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-rw-r--r--src/toBeSorted/d_path.cpp614
1 files changed, 614 insertions, 0 deletions
diff --git a/src/toBeSorted/d_path.cpp b/src/toBeSorted/d_path.cpp
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--- /dev/null
+++ b/src/toBeSorted/d_path.cpp
@@ -0,0 +1,614 @@
+#include "toBeSorted/d_path.h"
+
+#include "common.h"
+#include "d/col/c/c_m3d.h"
+#include "d/d_bzs_types.h"
+#include "d/d_room.h"
+#include "d/d_stage.h"
+#include "egg/math/eggMath.h"
+#include "m/m_vec.h"
+#include "nw4r/math/math_arithmetic.h"
+#include "rvl/MTX/mtx.h"
+
+// BPNT = B-Spline Point?
+
+dPath_c::dPath_c() {
+ clear();
+}
+
+dPath_c::~dPath_c() {}
+
+void dPath_c::clear() {
+ mpPathPtr = nullptr;
+ mRoomIndex = -1;
+ mPathSubtype = 0;
+}
+
+const PNT *dPath_c::getPathPoint(s32 pointIndex) const {
+ if (mpPathPtr == nullptr || pointIndex < 0 || (pointIndex >= mpPathPtr->pointCount || !isLinear())) {
+ return nullptr;
+ }
+ dRoom_c *room = dStage_c::GetInstance()->getRoom(mRoomIndex);
+ if (mPathSubtype != 0) {
+ return &room->getSpnt(mpPathPtr->pointStartIndex)[pointIndex];
+ }
+ return &room->getPnt(mpPathPtr->pointStartIndex)[pointIndex];
+}
+
+const BPNT *dPath_c::getPathBpoint(s32 pointIndex) const {
+ if (mpPathPtr == nullptr || pointIndex < 0 || (pointIndex >= mpPathPtr->pointCount || isLinear())) {
+ return nullptr;
+ }
+ dRoom_c *room = dStage_c::GetInstance()->getRoom(mRoomIndex);
+ if (mPathSubtype != 0) {
+ return &room->getSbpt(mpPathPtr->pointStartIndex)[pointIndex];
+ }
+ return &room->getBpnt(mpPathPtr->pointStartIndex)[pointIndex];
+}
+
+const Vec *dPath_c::getPoint(s32 pointIndex) const {
+ if (isLinear()) {
+ const PNT *result = getPathPoint(pointIndex);
+ if (result != nullptr) {
+ return &result->position;
+ }
+ return nullptr;
+ } else {
+ const BPNT *result = getPathBpoint(pointIndex);
+ if (result != nullptr) {
+ return &result->position;
+ }
+ return nullptr;
+ }
+}
+
+void dPath_c::getPoint(s32 pointIndex, f64 time, mVec3_c &out) const {
+ if (isLinear()) {
+ // Linear path
+ const Vec *pnt = getPoint(pointIndex);
+ const Vec *next;
+ if (pointIndex == mpPathPtr->pointCount - 1) {
+ if (isWrapping()) {
+ // Last point but wrap around, next is 0 again
+ next = getPoint(0);
+ } else {
+ // We are at the end and no wrap - simply return the end position
+ out.x = pnt->x;
+ out.y = pnt->y;
+ out.z = pnt->z;
+ return;
+ }
+ } else {
+ // Regular next point
+ next = getPoint(pointIndex + 1);
+ }
+ // Linearly interpolate
+ mVec3_c tmp;
+ VECSubtract(next, pnt, tmp);
+ VECScale(tmp, tmp, time);
+ VECAdd(tmp, pnt, out);
+ } else {
+ // B-Spline?
