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751 lines
22 KiB
C
751 lines
22 KiB
C
#include <PR/ultratypes.h>
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#include "sm64.h"
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#include "game/ingame_menu.h"
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#include "graph_node.h"
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#include "behavior_script.h"
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#include "behavior_data.h"
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#include "game/memory.h"
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#include "game/object_helpers.h"
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#include "game/macro_special_objects.h"
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#include "surface_collision.h"
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#include "math_util.h"
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#include "game/mario.h"
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#include "game/object_list_processor.h"
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#include "surface_load.h"
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#include "game/puppyprint.h"
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#include "config.h"
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/**
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* Partitions for course and object surfaces. The arrays represent
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* the 16x16 cells that each level is split into.
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*/
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SpatialPartitionCell gStaticSurfacePartition[NUM_CELLS][NUM_CELLS];
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SpatialPartitionCell gDynamicSurfacePartition[NUM_CELLS][NUM_CELLS];
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struct CellCoords {
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u8 z;
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u8 x;
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u8 partition;
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};
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struct CellCoords sCellsUsed[NUM_CELLS];
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u16 sNumCellsUsed;
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u8 sClearAllCells;
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/**
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* Pools of data that can contain either surface nodes or surfaces.
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* The static surface pool is resized to be exactly the amount of memory needed for the level geometry.
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* The dynamic surface pool is set at a fixed length and cleared every frame.
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*/
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void *gCurrStaticSurfacePool;
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void *gDynamicSurfacePool;
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/**
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* The end of the data currently allocated to the surface pools.
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*/
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void *gCurrStaticSurfacePoolEnd;
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void *gDynamicSurfacePoolEnd;
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/**
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* The amount of data currently allocated to static surfaces.
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*/
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u32 gTotalStaticSurfaceData;
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/**
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* Allocate the part of the surface node pool to contain a surface node.
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*/
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static struct SurfaceNode *alloc_surface_node(u32 dynamic) {
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struct SurfaceNode **poolEnd = (struct SurfaceNode **)(dynamic ? &gDynamicSurfacePoolEnd : &gCurrStaticSurfacePoolEnd);
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struct SurfaceNode *node = *poolEnd;
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(*poolEnd)++;
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gSurfaceNodesAllocated++;
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node->next = NULL;
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return node;
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}
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/**
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* Allocate the part of the surface pool to contain a surface and
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* initialize the surface.
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*/
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static struct Surface *alloc_surface(u32 dynamic) {
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struct Surface **poolEnd = (struct Surface **)(dynamic ? &gDynamicSurfacePoolEnd : &gCurrStaticSurfacePoolEnd);
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struct Surface *surface = *poolEnd;
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(*poolEnd)++;
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gSurfacesAllocated++;
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surface->type = SURFACE_DEFAULT;
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surface->force = 0;
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surface->flags = SURFACE_FLAGS_NONE;
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surface->room = 0;
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surface->object = NULL;
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return surface;
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}
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/**
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* Iterates through the entire partition, clearing the surfaces.
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*/
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static void clear_spatial_partition(SpatialPartitionCell *cells) {
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register s32 i = sqr(NUM_CELLS);
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while (i--) {
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(*cells)[SPATIAL_PARTITION_FLOORS].next = NULL;
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(*cells)[SPATIAL_PARTITION_CEILS].next = NULL;
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(*cells)[SPATIAL_PARTITION_WALLS].next = NULL;
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(*cells)[SPATIAL_PARTITION_WATER].next = NULL;
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cells++;
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}
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}
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/**
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* Clears the static (level) surface partitions for new use.
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*/
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static void clear_static_surfaces(void) {
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gTotalStaticSurfaceData = 0;
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clear_spatial_partition(&gStaticSurfacePartition[0][0]);
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}
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/**
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* Add a surface to the correct cell list of surfaces.
