mirror of https://github.com/AxioDL/metaforce.git
362 lines
12 KiB
C++
362 lines
12 KiB
C++
#include "CPhysicsActor.hpp"
|
|
|
|
namespace urde
|
|
{
|
|
|
|
CPhysicsActor::CPhysicsActor(TUniqueId uid, bool active, const std::string& name, const CEntityInfo& info,
|
|
const zeus::CTransform& xf, CModelData&& mData, const CMaterialList& matList,
|
|
const zeus::CAABox& box, const SMoverData& moverData, const CActorParameters& actorParms,
|
|
float stepUp, float stepDown)
|
|
: CActor(uid, active, name, info, xf, std::move(mData), matList, actorParms, kInvalidUniqueId)
|
|
, xe8_mass(moverData.x30_mass)
|
|
, xec_massRecip(moverData.x30_mass <= 0.f ? 1.f : 1.f / moverData.x30_mass)
|
|
, x150_momentum(moverData.x18_momentum)
|
|
, x1c0_collisionPrimitive(box, matList)
|
|
, x1f4_lastNonCollidingState(xf.origin, xf.buildMatrix3f())
|
|
, x23c_stepUpHeight(stepUp)
|
|
, x240_stepDownHeight(stepDown)
|
|
{
|
|
xf8_24_movable = true;
|
|
SetMass(moverData.x30_mass);
|
|
MoveCollisionPrimitive(zeus::CVector3f::skZero);
|
|
SetVelocityOR(moverData.x0_velocity);
|
|
SetAngularVelocityOR(moverData.xc_angularVelocity);
|
|
ComputeDerivedQuantities();
|
|
}
|
|
|
|
void CPhysicsActor::Render(const CStateManager& mgr) const { CActor::Render(mgr); }
|
|
|
|
zeus::CVector3f CPhysicsActor::GetOrbitPosition(const CStateManager&) const { return GetBoundingBox().center(); }
|
|
|
|
zeus::CVector3f CPhysicsActor::GetAimPosition(const CStateManager&, float dt) const
|
|
{
|
|
if (dt <= 0.0)
|
|
return GetBoundingBox().center();
|
|
zeus::CVector3f trans = PredictMotion(dt).x0_translation;
|
|
return GetBoundingBox().center() + trans;
|
|
}
|
|
|
|
void CPhysicsActor::CollidedWith(TUniqueId, const CCollisionInfoList&, CStateManager&) {}
|
|
|
|
const CCollisionPrimitive* CPhysicsActor::GetCollisionPrimitive() const { return &x1c0_collisionPrimitive; }
|
|
|
|
zeus::CTransform CPhysicsActor::GetPrimitiveTransform() const
|
|
{
|
|
return zeus::CTransform::Translate(x34_transform.origin + x1e8_primitiveOffset);
|
|
}
|
|
|
|
float CPhysicsActor::GetStepUpHeight() const { return x23c_stepUpHeight; }
|
|
|
|
float CPhysicsActor::GetStepDownHeight() const { return x240_stepDownHeight; }
|
|
|
|
float CPhysicsActor::GetWeight() const { return 24.525002f * xe8_mass; }
|
|
|
|
void CPhysicsActor::SetPrimitiveOffset(const zeus::CVector2f& offset) { x1e8_primitiveOffset = offset; }
|
|
|
|
zeus::CVector3f CPhysicsActor::GetPrimitiveOffset() { return x1e8_primitiveOffset; }
|
|
|
|
void CPhysicsActor::MoveCollisionPrimitive(const zeus::CVector3f& offset) { x1e8_primitiveOffset = offset; }
|
|
|
|
void CPhysicsActor::SetBoundingBox(const zeus::CAABox& box)
|
|
{