+ const BPNT *pnt = getPathBpoint(pointIndex);
+ const Vec *nextPos;
+ const Vec *nextCtrl;
+ if (pointIndex == mpPathPtr->pointCount - 1) {
+ if (isWrapping()) {
+ // Last point but wrap around, next is 0 again
+ const BPNT *next = getPathBpoint(0);
+ nextPos = &next->position;
+ nextCtrl = &next->control1;
+ } else {
+ // We are at the end and no wrap - simply return the end position
+ out.x = pnt->position.x;
+ out.y = pnt->position.y;
+ out.z = pnt->position.z;
+ return;
+ }
+ } else {
+ // Regular next point
+ const BPNT *next = getPathBpoint(pointIndex + 1);
+ nextPos = &next->position;
+ nextCtrl = &next->control1;
+ }
+
+ if (pnt->position.x == pnt->control2.x && pnt->position.y == pnt->control2.y &&
+ pnt->position.z == pnt->control2.z && nextPos->x == nextCtrl->x && nextPos->y == nextCtrl->y &&
+ nextPos->z == nextCtrl->z) {
+ // Point is unaffected by control points, so linearly interpolate
+ mVec3_c tmp;
+ VECSubtract(nextPos, &pnt->position, tmp);
+ VECScale(tmp, tmp, time);
+ VECAdd(tmp, &pnt->position, out);
+ } else {
+ // Cubic B-Spline?
+ f32 f = time;
+ f32 f1 = 1.0f - f;
+ f32 fISq = f1 * f1;
+ f32 fSq = f * f;
+
+ f32 f3 = fISq * f1;
+ f32 f5 = 3.0f * fISq * f;
+ f32 f4 = 3.0f * f1 * fSq;
+ f32 f2 = fSq * f;
+
+ out.x = f3 * pnt->position.x + f5 * pnt->control2.x + f4 * nextCtrl->x + f2 * nextPos->x;
+ out.y = f3 * pnt->position.y + f5 * pnt->control2.y + f4 * nextCtrl->y + f2 * nextPos->y;
+ out.z = f3 * pnt->position.z + f5 * pnt->control2.z + f4 * nextCtrl->z + f2 * nextPos->z;
+ }
+ }
+}
+
+u8 dPath_c::getPointParam(s32 pointIndex, s32 param) const {
+ if (isLinear()) {
+ const PNT *result = getPathPoint(pointIndex);
+ if (result != nullptr) {
+ return result->params[param];
+ }
+ return 0;
+ } else {
+ const BPNT *result = getPathBpoint(pointIndex);
+ if (result != nullptr) {
+ return result->params[param];
+ }
+ return 0;
+ }
+}
+
+bool dPath_c::initWithPathId(s32 pathId, s32 roomId, bool pathSubtype) {
+ dRoom_c *room = dStage_c::GetInstance()->getRoom(roomId);
+ s32 pathIndex = -1;
+ if (!pathSubtype) {
+ for (s32 i = 0; i < room->getPathCount(); i++) {
+ if (room->getPath(i)->pathId == pathId) {
+ pathIndex = i;
+ break;
+ }
+ }
+ } else {
+ for (s32 i = 0; i < room->getSpthCount(); i++) {
+ if (room->getSpth(i)->pathId == pathId) {
+ pathIndex = i;
+ break;
+ }
+ }
+ }
+
+ if (pathIndex == -1) {
+ return false;
+ }
+ return initWithPathIndex(pathIndex, roomId, pathSubtype);
+}
+
+void dPath_c::set(const PATH *path, s32 roomIndex, bool subtype) {
+ mpPathPtr = path;
+ mRoomIndex = roomIndex;
+ mPathSubtype = subtype;
+}
+
+static s32 getPathCount(dRoom_c *room, bool isSpth) {
+ s32 ret = room->getPathCount();
+ if (isSpth) {
+ ret = room->getSpthCount();
+ }
+ return ret;
+}
+
+bool dPath_c::initWithPathIndex(s32 pathIndex, s32 roomId, bool pathSubtype) {
