Add vertical collisions, slope
This commit is contained in:
parent
56a9fa382f
commit
d850180727
13
Makefile
13
Makefile
@ -1,6 +1,15 @@
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TARGET = main
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TYPE = ps-exe
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TARGET = 3dcam
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.PHONY: all cleansub
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all:
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mkpsxiso -y ./config/3dcam.xml
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cleansub:
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$(MAKE) clean
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rm -f $(TARGET).cue $(TARGET).bin
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rm -f *.mcd *.frag *.lua *.vert
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SRCS = src/main.c \
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src/pad.c \
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src/math.c \
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BIN
XA/inter8.xa
Normal file
BIN
XA/inter8.xa
Normal file
Binary file not shown.
@ -4,6 +4,9 @@ TYPE = ps-exe
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THISDIR := $(dir $(abspath $(lastword $(MAKEFILE_LIST))))
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SRCS += $(THISDIR)thirdparty/nugget/common/crt0/crt0.s
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SRCS += $(THISDIR)thirdparty/nugget/common/syscalls/printf.s
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CPPFLAGS += -I$(THISDIR)include
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CPPFLAGS += -I$(THISDIR)thirdparty/nugget/psyq/include -I$(THISDIR)psyq-4_7-converted/include -I$(THISDIR)psyq-4.7-converted-full/include -I$(THISDIR)psyq/include -I$(THISDIR)../psyq/include
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LDFLAGS += -L$(THISDIR)thirdparty/nugget/psyq/lib -L$(THISDIR)psyq-4_7-converted/lib -L$(THISDIR)psyq-4.7-converted-full/lib -L$(THISDIR)psyq/lib -L$(THISDIR)../psyq/lib
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@ -13,7 +13,7 @@
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<!--<license file="LICENSEE.DAT"/>-->
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<directory_tree>
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<file name="system.cnf" type="data" source="config/3dcam.cnf"/>
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<file name="SCES_313.37" type="data" source="main.ps-exe"/>
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<file name="SCES_313.37" type="data" source="3dcam.ps-exe"/>
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<file name="LEVEL0.bin" type="data" source="Overlay.lvl0" />
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<file name="LEVEL1.bin" type="data" source="Overlay.lvl1" />
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<file name="INTER8.XA" type="xa" source="XA/inter8.xa"/>
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@ -1,9 +1,11 @@
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#pragma once
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#include <sys/types.h>
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#include <libgte.h>
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#include <stdint.h>
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#include <libgpu.h>
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struct BODY;
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struct BVECTOR;
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struct VANIM;
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struct MESH_ANIMS_TRACKS;
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struct PRIM;
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@ -33,8 +35,15 @@ typedef struct BODY {
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VECTOR min;
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VECTOR max;
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int restitution;
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SVECTOR normal;
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} BODY;
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typedef struct BVECTOR {
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int8_t vx, vy;
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int8_t vz;
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// int8_t factor; // could be useful for anims where delta is > 256
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} BVECTOR;
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typedef struct VANIM {
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int nframes; // number of frames e.g 20
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int nvert; // number of vertices e.g 21
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@ -44,7 +53,7 @@ typedef struct VANIM {
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int dir; // playback direction (1 or -1)
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int pingpong; // ping pong animation (A>B>A)
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int interpolate; // use lerp to interpolate keyframes
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SVECTOR data[]; // vertex pos as SVECTORs e.g 20 * 21 SVECTORS
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BVECTOR data[]; // vertex pos as SVECTORs e.g 20 * 21 SVECTORS
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} VANIM;
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typedef struct MESH_ANIMS_TRACKS {
