This commit is contained in:
ABelliqueux 2021-02-03 16:20:34 +01:00
parent 2e69d2a58a
commit 3bbd5c370b

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@ -182,17 +182,14 @@ int main() {
// Mesh stuff
int i;
long t, p, OTz, OTc, Flag, nclip; // t == vertex count, p == depth cueing interpolation value, OTz == value to create Z-ordered OT, Flag == see LibOver47.pdf, p.143
POLY_GT3 * poly;
DIVPOLYGON3 div = { 0 };
div.pih = SCREENXRES;
div.piv = SCREENYRES;
//~ // Poly subdiv
//~ DIVPOLYGON3 div = { 0 };
//~ div.pih = SCREENXRES;
//~ div.piv = SCREENYRES;
//~ MATRIX PolyMatrix = {0};
CVECTOR outCol ={0,0,0,0};
CVECTOR outCol1 ={0,0,0,0};
CVECTOR outCol2 ={0,0,0,0};
@ -219,55 +216,35 @@ int main() {
// physics
short physics = 1;
long time = 0;
long sec = 0;
//~ long sec = 0;
long d1y, d2y;
long d1x, d2x;
long d1z, d2z;
//~ long d1y, d2y;
//~ long d1x, d2x;
//~ long d1z, d2z;
//~ VECTOR gForce = {0, 0, 0, 0}; // 9.81 == 4096
VECTOR gForce = {0, 981, 100, 0}; // 9.81 == 4096
//~ modelobject_body.position = modelobject_pos;
// Actor start pos
modelobject_body.position.vx = modelobject_pos.vx = 50;
//~ modelobject_body.position.vz = 0;
//~ modelobject_body.position.vy = -350;
//~ modelobject_body.position.vz = modelobject_pos.vz = 664;
//~ // Cam stuff
//~ int camMode = 0;
// Cam stuff
VECTOR posToActor = {0, 0, 0, 0}; // position of camera relative to actor
VECTOR theta = {0, 0, 0, 0}; // rotation angles for the camera to point at actor
int angle = 0; //PSX units = 4096 == 360° = 2Pi
//~ int endCam = 0;
int dist = 0; //PSX units
int angle = 0; //PSX units = 4096 == 360° = 2Pi
int dist = 0; //PSX units
int lerping = 0;
// Vertex anim
//~ SVECTOR interpCache[5];
SVECTOR a,b,c = {0,0,0,0};
short timediv = 1;
int atime = 0;
//~ if(camMode == 4){
//~ camera.pos.vx = 690;
//~ camera.pos.vz = 200;
//~ camera.pos.vy = 140;
//~ camera.pos.vx += lerp(490, -50, 128);
//~ camera.pos.vz += lerp(100, 50, 128);
//~ camera.pos.vy += lerp(100, 80, 128);
//~ }
//~ modelobject_rot.vy = -1024;
for (int k = 0; k < sizeof(meshes)/sizeof(meshes[0]); k++){
triCount += meshes[k]->tmesh->len;
@ -283,41 +260,28 @@ int main() {
if (time % timediv == 0){
atime ++;
}
//~ timediv = 1;
//~ getCameraXZ(&camera.x, &camera.z, modelobject_pos.vx, modelobject_pos.vz, angle, dist);
//~ if (angle > 2048 || angle < -2048){
//~ angle = 0;
//~ }
//~ if (modelobject_rot.vy > 4096 || modelobject_rot.vy < -4096){
//~ modelobject_rot.vy = 0;
//~ }
long dt;
//~ // Physics
//~ if (time%2 == 0){
// using libgte ratan (slower)
//~ theta.vy = -ratan2(posToActor.vx, posToActor.vz) ;
//~ theta.vx = 1024 - ratan2(dist, posToActor.vy);
// using atantable
// using atantable (faster)
theta.vy = patan(posToActor.vx, posToActor.vz) / 16 - 1024 ;
theta.vx = patan(dist, posToActor.vy)/16;
if(camMode != 2){
camera.rot.vy = theta.vy;
// using csin/ccos, no need for theta
// camera.rot.vy = angle;
//~ camera.rot.vy = angle;
camera.rot.vx = theta.vx;
}
@ -332,17 +296,8 @@ int main() {
//~ camera.pos.vy = -(camera.y/ONE);