+ dRoom_c *room = dStage_c::GetInstance()->getRoom(roomId);
+ s32 pathCount = getPathCount(room, pathSubtype);
+ // @bug ineffective null check
+ if (room == nullptr || pathIndex < 0 || pathIndex >= pathCount) {
+ clear();
+ return false;
+ } else {
+ if (pathSubtype) {
+ set(room->getSpth(pathIndex), roomId, pathSubtype);
+ } else {
+ set(room->getPath(pathIndex), roomId, pathSubtype);
+ }
+ return true;
+ }
+}
+
+u16 dPath_c::getMyPathIndex(s32 roomId) const {
+ dRoom_c *room = dStage_c::GetInstance()->getRoom(roomId);
+ const PATH *base = room->getPath(0);
+ if (mPathSubtype) {
+ base = room->getSpth(0);
+ }
+ return (mpPathPtr - base);
+}
+
+bool dPath_c::getNextPath(dPath_c *next) const {
+ if (mpPathPtr->getNextId() == 0xFF) {
+ next->clear();
+ return false;
+ }
+ dRoom_c *room = dStage_c::GetInstance()->getRoom(mRoomIndex);
+ u8 nextId = mpPathPtr->getNextId();
+ if (mPathSubtype) {
+ next->set(room->getSpth(nextId), mRoomIndex, mPathSubtype);
+ } else {
+ next->set(room->getPath(nextId), mRoomIndex, mPathSubtype);
+ }
+ return true;
+}
+
+bool dPath_c::isLinearSegment(s32 pointIndex) const {
+ if (isLinear()) {
+ // Non-spline paths are always linear
+ return true;
+ }
+ const BPNT *pnt = getPathBpoint(pointIndex);
+ mVec3_c pos;
+ mVec3_c control;
+ mVec3_c nextCtrl;
+ mVec3_c nextPos;
+ if (pointIndex == mpPathPtr->pointCount - 1) {
+ if (isWrapping()) {
+ // Last point but wrap around, next is 0 again
+ const BPNT *next = getPathBpoint(0);
+ nextPos.copyFrom(&next->position);
+ nextCtrl.copyFrom(&next->control1);
+ } else {
+ return false;
+ }
+ } else {
+ // Regular next point
+ const BPNT *next = getPathBpoint(pointIndex + 1);
+ nextPos.copyFrom(&next->position);
+ nextCtrl.copyFrom(&next->control1);
+ }
+
+ pos.copyFrom(&pnt->position);
+ control.copyFrom(&pnt->control2);
+
+ // Spline paths are trivially linear if the respective control points
+ // are at the same position
+ if (pos.x == control.x && pos.y == control.y && pos.z == control.z && nextCtrl.x == nextPos.x &&
+ nextCtrl.y == nextPos.y && nextCtrl.z == nextPos.z) {
+ return true;
+ }
+ return false;
+}
+
+f32 dPath_c::getDistanceMovedOnSegment(s32 pointIndex, s32 resolution, f32 time) const {
+ if (isLinearSegment(pointIndex)) {
+ // On linear segments, our current distance is simply the distance between
+ // the start point of this segment
+ mVec3_c point;
+ getPoint(pointIndex, time, point);
+ const Vec *start = getPoint(pointIndex);
+ return VECDistance(start, point);
+ }
+
+ s32 numIterations = resolution * 2;
+ mVec3_c currPos;
+ mVec3_c currControl;
+ mVec3_c nextControl;
+ mVec3_c nextPos;
+ if (!extractControlPoints(pointIndex, currPos, currControl, nextControl, nextPos)) {
+ // Extracting control points only fails if we have reached our end position
+ // and aren't wrapping, so we haven't moved off the last point.
