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Extra tracks: CalcSegmentVector

Name: CalcSegmentVector [Show more] Type: Subroutine Category: Extra tracks Summary: Calculate the segment vector for the current segment Deep dive: Dynamic track generation in the extra tracks
Context: See this subroutine in context in the source code References: This subroutine is called as follows: * HookFirstSegment calls CalcSegmentVector * SetSegmentVector calls CalcSegmentVector

This routine calculates the segment vector for the current segment, by converting the direction of the track at this point, which is stored in the yaw angle in (yawAngleHi yawAngleLo), into a direction vector to store in the (xTrackSegmentI yTrackSegmentI zTrackSegmentI) tables in the track data file. We also calculate the outer track segment vector (i.e. the vector across the track) and store it in the (xTrackSegmentO yTrackSegmentI zTrackSegmentO) tables in the track data file. Note that the track segment vector tables overwrite the modification routines, as those are no longer used, and the main game code still thinks that's where the segment vector tables are stored as part of the track data file (which they are, it's just that they are dynamically generated in the extra track files, rather than being full of static data).
.CalcSegmentVector \ This routine calculates the segment vector for the \ current segment within the current sub-section \ \ The segment vector contains two vectors: \ \ * (xTrackSegmentI yTrackSegmentI zTrackSegmentI) is \ the vector along the inside of the track from the \ previous segment to the current segment \ \ * (xTrackSegmentO yTrackSegmentI zTrackSegmentO) is \ the vector from the inner edge of the track to the \ outer edge of the track for the current segment \ \ We start by analysing the track's yaw angle to see in \ which direction the track that we're building is \ currently pointing, so we can set the correct signs \ and axes for the segment vector LDA yawAngleLo \ Set A = (yawAngleHi yawAngleLo) << 1 ASL A \ LDA yawAngleHi \ Keeping the high byte only and rotating bit 7 into ROL A \ the C flag PHA \ Push the high byte in A onto the stack, so the stack \ contains the high byte of yawAngle << 1 ROL A \ Set bits 0-2 of U to bits 5-7 of yawAngleHi (i.e. the ROL A \ top three bits), so this is equivalent to: ROL A \ AND #%00000111 \ U = (yawAngleHi yawAngleLo) DIV 8192 STA U \ \ We will use U to work out the direction of the track \ that we are building \ We now work out the index into the xTrackCurve and \ zTrackCurve tables for the curve that matches the \ direction of the track, putting the result in X \ \ The curve tables contain coordinates for a curve that \ covers one-eighth of a circle, or 45 degrees, so we \ first reduce the yaw angle into that range by reducing \ our 32-bit angle into this range \ \ The 32-bit angle in (yawAngleHi yawAngleLo) cover a \ whole circle, so 0 to 65536 represents 0 to 360 \ degrees, so one-eighth of a circle, or 45 degrees, is \ represented by 65536 / 8 = 8192 \ \ So we reduce the 32-bit value into the range 0 to 8192 \ so we can map it to the curve in the curve tables LSR A \ Set the C flag to bit 0 of A, i.e. bit 5 of yawAngleHi PLA \ Retrieve the high byte that we pushed onto the stack, \ i.e. the high byte of yawAngle << 1 AND #%00111111 \ Clear bits 6 and 7 of A, so A now contains two zeroes, \ then bits 4, 3, 2, 1, 0 of yawAngleHi, then bit 7 of \ yawAngleLo \ By this point, we have: \ \ X = (yawAngleHi yawAngleLo) MOD 8192 \ \ This is the corresponding point in the curve tables \ for the track direction, reduced to one-eighth of a \ circle, or 0 to 45 degrees \ \ The next eighth of the circle (i.e. from 45 to 90 \ degrees) will map to the curve tables, but in reverse, \ so we can extend our calculation to quarter circle by \ flipping the index in X for this range of yaw angle \ (i.e. if we are in the second eighth of the circle, \ from 45 to 90 degrees, which is when bit 5 of the high \ byte is clear) BCC vect1 \ If the C flag, i.e. bit 5 of yawAngleHi, is clear, \ jump to vect1 to skip the following EOR #%00111111 \ Negate A using two's complement (the ADC adds 1 as the ADC #0 \ C flag is set) .vect1 \ By this point, A contains the index of the curve \ within the curve tables that corresponds to the angle \ in which the track is pointing, reduced to the first \ quarter of a circle (0 to 90 degrees) \ \ We can now fetch the vector for that point on the \ curve, which will give us the vector of the curve at \ that point (i.e. the direction of the curve for the \ track segment we are building) TAX \ Set X = A LDY xTrackCurve,X \ Set Y = X-th entry in xTrackCurve LDA zTrackCurve,X \ Set X = X-th entry in zTrackCurve TAX \ The vector in X and Y now contains the correct values \ for the curve vector, but because we reduced it to the \ first quarter in the circle, the signs may not be \ correct, and we may need to swap the x-coordinate and \ z-coordinate \ \ We now use the value of U to set the vector properly, \ as the value of U determines which eighth of the \ circle corresponds to the track direction LDA U \ If bit 1 of U + 1 is set, i.e. U ends in %01 or %10, CLC \ i.e. bits 5 and 6 of yawAngleHi are different, then ADC #1 \ jump to vect2 to set V and W the other way round AND #%00000010 BNE vect2 STY V \ Set V = Y STX W \ Set W = X BEQ vect3 \ Jump to vect3 (this BEQ is effectively a JMP as we \ passed through a BNE above) .vect2 STX V \ Set V = X STY W \ Set W = Y .vect3 LDA U \ If U < 4, i.e. bit 2 of U is clear, i.e. bit 7 of CMP #4 \ yawAngleHi is clear, jump to vect4 to skip the BCC vect4 \ following \ If we get here then bit 2 of U is set, i.e. bit 7 of \ yawAngleHi is set LDA #0 \ Set V = -V SBC V STA V .vect4 LDA U \ If U >= 6, i.e. bits 1 and 2 of U are set, i.e. bits CMP #6 \ 6 and 7 of yawAngleHi are set, jump to vect5 to skip BCS vect5 \ the following CMP #2 \ If U < 2, i.e. bits 1 and 2 of U are clear, i.e. bits BCC vect5 \ 6 and 7 of yawAngleHi are clear, jump to vect5 to skip \ the following \ If we get here then bits 1 and 2 of U are different, \ i.e. bits 6 and 7 of yawAngleHi are different LDA #0 \ Set W = -W SBC W STA W .vect5 \ By this point we have the x- and z-coordinates of the \ vector for the track direction in the segment that we \ want to build, and we already know the y-coordinate of \ the vector at this point (it's in segmentSlope) \ \ The inner track segment vector at this point is \ therefore: \ \ [ V ] \ [ segmentSlope ] \ [ W ] \ \ And we can now store the vector in the track data file \ as follows: \ \ * xTrackSegmentI = V \ * yTrackSegmentI = segmentSlope \ * zTrackSegmentI = W \ \ We can also calculate the vector from the inner verge \ to the outer verge as follows: \ \ * xTrackSegmentO = -W * trackWidth / 256 \ * zTrackSegmentO = V * trackWidth / 256 \ \ This works because given a 2D vector [V W], the vector \ [-W V] is the vector's normal, i.e. the same vector, \ but perpendicular to the original \ \ If we take the original inner vector in [V W], then \ its normal vector is a vector that's perpendicular to \ the original, so instead of being a vector pointing \ along the inner edge, it's a vector pointing at 90 \ degrees across the track, which is the vector that we \ want to calculate \ \ Multiplying the normal vector by the track width sets \ the correct length for the outer segment vector, so \ we could make the track wider by changing the value of \ the trackWidth configuration variable LDY thisVectorNumber \ Set Y to thisVectorNumber, which contains the value of \ trackSectionFrom for this track section (i.e. the \ number of the first segment vector in the section) LDA #trackWidth \ Set U to the width of the track STA U LDA V \ Set the x-coordinate of the Y-th inner track segment STA xTrackSegmentI,Y \ vector to V JSR Multiply8x8Signed \ Set A = A * U / 256 \ = V * trackWidth / 256 STA zTrackSegmentO,Y \ Set the z-coordinate of the Y-th outer track segment \ vector to V * trackWidth / 256 LDA W \ Set the z-coordinate of the Y-th inner track segment STA zTrackSegmentI,Y \ vector to W JSR Multiply8x8Signed \ Set A = A * U / 256 \ = W * trackWidth / 256 EOR #&FF \ Negate A using two's complement, so: CLC \ ADC #1 \ A = -W * trackWidth / 256 STA xTrackSegmentO,Y \ Set the x-coordinate of the Y-th outer track segment \ vector to -W * trackWidth / 256 LDA segmentSlope \ Set the y-coordinate of the Y-th track segment vector STA yTrackSegmentI,Y \ to the slope of the segment RTS \ Return from the subroutine