1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
|
#include "global.h"
/**
* Update the `carriedActor`'s position based on the dynapoly actor identified by `bgId`.
*/
void DynaPolyActor_UpdateCarriedActorPos(CollisionContext* colCtx, s32 bgId, Actor* carriedActor) {
MtxF prevTransform;
MtxF prevTransformInv;
MtxF curTransform;
Vec3f pos;
Vec3f tempPos;
if (!DynaPoly_IsBgIdBgActor(bgId)) {
return;
}
SkinMatrix_SetScaleRotateYRPTranslate(
&prevTransform, colCtx->dyna.bgActors[bgId].prevTransform.scale.x,
colCtx->dyna.bgActors[bgId].prevTransform.scale.y, colCtx->dyna.bgActors[bgId].prevTransform.scale.z,
colCtx->dyna.bgActors[bgId].prevTransform.rot.x, colCtx->dyna.bgActors[bgId].prevTransform.rot.y,
colCtx->dyna.bgActors[bgId].prevTransform.rot.z, colCtx->dyna.bgActors[bgId].prevTransform.pos.x,
colCtx->dyna.bgActors[bgId].prevTransform.pos.y, colCtx->dyna.bgActors[bgId].prevTransform.pos.z);
if (SkinMatrix_Invert(&prevTransform, &prevTransformInv) == 2) {
return;
}
SkinMatrix_SetScaleRotateYRPTranslate(
&curTransform, colCtx->dyna.bgActors[bgId].curTransform.scale.x,
colCtx->dyna.bgActors[bgId].curTransform.scale.y, colCtx->dyna.bgActors[bgId].curTransform.scale.z,
colCtx->dyna.bgActors[bgId].curTransform.rot.x, colCtx->dyna.bgActors[bgId].curTransform.rot.y,
colCtx->dyna.bgActors[bgId].curTransform.rot.z, colCtx->dyna.bgActors[bgId].curTransform.pos.x,
colCtx->dyna.bgActors[bgId].curTransform.pos.y, colCtx->dyna.bgActors[bgId].curTransform.pos.z);
// Apply the movement of the dynapoly actor `bgId` over the last frame to the `carriedActor` position
// pos = curTransform * prevTransformInv * pos
// Note (curTransform * prevTransformInv) represents the transform relative to the previous frame
SkinMatrix_Vec3fMtxFMultXYZ(&prevTransformInv, &carriedActor->world.pos, &tempPos);
SkinMatrix_Vec3fMtxFMultXYZ(&curTransform, &tempPos, &pos);
carriedActor->world.pos = pos;
}
/**
* Update the `carriedActor`'s Y rotation based on the dynapoly actor identified by `bgId`.
*/
void DynaPolyActor_UpdateCarriedActorRotY(CollisionContext* colCtx, s32 bgId, Actor* carriedActor) {
s16 rotY;
if (!DynaPoly_IsBgIdBgActor(bgId)) {
return;
}
rotY = colCtx->dyna.bgActors[bgId].curTransform.rot.y - colCtx->dyna.bgActors[bgId].prevTransform.rot.y;
if (carriedActor->id == ACTOR_PLAYER) {
((Player*)carriedActor)->yaw += rotY;
}
carriedActor->shape.rot.y += rotY;
carriedActor->world.rot.y += rotY;
}
void DynaPolyActor_AttachCarriedActor(CollisionContext* colCtx, Actor* carriedActor, s32 bgId) {
DynaPolyActor* dynaActor;
if (!DynaPoly_IsBgIdBgActor(bgId)) {
return;
}
dynaActor = DynaPoly_GetActor(colCtx, bgId);
if (dynaActor != NULL) {
DynaPolyActor_SetActorOnTop(dynaActor);
if (CHECK_FLAG_ALL(carriedActor->flags, ACTOR_FLAG_CAN_PRESS_SWITCHES)) {
DynaPolyActor_SetSwitchPressed(dynaActor);
}
if (CHECK_FLAG_ALL(carriedActor->flags, ACTOR_FLAG_CAN_PRESS_HEAVY_SWITCHES)) {
DynaPolyActor_SetHeavySwitchPressed(dynaActor);
}
}
}
/**
* Update the `carriedActor`'s position and Y rotation based on the dynapoly actor identified by `bgId`, according to
* the dynapoly actor's move flags (see `DYNA_TRANSFORM_POS` and `DYNA_TRANSFORM_ROT_Y`).
*/
u32 DynaPolyActor_TransformCarriedActor(CollisionContext* colCtx, s32 bgId, Actor* carriedActor) {
u32 wasUpdated = false;
DynaPolyActor* dynaActor;
if (!DynaPoly_IsBgIdBgActor(bgId)) {
return false;
}
if ((colCtx->dyna.bgActorFlags[bgId] & BGACTOR_1) || !(colCtx->dyna.bgActorFlags[bgId] & BGACTOR_IN_USE)) {
return false;
}
dynaActor = DynaPoly_GetActor(colCtx, bgId);
if (dynaActor == NULL) {
return false;
}
if (dynaActor->transformFlags & DYNA_TRANSFORM_POS) {
DynaPolyActor_UpdateCarriedActorPos(colCtx, bgId, carriedActor);
wasUpdated = true;
}
if (dynaActor->transformFlags & DYNA_TRANSFORM_ROT_Y) {
DynaPolyActor_UpdateCarriedActorRotY(colCtx, bgId, carriedActor);
wasUpdated = true;
}
return wasUpdated;
}
|