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// 3dcam
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// With huge help from :
// @NicolasNoble : https://discord.com/channels/642647820683444236/646765703143227394/796876392670429204
// @Lameguy64
// @Impiaa
// @paul
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/* PSX screen coordinate system
*
* Z +
* /
* /
* + - - - - - - X +
* / |
* / |
* / Y +
* eye */
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// Blender debug mode
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// bpy. app. debug = True
# include <sys/types.h>
# include <libgte.h>
# include <libgpu.h>
# include <libetc.h>
# include <stdio.h>
# include <stdint.h>
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# include <stddef.h>
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// Precalculated sin/cos values
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# include "atan.c"
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// Sample level
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# include "coridor2.c"
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# define VMODE 0
# define SCREENXRES 320
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# define SCREENYRES 240
# define CENTERX SCREENXRES / 2
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# define CENTERY SCREENYRES / 2
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# define FOV CENTERX // With a FOV of 1/2, camera focal length is ~= 16 mm / 90°
// Lower values mean wider angle
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// pixel > cm : used in physics calculations
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# define SCALE 4
# define FNT_POS_X 960
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# define FNT_POS_Y 0
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# define OT2LEN 8
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# define OTLEN 256 // Maximum number of OT entries
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# define PRIMBUFFLEN 4096 * sizeof(POLY_GT4) // Maximum number of POLY_GT3 primitives
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// MACROS
// swap(x, y, buffer)
# define SWAP(a,b,c) {(c)=(a); (a)=(b); (b)=(c);}
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// dotproduct of two vectors
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# define dotProduct(v0, v1) \
( v0 ) . vx * ( v1 ) . vx + \
( v0 ) . vy * ( v1 ) . vy + \
( v0 ) . vz * ( v1 ) . vz
// min value
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# define min(a,b) \
( a ) - ( b ) > 0 ? ( b ) : ( a )
// max
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# define max(a,b) \
( a ) - ( b ) > 0 ? ( a ) : ( b )
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// substract vector
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# define subVector(v0, v1) \
( v0 ) . vx - ( v1 ) . vx , \
( v0 ) . vy - ( v1 ) . vy , \
( v0 ) . vz - ( v1 ) . vz
// Display and draw environments, double buffered
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DISPENV disp [ 2 ] ;
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DRAWENV draw [ 2 ] ;
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// OT for BG/FG discrimination
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u_long otdisc [ 2 ] [ OT2LEN ] = { 0 } ;
// Main OT
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u_long ot [ 2 ] [ OTLEN ] = { 0 } ; // Ordering table (contains addresses to primitives)
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char primbuff [ 2 ] [ PRIMBUFFLEN ] = { 0 } ; // Primitive list // That's our prim buffer
//~ int primcnt=0; // Primitive counter
char * nextpri = primbuff [ 0 ] ; // Primitive counter
char db = 0 ; // Current buffer counter
CVECTOR BGc = { 50 , 50 , 75 , 0 } ; // Far color
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VECTOR BKc = { 128 , 128 , 128 , 0 } ; // Back color
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// Local color matrix
//~ static MATRIX cmat = {
//~ /* light source #0, #1, #2, */
//~ ONE, 0, 0, /* R */
//~ 0, ONE, 0, /* G */
//~ 0, 0, ONE, /* B */
//~ };
//~ // local light matrix : Direction and reach of each light source.
//~ // Each light is aligned with the axis, hence direction is in the same coordinate system as the PSX (Y-axis down)
//~ // One == 4096 is reach/intensity of light source
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//~ static MATRIX lgtmat = {
//~ // X Y Z
//~ ONE, 0, 0, // Light 0
//~ 0,0,0, // Light 1
//~ 0,0,0 // Light 2
//~ };
// Light
//~ MATRIX rottrans;
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MATRIX rotlgt ;
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SVECTOR lgtang = { 0 , 0 , 0 } ;
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MATRIX light ;
static int m_cosTable [ 512 ] ; // precalc costable
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static const unsigned int DC_2PI = 2048 ; // this is from here : https://github.com/grumpycoders/Balau/blob/master/tests/test-Handles.cc#L20-L102
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static const unsigned int DC_PI = 1024 ;
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static const unsigned int DC_PI2 = 512 ;
short vs ;
typedef struct {
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int x , xv ; // x: current value += xv : new value
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int y , yv ; // x,y,z, vx, vy, vz are in PSX units (ONE == 4096)
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int z , zv ;
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int pan , panv ;
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int tilt , tiltv ;
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int rol ;
VECTOR pos ;
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SVECTOR rot ;
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SVECTOR dvs ;
MATRIX mat ;
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} CAMERA ;
CAMERA camera = {
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0 , 0 ,
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0 , 0 ,
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0 , 0 ,
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0 , 0 ,
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0 , 0 ,
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0 ,
{ 0 , 0 , 0 } ,
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{ 0 , 0 , 0 } ,
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{ 0 , 0 , 0 }
} ;
// physics
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long time = 0 ;
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const int gravity = 10 ;
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//Pad
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int pressed = 0 ;
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u_short timer = 0 ;
// Cam stuff
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int camMode = 2 ;
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long timeB = 0 ;
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int lerping = 0 ;
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short curCamAngle = 0 ;
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// Inverted Cam coordinates for Forward Vector calc
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VECTOR InvCamPos = { 0 , 0 , 0 , 0 } ;
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VECTOR fVecActor = { 0 , 0 , 0 , 0 } ;
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u_long triCount = 0 ;
// Prototypes
// Stolen from grumpycoder
// Sin/Cos Table
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void generateTable ( void ) ;
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int ncos ( u_int t ) ;
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int nsin ( u_int t ) ;
// Atan table
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long long patan ( long x , long y ) ;
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// Sqrt
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u_int psqrt ( u_int n ) ;
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// fixed point math
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static inline int32_t dMul ( int32_t a , int32_t b ) ;
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static inline uint32_t lerpU ( uint32_t start , uint32_t dest , unsigned pos ) ;
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static inline int32_t lerpS ( int32_t start , int32_t dest , unsigned pos ) ;
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static inline int32_t lerpD ( int32_t start , int32_t dest , int32_t pos ) ;
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static inline long long lerpL ( long long start , long long dest , long long pos ) ;
// PSX setup
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void init ( void ) ;
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void display ( void ) ;
// Utils
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void LoadTexture ( u_long * tim , TIM_IMAGE * tparam ) ;
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int cliptest3 ( short * v1 ) ;
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int lerp ( int start , int end , int factor ) ; // FIXME : not working as it should
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SVECTOR SVlerp ( SVECTOR start , SVECTOR end , int factor ) ; // FIXME
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VECTOR getVectorTo ( VECTOR actor , VECTOR target ) ;
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int alignAxisToVect ( VECTOR target , short axis , int factor ) ;
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// Drawing
void transformMesh ( MESH * meshes ) ;
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void drawBG ( void ) ;
void drawPoly ( MESH * meshes , long * Flag , int atime ) ;
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// Camera
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void getCameraXZ ( int * x , int * z , int actorX , int actorZ , int angle , int distance ) ;
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void applyCamera ( CAMERA * cam ) ;
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void setCameraPos ( VECTOR pos , SVECTOR rot ) ;
// Physics
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VECTOR getIntCollision ( BODY one , BODY two ) ;
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VECTOR getExtCollision ( BODY one , BODY two ) ;
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void ResolveCollision ( BODY * one , BODY * two ) ;
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VECTOR angularMom ( BODY body ) ; // Not this kind of mom ;)
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void applyAcceleration ( BODY * actor ) ;
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// Pad
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void callback ( ) ;
int main ( ) {
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// FIXME : Poly subdiv
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//~ DIVPOLYGON4 div4 = { 0 };
//~ div4.pih = SCREENXRES;
//~ div4.piv = SCREENYRES;
//~ div4.ndiv = 2;
//~ long OTc = 0;
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//~ DIVPOLYGON3 div3 = { 0 };
//~ div3.pih = SCREENXRES;
//~ div3.piv = SCREENYRES;
//~ div3.ndiv = 1;
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init ( ) ;
generateTable ( ) ;
VSyncCallback ( callback ) ;
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// Load textures
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for ( int k = 0 ; k < sizeof ( meshes ) / sizeof ( TMESH * ) ; k + + ) {
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LoadTexture ( meshes [ k ] - > tim_data , meshes [ k ] - > tim ) ;
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}
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// Load current BG
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if ( camPtr - > tim_data ) {
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LoadTexture ( camPtr - > tim_data , camPtr - > BGtim ) ;
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}
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// Physics
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short physics = 1 ;
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long dt ;
VECTOR col_lvl , col_sphere , col_sphere_act = { 0 } ;
// Cam stuff
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VECTOR posToActor = { 0 , 0 , 0 , 0 } ; // position of camera relative to actor
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VECTOR camAngleToAct = { 0 , 0 , 0 , 0 } ; // rotation angles for the camera to point at actor
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// Sprite system
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VECTOR posToCam = { 0 , 0 , 0 , 0 } ;
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VECTOR objAngleToCam = { 0 , 0 , 0 , 0 } ;
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//~ long objAngleToCam = 0;
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int angle = 0 ; //PSX units = 4096 == 360° = 2Pi
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int dist = 0 ; //PSX units
short timediv = 1 ;
int atime = 0 ;
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// Polycount
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for ( int k = 0 ; k < sizeof ( meshes ) / sizeof ( meshes [ 0 ] ) ; k + + ) {
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triCount + = meshes [ k ] - > tmesh - > len ;
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}
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// Set camera starting pos
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setCameraPos ( camPtr - > campos - > pos , camPtr - > campos - > rot ) ;
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// Main loop
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//~ while (1) {
while ( VSync ( 1 ) ) {
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// Clear the main OT
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ClearOTagR ( otdisc [ db ] , OT2LEN ) ;
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// Clear Secondary OT
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ClearOTagR ( ot [ db ] , OTLEN ) ;
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// timeB = time;
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time + + ;
// atime is used for animations timing
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timediv = 1 ;
if ( time % timediv = = 0 ) {
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atime + + ;
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}
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// Angle between camera and actor
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// using atantable (faster)
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camAngleToAct . vy = ( patan ( - posToActor . vx , - posToActor . vz ) / 16 ) - 3076 ;
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camAngleToAct . vx = patan ( dist , posToActor . vy ) > > 4 ;
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// Sprite system WIP
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//~ posToCam = getVectorTo(*meshPlan.pos, camera.pos);
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//~ posToCam = getVectorTo(camera.pos, *meshPlan.pos);
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posToCam . vx = - camera . pos . vx - modelPlan_pos . vx ;
posToCam . vz = - camera . pos . vz - modelPlan_pos . vz ;
posToCam . vy = - camera . pos . vy - modelPlan_pos . vy ;
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//~ psqrt(posToCam.vx * posToCam.vx + posToCam.vy * posToCam.vy);
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objAngleToCam . vy = patan ( posToCam . vx , posToCam . vz ) ;
objAngleToCam . vx = patan ( posToCam . vx , posToCam . vy ) ;