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@ -61,7 +61,7 @@
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#define FNT_VRAM_X 960
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#define FNT_VRAM_Y 256
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#define FNT_SCR_X 16
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#define FNT_SCR_Y 128
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#define FNT_SCR_Y 150
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#define FNT_SCR_W 240
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#define FNT_SCR_H 88
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#define FNT_SCR_BG 0
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@ -1,7 +1,7 @@
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#pragma once
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#include "../include/camera.h"
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#include "../include/physics.h"
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#include "../include/defines.h"
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#include <camera.h>
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#include <physics.h>
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#include <defines.h>
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// Drawing
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void updateLight(void);
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@ -3,10 +3,9 @@
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#include <stddef.h>
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#include <stdint.h>
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#include <libgte.h>
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#include "../include/macros.h"
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#include <macros.h>
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// Precalculated arctan values
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#include "../src/atan.c"
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#include <atan.h>
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// fixed point math
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int32_t dMul(int32_t a, int32_t b);
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@ -3,16 +3,18 @@
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#include <libgte.h>
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#include <libetc.h>
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#include <libgpu.h>
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#include "../include/defines.h"
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#include "../include/math.h"
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#include "../include/macros.h"
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#include "../custom_types.h"
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#include <defines.h>
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#include <math.h>
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#include <macros.h>
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#include <custom_types.h>
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#include "../thirdparty/nugget/common/syscalls/syscalls.h"
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#define printf ramsyscall_printf
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short checkLineW( VECTOR * pointA, VECTOR * pointB, MESH * mesh );
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short checkLineS( VECTOR * pointA, VECTOR * pointB, MESH * mesh );
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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 checkBodyCol(BODY * one, BODY * two);
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VECTOR checkBodyCol(BODY * one, BODY * two);
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void applyAngMom(LEVEL curLvl );
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void ResolveCollision( BODY * one, BODY * two );
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VECTOR angularMom(BODY body);
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@ -10,9 +10,11 @@
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#include <string.h>
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#include <inline_n.h>
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#include <gtemac.h>
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#include "../include/defines.h"
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#include <defines.h>
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#include <stdint.h>
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#include "../custom_types.h"
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#include <custom_types.h>
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#include "../thirdparty/nugget/common/syscalls/syscalls.h"
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#define printf ramsyscall_printf
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// PSX setup
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void setDCLightEnv(MATRIX * curLevelCMat, MATRIX * curLevelLgtMat, SVECTOR * curLevelLgtAng);
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@ -1,8 +1,8 @@
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#pragma once
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#include "../include/psx.h"
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#include "../include/camera.h"
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#include "../include/math.h"
