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