metaforce/Runtime/Character/CGroundMovement.hpp

73 lines
3.3 KiB
C++

#pragma once
#include "RetroTypes.hpp"
#include "Collision/CCollisionInfo.hpp"
namespace urde
{
class CPhysicsActor;
class CStateManager;
class CAreaCollisionCache;
class CMaterialFilter;
class CCollisionInfoList;
class CGroundMovement
{
public:
struct SMovementOptions
{
bool x0_setWaterLandingForce;
float x4_waterLandingForceCoefficient;
float x8_minimumWaterLandingForce;
float xc_anyZThreshold;
float x10_downwardZThreshold;
float x14_waterLandingVelocityReduction;
bool x18_dampForceAndMomentum;
bool x19_alwaysClip;
bool x1a_disableClipForFloorOnly;
u32 x1c_maxCollisionCycles;
float x20_minimumTranslationDelta;
float x24_dampedNormalCoefficient;
float x28_dampedDeltaCoefficient;
float x2c_floorElasticForce;
float x30_wallElasticConstant;
float x34_wallElasticLinear;
float x38_maxPositiveVerticalVelocity;
std::experimental::optional<zeus::CVector3f> x3c_floorPlaneNormal;
};
struct SMoveObjectResult
{
std::experimental::optional<TUniqueId> x0_id;
std::experimental::optional<CCollisionInfo> x8_collision;
u32 x6c_processedCollisions;
float x70_processedDt;
};
static void CheckFalling(CPhysicsActor& actor, CStateManager& mgr, float);
static void MoveGroundCollider(CStateManager& mgr, CPhysicsActor& actor, float dt,
const rstl::reserved_vector<TUniqueId, 1024>* nearList);
static bool ResolveUpDown(CAreaCollisionCache& cache, CStateManager& mgr, CPhysicsActor& actor,
const CMaterialFilter& filter, rstl::reserved_vector<TUniqueId, 1024>& nearList,
float, float, float&, CCollisionInfoList& list);
static bool MoveGroundColliderZ(CAreaCollisionCache& cache, CStateManager& mgr, CPhysicsActor& actor,
const CMaterialFilter& filter, rstl::reserved_vector<TUniqueId, 1024>& nearList,
float, float&, CCollisionInfoList& list, TUniqueId& idOut);
static void MoveGroundColliderXY(CAreaCollisionCache& cache, CStateManager& mgr, CPhysicsActor& actor,
const CMaterialFilter& filter, rstl::reserved_vector<TUniqueId, 1024>& nearList,
float);
static zeus::CVector3f CollisionDamping(const zeus::CVector3f& a, const zeus::CVector3f& b,
const zeus::CVector3f& c, float d, float e);
static void MoveGroundCollider_New(CStateManager& mgr, CPhysicsActor& actor, float,
const rstl::reserved_vector<TUniqueId, 1024>* nearList);
static bool RemoveNormalComponent(const zeus::CVector3f&, const zeus::CVector3f&, zeus::CVector3f&, float&);
static bool RemoveNormalComponent(const zeus::CVector3f& a, zeus::CVector3f& b);
static CMaterialList MoveObjectAnalytical(CStateManager& mgr, CPhysicsActor& actor, float,
rstl::reserved_vector<TUniqueId, 1024>& nearList,
CAreaCollisionCache& cache, const SMovementOptions& opts,
SMoveObjectResult& result);
};
}