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* Static Object Collision * no soc surface pool; bnot * Isaac review --------- Co-authored-by: PeachyPeachSM64 <72323920+PeachyPeachSM64@users.noreply.github.com>
98 lines
3.2 KiB
C
98 lines
3.2 KiB
C
#ifndef SURFACE_COLLISION_H
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#define SURFACE_COLLISION_H
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#include <PR/ultratypes.h>
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#include "types.h"
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#include "engine/extended_bounds.h"
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#define CELL_HEIGHT_LIMIT 20000
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#define FLOOR_LOWER_LIMIT -11000
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#define FLOOR_LOWER_LIMIT_MISC (FLOOR_LOWER_LIMIT + 1000)
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// same as FLOOR_LOWER_LIMIT_MISC, explicitly for shadow.c
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// It doesn't match if ".0" is removed or ".f" is added
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#define FLOOR_LOWER_LIMIT_SHADOW (FLOOR_LOWER_LIMIT + 1000.0)
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struct WallCollisionData
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{
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/*0x00*/ f32 x;
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/*????*/ f32 y;
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/*????*/ f32 z;
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/*0x0C*/ f32 offsetY;
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/*0x10*/ f32 radius;
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/*0x14*/ s16 unused;
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/*0x16*/ s16 numWalls;
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/*0x18*/ struct Surface *walls[4];
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/*????*/ Vec3f normalAddition;
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/*????*/ u8 normalCount;
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};
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struct FloorGeometry
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{
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f32 unused[4]; // possibly position data?
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f32 normalX;
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f32 normalY;
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f32 normalZ;
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f32 originOffset;
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};
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struct StaticObjectCollision
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{
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u32 index;
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u16 length;
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};
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extern Vec3f gFindWallDirection;
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extern u8 gFindWallDirectionActive;
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extern u8 gFindWallDirectionAirborne;
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s32 f32_find_wall_collision(f32 *xPtr, f32 *yPtr, f32 *zPtr, f32 offsetY, f32 radius);
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/* |description|
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Detects wall collisions at a given position and adjusts the position based on the walls found.
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Returns the number of wall collisions detected
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|descriptionEnd| */
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s32 find_wall_collisions(struct WallCollisionData *colData);
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f32 find_ceil(f32 posX, f32 posY, f32 posZ, struct Surface **pceil);
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/* |description|
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Finds the height of the highest ceiling above a given position (x, y, z).
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If no ceiling is found, returns the default height limit of `gLevelValues.cellHeightLimit`(20000 by default)
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|descriptionEnd| */
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f32 find_ceil_height(f32 x, f32 y, f32 z);
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f32 find_floor_height_and_data(f32 xPos, f32 yPos, f32 zPos, struct FloorGeometry **floorGeo);
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/* |description|
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Finds the height of the highest floor below a given position (x, y, z).
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If no floor is found, returns the default floor height of `gLevelValues.floorLowerLimit`(-11000 by default)
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|descriptionEnd| */
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f32 find_floor_height(f32 x, f32 y, f32 z);
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f32 find_floor(f32 xPos, f32 yPos, f32 zPos, struct Surface **pfloor);
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/* |description|
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Finds the height of water at a given position (x, z), if the position is within a water region.
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If no water is found, returns the default height of `gLevelValues.floorLowerLimit`(-11000 by default)
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|descriptionEnd| */
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f32 find_water_level(f32 x, f32 z);
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/* |description|
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Finds the height of the poison gas at a given position (x, z), if the position is within a gas region.
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If no gas is found, returns the default height of `gLevelValues.floorLowerLimit`(-11000 by default)
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|descriptionEnd| */
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f32 find_poison_gas_level(f32 x, f32 z);
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void debug_surface_list_info(f32 xPos, f32 zPos);
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void find_surface_on_ray(Vec3f orig, Vec3f dir, struct Surface **hit_surface, Vec3f hit_pos, f32 precision);
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/* |description|
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Sets whether collision finding functions should check wall directions.
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|descriptionEnd| */
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void set_find_wall_direction(Vec3f dir, bool active, bool airborne);
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/* |description|
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Gets the closest point of the triangle to `src` and returns it in `out`.
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|descriptionEnd| */
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void closest_point_to_triangle(struct Surface* surf, Vec3f src, OUT Vec3f out);
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#endif // SURFACE_COLLISION_H
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