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Microtransactions64/src/engine/math_util.c

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#include <ultra64.h>
#include "sm64.h"
#include "engine/graph_node.h"
#include "math_util.h"
#include "surface_collision.h"
#include "extended_bounds.h"
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#include "trig_tables.inc.c"
#include "surface_load.h"
#include "game/puppyprint.h"
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#include "game/rendering_graph_node.h"
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#include "config.h"
#define RAY_OFFSET 30.0f /*How many units to extrapolate surfaces when testing for a raycast*/
#define RAY_STEPS 4 /*How many steps to do when casting rays, default to quartersteps.*/
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// Variables for a spline curve animation (used for the flight path in the grand star cutscene)
Vec4s *gSplineKeyframe;
float gSplineKeyframeFraction;
int gSplineState;
/// Copy vector 'src' to 'dest'
void vec3f_copy(Vec3f dest, Vec3f src) {
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vec3_copy(dest, src);
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}
/// Set vector 'dest' to (x, y, z)
void vec3f_set(Vec3f dest, f32 x, f32 y, f32 z) {
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vec3_set(dest, x, y, z);
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}
/// Add vector 'a' to 'dest'
void vec3f_add(Vec3f dest, Vec3f a) {
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vec3_add(dest, a);
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}
/// Make 'dest' the sum of vectors a and b.
void vec3f_sum(Vec3f dest, Vec3f a, Vec3f b) {
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vec3_sum(dest, a, b);
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}
/// Copy vector src to dest
void vec3s_copy(Vec3s dest, Vec3s src) {
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vec3_copy(dest, src);
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}
/// Set vector 'dest' to (x, y, z)
void vec3s_set(Vec3s dest, s16 x, s16 y, s16 z) {
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vec3_set(dest, x, y, z);
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}
/// Add vector a to 'dest'
void vec3s_add(Vec3s dest, Vec3s a) {
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vec3_add(dest, a);
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}
/// Make 'dest' the sum of vectors a and b.
void vec3s_sum(Vec3s dest, Vec3s a, Vec3s b) {
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vec3_sum(dest, a, b);
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}
/// Subtract vector a from 'dest'
void vec3s_sub(Vec3s dest, Vec3s a) {
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vec3_sub(dest, a);
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}
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/**
* Convert float vector a to a short vector 'dest' by rounding the components
* to the nearest integer.
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*/
void vec3f_to_vec3s(Vec3s dest, Vec3f a) {
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// add/subtract 0.5 in order to round to the nearest s32 instead of truncating
dest[0] = a[0] + ((a[0] > 0) ? 0.5f : -0.5f);
dest[1] = a[1] + ((a[1] > 0) ? 0.5f : -0.5f);
dest[2] = a[2] + ((a[2] > 0) ? 0.5f : -0.5f);
}
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/**
* Set 'dest' the normal vector of a triangle with vertices a, b and c.
* It is similar to vec3f_cross, but it calculates the vectors (c-b) and (b-a)
* at the same time.
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*/
void find_vector_perpendicular_to_plane(Vec3f dest, Vec3f a, Vec3f b, Vec3f c) {
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dest[0] = (b[1] - a[1]) * (c[2] - b[2]) - (c[1] - b[1]) * (b[2] - a[2]);
dest[1] = (b[2] - a[2]) * (c[0] - b[0]) - (c[2] - b[2]) * (b[0] - a[0]);
dest[2] = (b[0] - a[0]) * (c[1] - b[1]) - (c[0] - b[0]) * (b[1] - a[1]);
}
/// Make vector 'dest' the cross product of vectors a and b.
void vec3f_cross(Vec3f dest, Vec3f a, Vec3f b) {
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vec3_cross(dest, a, b);
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}
/// Scale vector 'dest' so it has length 1
void vec3f_normalize(Vec3f dest) {
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f32 invsqrt = sqrtf(sqr(dest[0]) + sqr(dest[1]) + sqr(dest[2]));
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if (invsqrt < 0.00001f) return;
invsqrt = 1.0f / invsqrt;
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vec3_mul_val(dest, invsqrt);
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}
/// Copy matrix 'src' to 'dest'
void mtxf_copy(Mat4 dest, Mat4 src) {
register s32 i;
register u32 *d = (u32 *) dest;
register u32 *s = (u32 *) src;
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for (i = 0; i < 16; i++) {
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*d++ = *s++;
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}
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}
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/**
* Set mtx to the identity matrix
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*/
void mtxf_identity(Mat4 mtx) {
register s32 i;
register f32 *dest;
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// These loops must be one line to match on -O2
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// initialize everything except the first and last cells to 0
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for (dest = (f32 *) mtx + 1, i = 0; i < 14; dest++, i++) *dest = 0;
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// initialize the diagonal cells to 1
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for (dest = (f32 *) mtx, i = 0; i < 4; dest += 5, i++) *dest = 1;
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}
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/**
* Set dest to a translation matrix of vector b
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*/
void mtxf_translate(Mat4 dest, Vec3f b) {
mtxf_identity(dest);
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vec3_copy(dest[3], b);
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}
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/**
* Set mtx to a look-at matrix for the camera. The resulting transformation
* transforms the world as if there exists a camera at position 'from' pointed
* at the position 'to'. The up-vector is assumed to be (0, 1, 0), but the 'roll'
* angle allows a bank rotation of the camera.
