Merge branch 'master' into new-anim

This commit is contained in:
Jack Andersen 2016-04-08 17:14:02 -10:00
commit 6d13a4b257
7 changed files with 200 additions and 8 deletions

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@ -133,7 +133,7 @@ struct ANCS : BigYAML
String<-1> name;
DNAFourCC type;
UniqueID32 id;
String<-1> name2;
String<-1> locator;
Value<float> unk1;
Value<atUint32> unk2;
Value<atUint32> unk3;

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@ -0,0 +1,138 @@
#ifndef CBODYSTATE_HPP
#define CBODYSTATE_HPP
#include "RetroTypes.hpp"
namespace urde
{
namespace pas
{
enum class ELocomotionType
{
};
enum class ELocomotionAnim
{
};
}
class CBodyController;
class CStateManager;
class CBodyState
{
public:
virtual bool IsInAir(const CBodyController&) const { return false; }
virtual bool IsDead() const { return false; }
virtual bool IsMoving() const { return false; }
virtual bool ApplyGravity() const { return true; }
virtual bool ApplyHeadTracking() const { return true; }
virtual bool ApplyAnimationDeltas() const { return true; }
virtual bool CanShoot() const { return false; }
virtual void Start(CBodyController&, CStateManager&) = 0;
virtual void UpdateBody(float, CBodyController&, CStateManager&) = 0;
virtual void Shutdown(CBodyController&)=0;
};
class CBSAttack : public CBodyState
{
public:
virtual bool CanShoot() const { return false; }
virtual void Start(CBodyController &, CStateManager &) {}
virtual void UpdateBody(float, CBodyController &, CStateManager&);
virtual void Shutdown(CBodyController&) {}
};
class CBSDie : public CBodyState
{
bool x8_isDead = false;
public:
bool IsDead() const { return x8_isDead; }
void Start(CBodyController &, CStateManager &) {}
void UpdateBody(float, CBodyController &, CStateManager&) {}
void Shutdown(CBodyController &) {}
};
class CBSFall : public CBodyState
{
public:
void Start(CBodyController &, CStateManager &) {}
void UpdateBody(float, CBodyController &, CStateManager&) {}
void Shutdown(CBodyController &) {}
};
class CBSGetup : public CBodyState
{
public:
void Start(CBodyController &, CStateManager &) {}
void UpdateBody(float, CBodyController &, CStateManager&) {}
void Shutdown(CBodyController &) {}
};
class CBSKnockBack : public CBodyState
{
public:
bool IsMoving() const { return true; }
void Start(CBodyController &, CStateManager &) {}
void UpdateBody(float, CBodyController &, CStateManager&) {}
void Shutdown(CBodyController &) {}
};
class CBSLieOnGround : public CBodyState
{
public:
void Start(CBodyController &, CStateManager &) {}
void UpdateBody(float, CBodyController &, CStateManager&) {}
void Shutdown(CBodyController &) {}
};
class CBSStep : public CBodyState
{
public:
bool IsMoving() const { return true; }
bool CanShoot() const { return true; }
void Start(CBodyController &, CStateManager &) {}
void UpdateBody(float, CBodyController &, CStateManager&) {}
void Shutdown(CBodyController &) {}
};
class CBSTurn : public CBodyState
{
public:
virtual bool CanShoot() const { return true; }
virtual void Start(CBodyController &, CStateManager &) {}
virtual void UpdateBody(float, CBodyController &, CStateManager&) {}
virtual void Shutdown(CBodyController &) {}
virtual void GetBodyStateTransition(float, CBodyController&);
};
class CBSFlyerTurn : public CBSTurn
{
public:
virtual void Start(CBodyController &, CStateManager &) {}
virtual void UpdateBody(float, CBodyController &, CStateManager&) {}
};
class CBSLoopAttack : public CBodyState
{
public:
virtual bool CanShoot() const { return true; }
virtual void Start(CBodyController &, CStateManager &) {}
virtual void UpdateBody(float, CBodyController &, CStateManager&);
virtual void Shutdown(CBodyController&) {}
};
class CBSLocomotion : public CBodyState
{
public:
virtual bool IsMoving() const = 0;
virtual bool CanShoot() const { return true; }
virtual void Start(CBodyController &, CStateManager &) {}
virtual void UpdateBody(float, CBodyController &, CStateManager&) {}
virtual void Shutdown() const {}
virtual bool IsPitchable() const { return true; }
virtual float GetLocomotionSpeed(pas::ELocomotionType, pas::ELocomotionAnim) = 0;
virtual void ApplyLocomotionPysics(float, CBodyController&) {}
virtual void UpdateLocomotionAnimation(float, const CBodyController& )=0;
virtual void GetBodyStateTransition(float, CBodyState&) {}
};
}
#endif // CBODYSTATE_HPP