//~ objAngleToCam.vz = patan( posToCam.vz,posToCam.vy );
//~ objAngleToCam.vx = patan( psqrt(posToCam.vx * posToCam.vx + posToCam.vy * posToCam.vy), posToCam.vy );
//~ meshPlan.rot->vx = -( (objAngleToCam.vx >> 4) - 3076 ) ;
//~ meshPlan.rot->vx = (( (objAngleToCam.vx >> 4) - 3076 ) * ( (objAngleToCam.vz >> 4) - 3076 ) >> 12) * (nsin(posToCam.vz) >> 10 < 0 ? -1 : 1);
//~ meshPlan.rot->vx = ( (objAngleToCam.vx >> 4) - 3076 ) * ( (objAngleToCam.vz >> 4) - 3076 ) >> 12 ;
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meshPlan . rot - > vy = - ( ( objAngleToCam . vy > > 4 ) + 1024 ) ;
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// Actor Forward vector
fVecActor = * actorPtr - > pos ;
fVecActor . vx = actorPtr - > pos - > vx + ( nsin ( actorPtr - > rot - > vy / 2 ) ) ;
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fVecActor . vz = actorPtr - > pos - > vz - ( ncos ( actorPtr - > rot - > vy / 2 ) ) ;
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// Camera modes
if ( camMode ! = 2 ) {
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camera . rot . vy = camAngleToAct . vy ;
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// using csin/ccos, no need for theta
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//~ camera.rot.vy = angle;
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camera . rot . vx = camAngleToAct . vx ;
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}
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if ( camMode < 4 ) {
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lerping = 0 ;
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}
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// Camera follows actor with lerp for rotations
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if ( camMode = = 0 ) {
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dist = 150 ;
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camera . pos . vx = - ( camera . x / ONE ) ;
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//~ camera.pos.vy = -(camera.y/ONE);
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camera . pos . vz = - ( camera . z / ONE ) ;
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//~ InvCamPos.vx = camera.x/ONE;
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//~ InvCamPos.vz = camera.z/ONE;
//~ applyVector(&InvCamPos, -1,-1,-1, *=);
angle = - actorPtr - > rot - > vy / 2 ;
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//~ angle = actorPtr->rot->vy;
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getCameraXZ ( & camera . x , & camera . z , actorPtr - > pos - > vx , actorPtr - > pos - > vz , angle , dist ) ;
// FIXME! camera lerping to pos
//~ angle += lerp(camera.rot.vy, -actorPtr->rot->vy, 128);
//~ angle = lerpD(camera.rot.vy << 12, actorPtr->rot->vy << 12, 1024 << 12) >> 12;
}
// Camera rotates continuously around actor
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if ( camMode = = 1 ) {
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dist = 150 ;
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camera . pos . vx = - ( camera . x / ONE ) ;
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//~ camera.pos.vy = -(camera.y/ONE);
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camera . pos . vz = - ( camera . z / ONE ) ;
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//~ fVecActor = *actorPtr->pos;
//~ fVecActor.vx = actorPtr->pos->vx + (nsin(actorPtr->rot->vy));
//~ fVecActor.vz = actorPtr->pos->vz - (ncos(actorPtr->rot->vy));
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getCameraXZ ( & camera . x , & camera . z , actorPtr - > pos - > vx , actorPtr - > pos - > vz , angle , dist ) ;
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angle + = 10 ;
}
// Fixed Camera with actor tracking
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if ( camMode = = 3 ) {
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// Using precalc sqrt
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dist = psqrt ( ( posToActor . vx * posToActor . vx ) + ( posToActor . vz * posToActor . vz ) ) ;
camera . pos . vx = 190 ;
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camera . pos . vz = 100 ;
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camera . pos . vy = 180 ;
}
// Fixed Camera angle
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if ( camMode = = 2 ) {
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//~ if (camPtr->tim_data){
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//~ drawBG();
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//~ }
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setCameraPos ( camPtr - > campos - > pos , camPtr - > campos - > rot ) ;
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}
// Flyby mode with LERP from camStart to camEnd
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if ( camMode = = 4 ) {
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// If key pos exist for camera
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if ( camPath . len ) {
// Lerping sequence has not begun
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if ( ! lerping ) {
// Set cam start position ( first key pos )
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camera . pos . vx = camPath . points [ camPath . cursor ] . vx ;
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camera . pos . vy = camPath . points [ camPath . cursor ] . vy ;
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camera . pos . vz = camPath . points [ camPath . cursor ] . vz ;
// Lerping sequence is starting
lerping = 1 ;
// Set cam pos index to 0
camPath . pos = 0 ;
}
// Pre calculated sqrt ( see psqrt() )
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dist = psqrt ( ( posToActor . vx * posToActor . vx ) + ( posToActor . vz * posToActor . vz ) ) ;
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// Fixed point precision 2^12 == 4096
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int precision = 12 ;
camera . pos . vx = lerpD ( camPath . points [ camPath . cursor ] . vx < < precision , camPath . points [ camPath . cursor + 1 ] . vx < < precision , camPath . pos < < precision ) > > precision ;
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camera . pos . vy = lerpD ( camPath . points [ camPath . cursor ] . vy < < precision , camPath . points [ camPath . cursor + 1 ] . vy < < precision , camPath . pos < < precision ) > > precision ;
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camera . pos . vz = lerpD ( camPath . points [ camPath . cursor ] . vz < < precision , camPath . points [ camPath . cursor + 1 ] . vz < < precision , camPath . pos < < precision ) > > precision ;
//~ FntPrint("Cam %d, %d\n", (int32_t)camPath.points[camPath.cursor].vx, camPath.points[camPath.cursor+1].vx);
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//~ FntPrint("Cam %d, %d, %d\n", camera.pos.vx, camera.pos.vy, camera.pos.vz);
//~ FntPrint("Theta y: %d x: %d\n", theta.vy, theta.vx);
//~ FntPrint("Pos: %d Cur: %d\nTheta y: %d x: %d\n", camPath.pos, camPath.cursor, theta.vy, theta.vx);
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// Linearly increment the lerp factor
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camPath . pos + = 20 ;
// If camera has reached next key pos, reset pos index, move cursor to next key pos
if ( camPath . pos > ( 1 < < precision ) ) {
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camPath . pos = 0 ;
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camPath . cursor + + ;
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}
// Last key pos is reached, reset cursor to first key pos, lerping sequence is over
if ( camPath . cursor = = camPath . len - 1 ) {
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lerping = 0 ;
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camPath . cursor = 0 ;
}
} else {
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// if no key pos exists, switch to next camMode
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camMode + + ; }
}
// Camera "on a rail" - cam is tracking actor, and moving with constraints on all axis
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if ( camMode = = 5 ) {
// track actor. If theta (actor/cam rotation angle) is above or below an arbitrary angle,
// move cam so that the angle doesn't increase/decrease anymore.
if ( camPath . len ) {
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// Lerping sequence has not begun
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if ( ! lerping ) {
// Set cam start position ( first key pos )
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camera . pos . vx = camPath . points [ camPath . cursor ] . vx ;
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camera . pos . vy = camPath . points [ camPath . cursor ] . vy ;
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camera . pos . vz = camPath . points [ camPath . cursor ] . vz ;
// Lerping sequence is starting
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lerping = 1 ;
// Set cam pos index to 0
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camPath . pos = 0 ;
}
// Pre calculated sqrt ( see psqrt() )
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dist = psqrt ( ( posToActor . vx * posToActor . vx ) + ( posToActor . vz * posToActor . vz ) ) ;
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// Fixed point precision 2^12 == 4096
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short precision = 12 ;
camera . pos . vx = lerpD ( camPath . points [ camPath . cursor ] . vx < < precision , camPath . points [ camPath . cursor + 1 ] . vx < < precision , camPath . pos < < precision ) > > precision ;
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camera . pos . vy = lerpD ( camPath . points [ camPath . cursor ] . vy < < precision , camPath . points [ camPath . cursor + 1 ] . vy < < precision , camPath . pos < < precision ) > > precision ;
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camera . pos . vz = lerpD ( camPath . points [ camPath . cursor ] . vz < < precision , camPath . points [ camPath . cursor + 1 ] . vz < < precision , camPath . pos < < precision ) > > precision ;
//~ FntPrint("Cam %d, %d\n", (int32_t)camPath.points[camPath.cursor].vx, camPath.points[camPath.cursor+1].vx);
//~ FntPrint("Cam %d, %d, %d\n", camera.pos.vx, camera.pos.vy, camera.pos.vz);
//~ FntPrint("Pos: %d Cur: %d\nTheta y: %d x: %d\n", camPath.pos, camPath.cursor, theta.vy, theta.vx);
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FntPrint ( " %d " , camAngleToAct . vy ) ;
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if ( camAngleToAct . vy < - 50 ) {
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camPath . pos + = 40 ;
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}
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if ( camAngleToAct . vy > 50 ) {
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camPath . pos - = 40 ;
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}
// If camera has reached next key pos, reset pos index, move cursor to next key pos
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if ( camPath . pos > ( 1 < < precision ) ) {
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camPath . pos = 0 ;
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camPath . cursor + + ;
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//~ camPath.dir = 1;
}
if ( camPath . pos < - 100 ) {
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camPath . pos = 1 < < precision ;
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camPath . cursor - - ;
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//~ camPath.dir *= -1;
}
// Last key pos is reached, reset cursor to first key pos, lerping sequence is over
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if ( camPath . cursor = = camPath . len - 1 | | camPath . cursor < 0 ) {
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lerping = 0 ;
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camPath . cursor = 0 ;
}
} else {
// if no key pos exists, switch to next camMode
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camMode + + ;
}
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}
//~ dt = time/180+1 - time/180;
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// Spatial partitioning
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for ( int msh = 0 ; msh < curNode - > siblings - > index ; msh + + ) {
// Actor
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if ( ! getIntCollision ( * actorPtr - > body , * curNode - > siblings - > list [ msh ] - > plane - > body ) . vx & &
! getIntCollision ( * actorPtr - > body , * curNode - > siblings - > list [ msh ] - > plane - > body ) . vz )
{
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if ( curNode ! = curNode - > siblings - > list [ msh ] ) {
curNode = curNode - > siblings - > list [ msh ] ;
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levelPtr = curNode - > plane ;
}
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}
// Moveable prop
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if ( ! getIntCollision ( * propPtr - > body , * curNode - > siblings - > list [ msh ] - > plane - > body ) . vx & &
! getIntCollision ( * propPtr - > body , * curNode - > siblings - > list [ msh ] - > plane - > body ) . vz ) {
if ( propPtr - > node ! = curNode - > siblings - > list [ msh ] ) {
propPtr - > node = curNode - > siblings - > list [ msh ] ;
}
} else if ( ! getIntCollision ( * propPtr - > body , * curNode - > plane - > body ) . vx & &
! getIntCollision ( * propPtr - > body , * curNode - > plane - > body ) . vz ) {
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propPtr - > node = curNode ;
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}
}
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// Physics
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if ( physics ) {
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// if(time%1 == 0){
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for ( int k = 0 ; k < sizeof ( meshes ) / sizeof ( meshes [ 0 ] ) ; k + + ) {
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//~ for ( int k = 0; k < curNode->objects->index ; k ++){
if ( ( * meshes [ k ] - > isRigidBody = = 1 ) ) {
//~ if ( ( *curNode->rigidbodies->list[k]->isRigidBody == 1 ) ) {
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//~ applyAcceleration(curNode->rigidbodies->list[k]->body);
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applyAcceleration ( meshes [ k ] - > body ) ;
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// Get col with level ( modelgnd_body )
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col_lvl = getIntCollision ( * meshes [ k ] - > body , * levelPtr - > body ) ;
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//~ col_lvl = getIntCollision( *actorPtr->body , *curNode->plane->body );
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//~ for (int plane = 0; plane < curNode->siblings->index; plane++) {
//~ col_sphere = getIntCollision( *propPtr->body, *curNode->siblings->list[ plane ]->plane->body);
//~ }
col_sphere = getIntCollision ( * propPtr - > body , * propPtr - > node - > plane - > body ) ;
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//~ col_sphere = getIntCollision( *propPtr->body, *levelPtr->body );
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col_sphere_act = getExtCollision ( * actorPtr - > body , * propPtr - > body ) ;
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//~ // If !col, keep moving
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//~ if ( !col_lvl.vx ){ curNode->rigidbodies->list[k]->pos->vx = curNode->rigidbodies->list[k]->body->position.vx; }
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//~ if ( !col_lvl.vy ){ curNode->rigidbodies->list[k]->pos->vy = curNode->rigidbodies->list[k]->body->position.vy; };//meshes[k]->body->gForce.vy = 0;} // FIXME : Why the 15px offset ?
