metaforce/Runtime/Particle/CModVectorElement.cpp

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#include "CModVectorElement.hpp"
#include "CParticleGlobals.hpp"
#include "CRandom16.hpp"
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#include "zeus/Math.hpp"
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/* Documentation at: http://www.metroid2002.com/retromodding/wiki/Particle_Script#Mod_Vector_Elements */
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namespace urde
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{
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bool CMVEImplosion::GetValue(int frame, zeus::CVector3f& pVel, zeus::CVector3f& pPos) const
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{
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zeus::CVector3f av;
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x4_implPoint->GetValue(frame, av);
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zeus::CVector3f dv = av - pPos;
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float dvm = dv.magnitude();
float c;
xc_maxMag->GetValue(frame, c);
if (dvm > c)
return false;
float d;
x10_minMag->GetValue(frame, d);
if (x14_enableMinMag && dvm < d)
return false;
if (0.f == dvm)
return false;
float b;
x8_magScale->GetValue(frame, b);
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pVel += zeus::CVector3f(b / dvm) * dv;
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return false;
}
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bool CMVEExponentialImplosion::GetValue(int frame, zeus::CVector3f& pVel, zeus::CVector3f& pPos) const
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{
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zeus::CVector3f av;
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x4_implPoint->GetValue(frame, av);
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zeus::CVector3f dv = av - pPos;
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float dvm = dv.magnitude();
float c;
xc_maxMag->GetValue(frame, c);
if (dvm > c)
return false;
float d;
x10_minMag->GetValue(frame, d);
if (x14_enableMinMag && dvm < d)
return false;
if (0.f == dvm)
return false;
float b;
x8_magScale->GetValue(frame, b);
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pVel += zeus::CVector3f(b) * dv;
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return false;
}
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bool CMVELinearImplosion::GetValue(int frame, zeus::CVector3f& pVel, zeus::CVector3f& pPos) const
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{
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zeus::CVector3f av;
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x4_implPoint->GetValue(frame, av);
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zeus::CVector3f dv = av - pPos;
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float dvm = dv.magnitude();
float c;
xc_maxMag->GetValue(frame, c);
if (dvm > c)
return false;
float d;
x10_minMag->GetValue(frame, d);
if (x14_enableMinMag && dvm < d)
return false;
if (0.f == dvm)
return false;
float b;
x8_magScale->GetValue(frame, b);
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pVel = zeus::CVector3f(b / dvm) * dv;
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return false;
}
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bool CMVETimeChain::GetValue(int frame, zeus::CVector3f& pVel, zeus::CVector3f& pPos) const
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{
int v;
xc_swFrame->GetValue(frame, v);
if (frame >= v)
return x8_b->GetValue(frame, pVel, pPos);
else
return x4_a->GetValue(frame, pVel, pPos);
}
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CMVEBounce::CMVEBounce(CVectorElement* a, CVectorElement* b, CRealElement* c, CRealElement* d, bool f)
: x4_planePoint(a), x8_planeNormal(b), xc_friction(c), x10_restitution(d), x14_planePrecomputed(false), x15_dieOnPenetrate(f), x24_planeD(0.0)
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{
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if (x4_planePoint && x8_planeNormal && x4_planePoint->IsFastConstant() && x8_planeNormal->IsFastConstant())
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{
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/* Precompute Hesse normal form of plane (for penetration testing)
* https://en.wikipedia.org/wiki/Hesse_normal_form */
x14_planePrecomputed = true;
x8_planeNormal->GetValue(0, x18_planeValidatedNormal);
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if (x18_planeValidatedNormal.magSquared() > 0.0)
x18_planeValidatedNormal.normalize();
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zeus::CVector3f a;
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x4_planePoint->GetValue(0, a);
x24_planeD = x18_planeValidatedNormal.dot(a);
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}
}
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bool CMVEBounce::GetValue(int frame, zeus::CVector3f& pVel, zeus::CVector3f& pPos) const
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{
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if (!x14_planePrecomputed)
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{
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/* Compute Hesse normal form of plane (for penetration testing) */
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x8_planeNormal->GetValue(frame, ((zeus::CVector3f&)x18_planeValidatedNormal));
((zeus::CVector3f&)x18_planeValidatedNormal).normalize();
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zeus::CVector3f a;
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x4_planePoint->GetValue(frame, a);
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(float&)(x24_planeD) = x18_planeValidatedNormal.dot(a);
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}
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float dot = x18_planeValidatedNormal.dot(pPos);
if ((dot - x24_planeD) <= 0.0f)
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{
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if (x15_dieOnPenetrate)
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return true;
