mirror of https://github.com/AxioDL/metaforce.git
442 lines
16 KiB
C++
442 lines
16 KiB
C++
#include "Runtime/Character/CBodyStateInfo.hpp"
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#include "Runtime/Character/CBodyController.hpp"
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#include "Runtime/World/CActor.hpp"
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namespace metaforce {
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CBodyStateInfo::CBodyStateInfo(CActor& actor, EBodyType type) {
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x34_24_changeLocoAtEndOfAnimOnly = false;
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const CPASDatabase& pasDatabase = actor.GetModelData()->GetAnimationData()->GetCharacterInfo().GetPASDatabase();
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for (size_t i = 0; i < pasDatabase.GetNumAnimStates(); ++i) {
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const CPASAnimState* state = pasDatabase.GetAnimStateByIndex(i);
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std::unique_ptr<CBodyState> bs;
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switch (type) {
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case EBodyType::BiPedal:
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bs = SetupBiPedalBodyStates(state->GetStateId(), actor);
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break;
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case EBodyType::Restricted:
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default:
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bs = SetupRestrictedBodyStates(state->GetStateId(), actor);
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break;
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case EBodyType::Flyer:
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bs = SetupFlyerBodyStates(state->GetStateId(), actor);
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break;
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case EBodyType::Pitchable:
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bs = SetupPitchableBodyStates(state->GetStateId(), actor);
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break;
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case EBodyType::WallWalker:
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bs = SetupWallWalkerBodyStates(state->GetStateId(), actor);
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break;
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case EBodyType::NewFlyer:
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bs = SetupNewFlyerBodyStates(state->GetStateId(), actor);
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break;
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case EBodyType::RestrictedFlyer:
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bs = SetupRestrictedFlyerBodyStates(state->GetStateId(), actor);
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break;
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}
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if (bs)
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x0_stateMap[pas::EAnimationState(state->GetStateId())] = std::move(bs);
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}
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x1c_additiveStates.reserve(4);
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x1c_additiveStates.emplace_back(pas::EAnimationState::AdditiveIdle, std::make_unique<CABSIdle>());
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x1c_additiveStates.emplace_back(pas::EAnimationState::AdditiveAim, std::make_unique<CABSAim>());
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x1c_additiveStates.emplace_back(pas::EAnimationState::AdditiveFlinch, std::make_unique<CABSFlinch>());
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x1c_additiveStates.emplace_back(pas::EAnimationState::AdditiveReaction, std::make_unique<CABSReaction>());
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}
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std::unique_ptr<CBodyState> CBodyStateInfo::SetupRestrictedFlyerBodyStates(pas::EAnimationState stateId,
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CActor& actor) const {
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switch (stateId) {
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case pas::EAnimationState::Fall:
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return std::make_unique<CBSFall>();
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case pas::EAnimationState::Getup:
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return std::make_unique<CBSGetup>();
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case pas::EAnimationState::LieOnGround:
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return std::make_unique<CBSLieOnGround>(actor);
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case pas::EAnimationState::Step:
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return std::make_unique<CBSStep>();
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case pas::EAnimationState::Death:
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return std::make_unique<CBSDie>();
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case pas::EAnimationState::Locomotion:
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return std::make_unique<CBSRestrictedFlyerLocomotion>(actor);
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case pas::EAnimationState::KnockBack:
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return std::make_unique<CBSKnockBack>();
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case pas::EAnimationState::MeleeAttack:
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return std::make_unique<CBSAttack>();
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case pas::EAnimationState::ProjectileAttack:
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return std::make_unique<CBSProjectileAttack>();
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case pas::EAnimationState::LoopAttack:
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return std::make_unique<CBSLoopAttack>();
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case pas::EAnimationState::Turn:
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return std::make_unique<CBSTurn>();
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case pas::EAnimationState::LoopReaction:
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return std::make_unique<CBSLoopReaction>();
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case pas::EAnimationState::GroundHit:
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return std::make_unique<CBSGroundHit>();
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case pas::EAnimationState::Generate:
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return std::make_unique<CBSGenerate>();
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case pas::EAnimationState::Jump:
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return std::make_unique<CBSJump>();
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case pas::EAnimationState::Hurled:
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return std::make_unique<CBSHurled>();
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case pas::EAnimationState::Slide:
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return std::make_unique<CBSSlide>();
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case pas::EAnimationState::Taunt:
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return std::make_unique<CBSTaunt>();
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case pas::EAnimationState::Scripted:
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return std::make_unique<CBSScripted>();
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default:
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return {};
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}
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}
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std::unique_ptr<CBodyState> CBodyStateInfo::SetupNewFlyerBodyStates(pas::EAnimationState stateId, CActor& actor) const {
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switch (stateId) {
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case pas::EAnimationState::Fall:
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return std::make_unique<CBSFall>();
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case pas::EAnimationState::Getup:
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return std::make_unique<CBSGetup>();
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case pas::EAnimationState::LieOnGround:
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return std::make_unique<CBSLieOnGround>(actor);
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case pas::EAnimationState::Step:
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return std::make_unique<CBSStep>();
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case pas::EAnimationState::Death:
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return std::make_unique<CBSDie>();
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case pas::EAnimationState::Locomotion:
