adds cylindrical billboarding, enables it for trees.

This commit is contained in:
uncletrunks 2020-05-14 20:31:52 -05:00
parent 8017d1dfa4
commit 70ca0af987
9 changed files with 134 additions and 89 deletions

View File

@ -219,6 +219,9 @@
#define BILLBOARD() \
BC_B(0x21)
#define CYLBOARD() \
BC_B(0x38)
// Hides the current object.
#define HIDE() \
BC_B(0x22)
@ -3181,6 +3184,7 @@ const BehaviorScript bhvFloorTrapInCastle[] = {
const BehaviorScript bhvTree[] = {
BEGIN(OBJ_LIST_POLELIKE),
BILLBOARD(),
CYLBOARD(),
OR_INT(oFlags, OBJ_FLAG_UPDATE_GFX_POS_AND_ANGLE),
SET_INT(oInteractType, INTERACT_POLE),
SET_HITBOX(/*Radius*/ 80, /*Height*/ 500),
@ -6105,5 +6109,3 @@ const BehaviorScript bhvIntroScene[] = {
CALL_NATIVE(bhv_intro_scene_loop),
END_LOOP(),
};

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@ -138,6 +138,14 @@ static s32 bhv_cmd_billboard(void) {
return BHV_PROC_CONTINUE;
}
// Command 0x
static s32 bhv_cmd_cylboard(void) {
gCurrentObject->header.gfx.node.flags |= GRAPH_RENDER_CYLBOARD;
gCurBhvCommand++;
return BHV_PROC_CONTINUE;
}
// Command 0x1B: Sets the current model ID of the object.
// Usage: SET_MODEL(modelID)
static s32 bhv_cmd_set_model(void) {
@ -842,62 +850,63 @@ void stub_behavior_script_2(void) {
typedef s32 (*BhvCommandProc)(void);
static BhvCommandProc BehaviorCmdTable[] = {
bhv_cmd_begin,
bhv_cmd_delay,
bhv_cmd_call,
bhv_cmd_return,
bhv_cmd_goto,
bhv_cmd_begin_repeat,
bhv_cmd_end_repeat,
bhv_cmd_end_repeat_continue,
bhv_cmd_begin_loop,
bhv_cmd_end_loop,
bhv_cmd_break,
bhv_cmd_break_unused,
bhv_cmd_call_native,
bhv_cmd_add_float,
bhv_cmd_set_float,
bhv_cmd_add_int,
bhv_cmd_set_int,
bhv_cmd_or_int,
bhv_cmd_bit_clear,
bhv_cmd_set_int_rand_rshift,
bhv_cmd_set_random_float,
bhv_cmd_set_random_int,
bhv_cmd_add_random_float,
bhv_cmd_add_int_rand_rshift,
bhv_cmd_nop_1,
bhv_cmd_nop_2,
bhv_cmd_nop_3,
bhv_cmd_set_model,
bhv_cmd_spawn_child,
bhv_cmd_deactivate,
bhv_cmd_drop_to_floor,
bhv_cmd_sum_float,
bhv_cmd_sum_int,
bhv_cmd_billboard,
bhv_cmd_hide,
bhv_cmd_set_hitbox,
bhv_cmd_nop_4,
bhv_cmd_delay_var,
bhv_cmd_begin_repeat_unused,
bhv_cmd_load_animations,
bhv_cmd_animate,
bhv_cmd_spawn_child_with_param,
bhv_cmd_load_collision_data,
bhv_cmd_set_hitbox_with_offset,
bhv_cmd_spawn_obj,
bhv_cmd_set_home,
bhv_cmd_set_hurtbox,
bhv_cmd_set_interact_type,
bhv_cmd_set_obj_physics,
bhv_cmd_set_interact_subtype,
bhv_cmd_scale,
bhv_cmd_parent_bit_clear,
bhv_cmd_animate_texture,
bhv_cmd_disable_rendering,
bhv_cmd_set_int_unused,
bhv_cmd_spawn_water_droplet,
bhv_cmd_begin, //00
bhv_cmd_delay, //01
bhv_cmd_call, //02
bhv_cmd_return, //03
bhv_cmd_goto, //04
bhv_cmd_begin_repeat, //05
bhv_cmd_end_repeat, //06
bhv_cmd_end_repeat_continue, //07
bhv_cmd_begin_loop, //08
bhv_cmd_end_loop, //09
bhv_cmd_break, //0A
bhv_cmd_break_unused, //0B
bhv_cmd_call_native, //0C
bhv_cmd_add_float, //0D
bhv_cmd_set_float, //0E
bhv_cmd_add_int, //0F
bhv_cmd_set_int, //10
bhv_cmd_or_int, //11
bhv_cmd_bit_clear, //12
bhv_cmd_set_int_rand_rshift, //13
bhv_cmd_set_random_float, //14
bhv_cmd_set_random_int, //15
bhv_cmd_add_random_float, //16
bhv_cmd_add_int_rand_rshift, //17
bhv_cmd_nop_1, //18
bhv_cmd_nop_2, //19
bhv_cmd_nop_3, //1A
bhv_cmd_set_model, //1B
bhv_cmd_spawn_child, //1C
bhv_cmd_deactivate, //1D
bhv_cmd_drop_to_floor, //1E
bhv_cmd_sum_float, //1F
bhv_cmd_sum_int, //20
bhv_cmd_billboard, //21
bhv_cmd_hide, //22
bhv_cmd_set_hitbox, //23
bhv_cmd_nop_4, //24
bhv_cmd_delay_var, //25
bhv_cmd_begin_repeat_unused, //26
bhv_cmd_load_animations, //27
bhv_cmd_animate, //28
bhv_cmd_spawn_child_with_param, //29
bhv_cmd_load_collision_data, //2A
bhv_cmd_set_hitbox_with_offset, //2B
bhv_cmd_spawn_obj, //2C
bhv_cmd_set_home, //2D
bhv_cmd_set_hurtbox, //2E
bhv_cmd_set_interact_type, //2F
bhv_cmd_set_obj_physics, //30
bhv_cmd_set_interact_subtype, //31
bhv_cmd_scale, //32
bhv_cmd_parent_bit_clear, //33
bhv_cmd_animate_texture, //34
bhv_cmd_disable_rendering, //35
bhv_cmd_set_int_unused, //36
bhv_cmd_spawn_water_droplet, //37
bhv_cmd_cylboard //38
};
// Execute the behavior script of the current object, process the object flags, and other miscellaneous code for updating objects.