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* @param dynamic Determines whether the surface is static or dynamic
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* @param cellX The X position of the cell in which the surface resides
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* @param cellZ The Z position of the cell in which the surface resides
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* @param surface The surface to add
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*/
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static void add_surface_to_cell(s32 dynamic, s32 cellX, s32 cellZ, struct Surface *surface) {
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struct SurfaceNode *list;
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s32 priority;
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s32 sortDir = 1; // highest to lowest, then insertion order (water and floors)
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s32 listIndex;
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if (SURFACE_IS_NEW_WATER(surface->type)) {
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listIndex = SPATIAL_PARTITION_WATER;
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} else if (surface->normal.y > NORMAL_FLOOR_THRESHOLD) {
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listIndex = SPATIAL_PARTITION_FLOORS;
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} else if (surface->normal.y < NORMAL_CEIL_THRESHOLD) {
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listIndex = SPATIAL_PARTITION_CEILS;
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sortDir = -1; // lowest to highest, then insertion order
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} else {
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listIndex = SPATIAL_PARTITION_WALLS;
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sortDir = 0; // insertion order
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}
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s32 surfacePriority = surface->upperY * sortDir;
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struct SurfaceNode *newNode = alloc_surface_node(dynamic);
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newNode->surface = surface;
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if (dynamic) {
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list = &gDynamicSurfacePartition[cellZ][cellX][listIndex];
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if (sNumCellsUsed >= sizeof(sCellsUsed) / sizeof(struct CellCoords)) {
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sClearAllCells = TRUE;
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} else {
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if (list->next == NULL) {
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sCellsUsed[sNumCellsUsed].z = cellZ;
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sCellsUsed[sNumCellsUsed].x = cellX;
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sCellsUsed[sNumCellsUsed].partition = listIndex;
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sNumCellsUsed++;
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}
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}
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} else {
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list = &gStaticSurfacePartition[cellZ][cellX][listIndex];
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}
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// Loop until we find the appropriate place for the surface in the list.
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while (list->next != NULL) {
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priority = list->next->surface->upperY * sortDir;
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if (surfacePriority > priority) {
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break;
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}
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list = list->next;
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}
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newNode->next = list->next;
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list->next = newNode;
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}
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/**
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* Every level is split into CELL_SIZE * CELL_SIZE cells of surfaces (to limit computing
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* time). This function determines the lower cell for a given x/z position.
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* @param coord The coordinate to test
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*/
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static s32 lower_cell_index(s32 coord) {
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// Move from range [-LEVEL_BOUNDARY_MAX, LEVEL_BOUNDARY_MAX) to [0, 2 * LEVEL_BOUNDARY_MAX)
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coord += LEVEL_BOUNDARY_MAX;
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if (coord < 0) {
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coord = 0;
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}
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// [0, NUM_CELLS)
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s32 index = coord / CELL_SIZE;
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// Include extra cell if close to boundary
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//! Some wall checks are larger than the buffer, meaning wall checks can
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// miss walls that are near a cell border.
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if (coord % CELL_SIZE < 50) {
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index--;
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}
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// Potentially > NUM_CELLS - 1, but since the upper index is <= NUM_CELLS - 1, not exploitable
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return MAX(0, index);
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}
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/**
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* Every level is split into CELL_SIZE * CELL_SIZE cells of surfaces (to limit computing
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* time). This function determines the upper cell for a given x/z position.
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* @param coord The coordinate to test
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*/
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static s32 upper_cell_index(s32 coord) {
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// Move from range [-LEVEL_BOUNDARY_MAX, LEVEL_BOUNDARY_MAX) to [0, 2 * LEVEL_BOUNDARY_MAX)
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coord += LEVEL_BOUNDARY_MAX;
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if (coord < 0) {
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coord = 0;
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}
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// [0, NUM_CELLS)
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s32 index = coord / CELL_SIZE;
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// Include extra cell if close to boundary
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//! Some wall checks are larger than the buffer, meaning wall checks can
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// miss walls that are near a cell border.
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if (coord % CELL_SIZE > CELL_SIZE - 50) {
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index++;
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}
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// Potentially < 0, but since lower index is >= 0, not exploitable
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return MIN((NUM_CELLS - 1), index);
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}
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/**
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* Every level is split into 16x16 cells, this takes a surface, finds
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* the appropriate cells (with a buffer), and adds the surface to those
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* cells.