camera.pos.vz = -(camera.z/ONE);
//~ modelobject_rot.vy = -1024;
// mode 0 : Camera rotates to pos with easeout
getCameraXZ(&camera.x, &camera.z, modelobject_pos.vx, modelobject_pos.vz, angle, dist);
//~ angle += lerp(camera.rot.vy, 2088, 64);
//~ if (modelobject_rot.vy - camera.rot.vy < 4096){
//~ endCam = modelobject_rot.vy;
//~ } else {
//~ endCam = camera.rot.vy;
//~ }
angle += lerp(camera.rot.vy, modelobject_rot.vy, 128);
}
@ -356,13 +311,14 @@ int main() {
getCameraXZ(&camera.x, &camera.z, modelobject_pos.vx, modelobject_pos.vz, angle, dist);
angle += 10;
//~ angle = -modelobject_rot.vy / 2;
}
if (camMode == 3){ // mode 3 : Fixed Camera with actor tracking
// Using libgte sqrt ( slower)
//~ dist = SquareRoot0( (posToActor.vx * posToActor.vx ) + (posToActor.vz * posToActor.vz) );
// Using precalc sqrt
dist = psqrt( (posToActor.vx * posToActor.vx ) + (posToActor.vz * posToActor.vz) );
camera.pos.vx = 290;
@ -373,13 +329,7 @@ int main() {
if (camMode == 2){ // mode 2 : Fixed Camera
setCameraPos(camStartPos.pos, camStartPos.rot);
//~ camera.pos.vx = camStartPos.pos.vx;
//~ camera.pos.vy = camStartPos.pos.vy;
//~ camera.pos.vz = camStartPos.pos.vz;
//~ camera.rot.vx = camStartPos.rot.vx;
//~ camera.rot.vy = camStartPos.rot.vy;
}
if(camMode == 4){ // Flyby mode from camStart to camEnd
@ -393,11 +343,7 @@ int main() {
lerping = 1;
}
// Find distance between cam and actor
// Psyq sqrt func
//~ dist = SquareRoot0( (posToActor.vx * posToActor.vx ) + (posToActor.vz * posToActor.vz) );
// Pre calculated sqrt ( see psqrt() )
dist = psqrt( (posToActor.vx * posToActor.vx ) + (posToActor.vz * posToActor.vz) );
@ -405,11 +351,12 @@ int main() {
short s = camPath.points[camPath.cursor+1].vy - camera.pos.vy;
short t = camPath.points[camPath.cursor+1].vz - camera.pos.vz;
// FIXME : the lerp function is incorrect
//~ camera.pos.vx += lerp(camPath.points[camPath.cursor].vx, camPath.points[camPath.cursor+1].vx, 64);
//~ camera.pos.vy += lerp(camPath.points[camPath.cursor].vy, camPath.points[camPath.cursor+1].vy, 64);
//~ camera.pos.vz += lerp(camPath.points[camPath.cursor].vz, camPath.points[camPath.cursor+1].vz, 64);
// easeOut
// easeOut
camera.pos.vx += lerp(camera.pos.vx, camPath.points[camPath.cursor+1].vx, 128);
camera.pos.vy += lerp(camera.pos.vy, camPath.points[camPath.cursor+1].vy, 128);
camera.pos.vz += lerp(camera.pos.vz, camPath.points[camPath.cursor+1].vz, 128);
@ -419,6 +366,7 @@ int main() {
//~ camera.pos.vz <= camPath.points[camPath.cursor+1].vz){
//~ camPath.cursor ++;
//~ }
if ( camera.pos.vx + r == camPath.points[camPath.cursor+1].vx &&
camera.pos.vy + s == camPath.points[camPath.cursor+1].vy &&
camera.pos.vz + t == camPath.points[camPath.cursor+1].vz){
@ -434,117 +382,58 @@ int main() {
}
// Testing stuff
//~ if (modelobject_rot.vy < 2048 || modelobject_rot.vy > -2048){
//~ if (time % 240 == 0){
//~ modelobject_rot.vy += 1024 ;
//~ }
//~ modelobject_body.position.vx ++;
//~ dist += 10;
//~ dt = time/180+1 - time/180;
if (physics){
if(time%2 == 0){
