mirror of https://github.com/AxioDL/metaforce.git
Various bug fixes
This commit is contained in:
parent
7951cb1ee0
commit
7cd3e8f502
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@ -95,8 +95,8 @@ void CFirstPersonCamera::CalculateGunFollowOrientationAndTransform(zeus::CTransf
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if (rVecNoZ.canBeNormalized())
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rVecNoZ.normalize();
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gunXf = zeus::CQuaternion::lookAt(rVecNoZ, gunFrontVec, zeus::CRelAngle::FromDegrees(360.f)).toTransform() *
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gunXf.getRotation();
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gunXf = zeus::CQuaternion::lookAt(gunFrontVec, rVecNoZ, zeus::CRelAngle::FromDegrees(360.f)).toTransform() *
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x190_gunFollowXf.getRotation();
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zeus::CVector3f newgunFront = gunXf.frontVector();
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@ -104,9 +104,8 @@ void CFirstPersonCamera::CalculateGunFollowOrientationAndTransform(zeus::CTransf
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newgunFront.normalize();
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float angle = newgunFront.dot(rVec);
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if (std::fabs(angle) > 0.f)
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angle = (angle > -0.f ? -1.f : 1.f);
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gunQ = zeus::CQuaternion::lookAt(rVec, newgunFront, zeus::clamp(0.f, std::acos(angle) / dt, 1.f));
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angle = std::min(angle, 1.f);
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gunQ = zeus::CQuaternion::lookAt(newgunFront, rVec, zeus::clamp(0.f, std::acos(angle) / dt, 1.f) * dt);
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}
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void CFirstPersonCamera::UpdateTransform(CStateManager& mgr, float dt)
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@ -130,8 +129,12 @@ void CFirstPersonCamera::UpdateTransform(CStateManager& mgr, float dt)
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vec.z = std::sin(angle);
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vec.y = std::cos(-player->x3e4_freeLookYawAngle) * std::cos(angle);
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vec.x = std::sin(-player->x3e4_freeLookYawAngle) * std::cos(angle);
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if (g_tweakPlayer->GetFreeLookTurnsPlayer() && !zeus::close_enough(vec, zeus::CVector3f::skZero))
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vec.normalize();
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if (g_tweakPlayer->GetFreeLookTurnsPlayer())
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{
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vec.x = 0.f;
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if (!zeus::close_enough(vec, zeus::CVector3f::skZero))
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vec.normalize();
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}
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rVec = zeus::CQuaternion::lookAt({0.f, 1.f, 0.f}, rVec, zeus::CRelAngle::FromDegrees(360.f)).transform(vec);
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}
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@ -144,11 +147,13 @@ void CFirstPersonCamera::UpdateTransform(CStateManager& mgr, float dt)
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player->GetCameraBob()->SetCameraBobTransform(zeus::CTransform::Identity());
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}
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if (player->GetOrbitState() == CPlayer::EPlayerOrbitState::ForcedOrbitObject ||
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player->GetOrbitState() == CPlayer::EPlayerOrbitState::OrbitObject)
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switch (player->GetOrbitState())
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{
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case CPlayer::EPlayerOrbitState::ForcedOrbitObject:
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case CPlayer::EPlayerOrbitState::OrbitObject:
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{
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const CActor* act = TCastToConstPtr<CActor>(mgr.GetObjectById(player->x310_orbitTargetId));
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if (act && act->GetMaterialList().Intersection(CMaterialList(EMaterialTypes::Lava)) != 0)
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if (act && act->GetMaterialList().HasMaterial(EMaterialTypes::Orbit))
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{
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zeus::CVector3f v = player->x314_orbitPoint.y - eyePos;
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if (v.canBeNormalized())
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@ -156,34 +161,54 @@ void CFirstPersonCamera::UpdateTransform(CStateManager& mgr, float dt)
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rVec = v;
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}
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else
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{
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rVec = player->x314_orbitPoint - eyePos;
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}
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break;
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}
