mirror of https://github.com/AxioDL/metaforce.git
46 lines
2.5 KiB
C++
46 lines
2.5 KiB
C++
#pragma once
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#include "RetroTypes.hpp"
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#include "zeus/CVector3f.hpp"
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namespace urde
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{
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class CPhysicsActor;
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class CStateManager;
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class CSteeringBehaviors
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{
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float x0_ = M_PIF / 2.f;
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public:
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zeus::CVector3f Flee(const CPhysicsActor& actor, const zeus::CVector3f& v0) const;
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zeus::CVector3f Seek(const CPhysicsActor& actor, const zeus::CVector3f& target) const;
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zeus::CVector3f Arrival(const CPhysicsActor& actor, const zeus::CVector3f& v0, float f1) const;
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zeus::CVector3f Pursuit(const CPhysicsActor& actor, const zeus::CVector3f& v0, const zeus::CVector3f& v1) const;
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zeus::CVector3f Separation(const CPhysicsActor& actor, const zeus::CVector3f& pos, float separation) const;
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zeus::CVector3f Alignment(const CPhysicsActor& actor, rstl::reserved_vector<TUniqueId, 1024>& list,
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const CStateManager& mgr) const;
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zeus::CVector3f Cohesion(const CPhysicsActor& actor, rstl::reserved_vector<TUniqueId, 1024>& list,
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float f1, const CStateManager& mgr) const;
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zeus::CVector2f Flee2D(const CPhysicsActor& actor, const zeus::CVector2f& v0) const;
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zeus::CVector2f Arrival2D(const CPhysicsActor& actor, const zeus::CVector2f& v0, float f1) const;
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static bool SolveQuadratic(float, float, float, float&, float&);
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static bool SolveCubic(const rstl::reserved_vector<float, 4>& in, rstl::reserved_vector<float, 4>& out);
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static bool SolveQuartic(const rstl::reserved_vector<float, 5>& in, rstl::reserved_vector<float, 4>& out);
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static bool ProjectLinearIntersection(const zeus::CVector3f& v0, float f1,
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const zeus::CVector3f& v1, const zeus::CVector3f& v2, zeus::CVector3f& v3);
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static bool ProjectLinearIntersection(const zeus::CVector3f& v0, float f1,
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const zeus::CVector3f& v1, const zeus::CVector3f& v2, const zeus::CVector3f& v3,
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zeus::CVector3f& v4);
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static bool ProjectOrbitalIntersection(const zeus::CVector3f& v0, float f1, float f2,
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const zeus::CVector3f& v1, const zeus::CVector3f& v2, const zeus::CVector3f& v3,
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zeus::CVector3f& v4);
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static bool ProjectOrbitalIntersection(const zeus::CVector3f& v0, float f1, float f2,
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const zeus::CVector3f& v1, const zeus::CVector3f& v2, const zeus::CVector3f& v3,
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const zeus::CVector3f& v4, zeus::CVector3f& v5);
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static zeus::CVector3f ProjectOrbitalPosition(const zeus::CVector3f& pos, const zeus::CVector3f& vel,
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const zeus::CVector3f& orbitPoint, float dt, float preThinkDt);
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};
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}
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