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:
Lioncash 2020-03-25 01:54:14 -04:00
parent 22036859db
commit 81ae6bdda2
1 changed files with 19 additions and 18 deletions

View File

@ -116,15 +116,16 @@ protected:
u32 x250_numTicksPartialUpdate = 0;
public:
CPhysicsActor(TUniqueId, bool, std::string_view, const CEntityInfo&, const zeus::CTransform&, CModelData&&,
const CMaterialList&, const zeus::CAABox&, const SMoverData&, const CActorParameters&, float, float);
CPhysicsActor(TUniqueId uid, bool active, std::string_view name, const CEntityInfo& info, const zeus::CTransform& xf,
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;
zeus::CVector3f GetOrbitPosition(const CStateManager&) const override;
zeus::CVector3f GetAimPosition(const CStateManager&, float val) const override;
zeus::CVector3f GetOrbitPosition(const CStateManager& mgr) const override;
zeus::CVector3f GetAimPosition(const CStateManager& mgr, float val) const override;
virtual const CCollisionPrimitive* GetCollisionPrimitive() 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 GetStepDownHeight() const;
virtual float GetWeight() const;
@ -144,7 +145,7 @@ public:
void SetLastNonCollidingState(const CMotionState& mst) { x1f4_lastNonCollidingState = mst; }
void SetMotionState(const CMotionState& mst);
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 SetMass(float mass);
void SetAngularVelocityOR(const zeus::CAxisAngle& angVel);
@ -156,14 +157,14 @@ public:
const zeus::CVector3f& GetMoveImpulseOR() const { return x18c_moveImpulse; }
void SetVelocityWR(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; }
void SetConstantForce(const zeus::CVector3f& f) { xfc_constantForce = f; }
void SetAngularMomentum(const zeus::CAxisAngle& m) { x108_angularMomentum = m; }
void SetConstantForce(const zeus::CVector3f& force) { xfc_constantForce = force; }
void SetAngularMomentum(const zeus::CAxisAngle& momentum) { x108_angularMomentum = momentum; }
const zeus::CVector3f& GetMomentum() const { return x150_momentum; }
const zeus::CVector3f& GetVelocity() const { return x138_velocity; }
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;
void RotateInOneFrameOR(const zeus::CQuaternion& q, float d);
void MoveInOneFrameOR(const zeus::CVector3f& trans, float d);
@ -177,26 +178,26 @@ public:
void ClearForcesAndTorques();
void Stop();
void ComputeDerivedQuantities();
bool WillMove(const CStateManager&) const;
bool WillMove(const CStateManager& mgr) const;
void SetPhysicsState(const CPhysicsState& state);
CPhysicsState GetPhysicsState() const;
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; }
void SetAngularEnabled(bool e) { xf8_25_angularEnabled = e; }
void SetAngularEnabled(bool enabled) { xf8_25_angularEnabled = enabled; }
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; }
void SetCoefficientOfRestitutionModifier(float m) { x244_restitutionCoefModifier = m; }
void SetCoefficientOfRestitutionModifier(float modifier) { x244_restitutionCoefModifier = modifier; }
bool IsUseStandardCollider() const { return xf9_standardCollider; }
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; }
void SetNumTicksStuck(u32 t) { x24c_numTicksStuck = t; }
void SetNumTicksStuck(u32 ticks) { x24c_numTicksStuck = ticks; }
const std::optional<zeus::CVector3f>& GetLastFloorPlaneNormal() const {
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(float dt) const;