+ return 0.0f;
+ }
+
+ mVec3_c v1, v2, v3;
+ v1 = -currPos + nextPos + 3.f * (currControl - nextControl);
+ v2 = 3.f * (currPos + nextControl) - 6.f * currControl;
+ v3 = 3.f * (currControl - currPos);
+
+ f32 v1Sq = v1.dot(v1);
+ f32 v1Dotv2 = v1.dot(v2);
+ f32 v1Dotv3 = v1.dot(v3);
+ f32 v2Sq = v2.dot(v2);
+ f32 v2Dotv3 = v2.dot(v3);
+ f32 v3Sq = v3.dot(v3);
+
+ f32 a = v1Sq * 9.f; // t4
+ f32 b = v1Dotv2 * 12.f; // t3
+ f32 c = v1Dotv3 * 6.0f + v2Sq * 4.f; // t2
+ f32 d = v2Dotv3 * 4.0f; // t1
+ f32 e = v3Sq; // t0
+
+ f32 t = 0.0f;
+ f32 f4 = 0.0f;
+ f32 dt = time / numIterations;
+ for (s32 i = 0; i < numIterations + 1; i++, t += dt) {
+ f32 factor;
+ if (i == 0 || i == numIterations) {
+ factor = 1.0f;
+ } else if ((i & 1) != 0) {
+ factor = 4.0f;
+ } else {
+ factor = 2.0f;
+ }
+
+ // TODO: Oh no
+ /*
+ fVar6 = fVar5 * fVar5 * fVar5;
+ fVar6 = z3 * z3 + x3 * x3 + y3 * y3 +
+ (z2 * z3 + x2 * x3 + y2 * y3) * 4.0 * fVar5 +
+ ((z1 * z3 + x1 * x3 + y1 * y3) * 6.0 + (z2 * z2 + x2 * x2 + y2 * y2) * 4.0) *
+ fVar5 * fVar5 +
+ (z1 * z1 + x1 * x1 + y1 * y1) * 9.0 * fVar6 * fVar5 +
+ (z1 * z2 + x1 * x2 + y1 * y2) * 12.0 * fVar6;
+ */
+ f32 f = (a * (t * t * t * t)) + (b * (t * t * t)) + (c * (t * t)) + (d * (t)) + e;
+ // f32 f = v3Sq + (v2Dotv3 * 4.0f * t) + ((v1Dotv3 * 6.0f + v2Sq * 4.0f) * f5Sq) + (v1Sq * 9.0f * f5Pow4) +
+ // (v1Dotv2 * 12.0f * f5Cube);
+ if (f > 0.0f) {
+ f4 += factor * nw4r::math::FSqrt(f);
+ }
+ }
+ f4 *= (dt / 3.0f);
+ return f4;
+}
+
+bool dPath_c::getSpeed(s32 segmentIndex, f32 time, f32 *result) const {
+ // TODO
+ return false;
+}
+
+f32 dPath_c::getSegmentTime(s32 pointIndex, f32 segmentDistance, f32 stepSize, f32 *excess) {
+ // TODO
+ return 0.0f;
+}
+
+bool dPath_c::getDirection(s32 pointIndex, f32 time, mVec3_c &out) const {
+ if (isLinear()) {
+ // Linear path
+ const Vec *pnt = getPoint(pointIndex);
+ const Vec *next;
+ if (pointIndex == mpPathPtr->pointCount - 1) {
+ if (!isWrapping()) {
+ // We are at the end and no wrap - simply return the end position
+ out.x = 0.0f;
+ out.y = 0.0f;
+ out.z = 0.0f;
+ return false;
+ } else {
+ // Last point but wrap around, next is 0 again
+ next = getPoint(0);
+ }
+ } else {
+ // Regular next point
+ next = getPoint(pointIndex + 1);
+ }
+ f32 distance = VECDistance(pnt, next);
+ if (cM3d_IsZero(distance)) {
+ out.x = 0.0f;
+ out.y = 0.0f;
+ out.z = 0.0f;
+ return false;
+ } else {
+ VECSubtract(next, pnt, out);
+ VECScale(out, out, 1.0f / distance);
+ return true;
+ }
+ } else {
+ mVec3_c currPos;
+ mVec3_c currControl;
+ mVec3_c nextControl;
+ mVec3_c nextPos;
+ if (!extractControlPoints(pointIndex, currPos, currControl, nextControl, nextPos)) {
+ out.x = 0.0f;
+ out.y = 0.0f;
+ out.z = 0.0f;
+ return false;
+ }
+
+ if (currPos.x == currControl.x && currPos.y == currControl.y && currPos.z == currControl.z) {
+ // TODO: why is the other point not checked?
