migrate to multifiles setup

This commit is contained in:
ABelliqueux 2021-04-10 14:22:48 +02:00
parent e1a9ae16c0
commit 14738a1f8d
20 changed files with 3729 additions and 2996 deletions

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@ -1,4 +1,4 @@
target remote localhost:3333
symbol-file /home/arthus/build/pcsx-redux/src/mips/3dcam-bak/3dcam-tri-quads.elf
symbol-file /home/arthus/build/pcsx-redux/src/mips/3dcam-bak/main.elf
monitor reset shellhalt
load /home/arthus/build/pcsx-redux/src/mips/3dcam-bak/3dcam-tri-quads.elf
load /home/arthus/build/pcsx-redux/src/mips/3dcam-bak/main.elf

File diff suppressed because it is too large Load Diff

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@ -1,7 +1,13 @@
TARGET = 3dcam-tri-quads
TARGET = main
TYPE = ps-exe
SRCS = 3dcam-tri-quads.c \
SRCS = main.c \
math.c \
camera.c \
physics.c \
graphics.c \
psx.c \
space.c \
../common/crt0/crt0.s \
TIM/home.tim \
TIM/cat.tim \

40
camera.c Normal file
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#include "camera.h"
#include "math.h"
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
*x = (actorX << 12) + (distance * nsin(angle));
*z = (actorZ << 12) - (distance * ncos(angle));
};
// @Will : you might want to use sin/cos to move the camera in a circle but you could do that by moving it along its tangent and then clamping the distance
void applyCamera( CAMERA * cam ) {
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
SetTransMatrix(&cam->mat); // Set Transform matrix
};
void setCameraPos( CAMERA * camera, VECTOR pos, SVECTOR rot ) {
camera->pos = pos;
camera->rot = rot;
};

34
camera.h Normal file
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#pragma once
#include <sys/types.h>
#include <libgte.h>
typedef struct{
int x, xv; // x: current value += xv : new value
int y, yv; // x,y,z, vx, vy, vz are in PSX units (ONE == 4096)
int z, zv;
int pan, panv;
int tilt, tiltv;
int rol;
VECTOR pos;
SVECTOR rot;
SVECTOR dvs;
MATRIX mat;
} CAMERA;
void getCameraXZ(int * x, int * z, int actorX, int actorZ, int angle, int distance);
void applyCamera(CAMERA * cam);
void setCameraPos(CAMERA * camera, VECTOR pos, SVECTOR rot);