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@ -30,6 +30,7 @@ extern Vec3s gVec3sOne;
#define GRAPH_RENDER_Z_BUFFER (1 << 3)
#define GRAPH_RENDER_INVISIBLE (1 << 4)
#define GRAPH_RENDER_HAS_ANIMATION (1 << 5)
#define GRAPH_RENDER_CYLBOARD (1 << 6)
// Whether the node type has a function pointer of type GraphNodeFunc
#define GRAPH_NODE_TYPE_FUNCTIONAL 0x100

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@ -377,6 +377,26 @@ void mtxf_billboard(Mat4 dest, Mat4 mtx, Vec3f position, s16 angle) {
dest[3][3] = 1;
}
void mtxf_cylboard(Mat4 dest, Mat4 mtx, Vec3f position, s16 angle) { //straight up mtxf_billboard but minus the dest[1][n] lines. transform for cylindrical billboards
dest[0][0] = coss(angle);
dest[0][1] = sins(angle);
dest[0][2] = 0;
dest[0][3] = 0;
dest[2][0] = 0;
dest[2][1] = 0;
dest[2][2] = 1;
dest[2][3] = 0;
dest[3][0] =
mtx[0][0] * position[0] + mtx[1][0] * position[1] + mtx[2][0] * position[2] + mtx[3][0];
dest[3][1] =
mtx[0][1] * position[0] + mtx[1][1] * position[1] + mtx[2][1] * position[2] + mtx[3][1];
dest[3][2] =
mtx[0][2] * position[0] + mtx[1][2] * position[1] + mtx[2][2] * position[2] + mtx[3][2];
dest[3][3] = 1;
}
/**
* Set 'dest' to a transformation matrix that aligns an object with the terrain
* based on the normal. Used for enemies.

