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https://github.com/coop-deluxe/sm64coopdx.git
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Improve bettercam's collision detection and avoidance
The precision of ray casting was too low previously, causing the collision checks to skip right past a wall sometimes. There was also nothing to prevent the camera from getting too close to a wall horizontally or vertically.
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bbdc3180cd
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4b37648487
2 changed files with 62 additions and 5 deletions
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@ -977,11 +977,14 @@ void find_surface_on_ray(Vec3f orig, Vec3f dir, struct Surface **hit_surface, Ve
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return;
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}
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// increase collision checking precision (normally 1)
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f32 precision = 2;
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// Get cells we cross using DDA
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if (absx(dir[0]) >= absx(dir[2]))
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step = absx(dir[0]) / CELL_SIZE;
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step = precision * absx(dir[0]) / CELL_SIZE;
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else
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step = absx(dir[2]) / CELL_SIZE;
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step = precision * absx(dir[2]) / CELL_SIZE;
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dx = dir[0] / step / CELL_SIZE;
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dz = dir[2] / step / CELL_SIZE;
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@ -16,6 +16,9 @@
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#include <stdio.h>
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#endif
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#define NEW_CAM_BOUNDING_BOX_RAYS 4
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#define NEW_CAM_BOUNDING_BOX_HRADIUS 250
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#define NEW_CAM_BOUNDING_BOX_VRADIUS 50
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/**
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Quick explanation of the camera modes
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@ -473,6 +476,47 @@ static void newcam_update_values(void) {
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}
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}
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static void newcam_bounding_box(void) {
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Vec3f camdirs[NEW_CAM_BOUNDING_BOX_RAYS] = { 0 };
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Vec3f raypos[NEW_CAM_BOUNDING_BOX_RAYS] = { 0 };
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s16 antiYaw = newcam_yaw - 0x4000;
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// sideways ray 1
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camdirs[0][0] = coss(antiYaw) * NEW_CAM_BOUNDING_BOX_HRADIUS;
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camdirs[0][2] = sins(antiYaw) * NEW_CAM_BOUNDING_BOX_HRADIUS;
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// sideways ray 2
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camdirs[1][0] = -coss(antiYaw) * NEW_CAM_BOUNDING_BOX_HRADIUS;
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camdirs[1][2] = -sins(antiYaw) * NEW_CAM_BOUNDING_BOX_HRADIUS;
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// vertical rays
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camdirs[2][1] = -NEW_CAM_BOUNDING_BOX_VRADIUS;
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camdirs[3][1] = NEW_CAM_BOUNDING_BOX_VRADIUS;
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for (int i = 0; i < NEW_CAM_BOUNDING_BOX_RAYS; i++) {
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struct Surface* surf;
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Vec3f offset = { 0 };
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Vec3f startpos = { 0 };
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vec3f_copy(startpos, newcam_pos);
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vec3f_add(startpos, offset);
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find_surface_on_ray(startpos, camdirs[i], &surf, raypos[i]);
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if (!surf) {
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vec3f_copy(raypos[i], startpos);
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vec3f_add(raypos[i], camdirs[i]);
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}
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}
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Vec3f avg = { 0 };
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for (int i = 0; i < NEW_CAM_BOUNDING_BOX_RAYS; i++) {
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vec3f_add(avg, raypos[i]);
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}
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vec3f_mul(avg, 1.0f / ((f32)NEW_CAM_BOUNDING_BOX_RAYS));
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vec3f_copy(newcam_pos, avg);
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}
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static void newcam_collision(void) {
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struct Surface *surf;
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Vec3f camdir;
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@ -486,8 +530,16 @@ static void newcam_collision(void) {
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newcam_coldist = sqrtf((newcam_pos_target[0] - hitpos[0]) * (newcam_pos_target[0] - hitpos[0]) + (newcam_pos_target[1] - hitpos[1]) * (newcam_pos_target[1] - hitpos[1]) + (newcam_pos_target[2] - hitpos[2]) * (newcam_pos_target[2] - hitpos[2]));
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if (surf) {
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// offset the hit pos by the hit normal
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Vec3f offset = { 0 };
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offset[0] = surf->normal.x;
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offset[1] = surf->normal.y;
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offset[2] = surf->normal.z;
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vec3f_mul(offset, 5.0f);
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vec3f_add(hitpos, offset);
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newcam_pos[0] = hitpos[0];
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newcam_pos[1] = approach_f32(hitpos[1],newcam_pos[1],25,-25);
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newcam_pos[1] = hitpos[1];
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newcam_pos[2] = hitpos[2];
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newcam_pan_x = 0;
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newcam_pan_z = 0;
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@ -541,8 +593,10 @@ static void newcam_position_cam(void) {
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if (newcam_modeflags & NC_FLAG_FOCUSZ)
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newcam_lookat[2] = newcam_pos_target[2]-newcam_pan_z;
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if (newcam_modeflags & NC_FLAG_COLLISION)
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if (newcam_modeflags & NC_FLAG_COLLISION) {
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newcam_collision();
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newcam_bounding_box();
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}
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}
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