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@ -1,113 +1,4 @@
struct BODY;
struct VANIM;
struct PRIM;
struct MESH;
struct CAMPOS;
struct CAMPATH;
struct CAMANGLE;
struct SIBLINGS;
struct CHILDREN;
struct NODE;
struct QUAD;
typedef struct BODY {
VECTOR gForce;
VECTOR position;
SVECTOR velocity;
int mass;
int invMass;
VECTOR min;
VECTOR max;
int restitution;
} BODY;
typedef struct VANIM {
int nframes; // number of frames e.g 20
int nvert; // number of vertices e.g 21
int cursor; // anim cursor
int lerpCursor; // anim cursor
int dir; // playback direction (1 or -1)
int interpolate; // use lerp to interpolate keyframes
SVECTOR data[]; // vertex pos as SVECTORs e.g 20 * 21 SVECTORS
} VANIM;
typedef struct PRIM {
VECTOR order;
int code; // Same as POL3/POL4 codes : Code (F3 = 1, FT3 = 2, G3 = 3,
// GT3 = 4) Code (F4 = 5, FT4 = 6, G4 = 7, GT4 = 8)
} PRIM;
typedef struct MESH {
TMESH * tmesh;
PRIM * index;
TIM_IMAGE * tim;
unsigned long * tim_data;
MATRIX * mat;
VECTOR * pos;
SVECTOR * rot;
short * isRigidBody;
short * isStaticBody;
short * isPrism;
short * isAnim;
short * isActor;
short * isLevel;
short * isBG;
short * isSprite;
long * p;
long * OTz;
BODY * body;
VANIM * anim;
struct NODE * node;
VECTOR pos2D;
} MESH;
typedef struct QUAD {
VECTOR v0, v1;
VECTOR v2, v3;
} QUAD;
typedef struct CAMPOS {
VECTOR pos;
SVECTOR rot;
} CAMPOS;
// Blender cam ~= PSX cam with these settings :
// NTSC - 320x240, PAL 320x256, pixel ratio 1:1,
// cam focal length : perspective 90° ( 16 mm ))
// With a FOV of 1/2, camera focal length is ~= 16 mm / 90°
// Lower values mean wider angle
typedef struct CAMANGLE {
CAMPOS * campos;
TIM_IMAGE * BGtim;
unsigned long * tim_data;
QUAD bw, fw;
int index;
MESH * objects[];
} CAMANGLE;
typedef struct CAMPATH {
short len, cursor, pos;
VECTOR points[];
} CAMPATH;
typedef struct SIBLINGS {
int index;
struct NODE * list[];
} SIBLINGS ;
typedef struct CHILDREN {
int index;
MESH * list[];
} CHILDREN ;
typedef struct NODE {
MESH * plane;
SIBLINGS * siblings;
CHILDREN * objects;
CHILDREN * rigidbodies;
} NODE;
#include "coridor2.h"
CAMPOS camPos_camPath = {
{ -205,156,-17 },
@ -9803,7 +9694,7 @@ PRIM modelSphere_index[] = {
};
MATRIX modelSphere_matrix = {0};
VECTOR modelSphere_pos = {333,-129,-298, 0};
VECTOR modelSphere_pos = {-486,-129,-32, 0};
SVECTOR modelSphere_rot = {0,0,0};
short modelSphere_isRigidBody = 1;
short modelSphere_isStaticBody = 0;
@ -9817,7 +9708,7 @@ long modelSphere_p = 0;
long modelSphere_OTz = 0;
BODY modelSphere_body = {
{0, 0, 0, 0},
333,-129,-298, 0,
-486,-129,-32, 0,
0,0,0, 0,
2,
ONE/2,
@ -11389,10 +11280,9 @@ NODE nodegnd = {
};
MESH * actorPtr = &meshSphere;
MESH * levelPtr = &meshgnd_002;
MESH * levelPtr = &meshgnd;
MESH * propPtr = &meshSphere_001;
CAMANGLE * camPtr = &camAngle_camPath_001;
NODE * curNode = &nodegnd_002;
NODE * curNode = &nodegnd;

110
coridor2.h Normal file
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struct BODY;
struct VANIM;
struct PRIM;
struct MESH;
struct CAMPOS;
struct CAMPATH;
struct CAMANGLE;
struct SIBLINGS;
struct CHILDREN;
struct NODE;
struct QUAD;
typedef struct BODY {
VECTOR gForce;
VECTOR position;
SVECTOR velocity;
int mass;
int invMass;
VECTOR min;
VECTOR max;
int restitution;
} BODY;
typedef struct VANIM {
int nframes; // number of frames e.g 20
int nvert; // number of vertices e.g 21
int cursor; // anim cursor
int lerpCursor; // anim cursor
int dir; // playback direction (1 or -1)
int interpolate; // use lerp to interpolate keyframes
SVECTOR data[]; // vertex pos as SVECTORs e.g 20 * 21 SVECTORS
} VANIM;
typedef struct PRIM {
VECTOR order;
int code; // Same as POL3/POL4 codes : Code (F3 = 1, FT3 = 2, G3 = 3,
// GT3 = 4) Code (F4 = 5, FT4 = 6, G4 = 7, GT4 = 8)
} PRIM;
typedef struct MESH {
TMESH * tmesh;
PRIM * index;
TIM_IMAGE * tim;
unsigned long * tim_data;
MATRIX * mat;
VECTOR * pos;
SVECTOR * rot;
short * isRigidBody;
short * isStaticBody;
short * isPrism;
short * isAnim;
short * isActor;
short * isLevel;
short * isBG;
short * isSprite;
long * p;
long * OTz;
BODY * body;
VANIM * anim;
struct NODE * node;
VECTOR pos2D;
} MESH;
typedef struct QUAD {
VECTOR v0, v1;
VECTOR v2, v3;
} QUAD;
typedef struct CAMPOS {
VECTOR pos;
SVECTOR rot;
} CAMPOS;
// Blender cam ~= PSX cam with these settings :
// NTSC - 320x240, PAL 320x256, pixel ratio 1:1,
// cam focal length : perspective 90° ( 16 mm ))
// With a FOV of 1/2, camera focal length is ~= 16 mm / 90°
// Lower values mean wider angle
typedef struct CAMANGLE {
CAMPOS * campos;
TIM_IMAGE * BGtim;
unsigned long * tim_data;
QUAD bw, fw;
int index;
MESH * objects[];
} CAMANGLE;
typedef struct CAMPATH {
short len, cursor, pos;
VECTOR points[];
} CAMPATH;
typedef struct SIBLINGS {
int index;
struct NODE * list[];
} SIBLINGS ;
typedef struct CHILDREN {
int index;
MESH * list[];
} CHILDREN ;
typedef struct NODE {
MESH * plane;
SIBLINGS * siblings;
CHILDREN * objects;
CHILDREN * rigidbodies;
} NODE;