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#include "../include/macros.h"
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#include <psx.h>
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#include <camera.h>
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#include <math.h>
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#include <macros.h>
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// XA
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// Sector offset for XA data 4: simple speed, 8: double speed
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#define XA_CHANNELS 8
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@ -2,7 +2,7 @@
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#include <sys/types.h>
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#include <libgte.h>
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#include <libgpu.h>
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#include "../include/defines.h"
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#include <defines.h>
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int cliptest3(short * v1);
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void worldToScreen( VECTOR * worldPos, VECTOR * screenPos );
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@ -1,2 +1,2 @@
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#!/bin/bash
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make && ~/bin/mkpsxiso -y config/3dcam.xml && pcsx-redux -run -iso 3dcam.cue
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make && ~/bin/mkpsxiso -y config/3dcam.xml && prime-run pcsx-redux -run -iso 3dcam.cue
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2309
levels/level0.c
2309
levels/level0.c
File diff suppressed because it is too large
Load Diff
@ -1,16 +1,16 @@
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#pragma once
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#include "../custom_types.h"
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#include "../include/defines.h"
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#include <custom_types.h>
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#include <defines.h>
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extern LEVEL level0;
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extern CVECTOR level0_BGc;
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extern VECTOR level0_BKc;
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extern MESH_ANIMS_TRACKS level0_modelCube_001_anims;
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extern VANIM level0_modelCube_001_anim_KeyAction;
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extern VANIM level0_modelCube_001_anim_KeyAction_004;
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extern VANIM level0_modelCube_001_anim_KeyAction_003;
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extern VANIM level0_modelCube_001_anim_KeyAction_001;
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extern VANIM level0_modelCube_001_anim_KeyAction_002;
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extern VANIM level0_modelCube_001_anim_KeyAction;
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extern VANIM level0_modelCube_001_anim_KeyAction_004;
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extern CAMPOS level0_camPos_Camera;
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extern CAMPATH level0_camPath;
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extern MATRIX level0_lgtmat;
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@ -2607,8 +2607,8 @@ BODY level1_modelCube_body = {
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0,899,0, 0,
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5,
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ONE/5,
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-45,-23,-27, 0,
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42,31,26, 0,
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-35,-13,-17, 0,
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32,21,16, 0,
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1024,
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};
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@ -2984,8 +2984,8 @@ BODY level1_modelCylindre_body = {
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0,0,0, 0,
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20,
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ONE/20,
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-38,-30,-36, 0,
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39,35,41, 0,
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-28,-20,-26, 0,
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29,35,31, 0,
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0,
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};
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@ -10744,7 +10744,7 @@ PRIM level1_modelSphere_index[] = {
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BODY level1_modelSphere_body = {
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{0, 0, 0, 0},
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-495,-129,16, 0,
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-405,-109,16, 0,
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0,0,0, 0,
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10,
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ONE/10,
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@ -10768,7 +10768,7 @@ MESH level1_meshSphere = {
