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mirror of https://github.com/AxioDL/metaforce.git synced 2025-12-09 03:47:43 +00:00

Humungous refactor

This commit is contained in:
Jack Andersen
2016-03-04 13:04:53 -10:00
parent 552ec1db4a
commit 783fb4c4fe
330 changed files with 2943 additions and 3077 deletions

View File

@@ -2,11 +2,11 @@
#include "CParticleGlobals.hpp"
#include "CRandom16.hpp"
#include "CElementGen.hpp"
#include <math.h>
#include "zeus/Math.hpp"
/* Documentation at: http://www.metroid2002.com/retromodding/wiki/Particle_Script#Vector_Elements */
namespace pshag
namespace urde
{
CVEKeyframeEmitter::CVEKeyframeEmitter(CInputStream& in)
@@ -24,7 +24,7 @@ CVEKeyframeEmitter::CVEKeyframeEmitter(CInputStream& in)
x18_keys.push_back(in.readVec3fBig());
}
bool CVEKeyframeEmitter::GetValue(int frame, Zeus::CVector3f& valOut) const
bool CVEKeyframeEmitter::GetValue(int frame, zeus::CVector3f& valOut) const
{
if (!x4_percent)
{
@@ -63,21 +63,21 @@ bool CVEKeyframeEmitter::GetValue(int frame, Zeus::CVector3f& valOut) const
CVECone::CVECone(CVectorElement* a, CRealElement* b)
: x4_direction(a), x8_magnitude(b)
{
Zeus::CVector3f av;
zeus::CVector3f av;
x4_direction->GetValue(0, av);
av.normalize();
if (av[0] > 0.8)
xc_xVec = av.cross(Zeus::CVector3f(0.f, 1.f, 0.f));
xc_xVec = av.cross(zeus::CVector3f(0.f, 1.f, 0.f));
else
xc_xVec = av.cross(Zeus::CVector3f(1.f, 0.f, 0.f));
xc_xVec = av.cross(zeus::CVector3f(1.f, 0.f, 0.f));
x18_yVec = av.cross(xc_xVec);
}
bool CVECone::GetValue(int frame, Zeus::CVector3f& valOut) const
bool CVECone::GetValue(int frame, zeus::CVector3f& valOut) const
{
float b;
x8_magnitude->GetValue(frame, b);
Zeus::CVector3f dir;
zeus::CVector3f dir;
x4_direction->GetValue(frame, dir);
float b2 = std::min(1.f, b);
@@ -94,7 +94,7 @@ bool CVECone::GetValue(int frame, Zeus::CVector3f& valOut) const
return false;
}
bool CVETimeChain::GetValue(int frame, Zeus::CVector3f& valOut) const
bool CVETimeChain::GetValue(int frame, zeus::CVector3f& valOut) const
{
int v;
xc_swFrame->GetValue(frame, v);
@@ -104,7 +104,7 @@ bool CVETimeChain::GetValue(int frame, Zeus::CVector3f& valOut) const
return x4_a->GetValue(frame, valOut);
}
bool CVEAngleCone::GetValue(int frame, Zeus::CVector3f& valOut) const
bool CVEAngleCone::GetValue(int frame, zeus::CVector3f& valOut) const
{
float xc, yc, xr, yr;
x4_angleXConstant->GetValue(frame, xc);
@@ -113,22 +113,22 @@ bool CVEAngleCone::GetValue(int frame, Zeus::CVector3f& valOut) const
x10_angleYRange->GetValue(frame, yr);
float xtmp = CRandom16::GetRandomNumber()->Float() * xr;
float xang = (0.5f * xr - xtmp + xc) * M_PI / 180.f;
float xang = zeus::degToRad(0.5f * xr - xtmp + xc);
float ytmp = CRandom16::GetRandomNumber()->Float() * yr;
float yang = (0.5f * yr - ytmp + yc) * M_PI / 180.f;
float yang = zeus::degToRad(0.5f * yr - ytmp + yc);
float mag;
x14_magnitude->GetValue(frame, mag);
/* This takes a +Z vector and rotates it around X and Y axis (like a rotation matrix would) */
valOut = Zeus::CVector3f(cosf(xang) * -sinf(yang), sinf(xang), cosf(xang) * cosf(yang)) * Zeus::CVector3f(mag);
valOut = zeus::CVector3f(std::cos(xang) * -std::sin(yang), std::sin(xang), std::cos(xang) * std::cos(yang)) * zeus::CVector3f(mag);
return false;
}
bool CVEAdd::GetValue(int frame, Zeus::CVector3f& valOut) const
bool CVEAdd::GetValue(int frame, zeus::CVector3f& valOut) const
{
Zeus::CVector3f a, b;
zeus::CVector3f a, b;
x4_a->GetValue(frame, a);
x8_b->GetValue(frame, b);
valOut = a + b;