for ( int k = 0; k < sizeof(meshes)/sizeof(meshes[0]);k ++){
if ( *meshes[k]->isRigidBody == 1 ) {
//~ dt = 1;
//~ VECTOR acceleration = {meshes[k]->body->gForce.vx / meshes[k]->body->mass, meshes[k]->body->gForce.vy / meshes[k]->body->mass, meshes[k]->body->gForce.vz / meshes[k]->body->mass};
//~ meshes[k]->body->velocity.vx += acceleration.vx * dt;
//~ meshes[k]->body->velocity.vy += acceleration.vy * dt;
//~ meshes[k]->body->velocity.vz += acceleration.vz * dt;
//~ meshes[k]->body->position.vx += meshes[k]->body->velocity.vx * dt;
//~ meshes[k]->body->position.vy += meshes[k]->body->velocity.vy * dt;
//~ meshes[k]->body->position.vz += meshes[k]->body->velocity.vz * dt;
//~ d1x = (meshes[k]->body->position.vx - meshes[k]->body->max.vx) - (modelgnd_body.position.vx + modelgnd_body.min.vx);
//~ d1y = (meshes[k]->body->position.vy - meshes[k]->body->min.vy) - (modelgnd_body.position.vy + modelgnd_body.min.vy);
//~ d1z = (meshes[k]->body->position.vz - meshes[k]->body->max.vz) - (modelgnd_body.position.vz + modelgnd_body.min.vz);
//~ d2x = (modelgnd_body.position.vx + modelgnd_body.max.vx) - (meshes[k]->body->position.vx + meshes[k]->body->max.vx);
//~ d2y = (modelgnd_body.position.vy + modelgnd_body.max.vy) - (meshes[k]->body->position.vy + meshes[k]->body->max.vy);
//~ d2z = (modelgnd_body.position.vz + modelgnd_body.max.vz) - (meshes[k]->body->position.vz + meshes[k]->body->max.vz);
applyAcceleration(meshes[k]->body);
VECTOR col;
// Get col with level ( modelgnd_body )
col = getCollision( *meshes[k]->body , modelgnd_body);
//~ if (d1x >= 0 || d2x >= 0){//Touching}
//~ if (d1z >= 0 || d2z >= 0){//Touching}
//~ if (d1y >= 0 || d2y >= 0){//Touching}
//~ if (d1x >= 0 && d2x >= 0){
if (col.vx){
meshes[k]->pos->vx = meshes[k]->body->position.vx;
//~ modelobject_pos.vx = modelobject_body.position.vx;
}
// If !col, keep moving
//~ if (d1y >= 0 && d2y >= 0){
if (col.vy){
if ( !col.vx ){ meshes[k]->pos->vx = meshes[k]->body->position.vx; }
if ( !col.vy ){ meshes[k]->pos->vy = meshes[k]->body->position.vy + 15; } // FIXME : Why the 15px offset ?
if ( !col.vz ){ meshes[k]->pos->vz = meshes[k]->body->position.vz; }
// If col with wall, change direction
if ( col.vx ) { meshes[k]->body->gForce.vx *= -1; }
meshes[k]->pos->vy = meshes[k]->body->position.vy + 15;
//modelobject_pos.vy = modelobject_body.position.vy;
}
if ( col.vy ) { meshes[k]->body->gForce.vy *= -1; }
if (col.vz){
meshes[k]->pos->vz = meshes[k]->body->position.vz;
//~ modelobject_pos.vz = meshes[k]->body->position.vz;
//~ modelobject_pos.vz = modelobject_body.position.vz;
}
//~ if ( d1x < 0 || d2x < 0 ) { gForce.vx *= -1; }
//~ if ( d1y < 0 || d2y < 0 ) { gForce.vy *= -1; }
if ( col.vz ) { meshes[k]->body->gForce.vz *= -1; }
//~ if ( d1z < 0 || d2z < 0 ) { gForce.vz *= -1; }
// If col, reset velocity
if ( !(col.vx) ) { meshes[k]->body->gForce.vx *= -1; }
if ( !(col.vy) ) { meshes[k]->body->gForce.vy *= -1; }
if ( !(col.vz) ) { meshes[k]->body->gForce.vz *= -1; }
//~ if ( d1y < 0 || d2y < 0 ||
//~ d1z < 0 || d2z < 0 ||
