correcting collision code

This commit is contained in:
ABelliqueux 2021-03-15 15:58:21 +01:00
parent 18a3007c16
commit d9e86099b2

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@ -49,7 +49,7 @@
#define OT2LEN 8 #define OT2LEN 8
#define OTLEN 256 // Maximum number of OT entries #define OTLEN 256 // Maximum number of OT entries
#define PRIMBUFFLEN 1024 * sizeof(POLY_GT4) // Maximum number of POLY_GT3 primitives #define PRIMBUFFLEN 4096 * sizeof(POLY_GT4) // Maximum number of POLY_GT3 primitives
// atantable // atantable
#define SWAP(a,b,c) {(c)=(a); (a)=(b); (b)=(c);} // swap(x, y, buffer) #define SWAP(a,b,c) {(c)=(a); (a)=(b); (b)=(c);} // swap(x, y, buffer)
@ -182,6 +182,9 @@ int camMode = 2;
long timeB = 0; long timeB = 0;
int lerping = 0; int lerping = 0;
// Inverted Cam coordinates for Forward Vector calc
VECTOR InvCamPos = {0,0,0,0};
VECTOR fVecActor = {0,0,0,0};
u_long triCount = 0; u_long triCount = 0;
@ -195,7 +198,7 @@ int ncos(u_int t);
int nsin(u_int t); int nsin(u_int t);
// Atan table // Atan table
int patan(int x, int y); long long patan(long x, long y);
//sqrt //sqrt
u_int psqrt(u_int n); u_int psqrt(u_int n);
@ -219,6 +222,8 @@ void LoadTexture(u_long * tim, TIM_IMAGE * tparam);
int cliptest3(short * v1); int cliptest3(short * v1);
int lerp(int start, int end, int factor); // FIXME : not working as it should int lerp(int start, int end, int factor); // FIXME : not working as it should
SVECTOR SVlerp(SVECTOR start, SVECTOR end, int factor); // FIXME SVECTOR SVlerp(SVECTOR start, SVECTOR end, int factor); // FIXME
VECTOR getVectorTo(VECTOR actor, VECTOR target);
int alignAxisToVect(VECTOR target, short axis, int factor);
// Camera // Camera
void getCameraXZ(int * x, int * z, int actorX, int actorZ, int angle, int distance); void getCameraXZ(int * x, int * z, int actorX, int actorZ, int angle, int distance);
@ -247,10 +252,15 @@ int main() {
DR_TPAGE * tpage; DR_TPAGE * tpage;
// Poly subdiv // Poly subdiv
DIVPOLYGON4 div = { 0 }; DIVPOLYGON4 div4 = { 0 };
div.pih = SCREENXRES; div4.pih = SCREENXRES;
div.piv = SCREENYRES; div4.piv = SCREENYRES;
div.ndiv = 1; div4.ndiv = 2;
//~ DIVPOLYGON3 div3 = { 0 };
//~ div3.pih = SCREENXRES;
//~ div3.piv = SCREENYRES;
//~ div3.ndiv = 1;
MATRIX Cmatrix = {0}; MATRIX Cmatrix = {0};
@ -286,7 +296,11 @@ int main() {
// Cam stuff // Cam stuff
VECTOR posToActor = {0, 0, 0, 0}; // position of camera relative to actor 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 VECTOR camAngleToAct = {0, 0, 0, 0}; // rotation angles for the camera to point at actor
// Sprite sustem
VECTOR posToCam = {0, 0, 0, 0};
VECTOR objAngleToCam = {0, 0, 0, 0};
int angle = 0; //PSX units = 4096 == 360° = 2Pi int angle = 0; //PSX units = 4096 == 360° = 2Pi