@@ -140,36 +140,36 @@ CVECircleCluster::CVECircleCluster(CVectorElement* a, CVectorElement* b, CIntEle
{
int cv;
c->GetValue(0, cv);
x20_deltaAngle = 360.f / float(cv) * M_PI / 180.f;
x20_deltaAngle = zeus::degToRad(360.f / float(cv));
Zeus::CVector3f bv;
zeus::CVector3f bv;
b->GetValue(0, bv);
bv.normalize();
if (bv[0] > 0.8)
x8_xVec = bv.cross(Zeus::CVector3f(0.f, 1.f, 0.f));
if (bv[0] > 0.8f)
x8_xVec = bv.cross(zeus::CVector3f(0.f, 1.f, 0.f));
else
x8_xVec = bv.cross(Zeus::CVector3f(1.f, 0.f, 0.f));
x8_xVec = bv.cross(zeus::CVector3f(1.f, 0.f, 0.f));
x14_yVec = bv.cross(x8_xVec);
delete b;
delete c;
}
bool CVECircleCluster::GetValue(int frame, Zeus::CVector3f& valOut) const
bool CVECircleCluster::GetValue(int frame, zeus::CVector3f& valOut) const
{
Zeus::CVector3f av;
zeus::CVector3f av;
x4_a->GetValue(frame, av);
float curAngle = frame * x20_deltaAngle;
Zeus::CVector3f x = x8_xVec * cosf(curAngle);
Zeus::CVector3f y = x14_yVec * sinf(curAngle);
Zeus::CVector3f tv = x + y + av;
zeus::CVector3f x = x8_xVec * std::cos(curAngle);
zeus::CVector3f y = x14_yVec * std::sin(curAngle);
zeus::CVector3f tv = x + y + av;
float dv;
x24_magnitude->GetValue(frame, dv);
Zeus::CVector3f magVec(dv * tv.magnitude());
Zeus::CVector3f rv = magVec * Zeus::CVector3f(CRandom16::GetRandomNumber()->Float(),
zeus::CVector3f magVec(dv * tv.magnitude());
zeus::CVector3f rv = magVec * zeus::CVector3f(CRandom16::GetRandomNumber()->Float(),
CRandom16::GetRandomNumber()->Float(),
CRandom16::GetRandomNumber()->Float());
@@ -177,17 +177,17 @@ bool CVECircleCluster::GetValue(int frame, Zeus::CVector3f& valOut) const
return false;
}
bool CVEConstant::GetValue(int frame, Zeus::CVector3f& valOut) const
bool CVEConstant::GetValue(int frame, zeus::CVector3f& valOut) const
{
float a, b, c;
x4_a->GetValue(frame, a);
x8_b->GetValue(frame, b);
xc_c->GetValue(frame, c);
valOut = Zeus::CVector3f(a, b, c);
valOut = zeus::CVector3f(a, b, c);
return false;
}
bool CVEFastConstant::GetValue(int frame, Zeus::CVector3f& valOut) const
bool CVEFastConstant::GetValue(int frame, zeus::CVector3f& valOut) const
{
valOut = x4_val;
return false;
@@ -196,54 +196,54 @@ bool CVEFastConstant::GetValue(int frame, Zeus::CVector3f& valOut) const
CVECircle::CVECircle(CVectorElement* a, CVectorElement* b, CRealElement* c, CRealElement* d, CRealElement* e)
: x4_direction(a), x20_angleConstant(c), x24_angleLinear(d), x28_radius(e)
{
Zeus::CVector3f bv;
zeus::CVector3f bv;
b->GetValue(0, bv);
bv.normalize();
if (bv[0] > 0.8)
x8_xVec = bv.cross(Zeus::CVector3f(0.f, 1.f, 0.f));
if (bv[0] > 0.8f)
x8_xVec = bv.cross(zeus::CVector3f(0.f, 1.f, 0.f));
else
x8_xVec = bv.cross(Zeus::CVector3f(1.f, 0.f, 0.f));
x8_xVec = bv.cross(zeus::CVector3f(1.f, 0.f, 0.f));
x14_yVec = bv.cross(x8_xVec);
delete b;
}
bool CVECircle::GetValue(int frame, Zeus::CVector3f& valOut) const
bool CVECircle::GetValue(int frame, zeus::CVector3f& valOut) const
{
float c, d, e;
x20_angleConstant->GetValue(frame, c);
x24_angleLinear->GetValue(frame, d);
x28_radius->GetValue(frame, e);
float curAngle = (d * frame + c) * M_PI / 180.f;
float curAngle = zeus::degToRad(d * frame + c);
Zeus::CVector3f av;
zeus::CVector3f av;
x4_direction->GetValue(frame, av);
Zeus::CVector3f x = x8_xVec * e * cosf(curAngle);
Zeus::CVector3f y = x14_yVec * e * sinf(curAngle);
zeus::CVector3f x = x8_xVec * e * std::cos(curAngle);
zeus::CVector3f y = x14_yVec * e * std::sin(curAngle);
valOut = x + y + av;
return false;
}
bool CVEMultiply::GetValue(int frame, Zeus::CVector3f& valOut) const
bool CVEMultiply::GetValue(int frame, zeus::CVector3f& valOut) const
