-
Notifications
You must be signed in to change notification settings - Fork 1
Expand file tree
/
Copy pathgravity_actor_behavior.cpp
More file actions
233 lines (182 loc) · 5.32 KB
/
gravity_actor_behavior.cpp
File metadata and controls
233 lines (182 loc) · 5.32 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
#include "gravity_actor_extension.h"
#include "gravity_field.h"
Actor* behavingActor = nullptr;
void RedirectDelta(Actor& actor, ActorExtension& extension)
{
if (behavingActor && behavingActor != &actor)
return;
if (!extension.ShouldBeTransformed())
return;
actor.pos.RotateAround(extension.savedPos, extension.GetGravityMatrix());
extension.savedPos = actor.pos;
}
static void ProcessBehaviorProperties(Actor& actor, bool beforeBehavior);
// Actor::BeforeBehavior
asm(R"(
nsub_020111e4:
mov r0, r4
bl _Z14BeforeBehaviorR5Actor
pop {r4, r15}
)");
bool BeforeBehavior(Actor& actor)
{
behavingActor = &actor;
#ifdef GRAVITY_DEBUG_COUNTERS
extern unsigned activeActorCounter;
++activeActorCounter;
#endif
ProcessBehaviorProperties(actor, true);
return true;
}
// Actor::AfterBehavior
void nsub_02010fc8(Actor& actor, unsigned vfSuccess)
{
if (behavingActor)
{
ProcessBehaviorProperties(actor, false);
behavingActor = nullptr;
}
actor.ActorBase::AfterBehavior(vfSuccess);
}
#ifdef GRAVITY_DEBUG_COUNTERS
extern unsigned behaviorTransformCounter;
#endif
static void ProcessBehaviorProperties(Actor& actor, bool beforeBehavior)
{
ActorExtension& extension = ActorExtension::Get(actor);
if (beforeBehavior)
extension.UpdateGravity();
static constinit bool shouldTransformOthers;
if (beforeBehavior)
{
shouldTransformOthers = extension.ShouldBeTransformed()
&& !extension.IsInTrivialField()
&& !(actor.flags & Actor::IN_PLAYER_HAND);
}
if (!shouldTransformOthers) return;
RedirectDelta(actor, extension);
if (actor.actorID != 0xbf)
{
if (!PLAYER_ARR[0]) return;
auto& playerExt = ActorExtension::Get(*PLAYER_ARR[0]);
if (beforeBehavior)
{
playerExt.SetProperties(actor, extension);
#ifdef GRAVITY_DEBUG_COUNTERS
++behaviorTransformCounter;
#endif
}
else
playerExt.RestoreProperties(actor, extension);
}
else if (beforeBehavior)
{
for (auto& node : extension.OtherNodes()) if (node.ShouldBeTransformed())
{
static_cast<ActorExtension&>(node).SetProperties(actor, extension);
#ifdef GRAVITY_DEBUG_COUNTERS
++behaviorTransformCounter;
#endif
}
}
else
{
for (auto& node : extension.OtherNodes()) if (node.ShouldBeTransformed())
static_cast<ActorExtension&>(node).RestoreProperties(actor, extension);
}
}
asm(R"(
@ Apply normal acceleration to each actor
nsub_02010cc4:
push {r0-r3, r12}
bl _Z23ApplyNormalAccelerationRK5Actor
mov r4, r0
pop {r0-r3, r12}
b 0x02010cc8
)");
Fix12i ApplyNormalAcceleration(const Actor& actor)
{
Fix12i res = actor.vertAccel;
if (actor.actorID == 0xbf)
{
auto& player = static_cast<const Player&>(actor);
if (!player.isInAir || player.wmClsn.IsOnWall())
return res;
}
const auto& extension = ActorExtension::Get(actor);
const auto& fieldMatrix = extension.GetGravityMatrix();
const Vector3 v =
actor.horzSpeed * Sin(actor.motionAng.y) * fieldMatrix.c0 +
actor.horzSpeed * Cos(actor.motionAng.y) * fieldMatrix.c2;
const Vector3& pos = extension.GetLastUpdatePoint();
const Vector3_Q24 u = Vector3_Q24::Raw(fieldMatrix.c1).Normalized();
Vector3_Q24 w;
extension.PredictNextUpVector(w, pos + v);
if (const Fix24i uw = u.Dot(w); uw > 0._f24)
res += Fix12i(w.Dot(Vector3_Q24::Raw(v)) / uw, as_raw);
return res;
}
asm(R"(
nsub_02011088:
mov r2, #0
b 0x0201108c
repl_020110ac:
mov r2, r4
b SetCamSpacePos
)");
extern "C" void SetCamSpacePos(Vector3& v, const Matrix4x3& vietMat, Actor& actor)
{
v += (actor.rangeOffsetY >> 3) * ActorExtension::Get(actor).GetUpVectorQ12();
MulVec3Mat4x3(v, vietMat, actor.camSpacePos);
}
// replaces Actor::UpdateCarry
Matrix4x3& nsub_02010180(Actor& actor, Player& player, const Vector3& offset)
{
auto& extension = ActorExtension::Get(actor);
const Matrix3x3& playerMatrix = ActorExtension::Get(player).GetGravityMatrix();
const ModelAnim2& bodyModel = *player.GetBodyModel();
const Matrix3x3& modelMatrix = bodyModel.mat4x3.Linear();
const Vector3& bonePos = bodyModel.data.transforms[14].c3;
actor.pos = playerMatrix(modelMatrix((bonePos << 3) + offset)) + player.pos;
actor.ang.y = player.ang.y;
ConvertAngle(actor.ang.y, playerMatrix, extension.GetGravityMatrix());
actor.motionAng.y = actor.ang.y;
MATRIX_SCRATCH_PAPER = Matrix4x3::RotationXYZ(actor.ang);
MATRIX_SCRATCH_PAPER.c3 = actor.pos >> 3;
extension.savedPos = actor.pos;
return MATRIX_SCRATCH_PAPER;
}
asm(R"(
nsub_020c4c58_ov_02:
mov r0, r4
pop {r4, r14}
b AfterTalkStateInit
)");
extern "C" bool AfterTalkStateInit(Player& player)
{
if (behavingActor && behavingActor != &player)
{
const Matrix3x3& m = ActorExtension::Get(*behavingActor).GetGravityMatrix();
player.pos.RotateAround(behavingActor->prevPos, m.Transpose());
}
return true;
}
asm(R"(
nsub_020c4e74_ov_02:
mov r0, r6
pop {r4-r8, r14}
b AfterShowMessage2
)");
extern "C" bool AfterShowMessage2(Player& player)
{
if (behavingActor && behavingActor != &player)
{
const ActorExtension& playerExtension = ActorExtension::Get(player);
if (playerExtension.IsInTrivialField()) return true;
const Matrix3x3& playerMatrix = playerExtension.GetGravityMatrix();
const Matrix3x3& actorMatrix = ActorExtension::Get(*behavingActor).GetGravityMatrix();
player.lookAtPos = playerExtension.GetRealValue<&Actor::pos>()
+ playerMatrix.Transpose()(actorMatrix(player.lookAtPos - player.pos));
}
return true;
}