mirror of https://github.com/AxioDL/metaforce.git
176 lines
6.5 KiB
C++
176 lines
6.5 KiB
C++
#ifndef __URDE_CPHYSICSACTOR_HPP__
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#define __URDE_CPHYSICSACTOR_HPP__
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#include "CActor.hpp"
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#include "Collision/CCollidableAABox.hpp"
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namespace urde
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{
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class CCollisionInfoList;
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struct SMoverData;
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struct SMoverData
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{
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zeus::CVector3f x0_velocity;
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zeus::CAxisAngle xc_angularVelocity;
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zeus::CVector3f x18_;
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zeus::CAxisAngle x24_;
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float x30_mass;
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SMoverData(float mass) : x30_mass(mass) {}
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};
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struct CMotionState
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{
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zeus::CVector3f x0_translation;
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zeus::CNUQuaternion xc_orientation;
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zeus::CVector3f x1c_velocity;
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zeus::CAxisAngle x28_angularMomentum;
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CMotionState(const zeus::CVector3f& origin, const zeus::CNUQuaternion& orientation, const zeus::CVector3f& velocity,
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const zeus::CAxisAngle& angle)
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: x0_translation(origin), xc_orientation(orientation), x1c_velocity(velocity), x28_angularMomentum(angle)
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{
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}
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};
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class CPhysicsState
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{
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zeus::CVector3f x0_translation;
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zeus::CQuaternion xc_orientation;
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zeus::CVector3f x1c_constantForce;
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zeus::CAxisAngle x28_angularMomentum;
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zeus::CVector3f x34_momentum;
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zeus::CVector3f x40_force;
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zeus::CVector3f x4c_impulse;
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zeus::CAxisAngle x58_torque;
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zeus::CAxisAngle x64_angularImpulse;
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public:
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CPhysicsState(const zeus::CVector3f&, const zeus::CQuaternion&, const zeus::CVector3f&, const zeus::CAxisAngle&,
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const zeus::CVector3f&, const zeus::CVector3f&, const zeus::CVector3f&, const zeus::CAxisAngle&,
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const zeus::CAxisAngle&);
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void SetOrientation(const zeus::CQuaternion&);
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const zeus::CQuaternion& GetOrientation() const;
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void SetTranslation(const zeus::CVector3f&);
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const zeus::CVector3f& GetTranslation() const;
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const zeus::CVector3f& GetConstantForceWR() const;
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const zeus::CAxisAngle& GetAngularMomentumWR() const;
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const zeus::CVector3f& GetMomentumWR() const;
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const zeus::CVector3f& GetForceWR() const;
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const zeus::CVector3f& GetImpulseWR() const;
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const zeus::CAxisAngle& GetTorque() const;
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const zeus::CAxisAngle& GetAngularImpulseWR() const;
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};
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class CPhysicsActor : public CActor
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{
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protected:
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float xe8_mass;
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float xec_massRecip;
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float xf0_inertiaTensor;
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float xf4_inertiaTensorRecip;
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union {
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struct
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{
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bool xf8_24_ : 1;
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bool xf8_25_ : 1;
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};
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u8 _dummy = 0;
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};
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bool xf9_ = false;
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zeus::CVector3f xfc_constantForce;
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zeus::CAxisAngle x108_angularMomentum;
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zeus::CMatrix3f x114_;
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zeus::CVector3f x138_velocity;
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zeus::CAxisAngle x144_angularVelocity;
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zeus::CVector3f x150_momentum;
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zeus::CVector3f x15c_force;
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zeus::CVector3f x168_impulse;
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zeus::CAxisAngle x174_torque;
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zeus::CAxisAngle x180_angularImpulse;
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zeus::CVector3f x18c_;
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zeus::CAxisAngle x198_;
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zeus::CAABox x1a4_baseBoundingBox;
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CCollidableAABox x1c0_collisionPrimitive;
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zeus::CVector3f x1e8_primitiveOffset;