|
|
x1a4_baseBoundingBox = box;
|
|
MoveCollisionPrimitive(zeus::CVector3f::skZero);
|
|
}
|
|
|
|
zeus::CAABox CPhysicsActor::GetMotionVolume(float dt) const
|
|
{
|
|
zeus::CAABox aabox = GetCollisionPrimitive()->CalculateAABox(GetPrimitiveTransform());
|
|
zeus::CVector3f velocity = CalculateNewVelocityWR_UsingImpulses();
|
|
|
|
const zeus::CVector3f dv = (dt * velocity);
|
|
aabox.accumulateBounds(aabox.max + dv);
|
|
aabox.accumulateBounds(aabox.min + dv);
|
|
|
|
float up = GetStepUpHeight();
|
|
up = zeus::max(up, 0.f);
|
|
aabox.accumulateBounds(aabox.max + up);
|
|
|
|
float down = GetStepDownHeight();
|
|
down = zeus::max(down, 0.f);
|
|
aabox.accumulateBounds(aabox.min + down);
|
|
return aabox;
|
|
}
|
|
|
|
zeus::CVector3f CPhysicsActor::CalculateNewVelocityWR_UsingImpulses() const
|
|
{
|
|
return x138_velocity + (xec_massRecip * (x168_impulse + x18c_));
|
|
}
|
|
|
|
zeus::CAABox CPhysicsActor::GetBoundingBox() const
|
|
{
|
|
return {x1a4_baseBoundingBox.min + x1e8_primitiveOffset + x34_transform.origin,
|
|
x1a4_baseBoundingBox.max + x1e8_primitiveOffset + x34_transform.origin};
|
|
}
|
|
|
|
const zeus::CAABox& CPhysicsActor::GetBaseBoundingBox() const { return x1a4_baseBoundingBox; }
|
|
|
|
void CPhysicsActor::AddMotionState(const CMotionState& mst)
|
|
{
|
|
zeus::CNUQuaternion q{x34_transform.buildMatrix3f()};
|
|
q += mst.xc_orientation;
|
|
x34_transform = zeus::CTransform(q, x34_transform.origin);
|
|
|
|
xe4_27_ = true;
|
|
xe4_28_ = true;
|
|
xe4_29_ = true;
|
|
|
|
SetTranslation(x34_transform.origin + mst.x0_translation);
|
|
|
|
xfc_constantForce += mst.x1c_velocity;
|
|
|
|
ComputeDerivedQuantities();
|
|
}
|
|
|
|
CMotionState CPhysicsActor::GetMotionState() const
|
|
{
|
|
return {x34_transform.origin, {x34_transform.buildMatrix3f()}, xfc_constantForce, x108_angularMomentum};
|
|
}
|
|
|
|
void CPhysicsActor::SetMotionState(const CMotionState& mst)
|
|
{
|
|
x34_transform = zeus::CTransform(mst.xc_orientation, x34_transform.origin);
|
|
|
|
xe4_27_ = true;
|
|
xe4_28_ = true;
|
|
xe4_29_ = true;
|
|
SetTranslation(mst.x0_translation);
|
|
|
|
xfc_constantForce = mst.x1c_velocity;
|
|
x108_angularMomentum = mst.x28_angularMomentum;
|
|
ComputeDerivedQuantities();
|
|
}
|
|
|
|
void CPhysicsActor::SetInertiaTensorScalar(float tensor)
|
|
{
|
|
if (tensor <= 0.0f)
|
|
tensor = 1.0f;
|
|
xf0_inertiaTensor = tensor;
|
|
xf4_inertiaTensorRecip = 1.0f / tensor;
|
|
}
|
|
|
|
void CPhysicsActor::SetMass(float mass)
|
|
{
|
|
xe8_mass = mass;
|
|
float tensor = 1.0f;
|
|
if (mass > 0.0f)
|
|
tensor = 1.0f / mass;
|
|
|
|
xec_massRecip = tensor;
|
|
SetInertiaTensorScalar(mass * tensor);
|
|
}
|
|
|
|
