1247 lines
35 KiB
C
1247 lines
35 KiB
C
// 3dcam
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// With huge help from :
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// @NicolasNoble : https://discord.com/channels/642647820683444236/646765703143227394/796876392670429204
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// @Lameguy64
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// @Impiaa
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// @paul
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/* PSX screen coordinate system
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*
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* Z+
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* /
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* /
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* +------X+
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* /|
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* / |
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* / Y+
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* eye */
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// Blender debug mode
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// bpy. app. debug = True
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#define _WCHAR_T
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#include "psx.h"
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#include "math.h"
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#include "camera.h"
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#include "physics.h"
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#include "graphics.h"
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#include "space.h"
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//~ #define USECD
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// START OVERLAY
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extern u_long load_all_overlays_here;
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extern u_long __lvl0_end;
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extern u_long __lvl1_end;
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#define LLEVEL 1
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//#define USE_POINTER
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#if LLEVEL == 0
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static const char*const overlayFile = "\\level0.bin;1";
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#else
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static const char*const overlayFile = "\\level1.bin;1";
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#endif
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//~ #ifdef USE_POINTER
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//~ #if LEVEL == 0
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//~ #include "levels/level.h"
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//~ #else
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//~ #include "levels/level1.h"
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//~ #endif
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//~ #else
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//~ #define str (char*)(&__load_start_ovly0)
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//~ #endif
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// END OVERLAY
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#include "levels/level0.h"
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#include "levels/level1.h"
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//~ static char* overlayFile;
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//~ char level = 0;
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// Display and draw environments, double buffered
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DISPENV disp[2];
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DRAWENV draw[2];
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//~ // OT for BG/FG discrimination
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u_long otdisc[2][OT2LEN] = {0};
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// Main OT
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u_long ot[2][OTLEN] = {0}; // Ordering table (contains addresses to primitives)
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char primbuff[2][PRIMBUFFLEN] = {0}; // Primitive list // That's our prim buffer
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int primcnt=0; // Primitive counter
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char * nextpri = primbuff[0]; // Primitive counter
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char db = 0; // Current buffer counter
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CVECTOR BGc = {50, 50, 75, 0}; // Far color
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VECTOR BKc = {128, 128, 128, 0}; // Back color
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MATRIX rotlgt;
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SVECTOR lgtang = {0, 0, 0};
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MATRIX light;
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short vs;
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CAMERA camera = {0};
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// physics
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long time = 0;
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//~ const int gravity = 10;
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int camMode = 2;
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//Pad
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int pressed = 0;
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u_short timer = 0;
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// Cam stuff
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int lerping = 0;
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short curCamAngle = 0;
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// Inverted Cam coordinates for Forward Vector calc
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VECTOR InvCamPos = {0,0,0,0};
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VECTOR fVecActor = {0,0,0,0};
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u_long triCount = 0;
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// TODO : Add switch case to get the correct pointers
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// Get needed pointers from level file
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MATRIX * cmat, *lgtmat;
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MESH * actorPtr, * levelPtr, * propPtr, ** meshes;
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int * meshes_length;
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NODE * curNode;