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else if (player->GetOrbitState() == CPlayer::EPlayerOrbitState::NoOrbit &&
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player->GetMorphballTransitionState() == CPlayer::EPlayerMorphBallState::Unmorphed &&
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!player->x3dc_inFreeLook && x1c4_pitchId == kInvalidUniqueId)
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case CPlayer::EPlayerOrbitState::OrbitPoint:
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case CPlayer::EPlayerOrbitState::OrbitCarcass:
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{
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if (player->x294_jumpCameraTimer > 0.f)
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if (!player->x3dd_lookButtonHeld)
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{
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float angle = zeus::clamp(0.f, (player->x294_jumpCameraTimer - g_tweakPlayer->GetJumpCameraPitchDownStart()) /
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g_tweakPlayer->GetJumpCameraPitchDownFull(), 1.f) *
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g_tweakPlayer->GetJumpCameraPitchDownAngle();
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angle += x1c0_pitch;
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rVec.x = 0.f;
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rVec.y = std::cos(angle);
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rVec.z = -std::sin(angle);
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rVec = playerXf.rotate(rVec);
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rVec = player->x314_orbitPoint - eyePos;
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}
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else if (player->x29c_fallCameraTimer > 0.f)
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break;
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}
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case CPlayer::EPlayerOrbitState::NoOrbit:
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{
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if (player->GetMorphballTransitionState() == CPlayer::EPlayerMorphBallState::Unmorphed &&
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!player->x3dc_inFreeLook && x1c4_pitchId == kInvalidUniqueId)
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{
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float angle = zeus::clamp(0.f, (player->x29c_fallCameraTimer - g_tweakPlayer->GetFallCameraPitchDownStart()) /
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g_tweakPlayer->GetFallCameraPitchDownFull(), 1.f) *
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g_tweakPlayer->GetFallCameraPitchDownAngle();
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rVec.x = 0.f;
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rVec.y = std::cos(angle);
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rVec.z = -std::sin(angle);
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if (player->x294_jumpCameraTimer > 0.f)
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{
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float angle = zeus::clamp(0.f, (player->x294_jumpCameraTimer - g_tweakPlayer->GetJumpCameraPitchDownStart()) /
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g_tweakPlayer->GetJumpCameraPitchDownFull(), 1.f) *
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g_tweakPlayer->GetJumpCameraPitchDownAngle();
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angle += x1c0_pitch;
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rVec.x = 0.f;
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rVec.y = std::cos(angle);
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rVec.z = -std::sin(angle);
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rVec = playerXf.rotate(rVec);
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rVec = playerXf.rotate(rVec);
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}
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else if (player->x29c_fallCameraTimer > 0.f)
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{
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float angle = zeus::clamp(0.f, (player->x29c_fallCameraTimer - g_tweakPlayer->GetFallCameraPitchDownStart()) /
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g_tweakPlayer->GetFallCameraPitchDownFull(), 1.f) *
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g_tweakPlayer->GetFallCameraPitchDownAngle();
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//rVec.x = 0.f;
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//rVec.y = std::cos(angle);
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//rVec.z = -std::sin(angle);
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//rVec = playerXf.rotate(rVec);
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}
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}
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break;
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}
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default:
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break;
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}
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if (rVec.canBeNormalized())
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@ -192,12 +217,33 @@ void CFirstPersonCamera::UpdateTransform(CStateManager& mgr, float dt)
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zeus::CTransform gunXf = x190_gunFollowXf;
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zeus::CQuaternion qGun = zeus::CQuaternion::skNoRotation;
