Skip to content

Commit

Permalink
Small bgcheck documentation pass (zeldaret#816)
Browse files Browse the repository at this point in the history
* implement some documentation

* remove unnecessary comments related to decomp

* eliminate comment function prototypes
  • Loading branch information
mzxrules committed May 22, 2021
1 parent 54f1300 commit 5c4fdb7
Show file tree
Hide file tree
Showing 4 changed files with 88 additions and 149 deletions.
79 changes: 4 additions & 75 deletions include/functions.h
Original file line number Diff line number Diff line change
Expand Up @@ -540,54 +540,16 @@ void ActorOverlayTable_LogPrint(void);
void ActorOverlayTable_Init(void);
void ActorOverlayTable_Cleanup(void);
// ? func_80038600(?);
// ? SSNode_SetValue(?);
// ? SSNode_SetNull(?);
// ? func_80038728(?);
// ? func_80038780(?);
// ? DynaSSNodeList_Initialize(?);
// ? DynaSSNodeList_Alloc(?);
// ? DynaSSNodeList_ResetCount(?);
u16 DynaSSNodeList_GetNextNodeIdx(DynaSSNodeList*);
// ? func_800388A8(?);
// ? func_800388E8(?);
// ? func_800389D4(?);
void func_80038A28(CollisionPoly* poly, f32 tx, f32 ty, f32 tz, MtxF* dest);
f32 CollisionPoly_GetPointDistanceFromPlane(CollisionPoly* poly, Vec3f* point);
void CollisionPoly_GetVerticesByBgId(CollisionPoly* poly, s32 bgId, CollisionContext* colCtx, Vec3f* dest);
// ? func_80038BE0(?);
// ? CollisionPoly_CheckYIntersectApprox1(?);
// ? CollisionPoly_CheckYIntersect(?);
// ? CollisionPoly_CheckYIntersectApprox2(?);
// ? CollisionPoly_CheckXIntersectApprox(?);
// ? CollisionPoly_CheckZIntersectApprox(?);
// ? CollisionPoly_LineVsPoly(?);
// ? CollisionPoly_SphVsPoly(?);
// ? StaticLookup_AddPolyToNodeList(?);
// ? func_8003965C(?);
// ? func_800396F0(?);
// ? func_8003992C(?);
// ? BgCheck_ComputeWallDisplacement(?);
// ? BgCheck_SphVsStaticWall(?);
s32 BgCheck_CheckStaticCeiling(StaticLookup* lookup, u16 xpFlags, CollisionContext* colCtx, f32* outY, Vec3f* pos,
f32 checkHeight, CollisionPoly** outPoly);
s32 func_8003A5B8(SSList* headNodeId, CollisionContext* colCtx, u16 xpFlags1, u16 xpFlags2, Vec3f* posA, Vec3f* posB,
s32 BgCheck_CheckLineAgainstSSList(SSList* headNodeId, CollisionContext* colCtx, u16 xpFlags1, u16 xpFlags2, Vec3f* posA, Vec3f* posB,
Vec3f* outPos, CollisionPoly** outPoly, f32* outDistSq, f32 chkDist, s32 bccFlags);
// ? func_8003A7D8(?);
// ? BgCheck_SphVsFirstStaticPolyList(?);
// ? BgCheck_SphVsFirstStaticPoly(?);
// ? BgCheck_GetNearestStaticLookup(?);
// ? BgCheck_GetStaticLookup(?);
void BgCheck_GetStaticLookupIndicesFromPos(CollisionContext* colCtx, Vec3f* pos, Vec3i* arg2);
// ? func_8003AEA8(?);
// ? func_8003B04C(?);
// ? func_8003B218(?);
// ? func_8003B3C8(?);
// ? func_8003BB18(?);
// ? BgCheck_IsSpotScene(?);
// ? BgCheck_TryGetCustomMemsize(?);
// ? BgCheck_SetSubdivisionDimension(?);
void BgCheck_Allocate(CollisionContext* colCtx, GlobalContext* globalCtx, CollisionHeader* colHeader);
// ? BgCheck_GetCollisionHeader(?);
s32 BgCheck_PosInStaticBoundingBox(CollisionContext* colCtx, Vec3f* pos);
f32 BgCheck_EntityRaycastFloor1(CollisionContext* colCtx, CollisionPoly** outPoly, Vec3f* pos);
f32 BgCheck_EntityRaycastFloor2(GlobalContext* globalCtx, CollisionContext* colCtx, CollisionPoly** outPoly,
Expand All @@ -605,7 +567,7 @@ f32 BgCheck_AnyRaycastFloor2(CollisionContext* colCtx, CollisionPoly* outPoly, s
f32 BgCheck_CameraRaycastFloor2(CollisionContext* colCtx, CollisionPoly** outPoly, s32* bgId, Vec3f* pos);