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&level1_tim_home,
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_binary_TIM_home_tim_start,
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{0}, // Matrix
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{-495,-129,16, 0}, // position
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{-405,-109,16, 0}, // position
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{0,0,0, 0}, // rotation
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0, // isProp
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1, // isRigidBody
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@ -11211,7 +11211,7 @@ PRIM level1_modelSphere_001_index[] = {
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BODY level1_modelSphere_001_body = {
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{0, 0, 0, 0},
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44,-73,92, 0,
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144,-73,92, 0,
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0,0,0, 0,
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5,
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ONE/5,
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@ -11235,7 +11235,7 @@ MESH level1_meshSphere_001 = {
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&level1_tim_home,
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_binary_TIM_home_tim_start,
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{0}, // Matrix
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{44,-73,92, 0}, // position
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{144,-73,92, 0}, // position
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{0,0,0, 0}, // rotation
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1, // isProp
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1, // isRigidBody
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@ -1,6 +1,6 @@
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#pragma once
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#include "../custom_types.h"
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#include "../include/defines.h"
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#include <custom_types.h>
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#include <defines.h>
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extern LEVEL level1;
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extern CVECTOR level1_BGc;
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14
overlay.ld
14
overlay.ld
@ -14,20 +14,20 @@ SECTIONS {
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KEEP(levels/level0.o(.text.startup._GLOBAL__*))
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KEEP(levels/level0.o(.text.*))
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KEEP(levels/level0.o(.rodata*))
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KEEP(levels/level0.o(.sdata*))
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KEEP(levels/level0.o(.sdata*))
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KEEP(levels/level0.o(.data*))
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KEEP(levels/level0.o(.sbss*))
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KEEP(levels/level0.o(.sbss*))
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KEEP(levels/level0.o(.bss*))
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KEEP(levels/level0.o(.ctors))
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/*KEEP(TIM/bg_camPath_*.o(.text))
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/*KEEP(TIM/bg_camPath_*.o(.text))
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__lvl0_ctor = .;
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KEEP(TIM/bg_camPath_*.o(.text.startup._GLOBAL__*))
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KEEP(TIM/bg_camPath_*.o(.text.*))
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KEEP(TIM/bg_camPath_*.o(.rodata*))
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KEEP(TIM/bg_camPath_*.o(.sdata*))
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KEEP(TIM/bg_camPath_*.o(.sdata*))
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KEEP(TIM/bg_camPath_*.o(.data*))
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KEEP(TIM/bg_camPath_*.o(.sbss*))
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KEEP(TIM/bg_camPath_*.o(.sbss*))
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KEEP(TIM/bg_camPath_*.o(.bss*))
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KEEP(TIM/bg_camPath_*.o(.ctors))
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*/
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@ -42,9 +42,9 @@ SECTIONS {
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KEEP(levels/level1.o(.text.startup._GLOBAL__*))
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KEEP(levels/level1.o(.text.*))
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KEEP(levels/level1.o(.rodata*))
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KEEP(levels/level1.o(.sdata*))
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KEEP(levels/level1.o(.sdata*))
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KEEP(levels/level1.o(.data*))
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KEEP(levels/level1.o(.sbss*))
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KEEP(levels/level1.o(.sbss*))
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KEEP(levels/level1.o(.bss*))
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KEEP(levels/level1.o(.ctors))
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@ -1,31 +0,0 @@