}
else
return false;
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/* Deflection event */
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if (pVel.magSquared() > 0.0f)
return false;
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zeus::CVector3f delta = pPos - pVel;
pPos += zeus::CVector3f{(-((((delta.z * ((delta.x * (delta.y * x18_planeValidatedNormal.y))
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+ ((pVel.x * (x18_planeValidatedNormal.y * pVel.y)) + x18_planeValidatedNormal.x))) + x18_planeValidatedNormal.z) - x24_planeD)) /
((pVel.z * ((pVel.x * (x18_planeValidatedNormal.y * pVel.y)) + x18_planeValidatedNormal.x)) + x18_planeValidatedNormal.z)) - (
(x18_planeValidatedNormal.z * ((x18_planeValidatedNormal.x * (x18_planeValidatedNormal.y * pVel.y)) + pVel.x)) + pVel.z)} * pVel;
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float d = 0.0f;
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x10_restitution->GetValue(frame, d);
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pVel -= d * pVel;
float c = 0.0f;
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xc_friction->GetValue(frame, c);
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pVel -= zeus::CVector3f{(1.0f + c) * ((x18_planeValidatedNormal.z * (x18_planeValidatedNormal.x * (x18_planeValidatedNormal.y * pVel.y)) + pVel.x) + pVel.x)} * x18_planeValidatedNormal;
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return false;
}
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bool CMVEConstant::GetValue(int frame, zeus::CVector3f& pVel, zeus::CVector3f& /*pPos*/) const
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{
x4_x->GetValue(frame, pVel.x);
x8_y->GetValue(frame, pVel.y);
xc_z->GetValue(frame, pVel.z);
return false;
}
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bool CMVEFastConstant::GetValue(int /*frame*/, zeus::CVector3f& pVel, zeus::CVector3f& /*pPos*/) const
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{
pVel = x4_val;
return false;
}
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bool CMVEGravity::GetValue(int frame, zeus::CVector3f& pVel, zeus::CVector3f& /*pPos*/) const
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{
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zeus::CVector3f grav;
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x4_a->GetValue(frame, grav);
pVel += grav;
return false;
}
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bool CMVEExplode::GetValue(int frame, zeus::CVector3f& pVel, zeus::CVector3f& /*pPos*/) const
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{
if (frame == 0)
{
CRandom16* rand = CRandom16::GetRandomNumber();
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zeus::CVector3f vec = {rand->Float() - 0.5f, rand->Float() - 0.5f, rand->Float() - 0.5f};
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vec.normalize();
float a;
x4_a->GetValue(frame, a);
pVel = vec * a;
}
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else
{
float b;
x8_b->GetValue(frame, b);
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pVel *= zeus::CVector3f(b);
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}
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return false;
}
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bool CMVESetPosition::GetValue(int frame, zeus::CVector3f& /*pVel*/, zeus::CVector3f& pPos) const
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{
x4_a->GetValue(frame, pPos);
return false;
}
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bool CMVEPulse::GetValue(int frame, zeus::CVector3f& pVel, zeus::CVector3f& pPos) const
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{
int a, b;
x4_aDuration->GetValue(frame, a);
x8_bDuration->GetValue(frame, b);
int cv = std::max(1, a + b + 1);
if (b >= 1)
{
int cv2 = frame % cv;
if (cv2 >= a)
x10_bVal->GetValue(frame, pVel, pPos);
else
xc_aVal->GetValue(frame, pVel, pPos);
}
else
xc_aVal->GetValue(frame, pVel, pPos);
return false;
}
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bool CMVEWind::GetValue(int frame, zeus::CVector3f& pVel, zeus::CVector3f& /*pPos*/) const
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{
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zeus::CVector3f wVel;
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x4_velocity->GetValue(frame, wVel);
float factor;
x8_factor->GetValue(frame, factor);
pVel += (wVel - pVel) * factor;
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return false;
}
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bool CMVESwirl::GetValue(int frame, zeus::CVector3f& pVel, zeus::CVector3f& pPos) const
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{
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zeus::CVector3f a, b;
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x4_helixPoint->GetValue(frame, a);
x8_curveBinormal->GetValue(frame, b);
/* Compute FrenetSerret normal
* https://en.wikipedia.org/wiki/FrenetSerret_formulas */
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const zeus::CVector3f diff = a - pPos;
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float x = (diff.x - (((diff.z * ((diff.x * (diff.y * b.y)) + b.x)) + b.z) * b.x));
float y = (diff.y - (((diff.z * ((diff.x * (diff.y * b.y)) + b.x)) + b.z) * b.y));
float z = (diff.z - (((diff.z * ((diff.x * (diff.y * b.y)) + b.x)) + b.z) * b.z));
float c = 0.0f, d = 0.0f;
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xc_targetRadius->GetValue(frame, c);
x10_tangentialVelocity->GetValue(frame, d);
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/* Integrate tangential velocity by crossing particle normal with binormal,
* also "homing" towards the target radius */
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const float f9 = (b.z * ((b.x * (b.y * pVel.y)) + pVel.x)) + pVel.x;
pVel.x = (c * ((f9 * b.x) + (d * ((b.y * (y * b.z)) - z)))) + ((1.0 - c) * pVel.x);
pVel.y = (c * ((f9 * b.y) + (d * ((b.z * x) - (z * b.x))))) + ((1.0 - c) * pVel.y);
pVel.z = (c * ((f9 * b.z) + (d * ((b.x * (x * b.y)) - y)))) + ((1.0 - c) * pVel.x);
return false;
}
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}