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if (player->x3dc_inFreeLook)
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if (!player->x3dc_inFreeLook)
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{
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if (player->GetOrbitState() == CPlayer::EPlayerOrbitState::ForcedOrbitObject ||
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player->GetOrbitState() == CPlayer::EPlayerOrbitState::OrbitObject)
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switch (player->GetOrbitState())
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{
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zeus::CVector3f gunFrontVec = gunXf.frontVector();
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default:
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{
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CalculateGunFollowOrientationAndTransform(gunXf, qGun,
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dt * g_tweakPlayer->GetFirstPersonCameraSpeed(), rVec);
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break;
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}
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case CPlayer::EPlayerOrbitState::Grapple:
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{
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CalculateGunFollowOrientationAndTransform(gunXf, qGun,
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dt * g_tweakPlayer->GetGrappleCameraSpeed(), rVec);
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break;
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}
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case CPlayer::EPlayerOrbitState::OrbitPoint:
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case CPlayer::EPlayerOrbitState::OrbitCarcass:
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{
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CalculateGunFollowOrientationAndTransform(gunXf, qGun,
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dt * g_tweakPlayer->GetOrbitCameraSpeed() * 0.25f, rVec);
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break;
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}
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case CPlayer::EPlayerOrbitState::ForcedOrbitObject:
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case CPlayer::EPlayerOrbitState::OrbitObject:
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{
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zeus::CVector3f gunFrontVec = x190_gunFollowXf.frontVector();
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if (gunFrontVec.canBeNormalized())
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gunFrontVec.normalize();
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@ -206,10 +252,10 @@ void CFirstPersonCamera::UpdateTransform(CStateManager& mgr, float dt)
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float angle = gunFrontVec.dot(rVec);
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angle = zeus::clamp(-1.f, angle, 1.f);
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float clampedAngle = zeus::clamp(0.f, std::acos(angle) / scaledDt, 1.f);
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if (angle > 0.999f && x18c_lockCamera && !player->x374_orbitLockEstablished)
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qGun = zeus::CQuaternion::lookAt(rVec, gunFrontVec, zeus::CRelAngle::FromDegrees(360.f));
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if (angle > 0.999f || x18c_lockCamera || player->x374_orbitLockEstablished)
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qGun = zeus::CQuaternion::lookAt(gunFrontVec, rVec, zeus::CRelAngle::FromDegrees(360.f));
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else
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qGun = zeus::CQuaternion::lookAt(rVec, gunFrontVec, scaledDt * clampedAngle);
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qGun = zeus::CQuaternion::lookAt(gunFrontVec, rVec, scaledDt * clampedAngle);
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const CScriptGrapplePoint* gPoint =
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TCastToConstPtr<CScriptGrapplePoint>(mgr.GetObjectById(player->x310_orbitTargetId));
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@ -220,53 +266,42 @@ void CFirstPersonCamera::UpdateTransform(CStateManager& mgr, float dt)
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gunFrontVec.normalize();
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zeus::CVector3f rVecCpy = rVec;
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rVecCpy.z = 0.f;
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if (rVecCpy.canBeNormalized())
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rVecCpy.normalize();
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gunXf =
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zeus::CQuaternion::lookAt(rVecCpy, gunFrontVec, zeus::CRelAngle::FromDegrees(360.f)).toTransform() *
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zeus::CQuaternion::lookAt(gunFrontVec, rVecCpy, zeus::CRelAngle::FromDegrees(360.f)).toTransform() *
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x190_gunFollowXf.getRotation();
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gunFrontVec = gunXf.frontVector();
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if (gunFrontVec.canBeNormalized())
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gunFrontVec.normalize();
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float angle = gunFrontVec.dot(rVec);