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*/
void mtxf_lookat(Mat4 mtx, Vec3f from, Vec3f to, s32 roll) {
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Vec3f colX, colY, colZ;
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f32 dx = to[0] - from[0];
f32 dz = to[2] - from[2];
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register f32 invLength = -1.0f / MAX(sqrtf(sqr(dx) + sqr(dz)), 0.00001f);
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dx *= invLength;
dz *= invLength;
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colY[1] = coss(roll);
colY[0] = sins(roll) * dz;
colY[2] = -sins(roll) * dx;
vec3_diff(colZ, to, from);
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invLength = -1.0f / MAX(sqrtf(sqr(colZ[0]) + sqr(colZ[1]) + sqr(colZ[2])), 0.00001f);
vec3_mul_val(colZ, invLength);
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vec3_cross(colX, colY, colZ);
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invLength = 1.0f / MAX(sqrtf(sqr(colX[0]) + sqr(colX[1]) + sqr(colX[2])), 0.00001f);
vec3_mul_val(colX, invLength);
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vec3_cross(colY, colZ, colX);
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invLength = 1.0f / MAX(sqrtf(sqr(colY[0]) + sqr(colY[1]) + sqr(colY[2])), 0.00001f);
vec3_mul_val(colY, invLength);
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mtx[0][0] = colX[0];
mtx[1][0] = colX[1];
mtx[2][0] = colX[2];
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mtx[0][1] = colY[0];
mtx[1][1] = colY[1];
mtx[2][1] = colY[2];
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mtx[0][2] = colZ[0];
mtx[1][2] = colZ[1];
mtx[2][2] = colZ[2];
mtx[3][0] = -vec3_dot(from, colX);
mtx[3][1] = -vec3_dot(from, colY);
mtx[3][2] = -vec3_dot(from, colZ);
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mtx[0][3] = 0;
mtx[1][3] = 0;
mtx[2][3] = 0;
mtx[3][3] = 1;
}
/**
* Build a matrix that rotates around the z axis, then the x axis, then the y
* axis, and then translates.
*/
void mtxf_rotate_zxy_and_translate(Mat4 dest, Vec3f translate, Vec3s rotate) {
register f32 sx = sins(rotate[0]);
register f32 cx = coss(rotate[0]);
register f32 sy = sins(rotate[1]);
register f32 cy = coss(rotate[1]);
register f32 sz = sins(rotate[2]);
register f32 cz = coss(rotate[2]);
dest[0][0] = cy * cz + sx * sy * sz;
dest[1][0] = -cy * sz + sx * sy * cz;
dest[2][0] = cx * sy;
dest[3][0] = translate[0];
dest[0][1] = cx * sz;
dest[1][1] = cx * cz;
dest[2][1] = -sx;
dest[3][1] = translate[1];
dest[0][2] = -sy * cz + sx * cy * sz;
dest[1][2] = sy * sz + sx * cy * cz;
dest[2][2] = cx * cy;
dest[3][2] = translate[2];
dest[0][3] = dest[1][3] = dest[2][3] = 0.0f;
dest[3][3] = 1.0f;
}
/**
* Build a matrix that rotates around the x axis, then the y axis, then the z
* axis, and then translates.
*/
void mtxf_rotate_xyz_and_translate(Mat4 dest, Vec3f b, Vec3s c) {
register f32 sx = sins(c[0]);
register f32 cx = coss(c[0]);
register f32 sy = sins(c[1]);
register f32 cy = coss(c[1]);
register f32 sz = sins(c[2]);
register f32 cz = coss(c[2]);
dest[0][0] = cy * cz;
dest[0][1] = cy * sz;
dest[0][2] = -sy;
dest[0][3] = 0;
dest[1][0] = sx * sy * cz - cx * sz;
dest[1][1] = sx * sy * sz + cx * cz;
dest[1][2] = sx * cy;
dest[1][3] = 0;
dest[2][0] = cx * sy * cz + sx * sz;
dest[2][1] = cx * sy * sz - sx * cz;
dest[2][2] = cx * cy;
dest[2][3] = 0;
dest[3][0] = b[0];
dest[3][1] = b[1];
dest[3][2] = b[2];
dest[3][3] = 1;
}
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/**
* Set 'dest' to a transformation matrix that turns an object to face the camera.
* 'mtx' is the look-at matrix from the camera
* 'position' is the position of the object in the world
* 'angle' rotates the object while still facing the camera.
