna->polyList, dyna->polyListMax); -#pragma GLOBAL_ASM("asm/non_matchings/code/z_bgcheck/func_800C455C.s") + DynaPoly_NullVtxList(&dyna->vtxList); + DynaPoly_AllocVtxList(globalCtx, &dyna->vtxList, dyna->vtxListMax); -#pragma GLOBAL_ASM("asm/non_matchings/code/z_bgcheck/func_800C45C4.s") + DynaPoly_InitWaterBoxList(&dyna->waterBoxList); + DynaPoly_AllocWaterBoxList(globalCtx, &dyna->waterBoxList, DYNA_WATERBOX_MAX); -#pragma GLOBAL_ASM("asm/non_matchings/code/z_bgcheck/func_800C4C74.s") + DynaSSNodeList_Init(globalCtx, &dyna->polyNodes); + DynaSSNodeList_Alloc(globalCtx, &dyna->polyNodes, dyna->polyNodesMax); +} -#pragma GLOBAL_ASM("asm/non_matchings/code/z_bgcheck/func_800C4CD8.s") +/** + * Set BgActor + * original name: DynaPolyInfo_setActor + */ +s32 DynaPoly_SetBgActor(GlobalContext* globalCtx, DynaCollisionContext* dyna, Actor* actor, + CollisionHeader* colHeader) { + s32 bgId; + s32 foundSlot = false; + + for (bgId = 0; bgId < BG_ACTOR_MAX; bgId++) { + if (!(dyna->bgActorFlags[bgId] & 1)) { + dyna->bgActorFlags[bgId] |= 1; + foundSlot = true; + break; + } + } -#pragma GLOBAL_ASM("asm/non_matchings/code/z_bgcheck/func_800C4D3C.s") + if (foundSlot == false) { + return BG_ACTOR_MAX; + } -#pragma GLOBAL_ASM("asm/non_matchings/code/z_bgcheck/func_800C4DA4.s") + BgActor_SetActor(&dyna->bgActors[bgId], actor, colHeader); + dyna->bitFlag |= DYNAPOLY_INVALIDATE_LOOKUP; -#pragma GLOBAL_ASM("asm/non_matchings/code/z_bgcheck/func_800C4E10.s") + dyna->bgActorFlags[bgId] &= ~2; + return bgId; +} -#pragma GLOBAL_ASM("asm/non_matchings/code/z_bgcheck/func_800C4F38.s") +/** + * Gets the actor assigned to `bgId` + */ +DynaPolyActor* DynaPoly_GetActor(CollisionContext* colCtx, s32 bgId) { + if (!DynaPoly_IsBgIdBgActor(bgId) || !(colCtx->dyna.bgActorFlags[bgId] & 1) || + colCtx->dyna.bgActorFlags[bgId] & 2) { + return NULL; + } + return (DynaPolyActor*)colCtx->dyna.bgActors[bgId].actor; +} -#pragma GLOBAL_ASM("asm/non_matchings/code/z_bgcheck/func_800C4F84.s") +void func_800C62BC(GlobalContext* globalCtx, DynaCollisionContext* dyna, s32 bgId) { + if (DynaPoly_IsBgIdBgActor(bgId)) { + dyna->bgActorFlags[bgId] |= 4; + dyna->bitFlag |= DYNAPOLY_INVALIDATE_LOOKUP; + } +} -#pragma GLOBAL_ASM("asm/non_matchings/code/z_bgcheck/func_800C4FD4.s") +void func_800C6314(GlobalContext* globalCtx, DynaCollisionContext* dyna, s32 bgId) { + if (DynaPoly_IsBgIdBgActor(bgId)) { + dyna->bgActorFlags[bgId] &= ~4; + dyna->bitFlag |= DYNAPOLY_INVALIDATE_LOOKUP; + } +} -#pragma GLOBAL_ASM("asm/non_matchings/code/z_bgcheck/func_800C5464.s") +void func_800C636C(GlobalContext* globalCtx, DynaCollisionContext* dyna, s32 bgId) { + if (DynaPoly_IsBgIdBgActor(bgId)) { + dyna->bgActorFlags[bgId] |= 8; + dyna->bitFlag |= DYNAPOLY_INVALIDATE_LOOKUP; + } +} -#pragma GLOBAL_ASM("asm/non_matchings/code/z_bgcheck/func_800C54AC.s") +void func_800C63C4(GlobalContext* globalCtx, DynaCollisionContext* dyna, s32 bgId) { + if (DynaPoly_IsBgIdBgActor(bgId)) { + dyna->bgActorFlags[bgId] &= ~8; + dyna->bitFlag |= DYNAPOLY_INVALIDATE_LOOKUP; + } +} -#pragma GLOBAL_ASM("asm/non_matchings/code/z_bgcheck/func_800C5538.s") +void func_800C641C(GlobalContext* globalCtx, DynaCollisionContext* dyna, s32 bgId) { + if (DynaPoly_IsBgIdBgActor(bgId)) { + dyna->bgActorFlags[bgId] |= 0x20; + dyna->bitFlag |= DYNAPOLY_INVALIDATE_LOOKUP; + } +} -#pragma GLOBAL_ASM("asm/non_matchings/code/z_bgcheck/func_800C55C4.s") +void func_800C6474(GlobalContext* globalCtx, DynaCollisionContext* dyna, s32 bgId) { + if (DynaPoly_IsBgIdBgActor(bgId)) { + dyna->bgActorFlags[bgId] &= ~0x20; + dyna->bitFlag |= DYNAPOLY_INVALIDATE_LOOKUP; + } +} -#pragma GLOBAL_ASM("asm/non_matchings/code/z_bgcheck/func_800C5650.s") +/** + * original name: DynaPolyInfo_delReserve + */ +void DynaPoly_DeleteBgActor(GlobalContext* globalCtx, DynaCollisionContext* dyna, s32 bgId) { + DynaPolyActor* actor; -#pragma GLOBAL_ASM("asm/non_matchings/code/z_bgcheck/func_800C56E0.s") + if (DynaPoly_IsBgIdBgActor(bgId) == false) { + return; + } + actor = DynaPoly_GetActor(&globalCtx->colCtx, bgId); + if (actor != NULL) { -#pragma GLOBAL_ASM("asm/non_matchings/code/z_bgcheck/func_800C576C.s") + actor->bgId = BGACTOR_NEG_ONE; + dyna->bgActors[bgId].actor = NULL; + dyna->bgActorFlags[bgId] |= 2; + } +} -#pragma GLOBAL_ASM("asm/non_matchings/code/z_bgcheck/func_800C57F8.s") +void func_800C6554(GlobalContext* globalCtx, DynaCollisionContext* dyna) { + dyna->bitFlag |= DYNAPOLY_INVALIDATE_LOOKUP; +} -#pragma GLOBAL_ASM("asm/non_matchings/code/z_bgcheck/func_800C583C.s") +void BgCheck_CalcWaterboxDimensions(Vec3f* minPos, Vec3f* maxXPos, Vec3f* maxZPos, Vec3s* minPosOut, s16* xLength, + s16* zLength) { + f32 temp; -#pragma GLOBAL_ASM("asm/non_matchings/code/z_bgcheck/func_800C58C8.s") + minPosOut->x = minPos->x; + minPosOut->y = minPos->y; + minPosOut->z = minPos->z; -#pragma GLOBAL_ASM("asm/non_matchings/code/z_bgcheck/func_800C5954.s") + if (maxXPos->x < minPosOut->x) { + minPosOut->x = maxXPos->x; + } + if (maxXPos->y < minPosOut->y) { + minPosOut->y = maxXPos->y; + } + if (maxXPos->z < minPosOut->z) { + minPosOut->z = maxXPos->z; + } -#pragma GLOBAL_ASM("asm/non_matchings/code/z_bgcheck/func_800C5A20.s") + if (maxZPos->x < minPosOut->x) { + minPosOut->x = maxZPos->x; + } + if (maxZPos->y < minPosOut->y) { + minPosOut->y = maxZPos->y; + } + if (maxZPos->z < minPosOut->z) { + minPosOut->z = maxZPos->z; + } -#pragma GLOBAL_ASM("asm/non_matchings/code/z_bgcheck/func_800C5A64.s") + *xLength = minPos->x - minPosOut->x; + temp = maxXPos->x - minPosOut->x; -#pragma GLOBAL_ASM("asm/non_matchings/code/z_bgcheck/BgCheck_ScenePolygonListsInit.s") + if (*xLength < temp) { + *xLength = temp; + } + temp = maxZPos->x - minPosOut->x; + if (*xLength < temp) { + *xLength = temp; + } + *zLength = minPos->z - minPosOut->z; -#pragma GLOBAL_ASM("asm/non_matchings/code/z_bgcheck/BgCheck_ScenePolygonListsAlloc.s") + temp = maxXPos->z - minPosOut->z; + if (*zLength < temp) { + *zLength = temp; + } + temp = maxZPos->z - minPosOut->z; + if (*zLength < temp) { + *zLength = temp; + } +} -#pragma GLOBAL_ASM("asm/non_matchings/code/z_bgcheck/func_800C5B80.s") +#ifdef NON_MATCHING +/** + * original name: DynaPolyInfo_expandSRT + */ +void DynaPoly_ExpandSRT(GlobalContext* globalCtx, DynaCollisionContext* dyna, s32 bgId, s32* vtxStartIndex, + s32* polyStartIndex, s32* waterBoxStartIndex) { + Actor* actor; + s32 pad; + s32 pad2; + f32 numVtxInverse; + s32 i; + Vec3f pos; // sp170 + Sphere16* sphere; + Vec3s* dVtxList; + Vec3s* point; + Vec3f newCenterPoint; // sp158 + + f32 newRadiusSq; + CollisionHeader* pbgdata; + Vec3f newVtx; // sp144 + Vec3f vtxA; // sp138 + Vec3f vtxB; // sp12C + Vec3f vtxC; // sp120 + Vec3f newNormal; + s32 wi; + Vec3f spB8; // waterbox ? + Vec3f spAC; + Vec3f spA0; // waterbox ? + Vec3f sp94; + Vec3f sp88; // waterbox ? + Vec3f sp7C; + WaterBox* waterBox; + + pbgdata = dyna->bgActors[bgId].colHeader; + sphere = &dyna->bgActors[bgId].boundingSphere; + actor = dyna->bgActors[bgId].actor; + dyna->bgActors[bgId].dynaLookup.polyStartIndex = *polyStartIndex; + dyna->bgActors[bgId].vtxStartIndex = *vtxStartIndex; + dyna->bgActors[bgId].waterboxesStartIndex = *waterBoxStartIndex; + pos = actor->world.pos; + pos.y += actor->shape.yOffset * actor->scale.y; + + ScaleRotPos_SetValue(&dyna->bgActors[bgId].curTransform, &actor->scale, &actor->shape.rot, &pos); + + if (dyna->bgActorFlags[bgId] & 4) { + return; + } -#pragma GLOBAL_ASM("asm/non_matchings/code/z_bgcheck/BgCheck_ScenePolygonListsReserveNode.s") + if (!(DYNA_WATERBOX_MAX >= *waterBoxStartIndex + pbgdata->numWaterBoxes)) { + sprintf(D_801EDAA8, "water_poly Error:[MoveBG OSUGI!!!]"); + sprintf(D_801EDAF8, "num = %d > %d\n", *waterBoxStartIndex + pbgdata->numWaterBoxes, DYNA_WATERBOX_MAX); + Fault_AddHungupAndCrashImpl(D_801EDAA8, D_801EDAF8); + } -#pragma GLOBAL_ASM("asm/non_matchings/code/z_bgcheck/BgCheck_ActorMeshParamsInit.s") + if (!(dyna->polyListMax >= *polyStartIndex + pbgdata->numPolygons)) { + sprintf(D_801EDAA8, "bg_poly Error:[MoveBG OSUGI!!!]"); + sprintf(D_801EDAF8, "num = %d > %d\n", *polyStartIndex + pbgdata->numPolygons, dyna->polyListMax); + Fault_AddHungupAndCrashImpl(D_801EDAA8, D_801EDAF8); + } -#pragma GLOBAL_ASM("asm/non_matchings/code/z_bgcheck/BgCheck_SetActorMeshParams.s") + if (!(dyna->vtxListMax >= *vtxStartIndex + pbgdata->numVertices)) { + sprintf(D_801EDAA8, "bg_vert Error:[MoveBG OSUGI!!!]"); + sprintf(D_801EDAF8, "num = %d > %d\n", *vtxStartIndex + pbgdata->numVertices, dyna->vtxListMax); + Fault_AddHungupAndCrashImpl(D_801EDAA8, D_801EDAF8); + } -#pragma GLOBAL_ASM("asm/non_matchings/code/z_bgcheck/BgCheck_AreActorMeshParamsEqual.s") + if (!(dyna->bitFlag & DYNAPOLY_INVALIDATE_LOOKUP) && BgActor_IsTransformUnchanged(&dyna->bgActors[bgId])) { + s32 pi; + + for (pi = *polyStartIndex; pi < *polyStartIndex + pbgdata->numPolygons; pi++) { + CollisionPoly* poly = &dyna->polyList[pi]; + s16 normalY = poly->normal.y; + + if (normalY > COLPOLY_SNORMAL(0.5f)) { + if (!(dyna->bgActorFlags[bgId] & 0x20)) { + s16 polyIndex = pi; + + DynaSSNodeList_SetSSListHead(&dyna->polyNodes, &dyna->bgActors[bgId].dynaLookup.floor, &polyIndex); + } + } else if (normalY < COLPOLY_SNORMAL(-0.8f)) { + if (!