25
defines.h Normal file
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#define VMODE 0
#define SCREENXRES 320
#define SCREENYRES 240
#define CENTERX SCREENXRES/2
#define CENTERY SCREENYRES/2
#define FOV CENTERX
#define FNT_POS_X 960
#define FNT_POS_Y 256
#define OT2LEN 8
#define OTLEN 256
#define GRAVITY 10
#define SCALE 4
#define PRIMBUFFLEN 4096 * sizeof(POLY_GT4) // Maximum number of POLY_GT3 primitives

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graphics.c Normal file
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#include "graphics.h"
#include "math.h"
void transformMesh(CAMERA * camera, MESH * mesh){
MATRIX mat;
// Apply rotation matrix
RotMatrix_gte(mesh->rot, &mat);
// Apply translation matrix
TransMatrix(&mat, mesh->pos);
// Compose matrix with cam
CompMatrix(&camera->mat, &mat, &mat);
// Set default rotation and translation matrices
SetRotMatrix(&mat);
SetTransMatrix(&mat);
//~ }
};
// Drawing
void drawPoly(MESH * mesh, long * Flag, int atime, int * camMode, char ** nextpri, u_long * ot, char * db, DRAWENV * draw) {
long nclip, t = 0;
// 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
// TODO : Finish lerped animation implementation
// 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 += 24 * 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
// FIXME : Doesn't work with pre-rendered BGs
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->clip.x,
draw->clip.y
);
// Use projected coordinates (results from RotAverage...) as UV coords and clamp them to 0-255,0-224 Why 224 though ?
setUV3(poly, (poly->x0 < 0 ? 0 : poly->x0 > 255 ? 255 : poly->x0),
(poly->y0 < 0 ? 0 : poly->y0 > 240 ? 240 : poly->y0),
(poly->x1 < 0 ? 0 : poly->x1 > 255 ? 255 : poly->x1),
(poly->y1 < 0 ? 0 : poly->y1 > 240 ? 240 : poly->y1),
(poly->x2 < 0 ? 0 : poly->x2 > 255 ? 255 : poly->x2),
(poly->y2 < 0 ? 0 : poly->y2 > 240 ? 240 : 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);
}
if (*mesh->isSprite){
SetShadeTex( poly, 1 );
}
// Defaults depth color to neutral grey
CVECTOR outCol = { 128,128,128,0 };
CVECTOR outCol1 = { 128,128,128,0 };
CVECTOR outCol2 = { 128,128,128,0 };
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[ *mesh->OTz-2 ], poly);
}
//~ mesh->pos2D.vx = *(&poly->x0);
//~ mesh->pos2D.vy = *(&poly->x0 + 1);
// mesh->pos2D.vy = poly->x0;
// FntPrint("%d %d\n", *(&poly->x0), *(&poly->x0 + 1));
*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->clip.x,
draw->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
);
}
if (*mesh->isSprite){
SetShadeTex( poly4, 1 );
}
// 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[ *mesh->OTz-3 ], poly4 );
}
*nextpri += sizeof( POLY_GT4 );
}
t += 1;
}
}
}
};
void drawBG(CAMANGLE * camPtr, char ** nextpri, u_long * otdisc, char * db) {
// 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[ 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[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[ OT2LEN-1 ], sprt );
*nextpri += sizeof( SPRT );
tpage = ( DR_TPAGE * ) *nextpri;
// Change TPAGE
setDrawTPage(
tpage, 0, 1,
getTPage(
camPtr->BGtim->mode & 0x3, 0,
// X offset width depends on TIM's mode
camPtr->BGtim->prect->x + ( 64 << ( camPtr->BGtim->mode & 0x3 ) ),
camPtr->BGtim->prect->y
)
);
addPrim( otdisc[ OT2LEN-1 ], tpage );
*nextpri += sizeof( DR_TPAGE );
};