f32 BgCheck_EntityRaycastFloor8(CollisionContext* colCtx, CollisionPoly** outPoly, s32* bgId, Actor* actor, Vec3f* pos);
f32 BgCheck_EntityRaycastFloor9(CollisionContext* colCtx, CollisionPoly** outPoly, s32* bgId, Vec3f* pos);
s32 BgCheck_SphVsWallImpl(CollisionContext* colCtx, u16 xpFlags, Vec3f* posResult, Vec3f* posNext, Vec3f* posPrev,
s32 BgCheck_CheckWallImpl(CollisionContext* colCtx, u16 xpFlags, Vec3f* posResult, Vec3f* posNext, Vec3f* posPrev,
f32 radius, CollisionPoly** outPoly, s32* outBgId, Actor* actor, f32 checkHeight, u8 argA);
s32 BgCheck_EntitySphVsWall1(CollisionContext* colCtx, Vec3f* posResult, Vec3f* posNext, Vec3f* posPrev, f32 radius,
CollisionPoly** outPoly, f32 checkHeight);
Expand All @@ -615,11 +577,10 @@ s32 BgCheck_EntitySphVsWall3(CollisionContext* colCtx, Vec3f* posResult, Vec3f*
CollisionPoly** outPoly, s32* outBgId, Actor* actor, f32 checkHeight);
s32 BgCheck_EntitySphVsWall4(CollisionContext* colCtx, Vec3f* posResult, Vec3f* posNext, Vec3f* posPrev, f32 radius,
CollisionPoly** outPoly, s32* outBgId, Actor* actor, f32 checkHeight);
// ? BgCheck_CheckCeilingImpl(?);
s32 BgCheck_AnyCheckCeiling(CollisionContext* colCtx, f32* outY, Vec3f* pos, f32 checkHeight);
s32 BgCheck_EntityCheckCeiling(CollisionContext* colCtx, f32* arg1, Vec3f* arg2, f32 arg3, CollisionPoly** outPoly,
s32* outBgId, Actor* actor);
s32 BgCheck_LineTestImpl(CollisionContext* colCtx, u16 xpFlags1, u16 xpFlags2, Vec3f* posA, Vec3f* posB,
s32 BgCheck_CheckLineImpl(CollisionContext* colCtx, u16 xpFlags1, u16 xpFlags2, Vec3f* posA, Vec3f* posB,
Vec3f* posResult, CollisionPoly** outPoly, s32* bgId, Actor* actor, f32 chkDist, u32 bccFlags);
s32 BgCheck_CameraLineTest1(CollisionContext* colCtx, Vec3f* posA, Vec3f* posB, Vec3f* posResult,
CollisionPoly** outPoly, s32 chkWall, s32 chkFloor, s32 chkCeil, s32 chkOneFace, s32* bgId);
Expand All @@ -642,25 +603,10 @@ s32 BgCheck_AnyLineTest2(CollisionContext* colCtx, Vec3f* posA, Vec3f* posB, Vec
s32 chkWall, s32 chkFloor, s32 chkCeil, s32 chkOneFace);
s32 BgCheck_AnyLineTest3(CollisionContext* colCtx, Vec3f* posA, Vec3f* posB, Vec3f* posResult, CollisionPoly** outPoly,
s32 chkWall, s32 chkFloor, s32 chkCeil, s32 chkOneFace, s32* bgId);
// ? BgCheck_SphVsFirstPolyImpl(?);
s32 BgCheck_SphVsFirstPoly(CollisionContext* colCtx, Vec3f* center, f32 radius);
void SSNodeList_Initialize(SSNodeList*);
void SSNodeList_Alloc(GlobalContext* globalCtx, SSNodeList* this, s32 tblMax, s32 numPolys);
u16 SSNodeList_GetNextNodeIdx(SSNodeList* this);
// ? ScaleRotPos_Initialize(?);
// ? ScaleRotPos_SetValue(?);
// ? ScaleRotPos_Equals(?);
// ? DynaLookup_ResetLists(?);
// ? DynaLookup_Reset(?);
// ? DynaLookup_ResetVtxStartIndex(?);
// ? BgActor_Initialize(?);
// ? BgActor_SetActor(?);
// ? BgActor_HasTransformChanged(?);
// ? DynaPoly_NullPolyList(?);
// ? DynaPoly_AllocPolyList(?);
// ? DynaPoly_NullVtxList(?);
// ? DynaPoly_AllocVtxList(?);
// ? DynaPoly_SetBgActorPrevTransform(?);
s32 DynaPoly_IsBgIdBgActor(s32 bgId);
void DynaPoly_Init(GlobalContext* globalCtx, DynaCollisionContext* dyna);
void DynaPoly_Alloc(GlobalContext* globalCtx, DynaCollisionContext* dyna);
Expand All @@ -674,38 +620,27 @@ void func_8003EE6C(GlobalContext* globalCtx, DynaCollisionContext* dyna);
void func_8003F8EC(GlobalContext* globalCtx, DynaCollisionContext* dyna, Actor* actor);
void DynaPoly_Setup(GlobalContext* globalCtx, DynaCollisionContext* dyna);