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//~ if ( !col_lvl.vz ){ curNode->rigidbodies->list[k]->pos->vz = curNode->rigidbodies->list[k]->body->position.vz; }
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//~ // If no col with ground, fall off
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if ( col_lvl . vy ) {
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if ( ! col_lvl . vx & & ! col_lvl . vz ) { actorPtr - > body - > position . vy = actorPtr - > body - > min . vy ; }
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}
if ( col_sphere . vy ) {
if ( ! col_sphere . vx & & ! col_sphere . vz ) { propPtr - > body - > position . vy = propPtr - > body - > min . vy ; }
}
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if ( col_sphere_act . vx & & col_sphere_act . vz ) {
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propPtr - > body - > velocity . vx + = actorPtr - > body - > velocity . vx ; // * ONE / propPtr->body->restitution ;
propPtr - > body - > velocity . vz + = actorPtr - > body - > velocity . vz ; // * ONE / propPtr->body->restitution ;
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if ( propPtr - > body - > velocity . vx ) {
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VECTOR L = angularMom ( * propPtr - > body ) ;
propPtr - > rot - > vz - = L . vx ;
}
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if ( propPtr - > body - > velocity . vz ) {
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VECTOR L = angularMom ( * propPtr - > body ) ;
propPtr - > rot - > vx - = L . vz ;
}
}
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//~ if (!col_sphere_act.vx){
//~ propPtr->body->velocity.vx = 0;
//~ }
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meshes [ k ] - > pos - > vx = meshes [ k ] - > body - > position . vx ;
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meshes [ k ] - > pos - > vy = meshes [ k ] - > body - > position . vy ;
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meshes [ k ] - > pos - > vz = meshes [ k ] - > body - > position . vz ;
}
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meshes [ k ] - > body - > velocity . vy = 0 ;
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meshes [ k ] - > body - > velocity . vx = 0 ;
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meshes [ k ] - > body - > velocity . vz = 0 ;
//~ curNode->rigidbodies->list[k]->body->velocity.vx = curNode->rigidbodies->list[k]->body->velocity.vz = 0;
//~ FntPrint("V:%d ", curNode->rigidbodies->list[k]->body->velocity.vy);
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}
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// }
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}
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// Camera setup
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// position of cam relative to actor
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posToActor . vx = actorPtr - > pos - > vx + camera . pos . vx ;
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posToActor . vz = actorPtr - > pos - > vz + camera . pos . vz ;
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posToActor . vy = actorPtr - > pos - > vy + camera . pos . vy ;
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// Polygon drawing
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static long Flag ;
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if ( ( camMode = = 2 ) & & ( camPtr - > tim_data ) ) {
//~ if (camPtr->tim_data){
drawBG ( ) ;
//~ // Loop on camAngles
//~ for ( int angle = 0 ; angle < sizeof(camAngles)/sizeof(camAngles[0]) - 1 ; angle++ ) {
for ( int mesh = 0 ; mesh < camAngles [ curCamAngle ] - > index ; mesh + + ) {
transformMesh ( camAngles [ curCamAngle ] - > objects [ mesh ] ) ;
drawPoly ( camAngles [ curCamAngle ] - > objects [ mesh ] , & Flag , atime ) ;
}
//~ }
//~ }
}
else {
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//~ long t = 0;
// Draw current node's plane
drawPoly ( curNode - > plane , & Flag , atime ) ;
// Draw surrounding planes
for ( int sibling = 0 ; sibling < curNode - > siblings - > index ; sibling + + ) {
drawPoly ( curNode - > siblings - > list [ sibling ] - > plane , & Flag , atime ) ;
}
// Draw adjacent planes's children
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for ( int sibling = 0 ; sibling < curNode - > siblings - > index ; sibling + + ) {
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for ( int object = 0 ; object < curNode - > siblings - > list [ sibling ] - > objects - > index ; object + + ) {
long t = 0 ;
transformMesh ( curNode - > siblings - > list [ sibling ] - > objects - > list [ object ] ) ;
drawPoly ( curNode - > siblings - > list [ sibling ] - > objects - > list [ object ] , & Flag , atime ) ;
}
}
// Draw current plane children
for ( int object = 0 ; object < curNode - > objects - > index ; object + + ) {
transformMesh ( curNode - > objects - > list [ object ] ) ;
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drawPoly ( curNode - > objects - > list [ object ] , & Flag , atime ) ;
}
// Draw rigidbodies
for ( int object = 0 ; object < curNode - > rigidbodies - > index ; object + + ) {
transformMesh ( curNode - > rigidbodies - > list [ object ] ) ;
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drawPoly ( curNode - > rigidbodies - > list [ object ] , & Flag , atime ) ;
}
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}
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// Find and apply light rotation matrix
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RotMatrix ( & lgtang , & rotlgt ) ;
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MulMatrix0 ( & lgtmat , & rotlgt , & light ) ;
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SetLightMatrix ( & light ) ;
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// Set camera
applyCamera ( & camera ) ;
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// Add secondary OT to main OT
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AddPrims ( otdisc [ db ] , ot [ db ] + OTLEN - 1 , ot [ db ] ) ;
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//~ FntPrint("CurNode : %x\nIndex: %d", curNode, curNode->siblings->index);
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FntPrint ( " Time : %d dt :%d \n " , VSync ( - 1 ) / 60 , dt ) ;
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FntFlush ( - 1 ) ;
display ( ) ;
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//~ frame = VSync(-1);
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}
return 0 ;
}
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void init ( ) {
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ResetCallback ( ) ;
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// Reset the GPU before doing anything and the controller
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ResetGraph ( 0 ) ;
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PadInit ( 0 ) ;
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// Initialize and setup the GTE
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InitGeom ( ) ;
SetGeomOffset ( CENTERX , CENTERY ) ; // x, y offset
SetGeomScreen ( FOV ) ; // Distance between eye and screen - Camera FOV
// Set the display and draw environments
SetDefDispEnv ( & disp [ 0 ] , 0 , 0 , SCREENXRES , SCREENYRES ) ;
SetDefDispEnv ( & disp [ 1 ] , 0 , SCREENYRES , SCREENXRES , SCREENYRES ) ;
SetDefDrawEnv ( & draw [ 0 ] , 0 , SCREENYRES , SCREENXRES , SCREENYRES ) ;
SetDefDrawEnv ( & draw [ 1 ] , 0 , 0 , SCREENXRES , SCREENYRES ) ;
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// If PAL
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if ( VMODE ) {
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SetVideoMode ( MODE_PAL ) ;
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disp [ 0 ] . screen . y + = 8 ;
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disp [ 1 ] . screen . y + = 8 ;
}
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// Set Draw area color
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setRGB0 ( & draw [ 0 ] , BGc . r , BGc . g , BGc . b ) ;
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setRGB0 ( & draw [ 1 ] , BGc . r , BGc . g , BGc . b ) ;
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// Set Draw area clear flag
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draw [ 0 ] . isbg = 1 ;
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draw [ 1 ] . isbg = 1 ;
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// Set the disp and draw env
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PutDispEnv ( & disp [ db ] ) ;
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PutDrawEnv ( & draw [ db ] ) ;
// Init font system
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FntLoad ( FNT_POS_X , FNT_POS_Y ) ;
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FntOpen ( 16 , 180 , 240 , 96 , 0 , 512 ) ;
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// Lighting setup
SetColorMatrix ( & cmat ) ;
SetBackColor ( BKc . vx , BKc . vy , BKc . vz ) ;
SetFarColor ( BGc . r , BGc . g , BGc . b ) ;
SetFogNearFar ( 1200 , 1600 , SCREENXRES ) ;
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} ;
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void display ( void ) {
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//~ DrawSync(0);
vs = VSync ( 2 ) ; // Using VSync 2 insures constant framerate. 0 makes the fr polycount dependant.