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#pragma once
//~ #include <sys/types.h>
//~ #include <libgte.h>
//~ #include <libgpu.h>
//~ #include "psx.h"
#include "camera.h"
#include "physics.h"
#include "defines.h"
//~ int camMode = 0;
//~ #define SCREENXRES 320
//~ #define SCREENYRES 240
//~ #define OT2LEN 8
//~ #define OTLEN 256
// Drawing
void transformMesh(CAMERA * camera, MESH * meshes);
void drawPoly(MESH * mesh, long * Flag, int atime, int * camMode, char ** nextpri, u_long * ot, char * db, DRAWENV * draw);
void drawBG(CAMANGLE * camPtr, char ** nextpri, u_long * otdisc, char * db);

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// MACROS
// swap(x, y, buffer)
#define SWAP(a,b,c) {(c)=(a); (a)=(b); (b)=(c);}
// dotproduct of two vectors
#define dotProduct(v0, v1) \
(v0).vx * (v1).vx + \
(v0).vy * (v1).vy + \
(v0).vz * (v1).vz
// min value
#define min(a,b) \
(a)-(b)>0?(b):(a)
// max
#define max(a,b) \
(a)-(b)>0?(a):(b)
// substract vector
#define subVector(v0, v1) \
(v0).vx - (v1).vx, \
(v0).vy - (v1).vy, \
(v0).vz - (v1).vz
#define normalizeVector(v) \
((v)->vx << 12) >> 8, \
((v)->vy << 12) >> 8, \
((v)->vz << 12) >> 8

