mirror of https://github.com/AxioDL/metaforce.git
CPhysicsActor: Add names to parameters in prototypes
Allows better introspection in IDEs and makes the interface itself more self-documenting.
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22036859db
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81ae6bdda2
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@ -116,15 +116,16 @@ protected:
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u32 x250_numTicksPartialUpdate = 0;
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public:
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CPhysicsActor(TUniqueId, bool, std::string_view, const CEntityInfo&, const zeus::CTransform&, CModelData&&,
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const CMaterialList&, const zeus::CAABox&, const SMoverData&, const CActorParameters&, float, float);
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CPhysicsActor(TUniqueId uid, bool active, std::string_view name, const CEntityInfo& info, const zeus::CTransform& xf,
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CModelData&& mData, const CMaterialList& matList, const zeus::CAABox& box, const SMoverData& moverData,
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const CActorParameters& actorParms, float stepUp, float stepDown);
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void Render(const CStateManager& mgr) const override;
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zeus::CVector3f GetOrbitPosition(const CStateManager&) const override;
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zeus::CVector3f GetAimPosition(const CStateManager&, float val) const override;
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zeus::CVector3f GetOrbitPosition(const CStateManager& mgr) const override;
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zeus::CVector3f GetAimPosition(const CStateManager& mgr, float val) const override;
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virtual const CCollisionPrimitive* GetCollisionPrimitive() const;
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virtual zeus::CTransform GetPrimitiveTransform() const;
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virtual void CollidedWith(TUniqueId, const CCollisionInfoList&, CStateManager&);
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virtual void CollidedWith(TUniqueId id, const CCollisionInfoList& list, CStateManager& mgr);
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virtual float GetStepUpHeight() const;
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virtual float GetStepDownHeight() const;
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virtual float GetWeight() const;
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@ -144,7 +145,7 @@ public:
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void SetLastNonCollidingState(const CMotionState& mst) { x1f4_lastNonCollidingState = mst; }
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void SetMotionState(const CMotionState& mst);
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float GetMaximumCollisionVelocity() const { return x238_maximumCollisionVelocity; }
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void SetMaximumCollisionVelocity(float v) { x238_maximumCollisionVelocity = v; }
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void SetMaximumCollisionVelocity(float velocity) { x238_maximumCollisionVelocity = velocity; }
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void SetInertiaTensorScalar(float tensor);
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void SetMass(float mass);
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void SetAngularVelocityOR(const zeus::CAxisAngle& angVel);
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@ -156,14 +157,14 @@ public:
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const zeus::CVector3f& GetMoveImpulseOR() const { return x18c_moveImpulse; }
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void SetVelocityWR(const zeus::CVector3f& vel);
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void SetVelocityOR(const zeus::CVector3f& vel);
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void SetMomentumWR(const zeus::CVector3f& m) { x150_momentum = m; }
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void SetMomentumWR(const zeus::CVector3f& momentum) { x150_momentum = momentum; }
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const zeus::CVector3f& GetConstantForce() const { return xfc_constantForce; }
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void SetConstantForce(const zeus::CVector3f& f) { xfc_constantForce = f; }
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void SetAngularMomentum(const zeus::CAxisAngle& m) { x108_angularMomentum = m; }
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void SetConstantForce(const zeus::CVector3f& force) { xfc_constantForce = force; }
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void SetAngularMomentum(const zeus::CAxisAngle& momentum) { x108_angularMomentum = momentum; }
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const zeus::CVector3f& GetMomentum() const { return x150_momentum; }
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const zeus::CVector3f& GetVelocity() const { return x138_velocity; }
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const zeus::CAxisAngle& GetAngularImpulse() const { return x180_angularImpulse; }
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void SetAngularImpulse(const zeus::CAxisAngle& i) { x180_angularImpulse = i; }
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void SetAngularImpulse(const zeus::CAxisAngle& impulse) { x180_angularImpulse = impulse; }
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zeus::CVector3f GetTotalForcesWR() const;
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void RotateInOneFrameOR(const zeus::CQuaternion& q, float d);
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void MoveInOneFrameOR(const zeus::CVector3f& trans, float d);
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@ -177,26 +178,26 @@ public:
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void ClearForcesAndTorques();
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void Stop();
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void ComputeDerivedQuantities();
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bool WillMove(const CStateManager&) const;
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bool WillMove(const CStateManager& mgr) const;
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void SetPhysicsState(const CPhysicsState& state);
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CPhysicsState GetPhysicsState() const;
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bool IsMovable() const { return xf8_24_movable; }
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void SetMovable(bool m) { xf8_24_movable = m; }
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void SetMovable(bool movable) { xf8_24_movable = movable; }
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bool IsAngularEnabled() const { return xf8_25_angularEnabled; }
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void SetAngularEnabled(bool e) { xf8_25_angularEnabled = e; }
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void SetAngularEnabled(bool enabled) { xf8_25_angularEnabled = enabled; }
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float GetCollisionAccuracyModifier() const { return x248_collisionAccuracyModifier; }
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void SetCollisionAccuracyModifier(float m) { x248_collisionAccuracyModifier = m; }
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void SetCollisionAccuracyModifier(float modifier) { x248_collisionAccuracyModifier = modifier; }
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float GetCoefficientOfRestitutionModifier() const { return x244_restitutionCoefModifier; }
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void SetCoefficientOfRestitutionModifier(float m) { x244_restitutionCoefModifier = m; }
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void SetCoefficientOfRestitutionModifier(float modifier) { x244_restitutionCoefModifier = modifier; }
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bool IsUseStandardCollider() const { return xf9_standardCollider; }
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u32 GetNumTicksPartialUpdate() const { return x250_numTicksPartialUpdate; }
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void SetNumTicksPartialUpdate(u32 t) { x250_numTicksPartialUpdate = t; }
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void SetNumTicksPartialUpdate(u32 ticks) { x250_numTicksPartialUpdate = ticks; }
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u32 GetNumTicksStuck() const { return x24c_numTicksStuck; }
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void SetNumTicksStuck(u32 t) { x24c_numTicksStuck = t; }
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void SetNumTicksStuck(u32 ticks) { x24c_numTicksStuck = ticks; }
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const std::optional<zeus::CVector3f>& GetLastFloorPlaneNormal() const {
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return x228_lastFloorPlaneNormal;
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}
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void SetLastFloorPlaneNormal(const std::optional<zeus::CVector3f>& n) { x228_lastFloorPlaneNormal = n; }
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void SetLastFloorPlaneNormal(const std::optional<zeus::CVector3f>& normal) { x228_lastFloorPlaneNormal = normal; }
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CMotionState PredictMotion_Internal(float) const;
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CMotionState PredictMotion(float dt) const;
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