Properly determine the correct wall between multiple, turn off rounded corners in the air
This commit is contained in:
parent
30f778fc66
commit
650f009245
|
@ -26,7 +26,6 @@ gBehaviorValues.dialogs.KoopaQuickBobWinDialog = DIALOG_031
|
|||
gBehaviorValues.dialogs.KoopaQuickThiWinDialog = DIALOG_031
|
||||
|
||||
gLevelValues.fixCollisionBugs = 1
|
||||
gLevelValues.fixCollisionBugsRoundedCorners = 0
|
||||
|
||||
--------------
|
||||
-- movtexs --
|
||||
|
|
|
@ -15,6 +15,7 @@
|
|||
|
||||
Vec3f gFindWallDirection = { 0 };
|
||||
u8 gFindWallDirectionActive = false;
|
||||
u8 gFindWallDirectionAirborne = false;
|
||||
|
||||
#define CLAMP(_val, _min, _max) MAX(MIN((_val), _max), _min)
|
||||
|
||||
|
@ -134,7 +135,7 @@ static s32 find_wall_collisions_from_list(struct SurfaceNode *surfaceNode,
|
|||
continue;
|
||||
}
|
||||
|
||||
if (gLevelValues.fixCollisionBugs && gLevelValues.fixCollisionBugsRoundedCorners) {
|
||||
if (gLevelValues.fixCollisionBugs && gLevelValues.fixCollisionBugsRoundedCorners && !gFindWallDirectionAirborne) {
|
||||
// Check AABB to exclude walls before doing expensive triangle check
|
||||
f32 minX = MIN(MIN(surf->vertex1[0], surf->vertex2[0]), surf->vertex3[0]) - radius;
|
||||
f32 minZ = MIN(MIN(surf->vertex1[2], surf->vertex2[2]), surf->vertex3[2]) - radius;
|
||||
|
@ -277,7 +278,7 @@ static s32 find_wall_collisions_from_list(struct SurfaceNode *surfaceNode,
|
|||
//! (Wall Overlaps) Because this doesn't update the x and z local variables,
|
||||
// multiple walls can push mario more than is required.
|
||||
// <Fixed when gLevelValues.fixCollisionBugs != 0>
|
||||
if (gLevelValues.fixCollisionBugs && gLevelValues.fixCollisionBugsRoundedCorners) {
|
||||
if (gLevelValues.fixCollisionBugs && gLevelValues.fixCollisionBugsRoundedCorners && !gFindWallDirectionAirborne) {
|
||||
data->x = cPos[0] + cNorm[0] * radius;
|
||||
data->z = cPos[2] + cNorm[2] * radius;
|
||||
x = data->x;
|
||||
|
|
|
@ -40,6 +40,7 @@ struct FloorGeometry
|
|||
|
||||
extern Vec3f gFindWallDirection;
|
||||
extern u8 gFindWallDirectionActive;
|
||||
extern u8 gFindWallDirectionAirborne;
|
||||
|
||||
s32 f32_find_wall_collision(f32 *xPtr, f32 *yPtr, f32 *zPtr, f32 offsetY, f32 radius);
|
||||
s32 find_wall_collisions(struct WallCollisionData *colData);
|
||||
|
|
|
@ -2385,9 +2385,32 @@ void set_mario_particle_flags(struct MarioState* m, u32 flags, u8 clear) {
|
|||
void mario_update_wall(struct MarioState* m, struct WallCollisionData* wcd) {
|
||||
if (!m || !wcd) { return; }
|
||||
|
||||
m->wall = (wcd->numWalls > 0)
|
||||
? wcd->walls[wcd->numWalls - 1]
|
||||
: NULL;
|
||||
if (gLevelValues.fixCollisionBugs) {
|
||||
// turn face angle into a direction vector
|
||||
Vec3f faceAngle;
|
||||
faceAngle[0] = coss(m->faceAngle[0]) * sins(m->faceAngle[1]);
|
||||
faceAngle[1] = sins(m->faceAngle[0]);
|
||||
faceAngle[2] = coss(m->faceAngle[0]) * coss(m->faceAngle[1]);
|
||||
vec3f_normalize(faceAngle);
|
||||
|
||||
// reset wall
|
||||
m->wall = NULL;
|
||||
for (int i = 0; i < wcd->numWalls; i++) {
|
||||
if (m->wall == NULL) {
|
||||
m->wall = wcd->walls[i];
|
||||
continue;
|
||||
}
|
||||
|
||||
// find the wall that is most "facing away"
|
||||
if (vec3f_dist((f32*)&m->wall->normal.x, (f32*)faceAngle) < vec3f_dist((f32*)&wcd->walls[i]->normal.x, (f32*)faceAngle)) {
|
||||
m->wall = wcd->walls[i];
|
||||
}
|
||||
}
|
||||
} else {
|
||||
m->wall = (wcd->numWalls > 0)
|
||||
? wcd->walls[wcd->numWalls - 1]
|
||||
: NULL;
|
||||
}
|
||||
|
||||
if (gLevelValues.fixCollisionBugs && wcd->normalCount > 0) {
|
||||
vec3f_set(m->wallNormal,
|
||||
|
|
|
@ -741,7 +741,9 @@ s32 perform_air_step(struct MarioState *m, u32 stepArg) {
|
|||
vec3f_copy(gFindWallDirection, step);
|
||||
|
||||
gFindWallDirectionActive = true;
|
||||
gFindWallDirectionAirborne = true;
|
||||
quarterStepResult = perform_air_quarter_step(m, intendedPos, stepArg);
|
||||
gFindWallDirectionAirborne = false;
|
||||
gFindWallDirectionActive = false;
|
||||
|
||||
//! On one qf, hit OOB/ceil/wall to store the 2 return value, and continue
|
||||
|
|
Loading…
Reference in New Issue