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#!/bin/bash
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# Path to nops executable
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NOPS="nops"
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if [ $# -eq 0 ]
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then
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echo "PSX Overlay Upload helper script
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Upload a binary and the corresponding executable to a real PSX memory, via unirom + serial cable.
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This script is dependant on NOTpsxserial being available on your system : https://github.com/JonathanDotCel/NOTPSXSerial
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Edit the $NOPS value to reflect the executable path on your system, e.g :
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\$NOPS = '/blah/nops'
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Usage : ./ovly_upload_helper.sh bin_filename psx_exe_name com_port
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- bin_filename , eg : Overlay.lvl0
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- psx_exe_name, e.g : main.ps-exe
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- com_port, e.g : /dev/ttyUSB0, COM1
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"
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else
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# Find map file corresponding to ps-exe
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MAP_FILE="`echo $2 | awk -F. '{print $1}'`.map"
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# Find loading address
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LOAD_ADDR="0x`cat $MAP_FILE | grep load_all_overlays_here | awk '{print $1}' | cut -c 11-`"
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$NOPS /debug $3
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$NOPS /fast /bin $LOAD_ADDR $1 $3
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$NOPS /fast /exe $2 $3
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$NOPS /slow $3
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fi
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10
src/camera.c
10
src/camera.c
@ -1,8 +1,8 @@
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#include "../include/psx.h"
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#include "../include/camera.h"
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#include "../include/math.h"
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#include "../include/physics.h"
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#include "../include/space.h"
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#include <psx.h>
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#include <camera.h>
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#include <math.h>
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#include <physics.h>
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#include <space.h>
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void getCameraXZ(int * x, int * z, int actorX, int actorZ, int angle, int distance) {
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// Using Nic's Costable : https://github.com/grumpycoders/Balau/blob/master/tests/test-Handles.cc#L20-L102
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#include "../include/psx.h"
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#include "../include/graphics.h"
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#include "../include/math.h"
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#include "../include/CPUMAC.H"
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#include <psx.h>
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#include <graphics.h>
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#include <math.h>
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#include <CPUMAC.H>
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void updateLight(void){
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RotMatrix_gte(dc_lgtangp, dc_lgtmatp);
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@ -79,9 +79,18 @@ void set3VertexLerPos(MESH * mesh, long t){
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};
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void set3VertexPos(MESH * mesh, long t, int atime){
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// Set vertices according to anim
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mesh->tmesh->v[ mesh->index[ t ].order.vx ] = mesh->currentAnim->data[ atime % mesh->currentAnim->nframes * mesh->currentAnim->nvert + mesh->index[t].order.vx ];
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mesh->tmesh->v[ mesh->index[ t ].order.vz ] = mesh->currentAnim->data[ atime % mesh->currentAnim->nframes * mesh->currentAnim->nvert + mesh->index[t].order.vz ];
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mesh->tmesh->v[ mesh->index[ t ].order.vy ] = mesh->currentAnim->data[ atime % mesh->currentAnim->nframes * mesh->currentAnim->nvert + mesh->index[t].order.vy ];
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mesh->tmesh->v[ mesh->index[ t ].order.vx ].vx = mesh->currentAnim->data[ atime % mesh->currentAnim->nframes * mesh->currentAnim->nvert + mesh->index[t].order.vx ].vx;
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mesh->tmesh->v[ mesh->index[ t ].order.vx ].vy = mesh->currentAnim->data[ atime % mesh->currentAnim->nframes * mesh->currentAnim->nvert + mesh->index[t].order.vx ].vy;