int dist = 0; //PSX units int dist = 0; //PSX units
@ -302,7 +316,6 @@ int main() {
// Pre-calc bg test // Pre-calc bg test
setCameraPos(camPtr->campos->pos, camPtr->campos->rot); setCameraPos(camPtr->campos->pos, camPtr->campos->rot);
//~ camera.rot.vz = 100; //~ camera.rot.vz = 100;
// Main loop // Main loop
@ -326,15 +339,32 @@ int main() {
// Angle between camera and actor // Angle between camera and actor
// using atantable (faster) // using atantable (faster)
theta.vy = patan(posToActor.vx, posToActor.vz) / 16 - 1024 ; camAngleToAct.vy = (patan(-posToActor.vx, -posToActor.vz) / 16) - 3076 ;
theta.vx = patan(dist, posToActor.vy)/16; camAngleToAct.vx = patan(dist, posToActor.vy) >> 4;
//~ posToCam = getVectorTo(*meshPlan.pos, camera.pos);
//~ posToCam = getVectorTo(camera.pos, *meshPlan.pos);
//~ objAngleToCam.vy = ( (patan(meshPlan.pos->vx, meshPlan.pos->vz) - patan(camera.pos.vx > 0 ? camera.pos.vx : camera.pos.vx, camera.pos.vz) ) >> 4) - 1024;
//~ objAngleToCam.vy = ( (patan(meshPlan.pos->vx > 0 ? meshPlan.pos->vx : 4096 + meshPlan.pos->vx, meshPlan.pos->vz) - patan(camera.pos.vx > 0 ? camera.pos.vx : 4096 + camera.pos.vx, camera.pos.vz) ) >> 4) - 1024;
//~ objAngleToCam.vx = ratan2(posToCam.pad, posToCam.vy);
//~ meshPlan.rot->vy = objAngleToCam.vy;
//~ meshPlan.rot->vx = objAngleToCam.vy;
// Actor Forward vector
fVecActor = *actorPtr->pos;
fVecActor.vx = actorPtr->pos->vx + (nsin(actorPtr->rot->vy/2));
fVecActor.vz = actorPtr->pos->vz - (ncos(actorPtr->rot->vy/2));
if(camMode != 2){ if(camMode != 2){
camera.rot.vy = theta.vy; camera.rot.vy = camAngleToAct.vy;
// using csin/ccos, no need for theta // using csin/ccos, no need for theta
//~ camera.rot.vy = angle; //~ camera.rot.vy = angle;
camera.rot.vx = theta.vx; camera.rot.vx = camAngleToAct.vx;
} }
@ -349,12 +379,19 @@ int main() {
//~ camera.pos.vy = -(camera.y/ONE); //~ camera.pos.vy = -(camera.y/ONE);
camera.pos.vz = -(camera.z/ONE); camera.pos.vz = -(camera.z/ONE);
//~ InvCamPos.vx = camera.x/ONE;
//~ InvCamPos.vz = camera.z/ONE;
//~ applyVector(&InvCamPos, -1,-1,-1, *=);
angle = -actorPtr->rot->vy / 2;
//~ angle = actorPtr->rot->vy;
getCameraXZ(&camera.x, &camera.z, actorPtr->pos->vx, actorPtr->pos->vz, angle, dist); getCameraXZ(&camera.x, &camera.z, actorPtr->pos->vx, actorPtr->pos->vz, angle, dist);
// FIXME! camera lerping to pos // FIXME! camera lerping to pos
//~ angle += lerp(camera.rot.vy, -actorPtr->rot->vy, 128); //~ angle += lerp(camera.rot.vy, -actorPtr->rot->vy, 128);
//~ angle = lerpD(camera.rot.vy << 12, actorPtr->rot->vy << 12, 1024 << 12) >> 12; //~ angle = lerpD(camera.rot.vy << 12, actorPtr->rot->vy << 12, 1024 << 12) >> 12;
angle = -actorPtr->rot->vy;
} }
@ -366,6 +403,12 @@ int main() {
//~ camera.pos.vy = -(camera.y/ONE); //~ camera.pos.vy = -(camera.y/ONE);