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float sdt = dt * g_tweakPlayer->GetGrappleCameraSpeed();
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//float angle = gunFrontVec.dot(rVec);
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//float sdt = dt * g_tweakPlayer->GetGrappleCameraSpeed();
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angle = zeus::clamp(-1.f, angle, 1.f);
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angle = zeus::clamp(0.f, std::acos(angle) / sdt, 1.f) * sdt;
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qGun = zeus::CQuaternion::lookAt(rVec, gunFrontVec, angle);
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//angle = zeus::clamp(-1.f, angle, 1.f);
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//angle = zeus::clamp(0.f, std::acos(angle) / sdt, 1.f);
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qGun = zeus::CQuaternion::lookAt(gunFrontVec, rVecCpy, zeus::CRelAngle::FromDegrees(360.f));
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}
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break;
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}
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else if (player->GetOrbitState() == CPlayer::EPlayerOrbitState::OrbitPoint ||
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player->GetOrbitState() == CPlayer::EPlayerOrbitState::OrbitCarcass)
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{
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dt *= g_tweakPlayer->GetOrbitCameraSpeed();
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CalculateGunFollowOrientationAndTransform(gunXf, qGun, dt, rVec);
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}
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else if (player->GetOrbitState() == CPlayer::EPlayerOrbitState::Grapple)
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{
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dt *= g_tweakPlayer->GetGrappleCameraSpeed();
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CalculateGunFollowOrientationAndTransform(gunXf, qGun, dt, rVec);
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}
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else
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{
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dt *= g_tweakPlayer->GetFirstPersonCameraSpeed();
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CalculateGunFollowOrientationAndTransform(gunXf, qGun, dt, rVec);
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}
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}
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else
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{
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zeus::CVector3f gunFront = x190_gunFollowXf.frontVector();
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gunFront.z = 0.f;
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if (gunFront.canBeNormalized())
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gunFront.normalize();
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zeus::CVector3f rVecCpy = rVec;
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rVecCpy.z = 0.f;
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if (rVecCpy.canBeNormalized())
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rVecCpy.normalize();
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gunXf = zeus::CQuaternion::lookAt(rVecCpy, gunFront, zeus::CRelAngle::FromDegrees(360.f)).toTransform() *
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gunXf = zeus::CQuaternion::lookAt(gunFront, rVecCpy, zeus::CRelAngle::FromDegrees(360.f)).toTransform() *
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x190_gunFollowXf.getRotation();
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gunFront = gunXf.frontVector();
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if (gunFront.canBeNormalized())
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@ -276,7 +311,7 @@ void CFirstPersonCamera::UpdateTransform(CStateManager& mgr, float dt)
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angle = zeus::clamp(-1.f, angle, 1.f);
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float sdt = dt * g_tweakPlayer->GetFreeLookSpeed();
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qGun = zeus::CQuaternion::lookAt(
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rVec, gunFront, sdt * zeus::clamp(0.f, g_tweakPlayer->GetFreeLookDampenFactor() *
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gunFront, rVec, sdt * zeus::clamp(0.f, g_tweakPlayer->GetFreeLookDampenFactor() *
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(std::acos(angle) / sdt), 1.f));
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}
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zeus::CTransform bobXf = player->GetCameraBob()->GetCameraBobTransformation();
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@ -285,14 +320,16 @@ void CFirstPersonCamera::UpdateTransform(CStateManager& mgr, float dt)
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player->GetOrbitState() == CPlayer::EPlayerOrbitState::Grapple ||
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player->GetGrappleState() == CPlayer::EGrappleState::None ||
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mgr.GetGameState() == CStateManager::EGameState::SoftPaused ||
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mgr.GetCameraManager()->IsInCinematicCamera())
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mgr.GetCameraManager()->IsInCinematicCamera() ||
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x1d4_closeInTimer > 0.f)