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* @param surface The surface to check
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* @param dynamic Boolean determining whether the surface is static or dynamic
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*/
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static void add_surface(struct Surface *surface, s32 dynamic) {
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s32 cellZ, cellX;
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s32 minX, maxX, minZ, maxZ;
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min_max_3i(surface->vertex1[0], surface->vertex2[0], surface->vertex3[0], &minX, &maxX);
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min_max_3i(surface->vertex1[2], surface->vertex2[2], surface->vertex3[2], &minZ, &maxZ);
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s32 minCellX = lower_cell_index(minX);
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s32 maxCellX = upper_cell_index(maxX);
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s32 minCellZ = lower_cell_index(minZ);
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s32 maxCellZ = upper_cell_index(maxZ);
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for (cellZ = minCellZ; cellZ <= maxCellZ; cellZ++) {
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for (cellX = minCellX; cellX <= maxCellX; cellX++) {
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add_surface_to_cell(dynamic, cellX, cellZ, surface);
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}
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}
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}
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/**
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* Initializes a Surface struct using the given vertex data
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* @param vertexData The raw data containing vertex positions
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* @param vertexIndices Helper which tells positions in vertexData to start reading vertices
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* @param dynamic If the surface belongs to an object or not
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*/
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static struct Surface *read_surface_data(TerrainData *vertexData, TerrainData **vertexIndices, u32 dynamic) {
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Vec3t v[3];
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Vec3f n;
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Vec3t offset;
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s16 min, max;
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vec3_prod_val(offset, (*vertexIndices), 3);
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vec3s_copy(v[0], (vertexData + offset[0]));
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vec3s_copy(v[1], (vertexData + offset[1]));
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vec3s_copy(v[2], (vertexData + offset[2]));
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find_vector_perpendicular_to_plane(n, v[0], v[1], v[2]);
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vec3f_normalize(n);
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struct Surface *surface = alloc_surface(dynamic);
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vec3s_copy(surface->vertex1, v[0]);
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vec3s_copy(surface->vertex2, v[1]);
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vec3s_copy(surface->vertex3, v[2]);
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surface->normal.x = n[0];
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surface->normal.y = n[1];
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surface->normal.z = n[2];
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surface->originOffset = -vec3_dot(n, v[0]);
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min_max_3s(v[0][1], v[1][1], v[2][1], &min, &max);
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surface->lowerY = (min - SURFACE_VERTICAL_BUFFER);
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surface->upperY = (max + SURFACE_VERTICAL_BUFFER);
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return surface;
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}
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#ifndef ALL_SURFACES_HAVE_FORCE
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/**
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* Returns whether a surface has exertion/moves Mario
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* based on the surface type.
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*/
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static s32 surface_has_force(s32 surfaceType) {
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s32 hasForce = FALSE;
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switch (surfaceType) {
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case SURFACE_0004: // Unused
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case SURFACE_FLOWING_WATER:
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case SURFACE_DEEP_MOVING_QUICKSAND:
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case SURFACE_SHALLOW_MOVING_QUICKSAND:
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case SURFACE_MOVING_QUICKSAND:
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case SURFACE_HORIZONTAL_WIND:
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case SURFACE_INSTANT_MOVING_QUICKSAND:
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hasForce = TRUE;
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break;
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default:
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break;
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}
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return hasForce;
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}
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#endif
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/**
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* Returns whether a surface should have the
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* SURFACE_FLAG_NO_CAM_COLLISION flag.
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*/
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static s32 surf_has_no_cam_collision(s32 surfaceType) {
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s32 flags = SURFACE_FLAGS_NONE;
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switch (surfaceType) {
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case SURFACE_NO_CAM_COLLISION:
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case SURFACE_NO_CAM_COLLISION_77: // Unused
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case SURFACE_NO_CAM_COL_VERY_SLIPPERY:
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case SURFACE_SWITCH:
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flags = SURFACE_FLAG_NO_CAM_COLLISION;
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break;
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default:
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break;
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}
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return flags;
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}
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/**
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* Load in the surfaces for a given surface type. This includes setting the flags,
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* exertion, and room.
