#include "load_surfaces.h" #include #include #include "decomp/include/types.h" #include "decomp/include/surface_terrains.h" #include "decomp/engine/math_util.h" #include "decomp/shim.h" #include "debug_print.h" struct LoadedSurfaceObject { struct SurfaceObjectTransform transform; uint32_t surfaceCount; struct SM64Surface *surfaces; }; static uint32_t s_static_surface_count = 0; static struct Surface *s_static_surface_list = NULL; static uint32_t s_surface_object_count = 0; static struct LoadedSurfaceObject *s_surface_object_list = NULL; static uint32_t s_dynamic_surface_count = 0; static struct Surface *s_dynamic_surface_list = NULL; #define CONVERT_ANGLE( x ) ((s16)( -(x) / 180.0f * 32768.0f )) static void init_transform( struct SurfaceObjectTransform *out, const struct SM64ObjectTransform *in ) { out->aVelX = 0.0f; out->aVelY = 0.0f; out->aVelZ = 0.0f; out->aPosX = in->position[0]; out->aPosY = in->position[1]; out->aPosZ = in->position[2]; out->aAngleVelPitch = 0.0f; out->aAngleVelYaw = 0.0f; out->aAngleVelRoll = 0.0f; out->aFaceAnglePitch = CONVERT_ANGLE(in->eulerRotation[0]); out->aFaceAngleYaw = CONVERT_ANGLE(in->eulerRotation[1]); out->aFaceAngleRoll = CONVERT_ANGLE(in->eulerRotation[2]); } static void update_transform( struct SurfaceObjectTransform *out, const struct SM64ObjectTransform *in ) { out->aVelX = in->position[0] - out->aPosX; out->aVelY = in->position[1] - out->aPosY; out->aVelZ = in->position[2] - out->aPosZ; out->aPosX = in->position[0]; out->aPosY = in->position[1]; out->aPosZ = in->position[2]; s16 inX = CONVERT_ANGLE(in->eulerRotation[0]); s16 inY = CONVERT_ANGLE(in->eulerRotation[1]); s16 inZ = CONVERT_ANGLE(in->eulerRotation[2]); out->aAngleVelPitch = inX - out->aFaceAnglePitch; out->aAngleVelYaw = inY - out->aFaceAngleYaw; out->aAngleVelRoll = inZ - out->aFaceAngleRoll; out->aFaceAnglePitch = inX; out->aFaceAngleYaw = inY; out->aFaceAngleRoll = inZ; } /** * Returns whether a surface has exertion/moves Mario * based on the surface type. */ static s32 surface_has_force(s16 surfaceType) { s32 hasForce = FALSE; switch (surfaceType) { case SURFACE_0004: // Unused case SURFACE_FLOWING_WATER: case SURFACE_DEEP_MOVING_QUICKSAND: case SURFACE_SHALLOW_MOVING_QUICKSAND: case SURFACE_MOVING_QUICKSAND: case SURFACE_HORIZONTAL_WIND: case SURFACE_INSTANT_MOVING_QUICKSAND: hasForce = TRUE; break; default: break; } return hasForce; } static void engine_surface_from_lib_surface( struct Surface *surface, const struct SM64Surface *libSurf, const struct SurfaceObjectTransform *transform ) { int16_t type = libSurf->type; int16_t force = libSurf->force; s32 x1 = libSurf->vertices[0][0]; s32 y1 = libSurf->vertices[0][1]; s32 z1 = libSurf->vertices[0][2]; s32 x2 = libSurf->vertices[1][0]; s32 y2 = libSurf->vertices[1][1]; s32 z2 = libSurf->vertices[1][2]; s32 x3 = libSurf->vertices[2][0]; s32 y3 = libSurf->vertices[2][1]; s32 z3 = libSurf->vertices[2][2]; s32 maxY, minY; f32 nx, ny, nz; f32 mag; if( transform != NULL ) { Mat4 m; Vec3s rotation = { transform->aFaceAnglePitch, transform->aFaceAngleYaw, transform->aFaceAngleRoll }; Vec3f position = { transform->aPosX, transform->aPosY, transform->aPosZ }; mtxf_rotate_zxy_and_translate(m, position, rotation); Vec3f v1 = { x1, y1, z1 }; Vec3f v2 = { x2, y2, z2 }; Vec3f v3 = { x3, y3, z3 }; mtxf_mul_vec3f( m, v1 ); mtxf_mul_vec3f( m, v2 ); mtxf_mul_vec3f( m, v3 ); x1 = v1[0]; y1 = v1[1]; z1 = v1[2]; x2 = v2[0]; y2 = v2[1]; z2 = v2[2]; x3 = v3[0]; y3 = v3[1]; z3 = v3[2]; surface->object = (struct Object *)(transform); } else { surface->object = NULL; } // (v2 - v1) x (v3 - v2) nx = (y2 - y1) * (z3 - z2) - (z2 - z1) * (y3 - y2); ny = (z2 - z1) * (x3 - x2) - (x2 - x1) * (z3 - z2); nz = (x2 - x1) * (y3 - y2) - (y2 - y1) * (x3 - x2); mag = sqrtf(nx * nx + ny * ny + nz * nz); // Could have used min_3 and max_3 for this... minY = y1; if (y2 < minY) { minY = y2; } if (y3 < minY) { minY = y3; } maxY = y1; if (y2 > maxY) { maxY = y2; } if (y3 > maxY) { maxY = y3; } if (mag < 0.0001) DEBUG_PRINT("ERROR: normal magnitude is very close to zero"); mag = (f32)(1.0 / mag); nx *= mag; ny *= mag; nz *= mag; surface->vertex1[0] = x1; surface->vertex2[0] = x2; surface->vertex3[0] = x3; surface->vertex1[1] = y1; surface->vertex2[1] = y2; surface->vertex3[1] = y3; surface->vertex1[2] = z1; surface->vertex2[2] = z2; surface->vertex3[2] = z3; surface->normal.x = nx; surface->normal.y = ny; surface->normal.z = nz; surface->originOffset = -(nx * x1 + ny * y1 + nz * z1); surface->lowerY = minY - 5; surface->upperY = maxY + 5; s16 hasForce = surface_has_force(type); s16 flags = 0; // surf_has_no_cam_collision(type); surface->room = 0; surface->type = type; surface->flags = (s8) flags; if (hasForce) { surface->force = force; } else { surface->force = 0; } } void update_dynamic_surface_list( void ) { free( s_dynamic_surface_list ); s_dynamic_surface_count = 0; s_dynamic_surface_list = NULL; for( int i = 0; i < s_surface_object_count; ++i ) { for( int j = 0; j < s_surface_object_list[i].surfaceCount; ++j ) { s_dynamic_surface_count++; s_dynamic_surface_list = realloc( s_dynamic_surface_list, s_dynamic_surface_count * sizeof( struct Surface )); engine_surface_from_lib_surface( &s_dynamic_surface_list[s_dynamic_surface_count - 1], &s_surface_object_list[i].surfaces[j], &s_surface_object_list[i].transform ); } } } struct Surface *loaded_surface_get_at_index( uint32_t index ) { if( index < s_static_surface_count ) return &s_static_surface_list[ index ]; return &s_dynamic_surface_list[ index - s_static_surface_count ]; } uint32_t loaded_surface_get_count() { return s_static_surface_count + s_dynamic_surface_count; } void surfaces_load_static_libsm64( const struct SM64Surface *surfaceArray, uint32_t numSurfaces ) { s_static_surface_count = numSurfaces; s_static_surface_list = malloc( sizeof( struct Surface ) * numSurfaces ); for( int i = 0; i < numSurfaces; ++i ) engine_surface_from_lib_surface( &s_static_surface_list[i], &surfaceArray[i], NULL ); } uint32_t surfaces_load_object( const struct SM64SurfaceObject *surfaceObject ) { uint32_t idx = s_surface_object_count; s_surface_object_count++; s_surface_object_list = realloc( s_surface_object_list, s_surface_object_count * sizeof( struct LoadedSurfaceObject )); struct LoadedSurfaceObject *obj = &s_surface_object_list[idx]; init_transform( &obj->transform, &surfaceObject->transform ); obj->surfaceCount = surfaceObject->surfaceCount; obj->surfaces = malloc( obj->surfaceCount * sizeof( struct SM64Surface )); memcpy( obj->surfaces, surfaceObject->surfaces, obj->surfaceCount * sizeof( struct SM64Surface )); return idx; } void surfaces_unload_object( uint32_t objId ) { // TODO implement } void surface_object_update_transform( uint32_t objId, const struct SM64ObjectTransform *newTransform ) { update_transform( &s_surface_object_list[objId].transform, newTransform ); } void surfaces_unload_all( void ) { free( s_static_surface_list ); s_static_surface_count = 0; s_static_surface_list = NULL; for( int i = 0; i < s_surface_object_count; ++i ) free( s_surface_object_list[i].surfaces ); free( s_surface_object_list ); s_surface_object_count = 0; s_surface_object_list = NULL; free( s_dynamic_surface_list ); s_dynamic_surface_count = 0; s_dynamic_surface_list = NULL; }