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*/
void mtxf_billboard(Mat4 dest, Mat4 mtx, Vec3f position, s32 angle) {
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if (angle == 0x0) {
dest[0][0] = 1;
dest[0][1] = 0;
} else {
dest[0][0] = coss(angle);
dest[0][1] = sins(angle);
}
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dest[0][2] = 0;
dest[0][3] = 0;
dest[1][0] = -dest[0][1];
dest[1][1] = dest[0][0];
dest[1][2] = 0;
dest[1][3] = 0;
dest[2][0] = 0;
dest[2][1] = 0;
dest[2][2] = 1;
dest[2][3] = 0;
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dest[3][0] = mtx[0][0] * position[0] + mtx[1][0] * position[1] + mtx[2][0] * position[2] + mtx[3][0];
dest[3][1] = mtx[0][1] * position[0] + mtx[1][1] * position[1] + mtx[2][1] * position[2] + mtx[3][1];
dest[3][2] = mtx[0][2] * position[0] + mtx[1][2] * position[1] + mtx[2][2] * position[2] + mtx[3][2];
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dest[3][3] = 1;
}
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/**
* Set 'dest' to a transformation matrix that aligns an object with the terrain
* based on the normal. Used for enemies.
* 'upDir' is the terrain normal
* 'yaw' is the angle which it should face
* 'pos' is the object's position in the world
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*/
void mtxf_align_terrain_normal(Mat4 dest, Vec3f upDir, Vec3f pos, s32 yaw) {
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Vec3f lateralDir;
Vec3f leftDir;
Vec3f forwardDir;
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vec3_set(lateralDir, sins(yaw), 0, coss(yaw));
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vec3f_normalize(upDir);
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vec3_cross(leftDir, upDir, lateralDir);
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vec3f_normalize(leftDir);
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vec3_cross(forwardDir, leftDir, upDir);
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vec3f_normalize(forwardDir);
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vec3_copy(dest[0], leftDir);
vec3_copy(dest[1], upDir);
vec3_copy(dest[2], forwardDir);
vec3_copy(dest[3], pos);
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dest[0][3] = 0.0f;
dest[1][3] = 0.0f;
dest[2][3] = 0.0f;
dest[3][3] = 1.0f;
}
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/**
* Set 'mtx' to a transformation matrix that aligns an object with the terrain
* based on 3 height samples in an equilateral triangle around the object.
* Used for Mario when crawling or sliding.
* 'yaw' is the angle which it should face
* 'pos' is the object's position in the world
* 'radius' is the distance from each triangle vertex to the center
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*/
void mtxf_align_terrain_triangle(Mat4 mtx, Vec3f pos, s32 yaw, f32 radius) {
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struct Surface *floor;
Vec3f point0, point1, point2;
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Vec3f forward;
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Vec3f xColumn, yColumn, zColumn;
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f32 avgY;
f32 minY = -radius * 3;
point0[0] = pos[0] + radius * sins(yaw + 0x2AAA);
point0[2] = pos[2] + radius * coss(yaw + 0x2AAA);
point1[0] = pos[0] + radius * sins(yaw + 0x8000);
point1[2] = pos[2] + radius * coss(yaw + 0x8000);
point2[0] = pos[0] + radius * sins(yaw + 0xD555);
point2[2] = pos[2] + radius * coss(yaw + 0xD555);
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point0[1] = find_floor(point0[0], pos[1] + 150, point0[2], &floor);
point1[1] = find_floor(point1[0], pos[1] + 150, point1[2], &floor);
point2[1] = find_floor(point2[0], pos[1] + 150, point2[2], &floor);
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if (point0[1] - pos[1] < minY) {
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point0[1] = pos[1];
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}
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if (point1[1] - pos[1] < minY) {
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point1[1] = pos[1];
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}
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if (point2[1] - pos[1] < minY) {
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point2[1] = pos[1];
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}
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avgY = (point0[1] + point1[1] + point2[1]) / 3;
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vec3_set(forward, sins(yaw), 0, coss(yaw));
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find_vector_perpendicular_to_plane(yColumn, point0, point1, point2);
vec3f_normalize(yColumn);
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vec3_cross(xColumn, yColumn, forward);
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vec3f_normalize(xColumn);
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vec3_cross(zColumn, xColumn, yColumn);
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vec3f_normalize(zColumn);
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vec3_copy(mtx[0], xColumn);
vec3_copy(mtx[1], yColumn);
vec3_copy(mtx[2], zColumn);
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mtx[3][0] = pos[0];
mtx[3][1] = (avgY < pos[1]) ? pos[1] : avgY;
mtx[3][2] = pos[2];
mtx[0][3] = 0;
mtx[1][3] = 0;
mtx[2][3] = 0;
mtx[3][3] = 1;
}
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/**
* Sets matrix 'dest' to the matrix product b * a assuming they are both
* transformation matrices with a w-component of 1. Since the bottom row
* is assumed to equal [0, 0, 0, 1], it saves some multiplications and
* addition.