camera.pos.vz = -(camera.z/ONE); camera.pos.vz = -(camera.z/ONE);
//~ fVecActor = *actorPtr->pos;
//~ fVecActor.vx = actorPtr->pos->vx + (nsin(actorPtr->rot->vy));
//~ fVecActor.vz = actorPtr->pos->vz - (ncos(actorPtr->rot->vy));
getCameraXZ(&camera.x, &camera.z, actorPtr->pos->vx, actorPtr->pos->vz, angle, dist); getCameraXZ(&camera.x, &camera.z, actorPtr->pos->vx, actorPtr->pos->vz, angle, dist);
angle += 10; angle += 10;
} }
@ -468,7 +511,7 @@ int main() {
} }
// Pre calculated sqrt ( see psqrt() ) // Pre calculated sqrt ( see psqrt() )
dist = psqrt( (posToActor.vx * posToActor.vx ) + (posToActor.vz * posToActor.vz) ); dist = psqrt( (posToActor.vx * posToActor.vx ) + (posToActor.vz * posToActor.vz));
// Fixed point precision 2^12 == 4096 // Fixed point precision 2^12 == 4096
int precision = 12; int precision = 12;
@ -526,7 +569,7 @@ int main() {
} }
// Pre calculated sqrt ( see psqrt() ) // Pre calculated sqrt ( see psqrt() )
dist = psqrt( (posToActor.vx * posToActor.vx ) + (posToActor.vz * posToActor.vz) ); dist = psqrt( (posToActor.vx * posToActor.vx ) + (posToActor.vz * posToActor.vz));
// Fixed point precision 2^12 == 4096 // Fixed point precision 2^12 == 4096
short precision = 12; short precision = 12;
@ -539,10 +582,10 @@ int main() {
//~ FntPrint("Cam %d, %d, %d\n", camera.pos.vx, camera.pos.vy, camera.pos.vz); //~ FntPrint("Cam %d, %d, %d\n", camera.pos.vx, camera.pos.vy, camera.pos.vz);
//~ FntPrint("Pos: %d Cur: %d\nTheta y: %d x: %d\n", camPath.pos, camPath.cursor, theta.vy, theta.vx); //~ FntPrint("Pos: %d Cur: %d\nTheta y: %d x: %d\n", camPath.pos, camPath.cursor, theta.vy, theta.vx);
if ( theta.vy < -50 ) { if ( camAngleToAct.vy < -50 ) {
camPath.pos += 40; camPath.pos += 40;
} }
if ( theta.vy > 50 ) { if ( camAngleToAct.vy > 50 ) {
camPath.pos -= 40; camPath.pos -= 40;
} }
@ -582,12 +625,13 @@ int main() {
applyAcceleration(meshes[k]->body); applyAcceleration(meshes[k]->body);
// Get col with level ( modelgnd_body ) // Get col with level ( modelgnd_body )
//~ col_lvl = getIntCollision( *meshes[k]->body , *levelPtr->body ); //~ col_lvl = getIntCollision( *meshes[k]->body , *levelPtr->body );
col_lvl = getIntCollision( *actorPtr->body , *levelPtr->body );
// &modelobject_body, &modelSphere_body col_lvl = getIntCollision( *actorPtr->body , *curNode->curPlane->body );
col_sphere = getIntCollision( *propPtr->body, *levelPtr->body );
col_sphere = getIntCollision( *propPtr->body, *curNode->curPlane->body );
col_sphere_act = getExtCollision( *actorPtr->body, *propPtr->body ); col_sphere_act = getExtCollision( *actorPtr->body, *propPtr->body );
@ -626,7 +670,7 @@ int main() {
if (propPtr->body->velocity.vx){ if (propPtr->body->velocity.vx){
VECTOR L = angularMom(*propPtr->body); VECTOR L = angularMom(*propPtr->body);
