metaforce/Runtime/MP1/World/CGrenadeLauncher.cpp

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#include "Runtime/MP1/World/CGrenadeLauncher.hpp"
#include "Runtime/Character/CPASAnimParm.hpp"
#include "Runtime/Character/CPASAnimParmData.hpp"
#include "Runtime/CSimplePool.hpp"
#include "Runtime/CStateManager.hpp"
#include "Runtime/GameGlobalObjects.hpp"
#include "Runtime/World/CPlayer.hpp"
namespace urde {
namespace MP1 {
CGrenadeLauncher::CGrenadeLauncher(TUniqueId uid, std::string_view name, const CEntityInfo& info,
const zeus::CTransform& xf, CModelData&& mData, const zeus::CAABox& bounds,
const CHealthInfo& healthInfo, const CDamageVulnerability& vulnerability,
const CActorParameters& actParams, TUniqueId otherId,
const CGrenadeLauncherData& data, float f1)
: CPhysicsActor(uid, true, name, info, xf, std::move(mData), {EMaterialTypes::Character, EMaterialTypes::Solid}, bounds,
{1000.f}, actParams, 0.3f, 0.1f)
, x25c_(healthInfo)
, x264_vulnerability(vulnerability)
, x2cc_otherId(otherId)
, x2d0_data(data)
, x328_cSphere({{}, mData.GetScale().z()}, {EMaterialTypes::Character, EMaterialTypes::Solid})
, x350_actParms(actParams)
, x3c0_particleGenDesc(g_SimplePool->GetObj({SBIG('PART'), data.x40_}))
, x3d8_(actParams.GetThermalMag())
, x3f8_(f1) {
GetModelData()->EnableLooping(true);
const CPASDatabase& pasDatabase = GetModelData()->GetAnimationData()->GetCharacterInfo().GetPASDatabase();
for (int i = 0; i < 4; i++) {
const auto result = pasDatabase.FindBestAnimation({22, CPASAnimParm::FromEnum(i)}, -1);
x3c8_animIds[i] = result.second;
}
}
zeus::CVector3f CGrenadeLauncher::GrenadeTarget(const CStateManager& mgr) {
const zeus::CVector3f& aim = mgr.GetPlayer().GetAimPosition(mgr, 1.f);
if (mgr.GetPlayer().GetMorphballTransitionState() == CPlayer::EPlayerMorphBallState::Unmorphed) {
return aim - zeus::CVector3f{0.f, 0.f, 0.5f * mgr.GetPlayer().GetEyeHeight()};
}
return aim;
}
void CGrenadeLauncher::CalculateGrenadeTrajectory(const zeus::CVector3f& target, const zeus::CVector3f& origin,
const SGrenadeTrajectoryInfo& info, float& angleOut,
float& velocityOut) {
float angle = info.x8_angleMin;
float velocity = info.x0_;
float delta = std::max(0.01f, 0.1f * (info.xc_angleMax - info.x8_angleMin));
zeus::CVector3f dist = target - origin;
float distXYMag = dist.toVec2f().magnitude();
float qwSq = info.x0_ * info.x0_;
float qxSq = info.x4_ * info.x4_;
float gravAdj = distXYMag * ((0.5f * CPhysicsActor::GravityConstant()) * distXYMag);
float currAngle = info.x8_angleMin;
float leastResult = FLT_MAX;
while (info.xc_angleMax >= currAngle) {
float cos = std::cos(currAngle);
float sin = std::sin(currAngle);
float result = (distXYMag * (cos * sin) - (dist.z() * (cos * cos)));
if (result > FLT_EPSILON) {
float div = gravAdj / result;
if (qwSq <= result && result <= qxSq) {
angle = currAngle;
velocity = std::sqrt(div);
break;
}
if (result <= qxSq) {
result = qwSq - result;
} else {
result = result - qxSq;
}
if (result < leastResult) {
angle = currAngle;
velocity = std::sqrt(div);
leastResult = result;
}
}
currAngle += delta;
}
angleOut = angle;
velocityOut = velocity;
}
} // namespace MP1
} // namespace urde