* The resulting matrix represents first applying transformation b and
* then a.
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*/
void mtxf_mul(Mat4 dest, Mat4 a, Mat4 b) {
Mat4 temp;
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register Vec3f entry;
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// column 0
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vec3_copy(entry, a[0]);
temp[0][0] = entry[0] * b[0][0] + entry[1] * b[1][0] + entry[2] * b[2][0];
temp[0][1] = entry[0] * b[0][1] + entry[1] * b[1][1] + entry[2] * b[2][1];
temp[0][2] = entry[0] * b[0][2] + entry[1] * b[1][2] + entry[2] * b[2][2];
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// column 1
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vec3_copy(entry, a[1]);
temp[1][0] = entry[0] * b[0][0] + entry[1] * b[1][0] + entry[2] * b[2][0];
temp[1][1] = entry[0] * b[0][1] + entry[1] * b[1][1] + entry[2] * b[2][1];
temp[1][2] = entry[0] * b[0][2] + entry[1] * b[1][2] + entry[2] * b[2][2];
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// column 2
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vec3_copy(entry, a[2]);
temp[2][0] = entry[0] * b[0][0] + entry[1] * b[1][0] + entry[2] * b[2][0];
temp[2][1] = entry[0] * b[0][1] + entry[1] * b[1][1] + entry[2] * b[2][1];
temp[2][2] = entry[0] * b[0][2] + entry[1] * b[1][2] + entry[2] * b[2][2];
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// column 3
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vec3_copy(entry, a[3]);
temp[3][0] = entry[0] * b[0][0] + entry[1] * b[1][0] + entry[2] * b[2][0] + b[3][0];
temp[3][1] = entry[0] * b[0][1] + entry[1] * b[1][1] + entry[2] * b[2][1] + b[3][1];
temp[3][2] = entry[0] * b[0][2] + entry[1] * b[1][2] + entry[2] * b[2][2] + b[3][2];
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temp[0][3] = temp[1][3] = temp[2][3] = 0;
temp[3][3] = 1;
mtxf_copy(dest, temp);
}
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/**
* Set matrix 'dest' to 'mtx' scaled by vector s
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*/
void mtxf_scale_vec3f(Mat4 dest, Mat4 mtx, Vec3f s) {
register s32 i;
for (i = 0; i < 4; i++) {
dest[0][i] = mtx[0][i] * s[0];
dest[1][i] = mtx[1][i] * s[1];
dest[2][i] = mtx[2][i] * s[2];
dest[3][i] = mtx[3][i];
}
}
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/**
* Multiply a vector with a transformation matrix, which applies the transformation
* to the point. Note that the bottom row is assumed to be [0, 0, 0, 1], which is
* true for transformation matrices if the translation has a w component of 1.
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*/
void mtxf_mul_vec3s(Mat4 mtx, Vec3s b) {
register f32 x = b[0];
register f32 y = b[1];
register f32 z = b[2];
b[0] = x * mtx[0][0] + y * mtx[1][0] + z * mtx[2][0] + mtx[3][0];
b[1] = x * mtx[0][1] + y * mtx[1][1] + z * mtx[2][1] + mtx[3][1];
b[2] = x * mtx[0][2] + y * mtx[1][2] + z * mtx[2][2] + mtx[3][2];
}
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/**
* Convert float matrix 'src' to fixed point matrix 'dest'.
* The float matrix may not contain entries larger than 65536 or the console
* crashes. The fixed point matrix has entries with a 16-bit integer part, so
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* the floating point numbers are multiplied by 2^16 before being cast to a s32
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* integer. If this doesn't fit, the N64 and iQue consoles will throw an
* exception. On Wii and Wii U Virtual Console the value will simply be clamped
* and no crashes occur.
* Modified into a hybrid of the original function and the worldscale altered function.
* Will check if the worldscale is below what's considered safe in vanilla bounds and
* just run the faster vanilla function, otherwise it'll run the slower, but safer scale
* function, for extended boundaries.
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*/
void mtxf_to_mtx_scale(Mtx *dest, Mat4 src) {
Mat4 temp;
register s32 i, j;
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for( i = 0; i < 4; i++ ) {
for( j = 0; j < 3; j++ ) {
temp[i][j] = src[i][j] / gWorldScale;
}
temp[i][3] = src[i][3];
}
guMtxF2L( temp, dest );
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}
void mtxf_to_mtx_constant(register s16 *dest, register f32 *src) {
s32 asFixedPoint;
s32 i;
for (i = 0; i < 16; i++)
{
asFixedPoint = src[i] * (1 << 16);
dest[i] = asFixedPoint >> 16;
dest[i + 16] = asFixedPoint & 0xFFFF;
}
}
void mtxf_to_mtx(void *dest, void *src)
{
if (gWorldScale > 2.0f)
mtxf_to_mtx_scale(dest, src);
else
mtxf_to_mtx_constant(dest, src);
}
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/**
* Set 'mtx' to a transformation matrix that rotates around the z axis.