+ out = nextPos - currPos;
+ } else {
+ // TODO: Oh no
+ mVec3_c a, b, c;
+ a = -currPos + nextPos + 3.f * (currControl - nextControl);
+ b = 3.f * (currPos + nextControl) - 6.f * currControl;
+ c = 3.f * (currControl - currPos);
+
+ out = a * (time * time * 3.f) + b * (time * 2.f) + c;
+ }
+
+ f32 mag = out.mag();
+ if (cM3d_IsZero(mag)) {
+ out.x = 0.0f;
+ out.y = 0.0f;
+ out.z = 0.0f;
+ return false;
+ } else {
+ out *= 1.0f / mag;
+ return true;
+ }
+ }
+}
+
+bool dPath_c::extractControlPoints(
+ s32 pointIndex, mVec3_c &currPos, mVec3_c &currControl2, mVec3_c &nextControl1, mVec3_c &nextPos
+) const {
+ const BPNT *pnt = getPathBpoint(pointIndex);
+ if (pointIndex == mpPathPtr->pointCount - 1) {
+ if (isWrapping()) {
+ // Last point but wrap around, next is 0 again
+ const BPNT *next = getPathBpoint(0);
+ nextPos.copyFrom(&next->position);
+ nextControl1.copyFrom(&next->control1);
+ } else {
+ // We are at the end and no wrap - cannot extract control points
+ return false;
+ }
+ } else {
+ const BPNT *next = getPathBpoint(pointIndex + 1);
+ nextPos.copyFrom(&next->position);
+ nextControl1.copyFrom(&next->control1);
+ }
+
+ currPos.copyFrom(&pnt->position);
+ currControl2.copyFrom(&pnt->control2);
+
+ return true;
+}
+
+bool dPath_c::getVelocity(s32 segmentIndex, f32 t, mVec3_c &result) const {
+ if (isLinear()) {
+ return false;
+ }
+ mVec3_c p0, p1, p2, p3;
+ if (!extractControlPoints(segmentIndex, p0, p1, p2, p3)) {
+ return false;
+ }
+
+ // First Derivative Cubic Bezier
+ // [3t^2 *(-p0 + p3 * 3(p1 - p2))] + [2t(3(p0 + p2) - 6p1)] + [3(p1 - p0)]
+ mVec3_c a, b, c;
+ a = (-p0 + p3) + 3.f * (p1 - p2);
+ b = 3.f * (p0 + p2) - 6.f * p1;
+ c = 3.f * (p1 - p0);
+ result = a * (t * t * 3.f) + b * (t * 2.f) + c;
+ return true;
+}
+
+ActorOnRail_Ext::ActorOnRail_Ext() {
+ mSegmentIndex = 0;
+ mSegmentTime = 0.0f;
+ mSpeed = 0.0f;
+ mFlags = 0;
+ field_0x20 = 0.01f;
+ mSegmentDistance = 0.0f;
+ mPosition.set(0.0f, 0.0f, 0.0f);
+}
+
+ActorOnRail_Ext::~ActorOnRail_Ext() {}
+
+bool ActorOnRail_Ext::init(
+ s32 pathIndex, s32 roomId, u32 flags, s32 segmentIndex, bool pathSubtype, f32 segmentTime, f32 speed, f32 unk
+) {
+ if (!mPath.initWithPathIndex(pathIndex, roomId, pathSubtype)) {
+ return false;
+ }
+ setSegment(segmentIndex, segmentTime);
+ mFlags = flags;
+ field_0x20 = unk;
+ mSpeed = speed;
+ return true;
+}
+
+s32 ActorOnRail_Ext::execute() {
+ s32 ret = 0;
+ // Move along the curve distance with the defined speed, then fix the curve segment and time
+ // until the curve parameters match the distance.