propPtr->rot->vz += L.vx; propPtr->rot->vz -= L.vx;
} }
if (propPtr->body->velocity.vz){ if (propPtr->body->velocity.vz){
@ -640,16 +684,16 @@ int main() {
propPtr->body->velocity.vx = 0; propPtr->body->velocity.vx = 0;
} }
if ( actorPtr->body->velocity.vx){ //~ if ( actorPtr->body->velocity.vx){
VECTOR L = angularMom(*actorPtr->body); //~ VECTOR L = angularMom(*actorPtr->body);
actorPtr->rot->vz += L.vx * nsin(actorPtr->rot->vy) * nsin(actorPtr->rot->vy) >> 24 ; //~ actorPtr->rot->vx += L.vx * nsin(actorPtr->rot->vy/2) * nsin(actorPtr->rot->vy/2) >> 24 ;
} //~ }
if ( actorPtr->body->velocity.vz){ //~ if ( actorPtr->body->velocity.vz){
VECTOR L = angularMom(*actorPtr->body); //~ VECTOR L = angularMom(*actorPtr->body);
actorPtr->rot->vx -= L.vz * ncos(actorPtr->rot->vy) * ncos(actorPtr->rot->vy) >> 24 ; //~ actorPtr->rot->vx -= L.vz * ncos(actorPtr->rot->vy/2) * ncos(actorPtr->rot->vy/2) >> 24 ;
} //~ }
//~ if ( actorPtr->body->velocity.vy){ //~ if ( actorPtr->body->velocity.vy){
@ -671,16 +715,16 @@ int main() {
} }
} }
//*/
// Camera setup // Camera setup
// position of cam relative to actor // position of cam relative to actor
posToActor.vx = actorPtr->pos->vx + camera.pos.vx; posToActor.vx = actorPtr->pos->vx + camera.pos.vx;
posToActor.vz = actorPtr->pos->vz + camera.pos.vz; posToActor.vz = actorPtr->pos->vz + camera.pos.vz;
posToActor.vy = actorPtr->pos->vy + camera.pos.vy; posToActor.vy = actorPtr->pos->vy + camera.pos.vy;
// position of object relative to cam
// Clear the current OT // Clear the current OT
// ClearOTagR(ot[db], OTLEN); // ClearOTagR(ot[db], OTLEN);
@ -717,12 +761,46 @@ int main() {
for (i = 0; i < (meshes[k]->tmesh->len * 3); i += 3) { for (i = 0; i < (meshes[k]->tmesh->len * 3); i += 3) {
// if mesh is not part of BG, draw them, else, discard // if mesh is not part of BG, draw them, else, discard
//~ if (!*meshes[k]->isBG) { if (!*meshes[k]->isBG || camMode != 2) {
poly = (POLY_GT3 *)nextpri; poly = (POLY_GT3 *)nextpri;
// Vertex Anim // FIXME : Polygon subdiv - is it working ?
//~ OTc = *meshes[k]->OTz>>4;
//~ FntPrint("OTC:%d", OTc);
//~ if (OTc < 15) {
//~ if (OTc > 5) div3.ndiv = 1; else div3.ndiv = 1;
//~ DivideGT3(
//~ // Vertex coord
//~ &meshes[k]->tmesh->v[ meshes[k]->index[t].order.vx ],
//~ &meshes[k]->tmesh->v[ meshes[k]->index[t].order.vz ],
//~ &meshes[k]->tmesh->v[ meshes[k]->index[t].order.vy ],
//~ // UV coord
//~ meshes[k]->tmesh->u[i+0],
//~ meshes[k]->tmesh->u[i+2],
//~ meshes[k]->tmesh->u[i+1],
//~ // Color
//~ meshes[k]->tmesh->c[i],
//~ meshes[k]->tmesh->c[i+1],
//~ meshes[k]->tmesh->c[i+2],
//~ // Gpu packet
//~ poly,
//~ &ot[db][*meshes[k]->OTz],
//~ &div3);
// Increment primitive list pointer