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*/
void mtxf_rotate_xy(Mtx *mtx, s32 angle) {
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Mat4 temp;
mtxf_identity(temp);
temp[0][0] = coss(angle);
temp[0][1] = sins(angle);
temp[1][0] = -temp[0][1];
temp[1][1] = temp[0][0];
mtxf_to_mtx(mtx, temp);
}
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/**
* Extract a position given an object's transformation matrix and a camera matrix.
* This is used for determining the world position of the held object: since objMtx
* inherits the transformation from both the camera and Mario, it calculates this
* by taking the camera matrix and inverting its transformation by first rotating
* objMtx back from screen orientation to world orientation, and then subtracting
* the camera position.
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*/
void get_pos_from_transform_mtx(Vec3f dest, Mat4 objMtx, Mat4 camMtx) {
f32 camX = camMtx[3][0] * camMtx[0][0] + camMtx[3][1] * camMtx[0][1] + camMtx[3][2] * camMtx[0][2];
f32 camY = camMtx[3][0] * camMtx[1][0] + camMtx[3][1] * camMtx[1][1] + camMtx[3][2] * camMtx[1][2];
f32 camZ = camMtx[3][0] * camMtx[2][0] + camMtx[3][1] * camMtx[2][1] + camMtx[3][2] * camMtx[2][2];
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dest[0] = objMtx[3][0] * camMtx[0][0] + objMtx[3][1] * camMtx[0][1] + objMtx[3][2] * camMtx[0][2] - camX;
dest[1] = objMtx[3][0] * camMtx[1][0] + objMtx[3][1] * camMtx[1][1] + objMtx[3][2] * camMtx[1][2] - camY;
dest[2] = objMtx[3][0] * camMtx[2][0] + objMtx[3][1] * camMtx[2][1] + objMtx[3][2] * camMtx[2][2] - camZ;
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}
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/**
* Take the vector starting at 'from' pointed at 'to' an retrieve the length
* of that vector, as well as the yaw and pitch angles.
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* Basically it converts the direction to spherical coordinates.
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*/
void vec3f_get_dist_and_angle(Vec3f from, Vec3f to, f32 *dist, s16 *pitch, s16 *yaw) {
register f32 x = to[0] - from[0];
register f32 y = to[1] - from[1];
register f32 z = to[2] - from[2];
*dist = sqrtf(sqr(x) + sqr(y) + sqr(z));
*pitch = atan2s(sqrtf(sqr(x) + sqr(z)), y);
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*yaw = atan2s(z, x);
}
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/**
* Construct the 'to' point which is distance 'dist' away from the 'from' position,
* and has the angles pitch and yaw.
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*/
void vec3f_set_dist_and_angle(Vec3f from, Vec3f to, f32 dist, s32 pitch, s32 yaw) {
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to[0] = from[0] + dist * coss(pitch) * sins(yaw);
to[1] = from[1] + dist * sins(pitch);
to[2] = from[2] + dist * coss(pitch) * coss(yaw);
}
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/**
* Return the value 'current' after it tries to approach target, going up at
* most 'inc' and going down at most 'dec'.
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*/
s32 approach_s32(s32 current, s32 target, s32 inc, s32 dec) {
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s32 dist = (target - current);
if (dist > 0) { // current < target
current = ((dist > inc) ? (current + inc) : target);
} else if (dist < 0) { // current > target
current = ((dist < -dec) ? (current - dec) : target);
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}
return current;
}
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/**
* Return the value 'current' after it tries to approach target, going up at
* most 'inc' and going down at most 'dec'.
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*/
f32 approach_f32(f32 current, f32 target, f32 inc, f32 dec) {
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f32 dist = (target - current);
if (dist >= 0.0f) { // target >= current
current = ((dist > inc) ? (current + inc) : target);
} else { // target < current
current = ((dist < -dec) ? (current - dec) : target);
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}
return current;
}
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/**
* Helper function for atan2s. Does a look up of the arctangent of y/x assuming
* the resulting angle is in range [0, 0x2000] (1/8 of a circle).
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*/
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#define atan2_lookup(y, x) ((x == 0) ? 0x0 : atans((y) / (x)))
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/**
* Compute the angle from (0, 0) to (x, y) as a s16. Given that terrain is in
* the xz-plane, this is commonly called with (z, x) to get a yaw angle.
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*/
s16 atan2s(f32 y, f32 x) {
u16 ret;
if (x >= 0) {
if (y >= 0) {
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if (y >= x) {
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ret = atan2_lookup(x, y);
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} else {
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ret = 0x4000 - atan2_lookup(y, x);
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}
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} else {
y = -y;
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if (y < x) {
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ret = 0x4000 + atan2_lookup(y, x);
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} else {
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ret = 0x8000 - atan2_lookup(x, y);
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}
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}
} else {
x = -x;
if (y < 0) {
y = -y;
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if (y >= x) {
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ret = 0x8000 + atan2_lookup(x, y);
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} else {
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ret = 0xC000 - atan2_lookup(y, x);
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}
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} else {
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if (y < x) {
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ret = 0xC000 + atan2_lookup(y, x);
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} else {
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ret = -atan2_lookup(x, y);
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}
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}
}
return ret;
}
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/**
* Compute the atan2 in radians by calling atan2s and converting the result.