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{
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bobXf = zeus::CTransform::Identity();
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player->GetCameraBob()->SetCameraBobTransform(bobXf);
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}
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x190_gunFollowXf = qGun.toTransform() * gunXf;
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SetTransform(x190_gunFollowXf * bobXf.getRotation());
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//SetTransform(x190_gunFollowXf * bobXf.getRotation());
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SetTransform(playerXf);
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x190_gunFollowXf.origin = eyePos;
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CActor::SetTranslation(eyePos + player->GetTransform().rotate(bobXf.origin));
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x190_gunFollowXf.orthonormalize();
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@ -36,7 +36,7 @@ CActorLights::CActorLights(u32 areaUpdateFramePeriod, const zeus::CVector3f& act
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void CActorLights::BuildConstantAmbientLighting()
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{
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x299_26_ = true;
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x299_26_ambientOnly = true;
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x298_24_dirty = true;
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x29c_shadowLightArrIdx = -1;
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x2a0_shadowLightIdx = -1;
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@ -44,7 +44,7 @@ void CActorLights::BuildConstantAmbientLighting()
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void CActorLights::BuildConstantAmbientLighting(const zeus::CColor& color)
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{
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x299_26_ = false;
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x299_26_ambientOnly = false;
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x288_ambientColor = color;
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x294_aid = kInvalidAreaId;
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x298_24_dirty = true;
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@ -454,7 +454,7 @@ bool CActorLights::BuildAreaLightList(const CStateManager& mgr, const CGameArea&
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void CActorLights::BuildDynamicLightList(const CStateManager& mgr, const zeus::CAABox& aabb)
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{
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UpdateBrightLight();
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x299_26_ = false;
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x299_26_ambientOnly = false;
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x144_dynamicLights.clear();
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if (!x29a_findNearestDynamicLights)
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@ -506,7 +506,10 @@ void CActorLights::BuildDynamicLightList(const CStateManager& mgr, const zeus::C
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std::vector<CLight> CActorLights::BuildLightVector() const
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{
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std::vector<CLight> lights;
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lights.push_back(CLight::BuildLocalAmbient(zeus::CVector3f::skZero, x288_ambientColor));
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zeus::CColor ambColor = x288_ambientColor;
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ambColor.a = 1.f;
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lights.push_back(CLight::BuildLocalAmbient(zeus::CVector3f::skZero, ambColor));
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if (x0_areaLights.size())
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{
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@ -543,9 +546,10 @@ void CActorLights::ActivateLights(CBooModel& model) const
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if (x298_28_inArea)
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{
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if (!x298_26_hasAreaLights || !x299_26_)
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if (!x298_26_hasAreaLights || x299_26_ambientOnly)
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{
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g_Renderer->SetAmbientColor(zeus::CColor::skWhite);
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//g_Renderer->SetAmbientColor(zeus::CColor::skWhite);
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lights.push_back(CLight::BuildLocalAmbient(zeus::CVector3f::skZero, zeus::CColor::skWhite));
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model.ActivateLights(lights);
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return;
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}
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@ -35,7 +35,7 @@ class CActorLights
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bool x298_31_disableWorldLights : 1;
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bool x299_24_inBrightLight : 1;
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bool x299_25_useBrightLightLag : 1;
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bool x299_26_ : 1;
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bool x299_26_ambientOnly : 1;