void CPhysicsActor::SetAngularVelocityOR(const zeus::CAxisAngle& angVel)
|
|
{
|
|
x144_angularVelocity = x34_transform.rotate(angVel);
|
|
x108_angularMomentum = xf0_inertiaTensor * x144_angularVelocity;
|
|
}
|
|
|
|
zeus::CAxisAngle CPhysicsActor::GetAngularVelocityOR() const
|
|
{
|
|
return x34_transform.transposeRotate(x144_angularVelocity);
|
|
}
|
|
|
|
void CPhysicsActor::SetAngularVelocityWR(const zeus::CAxisAngle& angVel)
|
|
{
|
|
x144_angularVelocity = angVel;
|
|
x108_angularMomentum = xf0_inertiaTensor * x144_angularVelocity;
|
|
}
|
|
|
|
void CPhysicsActor::SetVelocityWR(const zeus::CVector3f& vel)
|
|
{
|
|
x138_velocity = vel;
|
|
xfc_constantForce = xe8_mass * x138_velocity;
|
|
}
|
|
|
|
void CPhysicsActor::SetVelocityOR(const zeus::CVector3f& vel) { SetVelocityWR(x34_transform.rotate(vel)); }
|
|
|
|
zeus::CVector3f CPhysicsActor::GetTotalForcesWR() const { return x15c_force + x150_momentum; }
|
|
|
|
void CPhysicsActor::RotateInOneFrameOR(const zeus::CQuaternion& q, float d)
|
|
{
|
|
x198_ += GetRotateToORAngularMomentumWR(q, d);
|
|
}
|
|
|
|
void CPhysicsActor::MoveInOneFrameOR(const zeus::CVector3f& trans, float d) { x18c_ += GetMoveToORImpulseWR(trans, d); }
|
|
|
|
void CPhysicsActor::RotateToOR(const zeus::CQuaternion& q, float d)
|
|
{
|
|
x108_angularMomentum = GetRotateToORAngularMomentumWR(q, d);
|
|
ComputeDerivedQuantities();
|
|
}
|
|
|
|
void CPhysicsActor::MoveToOR(const zeus::CVector3f& trans, float d)
|
|
{
|
|
xfc_constantForce = GetMoveToORImpulseWR(trans, d);
|
|
ComputeDerivedQuantities();
|
|
}
|
|
|
|
void CPhysicsActor::sub_8011B098(const zeus::CVector3f& trans, float d)
|
|
{
|
|
x18c_ += xe8_mass * (trans - x34_transform.origin) * (1.f / d);
|
|
}
|
|
|
|
void CPhysicsActor::MoveToWR(const zeus::CVector3f& trans, float d)
|
|
{
|
|
xfc_constantForce = xe8_mass * (trans - x34_transform.origin) * (1.f / d);
|
|
ComputeDerivedQuantities();
|
|
}
|
|
|
|
zeus::CAxisAngle CPhysicsActor::GetRotateToORAngularMomentumWR(const zeus::CQuaternion& q, float d) const
|
|
{
|
|
if (q.w > 0.99999976)
|
|
return zeus::CAxisAngle::skZero;
|
|
return (xf0_inertiaTensor *
|
|
(((2.f * std::acos(q.w)) * (1.f / d)) * x34_transform.rotate({q.x, q.y, q.z}).normalized()));
|
|
}
|
|
|
|
zeus::CVector3f CPhysicsActor::GetMoveToORImpulseWR(const zeus::CVector3f& trans, float d) const
|
|
{
|
|
return (xe8_mass * x34_transform.rotate(trans)) * (1.f / d);
|
|
}
|
|
|
|
void CPhysicsActor::ClearImpulses()
|
|
{
|
|
x18c_ = x168_impulse = zeus::CVector3f::skZero;
|
|
x198_ = x180_angularImpulse = zeus::CAxisAngle::skZero;
|
|
}
|
|
|
|
void CPhysicsActor::ClearForcesAndTorques()
|
|
{
|
|
