merged platform displacement 2 by arthur

This commit is contained in:
Reonu
2021-04-27 12:10:40 +01:00
parent cbcba7b6f9
commit 4a5dcdb7b3
6 changed files with 3050 additions and 85 deletions

File diff suppressed because it is too large Load Diff

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@@ -0,0 +1,288 @@
diff --git a/src/game/behaviors/bowser.inc.c b/src/game/behaviors/bowser.inc.c
index ebc6bf4..987f456 100644
--- a/src/game/behaviors/bowser.inc.c
+++ b/src/game/behaviors/bowser.inc.c
@@ -972,6 +972,8 @@ s32 bowser_check_fallen_off_stage(void) // bowser off stage?
return 0;
}
+struct PlatformDisplacementInfo sBowserDisplacementInfo;
+
void (*sBowserActions[])(void) = { bowser_act_default, bowser_act_thrown_dropped, bowser_act_jump_onto_stage, bowser_act_dance,
bowser_act_dead, bowser_act_text_wait, bowser_act_intro_walk, bowser_act_charge_mario,
bowser_act_spit_fire_into_sky, bowser_act_spit_fire_onto_floor, bowser_act_hit_edge, bowser_act_turn_from_edge,
@@ -1033,7 +1035,7 @@ void bowser_free_update(void) {
struct Object *platform;
UNUSED f32 floorHeight;
if ((platform = o->platform) != NULL)
- apply_platform_displacement(0, platform);
+ apply_platform_displacement(&sBowserDisplacementInfo, &o->oPosX, &o->oFaceAngleYaw, platform);
o->oBowserUnk10E = 0;
cur_obj_update_floor_and_walls();
cur_obj_call_action_function(sBowserActions);
diff --git a/src/game/behaviors/tilting_inverted_pyramid.inc.c b/src/game/behaviors/tilting_inverted_pyramid.inc.c
index ebce64f..29136e9 100644
--- a/src/game/behaviors/tilting_inverted_pyramid.inc.c
+++ b/src/game/behaviors/tilting_inverted_pyramid.inc.c
@@ -131,7 +131,7 @@ void bhv_tilting_inverted_pyramid_loop(void) {
mx += posAfterRotation[0] - posBeforeRotation[0];
my += posAfterRotation[1] - posBeforeRotation[1];
mz += posAfterRotation[2] - posBeforeRotation[2];
- set_mario_pos(mx, my, mz);
+ //set_mario_pos(mx, my, mz);
}
o->header.gfx.throwMatrix = transform;
diff --git a/src/game/platform_displacement.c b/src/game/platform_displacement.c
index 29a741c..d1bb016 100644
--- a/src/game/platform_displacement.c
+++ b/src/game/platform_displacement.c
@@ -8,6 +8,7 @@
#include "object_list_processor.h"
#include "platform_displacement.h"
#include "types.h"
+#include "sm64.h"
u16 D_8032FEC0 = 0;
@@ -84,96 +85,139 @@ void set_mario_pos(f32 x, f32 y, f32 z) {
gMarioStates[0].pos[2] = z;
}
-/**
- * Apply one frame of platform rotation to Mario or an object using the given
- * platform. If isMario is 0, use gCurrentObject.
- */
-void apply_platform_displacement(u32 isMario, struct Object *platform) {
- f32 x;
- f32 y;
- f32 z;
- f32 platformPosX;
- f32 platformPosY;
- f32 platformPosZ;
- Vec3f currentObjectOffset;
- Vec3f relativeOffset;
- Vec3f newObjectOffset;
- Vec3s rotation;
- UNUSED s16 unused1;
- UNUSED s16 unused2;
- UNUSED s16 unused3;
- f32 displaceMatrix[4][4];
-
- rotation[0] = platform->oAngleVelPitch;
- rotation[1] = platform->oAngleVelYaw;
- rotation[2] = platform->oAngleVelRoll;
-
- if (isMario) {
- D_8032FEC0 = 0;
- get_mario_pos(&x, &y, &z);
- } else {
- x = gCurrentObject->oPosX;
- y = gCurrentObject->oPosY;
- z = gCurrentObject->oPosZ;
- }
-
- x += platform->oVelX;
- z += platform->oVelZ;
+static struct PlatformDisplacementInfo sMarioDisplacementInfo;
+static Vec3f sMarioAmountDisplaced;
- if (rotation[0] != 0 || rotation[1] != 0 || rotation[2] != 0) {
- unused1 = rotation[0];
- unused2 = rotation[2];
- unused3 = platform->oFaceAngleYaw;
+extern s32 gGlobalTimer;
- if (isMario) {
- gMarioStates[0].faceAngle[1] += rotation[1];
- }
-
- platformPosX = platform->oPosX;
- platformPosY = platform->oPosY;
- platformPosZ = platform->oPosZ;
-
- currentObjectOffset[0] = x - platformPosX;
- currentObjectOffset[1] = y - platformPosY;
- currentObjectOffset[2] = z - platformPosZ;
-
- rotation[0] = platform->oFaceAnglePitch - platform->oAngleVelPitch;
- rotation[1] = platform->oFaceAngleYaw - platform->oAngleVelYaw;
- rotation[2] = platform->oFaceAngleRoll - platform->oAngleVelRoll;
-
- mtxf_rotate_zxy_and_translate(displaceMatrix, currentObjectOffset, rotation);
- linear_mtxf_transpose_mul_vec3f(displaceMatrix, relativeOffset, currentObjectOffset);
+/**
+ * Upscale or downscale a vector by another vector.