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*/
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static void load_static_surfaces(TerrainData **data, TerrainData *vertexData, s32 surfaceType, RoomData **surfaceRooms) {
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s32 i;
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struct Surface *surface;
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RoomData room = 0;
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#ifndef ALL_SURFACES_HAVE_FORCE
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s16 hasForce = surface_has_force(surfaceType);
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#endif
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s32 flags = surf_has_no_cam_collision(surfaceType);
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s32 numSurfaces = *(*data)++;
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for (i = 0; i < numSurfaces; i++) {
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if (*surfaceRooms != NULL) {
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room = *(*surfaceRooms)++;
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}
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surface = read_surface_data(vertexData, data, FALSE);
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if (surface != NULL) {
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surface->room = room;
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surface->type = surfaceType;
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surface->flags = flags;
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#ifdef ALL_SURFACES_HAVE_FORCE
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surface->force = *(*data + 3);
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#else
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if (hasForce) {
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surface->force = *(*data + 3);
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} else {
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surface->force = 0;
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}
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#endif
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add_surface(surface, FALSE);
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}
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#ifdef ALL_SURFACES_HAVE_FORCE
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*data += 4;
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#else
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*data += 3;
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if (hasForce) {
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(*data)++;
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}
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#endif
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}
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}
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/**
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* Read the data for vertices for reference by triangles.
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*/
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static TerrainData *read_vertex_data(TerrainData **data) {
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s32 numVertices = *(*data)++;
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TerrainData *vertexData = *data;
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*data += 3 * numVertices;
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return vertexData;
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}
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/**
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* Loads in special environmental regions, such as water, poison gas, and JRB fog.
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*/
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static void load_environmental_regions(TerrainData **data) {
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s32 i;
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gEnvironmentRegions = *data;
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s32 numRegions = *(*data)++;
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for (i = 0; i < numRegions; i++) {
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*data += 5;
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gEnvironmentLevels[i] = *(*data)++;
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}
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}
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/**
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* Allocate the dynamic surface pool for object collision.
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*/
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void alloc_surface_pools(void) {
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gDynamicSurfacePool = main_pool_alloc(DYNAMIC_SURFACE_POOL_SIZE, MEMORY_POOL_LEFT);
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gDynamicSurfacePoolEnd = gDynamicSurfacePool;
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gCCMEnteredSlide = FALSE;
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reset_red_coins_collected();
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}
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#ifdef NO_SEGMENTED_MEMORY
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/**
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* Get the size of the terrain data, to get the correct size when copying later.
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*/
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u32 get_area_terrain_size(TerrainData *data) {
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TerrainData *startPos = data;
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s32 end = FALSE;
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TerrainData terrainLoadType;
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s32 numVertices;
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s32 numRegions;
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s32 numSurfaces;
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#ifndef ALL_SURFACES_HAVE_FORCE
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TerrainData hasForce;
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#endif
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while (!end) {
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terrainLoadType = *data++;
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switch (terrainLoadType) {
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case TERRAIN_LOAD_VERTICES:
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numVertices = *data++;
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data += 3 * numVertices;
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break;
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case TERRAIN_LOAD_OBJECTS:
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data += get_special_objects_size(data);
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break;
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case TERRAIN_LOAD_ENVIRONMENT:
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numRegions = *data++;
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data += 6 * numRegions;
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break;
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case TERRAIN_LOAD_CONTINUE:
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continue;
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case TERRAIN_LOAD_END:
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end = TRUE;
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break;
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default:
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numSurfaces = *data++;
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#ifdef ALL_SURFACES_HAVE_FORCE
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data += 4 * numSurfaces;
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#else
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hasForce = surface_has_force(terrainLoadType);
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data += (3 + hasForce) * numSurfaces;
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#endif
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break;
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}
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}
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return data - startPos;
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}
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#endif
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/**
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* Process the level file, loading in vertices, surfaces, some objects, and environmental
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* boxes (water, gas, JRB fog).
