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Various stubs, and starting on core functionality
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@@ -6,8 +6,115 @@
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namespace Retro
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{
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class CCollisionPrimitive
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{
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public:
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Zeus::CVector3f x1d8_offset;
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};
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class CCollisionInfoList
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{
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};
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class CPhysicsActor : public CActor
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{
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protected:
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float xd8_mass;
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float xdc_massRecip;
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float xe0_inertialTensor;
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float xe4_inertialTensorRecip;
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Zeus::CAABox x194_baseBoundingBox;
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CCollisionPrimitive x1b0_collisionPrimitive;
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float x228_stepUpHeight;
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float x22c_stepDownHeight;
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float x230_restitutionCoefModifier;
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float x234_collisionAccuracyModifier;
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public:
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float GetCollisionAccuracyModifier()
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{ return x234_collisionAccuracyModifier; }
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void SetCollisionAccuracyModifier(float modifier)
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{ x234_collisionAccuracyModifier = modifier; }
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float GetCoefficientOfRestitutionModifier()
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{ return x230_restitutionCoefModifier; }
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void SetCoefficientOfRestitutionModifier(float modifier)
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{ x230_restitutionCoefModifier = modifier;}
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void DrawCollisionPrimitive()
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{ }
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void Render(const CStateManager&)
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{}
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Zeus::CVector3f GetAimPosition(const CStateManager&, float val)
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{
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if (val <= 0.0)
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return GetBoundingBox().center();
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//Zeus::CVector3f delta = PredictMotion(val);
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return Zeus::CVector3f();
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}
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Zeus::CVector3f GetOrbitPosition(const CStateManager&)
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{ return GetBoundingBox().center(); }
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float GetStepUpHeight()
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{ return x228_stepUpHeight; }
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float GetStepDownHeight()
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{ return x22c_stepDownHeight; }
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void SetPrimitiveOffset(const Zeus::CVector2f& offset)
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{ x1b0_collisionPrimitive.x1d8_offset = offset; }
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Zeus::CVector3f GetPrimitiveOffset()
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{ return x1b0_collisionPrimitive.x1d8_offset; }
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float GetWeight()
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{ return 24.525002f * xd8_mass; }
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void SetBoundingBox(const Zeus::CAABox& box)
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{ x194_baseBoundingBox = box; }
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Zeus::CAABox GetMotionVolume()
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{ return Zeus::CAABox::skInvertedBox; }
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Zeus::CAABox GetBoundingBox()
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{ return Zeus::CAABox::skInvertedBox; }
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const Zeus::CAABox& GetBaseBoundingBox() const
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{ return x194_baseBoundingBox; }
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void CollidedWith(const TUniqueId&, const CCollisionInfoList&, CStateManager&)
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{}
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Zeus::CTransform GetPrimitiveTransform()
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{
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}
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const CCollisionPrimitive& GetCollisionPrimitive() const
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{ return x1b0_collisionPrimitive; }
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void SetInterialTensorScalar(float tensor)
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{
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if (tensor <= 0.0f)
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tensor = 1.0f;
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xe0_inertialTensor = tensor;
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xe4_inertialTensorRecip = 1.0f / tensor;
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}
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void SetMass(float mass)
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{
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xd8_mass = mass;
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float tensor = 1.0f;
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if (mass > 0.0f)
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tensor = 1.0f / mass;
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xdc_massRecip = tensor;
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SetInterialTensorScalar(mass * tensor);
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}
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};
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}
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