//~ nextpri += ( (sizeof(POLY_GT3) + 3) / 4 ) * (( 1 << ( div3.ndiv )) << ( div3.ndiv ));
//~ triCount = ((1<<(div3.ndiv))<<(div3.ndiv));
//triCount = ( (sizeof(POLY_GT3) + 3) / 4 ) * (( 1 << ( div3.ndiv )) << ( div3.ndiv ));
//~ }
// Vertex Anim
if (*meshes[k]->isAnim){ if (*meshes[k]->isAnim){
// with interpolation // with interpolation
@ -879,6 +957,7 @@ int main() {
// If vertex anim has updated normals // If vertex anim has updated normals
//~ if (*meshes[k]->isAnim){ //~ if (*meshes[k]->isAnim){
// &meshes[k]->anim->data[ atime % meshes[k]->anim->nframes * meshes[k]->anim->nvert + meshes[k]->index[t].order.vx],
//~ 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]], &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); //~ 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);
//~ NormalColorDpq(&meshes[k]->anim->normals[ atime%19 * modelCylindre_anim.nvert + meshes[k]->index[t+2]], &meshes[k]->tmesh->c[meshes[k]->index[t+2]], *meshes[k]->p, &outCol2); //~ NormalColorDpq(&meshes[k]->anim->normals[ atime%19 * modelCylindre_anim.nvert + meshes[k]->index[t+2]], &meshes[k]->tmesh->c[meshes[k]->index[t+2]], *meshes[k]->p, &outCol2);
@ -931,7 +1010,7 @@ int main() {
//~ PopMatrix(); // Pull previous matrix from stack (slow) //~ PopMatrix(); // Pull previous matrix from stack (slow)
//~ } //~ }
} }
//~ } }
} }
@ -942,7 +1021,7 @@ int main() {
for (i = 0; i < (meshes[k]->tmesh->len * 4); i += 4) { for (i = 0; i < (meshes[k]->tmesh->len * 4); i += 4) {
// if mesh is not part of BG, draw them, else, discard // if mesh is not part of BG, draw them, else, discard
if (!*meshes[k]->isBG) { if (!*meshes[k]->isBG || camMode != 2) {
poly4 = (POLY_GT4 *)nextpri; poly4 = (POLY_GT4 *)nextpri;
@ -1045,42 +1124,43 @@ int main() {
SetPolyGT4(poly4); SetPolyGT4(poly4);
// FIXME : Polygon subdiv - is it working ? //~ // FIXME : Polygon subdiv - is it working ?
OTc = OTz>>4; //~ OTc = *meshes[k]->OTz >> 4;
FntPrint("OTC:%d", OTc); //~ FntPrint("OTC:%d", OTc);
if (OTc < 15) {
if (OTc > 5) div.ndiv = 1; else div.ndiv = 2; //~ if (OTc < 4) {
DivideGT4( //~ if (OTc > 1) div4.ndiv = 1; else div4.ndiv = 2;
// Vertex coord
&meshes[k]->tmesh->v[ meshes[k]->index[t].order.vx ],
&meshes[k]->tmesh->v[ meshes[k]->index[t].order.vy ],
&meshes[k]->tmesh->v[ meshes[k]->index[t].order.pad ],
&meshes[k]->tmesh->v[ meshes[k]->index[t].order.vz ],
// UV coord
meshes[k]->tmesh->u[i+3],
meshes[k]->tmesh->u[i+2],
meshes[k]->tmesh->u[i+0],
meshes[k]->tmesh->u[i+1],
// Color //~ DivideGT4(
meshes[k]->tmesh->c[i], //~ // Vertex coord
meshes[k]->tmesh->c[i+1], //~ &meshes[k]->tmesh->v[ meshes[k]->index[t].order.pad ],
meshes[k]->tmesh->c[i+2], //~ &meshes[k]->tmesh->v[ meshes[k]->index[t].order.vz ],
meshes[k]->tmesh->c[i+3], //~ &meshes[k]->tmesh->v[ meshes[k]->index[t].order.vx ],
