#pragma once #include #include "Runtime/RetroTypes.hpp" #include "Runtime/Character/CSegId.hpp" #include #include #include namespace urde { class CCharLayoutInfo; class CHierarchyPoseBuilder; class CModelData; class CStateManager; class CRagDoll { protected: class CRagDollParticle { friend class CRagDoll; CSegId x0_id; zeus::CVector3f x4_curPos; float x10_radius; zeus::CVector3f x14_prevPos; zeus::CVector3f x20_velocity; zeus::CVector3f x2c_impactResponseDelta; float x38_impactFrameVel = 0.f; bool x3c_24_impactPending : 1; bool x3c_25_ : 1; public: CRagDollParticle(CSegId id, const zeus::CVector3f& curPos, float radius, const zeus::CVector3f& prevPos) : x0_id(id), x4_curPos(curPos), x10_radius(radius), x14_prevPos(prevPos) { x3c_24_impactPending = false; x3c_25_ = false; } CSegId GetBone() const { return x0_id; } const zeus::CVector3f& GetPosition() const { return x4_curPos; } zeus::CVector3f& Position() { return x4_curPos; } const zeus::CVector3f& GetVelocity() const { return x20_velocity; } zeus::CVector3f& Velocity() { return x20_velocity; } float GetRadius() const { return x10_radius; } }; class CRagDollLengthConstraint { friend class CRagDoll; CRagDollParticle* x0_p1; CRagDollParticle* x4_p2; float x8_length; int xc_ineqType; public: CRagDollLengthConstraint(CRagDollParticle* p1, CRagDollParticle* p2, float f1, int i1) : x0_p1(p1), x4_p2(p2), x8_length(f1), xc_ineqType(i1) {} void Update(); float GetLength() const { return x8_length; } }; class CRagDollJointConstraint { friend class CRagDoll; CRagDollParticle* x0_p1; // Shoulder plane 0 CRagDollParticle* x4_p2; // Shoulder plane 1 CRagDollParticle* x8_p3; // Shoulder plane 2 CRagDollParticle* xc_p4; // Shoulder CRagDollParticle* x10_p5; // Elbow CRagDollParticle* x14_p6; // Wrist public: CRagDollJointConstraint(CRagDollParticle* p1, CRagDollParticle* p2, CRagDollParticle* p3, CRagDollParticle* p4, CRagDollParticle* p5, CRagDollParticle* p6) : x0_p1(p1), x4_p2(p2), x8_p3(p3), xc_p4(p4), x10_p5(p5), x14_p6(p6) {} void Update(); }; class CRagDollPlaneConstraint { friend class CRagDoll; CRagDollParticle* x0_p1; CRagDollParticle* x4_p2; CRagDollParticle* x8_p3; CRagDollParticle* xc_p4; CRagDollParticle* x10_p5; public: CRagDollPlaneConstraint(CRagDollParticle* p1, CRagDollParticle* p2, CRagDollParticle* p3, CRagDollParticle* p4, CRagDollParticle* p5) : x0_p1(p1), x4_p2(p2), x8_p3(p3), xc_p4(p4), x10_p5(p5) {} void Update(); }; std::vector x4_particles; std::vector x14_lengthConstraints; std::vector x24_jointConstraints; std::vector x34_planeConstraints; float x44_normalGravity; float x48_floatingGravity; u32 x4c_impactCount = 0; float x50_overTimer; float x54_impactVel = 0.f; zeus::CVector3f x58_averageVel; float x64_angTimer = 0.f; union { struct { bool x68_24_prevMovingSlowly : 1; bool x68_25_over : 1; bool x68_26_primed : 1; bool x68_27_continueSmallMovements : 1; bool x68_28_noOverTimer : 1; bool x68_29_noAiCollision : 1; }; u32 _dummy = 0; }; void AccumulateForces(float dt, float waterTop); void SetNumParticles(int num) { x4_particles.reserve(num); } void AddParticle(CSegId id, const zeus::CVector3f& prevPos, const zeus::CVector3f& curPos, float radius); void SetNumLengthConstraints(int num) { x14_lengthConstraints.reserve(num); } void AddLengthConstraint(int i1, int i2); void AddMaxLengthConstraint(int i1, int i2, float length); void AddMinLengthConstraint(int i1, int i2, float length); void SetNumJointConstraints(int num) { x24_jointConstraints.reserve(num); } void AddJointConstraint(int i1, int i2, int i3, int i4, int i5, int i6); zeus::CQuaternion BoneAlign(CHierarchyPoseBuilder& pb, const CCharLayoutInfo& charInfo, int i1, int i2, const zeus::CQuaternion& q); void CheckStatic(float dt); void ClearForces(); void SatisfyConstraints(CStateManager& mgr); bool SatisfyWorldConstraints(CStateManager& mgr, int pass); void SatisfyWorldConstraintsOnConstruction(CStateManager& mgr); void Verlet(float dt); public: virtual ~CRagDoll() = default; CRagDoll(float normalGravity, float floatingGravity, float overTime, u32 flags); virtual void PreRender(const zeus::CVector3f& v, CModelData& mData); virtual void Update(CStateManager& mgr, float dt, float waterTop); virtual void Prime(CStateManager& mgr, const zeus::CTransform& xf, CModelData& mData); zeus::CAABox CalculateRenderBounds() const; bool IsPrimed() const { return x68_26_primed; } bool WillContinueSmallMovements() const { return x68_27_continueSmallMovements; } bool IsOver() const { return x68_25_over; } void SetNoOverTimer(bool b) { x68_28_noOverTimer = b; } void SetContinueSmallMovements(bool b) { x68_27_continueSmallMovements = b; } }; } // namespace urde