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*/
f32 atan2f(f32 y, f32 x) {
return (f32) atan2s(y, x) * M_PI / 0x8000;
}
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#define CURVE_BEGIN_1 0x1
#define CURVE_BEGIN_2 0x2
#define CURVE_MIDDLE 0x3
#define CURVE_END_1 0x4
#define CURVE_END_2 0x5
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/**
* Set 'result' to a 4-vector with weights corresponding to interpolation
* value t in [0, 1] and gSplineState. Given the current control point P, these
* weights are for P[0], P[1], P[2] and P[3] to obtain an interpolated point.
* The weights naturally sum to 1, and they are also always in range [0, 1] so
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* the interpolated point will never overshoot. The curve is guaranteed to go
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* through the first and last point, but not through intermediate points.
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*
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* gSplineState ensures that the curve is clamped: the first two points
* and last two points have different weight formulas. These are the weights
* just before gSplineState transitions:
* 1: [1, 0, 0, 0]
* 1->2: [0, 3/12, 7/12, 2/12]
* 2->3: [0, 1/6, 4/6, 1/6]
* 3->3: [0, 1/6, 4/6, 1/6] (repeats)
* 3->4: [0, 1/6, 4/6, 1/6]
* 4->5: [0, 2/12, 7/12, 3/12]
* 5: [0, 0, 0, 1]
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*
* I suspect that the weight formulas will give a 3rd degree B-spline with the
* common uniform clamped knot vector, e.g. for n points:
* [0, 0, 0, 0, 1, 2, ... n-1, n, n, n, n]
* TODO: verify the classification of the spline / figure out how polynomials were computed
*/
void spline_get_weights(Vec4f result, f32 t, UNUSED s32 c) {
f32 tinv = 1 - t;
f32 tinv2 = tinv * tinv;
f32 tinv3 = tinv2 * tinv;
f32 t2 = t * t;
f32 t3 = t2 * t;
switch (gSplineState) {
case CURVE_BEGIN_1:
result[0] = tinv3;
result[1] = t3 * 1.75f - t2 * 4.5f + t * 3.0f;
result[2] = -t3 * (11 / 12.0f) + t2 * 1.5f;
result[3] = t3 * (1 / 6.0f);
break;
case CURVE_BEGIN_2:
result[0] = tinv3 * 0.25f;
result[1] = t3 * (7 / 12.0f) - t2 * 1.25f + t * 0.25f + (7 / 12.0f);
result[2] = -t3 * 0.5f + t2 * 0.5f + t * 0.5f + (1 / 6.0f);
result[3] = t3 * (1 / 6.0f);
break;
case CURVE_MIDDLE:
result[0] = tinv3 * (1 / 6.0f);
result[1] = t3 * 0.5f - t2 + (4 / 6.0f);
result[2] = -t3 * 0.5f + t2 * 0.5f + t * 0.5f + (1 / 6.0f);
result[3] = t3 * (1 / 6.0f);
break;
case CURVE_END_1:
result[0] = tinv3 * (1 / 6.0f);
result[1] = -tinv3 * 0.5f + tinv2 * 0.5f + tinv * 0.5f + (1 / 6.0f);
result[2] = tinv3 * (7 / 12.0f) - tinv2 * 1.25f + tinv * 0.25f + (7 / 12.0f);
result[3] = t3 * 0.25f;
break;
case CURVE_END_2:
result[0] = tinv3 * (1 / 6.0f);
result[1] = -tinv3 * (11 / 12.0f) + tinv2 * 1.5f;
result[2] = tinv3 * 1.75f - tinv2 * 4.5f + tinv * 3.0f;
result[3] = t3;
break;
}
}
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/**
* Initialize a spline animation.
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* 'keyFrames' should be an array of (s, x, y, z) vectors
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* s: the speed of the keyframe in 1000/frames, e.g. s=100 means the keyframe lasts 10 frames
* (x, y, z): point in 3D space on the curve
* The array should end with three entries with s=0 (infinite keyframe duration).
* That's because the spline has a 3rd degree polynomial, so it looks 3 points ahead.
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*/
void anim_spline_init(Vec4s *keyFrames) {
gSplineKeyframe = keyFrames;
gSplineKeyframeFraction = 0;
gSplineState = 1;
}
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/**
* Poll the next point from a spline animation.
* anim_spline_init should be called before polling for vectors.
* Returns TRUE when the last point is reached, FALSE otherwise.