ResetGraph ( 1 ) ;
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PutDispEnv ( & disp [ db ] ) ;
PutDrawEnv ( & draw [ db ] ) ;
SetDispMask ( 1 ) ;
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// Main OT
DrawOTag ( otdisc [ db ] + OT2LEN - 1 ) ;
// Secondary OT
//~ DrawOTag(ot[db] + OTLEN - 1);
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db = ! db ;
nextpri = primbuff [ db ] ;
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} ;
void LoadTexture ( u_long * tim , TIM_IMAGE * tparam ) { // This part is from Lameguy64's tutorial series : lameguy64.net/svn/pstutorials/chapter1/3-textures.html login/pw: annoyingmous
OpenTIM ( tim ) ; // Open the tim binary data, feed it the address of the data in memory
ReadTIM ( tparam ) ; // This read the header of the TIM data and sets the corresponding members of the TIM_IMAGE structure
LoadImage ( tparam - > prect , tparam - > paddr ) ; // Transfer the data from memory to VRAM at position prect.x, prect.y
DrawSync ( 0 ) ; // Wait for the drawing to end
if ( tparam - > mode & 0x8 ) { // check 4th bit // If 4th bit == 1, TIM has a CLUT
LoadImage ( tparam - > crect , tparam - > caddr ) ; // Load it to VRAM at position crect.x, crect.y
DrawSync ( 0 ) ; // Wait for drawing to end
}
} ;
void transformMesh ( MESH * mesh ) {
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//~ if (*mesh->isRigidBody || *mesh->isStaticBody){
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// Apply rotation matrix
RotMatrix_gte ( mesh - > rot , mesh - > mat ) ;
// Apply translation matrix
TransMatrix ( mesh - > mat , mesh - > pos ) ;
// Compose matrix with cam
CompMatrix ( & camera . mat , mesh - > mat , mesh - > mat ) ;
// Set default rotation and translation matrices
SetRotMatrix ( mesh - > mat ) ;
SetTransMatrix ( mesh - > mat ) ;
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//~ }
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} ;
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// Drawing
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void drawPoly ( MESH * mesh , long * Flag , int atime ) {
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long nclip , t = 0 ;
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// mesh is POLY_GT3 ( triangle )
if ( mesh - > index [ t ] . code = = 4 ) {
POLY_GT3 * poly ;
// len member == # vertices, but here it's # of triangle... So, for each tri * 3 vertices ...
for ( int i = 0 ; i < ( mesh - > tmesh - > len * 3 ) ; i + = 3 ) {
// If mesh is not part of precalculated background, draw them, else, discard
if ( ! ( * mesh - > isBG ) | | camMode ! = 2 ) {
poly = ( POLY_GT3 * ) nextpri ;
// If Vertex Anim flag is set, use it
if ( * mesh - > isAnim ) {
// If interpolation flag is set, use it
if ( mesh - > anim - > interpolate ) {
// Ping pong
//~ //if (mesh->anim->cursor > 4096 || mesh->anim->cursor < 0){
//~ // mesh->anim->dir *= -1;
//~ //}
// Fixed point math precision
short precision = 12 ;
// Find next keyframe
if ( mesh - > anim - > cursor > ( 1 < < precision ) ) {
// There are still keyframes to interpolate between
if ( mesh - > anim - > lerpCursor < mesh - > anim - > nframes - 1 ) {
mesh - > anim - > lerpCursor + + ;
mesh - > anim - > cursor = 0 ;
}
// We've reached last frame, go back to first frame
if ( mesh - > anim - > lerpCursor = = mesh - > anim - > nframes - 1 ) {
mesh - > anim - > lerpCursor = 0 ;
mesh - > anim - > cursor = 0 ;
}
}
// Let's lerp between keyframes
// Vertex 1
mesh - > tmesh - > v [ mesh - > index [ t ] . order . vx ] . vx = lerpD ( mesh - > anim - > data [ mesh - > anim - > lerpCursor * mesh - > anim - > nvert + mesh - > index [ t ] . order . vx ] . vx < < precision , mesh - > anim - > data [ ( mesh - > anim - > lerpCursor + 1 ) * mesh - > anim - > nvert + mesh - > index [ t ] . order . vx ] . vx < < precision , mesh - > anim - > cursor < < precision ) > > precision ;
mesh - > tmesh - > v [ mesh - > index [ t ] . order . vx ] . vz = lerpD ( mesh - > anim - > data [ mesh - > anim - > lerpCursor * mesh - > anim - > nvert + mesh - > index [ t ] . order . vx ] . vz < < precision , mesh - > anim - > data [ ( mesh - > anim - > lerpCursor + 1 ) * mesh - > anim - > nvert + mesh - > index [ t ] . order . vx ] . vz < < precision , mesh - > anim - > cursor < < precision ) > > precision ;
mesh - > tmesh - > v [ mesh - > index [ t ] . order . vx ] . vy = lerpD ( mesh - > anim - > data [ mesh - > anim - > lerpCursor * mesh - > anim - > nvert + mesh - > index [ t ] . order . vx ] . vy < < precision , mesh - > anim - > data [ ( mesh - > anim - > lerpCursor + 1 ) * mesh - > anim - > nvert + mesh - > index [ t ] . order . vx ] . vy < < precision , mesh - > anim - > cursor < < precision ) > > precision ;
// Vertex 2
mesh - > tmesh - > v [ mesh - > index [ t ] . order . vz ] . vx = lerpD ( mesh - > anim - > data [ mesh - > anim - > lerpCursor * mesh - > anim - > nvert + mesh - > index [ t ] . order . vz ] . vx < < precision , mesh - > anim - > data [ ( mesh - > anim - > lerpCursor + 1 ) * mesh - > anim - > nvert + mesh - > index [ t ] . order . vz ] . vx < < precision , mesh - > anim - > cursor < < precision ) > > precision ;
mesh - > tmesh - > v [ mesh - > index [ t ] . order . vz ] . vz = lerpD ( mesh - > anim - > data [ mesh - > anim - > lerpCursor * mesh - > anim - > nvert + mesh - > index [ t ] . order . vz ] . vz < < precision , mesh - > anim - > data [ ( mesh - > anim - > lerpCursor + 1 ) * mesh - > anim - > nvert + mesh - > index [ t ] . order . vz ] . vz < < precision , mesh - > anim - > cursor < < precision ) > > precision ;
mesh - > tmesh - > v [ mesh - > index [ t ] . order . vz ] . vy = lerpD ( mesh - > anim - > data [ mesh - > anim - > lerpCursor * mesh - > anim - > nvert + mesh - > index [ t ] . order . vz ] . vy < < precision , mesh - > anim - > data [ ( mesh - > anim - > lerpCursor + 1 ) * mesh - > anim - > nvert + mesh - > index [ t ] . order . vz ] . vy < < precision , mesh - > anim - > cursor < < precision ) > > precision ;
// Vertex 3
mesh - > tmesh - > v [ mesh - > index [ t ] . order . vy ] . vx = lerpD ( mesh - > anim - > data [ mesh - > anim - > lerpCursor * mesh - > anim - > nvert + mesh - > index [ t ] . order . vy ] . vx < < precision , mesh - > anim - > data [ ( mesh - > anim - > lerpCursor + 1 ) * mesh - > anim - > nvert + mesh - > index [ t ] . order . vy ] . vx < < precision , mesh - > anim - > cursor < < precision ) > > precision ;
mesh - > tmesh - > v [ mesh - > index [ t ] . order . vy ] . vz = lerpD ( mesh - > anim - > data [ mesh - > anim - > lerpCursor * mesh - > anim - > nvert + mesh - > index [ t ] . order . vy ] . vz < < precision , mesh - > anim - > data [ ( mesh - > anim - > lerpCursor + 1 ) * mesh - > anim - > nvert + mesh - > index [ t ] . order . vy ] . vz < < precision , mesh - > anim - > cursor < < precision ) > > precision ;
mesh - > tmesh - > v [ mesh - > index [ t ] . order . vy ] . vy = lerpD ( mesh - > anim - > data [ mesh - > anim - > lerpCursor * mesh - > anim - > nvert + mesh - > index [ t ] . order . vy ] . vy < < precision , mesh - > anim - > data [ ( mesh - > anim - > lerpCursor + 1 ) * mesh - > anim - > nvert + mesh - > index [ t ] . order . vy ] . vy < < precision , mesh - > anim - > cursor < < precision ) > > precision ;
mesh - > anim - > cursor + = 2 * mesh - > anim - > dir ;
// Coord transformation from world space to screen space
nclip = RotAverageNclip3 (
& mesh - > tmesh - > v [ mesh - > index [ t ] . order . vx ] ,
& mesh - > tmesh - > v [ mesh - > index [ t ] . order . vz ] ,
& mesh - > tmesh - > v [ mesh - > index [ t ] . order . vy ] ,
( long * ) & poly - > x0 , ( long * ) & poly - > x1 , ( long * ) & poly - > x2 ,
mesh - > p ,
mesh - > OTz ,
Flag
) ;
} else {
// No interpolation
// Use the pre-calculated vertices coordinates from the animation data
nclip = RotAverageNclip3 (
& mesh - > anim - > data [ atime % mesh - > anim - > nframes * mesh - > anim - > nvert + mesh - > index [ t ] . order . vx ] ,
& mesh - > anim - > data [ atime % mesh - > anim - > nframes * mesh - > anim - > nvert + mesh - > index [ t ] . order . vz ] ,
& mesh - > anim - > data [ atime % mesh - > anim - > nframes * mesh - > anim - > nvert + mesh - > index [ t ] . order . vy ] ,
( long * ) & poly - > x0 , ( long * ) & poly - > x1 , ( long * ) & poly - > x2 ,
mesh - > p ,
mesh - > OTz ,
Flag
) ;
}
} else {
// No animation
// Use model's regular vertex coordinates
nclip = RotAverageNclip3 (
& mesh - > tmesh - > v [ mesh - > index [ t ] . order . vx ] ,
& mesh - > tmesh - > v [ mesh - > index [ t ] . order . vz ] ,
& mesh - > tmesh - > v [ mesh - > index [ t ] . order . vy ] ,
( long * ) & poly - > x0 , ( long * ) & poly - > x1 , ( long * ) & poly - > x2 ,
mesh - > p ,
mesh - > OTz ,
Flag
) ;
}
// Do not draw invisible meshes
if ( nclip > 0 & & * mesh - > OTz > 0 & & ( * mesh - > p < 4096 ) ) {
SetPolyGT3 ( poly ) ;
// If isPrism flag is set, use it
if ( * mesh - > isPrism ) {
// Transparency effect :
// Use current DRAWENV clip as TPAGE instead of regular textures
( ( POLY_GT3 * ) poly ) - > tpage = getTPage ( mesh - > tim - > mode & 0x3 , 0 ,
draw [ db ] . clip . x ,
draw [ db ] . clip . y
) ;
// Use projected coordinates (results from RotAverage...) as UV coords and clamp them to 0-255,0-224
setUV3 ( poly , ( poly - > x0 < 0 ? 0 : poly - > x0 > 255 ? 255 : poly - > x0 ) ,
( poly - > y0 < 0 ? 0 : poly - > y0 > 224 ? 224 : poly - > y0 ) ,
( poly - > x1 < 0 ? 0 : poly - > x1 > 255 ? 255 : poly - > x1 ) ,
( poly - > y1 < 0 ? 0 : poly - > y1 > 224 ? 224 : poly - > y1 ) ,
( poly - > x2 < 0 ? 0 : poly - > x2 > 255 ? 255 : poly - > x2 ) ,
( poly - > y2 < 0 ? 0 : poly - > y2 > 224 ? 224 : poly - > y2 )
) ;
} else {
// No transparency effect
// Use regular TPAGE
( ( POLY_GT3 * ) poly ) - > tpage = getTPage ( mesh - > tim - > mode & 0x3 , 0 ,
mesh - > tim - > prect - > x ,
mesh - > tim - > prect - > y
) ;
setUV3 ( poly , mesh - > tmesh - > u [ i ] . vx , mesh - > tmesh - > u [ i ] . vy + mesh - > tim - > prect - > y ,