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CAMPATH * camPath;
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CAMANGLE * camPtr, ** camAngles;
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// Get rid of those
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MESH * meshPlan;
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VECTOR * modelPlan_pos;
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// Pad
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void callback();
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int main() {
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// Load overlay
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#ifdef USECD
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CdInit();
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LoadLevel(overlayFile, &load_all_overlays_here);
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#endif
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if ( LLEVEL == 0 ) {
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cmat = level0.cmat;
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lgtmat = level0.lgtmat;
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meshes = (MESH **)level0.meshes;
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meshes_length = level0.meshes_length;
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actorPtr = level0.actorPtr;
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levelPtr = level0.levelPtr;
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propPtr = level0.propPtr;
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camPtr = level0.camPtr;
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camPath = level0.camPath;
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camAngles = (CAMANGLE **)level0.camAngles;
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curNode = level0.curNode;
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// Move these to drawPoly()
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meshPlan = level0.meshPlan;
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//~ cmat = &level_cmat;
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//~ lgtmat = &level_lgtmat;
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//~ meshes = level_meshes;
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//~ meshes_length = &level_meshes_length;
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//~ actorPtr = level_actorPtr;
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//~ levelPtr = level_levelPtr;
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//~ propPtr = level_propPtr;
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//~ camPtr = level_camPtr;
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//~ camPath = &level_camPath;
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//~ camAngles = level_camAngles;
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//~ curNode = level_curNode;
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//~ // Move these to drawPoly()
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//~ meshPlan = &level_meshPlan;
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//~ modelPlan_pos = &level_meshPlan.pos;
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} else if ( LLEVEL == 1) {
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cmat = level1.cmat;
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lgtmat = level1.lgtmat;
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meshes = (MESH **)level1.meshes;
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meshes_length = level1.meshes_length;
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actorPtr = level1.actorPtr;
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levelPtr = level1.levelPtr;
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propPtr = level1.propPtr;
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camPtr = level1.camPtr;
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camPath = level1.camPath;
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camAngles = (CAMANGLE **)level1.camAngles;
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curNode = level1.curNode;
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// Move these to drawPoly()
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meshPlan = level1.meshPlan;
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//~ modelPlan_pos = level1_meshPlan->pos;
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}
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// Overlay
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VECTOR sp = {CENTERX,CENTERY,0};
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VECTOR wp = {0,0,0};
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// FIXME : Poly subdiv
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//~ DIVPOLYGON4 div4 = { 0 };
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//~ div4.pih = SCREENXRES;
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//~ div4.piv = SCREENYRES;
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//~ div4.ndiv = 2;
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//~ long OTc = 0;
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//~ DIVPOLYGON3 div3 = { 0 };
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//~ div3.pih = SCREENXRES;
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//~ div3.piv = SCREENYRES;
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//~ div3.ndiv = 1;
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init(disp, draw, db, cmat, &BGc, &BKc);
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generateTable();
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VSyncCallback(callback);
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// Load textures
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for (int k = 0; k < *meshes_length ; k++){
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LoadTexture(meshes[k]->tim_data, meshes[k]->tim);
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}
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// Load current BG
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if (camPtr->tim_data){
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LoadTexture(camPtr->tim_data, camPtr->BGtim);
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}
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// Physics
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short physics = 1;
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long dt;
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VECTOR col_lvl, col_sphere, col_sphere_act = {0};
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// Cam stuff
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VECTOR posToActor = {0, 0, 0, 0}; // position of camera relative to actor