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mesh->tmesh->v[ mesh->index[ t ].order.vx ].vz = mesh->currentAnim->data[ atime % mesh->currentAnim->nframes * mesh->currentAnim->nvert + mesh->index[t].order.vx ].vz;
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mesh->tmesh->v[ mesh->index[ t ].order.vz ].vx = mesh->currentAnim->data[ atime % mesh->currentAnim->nframes * mesh->currentAnim->nvert + mesh->index[t].order.vz ].vx;
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mesh->tmesh->v[ mesh->index[ t ].order.vz ].vy = mesh->currentAnim->data[ atime % mesh->currentAnim->nframes * mesh->currentAnim->nvert + mesh->index[t].order.vz ].vy;
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mesh->tmesh->v[ mesh->index[ t ].order.vz ].vz = mesh->currentAnim->data[ atime % mesh->currentAnim->nframes * mesh->currentAnim->nvert + mesh->index[t].order.vz ].vz;
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mesh->tmesh->v[ mesh->index[ t ].order.vy ].vx = mesh->currentAnim->data[ atime % mesh->currentAnim->nframes * mesh->currentAnim->nvert + mesh->index[t].order.vy ].vx;
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mesh->tmesh->v[ mesh->index[ t ].order.vy ].vy = mesh->currentAnim->data[ atime % mesh->currentAnim->nframes * mesh->currentAnim->nvert + mesh->index[t].order.vy ].vy;
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mesh->tmesh->v[ mesh->index[ t ].order.vy ].vz = mesh->currentAnim->data[ atime % mesh->currentAnim->nframes * mesh->currentAnim->nvert + mesh->index[t].order.vy ].vz;
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}
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void set4VertexLerPos(MESH * mesh, long t){
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// Find and set 4 interpolated vertex value
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@ -108,10 +117,31 @@ void set4VertexLerPos(MESH * mesh, long t){
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}
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void set4VertexPos(MESH * mesh, long t, int atime){
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// Set vertices according to anim
|
||||
mesh->tmesh->v[ mesh->index[ t ].order.vx ] = mesh->currentAnim->data[ atime % mesh->currentAnim->nframes * mesh->currentAnim->nvert + mesh->index[t].order.vx ];
|
||||
mesh->tmesh->v[ mesh->index[ t ].order.vz ] = mesh->currentAnim->data[ atime % mesh->currentAnim->nframes * mesh->currentAnim->nvert + mesh->index[t].order.vz ];
|
||||
mesh->tmesh->v[ mesh->index[ t ].order.vy ] = mesh->currentAnim->data[ atime % mesh->currentAnim->nframes * mesh->currentAnim->nvert + mesh->index[t].order.vy ];
|
||||
mesh->tmesh->v[ mesh->index[ t ].order.pad ] = mesh->currentAnim->data[ atime % mesh->currentAnim->nframes * mesh->currentAnim->nvert + mesh->index[t].order.pad ];
|
||||
// TODO : fix using delta animation
|
||||
//~ SVECTOR x, y, z, pad;
|
||||
//~ addVector2(&mesh->tmesh->v[ mesh->index[ t ].order.vx ], &mesh->currentAnim->data[ atime % mesh->currentAnim->nframes * mesh->currentAnim->nvert + mesh->index[t].order.vx ], &x );
|
||||
//~ addVector2(&mesh->tmesh->v[ mesh->index[ t ].order.vz ], &mesh->currentAnim->data[ atime % mesh->currentAnim->nframes * mesh->currentAnim->nvert + mesh->index[t].order.vz ], &z );
|
||||
//~ addVector2(&mesh->tmesh->v[ mesh->index[ t ].order.vy ], &mesh->currentAnim->data[ atime % mesh->currentAnim->nframes * mesh->currentAnim->nvert + mesh->index[t].order.vy ], &y );
|
||||
//~ addVector2(&mesh->tmesh->v[ mesh->index[ t ].order.pad ], &mesh->currentAnim->data[ atime % mesh->currentAnim->nframes * mesh->currentAnim->nvert + mesh->index[t].order.pad ], &pad );
|
||||
//~ mesh->tmesh->v[ mesh->index[ t ].order.vx ] = x;
|
||||
//~ mesh->tmesh->v[ mesh->index[ t ].order.vz ] = z;
|
||||
//~ mesh->tmesh->v[ mesh->index[ t ].order.vy ] = y;
|
||||
//~ mesh->tmesh->v[ mesh->index[ t ].order.pad ] = pad;
|
||||
mesh->tmesh->v[ mesh->index[ t ].order.vx ].vx = mesh->currentAnim->data[ atime % mesh->currentAnim->nframes * mesh->currentAnim->nvert + mesh->index[t].order.vx ].vx;
|
||||
mesh->tmesh->v[ mesh->index[ t ].order.vx ].vy = mesh->currentAnim->data[ atime % mesh->currentAnim->nframes * mesh->currentAnim->nvert + mesh->index[t].order.vx ].vy;
|
||||
mesh->tmesh->v[ mesh->index[ t ].order.vx ].vz = mesh->currentAnim->data[ atime % mesh->currentAnim->nframes * mesh->currentAnim->nvert + mesh->index[t].order.vx ].vz;
|
||||
|
||||
mesh->tmesh->v[ mesh->index[ t ].order.vz ].vx = mesh->currentAnim->data[ atime % mesh->currentAnim->nframes * mesh->currentAnim->nvert + mesh->index[t].order.vz ].vx;
|
||||
mesh->tmesh->v[ mesh->index[ t ].order.vz ].vy = mesh->currentAnim->data[ atime % mesh->currentAnim->nframes * mesh->currentAnim->nvert + mesh->index[t].order.vz ].vy;
|
||||
mesh->tmesh->v[ mesh->index[ t ].order.vz ].vz = mesh->currentAnim->data[ atime % mesh->currentAnim->nframes * mesh->currentAnim->nvert + mesh->index[t].order.vz ].vz;
|
||||
|
||||
mesh->tmesh->v[ mesh->index[ t ].order.vy ].vx = mesh->currentAnim->data[ atime % mesh->currentAnim->nframes * mesh->currentAnim->nvert + mesh->index[t].order.vy ].vx;
|
||||
mesh->tmesh->v[ mesh->index[ t ].order.vy ].vy = mesh->currentAnim->data[ atime % mesh->currentAnim->nframes * mesh->currentAnim->nvert + mesh->index[t].order.vy ].vy;
|
||||
mesh->tmesh->v[ mesh->index[ t ].order.vy ].vz = mesh->currentAnim->data[ atime % mesh->currentAnim->nframes * mesh->currentAnim->nvert + mesh->index[t].order.vy ].vz;
|
||||
|
||||