mesh - > tmesh - > u [ i + 2 ] . vx , mesh - > tmesh - > u [ i + 2 ] . vy + mesh - > tim - > prect - > y ,
mesh - > tmesh - > u [ i + 1 ] . vx , mesh - > tmesh - > u [ i + 1 ] . vy + mesh - > tim - > prect - > y ) ;
}
// CLUT setup
// If tim mode == 0 | 1 (4bits/8bits image), set CLUT coordinates
if ( ( mesh - > tim - > mode & 0x3 ) < 2 ) {
setClut ( poly ,
mesh - > tim - > crect - > x ,
mesh - > tim - > crect - > y ) ;
}
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if ( * mesh - > isSprite ) {
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SetShadeTex ( poly , 1 ) ;
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}
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// Defaults depth color to neutral grey
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CVECTOR outCol = { 128 , 128 , 128 , 0 } ;
CVECTOR outCol1 = { 128 , 128 , 128 , 0 } ;
CVECTOR outCol2 = { 128 , 128 , 128 , 0 } ;
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NormalColorDpq ( & mesh - > tmesh - > n [ mesh - > index [ t ] . order . vx ] , & mesh - > tmesh - > c [ mesh - > index [ t ] . order . vx ] , * mesh - > p , & outCol ) ;
NormalColorDpq ( & mesh - > tmesh - > n [ mesh - > index [ t ] . order . vz ] , & mesh - > tmesh - > c [ mesh - > index [ t ] . order . vz ] , * mesh - > p , & outCol1 ) ;
NormalColorDpq ( & mesh - > tmesh - > n [ mesh - > index [ t ] . order . vy ] , & mesh - > tmesh - > c [ mesh - > index [ t ] . order . vy ] , * mesh - > p , & outCol2 ) ;
// If transparent effect is in use, inhibate shadows
if ( * mesh - > isPrism ) {
// Use un-interpolated (i.e: no light, no fog) colors
setRGB0 ( poly , mesh - > tmesh - > c [ i ] . r , mesh - > tmesh - > c [ i ] . g , mesh - > tmesh - > c [ i ] . b ) ;
setRGB1 ( poly , mesh - > tmesh - > c [ i + 1 ] . r , mesh - > tmesh - > c [ i + 1 ] . g , mesh - > tmesh - > c [ i + 1 ] . b ) ;
setRGB2 ( poly , mesh - > tmesh - > c [ i + 2 ] . r , mesh - > tmesh - > c [ i + 2 ] . g , mesh - > tmesh - > c [ i + 2 ] . b ) ;
} else {
setRGB0 ( poly , outCol . r , outCol . g , outCol . b ) ;
setRGB1 ( poly , outCol1 . r , outCol1 . g , outCol1 . b ) ;
setRGB2 ( poly , outCol2 . r , outCol2 . g , outCol2 . b ) ;
}
if ( ( * mesh - > OTz > 0 ) & & ( * mesh - > OTz < OTLEN ) & & ( * mesh - > p < 4096 ) ) {
AddPrim ( & ot [ db ] [ * mesh - > OTz - 2 ] , poly ) ;
}
nextpri + = sizeof ( POLY_GT3 ) ;
}
t + = 1 ;
}
}
}
// If mesh is quad
if ( mesh - > index [ t ] . code = = 8 ) {
POLY_GT4 * poly4 ;
for ( int i = 0 ; i < ( mesh - > tmesh - > len * 4 ) ; i + = 4 ) {
// if mesh is not part of BG, draw them, else, discard
if ( ! ( * mesh - > isBG ) | | camMode ! = 2 ) {
poly4 = ( POLY_GT4 * ) nextpri ;
// Vertex Anim
if ( * mesh - > isAnim ) {
// with interpolation
if ( mesh - > anim - > interpolate ) {
// ping pong
//~ if (mesh->anim->cursor > 4096 || mesh->anim->cursor < 0){
//~ mesh->anim->dir *= -1;
//~ }
short precision = 12 ;
if ( mesh - > anim - > cursor > 1 < < precision ) {
if ( mesh - > anim - > lerpCursor < mesh - > anim - > nframes - 1 ) {
mesh - > anim - > lerpCursor + + ;
mesh - > anim - > cursor = 0 ;
}
if ( mesh - > anim - > lerpCursor = = mesh - > anim - > nframes - 1 ) {
mesh - > anim - > lerpCursor = 0 ;
mesh - > anim - > cursor = 0 ;
}
}
// Vertex 1
mesh - > tmesh - > v [ mesh - > index [ t ] . order . vx ] . vx = lerpD ( mesh - > anim - > data [ mesh - > anim - > lerpCursor * mesh - > anim - > nvert + mesh - > index [ t ] . order . vx ] . vx < < 12 , mesh - > anim - > data [ ( mesh - > anim - > lerpCursor + 1 ) * mesh - > anim - > nvert + mesh - > index [ t ] . order . vx ] . vx < < 12 , mesh - > anim - > cursor < < 12 ) > > 12 ;
mesh - > tmesh - > v [ mesh - > index [ t ] . order . vx ] . vz = lerpD ( mesh - > anim - > data [ mesh - > anim - > lerpCursor * mesh - > anim - > nvert + mesh - > index [ t ] . order . vx ] . vz < < 12 , mesh - > anim - > data [ ( mesh - > anim - > lerpCursor + 1 ) * mesh - > anim - > nvert + mesh - > index [ t ] . order . vx ] . vz < < 12 , mesh - > anim - > cursor < < 12 ) > > 12 ;
mesh - > tmesh - > v [ mesh - > index [ t ] . order . vx ] . vy = lerpD ( mesh - > anim - > data [ mesh - > anim - > lerpCursor * mesh - > anim - > nvert + mesh - > index [ t ] . order . vx ] . vy < < 12 , mesh - > anim - > data [ ( mesh - > anim - > lerpCursor + 1 ) * mesh - > anim - > nvert + mesh - > index [ t ] . order . vx ] . vy < < 12 , mesh - > anim - > cursor < < 12 ) > > 12 ;
// Vertex 2
mesh - > tmesh - > v [ mesh - > index [ t ] . order . vz ] . vx = lerpD ( mesh - > anim - > data [ mesh - > anim - > lerpCursor * mesh - > anim - > nvert + mesh - > index [ t ] . order . vz ] . vx < < 12 , mesh - > anim - > data [ ( mesh - > anim - > lerpCursor + 1 ) * mesh - > anim - > nvert + mesh - > index [ t ] . order . vz ] . vx < < 12 , mesh - > anim - > cursor < < 12 ) > > 12 ;
mesh - > tmesh - > v [ mesh - > index [ t ] . order . vz ] . vz = lerpD ( mesh - > anim - > data [ mesh - > anim - > lerpCursor * mesh - > anim - > nvert + mesh - > index [ t ] . order . vz ] . vz < < 12 , mesh - > anim - > data [ ( mesh - > anim - > lerpCursor + 1 ) * mesh - > anim - > nvert + mesh - > index [ t ] . order . vz ] . vz < < 12 , mesh - > anim - > cursor < < 12 ) > > 12 ;
mesh - > tmesh - > v [ mesh - > index [ t ] . order . vz ] . vy = lerpD ( mesh - > anim - > data [ mesh - > anim - > lerpCursor * mesh - > anim - > nvert + mesh - > index [ t ] . order . vz ] . vy < < 12 , mesh - > anim - > data [ ( mesh - > anim - > lerpCursor + 1 ) * mesh - > anim - > nvert + mesh - > index [ t ] . order . vz ] . vy < < 12 , mesh - > anim - > cursor < < 12 ) > > 12 ;
// Vertex 3
mesh - > tmesh - > v [ mesh - > index [ t ] . order . vy ] . vx = lerpD ( mesh - > anim - > data [ mesh - > anim - > lerpCursor * mesh - > anim - > nvert + mesh - > index [ t ] . order . vy ] . vx < < 12 , mesh - > anim - > data [ ( mesh - > anim - > lerpCursor + 1 ) * mesh - > anim - > nvert + mesh - > index [ t ] . order . vy ] . vx < < 12 , mesh - > anim - > cursor < < 12 ) > > 12 ;
mesh - > tmesh - > v [ mesh - > index [ t ] . order . vy ] . vz = lerpD ( mesh - > anim - > data [ mesh - > anim - > lerpCursor * mesh - > anim - > nvert + mesh - > index [ t ] . order . vy ] . vz < < 12 , mesh - > anim - > data [ ( mesh - > anim - > lerpCursor + 1 ) * mesh - > anim - > nvert + mesh - > index [ t ] . order . vy ] . vz < < 12 , mesh - > anim - > cursor < < 12 ) > > 12 ;
mesh - > tmesh - > v [ mesh - > index [ t ] . order . vy ] . vy = lerpD ( mesh - > anim - > data [ mesh - > anim - > lerpCursor * mesh - > anim - > nvert + mesh - > index [ t ] . order . vy ] . vy < < 12 , mesh - > anim - > data [ ( mesh - > anim - > lerpCursor + 1 ) * mesh - > anim - > nvert + mesh - > index [ t ] . order . vy ] . vy < < 12 , mesh - > anim - > cursor < < 12 ) > > 12 ;
// Vertex 4
mesh - > tmesh - > v [ mesh - > index [ t ] . order . pad ] . vx = lerpD ( mesh - > anim - > data [ mesh - > anim - > lerpCursor * mesh - > anim - > nvert + mesh - > index [ t ] . order . pad ] . vx < < 12 , mesh - > anim - > data [ ( mesh - > anim - > lerpCursor + 1 ) * mesh - > anim - > nvert + mesh - > index [ t ] . order . pad ] . vx < < 12 , mesh - > anim - > cursor < < 12 ) > > 12 ;
mesh - > tmesh - > v [ mesh - > index [ t ] . order . pad ] . vz = lerpD ( mesh - > anim - > data [ mesh - > anim - > lerpCursor * mesh - > anim - > nvert + mesh - > index [ t ] . order . pad ] . vz < < 12 , mesh - > anim - > data [ ( mesh - > anim - > lerpCursor + 1 ) * mesh - > anim - > nvert + mesh - > index [ t ] . order . pad ] . vz < < 12 , mesh - > anim - > cursor < < 12 ) > > 12 ;
mesh - > tmesh - > v [ mesh - > index [ t ] . order . pad ] . vy = lerpD ( mesh - > anim - > data [ mesh - > anim - > lerpCursor * mesh - > anim - > nvert + mesh - > index [ t ] . order . pad ] . vy < < 12 , mesh - > anim - > data [ ( mesh - > anim - > lerpCursor + 1 ) * mesh - > anim - > nvert + mesh - > index [ t ] . order . pad ] . vy < < 12 , mesh - > anim - > cursor < < 12 ) > > 12 ;
mesh - > anim - > cursor + = 2 * mesh - > anim - > dir ;
// Coord transformations
nclip = RotAverageNclip4 (
& mesh - > tmesh - > v [ mesh - > index [ t ] . order . pad ] ,
& mesh - > tmesh - > v [ mesh - > index [ t ] . order . vz ] ,
& mesh - > tmesh - > v [ mesh - > index [ t ] . order . vx ] ,
& mesh - > tmesh - > v [ mesh - > index [ t ] . order . vy ] ,
( long * ) & poly4 - > x0 , ( long * ) & poly4 - > x1 , ( long * ) & poly4 - > x2 , ( long * ) & poly4 - > x3 ,
mesh - > p ,
mesh - > OTz ,
Flag
) ;
} else {
// No interpolation, use all vertices coordinates in anim data
nclip = RotAverageNclip4 (
& mesh - > anim - > data [ atime % mesh - > anim - > nframes * mesh - > anim - > nvert + mesh - > index [ t ] . order . pad ] ,
& mesh - > anim - > data [ atime % mesh - > anim - > nframes * mesh - > anim - > nvert + mesh - > index [ t ] . order . vz ] ,
& mesh - > anim - > data [ atime % mesh - > anim - > nframes * mesh - > anim - > nvert + mesh - > index [ t ] . order . vx ] ,
& mesh - > anim - > data [ atime % mesh - > anim - > nframes * mesh - > anim - > nvert + mesh - > index [ t ] . order . vy ] ,
( long * ) & poly4 - > x0 , ( long * ) & poly4 - > x1 , ( long * ) & poly4 - > x2 , ( long * ) & poly4 - > x3 ,
mesh - > p ,
mesh - > OTz ,
Flag
) ;
}
} else {
// No animation
// Use regulare vertex coords
nclip = RotAverageNclip4 (
& mesh - > tmesh - > v [ mesh - > index [ t ] . order . pad ] ,
& mesh - > tmesh - > v [ mesh - > index [ t ] . order . vz ] ,
& mesh - > tmesh - > v [ mesh - > index [ t ] . order . vx ] ,
& mesh - > tmesh - > v [ mesh - > index [ t ] . order . vy ] ,
( long * ) & poly4 - > x0 , ( long * ) & poly4 - > x1 , ( long * ) & poly4 - > x2 , ( long * ) & poly4 - > x3 ,
mesh - > p ,
mesh - > OTz ,
Flag
) ;
}
if ( nclip > 0 & & * mesh - > OTz > 0 & & ( * mesh - > p < 4096 ) ) {
SetPolyGT4 ( poly4 ) ;
// FIXME : Polygon subdiv - is it working ?
