// 3dcam // With huge help from : // @NicolasNoble : https://discord.com/channels/642647820683444236/646765703143227394/796876392670429204 // @Lameguy64 // @Impiaa // @paul /* PSX screen coordinate system * * Z+ * / * / * +------X+ * /| * / | * / Y+ * eye */ // Blender debug mode // bpy. app. debug = True //~ #define _WCHAR_T #include "psx.h" #include "math.h" #include "camera.h" #include "physics.h" #include "graphics.h" #include "space.h" #include "defines.h" // START OVERLAY //~ extern u_long __load_start_ovly0; //~ #define RUN_OVERLAY1 //~ #define USE_POINTER //~ #ifdef RUN_OVERLAY1 //~ static const char*const overlayFile = "\\LEVEL.bin;1"; //~ #else //~ static const char*const overlayFile = "\\LEVEL1.bin;1"; //~ #endif //~ #ifdef USE_POINTER //~ #ifdef RUN_OVERLAY1 //~ #include "levels/level.h" //~ #else //~ #include "levels/level1.h" //~ #endif //~ #else //~ #define str (char*)(&__load_start_ovly0) //~ #endif // START OVERLAY //~ #if LEVEL == 0 #include "levels/level.h" //~ #elif LEVEL == 1 //~ #include "levels/level1.h" //~ #endif // Display and draw environments, double buffered DISPENV disp[2]; DRAWENV draw[2]; //~ // OT for BG/FG discrimination u_long otdisc[2][OT2LEN] = {0}; // Main OT u_long ot[2][OTLEN] = {0}; // Ordering table (contains addresses to primitives) char primbuff[2][PRIMBUFFLEN] = {0}; // Primitive list // That's our prim buffer int primcnt=0; // Primitive counter char * nextpri = primbuff[0]; // Primitive counter char db = 0; // Current buffer counter CVECTOR BGc = {50, 50, 75, 0}; // Far color VECTOR BKc = {128, 128, 128, 0}; // Back color MATRIX rotlgt; SVECTOR lgtang = {0, 0, 0}; MATRIX light; short vs; CAMERA camera = {0}; // physics long time = 0; //~ const int gravity = 10; int camMode = 2; //Pad int pressed = 0; u_short timer = 0; // Cam stuff int lerping = 0; short curCamAngle = 0; // Inverted Cam coordinates for Forward Vector calc VECTOR InvCamPos = {0,0,0,0}; VECTOR fVecActor = {0,0,0,0}; u_long triCount = 0; // Get needed pointers from level file MATRIX * cmat = &level_cmat; MATRIX * lgtmat = &level_lgtmat; MESH * actorPtr, * levelPtr, * propPtr; NODE * curNode; MESH ** meshes = level_meshes; int * meshes_length = &level_meshes_length; CAMPATH * camPath; CAMANGLE * camPtr; CAMANGLE ** camAngles = level_camAngles; // Get rid of those MESH * meshPlan = &level_meshPlan; VECTOR * modelPlan_pos = &level_modelPlan_pos; // Pad void callback(); int main() { actorPtr = level_actorPtr; levelPtr = level_levelPtr; propPtr = level_propPtr; camPtr = level_camPtr; curNode = level_curNode; camPath = &level_camPath; // Overlay //~ CdInit(); //~ CdReadFile( (char *)(overlayFile), &__load_start_ovly0, 0); //~ CdReadSync(0, NULL); //~ cmatP = &cmat; VECTOR sp = {CENTERX,CENTERY,0}; VECTOR wp = {0,0,0}; // FIXME : Poly subdiv //~ DIVPOLYGON4 div4 = { 0 }; //~ div4.pih = SCREENXRES; //~ div4.piv = SCREENYRES; //~ div4.ndiv = 2; //~ long OTc = 0; //~ DIVPOLYGON3 div3 = { 0 }; //~ div3.pih = SCREENXRES; //~ div3.piv = SCREENYRES; //~ div3.ndiv = 1; init(disp, draw, db, cmat, &BGc, &BKc); generateTable(); VSyncCallback(callback); // Load textures for (int k = 0; k < *meshes_length ; k++){ LoadTexture(meshes[k]->tim_data, meshes[k]->tim); } // Load current BG if (camPtr->tim_data){ LoadTexture(camPtr->tim_data, camPtr->BGtim); } // Physics short physics = 1; long dt; VECTOR col_lvl, col_sphere, col_sphere_act = {0}; // Cam stuff VECTOR posToActor = {0, 0, 0, 0}; // position