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