//~ OTc = *mesh->OTz >> 4;
//~ FntPrint("OTC:%d", OTc);
//~ if (OTc < 4) {
//~ if (OTc > 1) div4.ndiv = 1; else div4.ndiv = 2;
//~ DivideGT4(
//~ // Vertex coord
//~ &mesh->tmesh->v[ mesh->index[t].order.pad ],
//~ &mesh->tmesh->v[ mesh->index[t].order.vz ],
//~ &mesh->tmesh->v[ mesh->index[t].order.vx ],
//~ &mesh->tmesh->v[ mesh->index[t].order.vy ],
//~ // UV coord
//~ mesh->tmesh->u[i+3],
//~ mesh->tmesh->u[i+2],
//~ mesh->tmesh->u[i+0],
//~ mesh->tmesh->u[i+1],
//~ // Color
//~ mesh->tmesh->c[i],
//~ mesh->tmesh->c[i+1],
//~ mesh->tmesh->c[i+2],
//~ mesh->tmesh->c[i+3],
//~ // Gpu packet
//~ poly4,
//~ &ot[db][*mesh->OTz],
//~ &div4);
//~ // Increment primitive list pointer
//~ nextpri += ( (sizeof(POLY_GT4) + 3) / 4 ) * (( 1 << ( div4.ndiv )) << ( div4.ndiv ));
//~ triCount = ((1<<(div4.ndiv))<<(div4.ndiv));
//~ } else if (OTc < 48) {
// Transparency effect
if ( * mesh - > isPrism ) {
// Use current DRAWENV clip as TPAGE
( ( POLY_GT4 * ) poly4 ) - > tpage = getTPage ( mesh - > tim - > mode & 0x3 , 0 ,
draw [ db ] . clip . x ,
draw [ db ] . clip . y
) ;
// Use projected coordinates
setUV4 ( poly4 ,
( poly4 - > x0 < 0 ? 0 : poly4 - > x0 > 255 ? 255 : poly4 - > x0 ) ,
( poly4 - > y0 < 0 ? 0 : poly4 - > y0 > 224 ? 224 : poly4 - > y0 ) ,
( poly4 - > x1 < 0 ? 0 : poly4 - > x1 > 255 ? 255 : poly4 - > x1 ) ,
( poly4 - > y1 < 0 ? 0 : poly4 - > y1 > 224 ? 224 : poly4 - > y1 ) ,
( poly4 - > x2 < 0 ? 0 : poly4 - > x2 > 255 ? 255 : poly4 - > x2 ) ,
( poly4 - > y2 < 0 ? 0 : poly4 - > y2 > 224 ? 224 : poly4 - > y2 ) ,
( poly4 - > x3 < 0 ? 0 : poly4 - > x3 > 255 ? 255 : poly4 - > x3 ) ,
( poly4 - > y3 < 0 ? 0 : poly4 - > y3 > 224 ? 224 : poly4 - > y3 )
) ;
} else {
// Use regular TPAGE
( ( POLY_GT4 * ) poly4 ) - > tpage = getTPage (
mesh - > tim - > mode & 0x3 , 0 ,
mesh - > tim - > prect - > x ,
mesh - > tim - > prect - > y
) ;
// Use model UV coordinates
setUV4 ( poly4 ,
mesh - > tmesh - > u [ i + 3 ] . vx , mesh - > tmesh - > u [ i + 3 ] . vy + mesh - > tim - > prect - > y ,
mesh - > tmesh - > u [ i + 2 ] . vx , mesh - > tmesh - > u [ i + 2 ] . vy + mesh - > tim - > prect - > y ,
mesh - > tmesh - > u [ i + 0 ] . vx , mesh - > tmesh - > u [ i + 0 ] . vy + mesh - > tim - > prect - > y ,
mesh - > tmesh - > u [ i + 1 ] . vx , mesh - > tmesh - > u [ i + 1 ] . vy + mesh - > tim - > prect - > y
) ;
}
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if ( * mesh - > isSprite ) {
SetShadeTex ( poly4 , 1 ) ;
}
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// If tim mode == 0 | 1, set CLUT coordinates
if ( ( mesh - > tim - > mode & 0x3 ) < 2 ) {
setClut ( poly4 ,
mesh - > tim - > crect - > x ,
mesh - > tim - > crect - > y
) ;
}
CVECTOR outCol = { 128 , 128 , 128 , 0 } ;
CVECTOR outCol1 = { 128 , 128 , 128 , 0 } ;
CVECTOR outCol2 = { 128 , 128 , 128 , 0 } ;
CVECTOR outCol3 = { 128 , 128 , 128 , 0 } ;
NormalColorDpq ( & mesh - > tmesh - > n [ mesh - > index [ t ] . order . pad ] , & mesh - > tmesh - > c [ mesh - > index [ t ] . order . pad ] , * mesh - > p , & outCol ) ;
NormalColorDpq ( & mesh - > tmesh - > n [ mesh - > index [ t ] . order . vz ] , & mesh - > tmesh - > c [ mesh - > index [ t ] . order . vz ] , * mesh - > p , & outCol1 ) ;
NormalColorDpq ( & mesh - > tmesh - > n [ mesh - > index [ t ] . order . vx ] , & mesh - > tmesh - > c [ mesh - > index [ t ] . order . vx ] , * mesh - > p , & outCol2 ) ;
NormalColorDpq ( & mesh - > tmesh - > n [ mesh - > index [ t ] . order . vy ] , & mesh - > tmesh - > c [ mesh - > index [ t ] . order . vy ] , * mesh - > p , & outCol3 ) ;
if ( * mesh - > isPrism ) {
setRGB0 ( poly4 , mesh - > tmesh - > c [ i ] . r , mesh - > tmesh - > c [ i ] . g , mesh - > tmesh - > c [ i ] . b ) ;
setRGB1 ( poly4 , mesh - > tmesh - > c [ i + 1 ] . r , mesh - > tmesh - > c [ i + 1 ] . g , mesh - > tmesh - > c [ i + 1 ] . b ) ;
setRGB2 ( poly4 , mesh - > tmesh - > c [ i + 2 ] . r , mesh - > tmesh - > c [ i + 2 ] . g , mesh - > tmesh - > c [ i + 2 ] . b ) ;
setRGB3 ( poly4 , mesh - > tmesh - > c [ i + 3 ] . r , mesh - > tmesh - > c [ i + 3 ] . g , mesh - > tmesh - > c [ i + 3 ] . b ) ;
} else {
setRGB0 ( poly4 , outCol . r , outCol . g , outCol . b ) ;
setRGB1 ( poly4 , outCol1 . r , outCol1 . g , outCol1 . b ) ;
setRGB2 ( poly4 , outCol2 . r , outCol2 . g , outCol2 . b ) ;
setRGB3 ( poly4 , outCol3 . r , outCol3 . g , outCol3 . b ) ;
}
if ( ( * mesh - > OTz > 0 ) & & ( * mesh - > OTz < OTLEN ) & & ( * mesh - > p < 4096 ) ) {
AddPrim ( & ot [ db ] [ * mesh - > OTz - 3 ] , poly4 ) ;
}
nextpri + = sizeof ( POLY_GT4 ) ;
}
t + = 1 ;
}
}
}
} ;
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void drawBG ( void ) {
// Draw BG image in two SPRT since max width == 256 px
SPRT * sprt ;
DR_TPAGE * tpage ;
// Left part
sprt = ( SPRT * ) nextpri ;
setSprt ( sprt ) ;
setRGB0 ( sprt , 128 , 128 , 128 ) ;
setXY0 ( sprt , 0 , 0 ) ;
setWH ( sprt , 256 , SCREENYRES ) ;
setUV0 ( sprt , 0 , 0 ) ;
setClut ( sprt ,
camPtr - > BGtim - > crect - > x ,
camPtr - > BGtim - > crect - > y
) ;
addPrim ( & otdisc [ db ] [ OT2LEN - 1 ] , sprt ) ;
nextpri + = sizeof ( SPRT ) ;
// Change TPAGE
tpage = ( DR_TPAGE * ) nextpri ;
setDrawTPage (
tpage , 0 , 1 ,
getTPage (
camPtr - > BGtim - > mode & 0x3 , 0 ,
camPtr - > BGtim - > prect - > x ,
camPtr - > BGtim - > prect - > y
)
) ;
addPrim ( & otdisc [ db ] [ OT2LEN - 1 ] , tpage ) ;
nextpri + = sizeof ( DR_TPAGE ) ;
// Right part
sprt = ( SPRT * ) nextpri ;
setSprt ( sprt ) ;
setRGB0 ( sprt , 128 , 128 , 128 ) ;
setXY0 ( sprt , SCREENXRES - ( SCREENXRES - 256 ) , 0 ) ;
setWH ( sprt , SCREENXRES - 256 , SCREENYRES ) ;
setUV0 ( sprt , 0 , 0 ) ;
setClut ( sprt ,
camPtr - > BGtim - > crect - > x ,
camPtr - > BGtim - > crect - > y
) ;
addPrim ( & otdisc [ db ] [ OT2LEN - 1 ] , sprt ) ;
nextpri + = sizeof ( SPRT ) ;
tpage = ( DR_TPAGE * ) nextpri ;
// Change TPAGE
setDrawTPage (
tpage , 0 , 1 ,
getTPage (
camPtr - > BGtim - > mode & 0x3 , 0 ,
camPtr - > BGtim - > prect - > x + 128 ,
camPtr - > BGtim - > prect - > y
)
) ;
addPrim ( & otdisc [ db ] [ OT2LEN - 1 ] , tpage ) ;
nextpri + = sizeof ( DR_TPAGE ) ;
} ;
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// Maths
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void getCameraXZ ( int * x , int * z , int actorX , int actorZ , int angle , int distance ) {
// Using Nic's Costable : https://github.com/grumpycoders/Balau/blob/master/tests/test-Handles.cc#L20-L102
// https://godbolt.org/z/q6cMcj
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* x = ( actorX < < 12 ) + ( distance * nsin ( angle ) ) ;
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* z = ( actorZ < < 12 ) - ( distance * ncos ( angle ) ) ;
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} ;
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// @Will : you might want to use sin/cos to move the camera in a circle but you could do that by moving it along it’ s tangent and then clamping the distance
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void applyCamera ( CAMERA * cam ) {
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VECTOR vec ; // Vector that holds the output values of the following instructions
RotMatrix_gte ( & cam - > rot , & cam - > mat ) ; // Convert rotation angle in psx units (360° == 4096) to rotation matrix)
ApplyMatrixLV ( & cam - > mat , & cam - > pos , & vec ) ; // Multiply matrix by vector pos and output to vec
TransMatrix ( & cam - > mat , & vec ) ; // Apply transform vector
SetRotMatrix ( & cam - > mat ) ; // Set Rotation matrix
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SetTransMatrix ( & cam - > mat ) ; // Set Transform matrix
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} ;
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void setCameraPos ( VECTOR pos , SVECTOR rot ) {
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camera . pos = pos ;
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camera . rot = rot ;
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} ;
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VECTOR getVectorTo ( VECTOR actor , VECTOR target ) {
VECTOR direction = { subVector ( target , actor ) } ;
VECTOR Ndirection = { 0 , 0 , 0 , 0 } ;
u_int distSq = ( direction . vx * direction . vx ) + ( direction . vz * direction . vz ) ;
direction . pad = psqrt ( distSq ) ;
VectorNormal ( & direction , & Ndirection ) ;
return Ndirection ;
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} ;
//~ int alignAxisToVect(VECTOR target, short axis, int factor){
//~ }
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// Lerp
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int lerp ( int start , int end , int factor ) {
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// lerp interpolated cam movement
// InBetween = Value 1 + ( ( Value2 - Value1 ) * lerpValue ) ;
// lerpValue should be a float between 0 and 1.
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return ( start ) + ( ( end - start ) * factor ) > > 12 ;
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} ;
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long long easeIn ( long long i , int div ) {
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return ( ( i < < 7 ) * ( i < < 7 ) * ( i < < 7 ) / div ) > > 19 ;
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} ;
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int easeOut ( int i ) {
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return ( 4096 > > 7 ) - ( ( 4096 - ( i < < 7 ) ) * ( 4096 - ( i < < 7 ) ) ) > > 12 ;
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} ;
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int easeInOut ( int i , int div ) {
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return lerp ( easeIn ( i , div ) , easeOut ( i ) , i ) ;
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} ;
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SVECTOR SVlerp ( SVECTOR start , SVECTOR end , int factor ) {
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SVECTOR output = { 0 , 0 , 0 , 0 } ;
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output . vx = lerp ( start . vx , end . vx , factor ) ;
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output . vy = lerp ( start . vy , end . vy , factor ) ;
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output . vz = lerp ( start . vz , end . vz , factor ) ;
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return output ;
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} ;
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// Physics
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VECTOR getIntCollision ( BODY one , BODY two ) {
VECTOR d1 , d2 , col ;
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short correction = 50 ;