//~ d1x < 0 || d2x < 0 ) {
if ( !(col.vx) ||
!(col.vy) ||
!(col.vz)
if ( col.vx ||
col.vy ||
col.vz
) {
meshes[k]->body->velocity.vy = meshes[k]->body->velocity.vx = meshes[k]->body->velocity.vz = 0;
//~ meshes[k]->pos->vy = meshes[k]->body->position.vy = -40 ;
//~ modelobject_pos.vy = meshes[k]->body->position.vy = 96;
}
//~ d1y = d2y = d1x = d2x = d1z = d2z = 0;
}
}
}
}
// Camera setup
//~ camera.pos.vx = -(camera.x/ONE);
//~ camera.pos.vy = -(camera.y/ONE);
//~ camera.pos.vz = -(camera.z/ONE);
// position of cam relative to actor
//~ if (DposToActor.vx - posToActor.vx || DposToActor.vy - posToActor.vy || DposToActor.vz - posToActor.vz ){
posToActor.vx = modelobject_pos.vx + camera.pos.vx;
posToActor.vz = modelobject_pos.vz + camera.pos.vz;
posToActor.vy = modelobject_pos.vy + camera.pos.vy;
//~ DposToActor = posToActor;
//~ };
// find dist between actor and cam
//~ dist = csqrt((posToActor.vx * posToActor.vx * 4096) + (posToActor.vz * posToActor.vz * 4096));
//~ dist = SquareRoot0( (posToActor.vx * posToActor.vx ) + (posToActor.vz * posToActor.vz) );
@ -570,18 +459,20 @@ int main() {
// Render the sample vector model
t=0;
// If rigidbdy, apply rot/transform matrix
if (*meshes[k]->isRigidBody){
//~ PushMatrix(); // Push current matrix on the stack
//~ SetColorMatrix(&camera.mat);
//~ PushMatrix(); // Push current matrix on the stack (real slow -> dma transfer )
RotMatrix_gte(meshes[k]->rot, meshes[k]->mat); // Apply rotation matrix
TransMatrix(meshes[k]->mat, meshes[k]->pos); // Apply translation matrix
RotMatrix_gte(meshes[k]->rot, meshes[k]->mat); // Apply rotation matrix
TransMatrix(meshes[k]->mat, meshes[k]->pos); // Apply translation matrix
CompMatrix(&camera.mat, meshes[k]->mat, meshes[k]->mat); // Was using &PolyMatrix instead of meshes[k]->mat
//~ MulMatrix0(&camera.mat, meshes[k]->mat, meshes[k]->mat);
CompMatrix(&camera.mat, meshes[k]->mat, meshes[k]->mat); // Was using &PolyMatrix instead of meshes[k]->mat
SetRotMatrix(meshes[k]->mat); // Set default rotation matrix - Was using &PolyMatrix instead of meshes[k]->mat
SetTransMatrix(meshes[k]->mat); // Was using &PolyMatrix instead of meshes[k]->mat
SetRotMatrix(meshes[k]->mat); // Set default rotation matrix - Was using &PolyMatrix instead of meshes[k]->mat
SetTransMatrix(meshes[k]->mat); // Was using &PolyMatrix instead of meshes[k]->mat
}
@ -598,11 +489,14 @@ int main() {
//~ RotMeshPrimS_GCT3();
if (*meshes[k]->isPrism){
// Use current DRAWENV clip as TPAGE
((POLY_GT3 *)poly)->tpage = getTPage(meshes[k]->tim->mode&0x3, 0,
draw[!db].clip.x,
draw[!db].clip.y
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),
@ -610,45 +504,29 @@ int main() {
(poly->x2 < 0? 0 : poly->x2 > 255? 255 : poly->x2),
(poly->y2 < 0? 0 : poly->y2 > 224? 224 : poly->y2)
);
} else {
// Use regular TPAGE
((POLY_GT3 *)poly)->tpage = getTPage(meshes[k]->tim->mode&0x3, 0,
meshes[k]->tim->prect->x,
meshes[k]->tim->prect->y
);
// Use model UV coordinates
setUV3(poly, meshes[k]->tmesh->u[i].vx , meshes[k]->tmesh->u[i].vy + meshes[k]->tim->prect->y,