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*/
s32 anim_spline_poll(Vec3f result) {
Vec4f weights;
s32 i;
s32 hasEnded = FALSE;
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vec3_zero(result);
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spline_get_weights(weights, gSplineKeyframeFraction, gSplineState);
for (i = 0; i < 4; i++) {
result[0] += weights[i] * gSplineKeyframe[i][1];
result[1] += weights[i] * gSplineKeyframe[i][2];
result[2] += weights[i] * gSplineKeyframe[i][3];
}
if ((gSplineKeyframeFraction += gSplineKeyframe[0][0] / 1000.0f) >= 1) {
gSplineKeyframe++;
gSplineKeyframeFraction--;
switch (gSplineState) {
case CURVE_END_2:
hasEnded = TRUE;
break;
case CURVE_MIDDLE:
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if (gSplineKeyframe[2][0] == 0) {
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gSplineState = CURVE_END_1;
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}
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break;
default:
gSplineState++;
break;
}
}
return hasEnded;
}
/// Multiply vector 'dest' by a
void vec3f_mul(Vec3f dest, f32 a) {
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vec3_mul_val(dest, a);
}
/// Get length of vector 'a'
f32 vec3f_length(Vec3f a) {
return sqrtf(sqr(a[0]) + sqr(a[1]) + sqr(a[2]));
}
/// Get dot product of vectors 'a' and 'b'
f32 vec3f_dot(Vec3f a, Vec3f b) {
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return vec3_dot(a, b);
}
/// Make 'dest' the difference of vectors a and b.
void vec3f_dif(Vec3f dest, Vec3f a, Vec3f b) {
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vec3_diff(dest, a, b);
}
// Raycasting
s32 ray_surface_intersect(Vec3f orig, Vec3f dir, f32 dir_length, struct Surface *surface, Vec3f hit_pos, f32 *length) {
Vec3f v0, v1, v2, e1, e2, h, s, q;
f32 a, f, u, v;
Vec3f add_dir;
Vec3f norm;
//Ignore certain surface types.
if (surface->type == SURFACE_INTANGIBLE || surface->flags & SURFACE_FLAG_NO_CAM_COLLISION)
return FALSE;
// Get surface normal and some other stuff
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vec3_set(norm, 0, surface->normal.y, 0);
vec3_mul_val(norm, RAY_OFFSET);
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vec3_copy(v0, surface->vertex1);
vec3_copy(v1, surface->vertex2);
vec3_copy(v2, surface->vertex3);
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vec3_add(v0, norm);
vec3_add(v1, norm);
vec3_add(v2, norm);
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vec3_diff(e1, v1, v0);
vec3_diff(e2, v2, v0);
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vec3_cross(h, dir, e2);
// Check if we're perpendicular from the surface
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a = vec3_dot(e1, h);
if (a > -0.00001f && a < 0.00001f) {
return FALSE;
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}
// Check if we're making contact with the surface
f = 1.0f / a;
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vec3_diff(s, orig, v0);
u = f * vec3_dot(s, h);
if (u < 0.0f || u > 1.0f) {
return FALSE;
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}
vec3_cross(q, s, e1);
v = f * vec3_dot(dir, q);
if (v < 0.0f || u + v > 1.0f) {
return FALSE;
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}
// Get the length between our origin and the surface contact point
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*length = f * vec3_dot(e2, q);
if (*length <= 0.00001 || *length > dir_length) {
return FALSE;
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}
// Successful contact
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vec3_copy(add_dir, dir);
vec3_mul_val(add_dir, *length);
vec3_sum(hit_pos, orig, add_dir);
return TRUE;
}
void find_surface_on_ray_list(struct SurfaceNode *list, Vec3f orig, Vec3f dir, f32 dir_length, struct Surface **hit_surface, Vec3f hit_pos, f32 *max_length) {
s32 hit;
f32 length;
Vec3f chk_hit_pos;
f32 top, bottom;
#if PUPPYPRINT_DEBUG
OSTime first = osGetTime();
#endif
// Get upper and lower bounds of ray
if (dir[1] >= 0.0f) {
top = orig[1] + dir[1] * dir_length;
bottom = orig[1];
} else {
top = orig[1];
bottom = orig[1] + dir[1] * dir_length;
}
// Iterate through every surface of the list
for (; list != NULL; list = list->next) {
// Reject surface if out of vertical bounds
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if (list->surface->lowerY > top || list->surface->upperY < bottom) {
continue;
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}
// Check intersection between the ray and this surface
if ((hit = ray_surface_intersect(orig, dir, dir_length, list->surface, chk_hit_pos, &length)) != 0) {