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d1 . vx = ( one . position . vx + one . max . vx ) - ( two . position . vx + two . min . vx ) ;
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d1 . vy = ( one . position . vy + one . max . vy ) - ( two . position . vy + two . min . vy ) ;
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d1 . vz = ( one . position . vz + one . max . vz ) - ( two . position . vz + two . min . vz ) ;
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d2 . vx = ( two . position . vx + two . max . vx ) - ( one . position . vx - one . max . vx ) ;
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d2 . vy = ( two . position . vy + two . max . vy ) - ( one . position . vy + one . min . vy ) ;
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d2 . vz = ( two . position . vz + two . max . vz ) - ( one . position . vz - one . max . vz ) ;
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col . vx = ! ( d1 . vx > 0 & & d2 . vx > 0 ) ;
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col . vy = d1 . vy > 0 & & d2 . vy > 0 ;
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col . vz = ! ( d1 . vz > 0 & & d2 . vz > 0 ) ;
return col ;
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} ;
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VECTOR getExtCollision ( BODY one , BODY two ) {
VECTOR d1 , d2 , col ;
d1 . vx = ( one . position . vx + one . max . vx ) - ( two . position . vx + two . min . vx ) ;
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d1 . vy = ( one . position . vy + one . max . vy ) - ( two . position . vy + two . min . vy ) ;
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d1 . vz = ( one . position . vz + one . max . vz ) - ( two . position . vz + two . min . vz ) ;
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d2 . vx = ( two . position . vx + two . max . vx ) - ( one . position . vx + one . min . vx ) ;
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d2 . vy = ( two . position . vy + two . max . vy ) - ( one . position . vy + one . min . vy ) ;
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d2 . vz = ( two . position . vz + two . max . vz ) - ( one . position . vz + one . min . vz ) ;
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col . vx = d1 . vx > 0 & & d2 . vx > 0 ;
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col . vy = d1 . vy > 0 & & d2 . vy > 0 ;
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col . vz = d1 . vz > 0 & & d2 . vz > 0 ;
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return col ;
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} ;
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void applyAcceleration ( BODY * actor ) {
short dt = 1 ;
VECTOR acceleration = { actor - > invMass * actor - > gForce . vx , ( actor - > invMass * actor - > gForce . vy ) + ( gravity * ONE ) , actor - > invMass * actor - > gForce . vz } ;
//~ FntPrint("acc: %d %d %d\n", acceleration.vx, acceleration.vy, acceleration.vz );
actor - > velocity . vx + = ( acceleration . vx * dt ) > > 12 ;
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actor - > velocity . vy + = ( acceleration . vy * dt ) > > 12 ;
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actor - > velocity . vz + = ( acceleration . vz * dt ) > > 12 ;
//~ FntPrint("acc: %d %d %d\n", acceleration.vx / ONE, acceleration.vy / ONE, acceleration.vz / ONE );
actor - > position . vx + = ( actor - > velocity . vx * dt ) ;
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actor - > position . vy + = ( actor - > velocity . vy * dt ) ;
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actor - > position . vz + = ( actor - > velocity . vz * dt ) ;
//~ FntPrint("vel: %d %d %d\n", actor->velocity.vx, actor->velocity.vy, actor->velocity.vz );
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} ;
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//~ // https://gamedevelopment.tutsplus.com/tutorials/how-to-create-a-custom-2d-physics-engine-the-basics-and-impulse-resolution--gamedev-6331
void ResolveCollision ( BODY * one , BODY * two ) {
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//~ FntPrint("rv: %d, %d, %d\n", one->velocity.vx, one->velocity.vy, one->velocity.vz);
// Calculate relative velocity
VECTOR rv = { subVector ( one - > velocity , two - > velocity ) } ;
//~ FntPrint("rv: %d, %d, %d\n", rv.vx,rv.vy,rv.vz);
// Collision normal
VECTOR normal = { subVector ( two - > position , one - > position ) } ;
// Normalize collision normal
normal . vx = normal . vx > 0 ? 1 : normal . vx < 0 ? - 1 : 0 ;
normal . vy = normal . vy > 256 ? 1 : normal . vy < - 256 ? - 1 : 0 ;
normal . vz = normal . vz > 0 ? 1 : normal . vz < 0 ? - 1 : 0 ;
//~ FntPrint("norm: %d, %d, %d\n", normal.vx,normal.vy,normal.vz);
// Calculate relative velocity in terms of the normal direction
long velAlongNormal = dotProduct ( rv , normal ) ;
//~ FntPrint("velN: %d\n", velAlongNormal);
// Do not resolve if velocities are separating
if ( velAlongNormal > 0 )
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return ;
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// Calculate restitution
long e = min ( one - > restitution , two - > restitution ) ;
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//~ FntPrint("e: %d\n", e);
//~ // Calculate impulse scalar
long j = - ( 1 + e ) * velAlongNormal * ONE ;
j / = one - > invMass + two - > invMass ;
//~ j /= ONE;
//~ FntPrint("j: %d\n", j);
// Apply impulse
applyVector ( & normal , j , j , j , * = ) ;
//~ FntPrint("Cnormal %d %d %d\n",normal.vx,normal.vy,normal.vz);
VECTOR velOne = normal ;
VECTOR velTwo = normal ;
applyVector ( & velOne , one - > invMass , one - > invMass , one - > invMass , * = ) ;
applyVector ( & velTwo , two - > invMass , two - > invMass , two - > invMass , * = ) ;
//~ FntPrint("V1 %d %d %d\n", velOne.vx/4096,velOne.vy/4096,velOne.vz/4096);
//~ FntPrint("V2 %d %d %d\n", velTwo.vx/4096,velTwo.vy/4096,velTwo.vz/4096);
applyVector ( & one - > velocity , velOne . vx / 4096 / 4096 , velOne . vy / 4096 / 4096 , velOne . vz / 4096 / 4096 , + = ) ;
applyVector ( & two - > velocity , velTwo . vx / 4096 / 4096 , velTwo . vy / 4096 / 4096 , velTwo . vz / 4096 / 4096 , - = ) ;
//~ FntPrint("V1 %d %d %d\n", velOne.vx/4096/4096,velOne.vy/4096/4096,velOne.vz/4096/4096);
//~ FntPrint("V2 %d %d %d\n", velTwo.vx/4096/4096,velTwo.vy/4096/4096,velTwo.vz/4096/4096);
} ;
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VECTOR angularMom ( BODY body ) {
// L = r * p
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// p = m * v
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VECTOR w = { 0 , 0 , 0 , 0 } ;
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int r = ( body . max . vx - body . min . vx ) > > 1 ;
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w . vx = ( r * body . mass * body . velocity . vx ) > > 2 ;
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w . vy = ( r * body . mass * body . velocity . vy ) > > 2 ;
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w . vz = ( r * body . mass * body . velocity . vz ) > > 2 ;
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//~ FntPrint("v: %d, r:%d, w:%d\n", body.velocity.vz * r, r * r, w.vz);
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return w ;
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} ;
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// From : https://github.com/grumpycoders/pcsx-redux/blob/7438e9995833db5bc1e14da735bbf9dc78300f0b/src/mips/shell/math.h
static inline int32_t dMul ( int32_t a , int32_t b ) {
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long long r = a ;
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r * = b ;
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return r > > 24 ;
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} ;
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// standard lerp function
// s = source, an arbitrary number up to 2^24
// d = destination, an arbitrary number up to 2^24
// p = position, a number between 0 and 256, inclusive
// p = 0 means output = s
// p = 256 means output = d
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static inline uint32_t lerpU ( uint32_t start , uint32_t dest , unsigned pos ) { return ( start * ( 256 - pos ) + dest * pos ) > > 8 ; } ;
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static inline int32_t lerpS ( int32_t start , int32_t dest , unsigned pos ) { return ( start * ( 256 - pos ) + dest * pos ) > > 8 ; } ;
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// start, dest and pos have to be << x, then the result has to be >> x where x defines precision:
// precision = 2^24 - 2^x
// << x : 0 < pos < precision
// https://discord.com/channels/642647820683444236/646765703143227394/811318550978494505
// my angles are between 0 and 2048 (full circle), so 2^11 for the range of angles; with numbers on a 8.24 representation, a 1.0 angle (or 2pi) means it's 2^24, so to "convert" my angles from 8.24 to my internal discrete cos, I only have to shift by 13
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static inline int32_t lerpD ( int32_t start , int32_t dest , int32_t pos ) { return dMul ( start , 16777216 - pos ) + dMul ( dest , pos ) ; } ;
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static inline long long lerpL ( long long start , long long dest , long long pos ) { return dMul ( ( start < < 12 ) , 16777216 - ( pos < < 12 ) ) + dMul ( ( dest < < 12 ) , ( pos < < 12 ) ) > > 12 ; } ;
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// A few notes on the following code :
int ncos ( unsigned int t ) {
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t % = DC_2PI ;
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int r ;
if ( t < DC_PI2 ) {
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r = m_cosTable [ t ] ;
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} else if ( t < DC_PI ) {
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r = - m_cosTable [ DC_PI - 1 - t ] ;
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} else if ( t < ( DC_PI + DC_PI2 ) ) {
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r = - m_cosTable [ t - DC_PI ] ;
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} else {
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r = m_cosTable [ DC_2PI - 1 - t ] ;
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} ;
return r > > 12 ;
} ;
// sin(x) = cos(x - pi / 2)
int nsin ( unsigned int t ) {
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t % = DC_2PI ;
if ( t < DC_PI2 ) {
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return ncos ( t + DC_2PI - DC_PI2 ) ;
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} ;
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return ncos ( t - DC_PI2 ) ;
} ;
// f(n) = cos(n * 2pi / 2048) <- 2048 is == DC_2PI value
