mirror of https://github.com/AxioDL/metaforce.git
CFlameWarp: Make use of const where applicable
Makes algorithms easier to follow by explicitly marking immutable state.
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@ -19,9 +19,9 @@ void CFlameWarp::ModifyParticles(std::vector<CParticle>& particles) {
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float maxTransp = 0.f;
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u8 idx = 0;
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for (CParticle& particle : particles) {
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float transp = 1.f - particle.x34_color.a();
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const float transp = 1.f - particle.x34_color.a();
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if (transp > maxTransp) {
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float distSq = (particle.x4_pos - x74_warpPoint).magSquared();
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const float distSq = (particle.x4_pos - x74_warpPoint).magSquared();
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if (distSq > x8c_maxDistSq && distSq < x98_maxInfluenceDistSq) {
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x8c_maxDistSq = distSq;
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maxTransp = transp;
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@ -29,28 +29,30 @@ void CFlameWarp::ModifyParticles(std::vector<CParticle>& particles) {
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}
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}
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if (particle.x2c_lineLengthOrSize < x90_minSize)
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if (particle.x2c_lineLengthOrSize < x90_minSize) {
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x90_minSize = particle.x2c_lineLengthOrSize;
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if (particle.x2c_lineLengthOrSize > x94_maxSize)
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}
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if (particle.x2c_lineLengthOrSize > x94_maxSize) {
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x94_maxSize = particle.x2c_lineLengthOrSize;
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}
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vec.emplace_back(transp, idx);
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if (xa0_25_collisionWarp) {
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zeus::CVector3f delta = particle.x4_pos - particle.x10_prevPos;
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const zeus::CVector3f delta = particle.x4_pos - particle.x10_prevPos;
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if (delta.magSquared() >= 0.0011920929f) {
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zeus::CVector3f deltaNorm = delta.normalized();
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zeus::CVector3f behindPos = particle.x10_prevPos - deltaNorm * 5.f;
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zeus::CVector3f fullDelta = particle.x4_pos - behindPos;
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CRayCastResult result = x9c_stateMgr->RayStaticIntersection(
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const zeus::CVector3f deltaNorm = delta.normalized();
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const zeus::CVector3f behindPos = particle.x10_prevPos - deltaNorm * 5.f;
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const zeus::CVector3f fullDelta = particle.x4_pos - behindPos;
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const CRayCastResult result = x9c_stateMgr->RayStaticIntersection(
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behindPos, deltaNorm, fullDelta.magnitude(),
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CMaterialFilter::MakeIncludeExclude({EMaterialTypes::Solid}, {EMaterialTypes::ProjectilePassthrough}));
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if (result.IsValid()) {
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float dist = result.GetPlane().pointToPlaneDist(particle.x4_pos);
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const float dist = result.GetPlane().pointToPlaneDist(particle.x4_pos);
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if (dist <= 0.f) {
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particle.x4_pos -= result.GetPlane().normal() * dist;
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if (result.GetPlane().normal().dot(particle.x1c_vel) < 0.f) {
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zeus::CVector3f prevStepPos = particle.x4_pos - particle.x1c_vel;
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const zeus::CVector3f prevStepPos = particle.x4_pos - particle.x1c_vel;
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particle.x4_pos +=
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(-result.GetPlane().pointToPlaneDist(prevStepPos) / particle.x1c_vel.dot(result.GetPlane().normal()) -
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1.f) *
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@ -91,8 +93,9 @@ void CFlameWarp::ResetPosition(const zeus::CVector3f& pos) {
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zeus::CAABox CFlameWarp::CalculateBounds() const {
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zeus::CAABox ret;
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for (const auto& v : x4_collisionPoints)
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for (const auto& v : x4_collisionPoints) {
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ret.accumulateBounds(v);
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}
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return ret;
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}
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