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*/
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void load_area_terrain(s32 index, TerrainData *data, RoomData *surfaceRooms, s16 *macroObjects) {
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s32 terrainLoadType;
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TerrainData *vertexData = NULL;
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u32 surfacePoolData;
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// Initialize the data for this.
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gEnvironmentRegions = NULL;
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gSurfaceNodesAllocated = 0;
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gSurfacesAllocated = 0;
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bzero(&sCellsUsed, sizeof(sCellsUsed));
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sNumCellsUsed = 0;
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sClearAllCells = TRUE;
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clear_static_surfaces();
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// Initialise a new surface pool for this block of static surface data
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gCurrStaticSurfacePool = main_pool_alloc(main_pool_available() - 0x10, MEMORY_POOL_LEFT);
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gCurrStaticSurfacePoolEnd = gCurrStaticSurfacePool;
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// A while loop iterating through each section of the level data. Sections of data
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// are prefixed by a terrain "type." This type is reused for surfaces as the surface
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// type.
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while (TRUE) {
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terrainLoadType = *data++;
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if (TERRAIN_LOAD_IS_SURFACE_TYPE_LOW(terrainLoadType)) {
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load_static_surfaces(&data, vertexData, terrainLoadType, &surfaceRooms);
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} else if (terrainLoadType == TERRAIN_LOAD_VERTICES) {
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vertexData = read_vertex_data(&data);
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} else if (terrainLoadType == TERRAIN_LOAD_OBJECTS) {
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spawn_special_objects(index, &data);
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} else if (terrainLoadType == TERRAIN_LOAD_ENVIRONMENT) {
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load_environmental_regions(&data);
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} else if (terrainLoadType == TERRAIN_LOAD_CONTINUE) {
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continue;
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} else if (terrainLoadType == TERRAIN_LOAD_END) {
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break;
|
|
} else if (TERRAIN_LOAD_IS_SURFACE_TYPE_HIGH(terrainLoadType)) {
|
|
load_static_surfaces(&data, vertexData, terrainLoadType, &surfaceRooms);
|
|
continue;
|
|
}
|
|
}
|
|
|
|
if (macroObjects != NULL && *macroObjects != -1) {
|
|
// If the first macro object presetID is within the range [0, 29].
|
|
// Generally an early spawning method, every object is in BBH (the first level).
|
|
if (0 <= *macroObjects && *macroObjects < 30) {
|
|
spawn_macro_objects_hardcoded(index, macroObjects);
|
|
}
|
|
// A more general version that can spawn more objects.
|
|
else {
|
|
spawn_macro_objects(index, macroObjects);
|
|
}
|
|
}
|
|
|
|
surfacePoolData = (uintptr_t)gCurrStaticSurfacePoolEnd - (uintptr_t)gCurrStaticSurfacePool;
|
|
gTotalStaticSurfaceData += surfacePoolData;
|
|
main_pool_realloc(gCurrStaticSurfacePool, surfacePoolData);
|
|
|
|
gNumStaticSurfaceNodes = gSurfaceNodesAllocated;
|
|
gNumStaticSurfaces = gSurfacesAllocated;
|
|
}
|
|
|
|
/**
|
|
* If not in time stop, clear the surface partitions.
|
|
*/
|
|
void clear_dynamic_surfaces(void) {
|
|
if (!(gTimeStopState & TIME_STOP_ACTIVE)) {
|
|
gSurfacesAllocated = gNumStaticSurfaces;
|
|
gSurfaceNodesAllocated = gNumStaticSurfaceNodes;
|
|
gDynamicSurfacePoolEnd = gDynamicSurfacePool;
|
|
if (sClearAllCells) {
|
|
clear_spatial_partition(&gDynamicSurfacePartition[0][0]);
|
|
} else {
|
|
for (u32 i = 0; i < sNumCellsUsed; i++) {
|
|
gDynamicSurfacePartition[sCellsUsed[i].z][sCellsUsed[i].x][sCellsUsed[i].partition].next = NULL;
|
|
}
|
|
}
|
|
sNumCellsUsed = 0;
|
|
sClearAllCells = FALSE;
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Applies an object's transformation to the object's vertices.
