mirror of https://github.com/AxioDL/metaforce.git
314 lines
12 KiB
C++
314 lines
12 KiB
C++
#include "Runtime/World/CPhysicsActor.hpp"
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#include "TCastTo.hpp" // Generated file, do not modify include path
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namespace urde {
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CPhysicsActor::CPhysicsActor(TUniqueId uid, bool active, std::string_view name, const CEntityInfo& info,
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const zeus::CTransform& xf, CModelData&& mData, const CMaterialList& matList,
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const zeus::CAABox& box, const SMoverData& moverData, const CActorParameters& actorParms,
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float stepUp, float stepDown)
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: CActor(uid, active, name, info, xf, std::move(mData), matList, actorParms, kInvalidUniqueId)
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, xe8_mass(moverData.x30_mass)
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, xec_massRecip(moverData.x30_mass > 0.f ? 1.f / moverData.x30_mass : 1.f)
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, x150_momentum(moverData.x18_momentum)
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, x1a4_baseBoundingBox(box)
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, x1c0_collisionPrimitive(box, matList)
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, x1f4_lastNonCollidingState(xf.origin, xf.buildMatrix3f())
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, x23c_stepUpHeight(stepUp)
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, x240_stepDownHeight(stepDown) {
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SetMass(moverData.x30_mass);
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MoveCollisionPrimitive(zeus::skZero3f);
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SetVelocityOR(moverData.x0_velocity);
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SetAngularVelocityOR(moverData.xc_angularVelocity);
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ComputeDerivedQuantities();
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}
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void CPhysicsActor::Render(CStateManager& mgr) { CActor::Render(mgr); }
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zeus::CVector3f CPhysicsActor::GetOrbitPosition(const CStateManager&) const { return GetBoundingBox().center(); }
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zeus::CVector3f CPhysicsActor::GetAimPosition(const CStateManager&, float dt) const {
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if (dt <= 0.0)
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return GetBoundingBox().center();
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zeus::CVector3f trans = PredictMotion(dt).x0_translation;
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return GetBoundingBox().center() + trans;
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}
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void CPhysicsActor::CollidedWith(TUniqueId, const CCollisionInfoList&, CStateManager&) {}
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const CCollisionPrimitive* CPhysicsActor::GetCollisionPrimitive() const { return &x1c0_collisionPrimitive; }
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zeus::CTransform CPhysicsActor::GetPrimitiveTransform() const {
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return zeus::CTransform::Translate(x34_transform.origin + x1e8_primitiveOffset);
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}
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float CPhysicsActor::GetStepUpHeight() const { return x23c_stepUpHeight; }
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float CPhysicsActor::GetStepDownHeight() const { return x240_stepDownHeight; }
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float CPhysicsActor::GetWeight() const { return CPhysicsActor::GravityConstant() * xe8_mass; }
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void CPhysicsActor::SetPrimitiveOffset(const zeus::CVector2f& offset) { x1e8_primitiveOffset = offset; }
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void CPhysicsActor::MoveCollisionPrimitive(const zeus::CVector3f& offset) { x1e8_primitiveOffset = offset; }
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void CPhysicsActor::SetBoundingBox(const zeus::CAABox& box) {
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x1a4_baseBoundingBox = box;
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MoveCollisionPrimitive(zeus::skZero3f);
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}
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zeus::CAABox CPhysicsActor::GetMotionVolume(float dt) const {
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zeus::CAABox aabox = GetCollisionPrimitive()->CalculateAABox(GetPrimitiveTransform());
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zeus::CVector3f velocity = CalculateNewVelocityWR_UsingImpulses();
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const zeus::CVector3f dv = (dt * velocity);
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aabox.accumulateBounds(aabox.max + dv);
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aabox.accumulateBounds(aabox.min + dv);
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float up = GetStepUpHeight();
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up = zeus::max(up, 0.f);
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aabox.accumulateBounds(aabox.max + zeus::CVector3f(0.5f, 0.5f, up + 1.f));
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float down = GetStepDownHeight();
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down = zeus::max(down, 0.f);
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aabox.accumulateBounds(aabox.min - zeus::CVector3f(0.5f, 0.5f, down + 1.5f));
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return aabox;
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}