if (length <= *max_length) {
*hit_surface = list->surface;
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vec3_copy(hit_pos, chk_hit_pos);
*max_length = length;
}
}
}
#if PUPPYPRINT_DEBUG
collisionTime[perfIteration] += osGetTime()-first;
#endif
}
void find_surface_on_ray_cell(s32 cellX, s32 cellZ, Vec3f orig, Vec3f normalized_dir, f32 dir_length, struct Surface **hit_surface, Vec3f hit_pos, f32 *max_length, s32 flags) {
// Skip if OOB
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if (cellX >= 0 && cellX <= (NUM_CELLS - 1) && cellZ >= 0 && cellZ <= (NUM_CELLS - 1)) {
// Iterate through each surface in this partition
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if (normalized_dir[1] > -0.99999f && flags & RAYCAST_FIND_CEIL) {
find_surface_on_ray_list(gStaticSurfacePartition[cellZ][cellX][SPATIAL_PARTITION_CEILS].next, orig, normalized_dir, dir_length, hit_surface, hit_pos, max_length);
find_surface_on_ray_list(gDynamicSurfacePartition[cellZ][cellX][SPATIAL_PARTITION_CEILS].next, orig, normalized_dir, dir_length, hit_surface, hit_pos, max_length);
}
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if (normalized_dir[1] < 0.99999f && flags & RAYCAST_FIND_FLOOR) {
find_surface_on_ray_list(gStaticSurfacePartition[cellZ][cellX][SPATIAL_PARTITION_FLOORS].next, orig, normalized_dir, dir_length, hit_surface, hit_pos, max_length);
find_surface_on_ray_list(gDynamicSurfacePartition[cellZ][cellX][SPATIAL_PARTITION_FLOORS].next, orig, normalized_dir, dir_length, hit_surface, hit_pos, max_length);
}
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if (flags & RAYCAST_FIND_WALL) {
find_surface_on_ray_list(gStaticSurfacePartition[cellZ][cellX][SPATIAL_PARTITION_WALLS].next, orig, normalized_dir, dir_length, hit_surface, hit_pos, max_length);
find_surface_on_ray_list(gDynamicSurfacePartition[cellZ][cellX][SPATIAL_PARTITION_WALLS].next, orig, normalized_dir, dir_length, hit_surface, hit_pos, max_length);
}
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if (flags & RAYCAST_FIND_WATER) {
find_surface_on_ray_list(gStaticSurfacePartition[cellZ][cellX][SPATIAL_PARTITION_WATER].next, orig, normalized_dir, dir_length, hit_surface, hit_pos, max_length);
find_surface_on_ray_list(gDynamicSurfacePartition[cellZ][cellX][SPATIAL_PARTITION_WATER].next, orig, normalized_dir, dir_length, hit_surface, hit_pos, max_length);
}
}
}
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void find_surface_on_ray(Vec3f orig, Vec3f dir, struct Surface **hit_surface, Vec3f hit_pos, s32 flags) {
f32 max_length;
s32 cellZ, cellX, cellPrevX, cellPrevZ;
f32 fCellZ, fCellX;
f32 dir_length;
Vec3f normalized_dir;
f32 step, dx, dz;
s32 i;
// Set that no surface has been hit
*hit_surface = NULL;
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vec3_sum(hit_pos, orig, dir);
// Get normalized direction
dir_length = vec3f_length(dir);
max_length = dir_length;
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vec3_copy(normalized_dir, dir);
vec3f_normalize(normalized_dir);
// Get our cell coordinate
fCellX = (orig[0] + LEVEL_BOUNDARY_MAX) / CELL_SIZE;
fCellZ = (orig[2] + LEVEL_BOUNDARY_MAX) / CELL_SIZE;
cellX = fCellX;
cellZ = fCellZ;
cellPrevX = cellX;
cellPrevZ = cellZ;
// Don't do DDA if straight down
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if (normalized_dir[1] >= 0.99999f || normalized_dir[1] <= -0.99999f) {
find_surface_on_ray_cell(cellX, cellZ, orig, normalized_dir, dir_length, hit_surface, hit_pos, &max_length, flags);
return;
}
// Get cells we cross using DDA
if (ABS(dir[0]) >= ABS(dir[2]))
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step = RAY_STEPS * ABS(dir[0]) / CELL_SIZE;
else
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step = RAY_STEPS * ABS(dir[2]) / CELL_SIZE;
dx = dir[0] / step / CELL_SIZE;
dz = dir[2] / step / CELL_SIZE;
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for (i = 0; i < step && *hit_surface == NULL; i++) {
find_surface_on_ray_cell(cellX, cellZ, orig, normalized_dir, dir_length, hit_surface, hit_pos, &max_length, flags);
// Move cell coordinate
fCellX += dx;
fCellZ += dz;
cellPrevX = cellX;
cellPrevZ = cellZ;
cellX = fCellX;
cellZ = fCellZ;
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if ((cellPrevX != cellX) && (cellPrevZ != cellZ)) {
find_surface_on_ray_cell(cellX, cellPrevZ, orig, normalized_dir, dir_length, hit_surface, hit_pos, &max_length, flags);
find_surface_on_ray_cell(cellPrevX, cellZ, orig, normalized_dir, dir_length, hit_surface, hit_pos, &max_length, flags);
}
}
}