(dyna->bgActorFlags[bgId] & 8)) { + s16 polyIndex = pi; + + DynaSSNodeList_SetSSListHead(&dyna->polyNodes, &dyna->bgActors[bgId].dynaLookup.ceiling, + &polyIndex); + } + } else { + s16 polyIndex = pi; + + DynaSSNodeList_SetSSListHead(&dyna->polyNodes, &dyna->bgActors[bgId].dynaLookup.wall, &polyIndex); + } + } + + *polyStartIndex += pbgdata->numPolygons; + *vtxStartIndex += pbgdata->numVertices; + *waterBoxStartIndex += pbgdata->numWaterBoxes; + } else { + SkinMatrix_SetScaleRotateYRPTranslate( + &D_801EDA40, dyna->bgActors[bgId].curTransform.scale.x, dyna->bgActors[bgId].curTransform.scale.y, + dyna->bgActors[bgId].curTransform.scale.z, dyna->bgActors[bgId].curTransform.rot.x, + dyna->bgActors[bgId].curTransform.rot.y, dyna->bgActors[bgId].curTransform.rot.z, + dyna->bgActors[bgId].curTransform.pos.x, dyna->bgActors[bgId].curTransform.pos.y, + dyna->bgActors[bgId].curTransform.pos.z); + + if (pbgdata->numVertices != 0 && pbgdata->numPolygons != 0) { + numVtxInverse = 1.0f / pbgdata->numVertices; + newCenterPoint.x = newCenterPoint.y = newCenterPoint.z = 0.0f; + for (i = 0; i < pbgdata->numVertices; i++) { + Vec3f vtx; // spF4 + Vec3f vtxT; // spE8 Vtx after mtx transform + + Math_Vec3s_ToVec3f(&vtx, &pbgdata->vtxList[i]); + SkinMatrix_Vec3fMtxFMultXYZ(&D_801EDA40, &vtx, &vtxT); + BgCheck_Vec3fToVec3s(&dyna->vtxList[*vtxStartIndex + i], &vtxT); + + if (i == 0) { + dyna->bgActors[bgId].minY = dyna->bgActors[bgId].maxY = vtxT.y; + } else if (vtxT.y < dyna->bgActors[bgId].minY) { + dyna->bgActors[bgId].minY = vtxT.y; + } else if (dyna->bgActors[bgId].maxY < vtxT.y) { + dyna->bgActors[bgId].maxY = vtxT.y; + } + newCenterPoint.x += vtxT.x; + newCenterPoint.y += vtxT.y; + newCenterPoint.z += vtxT.z; + } + + newCenterPoint.x *= numVtxInverse; + newCenterPoint.y *= numVtxInverse; + newCenterPoint.z *= numVtxInverse; + sphere->center.x = newCenterPoint.x; + sphere->center.y = newCenterPoint.y; + sphere->center.z = newCenterPoint.z; + newRadiusSq = -100.0f; + + for (i = 0; i < pbgdata->numVertices; i++) { + f32 radiusSq; + s32 idx = *vtxStartIndex + i; + + newVtx.x = dyna->vtxList[idx].x; + newVtx.y = dyna->vtxList[idx].y; + newVtx.z = dyna->vtxList[idx].z; + radiusSq = Math3D_Vec3fDistSq(&newVtx, &newCenterPoint); + if (newRadiusSq < radiusSq) { + newRadiusSq = radiusSq; + } + } + + sphere->radius = sqrtf(newRadiusSq) * 1.1f; + + for (i = 0; i < pbgdata->numPolygons; i++) { + CollisionPoly* newPoly = &dyna->polyList[*polyStartIndex + i]; + f32 newNormMagnitude; + u32 vIA; + u32 vIB; + u32 vIC; + + *newPoly = pbgdata->polyList[i]; + + vIA = (COLPOLY_VTX_INDEX(newPoly->flags_vIA) + *vtxStartIndex); + vIB = (COLPOLY_VTX_INDEX(newPoly->flags_vIB) + *vtxStartIndex); + vIC = newPoly->vIC + *vtxStartIndex; + + newPoly->flags_vIA = vIA | ((*newPoly).flags_vIA & 0xE000); + newPoly->flags_vIB = vIB | ((*newPoly).flags_vIB & 0xE000); + newPoly->vIC = vIC; + dVtxList = dyna->vtxList; + vtxA.x = dVtxList[vIA].x; + vtxA.y = dVtxList[vIA].y; + vtxA.z = dVtxList[vIA].z; + vtxB.x = dVtxList[vIB].x; + vtxB.y = dVtxList[vIB].y; + vtxB.z = dVtxList[vIB].z; + vtxC.x = dVtxList[vIC].x; + vtxC.y = dVtxList[vIC].y; + vtxC.z = dVtxList[vIC].z; + Math3D_SurfaceNorm(&vtxA, &vtxB, &vtxC, &newNormal); + newNormMagnitude = Math3D_Vec3fMagnitude(&newNormal); + + if (!IS_ZERO(newNormMagnitude)) { + newNormal.x *= (1.0f / newNormMagnitude); + newNormal.y *= (1.0f / newNormMagnitude); + newNormal.z *= (1.0f / newNormMagnitude); + newPoly->normal.x = COLPOLY_SNORMAL(newNormal.x); + newPoly->normal.y = COLPOLY_SNORMAL(newNormal.y); + newPoly->normal.z = COLPOLY_SNORMAL(newNormal.z); + } + + newPoly->dist = -DOTXYZ(newNormal, dVtxList[vIA]); + if (newNormal.y > 0.5f) { + s16 polyId = *polyStartIndex + i; + + DynaSSNodeList_SetSSListHead(&dyna->polyNodes, &dyna->bgActors[bgId].dynaLookup.floor, &polyId); + } else if (newNormal.y < -0.8f) { + s16 polyId = *polyStartIndex + i; + + DynaSSNodeList_SetSSListHead(&dyna->polyNodes, &dyna->bgActors[bgId].dynaLookup.ceiling, &polyId); + } else { + s16 polyId = *polyStartIndex + i; + + DynaSSNodeList_SetSSListHead(&dyna->polyNodes, &dyna->bgActors[bgId].dynaLookup.wall, &polyId); + } + } + } + + for (wi = 0; wi < pbgdata->numWaterBoxes; wi++) { + Math_Vec3s_ToVec3f(&spB8, &pbgdata->waterBoxes[wi].minPos); + Math_Vec3f_Copy(&spA0, &spB8); + spA0.x += pbgdata->waterBoxes[wi].xLength; + Math_Vec3f_Copy(&sp88, &spB8); + sp88.z += pbgdata->waterBoxes[wi].zLength; + SkinMatrix_Vec3fMtxFMultXYZ(&D_801EDA40, &spB8, &spAC); + SkinMatrix_Vec3fMtxFMultXYZ(&D_801EDA40, &spA0, &sp94); + SkinMatrix_Vec3fMtxFMultXYZ(&D_801EDA40, &sp88, &sp7C); + waterBox = &dyna->waterBoxList.boxes[*waterBoxStartIndex + wi]; + BgCheck_CalcWaterboxDimensions(&spAC, &sp94, &sp7C, &waterBox->minPos, &waterBox->xLength, + &waterBox->zLength); + waterBox->properties = pbgdata->waterBoxes[wi].properties; + } + + *polyStartIndex += pbgdata->numPolygons; + *vtxStartIndex += pbgdata->numVertices; + *waterBoxStartIndex += pbgdata->numWaterBoxes; + } +} +#else +#pragma GLOBAL_ASM("asm/non_matchings/code/z_bgcheck/DynaPoly_ExpandSRT.s") +#endif + +void BgCheck_ResetFlagsIfLoadedActor(GlobalContext* globalCtx, DynaCollisionContext* dyna, Actor* actor) { + DynaPolyActor* dynaActor; + s32 i; + + for (i = 0; i < BG_ACTOR_MAX; i++) { + if ((dyna->bgActorFlags[i] & 1)) { + dynaActor = DynaPoly_GetActor(&globalCtx->colCtx, i); + if (dynaActor != NULL && &dynaActor->actor == actor) { + DynaPolyActor_ResetState((DynaPolyActor*)actor); + return; + } + } + } +} -#pragma GLOBAL_ASM("asm/non_matchings/code/z_bgcheck/BgCheck_ActorMeshPolyListsHeadsInit.s") +/** + * original name: DynaPolyInfo_setup + */ +void DynaPoly_Setup(GlobalContext* globalCtx, DynaCollisionContext* dyna) { + DynaPolyActor* actor; + s32 vtxStartIndex; + s32 polyStartIndex; + s32 waterBoxStartIndex; + s32 i; -#pragma GLOBAL_ASM("asm/non_matchings/code/z_bgcheck/BgCheck_ActorMeshPolyListsInit.s") + DynaSSNodeList_ResetCount(&dyna->polyNodes); -#pragma GLOBAL_ASM("asm/non_matchings/code/z_bgcheck/BgCheck_ActorMeshVerticesIndexInit.s") + for (i = 0; i < BG_ACTOR_MAX; i++) { + DynaLookup_ResetLists(&dyna->bgActors[i].dynaLookup); + } -#pragma GLOBAL_ASM("asm/non_matchings/code/z_bgcheck/BgCheck_ActorMeshWaterboxesIndexInit.s") + for (i = 0; i < BG_ACTOR_MAX; i++) { + if (dyna->bgActorFlags[i] & 2) { + // Initialize BgActor + dyna->bgActorFlags[i] = 0; + BgActor_Init(globalCtx, &dyna->bgActors[i]); + dyna->bitFlag |= DYNAPOLY_INVALIDATE_LOOKUP; + } + if (dyna->bgActors[i].actor != NULL && dyna->bgActors[i].actor->update == NULL) { + // Delete BgActor + actor = DynaPoly_GetActor(&globalCtx->colCtx, i); + if (actor == NULL) { + return; + } + actor->bgId = BGACTOR_NEG_ONE; + dyna->bgActorFlags[i] = 0; + + BgActor_Init(globalCtx, &dyna->bgActors[i]); + dyna->bitFlag |= DYNAPOLY_INVALIDATE_LOOKUP; + } + } + vtxStartIndex = 0; + polyStartIndex = 0; + waterBoxStartIndex = 0; + for (i = 0; i < BG_ACTOR_MAX; i++) { + if ((dyna->bgActorFlags[i] & 1) && !(dyna->bgActorFlags[i] & 2)) { + DynaPoly_ExpandSRT(globalCtx, dyna, i, &vtxStartIndex, &polyStartIndex, &waterBoxStartIndex); + } + } + dyna->bitFlag &= ~DYNAPOLY_INVALIDATE_LOOKUP; +} -#pragma GLOBAL_ASM("asm/non_matchings/code/z_bgcheck/BgCheck_ActorMeshInit.s") +/** + * Compute the number of dynamic resources in use? + */ +void func_800C756C(DynaCollisionContext* dyna, s32* numPolygons, s32* numVertices, s32* numWaterBoxes) { + s32 i; + CollisionHeader* colHeader; + + *numPolygons = 0; + *numVertices = 0; + *numWaterBoxes = 0; + + for (i = 0; i < BG_ACTOR_MAX; i++) { + if ((dyna->bgActorFlags[i] & 1) && !(dyna->bgActorFlags[i] & 2) && !(dyna->bgActorFlags[i] & 4)) { + colHeader = dyna->bgActors[i].colHeader; + *numPolygons += colHeader->numPolygons; + *numVertices += colHeader->numVertices; + *numWaterBoxes += colHeader->numWaterBoxes; + } + } +} -#pragma GLOBAL_ASM("asm/non_matchings/code/z_bgcheck/BgCheck_ActorMeshInitFromActor.s") +/** + * Update all BgActor's previous ScaleRotPos + */ +void DynaPoly_UpdateBgActorTransforms(GlobalContext* globalCtx, DynaCollisionContext* dyna) { + s32 i; -#pragma GLOBAL_ASM("asm/non_matchings/code/z_bgcheck/BgCheck_HasActorMeshChanged.s") + for (i = 0; i < BG_ACTOR_MAX; i++) { + if (dyna->bgActorFlags[i] & 1) { + DynaPoly_SetBgActorPrevTransform(globalCtx, &dyna->bgActors[i]); + } + } +} -#pragma GLOBAL_ASM("asm/non_matchings/code/z_bgcheck/BgCheck_PolygonsInit.s") +/** + * Perform dyna poly raycast toward floor on a list of floor, wall, or ceiling polys + * `listType` specifies the poly list type (e.g. DYNA_RAYCAST_FLOORS) + */ +f32 BgCheck_RaycastFloorDynaList(DynaRaycast* dynaRaycast, u32 listType) { + CollisionPoly* polyList; + SSNode* curNode; + f32 result; + f32 yIntersect; + s16 id; + + result = dynaRaycast->yIntersect; + if (dynaRaycast->ssList->head == SS_NULL) { + return result; + } + polyList = dynaRaycast->dyna->polyList; + curNode = &dynaRaycast->dyna->polyNodes.tbl[dynaRaycast->ssList->head]; + + while (true) { + id = curNode->polyId; + if (COLPOLY_VIA_FLAG_TEST(polyList[id].flags_vIA, dynaRaycast->xpFlags) || + (COLPOLY_VIA_FLAG_TEST(polyList[id].flags_vIB, 4) && + ((dynaRaycast->actor != NULL && dynaRaycast->actor->category != ACTORCAT_PLAYER) || + (dynaRaycast->actor == NULL && dynaRaycast->xpFlags != COLPOLY_IGNORE_CAMERA))) || + ((dynaRaycast->unk_24 & 0x20) && func_800C9B68(dynaRaycast->colCtx, &polyList[id], dynaRaycast->unk1C))) { + if (curNode->next == SS_NULL) { + break; + } else { + curNode = &dynaRaycast->dyna->polyNodes.tbl[curNode->next]; + continue; + } + } + if ((listType & (DYNA_RAYCAST_WALLS | DYNA_RAYCAST_CEILINGS)) && (dynaRaycast->unk_24 & 0x10) && + COLPOLY_GET_NORMAL(polyList[id].normal.y) < 0.0f) { + if (curNode->next == SS_NULL) { + break; + } else { + curNode = &dynaRaycast->dyna->polyNodes.tbl[curNode->next]; + continue; + } + } + if (CollisionPoly_CheckYIntersectApprox1(&polyList[id], dynaRaycast->dyna->vtxList, dynaRaycast->pos->x, + dynaRaycast->pos->z, &yIntersect, dynaRaycast->checkDist) && + yIntersect < dynaRaycast->pos->y && result < yIntersect) { + result = yIntersect; + *dynaRaycast->resultPoly = &dynaRaycast->dyna->polyList[id]; + } + if (curNode->next == SS_NULL) { + break; + } else { + curNode = &dynaRaycast->dyna->polyNodes.tbl[curNode->next]; + continue; + } + } + return result; +} -#pragma GLOBAL_ASM("asm/non_matchings/code/z_bgcheck/BgCheck_PolygonsAlloc.s") +#ifdef NON_MATCHING +/** + * Perform dyna poly raycast toward floor + * returns the yIntersect of the poly found, or BGCHECK_Y_MIN if no poly is found + */ +f32 BgCheck_RaycastFloorDyna(DynaRaycast* dynaRaycast) { + s32 i; + f32 result; + f32 intersect2; + s32 i2; + s32 pauseState; + DynaPolyActor* dynaActor; + s32 pad; + Vec3f polyVtx[3]; + Vec3f polyNorm; + u32 polyIndex; + CollisionPoly* polyMin; + MtxF srpMtx; + f32 magnitude; + Vec3s* vtxList; + f32 polyDist; + Vec3f vtx; + f32 intersect; + ScaleRotPos* curTransform; + CollisionPoly* poly; + + result = BGCHECK_Y_MIN; + *dynaRaycast->bgId = BGCHECK_SCENE; + + for (i = 0; i < BG_ACTOR_MAX; i++) { + if (!(dynaRaycast->colCtx->dyna.bgActorFlags[i] & 1) || (dynaRaycast->colCtx->dyna.bgActorFlags[i] & 2)) { + continue; + } + + if (dynaRaycast->actor == dynaRaycast->colCtx->dyna.bgActors[i].actor || + dynaRaycast->pos->y < dynaRaycast->colCtx->dyna.bgActors[i].minY || + !Math3D_XZInSphere(&dynaRaycast->colCtx->dyna.bgActors[i].boundingSphere, dynaRaycast->pos->x, + dynaRaycast->pos->z)) { + continue; + } + + dynaRaycast->unk1C = i; + dynaRaycast->dyna = &dynaRaycast->colCtx->dyna; + if (dynaRaycast->unk_24 & BGCHECK_IGNORE_FLOOR) { + dynaRaycast->ssList = &dynaRaycast->colCtx->dyna.bgActors[i].dynaLookup.floor; + intersect2 = BgCheck_RaycastFloorDynaList(dynaRaycast, DYNA_RAYCAST_FLOORS); + + if (dynaRaycast->yIntersect < intersect2) { + dynaRaycast->yIntersect = intersect2; + *dynaRaycast->bgId = i; + result = intersect2; + } + } + if ((dynaRaycast->unk_24 & BGCHECK_IGNORE_WALL) || + (*dynaRaycast->resultPoly == NULL && (dynaRaycast->unk_24 & 8))) { + dynaRaycast->ssList = &dynaRaycast->colCtx->dyna.bgActors[i].dynaLookup.wall; + intersect2 = BgCheck_RaycastFloorDynaList(dynaRaycast, DYNA_RAYCAST_WALLS); + if (dynaRaycast->yIntersect < intersect2) { + + dynaRaycast->yIntersect = intersect2; + *dynaRaycast->bgId = i; + result = intersect2; + } + } + + if (dynaRaycast->unk_24 & BGCHECK_IGNORE_CEILING) { + dynaRaycast->ssList = &dynaRaycast->colCtx->dyna.bgActors[i].dynaLookup.ceiling; + intersect2 = BgCheck_RaycastFloorDynaList(dynaRaycast, DYNA_RAYCAST_CEILINGS); + if (dynaRaycast->yIntersect < intersect2) { + + dynaRaycast->yIntersect = intersect2; + *dynaRaycast->bgId = i; + result = intersect2; + } + } + } -#pragma GLOBAL_ASM("asm/non_matchings/code/z_bgcheck/BgCheck_VerticesInit.s") + dynaActor = DynaPoly_GetActor(dynaRaycast->colCtx, *dynaRaycast->bgId); + if ((result != BGCHECK_Y_MIN) && (dynaActor != NULL) && (dynaRaycast->globalCtx != NULL)) { + pauseState = dynaRaycast->globalCtx->pauseCtx.state != 0; + if (!pauseState) { + pauseState = dynaRaycast->globalCtx->pauseCtx.debugState != 0; + } + if (!pauseState && (dynaRaycast->colCtx->dyna.bgActorFlags[*dynaRaycast->bgId] & 2)) { + curTransform = &dynaRaycast->dyna->bgActors[*dynaRaycast->bgId].curTransform; + polyMin = &dynaRaycast->dyna + ->polyList[(u16)dynaRaycast->dyna->bgActors[*dynaRaycast->bgId].dynaLookup.polyStartIndex]; + polyIndex = *dynaRaycast->resultPoly - polyMin; + poly = &dynaRaycast->dyna->bgActors[*dynaRaycast->bgId].colHeader->polyList[polyIndex]; + + SkinMatrix_SetScaleRotateYRPTranslate(&srpMtx, curTransform->scale.x, curTransform->scale.y, + curTransform->scale.z, curTransform->rot.x, curTransform->rot.y, + curTransform->rot.z, curTransform->pos.x, curTransform->pos.y, + curTransform->pos.z); + + vtxList = dynaRaycast->dyna->bgActors[*dynaRaycast->bgId].colHeader->vtxList; + + for (i2 = 0; i2 < 3; i2++) { + Math_Vec3s_ToVec3f(&vtx, &vtxList[COLPOLY_VTX_INDEX(poly->vtxData[i2])]); + SkinMatrix_Vec3fMtxFMultXYZ(&srpMtx, &vtx, &polyVtx[i2]); + } + Math3D_SurfaceNorm(&polyVtx[0], &polyVtx[1], &polyVtx[2], &polyNorm); + magnitude = Math3D_Vec3fMagnitude(&polyNorm); + + if (!IS_ZERO(magnitude)) { + polyNorm.x *= 1.0f / magnitude; + polyNorm.y *= 1.0f / magnitude; + polyNorm.z *= 1.0f / magnitude; + polyDist = -DOTXYZ(polyNorm, polyVtx[0]); + if (Math3D_TriChkPointParaYIntersectInsideTri( + &polyVtx[0], &polyVtx[1], &polyVtx[2], polyNorm.x, polyNorm.y, polyNorm.z, polyDist, + dynaRaycast->pos->z, dynaRaycast->pos->x, &intersect, dynaRaycast->checkDist)) { + if (fabsf(intersect - result) < 1.0f) { + + result = intersect; + } + } + } + } + } + return result; +} +#else +#pragma GLOBAL_ASM("asm/non_matchings/code/z_bgcheck/BgCheck_RaycastFloorDyna.s") +#endif + +#ifdef NON_MATCHING +// regalloc, minor instruction ordering +/** + * Performs collision detection on a BgActor's wall polys on sphere `pos`, `radius` + * returns true if a collision was detected + * `outX` `outZ` return the displaced x,z coordinates + * `outPoly` returns the pointer to the nearest poly collided with, or NULL + * `outBgId` returns `bgId` if the poly SurfaceType's wall damage flag is not set, else ? + */ +s32 BgCheck_SphVsDynaWallInBgActor(CollisionContext* colCtx, u16 xpFlags, DynaCollisionContext* dyna, SSList* ssList, + f32* outX, f32* outZ, CollisionPoly** outPoly, s32* outBgId, Vec3f* pos, f32 radius, + s32 bgId, Actor* actor) { + f32 temp; + f32 intersect; + s32 result = false; + CollisionPoly* poly; + SSNode* curNode; + f32 nx; + f32 ny; + f32 nz; + Vec3f resultPos; + s16 polyId; + f32 zTemp; + f32 xTemp; + f32 normalXZ; + f32 invNormalXZ; + f32 planeDist; + f32 temp_f18; + f32 zIntersectDist; + f32 xIntersectDist; + f32 zMin; + f32 zMax; + f32 xMin; + f32 xMax; + + if (ssList->head == SS_NULL) { + return result; + } -#pragma GLOBAL_ASM("asm/non_matchings/code/z_bgcheck/BgCheck_VerticesListAlloc.s") + resultPos = *pos; + curNode = &dyna->polyNodes.tbl[ssList->head]; + + while (true) { + polyId = curNode->polyId; + poly = &dyna->polyList[polyId]; + CollisionPoly_GetNormalF(poly, &nx, &ny, &nz); + normalXZ = sqrtf(SQ(nx) + SQ(nz)); + + planeDist = Math3D_DistPlaneToPos(nx, ny, nz, poly->dist, &resultPos); + if (radius < fabsf(planeDist) || COLPOLY_VIA_FLAG_TEST(poly->flags_vIA, xpFlags) || + ((COLPOLY_VIA_FLAG_TEST(poly->flags_vIB, 4)) && ((actor != NULL && actor->category != ACTORCAT_PLAYER) || + (actor == NULL && xpFlags != COLPOLY_IGNORE_CAMERA)))) { + if (curNode->next == SS_NULL) { + break; + } else { + curNode = &dyna->polyNodes.tbl[curNode->next]; + continue; + } + } + invNormalXZ = 1.0f / normalXZ; + temp_f18 = fabsf(nz) * invNormalXZ; + if (temp_f18 < 0.4f) { + if (curNode->next == SS_NULL) { + break; + } else { + curNode = &dyna->polyNodes.tbl[curNode->next]; + continue; + } + } + + // compute poly zMin/zMax + zTemp = dyna->vtxList[COLPOLY_VTX_INDEX(poly->flags_vIA)].z; + zMax = zMin = zTemp; + + zTemp = dyna->vtxList[COLPOLY_VTX_INDEX(poly->flags_vIB)].z; + if (zTemp < zMin) { + zMin = zTemp; + } else if (zTemp > zMax) { + zMax = zTemp; + } + + zTemp = dyna->vtxList[poly->vIC].z; + if (zTemp < zMin) { + zMin = zTemp; + } else if (zMax < zTemp) { + zMax = zTemp; + } + + zMin -= radius; + zMax += radius; + if (resultPos.z < zMin || zMax < resultPos.z) { + if (curNode->next == SS_NULL) { + break; + } else { + curNode = &dyna->polyNodes.tbl[curNode->next]; + continue; + } + } + if (CollisionPoly_CheckZIntersectApprox(poly, dyna->vtxList, resultPos.x, pos->y, &intersect)) { + if (fabsf(intersect - resultPos.z) <= radius / temp_f18) { + if ((intersect - resultPos.z) * nz <= 4.0f) { + if (BgCheck_ComputeWallDisplacement(colCtx, poly, &resultPos.x, &resultPos.z, nx, ny, nz, + invNormalXZ, planeDist, radius, outPoly)) { + *outBgId = bgId; + } + result = true; + } + } + } + if (curNode->next == SS_NULL) { + break; + } + curNode = &dyna->polyNodes.tbl[curNode->next]; + } -#pragma GLOBAL_ASM("asm/non_matchings/code/z_bgcheck/BgCheck_WaterboxListInit.s") + curNode = &dyna->polyNodes.tbl[ssList->head]; + while (true) { + polyId = curNode->polyId; + poly = &dyna->polyList[polyId]; + CollisionPoly_GetNormalF(poly, &nx, &ny, &nz); + normalXZ = sqrtf(SQ(nx) + SQ(nz)); + + planeDist = Math3D_DistPlaneToPos(nx, ny, nz, poly->dist, &resultPos); + if (radius < fabsf(planeDist) || COLPOLY_VIA_FLAG_TEST(poly->flags_vIA, xpFlags) || + (COLPOLY_VIA_FLAG_TEST(poly->flags_vIB, 4) && ((actor != NULL && actor->category != ACTORCAT_PLAYER) || + (actor == NULL && xpFlags != COLPOLY_IGNORE_CAMERA)))) { + if (curNode->next == SS_NULL) { + break; + } else { + curNode = &dyna->polyNodes.tbl[curNode->next]; + continue; + } + } + + invNormalXZ = 1.0f / normalXZ; + temp_f18 = fabsf(nx) * invNormalXZ; + if (temp_f18 < 0.4f) { + if (curNode->next == SS_NULL) { + break; + } else { + curNode = &dyna->polyNodes.tbl[curNode->next]; + continue; + } + } + + // compute poly xMin/xMax + xTemp = dyna->vtxList[COLPOLY_VTX_INDEX(poly->flags_vIA)].x; + xMax = xMin = xTemp; + xTemp = dyna->vtxList[COLPOLY_VTX_INDEX(poly->flags_vIB)].x; + + if (xTemp < xMin) { + xMin = xTemp; + } else if (xMax < xTemp) { + xMax = xTemp; + } + xTemp = dyna->vtxList[poly->vIC].x; + if (xTemp < xMin) { + xMin = xTemp; + } else if (xMax < xTemp) { + xMax = xTemp; + } + + xMin -= radius; + xMax += radius; + if (resultPos.x < xMin || xMax < resultPos.x) { + if (curNode->next == SS_NULL) { + break; + } else { + curNode = &dyna->polyNodes.tbl[curNode->next]; + continue; + } + } + + if (CollisionPoly_CheckXIntersectApprox(poly, dyna->vtxList, pos->y, resultPos.z, &intersect)) { + xIntersectDist = intersect - resultPos.x; + if (fabsf(xIntersectDist) <= radius / temp_f18) { + if (xIntersectDist * nx <= 4.0f) { + if (BgCheck_ComputeWallDisplacement(colCtx, poly, &resultPos.x, &resultPos.z, nx, ny, nz, + invNormalXZ, planeDist, radius, outPoly)) { + *outBgId = bgId; + } + result = true; + } + } + } + if (curNode->next == SS_NULL) { + break; + } + curNode = &dyna->polyNodes.tbl[curNode->next]; + } + *outX = resultPos.x; + *outZ = resultPos.z; + return result; +} +#else +s32 BgCheck_SphVsDynaWallInBgActor(CollisionContext* colCtx, u16 xpFlags, DynaCollisionContext* dyna, SSList* ssList, + f32* outX, f32* outZ, CollisionPoly** outPoly, s32* outBgId, Vec3f* pos, f32 radius, + s32 bgId, Actor* actor); +#pragma GLOBAL_ASM("asm/non_matchings/code/z_bgcheck/BgCheck_SphVsDynaWallInBgActor.s") +#endif + +/** + * Performs collision detection on all dyna poly walls using sphere `pos`, `radius` + * returns true if a collision was detected + * `outX` `outZ` return the displaced x,z coordinates + * `outPoly` returns the pointer to the nearest poly collided with, or NULL + * `outBgId` returns the index of the BgActor that owns `outPoly` + * If `actor` is not NULL, an BgActor bound to that actor will be ignored + */ +s32 BgCheck_SphVsDynaWall(CollisionContext* colCtx, u16 xpFlags, f32* outX, f32* outZ, Vec3f* pos, f32 radius, + CollisionPoly** outPoly, s32* outBgId, Actor* actor) { + Vec3f resultPos; + s32 result; + f32 r; + f32 dz; + f32 dx; + BgActor* bgActor; + s32 i; + + result = false; + resultPos = *pos; + + for (i = 0; i < BG_ACTOR_MAX; i++) { + if (!(colCtx->dyna.bgActorFlags[i] & 1) || (colCtx->dyna.bgActorFlags[i] & 2)) { + continue; + } + if ((colCtx->dyna.bgActors + i)->actor == actor) { + continue; + } + bgActor = &colCtx->dyna.bgActors[i]; + + if (bgActor->minY > resultPos.y || bgActor->maxY < resultPos.y) { + continue; + } + + bgActor->boundingSphere.radius += (s16)radius; + + r = bgActor->boundingSphere.radius; + dx = bgActor->boundingSphere.center.x - resultPos.x; + dz = bgActor->boundingSphere.center.z - resultPos.z; + if (SQ(r) < (SQ(dx) + SQ(dz)) || (!Math3D_XYInSphere(&bgActor->boundingSphere, resultPos.x, resultPos.y) && + !Math3D_YZInSphere(&bgActor->boundingSphere, resultPos.y, resultPos.z))) { + bgActor->boundingSphere.radius -= (s16)radius; + continue; + } + bgActor->boundingSphere.radius -= (s16)radius; + if (BgCheck_SphVsDynaWallInBgActor(colCtx, xpFlags, &colCtx->dyna, + &(colCtx->dyna.bgActors + i)->dynaLookup.wall, outX, outZ, outPoly, outBgId, + &resultPos, radius, i, actor)) { + resultPos.x = *outX; + resultPos.z = *outZ; + result = true; + } + } + return result; +} -#pragma GLOBAL_ASM("asm/non_matchings/code/z_bgcheck/BgCheck_WaterboxListAlloc.s") +/** + * Tests for collision with a dyna poly ceiling, starting at `ssList` + * returns true if a collision occurs, else false + * `outPoly` returns the poly collided with + * `outY` returns the y coordinate needed to not collide with `outPoly` + */ +s32 BgCheck_CheckDynaCeilingList(CollisionContext* colCtx, u16 xpFlags, DynaCollisionContext* dyna, SSList* ssList, + f32* outY, Vec3f* pos, f32 checkHeight, CollisionPoly** outPoly, Actor* actor, + s32 bgId) { + s16 polyId; + SSNode* curNode; + CollisionPoly* poly; + Vec3f testPos; + f32 ceilingY; + f32 sign; + f32 nx; + f32 ny; + f32 nz; + s32 result = false; + f32 intersectDist; + u16 padding; + + if (ssList->head == SS_NULL) { + return false; + } + curNode = &dyna->polyNodes.tbl[ssList->head]; + testPos = *pos; + + while (true) { + polyId = curNode->polyId; + poly = &dyna->polyList[polyId]; + if (COLPOLY_VIA_FLAG_TEST(poly->flags_vIA, xpFlags) || + (COLPOLY_VIA_FLAG_TEST(poly->flags_vIB, 4) && ((actor != NULL && actor->category != ACTORCAT_PLAYER) || + (actor == NULL && xpFlags != COLPOLY_IGNORE_CAMERA)))) { + if (curNode->next == SS_NULL) { + break; + } else { + curNode = &dyna->polyNodes.tbl[curNode->next]; + continue; + } + } + CollisionPoly_GetNormalF(poly, &nx, &ny, &nz); + if (checkHeight < Math3D_UDistPlaneToPos(nx, ny, nz, poly->dist, &testPos)) { + if (curNode->next == SS_NULL) { + break; + } else { + curNode = &dyna->polyNodes.tbl[curNode->next]; + continue; + } + } + if (CollisionPoly_CheckYIntersectApprox2(poly, dyna->vtxList, testPos.x, testPos.z, &ceilingY)) { + intersectDist = ceilingY - testPos.y; + if (testPos.y < ceilingY && intersectDist < checkHeight && intersectDist * ny <= 0.0f) { + sign = (0.0f <= ny) ? 1.0f : -1.0f; + testPos.y = (sign * checkHeight) + ceilingY; + result = true; + *outPoly = poly; + } + } + if (curNode->next == SS_NULL) { + break; + } else { + curNode = &dyna->polyNodes.tbl[curNode->next]; + continue; + } + } + *outY = testPos.y; + return result; +} -#pragma GLOBAL_ASM("asm/non_matchings/code/z_bgcheck/BgCheck_ActorMeshUpdateParams.s") +/** + * Tests collision with a dyna poly ceiling + * returns true if a collision occurs, else false + * `outPoly` returns the poly collided with, while `outBgId` returns the id of the BgActor that owns the poly + * `outY` returns the y coordinate needed to not collide with `outPoly`, or `pos`.y + `checkDist` if no collision occurs + */ +s32 BgCheck_CheckDynaCeiling(CollisionContext* colCtx, u16 xpFlags, f32* outY, Vec3f* pos, f32 checkDist, + CollisionPoly** outPoly, s32* outBgId, Actor* actor) { + s32 i; + s32 result = false; + f32 resultY; + f32 tempY = checkDist + pos->y; + BgActor* bgActor; + CollisionPoly* poly; + + resultY = tempY; + + for (i = 0; i < BG_ACTOR_MAX; i++) { + if (!(colCtx->dyna.bgActorFlags[i] & 1) || (colCtx->dyna.bgActorFlags[i] & 2)) { + continue; + } + if (actor == colCtx->dyna.bgActors[i].actor) { + continue; + } + if (!Math3D_XZInSphere(&colCtx->dyna.bgActors[i].boundingSphere, pos->x, pos->z)) { + continue; + } + if (BgCheck_CheckDynaCeilingList(colCtx, xpFlags, &colCtx->dyna, &colCtx->dyna.bgActors[i].dynaLookup.ceiling, + &tempY, pos, checkDist, &poly, actor, i) && + tempY < resultY) { + + resultY = tempY; + *outPoly = poly; + *outBgId = i; + result = true; + } + } + *outY = resultY; + return result; +} -#pragma GLOBAL_ASM("asm/non_matchings/code/z_bgcheck/BgCheck_IsActorMeshIndexValid.s") +/** + * Tests if DynaLineTest intersects with a poly + * returns true if a poly was intersected, else false + */ +s32 BgCheck_CheckLineAgainstBgActorSSList(DynaLineTest* dynaLineTest) { + f32 distSq; + s32 result; + SSNode* curNode; + Vec3f polyIntersect; + s16 polyId; + BgLineVsPolyTest test; + + result = false; + if (dynaLineTest->ssList->head == SS_NULL) { + return result; + } + curNode = &dynaLineTest->dyna->polyNodes.tbl[dynaLineTest->ssList->head]; + + test.vtxList = dynaLineTest->dyna->vtxList; + test.posA = dynaLineTest->posA; + test.posB = dynaLineTest->posB; + test.planeIntersect = &polyIntersect; + test.checkOneFace = dynaLineTest->checkOneFace; + test.checkDist = dynaLineTest->checkDist; + + while (true) { + polyId = curNode->polyId; + test.poly = &dynaLineTest->dyna->polyList[polyId]; + if (COLPOLY_VIA_FLAG_TEST(test.poly->flags_vIA, dynaLineTest->xpFlags) || + (COLPOLY_VIA_FLAG_TEST(test.poly->flags_vIB, 4) && + ((dynaLineTest->actor != NULL && dynaLineTest->actor->category != ACTORCAT_PLAYER) || + (dynaLineTest->actor == NULL && dynaLineTest->xpFlags != COLPOLY_IGNORE_CAMERA)))) { + if (curNode->next == SS_NULL) { + break; + } else { + curNode = &dynaLineTest->dyna->polyNodes.tbl[curNode->next]; + } + } else { + if (CollisionPoly_LineVsPoly(&test)) { + distSq = Math3D_Vec3fDistSq(dynaLineTest->posA, test.planeIntersect); + if (distSq < *dynaLineTest->distSq) { + *dynaLineTest->distSq = distSq; + *dynaLineTest->posResult = *test.planeIntersect; + *dynaLineTest->posB = *test.planeIntersect; + *dynaLineTest->resultPoly = test.poly; + result = true; + } + } + if (curNode->next == SS_NULL) { + break; + } else { + curNode = &dynaLineTest->dyna->polyNodes.tbl[curNode->next]; + } + } + } + return result; +} -#pragma GLOBAL_ASM("asm/non_matchings/code/z_bgcheck/BgCheck_DynaInit.s") +/** + * Tests if line `posA` `posB` intersects with a dyna poly within BgActor `bgId` + * `distSq` is the maximum squared distance to check for a collision + * returns true if an intersection occurred, else false + * `posB`? and `posResult` return the point of intersection + * `outPoly` returns the poly intersected + * `distSq` returns the squared distance of the intersection + */ +s32 BgCheck_CheckLineAgainstBgActor(CollisionContext* colCtx, u16 xpFlags, Vec3f* posA, Vec3f* posB, Vec3f* posResult, + CollisionPoly** outPoly, f32* distSq, s32 bgId, f32 checkDist, s32 bccFlags, + Actor* actor) { + s32 result = false; + DynaLineTest