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zeus::CVector3f CPhysicsActor::CalculateNewVelocityWR_UsingImpulses() const {
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return x138_velocity + xec_massRecip * (x168_impulse + x18c_moveImpulse);
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}
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zeus::CAABox CPhysicsActor::GetBoundingBox() const {
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return {x1a4_baseBoundingBox.min + x1e8_primitiveOffset + x34_transform.origin,
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x1a4_baseBoundingBox.max + x1e8_primitiveOffset + x34_transform.origin};
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}
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const zeus::CAABox& CPhysicsActor::GetBaseBoundingBox() const { return x1a4_baseBoundingBox; }
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void CPhysicsActor::AddMotionState(const CMotionState& mst) {
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zeus::CNUQuaternion q{x34_transform.buildMatrix3f()};
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q += mst.xc_orientation;
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zeus::CQuaternion quat = zeus::CQuaternion::fromNUQuaternion(q);
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// if (TCastToPtr<CPlayer>(this)) {
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// printf("ADD %f %f %f\n", float(mst.x0_translation.x()), float(mst.x0_translation.y()),
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// float(mst.x0_translation.z()));
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//}
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SetTransform(zeus::CTransform(quat, x34_transform.origin));
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SetTranslation(x34_transform.origin + mst.x0_translation);
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xfc_constantForce += mst.x1c_velocity;
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x108_angularMomentum += mst.x28_angularMomentum;
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ComputeDerivedQuantities();
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}
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CMotionState CPhysicsActor::GetMotionState() const {
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return {x34_transform.origin, {x34_transform.buildMatrix3f()}, xfc_constantForce, x108_angularMomentum};
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}
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void CPhysicsActor::SetMotionState(const CMotionState& mst) {
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SetTransform(zeus::CTransform(zeus::CQuaternion::fromNUQuaternion(mst.xc_orientation), x34_transform.origin));
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SetTranslation(mst.x0_translation);
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xfc_constantForce = mst.x1c_velocity;
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x108_angularMomentum = mst.x28_angularMomentum;
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ComputeDerivedQuantities();
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}
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void CPhysicsActor::SetInertiaTensorScalar(float tensor) {
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if (tensor <= 0.0f)
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tensor = 1.0f;
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xf0_inertiaTensor = tensor;
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xf4_inertiaTensorRecip = 1.0f / tensor;
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}
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void CPhysicsActor::SetMass(float mass) {
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xe8_mass = mass;
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float tensor = 1.0f;
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if (mass > 0.0f)
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tensor = 1.0f / mass;
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xec_massRecip = tensor;
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SetInertiaTensorScalar(0.16666667f * mass);
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}
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void CPhysicsActor::SetAngularVelocityOR(const zeus::CAxisAngle& angVel) {
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x144_angularVelocity = x34_transform.rotate(angVel);
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x108_angularMomentum = xf0_inertiaTensor * x144_angularVelocity;
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}
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zeus::CAxisAngle CPhysicsActor::GetAngularVelocityOR() const {
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return x34_transform.transposeRotate(x144_angularVelocity);
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}
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void CPhysicsActor::SetAngularVelocityWR(const zeus::CAxisAngle& angVel) {
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x144_angularVelocity = angVel;
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x108_angularMomentum = xf0_inertiaTensor * x144_angularVelocity;
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}
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void CPhysicsActor::SetVelocityWR(const zeus::CVector3f& vel) {
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x138_velocity = vel;
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xfc_constantForce = xe8_mass * x138_velocity;
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}
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void CPhysicsActor::SetVelocityOR(const zeus::CVector3f& vel) { SetVelocityWR(x34_transform.rotate(vel)); }
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zeus::CVector3f CPhysicsActor::GetTotalForcesWR() const { return x15c_force + x150_momentum; }