{
Zeus::CVector3f a, b;
zeus::CVector3f a, b;
x4_a->GetValue(frame, a);
x8_b->GetValue(frame, b);
valOut = a * b;
return false;
}
bool CVERealToVector::GetValue(int frame, Zeus::CVector3f& valOut) const
bool CVERealToVector::GetValue(int frame, zeus::CVector3f& valOut) const
{
float a;
x4_a->GetValue(frame, a);
valOut = Zeus::CVector3f(a);
valOut = zeus::CVector3f(a);
return false;
}
bool CVEPulse::GetValue(int frame, Zeus::CVector3f& valOut) const
bool CVEPulse::GetValue(int frame, zeus::CVector3f& valOut) const
{
int a, b;
x4_aDuration->GetValue(frame, a);
@@ -264,71 +264,71 @@ bool CVEPulse::GetValue(int frame, Zeus::CVector3f& valOut) const
return false;
}
bool CVEParticleVelocity::GetValue(int /*frame*/, Zeus::CVector3f& valOut) const
bool CVEParticleVelocity::GetValue(int /*frame*/, zeus::CVector3f& valOut) const
{
valOut = CElementGen::g_currentParticle->x1c_vel;
return false;
}
bool CVEPLCO::GetValue(int /*frame*/, Zeus::CVector3f& valOut) const
bool CVEPLCO::GetValue(int /*frame*/, zeus::CVector3f& valOut) const
{
valOut = CElementGen::g_currentParticle->x10_prevPos;
return false;
}
bool CVEPLOC::GetValue(int /*frame*/, Zeus::CVector3f& valOut) const
bool CVEPLOC::GetValue(int /*frame*/, zeus::CVector3f& valOut) const
{
valOut = CElementGen::g_currentParticle->x4_pos;
return false;
}
bool CVEPSOF::GetValue(int /*frame*/, Zeus::CVector3f& valOut) const
bool CVEPSOF::GetValue(int /*frame*/, zeus::CVector3f& valOut) const
{
Zeus::CTransform trans= CParticleGlobals::g_currentParticleSystem->x4_system->GetOrientation();
zeus::CTransform trans= CParticleGlobals::g_currentParticleSystem->x4_system->GetOrientation();
valOut.x = trans.m_basis[0].y;
valOut.y = trans.m_basis[1].z;
valOut.z = trans.m_origin.x;
return false;
}
bool CVEPSOU::GetValue(int /*frame*/, Zeus::CVector3f& valOut) const
bool CVEPSOU::GetValue(int /*frame*/, zeus::CVector3f& valOut) const
{
Zeus::CTransform trans= CParticleGlobals::g_currentParticleSystem->x4_system->GetOrientation();
zeus::CTransform trans= CParticleGlobals::g_currentParticleSystem->x4_system->GetOrientation();
valOut.x = trans.m_basis[0].z;
valOut.y = trans.m_basis[1].x;
valOut.z = trans.m_origin.y;
return false;
}
bool CVEPSOR::GetValue(int /*frame*/, Zeus::CVector3f& valOut) const
bool CVEPSOR::GetValue(int /*frame*/, zeus::CVector3f& valOut) const
{
Zeus::CTransform trans= CParticleGlobals::g_currentParticleSystem->x4_system->GetOrientation();
zeus::CTransform trans= CParticleGlobals::g_currentParticleSystem->x4_system->GetOrientation();
valOut.x = trans.m_basis[0].x;
valOut.y = trans.m_basis[1].y;
valOut.z = trans.m_basis[2].z;
return false;
}
bool CVEPSTR::GetValue(int /*frame*/, Zeus::CVector3f& valOut) const
bool CVEPSTR::GetValue(int /*frame*/, zeus::CVector3f& valOut) const
{
valOut = CParticleGlobals::g_currentParticleSystem->x4_system->GetTranslation();
return false;
}
bool CVESubtract::GetValue(int frame, Zeus::CVector3f& valOut) const
bool CVESubtract::GetValue(int frame, zeus::CVector3f& valOut) const
{
Zeus::CVector3f a, b;
zeus::CVector3f a, b;
x4_a->GetValue(frame, a);
x8_b->GetValue(frame, b);
valOut = a - b;
return false;
}
bool CVEColorToVector::GetValue(int frame, Zeus::CVector3f &valOut) const
bool CVEColorToVector::GetValue(int frame, zeus::CVector3f &valOut) const
{
Zeus::CColor val = {0.0, 0.0, 0.0, 1.0};
zeus::CColor val = {0.0f, 0.0f, 0.0f, 1.0f};
x4_a->GetValue(frame, val);
valOut = Zeus::CVector3f{val.r, val.g, val.b};
valOut = zeus::CVector3f{val.r, val.g, val.b};
return false;
}