//~ &meshes[k]->tmesh->v[ meshes[k]->index[t].order.vy ],
//~ // UV coord
//~ meshes[k]->tmesh->u[i+3],
//~ meshes[k]->tmesh->u[i+2],
//~ meshes[k]->tmesh->u[i+0],
//~ meshes[k]->tmesh->u[i+1],
// Gpu packet //~ // Color
poly4, //~ meshes[k]->tmesh->c[i],
&ot[db][OTz], //~ meshes[k]->tmesh->c[i+1],
&div); //~ meshes[k]->tmesh->c[i+2],
//~ meshes[k]->tmesh->c[i+3],
//~ // Gpu packet
//~ poly4,
//~ &ot[db][*meshes[k]->OTz],
//~ &div4);
//~ // Increment primitive list pointer //~ // Increment primitive list pointer
nextpri += ( (sizeof(POLY_GT4) + 3) / 4 ) * (( 1 << ( div.ndiv )) << ( div.ndiv )); //~ nextpri += ( (sizeof(POLY_GT4) + 3) / 4 ) * (( 1 << ( div4.ndiv )) << ( div4.ndiv ));
triCount = ((1<<(div.ndiv))<<(div.ndiv)); //~ triCount = ((1<<(div4.ndiv))<<(div4.ndiv));
} //~ } else if (OTc < 48) {
// Transparency effect // Transparency effect
if (*meshes[k]->isPrism){ if (*meshes[k]->isPrism){
@ -1161,6 +1241,8 @@ int main() {
} }
nextpri += sizeof(POLY_GT4); nextpri += sizeof(POLY_GT4);
//~ }
} }
t+=1; t+=1;
@ -1188,7 +1270,18 @@ int main() {
//~ FntPrint("Vy: %4d\n", actorPtr->body->gForce.vy ); //~ FntPrint("Vy: %4d\n", actorPtr->body->gForce.vy );
//~ FntPrint("%d %d %d", meshes[0]->tim->mode & 0x3, meshes[0]->tim->crect->x, meshes[0]->tim->crect->y); //~ FntPrint("%d %d %d", meshes[0]->tim->mode & 0x3, meshes[0]->tim->crect->x, meshes[0]->tim->crect->y);
//~ FntPrint("%d", OTc); FntPrint("%d %d %d %d\n", getVectorTo(InvCamPos, *actorPtr->pos));
FntPrint("Tst : %d %d %d %d\n", getVectorTo(fVecActor, *actorPtr->pos));
//~ FntPrint("Cc %d Sc %d\n", ncos(camera.rot.vy), nsin(camera.rot.vy));
//~ FntPrint("CRot: %d\n", camera.rot.vy );
//~ FntPrint("AcRot: %d %d\n", actorPtr->rot->vy, angle);
FntPrint("Cam pos: %d %d\n", -camera.pos.vx, -camera.pos.vz );
FntPrint("Ac pos: %d %d\n", actorPtr->pos->vx, actorPtr->pos->vz );
FntPrint("fVec pos: %d %d\n", fVecActor.vx, fVecActor.vz);
//~ FntPrint("pos2cam: %d %d \n", posToCam.vx, posToCam.vz );
//~ FntPrint("ang2cam: %d %d", objAngleToCam.vy, objAngleToCam.vx);
FntFlush(-1); FntFlush(-1);
@ -1267,8 +1360,8 @@ void getCameraXZ(int * x, int * z, int actorX, int actorZ, int angle, int distan
// Using Nic's Costable : https://github.com/grumpycoders/Balau/blob/master/tests/test-Handles.cc#L20-L102 // Using Nic's Costable : https://github.com/grumpycoders/Balau/blob/master/tests/test-Handles.cc#L20-L102
// https://godbolt.org/z/q6cMcj // https://godbolt.org/z/q6cMcj
*x = (actorX * ONE) + (distance * nsin(angle)); *x = (actorX << 12) + (distance * nsin(angle));
*z = (actorZ * ONE) - (distance * ncos(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 // @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
@ -1338,18 +1431,46 @@ SVECTOR SVlerp(SVECTOR start, SVECTOR end, int factor){