mesh->tmesh->v[ mesh->index[ t ].order.pad ].vx = mesh->currentAnim->data[ atime % mesh->currentAnim->nframes * mesh->currentAnim->nvert + mesh->index[t].order.pad ].vx;
|
||||
mesh->tmesh->v[ mesh->index[ t ].order.pad ].vy = mesh->currentAnim->data[ atime % mesh->currentAnim->nframes * mesh->currentAnim->nvert + mesh->index[t].order.pad ].vy;
|
||||
mesh->tmesh->v[ mesh->index[ t ].order.pad ].vz = mesh->currentAnim->data[ atime % mesh->currentAnim->nframes * mesh->currentAnim->nvert + mesh->index[t].order.pad ].vz;
|
||||
}
|
||||
void interpolateTri(POLY_GT3 * poly, MESH * mesh, long t){
|
||||
long Flag, nclip = 0;
|
||||
|
65
src/main.c
65
src/main.c
@ -16,15 +16,16 @@
|
||||
* eye */
|
||||
// Blender debug mode
|
||||
// bpy. app. debug = True
|
||||
#include "../include/psx.h"
|
||||
#include "../include/pad.h"
|
||||
#include "../include/math.h"
|
||||
#include "../include/camera.h"
|
||||
#include "../include/physics.h"
|
||||
#include "../include/graphics.h"
|
||||
#include "../include/space.h"
|
||||
#include "../include/sound.h"
|
||||
|
||||
#include <psx.h>
|
||||
#include <pad.h>
|
||||
#include <math.h>
|
||||
#include <camera.h>
|
||||
#include <physics.h>
|
||||
#include <graphics.h>
|
||||
#include <space.h>
|
||||
#include <sound.h>
|
||||
//~ #include "../thirdparty/nugget/common/syscalls/syscalls.h"
|
||||
//~ #define printf ramsyscall_printf
|
||||
#define USECD
|
||||
|
||||
// START OVERLAY
|
||||
@ -196,6 +197,7 @@ int main() {
|
||||
// Main loop
|
||||
//~ while ( VSync(VSYNC) ) {
|
||||
while ( 1 ) {
|
||||
printf("Let's go!");
|
||||
dt = GetRCnt(RCntCNT1) - oldTime;
|
||||
oldTime = GetRCnt(RCntCNT1);
|
||||
// XA playback (keep track of playback and loop XA)
|
||||
@ -251,11 +253,11 @@ int main() {
|
||||
atime ++;
|
||||
}
|
||||
// Reset player/prop pos
|
||||
if(curLvl.actorPtr->pos.vy >= 200){
|
||||
if(curLvl.actorPtr->pos.vy >= curLvl.levelPtr->body->max.vy + 200){
|
||||
playSFX(&voiceAttributes, curLvl.levelSounds->sounds[6]->VAGsample, curLvl.levelSounds->sounds[6]->volumeL, curLvl.levelSounds->sounds[6]->volumeR);
|
||||
respawnMesh(&curLvl, curLvl.actorPtr, &actorStartRot, &actorStartPos, actorStartNode );
|
||||
}
|
||||
if(curLvl.propPtr->pos.vy >= 200){
|
||||
if(curLvl.propPtr->pos.vy >= curLvl.levelPtr->body->max.vy + 200){
|
||||
playSFX(&voiceAttributes, curLvl.levelSounds->sounds[3]->VAGsample, curLvl.levelSounds->sounds[3]->volumeL, curLvl.levelSounds->sounds[3]->volumeR);
|
||||
respawnMesh(&curLvl, curLvl.propPtr, &propStartRot, &propStartPos, propStartNode );
|
||||
}
|
||||
@ -308,26 +310,37 @@ int main() {
|
||||
// Get col between actor and level
|
||||
if ( curLvl.meshes[k]->isActor ){
|
||||
// Check col
|
||||
checkBodyCol( curLvl.meshes[k]->body , curLvl.levelPtr->body );
|
||||
VECTOR colLvl = checkBodyCol( curLvl.meshes[k]->body , curLvl.levelPtr->body );
|
||||
FntPrint("ColLvl: %d %d %d\n", colLvl.vz, colLvl.vx, colLvl.vy);
|
||||
// Get col between actor and current node's walls
|
||||
// Loop on current node's objects
|
||||
for (short obj=0; obj < curLvl.curNode->objects->index; obj++){
|
||||
VECTOR col = getExtCollision( *curLvl.meshes[k]->body, *curLvl.curNode->objects->list[obj]->body );
|
||||
// If isWall, check collision
|
||||
if ( curLvl.curNode->objects->list[obj]->isWall ){
|
||||
if( getExtCollision( *curLvl.meshes[k]->body, *curLvl.curNode->objects->list[obj]->body ).vz &&
|
||||
getExtCollision( *curLvl.meshes[k]->body, *curLvl.curNode->objects->list[obj]->body ).vx) {
|
||||
curLvl.meshes[k]->body->position.vz = curLvl.meshes[k]->body->position.vz - curLvl.meshes[k]->body->velocity.vz ;
|
||||
curLvl.meshes[k]->body->position.vx = curLvl.meshes[k]->body->position.vx - curLvl.meshes[k]->body->velocity.vx ;
|
||||
//~ if ( curLvl.curNode->objects->list[obj]->isWall){
|
||||
//~ if( col.vz && col.vx) {
|
||||
//~ curLvl.meshes[k]->body->position.vz = curLvl.meshes[k]->body->position.vz - curLvl.meshes[k]->body->velocity.vz ;
|
||||
//~ curLvl.meshes[k]->body->position.vx = curLvl.meshes[k]->body->position.vx - curLvl.meshes[k]->body->velocity.vx ;
|
||||
//~ }
|
||||
//~ }
|
||||
if ( curLvl.curNode->objects->list[obj]->isStaticBody ){
|
||||
FntPrint("Col : %d %d %d\n", col.vz, col.vx, col.vy);
|
||||
if( col.vz && col.vx && col.vy ) {
|
||||
if (!colLvl.vy) {
|
||||
curLvl.meshes[k]->body->position.vz = curLvl.meshes[k]->body->position.vz - curLvl.meshes[k]->body->velocity.vz ;
|
||||
curLvl.meshes[k]->body->position.vx = curLvl.meshes[k]->body->position.vx - curLvl.meshes[k]->body->velocity.vx ;
|
||||
}
|
||||
curLvl.meshes[k]->body->position.vy = curLvl.meshes[k]->body->position.vy - curLvl.meshes[k]->body->velocity.vy ;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Only evaluate collision if actor is on same plane as prop
|
||||
if ( curLvl.curNode == curLvl.propPtr->node ){
|
||||
// Get col between actor and props
|
||||
col = getExtCollision( *curLvl.meshes[k]->body, *curLvl.propPtr->body );
|
||||
if (col.vx && col.vz && canMove == 1 ) {
|
||||
VECTOR col = getExtCollision( *curLvl.meshes[k]->body, *curLvl.propPtr->body );
|
||||
if (col.vx && col.vz && col.vy && canMove == 1 ) {
|
||||
setVector( &curLvl.propPtr->body->velocity,
|
||||
curLvl.meshes[k]->body->velocity.vx,
|
||||
0,
|
||||
@ -374,7 +387,8 @@ int main() {
|
||||
curLvl.actorPtr->pos.vy,
|
||||
curLvl.actorPtr->pos.vz - (ncos(curLvl.actorPtr->rot.vy/2))
|
||||
);
|
||||
|
||||
curLvl.levelPtr->body->normal = curLvl.levelPtr->tmesh->n[0];
|
||||
|
||||
// Add secondary OT to main OT
|
||||
AddPrims(otdisc[db], ot[db] + OTLEN - 1, ot[db]);
|
||||
|
||||
@ -383,11 +397,13 @@ int main() {
|
||||