of camera relative to actor VECTOR camAngleToAct = {0, 0, 0, 0}; // rotation angles for the camera to point at actor // Sprite system VECTOR posToCam = {0, 0, 0, 0}; VECTOR objAngleToCam = {0, 0, 0, 0}; int angle = 0; //PSX units = 4096 == 360° = 2Pi int dist = 0; //PSX units short timediv = 1; int atime = 0; // Polycount for (int k = 0; k < *meshes_length; k++){ triCount += meshes[k]->tmesh->len; } // Set camera starting pos setCameraPos(&camera, camPtr->campos->pos, camPtr->campos->rot); // Find curCamAngle if using pre-calculated BGs if (camMode == 2) { if (camPtr->tim_data){ curCamAngle = 1; } } // Main loop //~ while (1) { while ( VSync(1) ) { // Clear the main OT ClearOTagR(otdisc[db], OT2LEN); // Clear Secondary OT ClearOTagR(ot[db], OTLEN); // timeB = time; time ++; // atime is used for animations timing timediv = 1; if (time % timediv == 0){ atime ++; } // Angle between camera and actor // using atantable (faster) camAngleToAct.vy = (patan(-posToActor.vx, -posToActor.vz) / 16) - 3076 ; camAngleToAct.vx = patan(dist, posToActor.vy) >> 4; // Sprite system WIP objAngleToCam.vy = patan( posToCam.vx,posToCam.vz ); objAngleToCam.vx = patan( posToCam.vx,posToCam.vy ); //~ objAngleToCam.vz = patan( posToCam.vz,posToCam.vy ); //~ objAngleToCam.vx = patan( psqrt(posToCam.vx * posToCam.vx + posToCam.vy * posToCam.vy), posToCam.vy ); //~ meshPlan.rot->vx = -( (objAngleToCam.vx >> 4) - 3076 ) ; //~ meshPlan.rot->vx = (( (objAngleToCam.vx >> 4) - 3076 ) * ( (objAngleToCam.vz >> 4) - 3076 ) >> 12) * (nsin(posToCam.vz) >> 10 < 0 ? -1 : 1); //~ meshPlan.rot->vx = ( (objAngleToCam.vx >> 4) - 3076 ) * ( (objAngleToCam.vz >> 4) - 3076 ) >> 12 ; meshPlan->rot->vy = -( (objAngleToCam.vy >> 4) + 1024 ) ; //~ posToCam = getVectorTo(*meshPlan.pos, camera.pos); //~ posToCam = getVectorTo(camera.pos, *meshPlan.pos); posToCam.vx = -camera.pos.vx - modelPlan_pos->vx ; posToCam.vz = -camera.pos.vz - modelPlan_pos->vz ; posToCam.vy = -camera.pos.vy - modelPlan_pos->vy ; //~ psqrt(posToCam.vx * posToCam.vx + posToCam.vy * posToCam.vy); // Actor Forward vector for 3d relative orientation fVecActor = *actorPtr->pos; fVecActor.vx = actorPtr->pos->vx + (nsin(actorPtr->rot->vy/2)); fVecActor.vz = actorPtr->pos->vz - (ncos(actorPtr->rot->vy/2)); // Camera modes if(camMode != 2) { camera.rot.vy = camAngleToAct.vy; // using csin/ccos, no need for theta //~ camera.rot.vy = angle; camera.rot.vx = camAngleToAct.vx; } if(camMode < 4 ) { lerping = 0; } // Camera follows actor with lerp for rotations if(camMode == 0) { dist = 150; camera.pos.vx = -(camera.x/ONE); //~ camera.pos.vy = -(camera.y/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); // FIXME! camera lerping to pos //~ angle += lerp(camera.rot.vy, -actorPtr->rot->vy, 128); //~ angle = lerpD(camera.rot.vy << 12, actorPtr->rot->vy << 12, 1024 << 12) >> 12; } // Camera rotates continuously around actor if (camMode == 1) { dist = 150; camera.pos.vx = -(camera.x/ONE); //~ camera.pos.vy = -(camera.y/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); angle += 10; } // Fixed Camera with actor tracking if (camMode == 3) { // Using precalc sqrt dist = psqrt( (posToActor.vx * posToActor.vx ) + (posToActor.vz * posToActor.vz) ); camera.pos.vx = 190; camera.pos.vz = 100; camera.pos.vy = 180; } // Fixed Camera angle if (camMode == 2) { // If BG images exist if (camPtr->tim_data){ checkLineW( &camAngles[ curCamAngle ]->fw.v3, &camAngles[ curCamAngle ]->fw.v2, actorPtr); if ( camAngles[ curCamAngle ]->fw.v0.vx ) { //~ FntPrint("BL x : %d, y : %d\n", camAngles[ curCamAngle ]->fw.v3.vx, camAngles[ curCamAngle ]->fw.v3.vy); //~ FntPrint("BR x : %d, y : %d\n", camAngles[ curCamAngle ]->fw.v2.vx, camAngles[ curCamAngle ]->fw.v2.vy); //~ FntPrint("Pos : %d\n", checkLineW( &camAngles[ curCamAngle ]->fw.v3, &camAngles[ curCamAngle ]->fw.v2, actorPtr) ); //~ FntPrint("Pos : %d\n", checkLineW( &camAngles[ curCamAngle ]->bw.v2, &camAngles[ curCamAngle ]->bw.v3, actorPtr) ); // If actor in camAngle->fw area of screen if ( checkLineW( &camAngles[ curCamAngle ]->fw.v3, &camAngles[ curCamAngle ]->fw.v2, actorPtr) == -1 && ( checkLineW( &camAngles[ curCamAngle ]->bw.v2, &camAngles[ curCamAngle ]->bw.v3, actorPtr) >= 0 ) ) { if (curCamAngle < 5) { curCamAngle++; camPtr = camAngles[ curCamAngle ]; LoadTexture(camPtr->tim_data, camPtr->BGtim); } } } if ( camAngles[ curCamAngle ]->bw.v0.vx ) { //~ FntPrint("BL x : %d, y : %d\n", camAngles[ curCamAngle ]->bw.v3.vx, camAngles[ curCamAngle ]->bw.v3.vy); //~ FntPrint("BR x : %d, y : %d\n", camAngles[ curCamAngle ]->bw.v2.vx, camAngles[ curCamAngle ]->bw.v2.vy); //~ // FntPrint("Pos : %d\n", checkLineW( &camAngles[ curCamAngle ]->bw.v2, &camAngles[ curCamAngle ]->bw.v3, actorPtr) ); // If actor in camAngle->bw area of screen if ( checkLineW( &camAngles[ curCamAngle ]->fw.v3, &camAngles[ curCamAngle ]->fw.v2, actorPtr) >= 0 && checkLineW( &camAngles[ curCamAngle ]->bw.v2, &camAngles[ curCamAngle ]->bw.v3, actorPtr) == -1 ) { if (curCamAngle > 0) { curCamAngle--; camPtr = camAngles[ curCamAngle ]; LoadTexture(camPtr->tim_data, camPtr->BGtim); } } } } setCameraPos(&camera, camPtr->campos->pos, camPtr->campos->rot); } // Flyby mode with LERP from camStart to camEnd if (camMode == 4) { // If key pos exist for camera if (camPath->len) { // Lerping sequence has not begun if (!lerping){ // Set cam start position ( first key pos ) camera.pos.vx = camPath->points[camPath->cursor].vx; camera.pos.vy = camPath->points[camPath->cursor].vy; camera.pos.vz = camPath->points[camPath->cursor].vz; // Lerping sequence is starting lerping = 1; // Set cam pos index to 0 camPath->pos = 0; } // Pre calculated sqrt ( see psqrt() ) dist = psqrt( (posToActor.vx * posToActor.vx ) + (posToActor.vz * posToActor.vz)); // Fixed point precision 2^12 == 4096 int precision = 12; camera.pos.vx = lerpD(camPath->points[camPath->cursor].vx << precision, camPath->points[camPath->cursor+1].vx << precision, camPath->pos << precision) >> precision; camera.pos.vy = lerpD(camPath->points[camPath->cursor].vy << precision, camPath->points[camPath->cursor+1].vy << precision, camPath->pos << precision) >> precision; camera.pos.vz = lerpD(camPath->points[camPath->cursor].vz << precision, camPath->points[camPath->cursor+1].vz << precision, camPath->pos << precision) >> precision; //~ FntPrint("Cam %d, %d\n", (int32_t)camPath->points[camPath->cursor].vx, camPath->points[camPath->cursor+1].vx); //~ FntPrint("Cam %d, %d, %d\n", camera.pos.vx, camera.pos.vy, camera.pos.vz); //~ FntPrint("Theta y: %d x: %d\n", theta.vy, theta.vx); //~ FntPrint("Pos: %d Cur: %d\nTheta y: %d x: %d\n", camPath->pos, camPath->cursor, theta.vy, theta.vx); // Linearly increment the lerp factor camPath->pos += 20; // If camera has reached next key pos, reset pos index, move cursor to next key pos if (camPath->pos > (1 << precision) ){ camPath->pos = 0; camPath->cursor ++; } // Last key pos is reached, reset