mirror of https://github.com/AxioDL/metaforce.git
Initial CSteeringBehaviors imps
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@ -1,4 +1,6 @@
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#include "CSteeringBehaviors.hpp"
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#include "World/CPhysicsActor.hpp"
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#include "CStateManager.hpp"
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namespace urde
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{
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@ -6,19 +8,35 @@ namespace urde
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zeus::CVector3f CSteeringBehaviors::Flee(const CPhysicsActor& actor,
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const zeus::CVector3f& v0) const
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{
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return {};
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zeus::CVector3f actVec = actor.GetTranslation() - v0;
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if (actVec.canBeNormalized())
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return actVec.normalized();
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return actor.GetTransform().frontVector();
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}
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zeus::CVector3f CSteeringBehaviors::Seek(const CPhysicsActor& actor,
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const zeus::CVector3f& v0) const
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{
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zeus::CVector3f posDiff = actor.GetTranslation() - v0;
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if (posDiff.canBeNormalized())
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return posDiff.normalized();
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return {};
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}
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zeus::CVector3f CSteeringBehaviors::Arrival(const CPhysicsActor& actor,
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const zeus::CVector3f& v0, float f1) const
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const zeus::CVector3f& v0, float f31) const
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{
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return {};
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if (!v0.canBeNormalized())
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return {};
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if (v0.magSquared() < (f31 * f31))
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f31 = v0.magSquared() / (f31 * f31);
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else
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f31 = 1.f;
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return f31 * v0.normalized();
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}
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zeus::CVector3f CSteeringBehaviors::Pursuit(const CPhysicsActor& actor,
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@ -28,21 +46,54 @@ zeus::CVector3f CSteeringBehaviors::Pursuit(const CPhysicsActor& actor,
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}
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zeus::CVector3f CSteeringBehaviors::Separation(const CPhysicsActor& actor,
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const zeus::CVector3f& v0, float f1) const
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const zeus::CVector3f& pos, float separation) const
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{
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return {};
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zeus::CVector3f posDiff = actor.GetTranslation() - pos;
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if (posDiff.magSquared() >= separation * separation)
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return {};
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if (!posDiff.canBeNormalized())
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return actor.GetTransform().frontVector();
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return (1.f - (posDiff.magSquared() / (separation * separation))) * posDiff;
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}
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zeus::CVector3f CSteeringBehaviors::Alignment(const CPhysicsActor& actor,
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rstl::reserved_vector<TUniqueId, 1024>& list, const CStateManager& mgr) const
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{
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return {};
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zeus::CVector3f align;
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if (!list.empty())
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{
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for (const TUniqueId& id : list)
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{
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if (const CActor* act = static_cast<const CActor*>(mgr.GetObjectById(id)))
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align += act->GetTransform().frontVector();
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}
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align *= zeus::CVector3f(1.f / float(list.size()));
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}
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float diff = zeus::CVector3f::getAngleDiff(actor.GetTransform().frontVector(), align);
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return align * ( diff / M_PIF);
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}
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zeus::CVector3f CSteeringBehaviors::Cohesion(const CPhysicsActor& actor,
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rstl::reserved_vector<TUniqueId, 1024>& list, float f1, const CStateManager& mgr) const
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{
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return {};
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zeus::CVector3f cohesion;
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if (!list.empty())
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{
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for (const TUniqueId& id : list)
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{
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if (const CActor* act = static_cast<const CActor*>(mgr.GetObjectById(id)))
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cohesion += act->GetTranslation();
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}
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cohesion *= zeus::CVector3f(1.f / float(list.size()));
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return Arrival(actor, cohesion, f1);
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}
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return cohesion;
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}
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zeus::CVector3f CSteeringBehaviors::Flee2D(const CPhysicsActor& actor,
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@ -16,7 +16,7 @@ public:
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zeus::CVector3f Seek(const CPhysicsActor& actor, const zeus::CVector3f& v0) const;
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zeus::CVector3f Arrival(const CPhysicsActor& actor, const zeus::CVector3f& v0, float f1) const;
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zeus::CVector3f Pursuit(const CPhysicsActor& actor, const zeus::CVector3f& v0, const zeus::CVector3f& v1) const;
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zeus::CVector3f Separation(const CPhysicsActor& actor, const zeus::CVector3f& v0, float f1) const;
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zeus::CVector3f Separation(const CPhysicsActor& actor, const zeus::CVector3f& pos, float separation) const;
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zeus::CVector3f Alignment(const CPhysicsActor& actor, rstl::reserved_vector<TUniqueId, 1024>& list,
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const CStateManager& mgr) const;
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zeus::CVector3f Cohesion(const CPhysicsActor& actor, rstl::reserved_vector<TUniqueId, 1024>& list,
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@ -57,13 +57,7 @@ void CFire::Think(float dt, CStateManager& mgr)
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if (GetActive())
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{
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xe8_->Update(dt * x144_);
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float f0;
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if (particleCount <= 0.5f)
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f0 = 0.5f;
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else
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f0 = particleCount;
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x10c_damageInfo = CDamageInfo(xf0_damageInfo, dt * f0);
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x10c_damageInfo = CDamageInfo(xf0_damageInfo, dt * std::max(0.5f, particleCount));
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}
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bool doFree = false;
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@ -100,21 +94,20 @@ void CFire::Touch(CActor& act, CStateManager& mgr)
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void CFire::AddToRenderer(const zeus::CFrustum& frustum, const CStateManager& mgr) const
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{
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printf("AddToRenderer\n");
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bool r31 = true;
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bool drawParticles = true;
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if (!x148_27_)
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{
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using EPlayerVisor = CPlayerState::EPlayerVisor;
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CPlayerState::EPlayerVisor visor = mgr.GetPlayerState()->GetActiveVisor(mgr);
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if (visor == EPlayerVisor::Combat || visor == EPlayerVisor::Scan)
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r31 = x148_24_;
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drawParticles = x148_24_;
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else if (visor == EPlayerVisor::XRay)
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r31 = x148_26_;
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drawParticles = x148_26_;
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else if (visor == EPlayerVisor::Thermal)
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r31 = x148_25_;
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drawParticles = x148_25_;
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}
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if (r31)
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if (drawParticles)
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g_Renderer->AddParticleGen(*xe8_);
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CActor::AddToRenderer(frustum, mgr);
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}
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@ -130,6 +130,7 @@ set(WORLD_SOURCES
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CHUDBillboardEffect.hpp CHUDBillboardEffect.cpp
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CExplosion.hpp CExplosion.cpp
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CIceImpact.hpp CIceImpact.cpp
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CFire.hpp CFire.cpp
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CEntityInfo.hpp)
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runtime_add_list(World WORLD_SOURCES)
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