+ */
+static void scale_vec3f(Vec3f dst, Vec3f src, Vec3f scale, u32 doInverted) {
+ if (doInverted) {
+ dst[0] = src[0] / scale[0];
+ dst[1] = src[1] / scale[1];
+ dst[2] = src[2] / scale[2];
+ } else {
+ dst[0] = src[0] * scale[0];
+ dst[1] = src[1] * scale[1];
+ dst[2] = src[2] * scale[2];
+ }
+}
- rotation[0] = platform->oFaceAnglePitch;
- rotation[1] = platform->oFaceAngleYaw;
- rotation[2] = platform->oFaceAngleRoll;
+/**
+ * Apply one frame of platform displacement to Mario or an object using the given
+ * platform.
+ */
+void apply_platform_displacement(struct PlatformDisplacementInfo *displaceInfo, Vec3f pos, s16 *yaw, struct Object *platform) {
+ Vec3f platformPos;
+ Vec3f posDifference;
+ Vec3f yawVec;
+ Vec3f scaledPos;
+ // Determine how much Mario turned on his own since last frame
+ s16 yawDifference = *yaw - displaceInfo->prevYaw;
+
+ // Avoid a crash if the platform unloaded its collision while stood on
+ if (platform->header.gfx.throwMatrix == NULL) return;
+
+ vec3f_copy(platformPos, (*platform->header.gfx.throwMatrix)[3]);
+
+ // Determine how far Mario moved on his own since last frame
+ vec3f_copy(posDifference, pos);
+ vec3f_sub(posDifference, displaceInfo->prevPos);
+
+ if ((platform == displaceInfo->prevPlatform) && (gGlobalTimer == displaceInfo->prevTimer + 1)) {
+ // Transform from relative positions to world positions
+ scale_vec3f(scaledPos, displaceInfo->prevTransformedPos, platform->header.gfx.scale, FALSE);
+ linear_mtxf_mul_vec3f(*platform->header.gfx.throwMatrix, pos, scaledPos);
+
+ // Add on how much Mario moved in the previous frame
+ vec3f_add(pos, posDifference);
+
+ // Calculate new yaw
+ linear_mtxf_mul_vec3f(*platform->header.gfx.throwMatrix, yawVec, displaceInfo->prevTransformedYawVec);
+ *yaw = atan2s(yawVec[2], yawVec[0]) + yawDifference;
+ } else {
+ // First frame of standing on the platform, don't calculate a new position
+ vec3f_sub(pos, platformPos);
+ }
+
+ // Transform from world positions to relative positions for use next frame
+ linear_mtxf_transpose_mul_vec3f(*platform->header.gfx.throwMatrix, scaledPos, pos);
+ scale_vec3f(displaceInfo->prevTransformedPos, scaledPos, platform->header.gfx.scale, TRUE);
+ vec3f_add(pos, platformPos);
+
+ // If the object is Mario, set inertia
+ if (pos == gMarioState->pos) {
+ vec3f_copy(sMarioAmountDisplaced, pos);
+ vec3f_sub(sMarioAmountDisplaced, displaceInfo->prevPos);
+ vec3f_sub(sMarioAmountDisplaced, posDifference);
+
+ // Make sure inertia isn't set on the first frame otherwise the previous value isn't cleared
+ if ((platform != displaceInfo->prevPlatform) || (gGlobalTimer != displaceInfo->prevTimer + 1)) {
+ vec3f_set(sMarioAmountDisplaced, 0.f, 0.f, 0.f);
+ }
+ }
+
+ // Update info for next frame
+ // Update position
+ vec3f_copy(displaceInfo->prevPos, pos);
+
+ // Set yaw info
+ vec3f_set(yawVec, sins(*yaw), 0, coss(*yaw));
+ linear_mtxf_transpose_mul_vec3f(*platform->header.gfx.throwMatrix, displaceInfo->prevTransformedYawVec, yawVec);