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VECTOR camAngleToAct = {0, 0, 0, 0}; // rotation angles for the camera to point at actor
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// Sprite system
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VECTOR posToCam = {0, 0, 0, 0};
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VECTOR objAngleToCam = {0, 0, 0, 0};
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int angle = 0; //PSX units = 4096 == 360° = 2Pi
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int dist = 0; //PSX units
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short timediv = 1;
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int atime = 0;
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// Polycount
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for (int k = 0; k < *meshes_length; k++){
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triCount += meshes[k]->tmesh->len;
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}
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// Set camera starting pos
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setCameraPos(&camera, camPtr->campos->pos, camPtr->campos->rot);
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// Find curCamAngle if using pre-calculated BGs
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if (camMode == 2) {
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if (camPtr->tim_data){
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curCamAngle = 1;
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}
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}
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// Main loop
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//~ while (1) {
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while ( VSync(1) ) {
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//~ FntPrint("%d %d %x %x\n", cdread, cdsync, &load_all_overlays_here, &__ovly0_end);
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// Clear the main OT
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ClearOTagR(otdisc[db], OT2LEN);
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// Clear Secondary OT
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ClearOTagR(ot[db], OTLEN);
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// timeB = time;
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time ++;
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// atime is used for animations timing
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timediv = 1;
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if (time % timediv == 0){
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atime ++;
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}
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// Angle between camera and actor
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// using atantable (faster)
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camAngleToAct.vy = (patan(-posToActor.vx, -posToActor.vz) / 16) - 3076 ;
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camAngleToAct.vx = patan(dist, posToActor.vy) >> 4;
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// Sprite system WIP
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objAngleToCam.vy = patan( posToCam.vx,posToCam.vz );
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objAngleToCam.vx = patan( posToCam.vx,posToCam.vy );
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//~ objAngleToCam.vz = patan( posToCam.vz,posToCam.vy );
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//~ objAngleToCam.vx = patan( psqrt(posToCam.vx * posToCam.vx + posToCam.vy * posToCam.vy), posToCam.vy );
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//~ meshPlan.rot->vx = -( (objAngleToCam.vx >> 4) - 3076 ) ;
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//~ meshPlan.rot->vx = (( (objAngleToCam.vx >> 4) - 3076 ) * ( (objAngleToCam.vz >> 4) - 3076 ) >> 12) * (nsin(posToCam.vz) >> 10 < 0 ? -1 : 1);
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//~ meshPlan.rot->vx = ( (objAngleToCam.vx >> 4) - 3076 ) * ( (objAngleToCam.vz >> 4) - 3076 ) >> 12 ;
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meshPlan->rot.vy = -( (objAngleToCam.vy >> 4) + 1024 ) ;
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//~ posToCam = getVectorTo(*meshPlan.pos, camera.pos);
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//~ posToCam = getVectorTo(camera.pos, *meshPlan.pos);
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posToCam.vx = -camera.pos.vx - meshPlan->pos.vx ;
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posToCam.vz = -camera.pos.vz - meshPlan->pos.vz ;
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posToCam.vy = -camera.pos.vy - meshPlan->pos.vy ;
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//~ psqrt(posToCam.vx * posToCam.vx + posToCam.vy * posToCam.vy);
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// Actor Forward vector for 3d relative orientation
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fVecActor = actorPtr->pos;
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fVecActor.vx = actorPtr->pos.vx + (nsin(actorPtr->rot.vy/2));
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fVecActor.vz = actorPtr->pos.vz - (ncos(actorPtr->rot.vy/2));
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// Camera modes
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if(camMode != 2) {
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camera.rot.vy = camAngleToAct.vy;
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// using csin/ccos, no need for theta
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//~ camera.rot.vy = angle;
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camera.rot.vx = camAngleToAct.vx;
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}
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if(camMode < 4 ) {
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lerping = 0;
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}
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// Camera follows actor with lerp for rotations
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if(camMode == 0) {
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dist = 150;
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camera.pos.vx = -(camera.x/ONE);
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//~ camera.pos.vy = -(camera.y/ONE);
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camera.pos.vz = -(camera.z/ONE);
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//~ InvCamPos.vx = camera.x/ONE;
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//~ InvCamPos.vz = camera.z/ONE;
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//~ applyVector(&InvCamPos, -1,-1,-1, *=);
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angle = -actorPtr->rot.vy / 2;