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zeus::CVector3f x1f4_translation;
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zeus::CNUQuaternion x200_orientation;
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zeus::CAxisAngle x210_;
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zeus::CAxisAngle x21c_;
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bool x234_ = false;
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float x238_ = 1000000.0f;
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float x23c_stepUpHeight;
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float x240_stepDownHeight;
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float x244_restitutionCoefModifier = 0.f;
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float x248_collisionAccuracyModifier = 1.f;
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u32 x24c_;
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u32 x250_;
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public:
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CPhysicsActor(TUniqueId, bool, const std::string&, const CEntityInfo&, const zeus::CTransform&, CModelData&&,
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const CMaterialList&, const zeus::CAABox&, const SMoverData&, const CActorParameters&, float, float);
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void Render(const CStateManager& mgr) const;
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zeus::CVector3f GetOrbitPosition(const CStateManager&) const;
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zeus::CVector3f GetAimPosition(const CStateManager&, float val) const;
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virtual const CCollisionPrimitive& GetCollisionPrimitive() const;
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virtual zeus::CTransform GetPrimitiveTransform() const;
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virtual void CollidedWith(const TUniqueId&, const CCollisionInfoList&, CStateManager&);
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virtual float GetStepUpHeight() const;
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virtual float GetStepDownHeight() const;
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virtual float GetWeight() const;
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void sub_8011A4C(float f);
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float sub_8011A4B8() const;
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void SetPrimitiveOffset(const zeus::CVector2f& offset);
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zeus::CVector3f GetPrimitiveOffset();
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void MoveCollisionPrimitive(const zeus::CVector3f& offset);
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void SetBoundingBox(const zeus::CAABox& box);
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zeus::CAABox GetMotionVolume(float f31) const;
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zeus::CVector3f CalculateNewVelocityWR_UsingImpulses() const;
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zeus::CAABox GetBoundingBox() const;
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const zeus::CAABox& GetBaseBoundingBox() const;
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void AddMotionState(const CMotionState& mst);
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CMotionState GetMotionState() const;
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void SetMotionState(const CMotionState& mst);
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void SetInertiaTensorScalar(float tensor);
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void SetMass(float mass);
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void SetAngularVelocityOR(const zeus::CAxisAngle& angVel);
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zeus::CAxisAngle GetAngularVelocityOR() const;
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void SetAngularVelocityWR(const zeus::CAxisAngle& angVel);
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void SetVelocityWR(const zeus::CVector3f& vel);
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void SetVelocityOR(const zeus::CVector3f& vel);
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zeus::CVector3f GetTotalForcesWR() const;
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void RotateInOneFrameOR(const zeus::CQuaternion& q, float d);
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void MoveInOneFrameOR(const zeus::CVector3f& trans, float d);
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void RotateToOR(const zeus::CQuaternion& q, float d);
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void MoveToOR(const zeus::CVector3f& trans, float d);
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void sub_8011B098(const zeus::CVector3f& v1, float d);
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void MoveToWR(const zeus::CVector3f& trans, float d);
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zeus::CAxisAngle GetRotateToORAngularMomentumWR(const zeus::CQuaternion& q, float d) const;
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zeus::CVector3f GetMoveToORImpulseWR(const zeus::CVector3f& trans, float d) const;
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void ClearImpulses();
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void ClearForcesAndTorques();
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void Stop();
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void ComputeDerivedQuantities();
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bool WillMove(const CStateManager&);
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void SetPhysicsState(const CPhysicsState& state);
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CPhysicsState GetPhysicsState() const;
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CMotionState PredictMotion_Internal(float) const;
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CMotionState PredictMotion(float dt) const;
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CMotionState PredictLinearMotion(float dt) const;
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CMotionState PredictAngularMotion(float dt) const;
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void ApplyForceOR(const zeus::CVector3f& force, const zeus::CAxisAngle& angle);
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void ApplyForceWR(const zeus::CVector3f& force, const zeus::CAxisAngle& angle);
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void ApplyImpulseOR(const zeus::CVector3f& impulse, const zeus::CAxisAngle& angle);
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void ApplyImpulseWR(const zeus::CVector3f& impulse, const zeus::CAxisAngle& angle);
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void ApplyTorqueWR(const zeus::CVector3f& torque);
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void UseCollisionImpulses();
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};
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}
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#endif // __URDE_CPHYSICSACTOR_HPP__
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