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#include "math.h"
// Stolen from grumpycoder
static int m_cosTable[512]; // precalc costable
static const unsigned int DC_2PI = 2048; // this is from here : https://github.com/grumpycoders/Balau/blob/master/tests/test-Handles.cc#L20-L102
static const unsigned int DC_PI = 1024;
static const unsigned int DC_PI2 = 512;
// 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
static const long long C = 16777137; // 2^24 * cos(1 * 2pi / 2048) = C = f(1);
m_cosTable[1] = C;
for (int i = 2; i < 512; i++){
m_cosTable[i] = ((C * m_cosTable[i - 1]) >> 23) - m_cosTable[i - 2];
m_cosTable[511] = 0;
}
};
// A few notes on the following code :
int ncos(unsigned int t) {
t %= DC_2PI;
int r;
if (t < DC_PI2) {
r = m_cosTable[t];
} else if (t < DC_PI) {
r = -m_cosTable[DC_PI - 1 - t];
} else if (t < (DC_PI + DC_PI2)) {
r = -m_cosTable[t - DC_PI];
} else {
r = m_cosTable[DC_2PI - 1 - t];
};
return r >> 12;
};
// sin(x) = cos(x - pi / 2)
int nsin(unsigned int t) {
t %= DC_2PI;
if (t < DC_PI2){
return ncos(t + DC_2PI - DC_PI2);
};
return ncos(t - DC_PI2);
};
// https://github.com/Arsunt/TR2Main/blob/411cacb35914c616cb7960c0e677e00c71c7ee88/3dsystem/phd_math.cpp#L432
long long patan(long x, long y){
long long result;
int swapBuf;
int flags = 0;
// if either x or y are 0, return 0
if( x == 0 && y == 0){
return 0;
}
if( x < 0 ) {
flags |= 4;
x = -x;
}
if ( y < 0 ) {
flags |= 2;
y = -y;
}
if ( y > x ) {
flags |= 1;
SWAP(x, y ,swapBuf);
}
result = AtanBaseTable[flags] + AtanAngleTable[0x800 * y / x];
if ( result < 0 ){
result = -result;
return result;
}
};
u_int psqrt(u_int n){
u_int result = 0;
u_int base = 0x40000000;
u_int basedResult;
for( ; base != 0; base >>= 2 ) {
for( ; base != 0; base >>= 2 ) {
basedResult = base + result;
result >>= 1;
if( basedResult > n ) {
break;
}
n -= basedResult;
result |= base;
}
}
return result;
};
// From : https://github.com/grumpycoders/pcsx-redux/blob/7438e9995833db5bc1e14da735bbf9dc78300f0b/src/mips/shell/math.h
int32_t dMul(int32_t a, int32_t b) {
long long r = a;
r *= b;
return r >> 24;
};
// 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
uint32_t lerpU(uint32_t start, uint32_t dest, unsigned pos) {
return (start * (256 - pos) + dest * pos) >> 8;
};
int32_t lerpS(int32_t start, int32_t dest, unsigned pos) {
return (start * (256 - pos) + dest * pos) >> 8;
};
// 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
int32_t lerpD(int32_t start, int32_t dest, int32_t pos) {
return dMul(start, 16777216 - pos) + dMul(dest, pos);
};
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;
};
int lerp(int start, int end, int factor){
// lerp interpolated cam movement
// InBetween = Value 1 + ( ( Value2 - Value1 ) * lerpValue ) ;
// lerpValue should be a float between 0 and 1.
return ( start ) + (( end - start ) * factor ) >> 12;
};
long long easeIn(long long i){
return ((i << 7) * (i << 7) * (i << 7) / 32 ) >> 19;
};
int easeOut(int i){
return (4096 >> 7) - ((4096 - (i << 7)) * (4096 - (i << 7))) >> 12;
};
//~ int easeInOut(int i, int div){
//~ return lerp(easeIn(i, div), easeOut(i) , i);
//~ };
SVECTOR SVlerp(SVECTOR start, SVECTOR end, int factor){
SVECTOR output = {0,0,0,0};
output.vx = lerp(start.vx, end.vx, factor);
output.vy = lerp(start.vy, end.vy, factor);
output.vz = lerp(start.vz, end.vz, factor);
return output;
};
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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#pragma once
#include <stddef.h>
#include <stdint.h>
#include <libgte.h>
#include "macros.h"
// Precalculated arctan values
#include "atan.c"
// fixed point math
int32_t dMul(int32_t a, int32_t b);
uint32_t lerpU(uint32_t start, uint32_t dest, unsigned pos);
int32_t lerpS(int32_t start, int32_t dest, unsigned pos);
int32_t lerpD(int32_t start, int32_t dest, int32_t pos);
long long lerpL(long long start, long long dest, long long pos);
// Sin/Cos Table
void generateTable(void);
int ncos(u_int t);
int nsin(u_int t);
// Atan table
long long patan(long x, long y);
// Sqrt
u_int psqrt(u_int n);
// Lerps
int lerp(int start, int end, int factor); // FIXME : not working as it should
SVECTOR SVlerp(SVECTOR start, SVECTOR end, int factor); // FIXME
long long easeIn(long long i);
int easeOut(int i);
//~ int easeInOut(int i, int div);
VECTOR getVectorTo(VECTOR actor, VECTOR target);