|
|
*/
|
|
void transform_object_vertices(TerrainData **data, TerrainData *vertexData) {
|
|
Mat4 *objectTransform = &o->transform;
|
|
|
|
register s32 numVertices = *(*data)++;
|
|
|
|
register TerrainData *vertices = *data;
|
|
|
|
if (o->header.gfx.throwMatrix == NULL) {
|
|
o->header.gfx.throwMatrix = objectTransform;
|
|
obj_build_transform_from_pos_and_angle(o, O_POS_INDEX, O_FACE_ANGLE_INDEX);
|
|
}
|
|
|
|
Mat4 transform;
|
|
mtxf_scale_vec3f(transform, *objectTransform, o->header.gfx.scale);
|
|
|
|
// Go through all vertices, rotating and translating them to transform the object.
|
|
Vec3f pos;
|
|
while (numVertices--) {
|
|
vec3s_to_vec3f(pos, vertices);
|
|
vertices += 3;
|
|
|
|
//! No bounds check on vertex data
|
|
linear_mtxf_mul_vec3_and_translate(transform, vertexData, pos);
|
|
|
|
vertexData += 3;
|
|
}
|
|
|
|
*data = vertices;
|
|
}
|
|
|
|
/**
|
|
* Load in the surfaces for the o. This includes setting the flags, exertion, and room.
|
|
*/
|
|
void load_object_surfaces(TerrainData **data, TerrainData *vertexData, u32 dynamic) {
|
|
s32 i;
|
|
|
|
s32 surfaceType = *(*data)++;
|
|
s32 numSurfaces = *(*data)++;
|
|
|
|
#ifndef ALL_SURFACES_HAVE_FORCE
|
|
TerrainData hasForce = surface_has_force(surfaceType);
|
|
#endif
|
|
|
|
s32 flags = surf_has_no_cam_collision(surfaceType) | (dynamic ? SURFACE_FLAG_DYNAMIC : 0);
|
|
|
|
// The DDD warp is initially loaded at the origin and moved to the proper
|
|
// position in paintings.c and doesn't update its room, so set it here.
|
|
RoomData room = (o->behavior == segmented_to_virtual(bhvDddWarp)) ? 5 : 0;
|
|
|
|
for (i = 0; i < numSurfaces; i++) {
|
|
struct Surface *surface = read_surface_data(vertexData, data, dynamic);
|
|
|
|
if (surface != NULL) {
|
|
surface->object = o;
|
|
surface->type = surfaceType;
|
|
|
|
#ifdef ALL_SURFACES_HAVE_FORCE
|
|
surface->force = *(*data + 3);
|
|
#else
|
|
if (hasForce) {
|
|
surface->force = *(*data + 3);
|
|
} else {
|
|
surface->force = 0;
|
|
}
|
|
#endif
|
|
|
|
surface->flags |= flags;
|
|
surface->room = room;
|
|
add_surface(surface, dynamic);
|
|
}
|
|
|
|
#ifdef ALL_SURFACES_HAVE_FORCE
|
|
*data += 4;
|
|
#else
|
|
if (hasForce) {
|
|
*data += 4;
|
|
} else {
|
|
*data += 3;
|
|
}
|
|
#endif
|
|
}
|
|
}
|
|
|
|
#ifdef AUTO_COLLISION_DISTANCE
|
|
static void get_optimal_coll_dist(struct Object *obj) {
|
|
register f32 thisVertDist, maxDist = 0.0f;
|
|
Vec3f v;
|
|
TerrainData *collisionData = o->collisionData;
|
|
obj->oFlags |= OBJ_FLAG_DONT_CALC_COLL_DIST;
|
|
collisionData++;
|
|
register u32 vertsLeft = *(collisionData)++;
|
|
while (vertsLeft) {
|
|
vec3_prod(v, collisionData, obj->header.gfx.scale);
|
|
thisVertDist = vec3_sumsq(v);
|
|
if (thisVertDist > maxDist) maxDist = thisVertDist;
|
|
collisionData += 3;
|
|
vertsLeft--;
|
|
}
|
|
obj->oCollisionDistance = (sqrtf(maxDist) + 100.0f);
|
|
}
|
|
#endif
|
|
|
|
/**
|
|
* Transform an object's vertices, reload them, and render the object.
