Starship/src/main/fox_A4290.c

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#include "global.h"
#include "fox_A4290_colheaders.c"
bool func_800A36FC(Vec3f* arg0, Vec3f* arg1, CollisionHeader2* arg2, Vec3f* arg3);
bool func_800A3A74(Vec3f*, Vec3f** arg1, Vec3f*);
bool func_800A3690(Vec3f* arg0, Vec3f* arg1, s32 arg2, Vec3f* arg3) {
return func_800A36FC(arg0, arg1, SEGMENTED_TO_VIRTUAL(&D_800D2CA0[arg2]), arg3);
}
bool func_800A36FC(Vec3f* arg0, Vec3f* arg1, CollisionHeader2* arg2, Vec3f* arg3) {
Vec3f pos;
Plane triPlane;
bool above;
s32 i;
s32 j;
Vec3f* tri[3];
Vec3f norm;
Vec3f vtx;
s32 sp38 = false;
s32 count;
Triangle* polys;
Vec3f* mesh;
pos.x = arg0->x - arg1->x;
pos.y = arg0->y - arg1->y;
pos.z = arg0->z - arg1->z;
if ((pos.x < arg2->min.x) || (pos.y < arg2->min.y) || (pos.z < arg2->min.z) || (arg2->max.x < pos.x) ||
(arg2->max.y < pos.y) || (arg2->max.z < pos.z)) {
return false;
}
above = false;
count = arg2->polyCount;
polys = SEGMENTED_TO_VIRTUAL(arg2->polys);
mesh = SEGMENTED_TO_VIRTUAL(arg2->mesh);
for (i = 0; i < count; i++, polys++) {
for (j = 0; j < 3; j++) {
tri[j] = &mesh[polys->vtx[j]];
}
above = func_800A3A74(&pos, tri, &norm);
if (above) {
break;
}
}
if (above) {
vtx.x = tri[0]->x;
vtx.y = tri[0]->y;
vtx.z = tri[0]->z;
func_80098860(&triPlane, &vtx, &norm);
arg3->y = func_800988B4(&pos, &triPlane);
if (triPlane.normal.x != 0.0f) {
norm.x = -triPlane.dist / triPlane.normal.x;
} else {
norm.x = 0.0f;
}
if (triPlane.normal.y != 0.0f) {
norm.y = -triPlane.dist / triPlane.normal.y;
} else {
norm.y = 0.0f;
}
if (triPlane.normal.z != 0.0f) {
norm.z = -triPlane.dist / triPlane.normal.z;
} else {
norm.z = 0.0f;
}
arg3->x = Math_Atan2F_XY(norm.y, norm.z);
if (norm.z != 0.0f) {
arg3->z = -Math_Atan2F_XY(__sinf(Math_Atan2F_XY(norm.y, norm.z)) * norm.z, norm.x);
} else if (arg3->x >= M_PI) {
arg3->z = Math_Atan2F_XY(norm.y, norm.x);
} else {
arg3->z = -Math_Atan2F_XY(norm.y, norm.x);
}
if ((arg0->y <= arg3->y) || (gCurrentLevel == LEVEL_MACBETH)) {
sp38 = true;
}
}
return sp38;
}
// Checks if point is above the triangle tri. If so, returns the triangle normal in arg2.
s32 func_800A3A74(Vec3f* point, Vec3f** tri, Vec3f* norm) {
s32 pad;
f32 temp1;
bool ret = false;
f32 temp_fv0;
Vec3f vtx1;
Vec3f vtx2;
Vec3f vtx3;
f32 ptx;
f32 ptz;
vtx1.x = (*tri)->x;
vtx1.y = (*tri)->y;
vtx1.z = (*tri)->z;
tri++;
vtx2.x = (*tri)->x;
vtx2.y = (*tri)->y;
vtx2.z = (*tri)->z;
tri++;
vtx3.x = (*tri)->x;
vtx3.y = (*tri)->y;
vtx3.z = (*tri)->z;
tri++;
ptx = point->x;
ptz = point->z;
temp1 = ((vtx2.z - vtx1.z) * (ptx - vtx2.x)) - ((vtx2.x - vtx1.x) * (ptz - vtx2.z));
if (temp1 >= 0.0f) {
if (((vtx3.x - vtx2.x) * (ptz - vtx3.z)) <= ((vtx3.z - vtx2.z) * (ptx - vtx3.x))) {
if (((vtx1.x - vtx3.x) * (ptz - vtx1.z)) <= ((vtx1.z - vtx3.z) * (ptx - vtx1.x))) {
ret = true;
norm->x = ((vtx2.y - vtx1.y) * (vtx3.z - vtx2.z)) - ((vtx2.z - vtx1.z) * (vtx3.y - vtx2.y));
norm->y = ((vtx2.z - vtx1.z) * (vtx3.x - vtx2.x)) - ((vtx2.x - vtx1.x) * (vtx3.z - vtx2.z));
norm->z = ((vtx2.x - vtx1.x) * (vtx3.y - vtx2.y)) - ((vtx2.y - vtx1.y) * (vtx3.x - vtx2.x));
if ((norm->x != 0.0f) || (norm->y != 0.0f) || (norm->z != 0.0f)) {
temp_fv0 = sqrtf(SQ(norm->x) + SQ(norm->y) + SQ(norm->z));
if (temp_fv0 != 0) {
norm->x = (norm->x / temp_fv0) * 127.0f;
norm->y = (norm->y / temp_fv0) * 127.0f;
norm->z = (norm->z / temp_fv0) * 127.0f;
}
}
}
}
}
return ret;
}