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#include "physics.h"
short checkLineW( VECTOR * pointA, VECTOR * pointB, MESH * mesh ) {
long val1 = ( ( mesh->body->position.vx + mesh->body->min.vx ) - pointA->vx ) * ( pointB->vy - pointA->vy ) - ( ( mesh->body->position.vz + mesh->body->min.vy ) - pointA->vy ) * ( pointB->vx - pointA->vx ) ;
long val2 = ( ( mesh->body->position.vx + mesh->body->max.vx ) - pointA->vx ) * ( pointB->vy - pointA->vy ) - ( ( mesh->body->position.vz + mesh->body->max.vy ) - pointA->vy ) * ( pointB->vx - pointA->vx ) ;
if ( val1 > 0 && val2 > 0 ) {
// right
return 1;
}
else if ( val1 < 0 && val2 < 0 ) {
// left
return -1;
}
else if ( val1 == 0 && val2 == 0 ) {
// identical
return 0;
}
else if (
( val1 > 0 && val2 == 0 ) ||
( val1 == 0 && val2 > 0 )
) {
// right
return 1;
}
else if (
( val1 < 0 && val2 == 0 ) ||
( val1 == 0 && val2 < 0 )
) {
// left
return -1;
}
else if (
( val1 < 0 && val2 > 0 ) ||
( val1 > 0 && val2 < 0 )
) {
// intersect
return 3;
}
};
// Screen space variant
short checkLineS( VECTOR * pointA, VECTOR * pointB, MESH * mesh ) {
// FIXME : mesh->body->min.vx is not in screen space
int val1 = ( ( mesh->pos2D.vx + mesh->body->min.vx ) - pointA->vx ) * ( pointB->vy - pointA->vy ) - ( ( mesh->pos2D.vy + mesh->body->min.vy ) - pointA->vy ) * ( pointB->vx - pointA->vx ) ;
int val2 = ( ( mesh->pos2D.vx + mesh->body->max.vx ) - pointA->vx ) * ( pointB->vy - pointA->vy ) - ( ( mesh->pos2D.vy + mesh->body->max.vy ) - pointA->vy ) * ( pointB->vx - pointA->vx ) ;
if ( val1 > 0 && val2 > 0 ) {
// right
return 1;
}
else if ( val1 < 0 && val2 < 0 ) {
// left
return -1;
}
else if ( val1 == 0 && val2 == 0 ) {
// identical
return 2;
}
else if (
( val1 > 0 && val2 == 0 ) ||
( val1 == 0 && val2 > 0 )
) {
// right
return 1;
}
else if (
( val1 < 0 && val2 == 0 ) ||
( val1 == 0 && val2 < 0 )
) {
// left
return -1;
}
else if (
( val1 < 0 && val2 > 0 ) ||
( val1 > 0 && val2 < 0 )
) {
// intersect
return 3;
}
};
// Physics
VECTOR getIntCollision(BODY one, BODY two){
VECTOR d1, d2, col;
short correction = 50;
d1.vx = (one.position.vx + one.max.vx) - (two.position.vx + two.min.vx);
d1.vy = (one.position.vy + one.max.vy) - (two.position.vy + two.min.vy);
d1.vz = (one.position.vz + one.max.vz) - (two.position.vz + two.min.vz);
d2.vx = (two.position.vx + two.max.vx) - (one.position.vx - one.max.vx);
d2.vy = (two.position.vy + two.max.vy) - (one.position.vy + one.min.vy);
d2.vz = (two.position.vz + two.max.vz) - (one.position.vz - one.max.vz);
col.vx = !(d1.vx > 0 && d2.vx > 0);
col.vy = d1.vy > 0 && d2.vy > 0;
col.vz = !(d1.vz > 0 && d2.vz > 0);
return col;
};
VECTOR getExtCollision(BODY one, BODY two){
VECTOR d1, d2, col;
d1.vx = (one.position.vx + one.max.vx) - (two.position.vx + two.min.vx);
d1.vy = (one.position.vy + one.max.vy) - (two.position.vy + two.min.vy);
d1.vz = (one.position.vz + one.max.vz) - (two.position.vz + two.min.vz);
d2.vx = (two.position.vx + two.max.vx) - (one.position.vx + one.min.vx);
d2.vy = (two.position.vy + two.max.vy) - (one.position.vy + one.min.vy);
d2.vz = (two.position.vz + two.max.vz) - (one.position.vz + one.min.vz);
col.vx = d1.vx > 0 && d2.vx > 0;
col.vy = d1.vy > 0 && d2.vy > 0;
col.vz = d1.vz > 0 && d2.vz > 0;
return col;
};
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;
actor->velocity.vy += (acceleration.vy * dt) >> 12;
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);
actor->position.vy += (actor->velocity.vy * dt);
actor->position.vz += (actor->velocity.vz * dt);
//~ FntPrint("vel: %d %d %d\n", actor->velocity.vx, actor->velocity.vy, actor->velocity.vz );
};
//~ // 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 ){
//~ 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)
return;
// Calculate restitution
long e = min( one->restitution, two->restitution );
//~ 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);
};
VECTOR angularMom(BODY body){
// L = r * p
// p = m * v
VECTOR w = {0,0,0,0};
int r = (body.max.vx - body.min.vx) >> 1;
w.vx = (r * body.mass * body.velocity.vx) >> 2;
w.vy = (r * body.mass * body.velocity.vy) >> 2;
w.vz = (r * body.mass * body.velocity.vz) >> 2;
//~ FntPrint("v: %d, r:%d, w:%d\n", body.velocity.vz * r, r * r, w.vz);
return w;
};

