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mirror of https://github.com/AxioDL/metaforce.git synced 2025-12-09 09:07:43 +00:00

zeus constexpr refactor and thermal visor fixes

This commit is contained in:
Jack Andersen
2019-02-23 21:15:54 -10:00
parent 1186b8097c
commit 8df0a4913c
226 changed files with 1339 additions and 1305 deletions

View File

@@ -17,7 +17,7 @@ CPhysicsActor::CPhysicsActor(TUniqueId uid, bool active, std::string_view name,
, x240_stepDownHeight(stepDown) {
xf8_24_movable = true;
SetMass(moverData.x30_mass);
MoveCollisionPrimitive(zeus::CVector3f::skZero);
MoveCollisionPrimitive(zeus::skZero3f);
SetVelocityOR(moverData.x0_velocity);
SetAngularVelocityOR(moverData.xc_angularVelocity);
ComputeDerivedQuantities();
@@ -54,7 +54,7 @@ void CPhysicsActor::MoveCollisionPrimitive(const zeus::CVector3f& offset) { x1e8
void CPhysicsActor::SetBoundingBox(const zeus::CAABox& box) {
x1a4_baseBoundingBox = box;
MoveCollisionPrimitive(zeus::CVector3f::skZero);
MoveCollisionPrimitive(zeus::skZero3f);
}
zeus::CAABox CPhysicsActor::GetMotionVolume(float dt) const {
@@ -182,7 +182,7 @@ void CPhysicsActor::MoveToWR(const zeus::CVector3f& trans, float d) {
zeus::CAxisAngle CPhysicsActor::GetRotateToORAngularMomentumWR(const zeus::CQuaternion& q, float d) const {
if (q.w() > 0.99999976)
return zeus::CAxisAngle::skZero;
return zeus::CAxisAngle();
return (xf0_inertiaTensor *
(((2.f * std::acos(q.w())) * (1.f / d)) * x34_transform.rotate(q.getImaginary()).normalized()));
}
@@ -192,19 +192,19 @@ zeus::CVector3f CPhysicsActor::GetMoveToORImpulseWR(const zeus::CVector3f& trans
}
void CPhysicsActor::ClearImpulses() {
x18c_moveImpulse = x168_impulse = zeus::CVector3f::skZero;
x198_moveAngularImpulse = x180_angularImpulse = zeus::CAxisAngle::skZero;
x18c_moveImpulse = x168_impulse = zeus::skZero3f;
x198_moveAngularImpulse = x180_angularImpulse = zeus::CAxisAngle();
}
void CPhysicsActor::ClearForcesAndTorques() {
x18c_moveImpulse = x168_impulse = x15c_force = zeus::CVector3f::skZero;
x198_moveAngularImpulse = x180_angularImpulse = x174_torque = zeus::CAxisAngle::skZero;
x18c_moveImpulse = x168_impulse = x15c_force = zeus::skZero3f;
x198_moveAngularImpulse = x180_angularImpulse = x174_torque = zeus::CAxisAngle();
}
void CPhysicsActor::Stop() {
ClearForcesAndTorques();
xfc_constantForce = zeus::CVector3f::skZero;
x108_angularMomentum = zeus::CAxisAngle::skZero;
xfc_constantForce = zeus::skZero3f;
x108_angularMomentum = zeus::CAxisAngle();
ComputeDerivedQuantities();
}
@@ -215,14 +215,14 @@ void CPhysicsActor::ComputeDerivedQuantities() {
}
bool CPhysicsActor::WillMove(const CStateManager&) {
return !zeus::close_enough(zeus::CVector3f::skZero, x138_velocity) ||
!zeus::close_enough(zeus::CVector3f::skZero, x168_impulse) ||
!zeus::close_enough(zeus::CVector3f::skZero, x174_torque) ||
!zeus::close_enough(zeus::CVector3f::skZero, x18c_moveImpulse) ||
!zeus::close_enough(zeus::CVector3f::skZero, x144_angularVelocity) ||
!zeus::close_enough(zeus::CVector3f::skZero, x180_angularImpulse) ||
!zeus::close_enough(zeus::CVector3f::skZero, x198_moveAngularImpulse) ||
!zeus::close_enough(zeus::CVector3f::skZero, GetTotalForcesWR());
return !zeus::close_enough(zeus::skZero3f, x138_velocity) ||
!zeus::close_enough(zeus::skZero3f, x168_impulse) ||
!zeus::close_enough(zeus::skZero3f, x174_torque) ||
!zeus::close_enough(zeus::skZero3f, x18c_moveImpulse) ||
!zeus::close_enough(zeus::skZero3f, x144_angularVelocity) ||
!zeus::close_enough(zeus::skZero3f, x180_angularImpulse) ||
!zeus::close_enough(zeus::skZero3f, x198_moveAngularImpulse) ||
!zeus::close_enough(zeus::skZero3f, GetTotalForcesWR());
}
void CPhysicsActor::SetPhysicsState(const CPhysicsState& state) {
@@ -265,16 +265,16 @@ CMotionState CPhysicsActor::PredictMotion(float dt) const {
CMotionState CPhysicsActor::PredictLinearMotion(float dt) const {
zeus::CVector3f velocity = CalculateNewVelocityWR_UsingImpulses();
return {velocity * dt,
{0.f, zeus::CVector3f::skZero},
{0.f, zeus::skZero3f},
((x15c_force + x150_momentum) * dt) + x168_impulse,
zeus::CAxisAngle::skZero};
zeus::CAxisAngle()};
}
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.getVector() + v1);
CMotionState ret = {zeus::CVector3f::skZero, (q * zeus::CNUQuaternion(x34_transform.buildMatrix3f())) * dt,
zeus::CVector3f::skZero, (x174_torque * dt) + x180_angularImpulse};
CMotionState ret = {zeus::skZero3f, (q * zeus::CNUQuaternion(x34_transform.buildMatrix3f())) * dt,
zeus::skZero3f, (x174_torque * dt) + x180_angularImpulse};
return ret;
}
@@ -304,8 +304,8 @@ void CPhysicsActor::UseCollisionImpulses() {
xfc_constantForce += x168_impulse;
x108_angularMomentum += x180_angularImpulse;
x168_impulse = zeus::CVector3f::skZero;
x180_angularImpulse = zeus::CAxisAngle::skZero;
x168_impulse = zeus::skZero3f;
x180_angularImpulse = zeus::CAxisAngle();
ComputeDerivedQuantities();
}