meshes[k]->tmesh->u[i+1].vx, meshes[k]->tmesh->u[i+1].vy + meshes[k]->tim->prect->y,
meshes[k]->tmesh->u[i+2].vx, meshes[k]->tmesh->u[i+2].vy + meshes[k]->tim->prect->y);
}
//~ setUV3(0, 0, 32, 0, 32, 32);
//~ setUV3(poly, meshes[k]->tmesh->u[i].vx , meshes[k]->tmesh->u[i].vy + meshes[k]->tim->prect->y,
//~ meshes[k]->tmesh->u[i+1].vx, meshes[k]->tmesh->u[i+1].vy + meshes[k]->tim->prect->y,
//~ meshes[k]->tmesh->u[i+2].vx, meshes[k]->tmesh->u[i+2].vy + meshes[k]->tim->prect->y);
// Rotate, translate, and project the vectors and output the results into a primitive
//~ OTz = RotTransPers(&meshes[k]->tmesh->v[meshes[k]->index[t]] , (long*)&poly->x0, meshes[k]->p, &Flag);
//~ OTz += RotTransPers(&meshes[k]->tmesh->v[meshes[k]->index[t+1]], (long*)&poly->x1, meshes[k]->p, &Flag);
//~ OTz += RotTransPers(&meshes[k]->tmesh->v[meshes[k]->index[t+2]], (long*)&poly->x2, meshes[k]->p, &Flag);
//~ for (int i = 0; i < 1; i++ ){
//~ for (int j = 0; j < modelCylindre_anim.nvert; j++){
//~ FntPrint("%d - ",modelCylindre_anim.data[i * modelCylindre_anim.nvert + j].vx);
//~ }
//~ }
// If Vertex Anim flag
if (*meshes[k]->isAnim){
// FIXME : SLERP VERTEX ANIM
//~ SVECTOR a,b,c = {0,0,0,0};
//~ for (int f = 0; f < 5; f++){
@ -691,23 +569,28 @@ int main() {
//~ FntPrint("%d %d %d\n", c.vx, c.vy, c.vz);
//~ FntPrint("%d %d %d\n", a.vx, b.vx, c.vx);
// TODO: export normals too
OTz = RotAverage3(
//~ &a,&b,&c,
&meshes[k]->anim->data[ atime%19 * modelCylindre_anim.nvert + meshes[k]->index[t]],
&meshes[k]->anim->data[ atime%19 * modelCylindre_anim.nvert + meshes[k]->index[t+1]],
&meshes[k]->anim->data[ atime%19 * modelCylindre_anim.nvert + meshes[k]->index[t+2]],
(long*)&poly->x0, (long*)&poly->x1, (long*)&poly->x2,
meshes[k]->p,
&Flag
);
// Rotate, translate, and project the vectors and output the results into a primitive
//~ OTz = RotTransPers(&meshes[k]->tmesh->v[meshes[k]->index[t]] , (long*)&poly->x0, meshes[k]->p, &Flag);
//~ OTz += RotTransPers(&meshes[k]->tmesh->v[meshes[k]->index[t+1]], (long*)&poly->x1, meshes[k]->p, &Flag);
//~ OTz += RotTransPers(&meshes[k]->tmesh->v[meshes[k]->index[t+2]], (long*)&poly->x2, meshes[k]->p, &Flag);
// Use anim vertex's positions
OTz = RotAverage3(
&meshes[k]->anim->data[ atime%19 * modelCylindre_anim.nvert + meshes[k]->index[t]],
&meshes[k]->anim->data[ atime%19 * modelCylindre_anim.nvert + meshes[k]->index[t+1]],
&meshes[k]->anim->data[ atime%19 * modelCylindre_anim.nvert + meshes[k]->index[t+2]],
(long*)&poly->x0, (long*)&poly->x1, (long*)&poly->x2,
meshes[k]->p,
&Flag
);
} else {
// Use model's regular vertex pos
OTz = RotAverage3(
&meshes[k]->tmesh->v[meshes[k]->index[t]],
&meshes[k]->tmesh->v[meshes[k]->index[t+1]],
@ -717,6 +600,9 @@ int main() {
&Flag
);
}
// FIXME : Polygon subdiv
//~ OTc = OTz>>4;
//~ if (OTc < 15) {
@ -749,31 +635,10 @@ int main() {
//~ }
// Light source stages
// 1 . Normal vector N (meshes[k]->tmesh->n) x World matrix ( meshes[k]->mat ) => vector(NW)
// 2 . Light source vector (light->dir) x Normal World coords NW => vector(L)