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void CPhysicsActor::RotateInOneFrameOR(const zeus::CQuaternion& q, float d) {
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x198_moveAngularImpulse += GetRotateToORAngularMomentumWR(q, d);
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}
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void CPhysicsActor::MoveInOneFrameOR(const zeus::CVector3f& trans, float d) {
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x18c_moveImpulse += GetMoveToORImpulseWR(trans, d);
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}
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void CPhysicsActor::RotateToOR(const zeus::CQuaternion& q, float d) {
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x108_angularMomentum = GetRotateToORAngularMomentumWR(q, d);
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ComputeDerivedQuantities();
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}
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void CPhysicsActor::MoveToOR(const zeus::CVector3f& trans, float d) {
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xfc_constantForce = GetMoveToORImpulseWR(trans, d);
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ComputeDerivedQuantities();
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}
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void CPhysicsActor::MoveToInOneFrameWR(const zeus::CVector3f& trans, float d) {
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x18c_moveImpulse += (1.f / d) * xe8_mass * (trans - x34_transform.origin);
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}
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void CPhysicsActor::MoveToWR(const zeus::CVector3f& trans, float d) {
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xfc_constantForce = (1.f / d) * xe8_mass * (trans - x34_transform.origin);
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ComputeDerivedQuantities();
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}
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zeus::CAxisAngle CPhysicsActor::GetRotateToORAngularMomentumWR(const zeus::CQuaternion& q, float d) const {
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if (q.w() > 0.99999976)
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return zeus::CAxisAngle();
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return (xf0_inertiaTensor *
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(((2.f * std::acos(q.w())) * (1.f / d)) * x34_transform.rotate(q.getImaginary()).normalized()));
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}
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zeus::CVector3f CPhysicsActor::GetMoveToORImpulseWR(const zeus::CVector3f& trans, float d) const {
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return (1.f / d) * xe8_mass * x34_transform.rotate(trans);
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}
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void CPhysicsActor::ClearImpulses() {
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x18c_moveImpulse = x168_impulse = zeus::skZero3f;
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x198_moveAngularImpulse = x180_angularImpulse = zeus::CAxisAngle();
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}
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void CPhysicsActor::ClearForcesAndTorques() {
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x18c_moveImpulse = x168_impulse = x15c_force = zeus::skZero3f;
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x198_moveAngularImpulse = x180_angularImpulse = x174_torque = zeus::CAxisAngle();
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}
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void CPhysicsActor::Stop() {
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ClearForcesAndTorques();
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xfc_constantForce = zeus::skZero3f;
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x108_angularMomentum = zeus::CAxisAngle();
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ComputeDerivedQuantities();
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}
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void CPhysicsActor::ComputeDerivedQuantities() {
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x138_velocity = xec_massRecip * xfc_constantForce;
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x114_ = x34_transform.buildMatrix3f();
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x144_angularVelocity = xf4_inertiaTensorRecip * x108_angularMomentum;
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}
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bool CPhysicsActor::WillMove(const CStateManager&) const {
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return !zeus::close_enough(zeus::skZero3f, x138_velocity) || !zeus::close_enough(zeus::skZero3f, x168_impulse) ||
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!zeus::close_enough(zeus::skZero3f, x174_torque) || !zeus::close_enough(zeus::skZero3f, x18c_moveImpulse) ||
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!zeus::close_enough(zeus::skZero3f, x144_angularVelocity) ||
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!zeus::close_enough(zeus::skZero3f, x180_angularImpulse) ||
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!zeus::close_enough(zeus::skZero3f, x198_moveAngularImpulse) ||
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!zeus::close_enough(zeus::skZero3f, GetTotalForcesWR());
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}
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void CPhysicsActor::SetPhysicsState(const CPhysicsState& state) {
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SetTranslation(state.GetTranslation());
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SetTransform(zeus::CTransform(state.GetOrientation(), x34_transform.origin));
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xfc_constantForce = state.GetConstantForceWR();
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x108_angularMomentum = state.GetAngularMomentumWR();
