metaforce/Runtime/Character/CGroundMovement.hpp

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#pragma once
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#include <optional>
#include "Runtime/RetroTypes.hpp"
#include "Runtime/rstl.hpp"
#include "Runtime/Collision/CCollisionInfo.hpp"
#include <zeus/CVector3f.hpp>
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namespace urde {
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class CAreaCollisionCache;
class CCollisionInfoList;
class CMaterialFilter;
class CPhysicsActor;
class CStateManager;
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class CGroundMovement {
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public:
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struct SMovementOptions {
bool x0_setWaterLandingForce;
float x4_waterLandingForceCoefficient;
float x8_minimumWaterLandingForce;
float xc_anyZThreshold;
float x10_downwardZThreshold;
float x14_waterLandingVelocityReduction;
bool x18_dampForceAndMomentum;
bool x19_alwaysClip;
bool x1a_disableClipForFloorOnly;
u32 x1c_maxCollisionCycles;
float x20_minimumTranslationDelta;
float x24_dampedNormalCoefficient;
float x28_dampedDeltaCoefficient;
float x2c_floorElasticForce;
float x30_wallElasticConstant;
float x34_wallElasticLinear;
float x38_maxPositiveVerticalVelocity;
std::optional<zeus::CVector3f> x3c_floorPlaneNormal;
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};
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struct SMoveObjectResult {
std::optional<TUniqueId> x0_id;
std::optional<CCollisionInfo> x8_collision;
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u32 x6c_processedCollisions;
float x70_processedDt;
};
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static void CheckFalling(CPhysicsActor& actor, CStateManager& mgr, float);
static void MoveGroundCollider(CStateManager& mgr, CPhysicsActor& actor, float dt,
const rstl::reserved_vector<TUniqueId, 1024>* nearList);
static bool ResolveUpDown(CAreaCollisionCache& cache, CStateManager& mgr, CPhysicsActor& actor,
const CMaterialFilter& filter, rstl::reserved_vector<TUniqueId, 1024>& nearList, float,
float, float&, CCollisionInfoList& list);
static bool MoveGroundColliderZ(CAreaCollisionCache& cache, CStateManager& mgr, CPhysicsActor& actor,
const CMaterialFilter& filter, rstl::reserved_vector<TUniqueId, 1024>& nearList,
float, float&, CCollisionInfoList& list, TUniqueId& idOut);
static void MoveGroundColliderXY(CAreaCollisionCache& cache, CStateManager& mgr, CPhysicsActor& actor,
const CMaterialFilter& filter, rstl::reserved_vector<TUniqueId, 1024>& nearList,
float);
static zeus::CVector3f CollisionDamping(const zeus::CVector3f& a, const zeus::CVector3f& b, const zeus::CVector3f& c,
float d, float e);
static void MoveGroundCollider_New(CStateManager& mgr, CPhysicsActor& actor, float,
const rstl::reserved_vector<TUniqueId, 1024>* nearList);
static bool RemoveNormalComponent(const zeus::CVector3f&, const zeus::CVector3f&, zeus::CVector3f&, float&);
static bool RemoveNormalComponent(const zeus::CVector3f& a, zeus::CVector3f& b);
static CMaterialList MoveObjectAnalytical(CStateManager& mgr, CPhysicsActor& actor, float,
rstl::reserved_vector<TUniqueId, 1024>& nearList,
CAreaCollisionCache& cache, const SMovementOptions& opts,
SMoveObjectResult& result);
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};
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} // namespace urde