//~ FntPrint("Dt : %d %d %d\n", 400/(dt+1), (XA_CDSPEED)/((400/(dt+1))+1), (curLvl.XA->samples[sample].end - curLvl.XA->samples[sample].start)<<12);
|
||||
//~ FntPrint("XA : %d\n", (XA_CDSPEED)/((400/(dt+1))+1) );
|
||||
//~ FntPrint("XA : %d\n", curLvl.XA->samples[sample].cursor );
|
||||
FntPrint("CamAngle : %d\n", curCamAngle);
|
||||
FntPrint("CamAngle : %d\n", curCamAngle );
|
||||
FntPrint("fVector : %d %d %d\n", fVecActor.vx, fVecActor.vy, fVecActor.vz );
|
||||
//~ FntPrint("XA: %x\n", curLvl.XA);
|
||||
//~ FntPrint("Ofst: %d\n", curLvl.XA->banks[0]->offset);
|
||||
//~ FntPrint("Vol: %d %d\n", curLvl.levelSounds->sounds[0]->volumeL, curLvl.levelSounds->sounds[0]->volumeR );
|
||||
FntPrint("Curanim : %x\n", curLvl.meshes[1]->currentAnim);
|
||||
FntPrint("Gforce: %d", curLvl.actorPtr->body->gForce.vy);
|
||||
//~ FntPrint("Anims : %x %x", curLvl.meshes[1]->anim_tracks->strips[3], curLvl.meshes[1]->anim_tracks->strips[4]);
|
||||
FntFlush(-1);
|
||||
display( &disp[db], &draw[db], otdisc[db], primbuff[db], &nextpri, &db);
|
||||
@ -493,9 +509,10 @@ void callback() {
|
||||
lastPad = PAD;
|
||||
}
|
||||
if ( PAD & Cross && !(lastPad & Cross) ){
|
||||
if (curLvl.actorPtr->body->gForce.vy == 0 && (curLvl.actorPtr->body->position.vy - curLvl.actorPtr->body->min.vy) == curLvl.levelPtr->body->min.vy ){
|
||||
//~ if (curLvl.actorPtr->body->gForce.vy == 0 && (curLvl.actorPtr->body->position.vy - curLvl.actorPtr->body->min.vy) == curLvl.levelPtr->body->min.vy ){
|
||||
if (curLvl.actorPtr->body->gForce.vy == 0){
|
||||
// Use delta to find jump force
|
||||
curLvl.actorPtr->body->gForce.vy = -200;
|
||||
curLvl.actorPtr->body->gForce.vy = -300;
|
||||
}
|
||||
timer = 10;
|
||||
playSFX(&voiceAttributes, curLvl.levelSounds->sounds[4]->VAGsample, curLvl.levelSounds->sounds[4]->volumeL, curLvl.levelSounds->sounds[4]->volumeR );
|
||||
|
@ -1,4 +1,4 @@
|
||||
#include "../include/math.h"
|
||||
#include <math.h>
|
||||
|
||||
// Stolen from grumpycoder
|
||||
// this is from here : https://github.com/grumpycoders/Balau/blob/master/tests/test-Handles.cc#L20-L102
|
||||
|
@ -1,4 +1,4 @@
|
||||
#include "../include/pad.h"
|
||||
#include <pad.h>
|
||||
|
||||
void get_digital_direction( Controller_Data *c, int buttondata ) // get analog stick values
|
||||
{
|
||||
|
@ -1,4 +1,4 @@
|
||||
#include "../include/pcdrv.h"
|
||||
#include <pcdrv.h>
|
||||
|
||||
int waitForSIODone( int * flag ){
|
||||
// This should wait for a signal from the SIO to tell when it's done
|
||||
|
@ -1,4 +1,4 @@
|
||||
#include "../include/physics.h"
|
||||
#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 ) ;
|
||||
@ -87,7 +87,7 @@ VECTOR getIntCollision(BODY one, BODY two){
|
||||
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.vy = !(d1.vy > 0 && d2.vy > 0);
|
||||
col.vz = !(d1.vz > 0 && d2.vz > 0);
|
||||
return col;
|
||||
};
|
||||
@ -104,20 +104,39 @@ VECTOR getExtCollision(BODY one, BODY two){
|
||||
col.vz = d1.vz > 0 && d2.vz > 0;
|
||||
return col;
|
||||
};
|
||||
void checkBodyCol(BODY * one, BODY * two){
|
||||
VECTOR colInt, colExt;
|
||||
VECTOR checkBodyCol(BODY * one, BODY * two){
|
||||
VECTOR colInt;
|
||||
colInt = getIntCollision( *one , *two );
|
||||
//~ colExt = getExtCollision( *one , *two );
|
||||
// If collisiton on Y axis,
|
||||
if ( colInt.vy ) {
|
||||
if ( !(colInt.vy) ) {
|
||||
// and above plane
|
||||
if ( !colInt.vx && !colInt.vz ) {
|
||||
// collide
|
||||
one->position.vy = two->max.vy - one->max.vy ;
|
||||
short slopeX = two->normal.vx > 0 ? 1 : -1;
|
||||
//~ short slopeZ = two->normal.vz > 0 ? 1 : -1;
|
||||
long o = two->max.vy - two->min.vy ;
|
||||
long a = two->max.vx - two->min.vx;
|
||||
long aa = (two->position.vx + two->min.vx) - (one->position.vx + one->min.vx) ;
|
||||
//~ long b = two->max.vz - two->min.vz;
|
||||
//~ long ab = (two->position.vz + two->min.vz) - (one->position.vz + one->min.vz) ;
|
||||
// Avoid div/0
|
||||
if (a){
|
||||
long y = (( (slopeX * o) * ONE) / a) * aa;
|
||||
// long y = (( (slopeZ * o) * ONE) / b) * ab;
|
||||
// FntPrint("sly: %d", y >> 12);
|
||||
if (y) {
|
||||
one->position.vy = (y >> 12) - ( slopeX < 0 ? 128 : 0 );
|
||||
// one->position.vy = (y >> 12) - ( slopeZ < 0 ? 64 : 0 ) ;
|
||||
} else {
|
||||
one->position.vy = two->max.vy - one->max.vy;
|
||||
}
|
||||
}
|
||||
one->velocity.vy = 0;
|
||||
two->velocity.vy = 0;
|
||||
//~ FntPrint("col: %d %d %d %d\nY: %d, Z: %d, X: %d\nSlope: %d", o, a, aa, ab, one->position.vy, one->position.vz, one->position.vx, slopeX);
|
||||
}
|
||||
}
|
||||
return colInt;
|
||||
};
|
||||
void applyAngMom(LEVEL curLvl ){
|
||||
if (curLvl.propPtr->isRound){
|
||||
|
@ -1,5 +1,5 @@
|
||||
#include "../include/psx.h"
|
||||
#include "../include/sound.h"
|
||||
#include <psx.h>
|
||||
#include <sound.h>
|
||||
|
||||
|
||||
void setDCLightEnv(MATRIX * curLevelCMat, MATRIX * curLevelLgtMat, SVECTOR * curLevelLgtAng){
|
||||
|
@ -1,5 +1,5 @@
|
||||
#include "../include/sound.h"
|
||||
#include "../include/space.h"
|
||||
#include <sound.h>
|
||||
#include <space.h>
|
||||
|
||||
// VAG playback
|
||||
void initSnd(SpuCommonAttr * spuSettings, char * spu_malloc_rec, u_int mallocMax){
|
||||
|
@ -1,4 +1,4 @@
|
||||
#include "../include/space.h"
|
||||
#include <space.h>
|
||||
|
||||
// From 'psyq/addons/graphics/ZIMEN/CLIP.C'
|
||||
void worldToScreen( VECTOR * worldPos, VECTOR * screenPos ) {
|
||||
|
2
thirdparty/nugget
vendored
2
thirdparty/nugget
vendored
@ -1 +1 @@
|
||||
Subproject commit 6483f1e13b5c89932500129548e8aa8f2a026f25
|
||||
Subproject commit a6e3be17bac082d789dfcc9e3b767128f560c28f
|
Loading…
Reference in New Issue
Block a user