2
0
mirror of https://github.com/AxioDL/metaforce.git synced 2025-12-13 23:26:22 +00:00

Lots of CParasite implementations

This commit is contained in:
Jack Andersen
2018-11-11 18:21:36 -10:00
parent 94333e4726
commit bf3636a16e
24 changed files with 1093 additions and 144 deletions

View File

@@ -3,9 +3,111 @@
namespace urde
{
zeus::CVector3f CSteeringBehaviors::Flee(const CPhysicsActor& actor,
const zeus::CVector3f& v0) const
{
return {};
}
zeus::CVector3f CSteeringBehaviors::Seek(const CPhysicsActor& actor,
const zeus::CVector3f& v0) const
{
return {};
}
zeus::CVector3f CSteeringBehaviors::Arrival(const CPhysicsActor& actor,
const zeus::CVector3f& v0, float f1) const
{
return {};
}
zeus::CVector3f CSteeringBehaviors::Pursuit(const CPhysicsActor& actor,
const zeus::CVector3f& v0, const zeus::CVector3f& v1) const
{
return {};
}
zeus::CVector3f CSteeringBehaviors::Separation(const CPhysicsActor& actor,
const zeus::CVector3f& v0, float f1) const
{
return {};
}
zeus::CVector3f CSteeringBehaviors::Alignment(const CPhysicsActor& actor,
rstl::reserved_vector<TUniqueId, 1024>& list, const CStateManager& mgr) const
{
return {};
}
zeus::CVector3f CSteeringBehaviors::Cohesion(const CPhysicsActor& actor,
rstl::reserved_vector<TUniqueId, 1024>& list, float f1, const CStateManager& mgr) const
{
return {};
}
zeus::CVector3f CSteeringBehaviors::Flee2D(const CPhysicsActor& actor,
const zeus::CVector2f& v0) const
{
return {};
}
zeus::CVector3f CSteeringBehaviors::Arrival2D(const CPhysicsActor& actor,
const zeus::CVector2f& v0, float f1) const
{
return {};
}
bool CSteeringBehaviors::SolveQuadratic(float f30, float f31, float f3, float f4, float& out1, float& out2)
{
float f1 = f31 * f31 - 4.f * f30 * f3;
if (f1 > FLT_EPSILON && std::fabs(f1) < FLT_EPSILON)
return false;
out1 = -f31 + std::sqrt(f1) / 2.f * f30;
out2 = -f31 - std::sqrt(f1) / 2.f * f30;
return true;
}
bool CSteeringBehaviors::SolveCubic(
const rstl::reserved_vector<float, 4>& in, rstl::reserved_vector<float, 4>& out)
{
return false;
}
bool CSteeringBehaviors::SolveQuartic(
const rstl::reserved_vector<float, 5>& in, rstl::reserved_vector<float, 4>& out)
{
return false;
}
zeus::CVector3f CSteeringBehaviors::ProjectLinearIntersection(const zeus::CVector3f& v0, float f1,
const zeus::CVector3f& v1, const zeus::CVector3f& v2, zeus::CVector3f& v3)
{
return {};
}
zeus::CVector3f CSteeringBehaviors::ProjectLinearIntersection(const zeus::CVector3f& v0, float f1,
const zeus::CVector3f& v1, const zeus::CVector3f& v2, const zeus::CVector3f& v3, zeus::CVector3f& v4)
{
return {};
}
zeus::CVector3f CSteeringBehaviors::ProjectOrbitalIntersection(const zeus::CVector3f& v0, float f1,
const zeus::CVector3f& v1, const zeus::CVector3f& v2, const zeus::CVector3f& v3, zeus::CVector3f& v4)
{
return {};
}
zeus::CVector3f CSteeringBehaviors::ProjectOrbitalIntersection(const zeus::CVector3f& v0, float f1,
const zeus::CVector3f& v1, const zeus::CVector3f& v2, const zeus::CVector3f& v3,
const zeus::CVector3f& v4, zeus::CVector3f& v5)
{
return {};
}
zeus::CVector3f
CSteeringBehaviors::ProjectOrbitalPosition(const zeus::CVector3f& pos, const zeus::CVector3f& vel,
const zeus::CVector3f& orbitPoint, float dt, float preThinkDt)
const zeus::CVector3f& orbitPoint, float dt, float preThinkDt)
{
zeus::CVector3f usePos = pos;
if (vel.canBeNormalized())
@@ -35,15 +137,4 @@ CSteeringBehaviors::ProjectOrbitalPosition(const zeus::CVector3f& pos, const zeu
return usePos;
}
bool CSteeringBehaviors::SolveQuadratic(float f30, float f31, float f3, float f4, float& out1, float& out2)
{
float f1 = f31 * f31 - 4.f * f30 * f3;
if (f1 > FLT_EPSILON && std::fabs(f1) < FLT_EPSILON)
return false;
out1 = -f31 + std::sqrt(f1) / 2.f * f30;
out2 = -f31 - std::sqrt(f1) / 2.f * f30;
return true;
}
}