+ displaceInfo->prevYaw = *yaw;
+
+ // Update platform and timer
+ displaceInfo->prevPlatform = platform;
+ displaceInfo->prevTimer = gGlobalTimer;
+}
- mtxf_rotate_zxy_and_translate(displaceMatrix, currentObjectOffset, rotation);
- linear_mtxf_mul_vec3f(displaceMatrix, newObjectOffset, relativeOffset);
+// Doesn't change in the code, set this to FALSE if you don't want inertia
+u8 gDoInertia = TRUE;
- x = platformPosX + newObjectOffset[0];
- y = platformPosY + newObjectOffset[1];
- z = platformPosZ + newObjectOffset[2];
- }
+static u8 sShouldApplyInertia = FALSE;
+static u8 sInertiaFirstFrame = FALSE;
- if (isMario) {
- set_mario_pos(x, y, z);
- } else {
- gCurrentObject->oPosX = x;
- gCurrentObject->oPosY = y;
- gCurrentObject->oPosZ = z;
- }
+/**
+ * Apply inertia based on Mario's last platform.
+ */
+static void apply_mario_inertia(void) {
+ // On the first frame of leaving the ground, boost Mario's y velocity
+ if (sInertiaFirstFrame) {
+ gMarioState->vel[1] += sMarioAmountDisplaced[1];
+ }
+
+ // Apply sideways inertia
+ gMarioState->pos[0] += sMarioAmountDisplaced[0];
+ gMarioState->pos[2] += sMarioAmountDisplaced[2];
+
+ // Drag
+ sMarioAmountDisplaced[0] *= 0.97f;
+ sMarioAmountDisplaced[2] *= 0.97f;
+
+ // Stop applying inertia once Mario has landed, or when ground pounding
+ if (!(gMarioState->action & ACT_FLAG_AIR) || (gMarioState->action == ACT_GROUND_POUND)) {
+ sShouldApplyInertia = FALSE;
+ }
}
/**
- * If Mario's platform is not null, apply platform displacement.
+ * Apply platform displacement or inertia if required.
*/
void apply_mario_platform_displacement(void) {
struct Object *platform;
platform = gMarioPlatform;
- if (!(gTimeStopState & TIME_STOP_ACTIVE) && gMarioObject != NULL && platform != NULL) {
- apply_platform_displacement(1, platform);
+ if (!(gTimeStopState & TIME_STOP_ACTIVE) && gMarioObject != NULL) {
+ if (platform != NULL) {
+ apply_platform_displacement(&sMarioDisplacementInfo, gMarioState->pos, &gMarioState->faceAngle[1], platform);
+ sShouldApplyInertia = TRUE;
+ sInertiaFirstFrame = TRUE;
+ } else if (sShouldApplyInertia && gDoInertia) {
+ apply_mario_inertia();
+ sInertiaFirstFrame = FALSE;
+ }
}
}
diff --git a/src/game/platform_displacement.h b/src/game/platform_displacement.h
index 556192b..3609e2d 100644
--- a/src/game/platform_displacement.h
+++ b/src/game/platform_displacement.h
@@ -5,10 +5,19 @@
#include "types.h"
+struct PlatformDisplacementInfo {
+ Vec3f prevPos;
+ Vec3f prevTransformedPos;
+ Vec3f prevTransformedYawVec;
+ s16 prevYaw;
+ struct Object *prevPlatform;
+ s32 prevTimer;
+};
+
void update_mario_platform(void);
void get_mario_pos(f32 *x, f32 *y, f32 *z);
void set_mario_pos(f32 x, f32 y, f32 z);
-void apply_platform_displacement(u32 isMario, struct Object *platform);
+void apply_platform_displacement(struct PlatformDisplacementInfo *displaceInfo, Vec3f pos, s16 *yaw, struct Object *platform);
void apply_mario_platform_displacement(void);
#ifndef VERSION_JP
void clear_mario_platform(void);