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};
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u16 _dummy = 0;
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};
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@ -188,7 +188,7 @@ static FloatReturnFn skAnalogFuncs[] =
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nullptr
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};
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#define kCommandFilterCount 65
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#define kCommandFilterCount 67
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static bool skCommandFilterFlag[kCommandFilterCount] = {true};
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void ControlMapper::SetCommandFiltered(ECommands cmd, bool filtered)
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@ -77,7 +77,7 @@ void CLogBookScreen::UpdateRightTitles()
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{
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std::vector<std::pair<CAssetId, bool>>& category =
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x19c_scanCompletes[x70_tablegroup_leftlog->GetUserSelection()];
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for (int i=0 ; xd8_textpane_titles.size() ; ++i)
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for (int i=0 ; i<xd8_textpane_titles.size() ; ++i)
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{
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std::u16string string;
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size_t scanIndex = x18_firstViewRightSel + i;
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@ -14,7 +14,7 @@ COptionsScreen::COptionsScreen(const CStateManager& mgr, CGuiFrame& frame,
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const CStringTable& pauseStrg)
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: CPauseScreenBase(mgr, frame, pauseStrg)
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{
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x1a0_gameCube = std::unique_ptr<CGameCubeDoll>();
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x1a0_gameCube = std::make_unique<CGameCubeDoll>();
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x2a0_24_inOptionBody = false;
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}
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@ -28,6 +28,7 @@ CPauseScreen::CPauseScreen(ESubScreen subscreen,
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x5c_frmePauseScreenBuf.reset(new u8[x58_frmePauseScreenBufSz]);
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x60_loadTok = g_ResFactory->LoadResourceAsync(frmeTag, x5c_frmePauseScreenBuf.get());
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||||
CSfxManager::SfxStart(1435, 1.f, 0.f, false, 0x7f, false, kInvalidAreaId);
|
||||
x7c_screens.resize(2);
|
||||
}
|
||||
|
||||
std::unique_ptr<CPauseScreenBase> CPauseScreen::BuildPauseSubScreen(ESubScreen subscreen,
|
||||
|
@ -113,11 +114,12 @@ void CPauseScreen::StartTransition(float time, const CStateManager& mgr, ESubScr
|
|||
return;
|
||||
xc_nextSubscreen = subscreen;
|
||||
x4_ = b;
|
||||
std::unique_ptr<CPauseScreenBase>& newScreenSlot = x7c_screens[x78_activeIdx];
|
||||
std::unique_ptr<CGuiFrame>& newScreenInst = x64_frameInsts[x78_activeIdx];
|
||||
x10_alphaInterp = time;
|
||||
std::unique_ptr<CPauseScreenBase>& newScreenSlot = x7c_screens[1 - x78_activeIdx];
|
||||
std::unique_ptr<CGuiFrame>& newScreenInst = x64_frameInsts[1 - x78_activeIdx];
|
||||
newScreenSlot = BuildPauseSubScreen(xc_nextSubscreen, mgr, *newScreenInst);
|
||||
if (x7c_screens[1 - x78_activeIdx])
|
||||
x7c_screens[1 - x78_activeIdx]->TransitioningAway();
|
||||
if (x7c_screens[x78_activeIdx])
|
||||
x7c_screens[x78_activeIdx]->TransitioningAway();
|
||||
x91_initialTransition = false;
|
||||
}
|
||||
|
||||
|
|
|
@ -100,7 +100,8 @@ void CPhysicsActor::AddMotionState(const CMotionState& mst)
|
|||
{
|
||||
zeus::CNUQuaternion q{x34_transform.buildMatrix3f()};
|
||||
q += mst.xc_orientation;
|
||||
SetTransform(zeus::CTransform(zeus::CQuaternion::fromNUQuaternion(q), x34_transform.origin));
|
||||
zeus::CQuaternion quat = zeus::CQuaternion::fromNUQuaternion(q);
|
||||
SetTransform(zeus::CTransform(quat, x34_transform.origin));
|
||||
|
||||
SetTranslation(x34_transform.origin + mst.x0_translation);
|
||||
|
||||
|
@ -241,7 +242,7 @@ void CPhysicsActor::ComputeDerivedQuantities()
|
|||
{
|
||||
x138_velocity = xec_massRecip * xfc_constantForce;
|
||||
x114_ = x34_transform.buildMatrix3f();
|
||||
x144_angularVelocity = xf0_inertiaTensor * x108_angularMomentum;
|
||||
x144_angularVelocity = xf4_inertiaTensorRecip * x108_angularMomentum;
|
||||
}
|
||||
|
||||
bool CPhysicsActor::WillMove(const CStateManager&)
|
||||
|
@ -311,7 +312,7 @@ CMotionState CPhysicsActor::PredictLinearMotion(float dt) const
|
|||
CMotionState CPhysicsActor::PredictAngularMotion(float dt) const
|
||||
{
|
||||
const zeus::CVector3f v1 = xf4_inertiaTensorRecip * (x180_angularImpulse + x198_moveAngularImpulse);
|
||||
zeus::CNUQuaternion q = 0.5f * zeus::CNUQuaternion(0.f, x144_angularVelocity + v1);
|
||||
zeus::CNUQuaternion q = 0.5f * zeus::CNUQuaternion(0.f, x144_angularVelocity.getVector() + v1);
|
||||
CMotionState ret = {zeus::CVector3f::skZero, q * zeus::CNUQuaternion(x34_transform.buildMatrix3f()) * dt,
|
||||
zeus::CVector3f::skZero, (x174_torque * dt) + x180_angularImpulse};
|
||||
return ret;
|
||||
|
|
2
specter
2
specter
|
@ -1 +1 @@
|
|||
Subproject commit 410ab94d7f5d5d6c5081af90ae9c217b10978db1
|
||||
Subproject commit d78b1bf64087bf82133b1de71bfca9f9128fbf78
|
Loading…
Reference in New Issue