void DynaPoly_UpdateBgActorTransforms(GlobalContext* globalCtx, DynaCollisionContext* dyna);
// ? BgCheck_RaycastFloorDynaList(?);
f32 BgCheck_RaycastFloorDyna(DynaRaycast* dynaRaycast);
// ? BgCheck_SphVsDynaWallInBgActor(?);
s32 BgCheck_SphVsDynaWall(CollisionContext* colCtx, u16 xpFlags, f32* outX, f32* outZ, Vec3f* pos, f32 radius,
CollisionPoly** outPoly, s32* outBgId, Actor* actor);
// ? BgCheck_CheckDynaCeilingList(?);
s32 BgCheck_CheckDynaCeiling(CollisionContext* colCtx, u16 xpFlags, f32* outY, Vec3f* pos, f32 chkDist,
CollisionPoly** outPoly, s32* outBgId, Actor* actor);
// ? func_80040FA4(?);
// ? func_80041128(?);
s32 func_80041240(CollisionContext* colCtx, u16 xpFlags, Vec3f* posA, Vec3f* posB, Vec3f* posResult,
s32 BgCheck_CheckLineAgainstDyna(CollisionContext* colCtx, u16 xpFlags, Vec3f* posA, Vec3f* posB, Vec3f* posResult,
CollisionPoly** outPoly, f32* distSq, s32* outBgId, Actor* actor, f32 chkDist, s32 bccFlags);
// ? BgCheck_SphVsFirstDynaPolyList(?);
// ? BgCheck_SphVsFirstDynaPolyInBgActor(?);
s32 BgCheck_SphVsFirstDynaPoly(CollisionContext* colCtx, u16 xpFlags, CollisionPoly** outPoly, s32* outBgId,
Vec3f* center, f32 radius, Actor* actor, u16 bciFlags);
// ? CollisionHeader_SegmentedToVirtual(?);
void CollisionHeader_GetVirtual(void* colHeader, CollisionHeader** dest);
void func_800418D0(CollisionContext* colCtx, GlobalContext* globalCtx);
void BgCheck_ResetPolyCheckTbl(SSNodeList* nodeList, s32 numPolys);
// ? SurfaceType_GetData(?);
u32 SurfaceType_GetCamDataIndex(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
u16 func_80041A4C(CollisionContext* colCtx, u32 camId, s32 bgId);
u16 SurfaceType_GetCameraSType(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
// ? func_80041B24(?);
u16 SurfaceType_GetNumCameras(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
Vec3s* func_80041C10(CollisionContext* colCtx, s32 camId, s32 bgId);
Vec3s* SurfaceType_GetCamPosData(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
u32 SurfaceType_GetSceneExitIndex(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
u32 func_80041D4C(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
u32 func_80041D70(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
// ? func_80041D94(?);
s32 func_80041DB8(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
s32 func_80041DE4(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
s32 func_80041E18(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
Expand Down Expand Up @@ -736,14 +671,8 @@ u16 WaterBox_GetCameraSType(CollisionContext* colCtx, WaterBox* waterBox);
u32 WaterBox_GetLightSettingIndex(CollisionContext* colCtx, WaterBox* waterBox);
s32 func_80042708(CollisionPoly* polyA, CollisionPoly* polyB, Vec3f* point, Vec3f* closestPoint);
s32 func_800427B4(CollisionPoly* polyA, CollisionPoly* polyB, Vec3f* pointA, Vec3f* pointB, Vec3f* closestPoint);
// ? BgCheck_DrawDynaPolyList(?);
// ? BgCheck_DrawBgActor(?);
void BgCheck_DrawDynaCollision(GlobalContext*, CollisionContext*);
// ? BgCheck_DrawStaticPoly(?);
// ? BgCheck_DrawStaticPolyList(?);
void BgCheck_DrawStaticCollision(GlobalContext*, CollisionContext*);
// ? func_800430A0(?);
// ? func_800432A0(?);
void func_80043334(CollisionContext* colCtx, Actor* actor, s32 bgId);
s32 func_800433A4(CollisionContext* colCtx, s32 bgId, Actor* actor);
void DynaPolyActor_Init(DynaPolyActor* dynaActor, DynaPolyMoveFlag flags);
Expand Down
Loading

0 comments on commit 5c4fdb7

Please sign in to comment.