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return std::make_unique<CBSNewFlyerLocomotion>(actor);
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case pas::EAnimationState::KnockBack:
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return std::make_unique<CBSKnockBack>();
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case pas::EAnimationState::MeleeAttack:
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return std::make_unique<CBSAttack>();
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case pas::EAnimationState::ProjectileAttack:
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return std::make_unique<CBSProjectileAttack>();
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case pas::EAnimationState::LoopAttack:
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return std::make_unique<CBSLoopAttack>();
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case pas::EAnimationState::Turn:
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return std::make_unique<CBSTurn>();
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case pas::EAnimationState::LoopReaction:
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return std::make_unique<CBSLoopReaction>();
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case pas::EAnimationState::GroundHit:
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return std::make_unique<CBSGroundHit>();
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case pas::EAnimationState::Generate:
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return std::make_unique<CBSGenerate>();
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case pas::EAnimationState::Jump:
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return std::make_unique<CBSJump>();
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case pas::EAnimationState::Hurled:
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return std::make_unique<CBSHurled>();
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case pas::EAnimationState::Slide:
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return std::make_unique<CBSSlide>();
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case pas::EAnimationState::Taunt:
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return std::make_unique<CBSTaunt>();
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case pas::EAnimationState::Scripted:
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return std::make_unique<CBSScripted>();
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default:
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return {};
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}
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}
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std::unique_ptr<CBodyState> CBodyStateInfo::SetupWallWalkerBodyStates(pas::EAnimationState stateId,
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CActor& actor) const {
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switch (stateId) {
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case pas::EAnimationState::Fall:
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return std::make_unique<CBSFall>();
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case pas::EAnimationState::Getup:
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return std::make_unique<CBSGetup>();
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case pas::EAnimationState::LieOnGround:
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return std::make_unique<CBSLieOnGround>(actor);
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case pas::EAnimationState::Step:
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return std::make_unique<CBSStep>();
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case pas::EAnimationState::Death:
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return std::make_unique<CBSDie>();
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case pas::EAnimationState::Locomotion:
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return std::make_unique<CBSWallWalkerLocomotion>(actor);
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case pas::EAnimationState::KnockBack:
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return std::make_unique<CBSKnockBack>();
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case pas::EAnimationState::MeleeAttack:
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return std::make_unique<CBSAttack>();
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case pas::EAnimationState::ProjectileAttack:
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return std::make_unique<CBSProjectileAttack>();
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case pas::EAnimationState::LoopAttack:
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return std::make_unique<CBSLoopAttack>();
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case pas::EAnimationState::Turn:
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return std::make_unique<CBSFlyerTurn>();
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case pas::EAnimationState::LoopReaction:
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return std::make_unique<CBSLoopReaction>();
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case pas::EAnimationState::GroundHit:
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return std::make_unique<CBSGroundHit>();
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case pas::EAnimationState::Generate:
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return std::make_unique<CBSGenerate>();
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case pas::EAnimationState::Jump:
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return std::make_unique<CBSJump>();
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case pas::EAnimationState::Hurled:
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return std::make_unique<CBSHurled>();
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case pas::EAnimationState::Slide:
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return std::make_unique<CBSSlide>();
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case pas::EAnimationState::Taunt:
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return std::make_unique<CBSTaunt>();
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case pas::EAnimationState::Scripted:
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return std::make_unique<CBSScripted>();
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default:
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return {};
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}
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}
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std::unique_ptr<CBodyState> CBodyStateInfo::SetupPitchableBodyStates(pas::EAnimationState stateId,
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CActor& actor) const {
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switch (stateId) {
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case pas::EAnimationState::Fall:
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return std::make_unique<CBSFall>();
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case pas::EAnimationState::Getup:
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return std::make_unique<CBSGetup>();
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case pas::EAnimationState::LieOnGround:
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return std::make_unique<CBSLieOnGround>(actor);
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case pas::EAnimationState::Step:
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return std::make_unique<CBSStep>();
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case pas::EAnimationState::Death:
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return std::make_unique<CBSDie>();
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case pas::EAnimationState::Locomotion:
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return std::make_unique<CBSFlyerLocomotion>(actor, true);
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case pas::EAnimationState::KnockBack:
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return std::make_unique<CBSKnockBack>();
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case pas::EAnimationState::MeleeAttack:
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return std::make_unique<CBSAttack>();
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case pas::EAnimationState::ProjectileAttack:
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return std::make_unique<CBSProjectileAttack>();
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case pas::EAnimationState::LoopAttack:
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return std::make_unique<CBSLoopAttack>();
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case pas::EAnimationState::Turn:
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return std::make_unique<CBSFlyerTurn>();
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case pas::EAnimationState::LoopReaction:
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return std::make_unique<CBSLoopReaction>();
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case pas::EAnimationState::GroundHit:
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return std::make_unique<CBSGroundHit>();
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case pas::EAnimationState::Generate:
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return std::make_unique<CBSGenerate>();
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case pas::EAnimationState::Jump:
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return std::make_unique<CBSJump>();
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case pas::EAnimationState::Hurled:
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return std::make_unique<CBSHurled>();
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case pas::EAnimationState::Slide:
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return std::make_unique<CBSSlide>();
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case pas::EAnimationState::Taunt:
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return std::make_unique<CBSTaunt>();
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case pas::EAnimationState::Scripted:
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return std::make_unique<CBSScripted>();
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default:
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return {};
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}
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}
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std::unique_ptr<CBodyState> CBodyStateInfo::SetupFlyerBodyStates(pas::EAnimationState stateId, CActor& actor) const {
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switch (stateId) {
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case pas::EAnimationState::Fall:
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return std::make_unique<CBSFall>();
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case pas::EAnimationState::Getup:
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return std::make_unique<CBSGetup>();
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case pas::EAnimationState::LieOnGround:
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return std::make_unique<CBSLieOnGround>(actor);
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case pas::EAnimationState::Step:
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return std::make_unique<CBSStep>();
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case pas::EAnimationState::Death:
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return std::make_unique<CBSDie>();
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case pas::EAnimationState::Locomotion:
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return std::make_unique<CBSFlyerLocomotion>(actor, false);
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case pas::EAnimationState::KnockBack:
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return std::make_unique<CBSKnockBack>();
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case pas::EAnimationState::MeleeAttack:
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return std::make_unique<CBSAttack>();
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case pas::EAnimationState::ProjectileAttack:
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return std::make_unique<CBSProjectileAttack>();
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case pas::EAnimationState::LoopAttack:
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return std::make_unique<CBSLoopAttack>();
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case pas::EAnimationState::Turn:
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return std::make_unique<CBSFlyerTurn>();
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case pas::EAnimationState::LoopReaction:
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return std::make_unique<CBSLoopReaction>();
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case pas::EAnimationState::GroundHit:
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return std::make_unique<CBSGroundHit>();
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case pas::EAnimationState::Generate:
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return std::make_unique<CBSGenerate>();
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case pas::EAnimationState::Jump:
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return std::make_unique<CBSJump>();
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case pas::EAnimationState::Hurled:
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return std::make_unique<CBSHurled>();
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case pas::EAnimationState::Slide:
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return std::make_unique<CBSSlide>();
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case pas::EAnimationState::Taunt:
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return std::make_unique<CBSTaunt>();
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case pas::EAnimationState::Scripted:
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return std::make_unique<CBSScripted>();
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default:
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return {};
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}
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}
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std::unique_ptr<CBodyState> CBodyStateInfo::SetupRestrictedBodyStates(pas::EAnimationState stateId,
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CActor& actor) const {
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switch (stateId) {
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case pas::EAnimationState::Fall:
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return std::make_unique<CBSFall>();
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case pas::EAnimationState::Getup:
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return std::make_unique<CBSGetup>();
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case pas::EAnimationState::LieOnGround:
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return std::make_unique<CBSLieOnGround>(actor);
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case pas::EAnimationState::Step:
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return std::make_unique<CBSStep>();
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case pas::EAnimationState::Death:
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return std::make_unique<CBSDie>();
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case pas::EAnimationState::Locomotion:
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return std::make_unique<CBSRestrictedLocomotion>(actor);
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case pas::EAnimationState::KnockBack:
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return std::make_unique<CBSKnockBack>();
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case pas::EAnimationState::MeleeAttack:
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return std::make_unique<CBSAttack>();
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case pas::EAnimationState::ProjectileAttack:
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return std::make_unique<CBSProjectileAttack>();
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case pas::EAnimationState::LoopAttack:
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return std::make_unique<CBSLoopAttack>();
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case pas::EAnimationState::Turn:
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return std::make_unique<CBSTurn>();
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case pas::EAnimationState::LoopReaction:
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return std::make_unique<CBSLoopReaction>();
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case pas::EAnimationState::GroundHit:
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return std::make_unique<CBSGroundHit>();
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case pas::EAnimationState::Generate:
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return std::make_unique<CBSGenerate>();
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case pas::EAnimationState::Jump:
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return std::make_unique<CBSJump>();
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case pas::EAnimationState::Hurled:
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return std::make_unique<CBSHurled>();
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case pas::EAnimationState::Slide:
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return std::make_unique<CBSSlide>();
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case pas::EAnimationState::Taunt:
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return std::make_unique<CBSTaunt>();
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case pas::EAnimationState::Scripted:
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return std::make_unique<CBSScripted>();
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case pas::EAnimationState::Cover:
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return std::make_unique<CBSCover>();
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default:
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return {};
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}
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}
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std::unique_ptr<CBodyState> CBodyStateInfo::SetupBiPedalBodyStates(pas::EAnimationState stateId, CActor& actor) const {
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switch (stateId) {
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case pas::EAnimationState::Fall:
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return std::make_unique<CBSFall>();
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case pas::EAnimationState::Getup:
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return std::make_unique<CBSGetup>();
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case pas::EAnimationState::LieOnGround:
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return std::make_unique<CBSLieOnGround>(actor);
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case pas::EAnimationState::Step:
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return std::make_unique<CBSStep>();
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case pas::EAnimationState::Death:
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return std::make_unique<CBSDie>();
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case pas::EAnimationState::Locomotion:
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return std::make_unique<CBSBiPedLocomotion>(actor);
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case pas::EAnimationState::KnockBack:
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return std::make_unique<CBSKnockBack>();
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case pas::EAnimationState::MeleeAttack:
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return std::make_unique<CBSAttack>();
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case pas::EAnimationState::ProjectileAttack:
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return std::make_unique<CBSProjectileAttack>();
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case pas::EAnimationState::LoopAttack:
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return std::make_unique<CBSLoopAttack>();
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case pas::EAnimationState::Turn:
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return std::make_unique<CBSTurn>();
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case pas::EAnimationState::LoopReaction:
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return std::make_unique<CBSLoopReaction>();
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case pas::EAnimationState::GroundHit:
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return std::make_unique<CBSGroundHit>();
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case pas::EAnimationState::Generate:
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return std::make_unique<CBSGenerate>();
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case pas::EAnimationState::Jump:
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return std::make_unique<CBSJump>();
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case pas::EAnimationState::Hurled:
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return std::make_unique<CBSHurled>();
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case pas::EAnimationState::Slide:
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return std::make_unique<CBSSlide>();
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case pas::EAnimationState::Taunt:
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return std::make_unique<CBSTaunt>();
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case pas::EAnimationState::Scripted:
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return std::make_unique<CBSScripted>();
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case pas::EAnimationState::Cover:
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return std::make_unique<CBSCover>();
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case pas::EAnimationState::WallHang:
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return std::make_unique<CBSWallHang>();
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default:
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return {};
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}
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}
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float CBodyStateInfo::GetLocomotionSpeed(pas::ELocomotionAnim anim) const {
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auto search = x0_stateMap.find(pas::EAnimationState::Locomotion);
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if (search != x0_stateMap.cend() && search->second && x18_bodyController) {
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const CBSLocomotion& bs = static_cast<const CBSLocomotion&>(*search->second);
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return bs.GetLocomotionSpeed(x18_bodyController->GetLocomotionType(), anim);
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}
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return 0.f;
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}
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float CBodyStateInfo::GetMaxSpeed() const {
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float ret = GetLocomotionSpeed(pas::ELocomotionAnim::Run);
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if (std::fabs(ret) < 0.00001f) {
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for (int i = 0; i < 8; ++i) {
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float tmp = GetLocomotionSpeed(pas::ELocomotionAnim(i));
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if (tmp > ret)
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ret = tmp;
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}
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}
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return ret;
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}
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CBodyState* CBodyStateInfo::GetCurrentState() {
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auto search = x0_stateMap.find(x14_state);
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if (search == x0_stateMap.end())
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return nullptr;
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return search->second.get();
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}
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const CBodyState* CBodyStateInfo::GetCurrentState() const {
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auto search = x0_stateMap.find(x14_state);
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if (search == x0_stateMap.end())
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return nullptr;
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return search->second.get();
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}
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void CBodyStateInfo::SetState(pas::EAnimationState s) {
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auto search = x0_stateMap.find(s);
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if (search == x0_stateMap.end())
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return;
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x14_state = s;
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}
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CAdditiveBodyState* CBodyStateInfo::GetCurrentAdditiveState() {
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for (auto& state : x1c_additiveStates) {
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if (x2c_additiveState == state.first)
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return state.second.get();
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}
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return nullptr;
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}
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void CBodyStateInfo::SetAdditiveState(pas::EAnimationState s) {
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for (auto& state : x1c_additiveStates) {
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if (s == state.first) {
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x2c_additiveState = s;
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return;
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}
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}
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}
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bool CBodyStateInfo::ApplyHeadTracking() const {
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if (x14_state == pas::EAnimationState::Invalid)
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return false;
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return GetCurrentState()->ApplyHeadTracking();
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}
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} // namespace metaforce
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