dynaLineTest; + + dynaLineTest.colCtx = colCtx; + dynaLineTest.xpFlags = xpFlags; + dynaLineTest.dyna = &colCtx->dyna; + dynaLineTest.posA = posA; + dynaLineTest.posB = posB; + dynaLineTest.posResult = posResult; + dynaLineTest.resultPoly = outPoly; + dynaLineTest.checkOneFace = (bccFlags & BGCHECK_CHECK_ONE_FACE) != 0; + dynaLineTest.distSq = distSq; + dynaLineTest.checkDist = checkDist; + dynaLineTest.actor = actor; + dynaLineTest.bgId = bgId; + + dynaLineTest.ssList = &colCtx->dyna.bgActors[bgId].dynaLookup.wall; + if (bccFlags & BGCHECK_CHECK_WALL) { + if (BgCheck_CheckLineAgainstBgActorSSList(&dynaLineTest)) { + result = true; + } + } + dynaLineTest.ssList = &colCtx->dyna.bgActors[bgId].dynaLookup.floor; + if (bccFlags & BGCHECK_CHECK_FLOOR) { + if (BgCheck_CheckLineAgainstBgActorSSList(&dynaLineTest)) { + result = true; + } + } + dynaLineTest.ssList = &colCtx->dyna.bgActors[bgId].dynaLookup.ceiling; + if (bccFlags & BGCHECK_CHECK_CEILING) { + if (BgCheck_CheckLineAgainstBgActorSSList(&dynaLineTest)) { + result = true; + } + } + return result; +} -#pragma GLOBAL_ASM("asm/non_matchings/code/z_bgcheck/BgCheck_DynaAlloc.s") +/** + * Tests if line from `posA` to `posB` passes through a dyna poly. + * returns true if so, otherwise false + * `outPoly` returns the pointer of the poly intersected. + * `outBgId` returns the BgActor index of the poly + */ +s32 BgCheck_CheckLineAgainstDyna(CollisionContext* colCtx, u16 xpFlags, Vec3f* posA, Vec3f* posB, Vec3f* posResult, + CollisionPoly** outPoly, f32* distSq, s32* outBgId, Actor* actor, f32 checkDist, + s32 bccFlags) { + s32 pad; + s32 i; + s32 result = false; + LineSegment line; + f32 ay; + f32 by; + + for (i = 0; i < BG_ACTOR_MAX; i++) { + if ((colCtx->dyna.bgActorFlags[i] & 1) && !(colCtx->dyna.bgActorFlags[i] & 2)) { + if (actor != colCtx->dyna.bgActors[i].actor) { + ay = posA->y; + by = posB->y; + if (!(ay < colCtx->dyna.bgActors[i].minY) || !(by < colCtx->dyna.bgActors[i].minY)) { + if (!(colCtx->dyna.bgActors[i].maxY < ay) || !(colCtx->dyna.bgActors[i].maxY < by)) { + line.a = *posA; + line.b = *posB; + if (Math3D_LineVsSph(&colCtx->dyna.bgActors[i].boundingSphere, &line) != 0) { + if (BgCheck_CheckLineAgainstBgActor(colCtx, xpFlags, posA, posB, posResult, outPoly, distSq, + i, checkDist, bccFlags, actor)) { + *outBgId = i; + result = true; + } + } + } + } + } + } + } + return result; +} -#pragma GLOBAL_ASM("asm/non_matchings/code/z_bgcheck/BgCheck_AddActorMesh.s") +/** + * Get first dyna poly intersecting sphere `center` `radius` from list `ssList` + * returns true if any poly intersects the sphere, else returns false + * `outPoly` returns the pointer of the first poly found that intersects + */ +s32 BgCheck_SphVsFirstDynaPolyList(CollisionContext* colCtx, u16 xpFlags, CollisionPoly** outPoly, Vec3f* center, + f32 radius, SSList* ssList, Actor* actor, s32 bgId) { + CollisionPoly* curPoly; + DynaCollisionContext* dyna; + SSNode* curNode; + s32 curPolyId; + + if (ssList->head == SS_NULL) { + return false; + } + dyna = &colCtx->dyna; + curNode = &dyna->polyNodes.tbl[ssList->head]; + while (true) { + curPolyId = curNode->polyId; + curPoly = &dyna->polyList[curPolyId]; + if (COLPOLY_VIA_FLAG_TEST(curPoly->flags_vIA, xpFlags) || + (COLPOLY_VIA_FLAG_TEST(curPoly->flags_vIB, 4) && ((actor != NULL && actor->category != ACTORCAT_PLAYER) || + (actor == NULL && xpFlags != COLPOLY_IGNORE_CAMERA)))) + + { + if (curNode->next == SS_NULL) { + break; + } else { + curNode = &dyna->polyNodes.tbl[curNode->next]; + continue; + } + } + if (CollisionPoly_SphVsPoly(curPoly, dyna->vtxList, center, radius)) { + *outPoly = curPoly; + return true; + } + if (curNode->next == SS_NULL) { + break; + } else { + curNode = &dyna->polyNodes.tbl[curNode->next]; + continue; + } + } + return false; +} -#pragma GLOBAL_ASM("asm/non_matchings/code/z_bgcheck/BgCheck_GetActorOfMesh.s") +/** + * Get first dyna poly intersecting sphere `center` `radius` from BgActor `bgId` + * returns true if any poly intersects the sphere, else false + * `outPoly` returns the pointer of the first poly found that intersects + */ +s32 BgCheck_SphVsFirstDynaPolyInBgActor(CollisionContext* colCtx, u16 xpFlags, CollisionPoly** outPoly, Vec3f* center, + f32 radius, s32 bgId, u16 bciFlags, Actor* actor) { + if (!(bciFlags & BGCHECK_IGNORE_CEILING)) { + if (BgCheck_SphVsFirstDynaPolyList(colCtx, xpFlags, outPoly, center, radius, + &colCtx->dyna.bgActors[bgId].dynaLookup.ceiling, actor, bgId)) { + return true; + } + } + if (!(bciFlags & BGCHECK_IGNORE_WALL)) { + if (BgCheck_SphVsFirstDynaPolyList(colCtx, xpFlags, outPoly, center, radius, + &colCtx->dyna.bgActors[bgId].dynaLookup.wall, actor, bgId)) { + return true; + } + } + if (!(bciFlags & BGCHECK_IGNORE_FLOOR)) { + if (BgCheck_SphVsFirstDynaPolyList(colCtx, xpFlags, outPoly, center, radius, + &colCtx->dyna.bgActors[bgId].dynaLookup.floor, actor, bgId)) { + return true; + } + } + return false; +} -#pragma GLOBAL_ASM("asm/non_matchings/code/z_bgcheck/func_800C62BC.s") +/** + * Gets first dyna poly intersecting sphere `center` `radius` + * returns true if poly detected, else false + * `outPoly` returns the first intersecting poly, while `outBgId` returns the BgActor index of that poly + */ +s32 BgCheck_SphVsFirstDynaPoly(CollisionContext* colCtx, u16 xpFlags, CollisionPoly** outPoly, s32* outBgId, + Vec3f* center, f32 radius, Actor* actor, u16 bciFlags) { + s32 i = 0; + Sphere16 testSphere; + + for (i = 0; i < BG_ACTOR_MAX; i++) { + if (!(colCtx->dyna.bgActorFlags[i] & 1) || (colCtx->dyna.bgActorFlags[i] & 2)) { + continue; + } + if (colCtx->dyna.bgActors[i].actor == actor) { + continue; + } + testSphere.center.x = center->x; + testSphere.center.y = center->y; + testSphere.center.z = center->z; + testSphere.radius = radius; + if (!Math3D_SphVsSph(&testSphere, &colCtx->dyna.bgActors[i].boundingSphere)) { + continue; + } + if (BgCheck_SphVsFirstDynaPolyInBgActor(colCtx, xpFlags, outPoly, center, radius, i, bciFlags, actor)) { + return true; + } + } + return false; +} -#pragma GLOBAL_ASM("asm/non_matchings/code/z_bgcheck/func_800C6314.s") +/** + * SEGMENTED_TO_VIRTUAL CollisionHeader members + */ +void CollisionHeader_SegmentedToVirtual(CollisionHeader* colHeader) { + colHeader->vtxList = Lib_SegmentedToVirtual(colHeader->vtxList); + colHeader->polyList = Lib_SegmentedToVirtual(colHeader->polyList); + if (colHeader->surfaceTypeList) { + colHeader->surfaceTypeList = Lib_SegmentedToVirtual(colHeader->surfaceTypeList); + } + if (colHeader->cameraDataList) { + colHeader->cameraDataList = Lib_SegmentedToVirtual(colHeader->cameraDataList); + } + if (colHeader->waterBoxes) { + colHeader->waterBoxes = Lib_SegmentedToVirtual(colHeader->waterBoxes); + } +} -#pragma GLOBAL_ASM("asm/non_matchings/code/z_bgcheck/func_800C636C.s") +/** + * Convert CollisionHeader Segmented to Virtual addressing + */ +void CollisionHeader_GetVirtual(CollisionHeader* colHeader, CollisionHeader** dest) { + *dest = Lib_SegmentedToVirtual(colHeader); + CollisionHeader_SegmentedToVirtual(*dest); +} -#pragma GLOBAL_ASM("asm/non_matchings/code/z_bgcheck/func_800C63C4.s") +/** + * SEGMENT_TO_VIRTUAL all active BgActor CollisionHeaders + */ +void BgCheck_InitCollisionHeaders(CollisionContext* colCtx, GlobalContext* globalCtx) { + DynaCollisionContext* dyna = &colCtx->dyna; + s32 i; + u16 flag; + + for (i = 0; i < BG_ACTOR_MAX; i++) { + flag = dyna->bgActorFlags[i]; + if ((flag & 1) && !(flag & 2)) { + Actor_SetObjectSegment(globalCtx, dyna->bgActors[i].actor); + CollisionHeader_SegmentedToVirtual(dyna->bgActors[i].colHeader); + } + } +} -#pragma GLOBAL_ASM("asm/non_matchings/code/z_bgcheck/func_800C641C.s") +/** + * Reset SSNodeList polyCheckTbl + */ +void BgCheck_ResetPolyCheckTbl(SSNodeList* nodeList, s32 numPolys) { + u8* end = nodeList->polyCheckTbl + numPolys; + u8* t; -#pragma GLOBAL_ASM("asm/non_matchings/code/z_bgcheck/func_800C6474.s") + for (t = nodeList->polyCheckTbl; t < end; t++) { + *t = 0; + } +} -#pragma GLOBAL_ASM("asm/non_matchings/code/z_bgcheck/BgCheck_RemoveActorMesh.s") +/** + * Get SurfaceType property set + */ +u32 SurfaceType_GetData(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId, s32 dataIdx) { + CollisionHeader* colHeader; + SurfaceType* surfaceTypes; -#pragma GLOBAL_ASM("asm/non_matchings/code/z_bgcheck/func_800C6554.s") + colHeader = BgCheck_GetCollisionHeader(colCtx, bgId); + if (colHeader == NULL || poly == NULL) { + return 0; + } + surfaceTypes = colHeader->surfaceTypeList; + if (surfaceTypes == NULL) { + return 0; + } + return surfaceTypes[poly->type].data[dataIdx]; +} -#pragma GLOBAL_ASM("asm/non_matchings/code/z_bgcheck/BgCheck_CalcWaterboxDimensions.s") +/** + * SurfaceType return CamData Index + */ +u32 SurfaceType_GetCamDataIndex(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId) { + return SurfaceType_GetData(colCtx, poly, bgId, 0) & 0xFF; +} -#pragma GLOBAL_ASM("asm/non_matchings/code/z_bgcheck/BgCheck_AddActorMeshToLists.s") +/** + * CamData return camera setting + */ +u16 func_800C9728(CollisionContext* colCtx, u32 camId, s32 bgId) { + u16 result; + CollisionHeader* colHeader; + CamData* camData; + + colHeader = BgCheck_GetCollisionHeader(colCtx, bgId); + if (colHeader == NULL) { + return 0; + } + camData = colHeader->cameraDataList; + result = camData[camId].cameraSType; + return result; +} -#pragma