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x150_momentum = state.GetMomentumWR();
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x15c_force = state.GetForceWR();
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x168_impulse = state.GetImpulseWR();
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x174_torque = state.GetTorque();
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x180_angularImpulse = state.GetAngularImpulseWR();
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ComputeDerivedQuantities();
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}
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CPhysicsState CPhysicsActor::GetPhysicsState() const {
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return {x34_transform.origin, {x34_transform.buildMatrix3f()},
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xfc_constantForce, x108_angularMomentum,
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x150_momentum, x15c_force,
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x168_impulse, x174_torque,
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x180_angularImpulse};
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}
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CMotionState CPhysicsActor::PredictMotion_Internal(float dt) const {
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if (xf8_25_angularEnabled)
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return PredictLinearMotion(dt);
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CMotionState msl = PredictLinearMotion(dt);
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CMotionState msa = PredictAngularMotion(dt);
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return {msl.x0_translation, msa.xc_orientation, msl.x1c_velocity, msa.x28_angularMomentum};
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}
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CMotionState CPhysicsActor::PredictMotion(float dt) const {
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CMotionState msl = PredictLinearMotion(dt);
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CMotionState msa = PredictAngularMotion(dt);
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return {msl.x0_translation, msa.xc_orientation, msl.x1c_velocity, msa.x28_angularMomentum};
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}
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CMotionState CPhysicsActor::PredictLinearMotion(float dt) const {
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zeus::CVector3f velocity = CalculateNewVelocityWR_UsingImpulses();
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return {dt * velocity, zeus::CNUQuaternion(0.f, zeus::skZero3f), (dt * (x15c_force + x150_momentum)) + x168_impulse,
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zeus::CAxisAngle()};
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}
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CMotionState CPhysicsActor::PredictAngularMotion(float dt) const {
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const zeus::CVector3f v1 = xf4_inertiaTensorRecip * (x180_angularImpulse + x198_moveAngularImpulse);
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zeus::CNUQuaternion q = 0.5f * zeus::CNUQuaternion(0.f, x144_angularVelocity.getVector() + v1);
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CMotionState ret = {zeus::skZero3f, (q * zeus::CNUQuaternion(x34_transform.buildMatrix3f())) * dt, zeus::skZero3f,
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(x174_torque * dt) + x180_angularImpulse};
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return ret;
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}
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void CPhysicsActor::ApplyForceOR(const zeus::CVector3f& force, const zeus::CAxisAngle& torque) {
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x15c_force += x34_transform.rotate(force);
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x174_torque += x34_transform.rotate(torque);
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}
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void CPhysicsActor::ApplyForceWR(const zeus::CVector3f& force, const zeus::CAxisAngle& torque) {
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x15c_force += force;
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x174_torque += torque;
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}
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void CPhysicsActor::ApplyImpulseOR(const zeus::CVector3f& impulse, const zeus::CAxisAngle& angle) {
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x168_impulse += x34_transform.rotate(impulse);
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x180_angularImpulse += x34_transform.rotate(angle);
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}
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void CPhysicsActor::ApplyImpulseWR(const zeus::CVector3f& impulse, const zeus::CAxisAngle& angleImp) {
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x168_impulse += impulse;
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x180_angularImpulse += angleImp;
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}
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void CPhysicsActor::ApplyTorqueWR(const zeus::CVector3f& torque) { x174_torque += torque; }
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void CPhysicsActor::UseCollisionImpulses() {
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xfc_constantForce += x168_impulse;
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x108_angularMomentum += x180_angularImpulse;
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x168_impulse = zeus::skZero3f;
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x180_angularImpulse = zeus::CAxisAngle();
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ComputeDerivedQuantities();
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}
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} // namespace urde
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