cursor to first key pos, lerping sequence is over if ( camPath->cursor == camPath->len - 1 ){ lerping = 0; camPath->cursor = 0; } } else { // if no key pos exists, switch to next camMode camMode ++; } } // Camera "on a rail" - cam is tracking actor, and moving with constraints on all axis if (camMode == 5) { // track actor. If theta (actor/cam rotation angle) is above or below an arbitrary angle, // move cam so that the angle doesn't increase/decrease anymore. short cameraSpeed = 40; if (camPath->len) { // Lerping sequence has not begun if (!lerping){ // Set cam start position ( first key pos ) camera.pos.vx = camPath->points[camPath->cursor].vx; camera.pos.vy = camPath->points[camPath->cursor].vy; camera.pos.vz = camPath->points[camPath->cursor].vz; // Lerping sequence is starting lerping = 1; // Set cam pos index to 0 camPath->pos = 0; } // Pre calculated sqrt ( see psqrt() ) dist = psqrt( (posToActor.vx * posToActor.vx ) + (posToActor.vz * posToActor.vz)); // Fixed point precision 2^12 == 4096 short precision = 12; camera.pos.vx = lerpD(camPath->points[camPath->cursor].vx << precision, camPath->points[camPath->cursor + 1].vx << precision, camPath->pos << precision) >> precision; camera.pos.vy = lerpD(camPath->points[camPath->cursor].vy << precision, camPath->points[camPath->cursor + 1].vy << precision, camPath->pos << precision) >> precision; camera.pos.vz = lerpD(camPath->points[camPath->cursor].vz << precision, camPath->points[camPath->cursor + 1].vz << precision, camPath->pos << precision) >> precision; //~ FntPrint("%d %d %d %d\n", camAngleToAct.vy, camera.pos.vx, camera.rot.vy, dist); // Ony move cam if position is between first camPath->vx and last camPath->vx if ( camAngleToAct.vy < -50 && camera.pos.vx > camPath->points[camPath->len - 1].vx ) { // Clamp camPath position to cameraSpeed camPath->pos += dist < cameraSpeed ? 0 : cameraSpeed ; } if ( camAngleToAct.vy > 50 && camera.pos.vx > camPath->points[camPath->cursor].vx ) { camPath->pos -= dist < cameraSpeed ? 0 : cameraSpeed; } // If camera has reached next key pos, reset pos index, move cursor to next key pos if (camPath->pos > (1 << precision) ){ camPath->pos = 0; camPath->cursor ++; } if (camPath->pos < -100 ){ camPath->pos = 1 << precision; camPath->cursor --; } // Last key pos is reached, reset cursor to first key pos, lerping sequence is over if ( camPath->cursor == camPath->len - 1 || camPath->cursor < 0 ){ lerping = 0; camPath->cursor = 0; } } else { // if no key pos exists, switch to next camMode camMode ++; } } // Spatial partitioning for ( int msh = 0; msh < curNode->siblings->index; msh ++ ) { // Actor if ( !getIntCollision( *actorPtr->body , *curNode->siblings->list[msh]->plane->body).vx && !getIntCollision( *actorPtr->body , *curNode->siblings->list[msh]->plane->body).vz ) { if ( curNode != curNode->siblings->list[msh] ) { curNode = curNode->siblings->list[msh]; levelPtr = curNode->plane; } } // DONTNEED ? // Moveable prop //~ if ( !getIntCollision( *propPtr->body , *curNode->siblings->list[msh]->plane->body).vx && //~ !getIntCollision( *propPtr->body , *curNode->siblings->list[msh]->plane->body).vz ) { //~ if ( propPtr->node != curNode->siblings->list[ msh ]){ //~ propPtr->node = curNode->siblings->list[ msh ]; //~ } //~ } if ( !getIntCollision( *propPtr->body , *curNode->plane->body).vx && !getIntCollision( *propPtr->body , *curNode->plane->body).vz ) { propPtr->node = curNode; } } // Physics if ( physics ) { // if(time%1 == 0){ for ( int k = 0; k < *meshes_length; k ++ ) { //~ for ( int k = 0; k < curNode->objects->index ; k ++){ if ( ( *meshes[k]->isRigidBody == 1 ) ) { //~ if ( ( *curNode->rigidbodies->list[k]->isRigidBody == 1 ) ) { //~ applyAcceleration(curNode->rigidbodies->list[k]->body); applyAcceleration(meshes[k]->body); // Get col with level ( modelgnd_body ) col_lvl = getIntCollision( *meshes[k]->body , *levelPtr->body ); col_sphere = getIntCollision( *propPtr->body, *propPtr->node->plane->body ); // col_sphere = getIntCollision( *propPtr->body, *levelPtr->body ); col_sphere_act = getExtCollision( *actorPtr->body, *propPtr->body ); // If no col with ground, fall off if ( col_lvl.vy ) { if ( !col_lvl.vx && !col_lvl.vz ) { actorPtr->body->position.vy = actorPtr->body->min.vy; } } if (col_sphere.vy){ if ( !col_sphere.vx && !col_sphere.vz ) { propPtr->body->position.vy = propPtr->body->min.vy; } } if (col_sphere_act.vx && col_sphere_act.vz ) { propPtr->body->velocity.vx += actorPtr->body->velocity.vx; propPtr->body->velocity.vz += actorPtr->body->velocity.vz; if ( propPtr->body->velocity.vx ) { VECTOR L = angularMom(*propPtr->body); propPtr->rot->vz -= L.vx; } if ( propPtr->body->velocity.vz ) { VECTOR L = angularMom( *propPtr->body ); propPtr->rot->vx -= L.vz; } } meshes[k]->pos->vx = meshes[k]->body->position.vx; meshes[k]->pos->vy = meshes[k]->body->position.vy ; meshes[k]->pos->vz = meshes[k]->body->position.vz; } meshes[k]->body->velocity.vy = 0; meshes[k]->body->velocity.vx = 0; meshes[k]->body->velocity.vz = 0; } // } } if ( (camMode == 2) && (camPtr->tim_data ) ) { worldToScreen(actorPtr->pos, &actorPtr->pos2D); } // Camera setup // position of cam relative to actor posToActor.vx = actorPtr->pos->vx + camera.pos.vx; posToActor.vz = actorPtr->pos->vz + camera.pos.vz; posToActor.vy = actorPtr->pos->vy + camera.pos.vy; // Polygon drawing static long Flag; if ( (camMode == 2) && (camPtr->tim_data ) ) { drawBG(camPtr, &nextpri, otdisc[db], &db); // Loop on camAngles for ( int mesh = 0 ; mesh < camAngles[ curCamAngle ]->index; mesh ++ ) { transformMesh(&camera, camAngles[curCamAngle]->objects[mesh]); drawPoly(camAngles[curCamAngle]->objects[mesh], &Flag, atime, &camMode, &nextpri, ot[db], &db, &draw[db]); // int * camMode, char ** nextpri, u_long * ot, char * db, DRAWENV * draw) } } else { // Draw current node's plane drawPoly( curNode->plane, &Flag, atime, &camMode, &nextpri, ot[db], &db, &draw[db]); // Draw surrounding planes for ( int sibling = 0; sibling < curNode->siblings->index; sibling++ ) { drawPoly(curNode->siblings->list[ sibling ]->plane, &Flag, atime, &camMode, &nextpri, ot[db], &db, &draw[db]); } // Draw adjacent planes's children for ( int sibling = 0; sibling < curNode->siblings->index; sibling++ ) { for ( int object = 0; object < curNode->siblings->list[ sibling ]->objects->index; object++ ) { long t = 0; transformMesh(&camera, curNode->siblings->list[ sibling ]->objects->list[ object ]); drawPoly( curNode->siblings->list[ sibling ]->objects->list[ object ], &Flag, atime, &camMode, &nextpri, ot[db], &db, &draw[db]); } } // Draw current plane children for ( int object = 0; object < curNode->objects->index; object++ ) { transformMesh(&camera, curNode->objects->list[ object ]); drawPoly( curNode->objects->list[ object ], &Flag, atime, &camMode, &nextpri, ot[db], &db, &draw[db]); } // Draw rigidbodies for ( int object = 0; object < curNode->rigidbodies->index; object++ ) { transformMesh(&camera, curNode->rigidbodies->list[ object ]); drawPoly( curNode->rigidbodies->list[ object ], &Flag, atime, &camMode, &nextpri, ot[db], &db, &draw[db]); } } // Find and apply light rotation matrix RotMatrix(&lgtang, &rotlgt); MulMatrix0(lgtmat, &rotlgt, &light); SetLightMatrix(&light); // Set camera applyCamera(&camera); // Add secondary OT to main OT AddPrims(otdisc[db], ot[db] + OTLEN - 1, ot[db]); //~ FntPrint("CurNode : %x\nIndex: %d", curNode, curNode->siblings->index); FntPrint("Time : %d dt :%d\n", VSync(-1) / 60, dt); //~ FntPrint("%d\n", curCamAngle ); //~ FntPrint("%x\n", primbuff[db]); //~ FntPrint("Actor : %d %d\n", actorPtr->pos->vx, actorPtr->pos->vy); //~ FntPrint("%d %d\n", actorPtr->pos->vx, actorPtr->pos->vz); //~ FntPrint("%d %d\n", actorPtr->pos2D.vx + CENTERX, actorPtr->pos2D.vy + CENTERY); //~ FntPrint(" %d %d %d\n", wp.vx, wp.vy, wp.vz); FntFlush(-1); display( &disp[db], &draw[db], otdisc[db], primbuff[db], &nextpri, &db); //~ display(disp, draw, otdisc[db], primbuff[db], nextpri, db); //~ frame = VSync(-1); } return 0; } void callback() { u_short pad = PadRead(0); static u_short lastPad; static short forceApplied = 0; int div = 32; static int lerpValues[4096 >> 7]; static short cursor = 0; //~ static short curCamAngle = 0; if( !lerpValues[0] ) { for ( long long i = 0; i < div ; i++ ){ lerpValues[(div-1)-i] = lerp(-24, -264, easeIn(i)); } } if( timer ) { timer--; } if( cursor>0 ) { cursor--; } if ( pad & PADR1 && !timer ) { if (!camPtr->tim_data){ if(camMode < 6){ camMode ++; lerping = 0; } else { setCameraPos(&camera, camPtr->campos->pos, camPtr->campos->rot); camPath->cursor = 0; camMode = 0; lerping = 0; } } else { if (curCamAngle > 4) { curCamAngle = 0; } if (curCamAngle < 5) { curCamAngle++; camPtr = camAngles[ curCamAngle ]; LoadTexture(camPtr->tim_data, camPtr->BGtim); } } lastPad = pad; timer = 10; } if ( !(pad & PADR1) && lastPad & PADR1 ) { //~ pressed = 0; } if ( pad & PADL2 ) { lgtang.vy += 32; } if ( pad & PADL1 ) { lgtang.vz += 32; } if ( pad & PADRup && !timer ){ if (*actorPtr->isPrism){ *actorPtr->isPrism = 0; } else { *actorPtr->isPrism = 1; } timer = 10; lastPad = pad; } if ( pad & PADRdown && !timer ){ //~ if (actorPtr->body->gForce.vy >= 0 && actorPtr->body->position.vy >= actorPtr->body->min.vy ){ //~ forceApplied -= 150; //~ } cursor = div - 15; timer = 30; lastPad = pad; } if ( !(pad & PADRdown) && lastPad & PADRdown ) { //~ lastPad = pad; } if ( pad & PADRleft && !timer ) { if (actorPtr->anim->interpolate){ actorPtr->anim->interpolate = 0; } else { actorPtr->anim->interpolate = 1; } timer = 10; lastPad = pad; } if ( pad & PADLup ) { actorPtr->body->gForce.vz = getVectorTo(fVecActor, *actorPtr->pos).vz >> 8 ; actorPtr->body->gForce.vx = -getVectorTo(fVecActor, *actorPtr->pos).vx >> 8 ; lastPad = pad; } if ( !(pad & PADLup) && lastPad & PADLup) { actorPtr->body->gForce.vz = 0; actorPtr->body->gForce.vx = 0; } if ( pad & PADLdown ) { actorPtr->body->gForce.vz = -getVectorTo(fVecActor, *actorPtr->pos).vz >> 8 ; actorPtr->body->gForce.vx = getVectorTo(fVecActor, *actorPtr->pos).vx >> 8 ; lastPad = pad; } if ( !(pad & PADLdown) && lastPad & PADLdown) { actorPtr->body->gForce.vz = 0; actorPtr->body->gForce.vx = 0; lastPad = pad; } if ( pad & PADLleft ) { actorPtr->rot->vy -= 32; lastPad = pad; } if ( pad & PADLright ) { actorPtr->rot->vy += 32; lastPad = pad; } if ( cursor ) { actorPtr->body->position.vy = lerpValues[cursor];} };