#pragma once #include #include "Runtime/Collision/CCollidableAABox.hpp" #include "Runtime/World/CActor.hpp" #include #include #include #include namespace urde { class CCollisionInfoList; struct SMoverData; struct SMoverData { zeus::CVector3f x0_velocity; zeus::CAxisAngle xc_angularVelocity; zeus::CVector3f x18_momentum; zeus::CAxisAngle x24_; float x30_mass; SMoverData(float mass) : x30_mass(mass) {} }; struct CMotionState { zeus::CVector3f x0_translation; zeus::CNUQuaternion xc_orientation; zeus::CVector3f x1c_velocity; zeus::CAxisAngle x28_angularMomentum; CMotionState(const zeus::CVector3f& origin, const zeus::CNUQuaternion& orientation, const zeus::CVector3f& velocity, const zeus::CAxisAngle& angle) : x0_translation(origin), xc_orientation(orientation), x1c_velocity(velocity), x28_angularMomentum(angle) {} CMotionState(const zeus::CVector3f& origin, const zeus::CNUQuaternion& orientation) : x0_translation(origin), xc_orientation(orientation) {} }; class CPhysicsState { zeus::CVector3f x0_translation; zeus::CQuaternion xc_orientation; zeus::CVector3f x1c_constantForce; zeus::CAxisAngle x28_angularMomentum; zeus::CVector3f x34_momentum; zeus::CVector3f x40_force; zeus::CVector3f x4c_impulse; zeus::CAxisAngle x58_torque; zeus::CAxisAngle x64_angularImpulse; public: CPhysicsState(const zeus::CVector3f& translation, const zeus::CQuaternion& orient, const zeus::CVector3f& v2, const zeus::CAxisAngle& a1, const zeus::CVector3f& v3, const zeus::CVector3f& v4, const zeus::CVector3f& v5, const zeus::CAxisAngle& a2, const zeus::CAxisAngle& a3) : x0_translation(translation) , xc_orientation(orient) , x1c_constantForce(v2) , x28_angularMomentum(a1) , x34_momentum(v3) , x40_force(v4) , x4c_impulse(v5) , x58_torque(a2) , x64_angularImpulse(a3) {} void SetTranslation(const zeus::CVector3f& tr) { x0_translation = tr; } void SetOrientation(const zeus::CQuaternion& orient) { xc_orientation = orient; } const zeus::CQuaternion& GetOrientation() const { return xc_orientation; } const zeus::CVector3f& GetTranslation() const { return x0_translation; } const zeus::CVector3f& GetConstantForceWR() const { return x1c_constantForce; } const zeus::CAxisAngle& GetAngularMomentumWR() const { return x28_angularMomentum; } const zeus::CVector3f& GetMomentumWR() const { return x34_momentum; } const zeus::CVector3f& GetForceWR() const { return x40_force; } const zeus::CVector3f& GetImpulseWR() const { return x4c_impulse; } const zeus::CAxisAngle& GetTorque() const { return x58_torque; } const zeus::CAxisAngle& GetAngularImpulseWR() const { return x64_angularImpulse; } }; class CPhysicsActor : public CActor { friend class CGroundMovement; protected: float xe8_mass; float xec_massRecip; float xf0_inertiaTensor; float xf4_inertiaTensorRecip; union { struct { bool xf8_24_movable : 1; bool xf8_25_angularEnabled : 1; }; u8 _dummy = 0; }; bool xf9_standardCollider = false; zeus::CVector3f xfc_constantForce; zeus::CAxisAngle x108_angularMomentum; zeus::CMatrix3f x114_; zeus::CVector3f x138_velocity; zeus::CAxisAngle x144_angularVelocity; zeus::CVector3f x150_momentum; zeus::CVector3f x15c_force; zeus::CVector3f x168_impulse; zeus::CAxisAngle x174_torque; zeus::CAxisAngle x180_angularImpulse; zeus::CVector3f x18c_moveImpulse; zeus::CAxisAngle x198_moveAngularImpulse; zeus::CAABox x1a4_baseBoundingBox; CCollidableAABox x1c0_collisionPrimitive; zeus::CVector3f x1e8_primitiveOffset; CMotionState x1f4_lastNonCollidingState; std::optional x228_lastFloorPlaneNormal; float x238_maximumCollisionVelocity = 1000000.0f; float x23c_stepUpHeight; float x240_stepDownHeight; float x244_restitutionCoefModifier = 0.f; float x248_collisionAccuracyModifier = 1.f; u32 x24c_numTicksStuck = 0; u32 x250_numTicksPartialUpdate = 0; public: CPhysicsActor(TUniqueId, bool, std::string_view, const CEntityInfo&, const zeus::CTransform&, CModelData&&, const CMaterialList&, const zeus::CAABox&, const SMoverData&, const CActorParameters&, float, float); void Render(const CStateManager& mgr) const override; zeus::CVector3f GetOrbitPosition(const CStateManager&) const override; zeus::CVector3f GetAimPosition(const CStateManager&, float val) const override; virtual const CCollisionPrimitive* GetCollisionPrimitive() const; virtual zeus::CTransform GetPrimitiveTransform() const; virtual void CollidedWith(TUniqueId, const CCollisionInfoList&, CStateManager&); virtual float GetStepUpHeight() const; virtual float GetStepDownHeight() const; virtual float GetWeight() const; float GetMass() const { return xe8_mass; } void SetPrimitiveOffset(const zeus::CVector2f& offset); const zeus::CVector3f& GetPrimitiveOffset() const { return x1e8_primitiveOffset; } void