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//~ angle = actorPtr->rot->vy;
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getCameraXZ(&camera.x, &camera.z, actorPtr->pos.vx, actorPtr->pos.vz, angle, dist);
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// FIXME! camera lerping to pos
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//~ angle += lerp(camera.rot.vy, -actorPtr->rot->vy, 128);
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//~ angle = lerpD(camera.rot.vy << 12, actorPtr->rot->vy << 12, 1024 << 12) >> 12;
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}
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// Camera rotates continuously around actor
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if (camMode == 1) {
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dist = 150;
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camera.pos.vx = -(camera.x/ONE);
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//~ camera.pos.vy = -(camera.y/ONE);
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camera.pos.vz = -(camera.z/ONE);
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//~ fVecActor = *actorPtr->pos;
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//~ fVecActor.vx = actorPtr->pos->vx + (nsin(actorPtr->rot->vy));
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//~ fVecActor.vz = actorPtr->pos->vz - (ncos(actorPtr->rot->vy));
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getCameraXZ(&camera.x, &camera.z, actorPtr->pos.vx, actorPtr->pos.vz, angle, dist);
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angle += 10;
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}
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// Fixed Camera with actor tracking
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if (camMode == 3) {
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// Using precalc sqrt
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dist = psqrt( (posToActor.vx * posToActor.vx ) + (posToActor.vz * posToActor.vz) );
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camera.pos.vx = 190;
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camera.pos.vz = 100;
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camera.pos.vy = 180;
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}
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// Fixed Camera angle
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if (camMode == 2) {
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// If BG images exist
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if (camPtr->tim_data){
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checkLineW( &camAngles[ curCamAngle ]->fw.v3, &camAngles[ curCamAngle ]->fw.v2, actorPtr);
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if ( camAngles[ curCamAngle ]->fw.v0.vx ) {
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//~ FntPrint("BL x : %d, y : %d\n", camAngles[ curCamAngle ]->fw.v3.vx, camAngles[ curCamAngle ]->fw.v3.vy);
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//~ FntPrint("BR x : %d, y : %d\n", camAngles[ curCamAngle ]->fw.v2.vx, camAngles[ curCamAngle ]->fw.v2.vy);
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//~ FntPrint("Pos : %d\n", checkLineW( &camAngles[ curCamAngle ]->fw.v3, &camAngles[ curCamAngle ]->fw.v2, actorPtr) );
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//~ FntPrint("Pos : %d\n", checkLineW( &camAngles[ curCamAngle ]->bw.v2, &camAngles[ curCamAngle ]->bw.v3, actorPtr) );
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// If actor in camAngle->fw area of screen
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if ( checkLineW( &camAngles[ curCamAngle ]->fw.v3, &camAngles[ curCamAngle ]->fw.v2, actorPtr) == -1 &&
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( checkLineW( &camAngles[ curCamAngle ]->bw.v2, &camAngles[ curCamAngle ]->bw.v3, actorPtr) >= 0
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)
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) {
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if (curCamAngle < 5) {
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curCamAngle++;
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camPtr = camAngles[ curCamAngle ];
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LoadTexture(camPtr->tim_data, camPtr->BGtim);
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}
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}
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}
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if ( camAngles[ curCamAngle ]->bw.v0.vx ) {
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//~ FntPrint("BL x : %d, y : %d\n", camAngles[ curCamAngle ]->bw.v3.vx, camAngles[ curCamAngle ]->bw.v3.vy);
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//~ FntPrint("BR x : %d, y : %d\n", camAngles[ curCamAngle ]->bw.v2.vx, camAngles[ curCamAngle ]->bw.v2.vy);
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//~ // FntPrint("Pos : %d\n", checkLineW( &camAngles[ curCamAngle ]->bw.v2, &camAngles[ curCamAngle ]->bw.v3, actorPtr) );
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// If actor in camAngle->bw area of screen
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if ( checkLineW( &camAngles[ curCamAngle ]->fw.v3, &camAngles[ curCamAngle ]->fw.v2, actorPtr) >= 0 &&
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checkLineW( &camAngles[ curCamAngle ]->bw.v2, &camAngles[ curCamAngle ]->bw.v3, actorPtr) == -1
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) {
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if (curCamAngle > 0) {
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curCamAngle--;
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camPtr = camAngles[ curCamAngle ];
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LoadTexture(camPtr->tim_data, camPtr->BGtim);
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}
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}
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}
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}
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setCameraPos(&camera, camPtr->campos->pos, camPtr->campos->rot);
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}
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// Flyby mode with LERP from camStart to camEnd
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if (camMode == 4) {
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// If key pos exist for camera
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if (camPath->len) {
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// Lerping sequence has not begun
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|
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 level: %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];}
|
|
|
|
};
|