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#pragma once
#include <sys/types.h>
//~ #include <stddef.h>
//~ #include <stdint.h>
#include <libgte.h>
#include <libgpu.h>
#include "defines.h"
#include "macros.h"
#include "coridor2.h"
short checkLineW( VECTOR * pointA, VECTOR * pointB, MESH * mesh );
short checkLineS( VECTOR * pointA, VECTOR * pointB, MESH * mesh );
VECTOR getIntCollision(BODY one, BODY two);
VECTOR getExtCollision(BODY one, BODY two);
void ResolveCollision( BODY * one, BODY * two );
VECTOR angularMom(BODY body);
void applyAcceleration(BODY * actor);

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#include "psx.h"
void init(DISPENV disp[2], DRAWENV draw[2], short db, MATRIX * cmat, CVECTOR * BGc, VECTOR * BKc) {
ResetCallback();
// Reset the GPU before doing anything and the controller
ResetGraph(0);
PadInit(0);
// Initialize and setup the GTE
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);
// If PAL
if ( VMODE ) {
SetVideoMode(MODE_PAL);
disp[0].screen.y += 8;
disp[1].screen.y += 8;
}
// Set Draw area color
setRGB0(&draw[0], BGc->r, BGc->g, BGc->b);
setRGB0(&draw[1], BGc->r, BGc->g, BGc->b);
// Set Draw area clear flag
draw[0].isbg = 1;
draw[1].isbg = 1;
// Set the disp and draw env
PutDispEnv(&disp[db]);
PutDrawEnv(&draw[db]);
// Init font system
FntLoad(FNT_POS_X, FNT_POS_Y);
FntOpen(16, 90, 240, 180, 0, 512);
// Lighting setup
SetColorMatrix(cmat);
SetBackColor(BKc->vx,BKc->vy,BKc->vz);
SetFarColor(BGc->r, BGc->g, BGc->b);
SetFogNearFar(1200, 1600, SCREENXRES);
};
void display(DISPENV * disp, DRAWENV * draw, u_long * otdisc, char * primbuff, char ** nextprim, char * db){
// https://stackoverflow.com/questions/3526503/how-to-set-pointer-reference-through-a-function
//~ //DrawSync(0);
VSync(2); // Using VSync 2 insures constant framerate. 0 makes the fr polycount dependant.
ResetGraph(1);
PutDispEnv(disp);
PutDrawEnv(draw);
SetDispMask(1);
// Main OT
DrawOTag(otdisc + OT2LEN - 1);
*db = !*db;
*nextprim = primbuff;
};
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
}
};