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@ -56,6 +56,7 @@ void mtxf_lookat(f32 mtx[4][4], Vec3f b, Vec3f c, s16 d);
void mtxf_rotate_zxy_and_translate(f32 mtx[4][4], Vec3f b, Vec3s c);
void mtxf_rotate_xyz_and_translate(f32 mtx[4][4], Vec3f b, Vec3s c);
void mtxf_billboard(f32 mtx1[4][4], f32 mtx2[4][4], Vec3f c, s16 d);
void mtxf_cylboard(f32 mtx1[4][4], f32 mtx2[4][4], Vec3f c, s16 d);
void mtxf_align_terrain_normal(f32 mtx[4][4], Vec3f b, Vec3f c, s16 d);
void mtxf_align_terrain_triangle(f32 mtx[4][4], Vec3f b, s16 c, f32 d);
void mtxf_mul(f32 dest[4][4], f32 a[4][4], f32 b[4][4]);

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@ -17,9 +17,11 @@ void opened_cannon_act_0(void) {
cur_obj_enable_rendering();
cur_obj_become_tangible();
}
if (o->oDistanceToMario < 500.0f) {
cur_obj_become_tangible();
cur_obj_enable_rendering();
if (o->oDistanceToMario < 500.0f) {
//cur_obj_become_tangible();
//cur_obj_enable_rendering();
if (o->oInteractStatus & INT_STATUS_INTERACTED
&& (!(o->oInteractStatus
& INT_STATUS_TOUCHED_BOB_OMB))) // bob-omb explodes when it gets into a cannon
@ -30,8 +32,8 @@ void opened_cannon_act_0(void) {
} else
o->oInteractStatus = 0;
} else {
cur_obj_become_intangible();
cur_obj_disable_rendering();
//cur_obj_become_intangible();
//cur_obj_disable_rendering();
o->oCannonUnk10C = 0;
}
}

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@ -1595,6 +1595,10 @@ void obj_set_billboard(struct Object *obj) {
obj->header.gfx.node.flags |= GRAPH_RENDER_BILLBOARD;
}
void obj_set_cylboard(struct Object *obj) {
obj->header.gfx.node.flags |= GRAPH_RENDER_CYLBOARD;
}
void cur_obj_set_hitbox_radius_and_height(f32 radius, f32 height) {
o->hitboxRadius = radius;
o->hitboxHeight = height;

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@ -292,6 +292,7 @@ extern void cur_obj_shake_y(f32);
void cur_obj_start_cam_event(struct Object *obj, s32 cameraEvent);
// extern ? set_mario_interact_hoot_if_in_range(?);
void obj_set_billboard(struct Object *a0);
void obj_set_cylboard(struct Object *a0);
void cur_obj_set_hitbox_radius_and_height(f32,f32);
void cur_obj_set_hurtbox_radius_and_height(f32,f32);
// extern ? obj_spawn_loot_coins(?);

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@ -803,8 +803,13 @@ static void geo_process_object(struct Object *node) {
mtxf_mul(gMatStack[gMatStackIndex + 1], (void *) node->header.gfx.throwMatrix,
gMatStack[gMatStackIndex]);
} else if (node->header.gfx.node.flags & GRAPH_RENDER_BILLBOARD) {
if (node->header.gfx.node.flags & GRAPH_RENDER_CYLBOARD){
mtxf_cylboard(gMatStack[gMatStackIndex + 1], gMatStack[gMatStackIndex],
node->header.gfx.pos, gCurGraphNodeCamera->roll);
} else {
mtxf_billboard(gMatStack[gMatStackIndex + 1], gMatStack[gMatStackIndex],
node->header.gfx.pos, gCurGraphNodeCamera->roll);
}
} else {
mtxf_rotate_zxy_and_translate(mtxf, node->header.gfx.pos, node->header.gfx.angle);
mtxf_mul(gMatStack[gMatStackIndex + 1], mtxf, gMatStack[gMatStackIndex]);