#pragma once #include "RetroTypes.hpp" #include "Collision/CCollisionInfo.hpp" namespace urde { class CPhysicsActor; class CStateManager; class CAreaCollisionCache; class CMaterialFilter; class CCollisionInfoList; class CGroundMovement { public: struct SMovementOptions { bool x0_setWaterLandingForce; float x4_waterLandingForceCoefficient; float x8_minimumWaterLandingForce; float xc_anyZThreshold; float x10_downwardZThreshold; float x14_waterLandingVelocityReduction; bool x18_dampForceAndMomentum; bool x19_alwaysClip; bool x1a_disableClipForFloorOnly; u32 x1c_maxCollisionCycles; float x20_minimumTranslationDelta; float x24_dampedNormalCoefficient; float x28_dampedDeltaCoefficient; float x2c_floorElasticForce; float x30_wallElasticConstant; float x34_wallElasticLinear; float x38_maxPositiveVerticalVelocity; std::experimental::optional x3c_floorPlaneNormal; }; struct SMoveObjectResult { std::experimental::optional x0_id; std::experimental::optional x8_collision; u32 x6c_processedCollisions; float x70_processedDt; }; static void CheckFalling(CPhysicsActor& actor, CStateManager& mgr, float); static void MoveGroundCollider(CStateManager& mgr, CPhysicsActor& actor, float dt, const rstl::reserved_vector* nearList); static bool ResolveUpDown(CAreaCollisionCache& cache, CStateManager& mgr, CPhysicsActor& actor, const CMaterialFilter& filter, rstl::reserved_vector& nearList, float, float, float&, CCollisionInfoList& list); static bool MoveGroundColliderZ(CAreaCollisionCache& cache, CStateManager& mgr, CPhysicsActor& actor, const CMaterialFilter& filter, rstl::reserved_vector& nearList, float, float&, CCollisionInfoList& list, TUniqueId& idOut); static void MoveGroundColliderXY(CAreaCollisionCache& cache, CStateManager& mgr, CPhysicsActor& actor, const CMaterialFilter& filter, rstl::reserved_vector& nearList, float); static zeus::CVector3f CollisionDamping(const zeus::CVector3f& a, const zeus::CVector3f& b, const zeus::CVector3f& c, float d, float e); static void MoveGroundCollider_New(CStateManager& mgr, CPhysicsActor& actor, float, const rstl::reserved_vector* nearList); static bool RemoveNormalComponent(const zeus::CVector3f&, const zeus::CVector3f&, zeus::CVector3f&, float&); static bool RemoveNormalComponent(const zeus::CVector3f& a, zeus::CVector3f& b); static CMaterialList MoveObjectAnalytical(CStateManager& mgr, CPhysicsActor& actor, float, rstl::reserved_vector& nearList, CAreaCollisionCache& cache, const SMovementOptions& opts, SMoveObjectResult& result); }; }