return output; return output;
} }
VECTOR getVectorTo(VECTOR actor, VECTOR target){
VECTOR direction = { subVector(target, actor) };
VECTOR Ndirection = {0,0,0,0};
//~ VECTOR distance = {0};
//~ copyVector(&distance, &direction);
//~ applyVector(&distance, distance.vx, distance.vy, distance.vz, *=);
u_int distSq = (direction.vx * direction.vx) + (direction.vz * direction.vz); // + distance.vy;
direction.pad = psqrt(distSq);
VectorNormal(&direction, &Ndirection);
//~ direction.pad = csqrt(distSq);
//~ FntPrint("%d ", distSq);
return Ndirection ;
}
int alignAxisToVect(VECTOR target, short axis, int factor){
}
VECTOR getIntCollision(BODY one, BODY two){ VECTOR getIntCollision(BODY one, BODY two){
VECTOR d1, d2, col; VECTOR d1, d2, col;
short correction = 50;
d1.vx = (one.position.vx - one.max.vx) - (two.position.vx + two.min.vx); 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.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); 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.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.vy = (two.position.vy + two.max.vy) - (one.position.vy + one.max.vy);
d2.vy = (two.position.vy + two.max.vy) - (one.position.vy + one.min.vy); 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); d2.vz = (two.position.vz + two.max.vz) - (one.position.vz - one.max.vz);
col.vx = !(d1.vx > 0 && d2.vx > 0); col.vx = !(d1.vx > 0 && d2.vx > 0);
col.vy = d1.vy > 0 && d2.vy > 0; col.vy = d1.vy > 0 && d2.vy > 0;
@ -1473,13 +1594,13 @@ VECTOR angularMom(BODY body){
// p = m * v // p = m * v
VECTOR w = {0,0,0,0}; VECTOR w = {0,0,0,0};
int r = (body.max.vx - body.min.vx) / 2 / SCALE; int r = (body.max.vx - body.min.vx) >> 1;
w.vx = (r * body.mass * body.velocity.vx); w.vx = (r * body.mass * body.velocity.vx) >> 2;
w.vy = (r * body.mass * body.velocity.vy); w.vy = (r * body.mass * body.velocity.vy) >> 2;
w.vz = (r * body.mass * body.velocity.vz); 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); FntPrint("v: %d, r:%d, w:%d\n", body.velocity.vz * r, r * r, w.vz);
return w; return w;
@ -1558,8 +1679,8 @@ void generateTable(void){
}; };
// https://github.com/Arsunt/TR2Main/blob/411cacb35914c616cb7960c0e677e00c71c7ee88/3dsystem/phd_math.cpp#L432 // https://github.com/Arsunt/TR2Main/blob/411cacb35914c616cb7960c0e677e00c71c7ee88/3dsystem/phd_math.cpp#L432
int patan(int x, int y){ long long patan(long x, long y){
int result; long long result;
int swapBuf; int swapBuf;
int flags = 0; int flags = 0;
@ -1743,8 +1864,15 @@ void callback(){
} }
if (pad & PADLup){ if (pad & PADLup){
actorPtr->body->gForce.vz = (10 * ncos(actorPtr->rot->vy)) >> 12 ; //~ actorPtr->body->gForce.vz = (10 * ncos(actorPtr->rot->vy)) >> 12 ;