// 3 . Light source effect L x Light source color (light->color) => vector(LI)
// 4 . LI + BK = LT
// 5 . Vertex color ( &meshes[k]->tmesh->c[i] ) * LT
// Stages 1,2,3 : L = OuterProduct0( (VECTOR)light->dir, ApplyMatrix( (MATRIX)meshes[k]->mat, (VECTOR)meshes[k]->tmesh->n[] ) )
//
// Lij = ApplyMatrix( (MATRIX)meshes[k]->mat, (VECTOR)light->dir)
// SetLocalLightMatrix(Lij)
// L = ApplyMatrix( Lij, (VECTOR)meshes[k]->tmesh->n[] )
//~ // NormalColorDpq3()
// Interpolate a primary color vector and far color
// Interpolate a primary color vector and far color
// If vertex anim has updated normals
//~ NormalColorDpq3(&meshes[k]->tmesh->n[i],
//~ &meshes[k]->tmesh->n[i+1],
//~ &meshes[k]->tmesh->n[i+2],
//~ &meshes[k]->tmesh->c[i],
//~ *meshes[k]->p,
//~ &outCol,&outCol1,&outCol2
//~ );
//~ if (*meshes[k]->isAnim){
//~ NormalColorDpq(&meshes[k]->anim->normals[ atime%19 * modelCylindre_anim.nvert + meshes[k]->index[t]], &meshes[k]->tmesh->c[meshes[k]->index[t]], *meshes[k]->p, &outCol);
//~ NormalColorDpq(&meshes[k]->anim->normals[ atime%19 * modelCylindre_anim.nvert + meshes[k]->index[t+1]], &meshes[k]->tmesh->c[meshes[k]->index[t+1]], *meshes[k]->p, &outCol1);
@ -785,17 +650,29 @@ int main() {
NormalColorDpq(&meshes[k]->tmesh->n[meshes[k]->index[t+2]], &meshes[k]->tmesh->c[meshes[k]->index[t+2]], *meshes[k]->p, &outCol2);
//~ }
// Other methods
//~ NormalColorDpq3(&meshes[k]->tmesh->n[i],
//~ &meshes[k]->tmesh->n[i+1],
//~ &meshes[k]->tmesh->n[i+2],
//~ &meshes[k]->tmesh->c[i],
//~ *meshes[k]->p,
//~ &outCol,&outCol1,&outCol2
//~ );
//~ DpqColor3(&meshes[k]->tmesh->c[i],
//~ &meshes[k]->tmesh->c[i+1],
//~ &meshes[k]->tmesh->c[i+2],
//~ *meshes[k]->p,
//~ &outCol,&outCol1,&outCol2
//~ );
if (*meshes[k]->isPrism){
setRGB0(poly, meshes[k]->tmesh->c[i].r, meshes[k]->tmesh->c[i+1].g, meshes[k]->tmesh->c[i+2].b);
setRGB1(poly, meshes[k]->tmesh->c[i+1].r, meshes[k]->tmesh->c[i+1].g, meshes[k]->tmesh->c[i+1].b);
setRGB2(poly, meshes[k]->tmesh->c[i+2].r, meshes[k]->tmesh->c[i+2].g, meshes[k]->tmesh->c[i+2].b);
// Use un-interpolated (i.e: no light, no fog) colors
setRGB0(poly, meshes[k]->tmesh->c[i].r, meshes[k]->tmesh->c[i+1].g, meshes[k]->tmesh->c[i+2].b);
setRGB1(poly, meshes[k]->tmesh->c[i+1].r, meshes[k]->tmesh->c[i+1].g, meshes[k]->tmesh->c[i+1].b);
setRGB2(poly, meshes[k]->tmesh->c[i+2].r, meshes[k]->tmesh->c[i+2].g, meshes[k]->tmesh->c[i+2].b);
} else {
@ -810,6 +687,7 @@ int main() {
// Sort the primitive into the OT
//~ OTz /= 3;
// cliptest3((short *)&meshes[k]->tmesh->v[meshes[k]->index[t]])
//~ if ((OTz > 0) && (OTz < OTLEN) && (*meshes[k]->p < 2048)){
@ -820,31 +698,21 @@ int main() {
t+=3;
//~ if (*meshes[k]->isRigidBody){
//~ PopMatrix(); // Pull previous matrix from stack
//~ }
//~ PopMatrix(); // Pull previous matrix from stack (slow)
//~ }
}
// Find and apply light rotation matrix
RotMatrix(&lgtang, &rotlgt);
// MulMatrix(&rotlgt, &rottrans);
MulMatrix0(&lgtmat, &rotlgt, &light);
SetLightMatrix(&light);
//~ if (*meshes[k]->isRigidBody){