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#pragma once
#include <sys/types.h>
#include <libgte.h>
#include <libgpu.h>
#include <libetc.h>
#include "defines.h"
// PSX setup
void init(DISPENV disp[2], DRAWENV draw[2], short db, MATRIX * cmat, CVECTOR * BG, VECTOR * BK );
void display(DISPENV * disp, DRAWENV * draw, u_long * otdisc, char * primbuff, char ** nextprim, char * db);
// Utils
void LoadTexture(u_long * tim, TIM_IMAGE * tparam);

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#include "space.h"
// From 'psyq/addons/graphics/ZIMEN/CLIP.C'
void worldToScreen( VECTOR * worldPos, VECTOR * screenPos ) {
int distToScreen; // corresponds to FOV
MATRIX curRot; // current rotation matrix
// Get current matrix and projection */
distToScreen = ReadGeomScreen();
ReadRotMatrix(&curRot);
// Get Rotation, Translation coordinates, apply perspective correction
// Muliply world coordinates vector by current rotation matrix, store in screenPos
ApplyMatrixLV(&curRot, worldPos, screenPos);
// Get world translation vectors from rot and add to screenPos vx, vy, vz
applyVector(screenPos, curRot.t[0], curRot.t[1], curRot.t[2], +=);
// Correct perspective
screenPos -> vx = screenPos -> vx * distToScreen / ( screenPos -> vz + 1 ) ; // Add 1 to avoid division by 0
screenPos -> vy = screenPos -> vy * distToScreen / ( screenPos -> vz + 1 ) ;
screenPos -> vz = distToScreen ;
};
void screenToWorld( VECTOR * screenPos, VECTOR * worldPos ) {
int distToScreen; // corresponds to FOV
MATRIX curRot, invRot; // current rotation matrix, transpose matrix
VECTOR Trans; // working translation vector
// Get current matrix and projection
distToScreen = ReadGeomScreen();
ReadRotMatrix( &curRot );
PushMatrix(); // Store matrix on the stack (slow!)
//// worldTrans = invRot * (screenPos - Rot.t)
// Get world translation
Trans.vx = screenPos->vx - curRot.t[0]; // Substract world translation from screenpos
Trans.vy = screenPos->vy - curRot.t[1];
Trans.vz = screenPos->vz - curRot.t[2];
// We want the inverse of the current rotation matrix.
//
// Inverse matrix : M^-1 = 1 / detM * T(M)
// We know that the determinant of a rotation matrix is 1, thus:
// M^-1 = T(M)
//
// Get transpose of current rotation matrix
// > The transpose of a matrix is a new matrix whose rows are the columns of the original.
// https://www.quora.com/What-is-the-geometric-interpretation-of-the-transpose-of-a-matrix
TransposeMatrix( &curRot, &invRot );
// Multiply the transpose of current rotation matrix by the current translation vector
ApplyMatrixLV( &invRot, &Trans, worldPos );
// Get original rotation matrix back
PopMatrix();
};
int cliptest3( short *v1 ) {
if( v1[0]<0 && v1[2]<0 && v1[4]<0 ) return 0;
if( v1[1]<0 && v1[3]<0 && v1[5]<0 ) return 0;
if( v1[0] > SCREENXRES && v1[2] > SCREENXRES && v1[4] > SCREENXRES) return 0;
if( v1[1] > SCREENYRES && v1[3] > SCREENYRES && v1[5] > SCREENYRES) return 0;
return 1;
};

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#pragma once
#include <sys/types.h>
#include <libgte.h>
#include <libgpu.h>
#include "defines.h"
int cliptest3(short * v1);
void worldToScreen( VECTOR * worldPos, VECTOR * screenPos );
void screenToWorld( VECTOR * screenPos, VECTOR * worldPos );