|
|
*/
|
|
void load_object_collision_model(void) {
|
|
TerrainData vertexData[600];
|
|
|
|
TerrainData *collisionData = o->collisionData;
|
|
f32 marioDist = o->oDistanceToMario;
|
|
|
|
// On an object's first frame, the distance is set to 19000.0f.
|
|
// If the distance hasn't been updated, update it now.
|
|
if (o->oDistanceToMario == 19000.0f) {
|
|
marioDist = dist_between_objects(o, gMarioObject);
|
|
}
|
|
|
|
#ifdef AUTO_COLLISION_DISTANCE
|
|
if (!(o->oFlags & OBJ_FLAG_DONT_CALC_COLL_DIST)) {
|
|
get_optimal_coll_dist(o);
|
|
}
|
|
#endif
|
|
|
|
// If the object collision is supposed to be loaded more than the
|
|
// drawing distance, extend the drawing range.
|
|
if (o->oCollisionDistance > o->oDrawingDistance) {
|
|
o->oDrawingDistance = o->oCollisionDistance;
|
|
}
|
|
|
|
// Update if no Time Stop, in range, and in the current room.
|
|
if (
|
|
!(gTimeStopState & TIME_STOP_ACTIVE)
|
|
&& (marioDist < o->oCollisionDistance)
|
|
&& !(o->activeFlags & ACTIVE_FLAG_IN_DIFFERENT_ROOM)
|
|
) {
|
|
collisionData++;
|
|
transform_object_vertices(&collisionData, vertexData);
|
|
|
|
// TERRAIN_LOAD_CONTINUE acts as an "end" to the terrain data.
|
|
while (*collisionData != TERRAIN_LOAD_CONTINUE) {
|
|
load_object_surfaces(&collisionData, vertexData, TRUE);
|
|
}
|
|
}
|
|
COND_BIT((marioDist < o->oDrawingDistance), o->header.gfx.node.flags, GRAPH_RENDER_ACTIVE);
|
|
}
|
|
|
|
/**
|
|
* Transform an object's vertices and add them to the static surface pool.
|
|
*/
|
|
void load_object_static_model(void) {
|
|
TerrainData vertexData[600];
|
|
TerrainData *collisionData = o->collisionData;
|
|
u32 surfacePoolData;
|
|
|
|
// Initialise a new surface pool for this block of surface data
|
|
gCurrStaticSurfacePool = main_pool_alloc(main_pool_available() - 0x10, MEMORY_POOL_LEFT);
|
|
gCurrStaticSurfacePoolEnd = gCurrStaticSurfacePool;
|
|
gSurfaceNodesAllocated = gNumStaticSurfaceNodes;
|
|
gSurfacesAllocated = gNumStaticSurfaces;
|
|
|
|
collisionData++;
|
|
transform_object_vertices(&collisionData, vertexData);
|
|
|
|
// TERRAIN_LOAD_CONTINUE acts as an "end" to the terrain data.
|
|
while (*collisionData != TERRAIN_LOAD_CONTINUE) {
|
|
load_object_surfaces(&collisionData, vertexData, FALSE);
|
|
}
|
|
|
|
surfacePoolData = (uintptr_t)gCurrStaticSurfacePoolEnd - (uintptr_t)gCurrStaticSurfacePool;
|
|
gTotalStaticSurfaceData += surfacePoolData;
|
|
main_pool_realloc(gCurrStaticSurfacePool, surfacePoolData);
|
|
|
|
gNumStaticSurfaceNodes = gSurfaceNodesAllocated;
|
|
gNumStaticSurfaces = gSurfacesAllocated;
|
|
}
|