MoveCollisionPrimitive(const zeus::CVector3f& offset); void SetBoundingBox(const zeus::CAABox& box); zeus::CAABox GetMotionVolume(float dt) const; zeus::CVector3f CalculateNewVelocityWR_UsingImpulses() const; zeus::CAABox GetBoundingBox() const; const zeus::CAABox& GetBaseBoundingBox() const; void AddMotionState(const CMotionState& mst); CMotionState GetMotionState() const; const CMotionState& GetLastNonCollidingState() const { return x1f4_lastNonCollidingState; } void SetLastNonCollidingState(const CMotionState& mst) { x1f4_lastNonCollidingState = mst; } void SetMotionState(const CMotionState& mst); float GetMaximumCollisionVelocity() const { return x238_maximumCollisionVelocity; } void SetMaximumCollisionVelocity(float v) { x238_maximumCollisionVelocity = v; } void SetInertiaTensorScalar(float tensor); void SetMass(float mass); void SetAngularVelocityOR(const zeus::CAxisAngle& angVel); zeus::CAxisAngle GetAngularVelocityOR() const; const zeus::CAxisAngle& GetAngularVelocityWR() const { return x144_angularVelocity; } void SetAngularVelocityWR(const zeus::CAxisAngle& angVel); const zeus::CVector3f& GetForceOR() const { return x15c_force; } const zeus::CVector3f& GetImpulseOR() const { return x168_impulse; } const zeus::CVector3f& GetMoveImpulseOR() const { return x18c_moveImpulse; } void SetVelocityWR(const zeus::CVector3f& vel); void SetVelocityOR(const zeus::CVector3f& vel); void SetMomentumWR(const zeus::CVector3f& m) { x150_momentum = m; } const zeus::CVector3f& GetConstantForce() const { return xfc_constantForce; } void SetConstantForce(const zeus::CVector3f& f) { xfc_constantForce = f; } void SetAngularMomentum(const zeus::CAxisAngle& m) { x108_angularMomentum = m; } const zeus::CVector3f& GetMomentum() const { return x150_momentum; } const zeus::CVector3f& GetVelocity() const { return x138_velocity; } const zeus::CAxisAngle& GetAngularImpulse() const { return x180_angularImpulse; } void SetAngularImpulse(const zeus::CAxisAngle& i) { x180_angularImpulse = i; } zeus::CVector3f GetTotalForcesWR() const; void RotateInOneFrameOR(const zeus::CQuaternion& q, float d); void MoveInOneFrameOR(const zeus::CVector3f& trans, float d); void RotateToOR(const zeus::CQuaternion& q, float d); void MoveToOR(const zeus::CVector3f& trans, float d); void MoveToInOneFrameWR(const zeus::CVector3f& v1, float d); void MoveToWR(const zeus::CVector3f& trans, float d); zeus::CAxisAngle GetRotateToORAngularMomentumWR(const zeus::CQuaternion& q, float d) const; zeus::CVector3f GetMoveToORImpulseWR(const zeus::CVector3f& trans, float d) const; void ClearImpulses(); void ClearForcesAndTorques(); void Stop(); void ComputeDerivedQuantities(); bool WillMove(const CStateManager&) const; void SetPhysicsState(const CPhysicsState& state); CPhysicsState GetPhysicsState() const; bool IsMovable() const { return xf8_24_movable; } void SetMovable(bool m) { xf8_24_movable = m; } bool IsAngularEnabled() const { return xf8_25_angularEnabled; } void SetAngularEnabled(bool e) { xf8_25_angularEnabled = e; } float GetCollisionAccuracyModifier() const { return x248_collisionAccuracyModifier; } void SetCollisionAccuracyModifier(float m) { x248_collisionAccuracyModifier = m; } float GetCoefficientOfRestitutionModifier() const { return x244_restitutionCoefModifier; } void SetCoefficientOfRestitutionModifier(float m) { x244_restitutionCoefModifier = m; } bool IsUseStandardCollider() const { return xf9_standardCollider; } u32 GetNumTicksPartialUpdate() const { return x250_numTicksPartialUpdate; } void SetNumTicksPartialUpdate(u32 t) { x250_numTicksPartialUpdate = t; } u32 GetNumTicksStuck() const { return x24c_numTicksStuck; } void SetNumTicksStuck(u32 t) { x24c_numTicksStuck = t; } const std::optional& GetLastFloorPlaneNormal() const { return x228_lastFloorPlaneNormal; } void SetLastFloorPlaneNormal(const std::optional& n) { x228_lastFloorPlaneNormal = n; } CMotionState PredictMotion_Internal(float) const; CMotionState PredictMotion(float dt) const; CMotionState PredictLinearMotion(float dt) const; CMotionState PredictAngularMotion(float dt) const; void ApplyForceOR(const zeus::CVector3f& force, const zeus::CAxisAngle& angle); void ApplyForceWR(const zeus::CVector3f& force, const zeus::CAxisAngle& angle); void ApplyImpulseOR(const zeus::CVector3f& impulse, const zeus::CAxisAngle& angle); void ApplyImpulseWR(const zeus::CVector3f& impulse, const zeus::CAxisAngle& angle); void ApplyTorqueWR(const zeus::CVector3f& torque); void UseCollisionImpulses(); static constexpr float GravityConstant() { return 9.81f * 2.5f; } /* 9.81 m/s ^ 2 is normal acceleration under earth gravity, Tallon 4 is 2.5 times that */ }; } // namespace urde