// f(n) = 2 * f(1) * f(n - 1) - f(n - 2)
void generateTable ( void ) {
m_cosTable [ 0 ] = 16777216 ; // 2^24 * cos(0 * 2pi / 2048) => 2^24 * 1 = 2^24 : here, 2^24 defines the precision we want after the decimal point
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static const long long C = 16777137 ; // 2^24 * cos(1 * 2pi / 2048) = C = f(1);
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m_cosTable [ 1 ] = C ;
for ( int i = 2 ; i < 512 ; i + + ) {
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m_cosTable [ i ] = ( ( C * m_cosTable [ i - 1 ] ) > > 23 ) - m_cosTable [ i - 2 ] ;
m_cosTable [ 511 ] = 0 ;
}
} ;
// https://github.com/Arsunt/TR2Main/blob/411cacb35914c616cb7960c0e677e00c71c7ee88/3dsystem/phd_math.cpp#L432
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long long patan ( long x , long y ) {
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long long result ;
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int swapBuf ;
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int flags = 0 ;
// if either x or y are 0, return 0
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if ( x = = 0 & & y = = 0 ) {
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return 0 ;
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}
if ( x < 0 ) {
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flags | = 4 ;
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x = - x ;
}
if ( y < 0 ) {
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flags | = 2 ;
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y = - y ;
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}
if ( y > x ) {
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flags | = 1 ;
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SWAP ( x , y , swapBuf ) ;
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}
result = AtanBaseTable [ flags ] + AtanAngleTable [ 0x800 * y / x ] ;
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if ( result < 0 ) {
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result = - result ;
return result ;
}
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} ;
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u_int psqrt ( u_int n ) {
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u_int result = 0 ;
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u_int base = 0x40000000 ;
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u_int basedResult ;
for ( ; base ! = 0 ; base > > = 2 ) {
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for ( ; base ! = 0 ; base > > = 2 ) {
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basedResult = base + result ;
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result > > = 1 ;
if ( basedResult > n ) {
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break ;
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}
n - = basedResult ;
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result | = base ;
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}
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}
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return result ;
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} ;
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int cliptest3 ( short * v1 ) {
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if ( v1 [ 0 ] < 0 & & v1 [ 2 ] < 0 & & v1 [ 4 ] < 0 ) return 0 ;
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if ( v1 [ 1 ] < 0 & & v1 [ 3 ] < 0 & & v1 [ 5 ] < 0 ) return 0 ;
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if ( v1 [ 0 ] > SCREENXRES & & v1 [ 2 ] > SCREENXRES & & v1 [ 4 ] > SCREENXRES ) return 0 ;
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if ( v1 [ 1 ] > SCREENYRES & & v1 [ 3 ] > SCREENYRES & & v1 [ 5 ] > SCREENYRES ) return 0 ;
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return 1 ;
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} ;
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void callback ( ) {
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u_short pad = PadRead ( 0 ) ;
static u_short lastPad ;
static short forceApplied = 0 ;
int div = 4096 > > 7 ;
static int lerpValues [ 4096 > > 7 ] ;
static short cursor = 0 ;
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//~ static short curCamAngle = 0;
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if ( ! lerpValues [ 0 ] ) {
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for ( long long i = 0 ; i < div ; i + + ) {
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lerpValues [ ( div - 1 ) - i ] = lerp ( - 24 , - 264 , easeIn ( i , div ) ) ;
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}
}
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if ( timer ) {
timer - - ;
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}
if ( cursor > 0 ) {
cursor - - ;
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}
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if ( pad & PADR1 & & ! timer ) {
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if ( ! camPtr - > tim_data ) {
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if ( camMode < 6 ) {
camMode + + ;
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lerping = 0 ;
} else {
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setCameraPos ( camPtr - > campos - > pos , camPtr - > campos - > rot ) ;
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camPath . cursor = 0 ;
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camMode = 0 ;
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lerping = 0 ;
}
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} else {
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if ( curCamAngle > 4 ) {
curCamAngle = 0 ;
}
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if ( curCamAngle < 5 ) {
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curCamAngle + + ;
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camPtr = camAngles [ curCamAngle ] ;
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LoadTexture ( camPtr - > tim_data , camPtr - > BGtim ) ;
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}
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}
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lastPad = pad ;
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timer = 10 ;
}
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if ( ! ( pad & PADR1 ) & & lastPad & PADR1 ) {
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//~ pressed = 0;
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}
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if ( pad & PADL2 ) {
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lgtang . vy + = 32 ;
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}
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if ( pad & PADL1 ) {
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lgtang . vz + = 32 ;
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}
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if ( pad & PADRup & & ! timer ) {
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if ( * actorPtr - > isPrism ) {
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* actorPtr - > isPrism = 0 ;
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} else {
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* actorPtr - > isPrism = 1 ;
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}
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timer = 10 ;
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lastPad = pad ;
}
if ( pad & PADRdown & & ! timer ) {
//~ if (actorPtr->body->gForce.vy >= 0 && actorPtr->body->position.vy >= actorPtr->body->min.vy ){
//~ forceApplied -= 150;
//~ }
cursor = div - 15 ;
timer = 30 ;
lastPad = pad ;
}
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if ( ! ( pad & PADRdown ) & & lastPad & PADRdown ) {
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//~ lastPad = pad;
}
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if ( pad & PADRleft & & ! timer ) {
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if ( actorPtr - > anim - > interpolate ) {
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actorPtr - > anim - > interpolate = 0 ;
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} else {
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actorPtr - > anim - > interpolate = 1 ;
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}
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timer = 10 ;
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lastPad = pad ;
}
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if ( pad & PADLup ) {
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actorPtr - > body - > gForce . vz = getVectorTo ( fVecActor , * actorPtr - > pos ) . vz > > 8 ;
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actorPtr - > body - > gForce . vx = - getVectorTo ( fVecActor , * actorPtr - > pos ) . vx > > 8 ;
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lastPad = pad ;
}
if ( ! ( pad & PADLup ) & & lastPad & PADLup ) {
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actorPtr - > body - > gForce . vz = 0 ;
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actorPtr - > body - > gForce . vx = 0 ;
}
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if ( pad & PADLdown ) {
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actorPtr - > body - > gForce . vz = - getVectorTo ( fVecActor , * actorPtr - > pos ) . vz > > 8 ;
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actorPtr - > body - > gForce . vx = getVectorTo ( fVecActor , * actorPtr - > pos ) . vx > > 8 ;
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lastPad = pad ;
}
if ( ! ( pad & PADLdown ) & & lastPad & PADLdown ) {
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actorPtr - > body - > gForce . vz = 0 ;
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actorPtr - > body - > gForce . vx = 0 ;
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lastPad = pad ;
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}
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if ( pad & PADLleft ) {
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actorPtr - > rot - > vy - = 32 ;
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lastPad = pad ;
}
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if ( pad & PADLright ) {
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actorPtr - > rot - > vy + = 32 ;
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lastPad = pad ;
}
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if ( cursor ) {
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actorPtr - > body - > position . vy = lerpValues [ cursor ] ; }
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} ;