actorPtr->body->gForce.vx = (10 * nsin(actorPtr->rot->vy)) >> 12 ; //~ actorPtr->body->gForce.vx = (10 * nsin(actorPtr->rot->vy)) >> 12 ;
// Cammode 0 :
//~ actorPtr->body->gForce.vz = getVectorTo(InvCamPos, *actorPtr->pos).vz >> 8 ;
//~ actorPtr->body->gForce.vx = getVectorTo(InvCamPos, *actorPtr->pos).vx >> 8 ;
// Others
actorPtr->body->gForce.vz = getVectorTo(fVecActor, *actorPtr->pos).vz >> 8 ;
actorPtr->body->gForce.vx = -getVectorTo(fVecActor, *actorPtr->pos).vx >> 8 ;
lastPad = pad; lastPad = pad;
} }
@ -1754,8 +1882,14 @@ void callback(){
} }
if (pad & PADLdown){ if (pad & PADLdown){
actorPtr->body->gForce.vz = (-10 * ncos(actorPtr->rot->vy)) >> 12 ; //~ actorPtr->body->gForce.vz = -10 ;
actorPtr->body->gForce.vx = (-10 * nsin(actorPtr->rot->vy)) >> 12 ; //~ actorPtr->body->gForce.vx = -10 ;
// Cammode 0 :
//~ actorPtr->body->gForce.vz = -getVectorTo(InvCamPos, *actorPtr->pos).vz >> 8 ;
//~ actorPtr->body->gForce.vx = -getVectorTo(InvCamPos, *actorPtr->pos).vx >> 8 ;
// Others:
actorPtr->body->gForce.vz = -getVectorTo(fVecActor, *actorPtr->pos).vz >> 8 ;
actorPtr->body->gForce.vx = getVectorTo(fVecActor, *actorPtr->pos).vx >> 8 ;
lastPad = pad; lastPad = pad;
} }
@ -1768,7 +1902,7 @@ void callback(){
if (pad & PADLleft){ if (pad & PADLleft){
//~ actorPtr->rot->vx = 0; //~ actorPtr->rot->vx = 0;
//~ actorPtr->rot->vz = 0; //~ actorPtr->rot->vz = 0;
actorPtr->rot->vy -= 10; actorPtr->rot->vy -= 32;
lastPad = pad; lastPad = pad;
} }
@ -1776,7 +1910,7 @@ void callback(){
if (pad & PADLright){ if (pad & PADLright){
//~ actorPtr->rot->vx = 0; //~ actorPtr->rot->vx = 0;
//~ actorPtr->rot->vz = 0; //~ actorPtr->rot->vz = 0;
actorPtr->rot->vy += 10; actorPtr->rot->vy += 32;
lastPad = pad; lastPad = pad;
} }
@ -1788,10 +1922,10 @@ void callback(){
if (cursor){ if (cursor){
actorPtr->body->position.vy = lerpValues[cursor];} actorPtr->body->position.vy = lerpValues[cursor];}
FntPrint("Mode : %d Angle: %d\n", camMode, curCamAngle); //~ FntPrint("Mode : %d Angle: %d\n", camMode, curCamAngle);
//~ FntPrint("Curs: %d Vy: %d\n", cursor, actorPtr->body->position.vy ); //~ FntPrint("Curs: %d Vy: %d\n", cursor, actorPtr->body->position.vy );
//~ FntPrint("Force: %d\n", forceApplied); FntPrint("C %d S %d\n", ncos(actorPtr->rot->vy), nsin(actorPtr->rot->vy));
//~ FntPrint("%d\n", !(pad & PADRdown) && lastPad & PADRdown); //~ FntPrint("%d\n", !(pad & PADRdown) && lastPad & PADRdown);
//~ FntPrint("sin: %d cos:%d\n", nsin(actorPtr->rot->vy), ncos(actorPtr->rot->vy)); //~ FntPrint("sin: %d cos:%d\n", nsin(actorPtr->rot->vy), ncos(actorPtr->rot->vy));
//~ FntPrint("sin: %d cos:%d\n", 10 * nsin(actorPtr->rot->vy) >> 12, 10 * ncos(actorPtr->rot->vy) >> 12); //~ FntPrint("sin: %d cos:%d\n", 10 * nsin(actorPtr->rot->vy) >> 12, 10 * ncos(actorPtr->rot->vy) >> 12);