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@ -11,4 +11,5 @@ add_library(RuntimeCommonCharacter
CTransitionDatabaseGame.hpp
CHierarchyPoseBuilder.hpp CHierarchyPoseBuilder.cpp
CPoseAsTransforms.hpp CPoseAsTransforms.cpp
CVirtualBone.hpp CVirtualBone.cpp)
CVirtualBone.hpp CVirtualBone.cpp
CBodyState.hpp)

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@ -0,0 +1,26 @@
#include "CDecalManager.hpp"
#include "CDecalDescription.hpp"
namespace urde
{
bool CDecalManager::m_PoolInitialized = false;
s32 CDecalManager::m_FreeIndex = 63;
float CDecalManager::m_DeltaTimeSinceLastDecalCreation = 0.f;
s32 CDecalManager::m_LastDecalCreatedIndex = -1;
TResId CDecalManager::m_LastDecalCreatedAssetId = -1;
void CDecalManager::Initialize()
{
if (m_PoolInitialized)
return;
m_DecalPool.clear();
m_DecalPool.resize(64);
m_FreeIndex = 63;
m_PoolInitialized = true;
m_DeltaTimeSinceLastDecalCreation = 0.f;
m_LastDecalCreatedIndex = -1;
m_LastDecalCreatedAssetId = -1;
}
}

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@ -1,15 +1,41 @@
#ifndef __PSHAG_CDECALMANAGER_HPP__
#define __PSHAG_CDECALMANAGER_HPP__
#include "RetroTypes.hpp"
#include "rstl.hpp"
#include "optional.hpp"
#include "CToken.hpp"
namespace urde
{
class CDecalManager
class CDecal
{
public:
static void Initialize()
class CQuadDecal
{
}
};
};
class CDecalManager
{
struct SDecal
{
TAreaId m_areaId;
std::experimental::optional<CDecal> x60_decal;
SDecal() = default;
SDecal(std::experimental::optional<CDecal>&&, TAreaId);
};
static bool m_PoolInitialized;
static s32 m_FreeIndex;
static float m_DeltaTimeSinceLastDecalCreation;
static s32 m_LastDecalCreatedIndex;
static TResId m_LastDecalCreatedAssetId;
static rstl::reserved_vector<SDecal, 64> m_DecalPool;
static rstl::reserved_vector<s32, 64> m_ActiveIndexList;
public:
static void Initialize();
};
}

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@ -138,7 +138,6 @@ void CParticleElectric::SetLocalScale(const zeus::CVector3f& scale)
x438_28_x450_28 = true;
if (x438_26_x450_26_HaveEPSM)
{
}
}

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@ -71,16 +71,18 @@ private:
u8 dummy = 0;
};
void RenderSwooshes();
public:
CParticleElectric(const TToken<CElectricDescription>& desc);
void SetupLineGXMaterial();
void RenderLines();
void Update(double);
void RenderLines();
void RenderSwooshes();
void Render();
void CalculateFractal(s32, s32, float, float);
void CalculatePoints();
void SetOrientation(const zeus::CTransform&);
void SetTranslation(const zeus::CVector3f&);
void SetGlobalOrientation(const zeus::CTransform&);