GLOBAL_ASM("asm/non_matchings/code/z_bgcheck/BgCheck_ResetFlagsIfLoadedActor.s") +/** + * SurfaceType return camera setting + */ +u16 SurfaceType_GetCameraSetting(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId) { + CollisionHeader* colHeader = BgCheck_GetCollisionHeader(colCtx, bgId); + CamData* camData; + SurfaceType* surfaceTypes; -#pragma GLOBAL_ASM("asm/non_matchings/code/z_bgcheck/BgCheck_Update.s") + if (colHeader == NULL) { + return 0; + } + camData = colHeader->cameraDataList; + if (camData == NULL) { + return 0; + } + surfaceTypes = colHeader->surfaceTypeList; + if (surfaceTypes == NULL) { + return 0; + } + return func_800C9728(colCtx, SurfaceType_GetCamDataIndex(colCtx, poly, bgId), bgId); +} -#pragma GLOBAL_ASM("asm/non_matchings/code/z_bgcheck/func_800C756C.s") +/** + * CamData get number of camera data blocks + */ +u16 func_800C97F8(CollisionContext* colCtx, u32 camId, s32 bgId) { + CollisionHeader* colHeader = BgCheck_GetCollisionHeader(colCtx, bgId); + CamData* camData; -#pragma GLOBAL_ASM("asm/non_matchings/code/z_bgcheck/BgCheck_UpdateAllActorMeshes.s") + if (colHeader == NULL) { + return 0; + } -#pragma GLOBAL_ASM("asm/non_matchings/code/z_bgcheck/func_800C76EC.s") + camData = colHeader->cameraDataList; + if (camData == NULL) { + return 0; + } + return camData[camId].unk_02; +} -#pragma GLOBAL_ASM("asm/non_matchings/code/z_bgcheck/func_800C7974.s") +/** + * SurfaceType get number of camera data blocks + */ +u16 func_800C9844(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId) { + CollisionHeader* colHeader = BgCheck_GetCollisionHeader(colCtx, bgId); + CamData* camData; + SurfaceType* surfaceTypes; -#pragma GLOBAL_ASM("asm/non_matchings/code/z_bgcheck/func_800C7E40.s") + if (colHeader == NULL) { + return 0; + } + camData = colHeader->cameraDataList; + if (camData == NULL) { + return 0; + } + surfaceTypes = colHeader->surfaceTypeList; + if (surfaceTypes == NULL) { + return 0; + } + return func_800C97F8(colCtx, SurfaceType_GetCamDataIndex(colCtx, poly, bgId), bgId); +} -#pragma GLOBAL_ASM("asm/non_matchings/code/z_bgcheck/func_800C8580.s") +/** + * CamData get camPosData + */ +Vec3s* func_800C98CC(CollisionContext* colCtx, s32 camId, s32 bgId) { + CollisionHeader* colHeader = BgCheck_GetCollisionHeader(colCtx, bgId); + CamData* cameraDataList; -#pragma GLOBAL_ASM("asm/non_matchings/code/z_bgcheck/func_800C87D0.s") + if (colHeader == NULL) { + return NULL; + } + cameraDataList = colHeader->cameraDataList; + if (cameraDataList == NULL) { + return NULL; + } + return Lib_SegmentedToVirtual(cameraDataList[camId].camPosData); +} -#pragma GLOBAL_ASM("asm/non_matchings/code/z_bgcheck/func_800C8A60.s") +/** + * SurfaceType Get camPosData + */ +Vec3s* SurfaceType_GetCamPosData(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId) { + CollisionHeader* colHeader = BgCheck_GetCollisionHeader(colCtx, bgId); + CamData* camData; + SurfaceType* surfaceTypes; -#pragma GLOBAL_ASM("asm/non_matchings/code/z_bgcheck/func_800C8BD0.s") + if (colHeader == NULL) { + return NULL; + } + camData = colHeader->cameraDataList; + if (camData == NULL) { + return NULL; + } + surfaceTypes = colHeader->surfaceTypeList; + if (surfaceTypes == NULL) { + return NULL; + } + return func_800C98CC(colCtx, SurfaceType_GetCamDataIndex(colCtx, poly, bgId), bgId); +} -#pragma GLOBAL_ASM("asm/non_matchings/code/z_bgcheck/func_800C8DC0.s") +/** + * SurfaceType Get Scene Exit Index + */ +u32 SurfaceType_GetSceneExitIndex(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId) { + return SurfaceType_GetData(colCtx, poly, bgId, 0) >> 8 & 0x1F; +} -#pragma GLOBAL_ASM("asm/non_matchings/code/z_bgcheck/func_800C8EEC.s") +/** + * SurfaceType Get ? Property (& 0x0003_E000) + */ +u32 func_800C99D4(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId) { + return SurfaceType_GetData(colCtx, poly, bgId, 0) >> 13 & 0x1F; +} -#pragma GLOBAL_ASM("asm/non_matchings/code/z_bgcheck/func_800C90AC.s") +/** + * SurfaceType Get ? Property (& 0x001C_0000) + */ +u32 func_800C99FC(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId) { + return SurfaceType_GetData(colCtx, poly, bgId, 0) >> 18 & 7; +} -#pragma GLOBAL_ASM("asm/non_matchings/code/z_bgcheck/func_800C921C.s") +/** + * SurfaceType Get Wall Property (Internal) + */ +u32 func_800C9A24(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId) { + return SurfaceType_GetData(colCtx, poly, bgId, 0) >> 21 & 0x1F; +} -#pragma GLOBAL_ASM("asm/non_matchings/code/z_bgcheck/func_800C9380.s") +/** + * SurfaceType Get Wall Flags + */ +s32 func_800C9A4C(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId) { + return sWallFlags[func_800C9A24(colCtx, poly, bgId)]; +} -#pragma GLOBAL_ASM("asm/non_matchings/code/z_bgcheck/BgCheck_RelocateMeshHeaderPointers.s") +/** + * SurfaceType Is Wall Flag (1 << 0) Set + */ +s32 func_800C9A7C(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId) { + return (func_800C9A4C(colCtx, poly, bgId) & 1) ? true : false; +} -#pragma GLOBAL_ASM("asm/non_matchings/code/z_bgcheck/BgCheck_RelocateMeshHeader.s") +/** + * SurfaceType Is Wall Flag (1 << 1) Set + */ +s32 func_800C9AB0(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId) { + return (func_800C9A4C(colCtx, poly, bgId) & 2) ? true : false; +} -#pragma GLOBAL_ASM("asm/non_matchings/code/z_bgcheck/BgCheck_RelocateAllMeshHeaders.s") +/** + * SurfaceType Is Wall Flag (1 << 2) Set + */ +s32 func_800C9AE4(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId) { + return (func_800C9A4C(colCtx, poly, bgId) & 4) ? true : false; +} -#pragma GLOBAL_ASM("asm/non_matchings/code/z_bgcheck/func_800C9640.s") +/** + * unused + */ +u32 func_800C9B18(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId) { + return SurfaceType_GetData(colCtx, poly, bgId, 0) >> 26 & 0xF; +} -#pragma GLOBAL_ASM("asm/non_matchings/code/z_bgcheck/BgCheck_GetPolygonAttributes.s") +/** + * SurfaceType Get Floor Property + */ +u32 func_800C9B40(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId) { + return SurfaceType_GetData(colCtx, poly, bgId, 0) >> 26 & 0xF; +} -#pragma GLOBAL_ASM("asm/non_matchings/code/z_bgcheck/func_800C9704.s") +/** + * SurfaceType Is Floor Minus 1 + */ +u32 func_800C9B68(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId) { + return SurfaceType_GetData(colCtx, poly, bgId, 0) >> 30 & 1; +} -#pragma GLOBAL_ASM("asm/non_matchings/code/z_bgcheck/func_800C9728.s") +/** + * SurfaceType Is Horse Blocked + */ +u32 SurfaceType_IsHorseBlocked(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId) { + return SurfaceType_GetData(colCtx, poly, bgId, 0) >> 31 & 1; +} -#pragma GLOBAL_ASM("asm/non_matchings/code/z_bgcheck/func_800C9770.s") +u32 func_800C9BB8(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId) { + return SurfaceType_GetData(colCtx, poly, bgId, 1) & 0xF; +} -#pragma GLOBAL_ASM("asm/non_matchings/code/z_bgcheck/func_800C97F8.s") +/** + * SurfaceType Get Poly Sfx + */ +u16 SurfaceType_GetSfx(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId) { + s32 id = func_800C9BB8(colCtx, poly, bgId); -#pragma GLOBAL_ASM("asm/non_matchings/code/z_bgcheck/func_800C9844.s") + if (id < 0 || id > 14) { + return NA_SE_PL_WALK_GROUND - SFX_FLAG; + } + return sSurfaceTypeSfx[id]; +} -#pragma GLOBAL_ASM("asm/non_matchings/code/z_bgcheck/func_800C98CC.s") +/** + * SurfaceType Get ? (same indexer as Get Poly Sfx) + */ +s32 func_800C9C24(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId, s32 arg3) { + s32 id = func_800C9BB8(colCtx, poly, bgId); -#pragma GLOBAL_ASM("asm/non_matchings/code/z_bgcheck/func_800C9924.s") + if (id < 0 || id > 14) { + return 0; + } + return D_801B46C0[id] & arg3; +} -#pragma GLOBAL_ASM("asm/non_matchings/code/z_bgcheck/func_800C99AC.s") +/** + * SurfaceType get terrain slope surface + */ +u32 SurfaceType_GetSlope(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId) { + return SurfaceType_GetData(colCtx, poly, bgId, 1) >> 4 & 3; +} -#pragma GLOBAL_ASM("asm/non_matchings/code/z_bgcheck/func_800C99D4.s") +/** + * SurfaceType get surface lighting setting + */ +u32 SurfaceType_GetLightSettingIndex(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId) { + return SurfaceType_GetData(colCtx, poly, bgId, 1) >> 6 & 0x1F; +} -#pragma GLOBAL_ASM("asm/non_matchings/code/z_bgcheck/func_800C99FC.s") +/** + * SurfaceType get echo + */ +u32 SurfaceType_GetEcho(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId) { + return SurfaceType_GetData(colCtx, poly, bgId, 1) >> 11 & 0x3F; +} -#pragma GLOBAL_ASM("asm/non_matchings/code/z_bgcheck/func_800C9A24.s") +/** + * SurfaceType Is Hookshot Surface + */ +u32 SurfaceType_IsHookshotSurface(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId) { + return SurfaceType_GetData(colCtx, poly, bgId, 1) >> 17 & 1; +} -#pragma GLOBAL_ASM("asm/non_matchings/code/z_bgcheck/func_800C9A4C.s") +/** + * CollisionPoly is ignored by entities + * Returns true if poly is ignored by entities, else false + */ +s32 SurfaceType_IsIgnoredByEntities(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId) { + u32 flags; -#pragma GLOBAL_ASM("asm/non_matchings/code/z_bgcheck/func_800C9A7C.s") + if (BgCheck_GetCollisionHeader(colCtx, bgId) == NULL) { + return true; + } + flags = poly->flags_vIA & 0x4000; + return !!flags; +} -#pragma GLOBAL_ASM("asm/non_matchings/code/z_bgcheck/func_800C9AB0.s") +/** + * CollisionPoly is ignored by projectiles + * Returns true if poly is ignored by projectiles, else false + */ +s32 SurfaceType_IsIgnoredByProjectiles(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId) { + u32 flags; -#pragma GLOBAL_ASM("asm/non_matchings/code/z_bgcheck/func_800C9AE4.s") + if (BgCheck_GetCollisionHeader(colCtx, bgId) == NULL) { + return true; + } + flags = poly->flags_vIA & 0x8000; + return !!flags; +} -#pragma GLOBAL_ASM("asm/non_matchings/code/z_bgcheck/func_800C9B18.s") +/** + * CollisionPoly is conveyor enabled + * Returns true if `poly` is a conveyor surface, else false + */ +s32 SurfaceType_IsConveyor(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId) { + u32 flags; -#pragma GLOBAL_ASM("asm/non_matchings/code/z_bgcheck/func_800C9B40.s") + if (BgCheck_GetCollisionHeader(colCtx, bgId) == NULL) { + return true; + } + if (poly == NULL) { + return false; + } + flags = poly->flags_vIB & 0x2000; + return !!flags; +} -#pragma GLOBAL_ASM("asm/non_matchings/code/z_bgcheck/func_800C9B68.s") +s32 func_800C9DDC(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId) { + u32 flags; -#pragma GLOBAL_ASM("asm/non_matchings/code/z_bgcheck/func_800C9B90.s") + if (BgCheck_GetCollisionHeader(colCtx, bgId) == NULL) { + return true; + } + flags = poly->flags_vIB & 0x4000; + return !!flags; +} -#pragma GLOBAL_ASM("asm/non_matchings/code/z_bgcheck/func_800C9BB8.s") +/** + * SurfaceType Get Conveyor Surface Speed + */ +u32 SurfaceType_GetConveyorSpeed(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId) { + return SurfaceType_GetData(colCtx, poly, bgId, 1) >> 18 & 7; +} -#pragma GLOBAL_ASM("asm/non_matchings/code/z_bgcheck/func_800C9BDC.s") +/** + * SurfaceType Get Conveyor Direction + * returns a value between 0-63, representing 360 / 64 degrees of rotation + */ +u32 SurfaceType_GetConveyorDirection(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId) { + u32 data; -#pragma GLOBAL_ASM("asm/non_matchings/code/z_bgcheck/func_800C9C24.s") + data = SurfaceType_GetData(colCtx, poly, bgId, 1) >> 21; + if (colCtx->flags & 1) { + data += 0x20; + } + return data & 0x3F; +} -#pragma GLOBAL_ASM("asm/non_matchings/code/z_bgcheck/func_800C9C74.s") +/** + * SurfaceType is Wall Damage + */ +u32 SurfaceType_IsWallDamage(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId) { + return (SurfaceType_GetData(colCtx, poly, bgId, 1) & 0x8000000) ? true : false; +} -#pragma GLOBAL_ASM("asm/non_matchings/code/z_bgcheck/func_800C9C9C.s") +/** + * Internal. Get the water surface at point (`x`, `ySurface`, `z`). `ySurface` doubles as position y input + * returns true if point is within the xz boundaries of an active water box, else false + * `ySurface` returns the water box's surface, while `outWaterBox` returns a pointer to the WaterBox + */ +s32 WaterBox_GetSurfaceImpl(GlobalContext* globalCtx, CollisionContext* colCtx, f32 x, f32 z, f32* ySurface, + WaterBox** outWaterBox, s32* bgId) { + CollisionHeader* colHeader; + u32 room; + WaterBox* curWaterBox; + s32 i; + + *bgId = BGCHECK_SCENE; + colHeader = colCtx->colHeader; + + if (colHeader->numWaterBoxes != 0 && colHeader->waterBoxes != NULL) { + for (curWaterBox = colHeader->waterBoxes; curWaterBox < colHeader->waterBoxes + colHeader->numWaterBoxes; + curWaterBox++) { + room = 0x3F & (curWaterBox->properties >> 13); + if (room == (u32)globalCtx->roomCtx.currRoom.num || room == 0x3F) { + if (curWaterBox->properties & 0x80000) { + continue; + } + if (curWaterBox->minPos.x < x && x < curWaterBox->minPos.x + curWaterBox->xLength) { + if (curWaterBox->minPos.z < z && z < curWaterBox->minPos.z + curWaterBox->zLength) { + *outWaterBox = curWaterBox; + *ySurface = curWaterBox->minPos.y; + return true; + } + } + } + } + } -#pragma GLOBAL_ASM("asm/non_matchings/code/z_bgcheck/func_800C9CC4.s") + for (i = 0; i < BG_ACTOR_MAX; i++) { + if (colCtx->dyna.bgActorFlags[i] & 1) { + BgActor* bgActor; + if (colCtx->dyna.bgActorFlags[i] & 4) { + continue; + } + bgActor = &colCtx->dyna.bgActors[i]; + if (bgActor->colHeader->numWaterBoxes != 0 && bgActor->colHeader->waterBoxes != NULL) { + for (curWaterBox = colCtx->dyna.waterBoxList.boxes + bgActor->waterboxesStartIndex; + curWaterBox < colCtx->dyna.waterBoxList.boxes + bgActor->waterboxesStartIndex + + bgActor->colHeader->numWaterBoxes; + curWaterBox++) { + if (curWaterBox->properties & 0x80000) { + continue; + } + if (curWaterBox->minPos.x < x && x < curWaterBox->minPos.x + curWaterBox->xLength) { + if (curWaterBox->minPos.z < z && z < curWaterBox->minPos.z + curWaterBox->zLength) { + *outWaterBox = curWaterBox; + *ySurface = curWaterBox->minPos.y; + *bgId = i; + return true; + } + } + } + } + } + } + return false; +} -#pragma GLOBAL_ASM("asm/non_matchings/code/z_bgcheck/func_800C9CEC.s") +s32 WaterBox_GetSurface1(GlobalContext* globalCtx, CollisionContext* colCtx, f32 x, f32 z, f32* ySurface, + WaterBox** outWaterBox) { + WaterBox_GetSurface1_2(globalCtx, colCtx, x, z, ySurface, outWaterBox); +} -#pragma GLOBAL_ASM("asm/non_matchings/code/z_bgcheck/func_800C9D14.s") +s32 WaterBox_GetSurface1_2(GlobalContext* globalCtx, CollisionContext* colCtx, f32 x, f32 z, f32* ySurface, + WaterBox** outWaterBox) { + s32 bgId; + return WaterBox_GetSurfaceImpl(globalCtx, colCtx, x, z, ySurface, outWaterBox, &bgId); +} -#pragma GLOBAL_ASM("asm/non_matchings/code/z_bgcheck/func_800C9D50.s") +#ifdef NON_MATCHING +/** + * Gets the first active WaterBox at `pos` where WaterBox.properties & 0x80000 == 0 + * `surfaceCheckDist` is the absolute y distance from the water surface to check + * returns the index of the waterbox found, or -1 if no waterbox is found + * `outWaterBox` returns the pointer to the waterbox found, or NULL if none is found + */ +s32 WaterBox_GetSurface2(GlobalContext* globalCtx, CollisionContext* colCtx, Vec3f* pos, f32 surfaceCheckDist, + WaterBox** outWaterBox, s32* bgId) { + CollisionHeader* colHeader; + s32 room; + s32 i; + WaterBox* waterBox; + + *bgId = BGCHECK_SCENE; + colHeader = colCtx->colHeader; + + //! @bug: check skips testing BgActor waterboxes + if (colHeader->numWaterBoxes == 0 || colHeader->waterBoxes == NULL) { + *outWaterBox = NULL; + return -1; + } -#pragma GLOBAL_ASM("asm/non_matchings/code/z_bgcheck/func_800C9D8C.s") + for (i = 0; i < colHeader->numWaterBoxes; i++) { + waterBox = &colHeader->waterBoxes[i]; + + room = WATERBOX_ROOM(waterBox->properties); + if (!(room == globalCtx->roomCtx.currRoom.num || room == 0x3F)) { + continue; + } + if ((waterBox->properties & 0x80000)) { + continue; + } + if ((waterBox->minPos.x < pos->x && pos->x < waterBox->minPos.x + waterBox->xLength)) { + if ((waterBox->minPos.z < pos->z && pos->z < waterBox->minPos.z + waterBox->zLength)) { + if (pos->y - surfaceCheckDist < waterBox->minPos.y && waterBox->minPos.y < pos->y + surfaceCheckDist) { + *outWaterBox = waterBox; + return i; + } + } + } + } -#pragma GLOBAL_ASM("asm/non_matchings/code/z_bgcheck/func_800C9DDC.s") + for (i = 0; i < BG_ACTOR_MAX; i++) { + WaterBox* iterator; + WaterBox* start; + BgActor* bgActor; + if (!(colCtx->dyna.bgActorFlags[i] & 1) || (colCtx->dyna.bgActorFlags[i] & 4) || + (colCtx->dyna.bgActorFlags[i] & 2)) { + continue; + } + bgActor = &colCtx->dyna.bgActors[i]; + for (iterator = colCtx->dyna.waterBoxList.boxes + bgActor->waterboxesStartIndex; + iterator < + colCtx->dyna.waterBoxList.boxes + bgActor->waterboxesStartIndex + bgActor->colHeader->numWaterBoxes; + iterator++) { + if (iterator->properties & 0x80000) { + continue; + } + if ((iterator->minPos.x < pos->x) && pos->x < iterator->minPos.x + iterator->xLength) { + if ((iterator->minPos.z < pos->z) && pos->z < iterator->minPos.z + iterator->zLength) { + if (pos->y - surfaceCheckDist < iterator->minPos.y && + iterator->minPos.y < pos->y + surfaceCheckDist) { + *bgId = i; + *outWaterBox = iterator; + return i; + } + } + } + } + } -#pragma GLOBAL_ASM("asm/non_matchings/code/z_bgcheck/func_800C9E18.s") + *outWaterBox = NULL; + return -1; +} +#else +#pragma GLOBAL_ASM("asm/non_matchings/code/z_bgcheck/WaterBox_GetSurface2.s") +#endif -#pragma GLOBAL_ASM("asm/non_matchings/code/z_bgcheck/func_800C9E40.s") +f32 func_800CA568(CollisionContext* colCtx, s32 waterBoxId, s32 bgId) { + CollisionHeader* colHeader; -#pragma GLOBAL_ASM("asm/non_matchings/code/z_bgcheck/func_800C9E88.s") + colHeader = BgCheck_GetCollisionHeader(colCtx, bgId); + if ((colHeader == NULL) || (waterBoxId < 0) || (waterBoxId >= (s32)colHeader->numWaterBoxes)) { + return 0.0f; + } + if (bgId == BGCHECK_SCENE) { + return colCtx->colHeader->waterBoxes[waterBoxId].minPos.y; + } + return (&colCtx->dyna.waterBoxList.boxes[colCtx->dyna.bgActors[bgId].waterboxesStartIndex])[waterBoxId].minPos.y; +} -#pragma GLOBAL_ASM("asm/non_matchings/code/z_bgcheck/func_800C9EBC.s") +/** + * WaterBox get CamData index + */ +u32 WaterBox_GetCamDataIndex(CollisionContext* colCtx, WaterBox* waterBox) { + u32 prop = waterBox->properties >> 0; -#pragma GLOBAL_ASM("asm/non_matchings/code/z_bgcheck/func_800CA1AC.s") + return prop & 0xFF; +} -#pragma GLOBAL_ASM("asm/non_matchings/code/z_bgcheck/func_800CA1E8.s") +/** + * WaterBox get CamData camera setting + */ +u16 WaterBox_GetCameraSetting(CollisionContext* colCtx, WaterBox* waterBox, s32 bgId) { + s32 pad[2]; + u16 result = 0; + CollisionHeader* colHeader; + CamData* camData; + s32 camId; + + colHeader = BgCheck_GetCollisionHeader(colCtx, bgId); + if (colHeader == NULL) { + return result; + } + camId = WaterBox_GetCamDataIndex(colCtx, waterBox); + camData = colHeader->cameraDataList; -#pragma GLOBAL_ASM("asm/non_matchings/code/z_bgcheck/func_800CA22C.s") + if (camData == NULL) { + return result; + } -#pragma GLOBAL_ASM("asm/non_matchings/code/z_bgcheck/func_800CA568.s") + result = camData[camId].cameraSType; + return result; +} -#pragma GLOBAL_ASM("asm/non_matchings/code/z_bgcheck/func_800CA634.s") +void func_800CA6B8(CollisionContext* colCtx, WaterBox* waterBox) { + WaterBox_GetCameraSetting(colCtx, waterBox, BGCHECK_SCENE); +} -#pragma GLOBAL_ASM("asm/non_matchings/code/z_bgcheck/func_800CA648.s") +/** + * WaterBox get lighting settings + */ +u32 WaterBox_GetLightSettingIndex(CollisionContext* colCtx, WaterBox* waterBox) { + u32 prop = waterBox->properties >> 8; -#pragma GLOBAL_ASM("asm/non_matchings/code/z_bgcheck/func_800CA6B8.s") + return prop & 0x1F; +} -#pragma GLOBAL_ASM("asm/non_matchings/code/z_bgcheck/func_800CA6D8.s") +#ifdef NON_MATCHING +/** + * Get the water surface at point (`x`, `ySurface`, `z`). `ySurface` doubles as position y input + * same as WaterBox_GetSurfaceImpl, but tests if WaterBox properties & 0x80000 != 0 + * returns true if point is within the xz boundaries of an active water box, else false + * `ySurface` returns the water box's surface, while `outWaterBox` returns a pointer to the WaterBox + */ +s32 func_800CA6F0(GlobalContext* globalCtx, CollisionContext* colCtx, f32 x, f32 z, f32* ySurface, + WaterBox** outWaterBox, s32* bgId) { + CollisionHeader* colHeader; + u32 room; + WaterBox* curWaterBox; + s32 i; + BgActor* bgActor; + + colHeader = colCtx->colHeader; + *outWaterBox = NULL; + *bgId = BGCHECK_SCENE; + + if (colHeader->numWaterBoxes == 0 || colHeader->waterBoxes == NULL) { + return false; + } + for (curWaterBox = colHeader->waterBoxes; curWaterBox < colHeader->waterBoxes + colHeader->numWaterBoxes; + curWaterBox++) { + room = WATERBOX_ROOM(curWaterBox->properties); + if (room == (u32)globalCtx->roomCtx.currRoom.num || room == 0x3F) { + if ((curWaterBox->properties & 0x80000) != 0) { + if (curWaterBox->minPos.x < x && x < curWaterBox->minPos.x + curWaterBox->xLength) { + if (curWaterBox->minPos.z < z && z < curWaterBox->minPos.z + curWaterBox->zLength) { + *outWaterBox = curWaterBox; + *ySurface = curWaterBox->minPos.y; + return true; + } + } + } + } + } + for (i = 0; i < BG_ACTOR_MAX; i++) { + if ((colCtx->dyna.bgActorFlags[i] & 1) && !(colCtx->dyna.bgActorFlags[i] & 2)) { + WaterBox* boxes; + boxes = colCtx->dyna.waterBoxList.boxes; + bgActor = &colCtx->dyna.bgActors[i]; + if (bgActor->colHeader->numWaterBoxes != 0 && bgActor->colHeader->waterBoxes != NULL) { + for (curWaterBox = boxes + bgActor->waterboxesStartIndex; + curWaterBox < boxes + bgActor->waterboxesStartIndex + bgActor->colHeader->numWaterBoxes; + curWaterBox++) { + if ((curWaterBox->properties & 0x80000) != 0) { + if (curWaterBox->minPos.x < x && x < curWaterBox->minPos.x + curWaterBox->xLength) { + if (curWaterBox->minPos.z < z && z < curWaterBox->minPos.z + curWaterBox->zLength) { + *outWaterBox = curWaterBox; + *ySurface = curWaterBox->minPos.y; + *bgId = i; + return true; + } + } + } + } + } + } + } + return false; +} +#else #pragma GLOBAL_ASM("asm/non_matchings/code/z_bgcheck/func_800CA6F0.s") +#endif -#pragma GLOBAL_ASM("asm/non_matchings/code/z_bgcheck/func_800CA9D0.s") +s32 func_800CA9D0(GlobalContext* globalCtx, CollisionContext* colCtx, f32 x, f32 z, f32* ySurface, + WaterBox** outWaterBox) { + s32 bgId; -#pragma GLOBAL_ASM("asm/non_matchings/code/z_bgcheck/func_800CAA14.s") + return func_800CA6F0(globalCtx, colCtx, x, z, ySurface, outWaterBox, &bgId); +} + +/** + * Get the `closestPoint` to line (`pointA`, `pointB`) formed from the intersection of planes `polyA` and `polyB` + * returns true if the `closestPoint` exists, else returns false + */ +s32 func_800CAA14(CollisionPoly* polyA, CollisionPoly* polyB, Vec3f* pointA, Vec3f* pointB, Vec3f* closestPoint) { + f32 n1X; + f32 n1Y; + f32 n1Z; + f32 n2X; + f32 n2Y; + f32 n2Z; + s32 result; + + CollisionPoly_GetNormalF(polyA, &n1X, &n1Y, &n1Z); + CollisionPoly_GetNormalF(polyB, &n2X, &n2Y, &n2Z); + result = Math3D_PlaneVsLineSegClosestPoint(n1X, n1Y, n1Z, polyA->dist, n2X, n2Y, n2Z, polyB->dist, pointA, pointB, + closestPoint); + return result; +} diff --git a/src/code/z_collision_check.c b/src/code/z_collision_check.c index 059fbce09..e11e6cbd7 100644 --- a/src/code/z_collision_check.c +++ b/src/code/z_collision_check.c @@ -941,7 +941,7 @@ s32 Collider_QuadSetNearestAC(GlobalContext* globalCtx, ColliderQuad* quad, Vec3 return 1; } Math_Vec3s_ToVec3f(&dcMid, &quad->dim.dcMid); - acDist = Math3D_DistanceSquared(&dcMid, hitPos); + acDist = Math3D_Vec3fDistSq(&dcMid, hitPos); if (acDist < quad->dim.acDist) { quad->dim.acDist = acDist; @@ -3510,7 +3510,7 @@ s32 CollisionCheck_LineOC_JntSph(GlobalContext* globalCtx, CollisionCheckContext D_801EDEB0.a = *a; D_801EDEB0.b = *b; - if (Math3D_ColSphereLineSeg(&element->dim.worldSphere, &D_801EDEB0) != 0) { + if (Math3D_LineVsSph(&element->dim.worldSphere, &D_801EDEB0) != 0) { return 1; } } @@ -3548,7 +3548,7 @@ s32 CollisionCheck_LineOC_Sphere(GlobalContext* globalCtx, CollisionCheckContext D_801EDFC8.a = *a; D_801EDFC8.b = *b; - if (Math3D_ColSphereLineSeg(&sphere->dim.worldSphere, &D_801EDFC8) != 0) { + if (Math3D_LineVsSph(&sphere->dim.worldSphere, &D_801EDFC8) != 0) { return 1; } diff --git a/src/code/z_fireobj.c b/src/code/z_fireobj.c index 816fec2be..6e543d115 100644 --- a/src/code/z_fireobj.c +++ b/src/code/z_fireobj.c @@ -94,7 +94,7 @@ void FireObj_StepSize(FireObj* fire) { void FireObj_UpdateStateTransitions(GlobalContext* globalCtx, FireObj* fire) { Player* player = GET_PLAYER(globalCtx); WaterBox* waterBox; - f32 sp44; + f32 waterY; s32 sp40 = 0; u8 nextState; Vec3f dist; @@ -113,8 +113,8 @@ void FireObj_UpdateStateTransitions(GlobalContext* globalCtx, FireObj* fire) { FireObj_SetState(fire, fire->dynamicSizeStep, nextState); } if ((fire->flags & 1) && (fire->state != FIRE_STATE_3) && - (func_800CA1E8(globalCtx, &globalCtx->colCtx, fire->position.x, fire->position.z, &sp44, &waterBox) != 0) && - ((fire->yScale * ((void)0, 6500.0f)) < (sp44 - fire->position.y))) { // Fake but IDK what else + WaterBox_GetSurface1_2(globalCtx, &globalCtx->colCtx, fire->position.x, fire->position.z, &waterY, &waterBox) && + ((fire->yScale * ((void)0, 6500.0f)) < (waterY - fire->position.y))) { // Fake but IDK what else FireObj_SetState(fire, fire->dynamicSizeStep, FIRE_STATE_3); } if ((fire->flags & 2) && (player->itemActionParam == PLAYER_AP_STICK)) { diff --git a/src/code/z_quake.c b/src/code/z_quake.c index d08ff5993..9c5288139 100644 --- a/src/code/z_quake.c +++ b/src/code/z_quake.c @@ -416,8 +416,9 @@ void Quake2_ClearType(s32 type) { } s32 Quake2_GetFloorQuake(Player* player) { - if (func_800C9D8C(&sQuake2Context.globalCtx->colCtx, player->actor.floorPoly, player->actor.floorBgId) == 0) { - return func_800C9E18(&sQuake2Context.globalCtx->colCtx, player->actor.floorPoly, player->actor.floorBgId); + if (!SurfaceType_IsConveyor(&sQuake2Context.globalCtx->colCtx, player->actor.floorPoly, player->actor.floorBgId)) { + return SurfaceType_GetConveyorSpeed(&sQuake2Context.globalCtx->colCtx, player->actor.floorPoly, + player->actor.floorBgId); } return 0; } diff --git a/src/code/z_scene.c b/src/code/z_scene.c index 293a9762d..6bebcf938 100644 --- a/src/code/z_scene.c +++ b/src/code/z_scene.c @@ -204,7 +204,7 @@ void Scene_HeaderCmdColHeader(GlobalContext* globalCtx, SceneCmd* cmd) { colHeader->waterBoxes = (WaterBox*)Lib_SegmentedToVirtual(colHeader->waterBoxes); } - BgCheck_Init(&globalCtx->colCtx, globalCtx, colHeader); + BgCheck_Allocate(&globalCtx->colCtx, globalCtx, colHeader); } // SceneTableEntry Header Command 0x04: Room List diff --git a/src/code/z_scene_proc.c b/src/code/z_scene_proc.c index bdd3ea1ad..57e2930a2 100644 --- a/src/code/z_scene_proc.c +++ b/src/code/z_scene_proc.c @@ -722,9 +722,9 @@ void Scene_DrawConfigGreatBayTemple(GlobalContext* globalCtx) { if (Flags_GetSwitch(globalCtx, 0x33) && Flags_GetSwitch(globalCtx, 0x34) && Flags_GetSwitch(globalCtx, 0x35) && Flags_GetSwitch(globalCtx, 0x36)) { - func_800C3C00(&globalCtx->colCtx, 1); + BgCheck_SetContextFlags(&globalCtx->colCtx, BGCHECK_FLAG_REVERSE_CONVEYOR_FLOW); } else { - func_800C3C14(&globalCtx->colCtx, 1); + BgCheck_UnsetContextFlags(&globalCtx->colCtx, BGCHECK_FLAG_REVERSE_CONVEYOR_FLOW); } dList = (Gfx*)GRAPH_ALLOC(globalCtx->state.gfxCtx, sizeof(Gfx) * 18); diff --git a/src/code/z_snap.c b/src/code/z_snap.c index 120861ff5..1c0ab3a27 100644 --- a/src/code/z_snap.c +++ b/src/code/z_snap.c @@ -113,11 +113,11 @@ s32 func_8013A530(GlobalContext* globalCtx, Actor* actor, s32 flag, Vec3f* pos, s16 x; s16 y; f32 distance; - CollisionPoly* unk1; + CollisionPoly* poly; Camera* camera; Actor* actors[2]; s32 ret = 0; - u32 unk2; + s32 bgId; camera = GET_ACTIVE_CAM(globalCtx); @@ -142,7 +142,8 @@ s32 func_8013A530(GlobalContext* globalCtx, Actor* actor, s32 flag, Vec3f* pos, ret |= 0x3d; } - if (func_800C576C(&globalCtx->colCtx, pos, &camera->eye, &screenSpace, &unk1, 1, 1, 1, 1, &unk2) != 0) { + if (BgCheck_ProjectileLineTest(&globalCtx->colCtx, pos, &camera->eye, &screenSpace, &poly, true, true, true, true, + &bgId)) { func_8013A41C(0x3c); ret |= 0x3c; } |