//~ SetRotMatrix(&camera.mat);
//~ SetTransMatrix(&camera.mat);
//~ }
applyCamera(&camera);
applyCamera(&camera);
}
//~ applyCamera(&camera);
FntPrint("Time : %d %d dt :%d\n",time, atime, dt);
FntPrint("Tricount: %d OTz: %d\nOTc: %d, p: %d\n",triCount, OTz, OTc, *meshes[2]->p);
@ -853,52 +721,7 @@ int main() {
FntPrint("L1: %d %d %d\n", light.m[0][0],light.m[0][1],light.m[0][2]);
FntPrint("L2: %d %d %d\n", light.m[1][0],light.m[1][1],light.m[1][2]);
FntPrint("L3: %d %d %d\n", light.m[2][0],light.m[2][1],light.m[2][2]);
//~ FntPrint("Ligt angle = %d,%d,%d\n", lgtang.vx, lgtang.vy, lgtang.vz);
//~ FntPrint("NW : %d %d %d", NW.vx, NW.vy, NW.vz);
//~ FntPrint("Lerping : %d - %d\n", lerping, camPath.cursor);
//~ FntPrint("Cam x: %d, %d\n", camera.pos.vx , camPath.points[1].vx);
//~ FntPrint("Cam y: %d, %d\n", camera.pos.vy , camPath.points[1].vy);
//~ FntPrint("Cam z: %d, %d\n", camera.pos.vz , camPath.points[1].vz);
//~ FntPrint("%d %d \n", (meshes[2]->body->position.vy + meshes[2]->body->min.vz) , (modelgnd_body.position.vz + modelgnd_body.min.vz));
//~ FntPrint("%d \n", (meshes[2]->body->position.vz + meshes[2]->body->min.vz) - (modelgnd_body.position.vz + modelgnd_body.min.vz));
//~ FntPrint("%d %d \n", (meshes[2]->body->position.vz + meshes[2]->body->max.vz) , (modelgnd_body.position.vz + modelgnd_body.max.vz));
//~ FntPrint("%d", (modelgnd_body.position.vz + modelgnd_body.max.vz) - (meshes[2]->body->position.vz + meshes[2]->body->max.vz));
//~ for (int i = 0; i < modelCylindre_anim.nframes; i++ ){
//~ for (int i = 0; i < 1; i++ ){
//~ for (int j = 0; j < modelCylindre_anim.nvert; j++){
//~ FntPrint("%d - ",modelCylindre_anim.data[i * modelCylindre_anim.nvert + j].vx);
//~ }
//~ }
//~ FntPrint("%d",modelCylindre_anim.data[2 * modelCylindre_anim.nvert + 0].vx);
//~ FntPrint("Act pos: %d, %d,%d\n", modelobject_pos.vx, modelobject_pos.vz, modelobject_pos.vy);
//~ // Camera
//~ FntPrint("Angle : %d\nDist : %d\n", angle, dist);
//~ FntPrint("Dist : %d\n", psqrt((posToActor.vx * posToActor.vx ) + (posToActor.vz * posToActor.vz)));
//~ FntPrint("Cam pos: %d, %d, %d\n", camera.pos.vx, camera.pos.vz, camera.pos.vy);
//~ FntPrint("CamRot : %d \n", camera.rot.vy);
//~ FntPrint("Act Rot: %d\n", modelobject_rot.vy);
//~ FntPrint("LookAt x: %d\n z: %d\n", posToActor.vx, posToActor.vz);
//~ FntPrint("Theta y: %d x: %d\n", theta.vy, theta.vx);
//~ FntPrint("ThetaD %d\n", modelobject_rot.vy - camera.rot.vy);
//~ FntPrint("Nsin : %d, Ncos: %d\n", nsin(angle), ncos(angle));
// Physics
//~ FntPrint("d1 : %d, %d, %d\n", d1x, d1z, d1y);
//~ FntPrint("d2 : %d, %d, %d\n", d2x, d2z, d2y);
//~ FntPrint("Lerp : %d\n", lerp(490, -50, 160));
//~ FntPrint("CamMode : %d %d\n", camMode, pressed);
//~ FntPrint("short %d", sizeof(short));
FntFlush(-1);
display();
@ -1061,11 +884,10 @@ VECTOR getCollision(BODY one, BODY two){
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.max.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;
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;