+ mSegmentDistance += mSpeed;
+ if (mSpeed < 0.0f) {
+ while (true) {
+ if (!(mSegmentDistance < 0.0f)) {
+ break;
+ }
+ ret = 1;
+ mSegmentIndex--;
+ if (mSegmentIndex < 0) {
+ if (mPath.isWrapping()) {
+ ret = 4;
+ mSegmentIndex = mPath.getNumPoints() - 1;
+ } else {
+ mSegmentIndex = 0;
+ ret = 2;
+ mSegmentDistance = 0.0f;
+ if (checkFlag(0x1)) {
+ ret = 3;
+ offFlag(0x40000000);
+ mSpeed *= -1.0f;
+ }
+ break;
+ }
+ // Add curve length
+ }
+ mSegmentDistance += mPath.getDistanceMovedOnSegment(mSegmentIndex, 8, 1.0f);
+ }
+ } else {
+ // While our target distance is longer than the current segment...
+ while (true) {
+ f32 segmentLength = mPath.getDistanceMovedOnSegment(mSegmentIndex, 8, 1.0f);
+ if (!(mSegmentDistance > segmentLength)) {
+ break;
+ }
+ ret = 1;
+ mSegmentIndex++;
+ if (mSegmentIndex >= mPath.getNumPoints()) {
+ if (mPath.isWrapping()) {
+ ret = 4;
+ mSegmentIndex = 0;
+ } else {
+ mSegmentIndex = mPath.getNumPoints() - 1;
+ ret = 2;
+ mSegmentDistance = segmentLength;
+ if (checkFlag(0x1)) {
+ ret = 3;
+ onFlag(0x40000000);
+ mSpeed *= -1.0f;
+ }
+ break;
+ }
+ }
+ mSegmentDistance -= segmentLength;
+ }
+ }
+
+ f32 dummy = 0.0f;
+ // Finally query the time
+ mSegmentTime = mPath.getSegmentTime(mSegmentIndex, mSegmentDistance, field_0x20, &dummy);
+ // and update the position
+ mPath.getPoint(mSegmentIndex, mSegmentTime, mPosition);
+ return ret;
+}
+
+f32 ActorOnRail_Ext::getRemainingDistanceOnSegment() const {
+ if (mSpeed < 0.0f) {
+ return mSegmentDistance;
+ } else {
+ return mPath.getDistanceMovedOnSegment(mSegmentIndex, 8, 1.0f) - mSegmentDistance;
+ }
+}
+
+s32 ActorOnRail_Ext::getNextPointIndex(s32 point) const {
+ if (mSpeed > 0.0f) {
+ if (point == mPath.getNumPoints() - 1) {
+ if (mPath.isWrapping()) {
+ return 0;
+ } else {
+ return point;
+ }
+ }
+ return point + 1;
+ }
+ return point;
+}
+
+s32 ActorOnRail_Ext::getNextPointIndex() const {
+ return getNextPointIndex(mSegmentIndex);
+}
+
+s32 ActorOnRail_Ext::getClosestXZPoint(const mVec3_c &pos) const {
+ f32 max = EGG::Math<f32>::maxNumber();
+ s32 best = 0;
+ mVec3_c c;
+ for (s32 i = 0; i < mPath.getNumPoints(); i++) {
+ const Vec *point = mPath.getPoint(i);
+ c = *reinterpret_cast<const mVec3_c *>(point) - pos;
+ f32 dist = c.squareMagXZ();
+ if (max > dist) {
+ best = i;
+ max = dist;
+ }
+ }
+
+ return best;
+}
+
+void ActorOnRail_Ext::setSegment(s32 segmentIndex, f32 segmentTime) {
+ mSegmentIndex = segmentIndex;
+ mSegmentTime = segmentTime;
+ mSegmentDistance = mPath.getDistanceMovedOnSegment(mSegmentIndex, 8, segmentTime);
+ mPath.getPoint(mSegmentIndex, mSegmentTime, mPosition);
+}