x18c_ = x168_impulse = x15c_force = zeus::CVector3f::skZero;
|
|
x198_ = x180_angularImpulse = x174_torque = zeus::CAxisAngle::skZero;
|
|
}
|
|
|
|
void CPhysicsActor::Stop()
|
|
{
|
|
ClearForcesAndTorques();
|
|
xfc_constantForce = zeus::CVector3f::skZero;
|
|
x108_angularMomentum = zeus::CAxisAngle::skZero;
|
|
ComputeDerivedQuantities();
|
|
}
|
|
|
|
void CPhysicsActor::ComputeDerivedQuantities()
|
|
{
|
|
x138_velocity = xec_massRecip * xfc_constantForce;
|
|
x114_ = x34_transform.buildMatrix3f();
|
|
x144_angularVelocity = xf0_inertiaTensor * x108_angularMomentum;
|
|
}
|
|
|
|
bool CPhysicsActor::WillMove(const CStateManager&)
|
|
{
|
|
if (!zeus::close_enough(zeus::CVector3f::skZero, x138_velocity) ||
|
|
!zeus::close_enough(zeus::CVector3f::skZero, x168_impulse) ||
|
|
!zeus::close_enough(zeus::CVector3f::skZero, x174_torque) ||
|
|
!zeus::close_enough(zeus::CVector3f::skZero, x18c_) ||
|
|
!zeus::close_enough(zeus::CVector3f::skZero, x144_angularVelocity) ||
|
|
!zeus::close_enough(zeus::CVector3f::skZero, x180_angularImpulse) ||
|
|
!zeus::close_enough(zeus::CVector3f::skZero, x198_) ||
|
|
!zeus::close_enough(zeus::CVector3f::skZero, GetTotalForcesWR()))
|
|
return true;
|
|
|
|
return false;
|
|
}
|
|
|
|
void CPhysicsActor::SetPhysicsState(const CPhysicsState& state)
|
|
{
|
|
SetTranslation(state.GetTranslation());
|
|
x34_transform = zeus::CTransform(state.GetOrientation(), x34_transform.origin);
|
|
xe4_27_ = true;
|
|
xe4_28_ = true;
|
|
xe4_29_ = true;
|
|
|
|
xfc_constantForce = state.GetConstantForceWR();
|
|
x108_angularMomentum = state.GetAngularMomentumWR();
|
|
;
|
|
x150_momentum = state.GetMomentumWR();
|
|
x15c_force = state.GetForceWR();
|
|
x168_impulse = state.GetImpulseWR();
|
|
x174_torque = state.GetTorque();
|
|
x180_angularImpulse = state.GetAngularImpulseWR();
|
|
ComputeDerivedQuantities();
|
|
}
|
|
|
|
CPhysicsState CPhysicsActor::GetPhysicsState() const
|
|
{
|
|
return {x34_transform.origin, {x34_transform.buildMatrix3f()},
|
|
xfc_constantForce, x108_angularMomentum,
|
|
x150_momentum, x15c_force,
|
|
x168_impulse, x174_torque,
|
|
x180_angularImpulse};
|
|
}
|
|
|
|
CMotionState CPhysicsActor::PredictMotion_Internal(float dt) const
|
|
{
|
|
if (xf8_25_angularEnabled)
|
|
return PredictMotion(dt);
|
|
|
|
CMotionState msl = PredictLinearMotion(dt);
|
|
CMotionState msa = PredictAngularMotion(dt);
|
|
return {msl.x0_translation, msa.xc_orientation, msl.x1c_velocity, msa.x28_angularMomentum};
|
|
}
|
|
|
|
CMotionState CPhysicsActor::PredictMotion(float dt) const
|
|
{
|
|
CMotionState msl = PredictLinearMotion(dt);
|
|
CMotionState msa = PredictAngularMotion(dt);
|
|
return {msl.x0_translation, msa.xc_orientation, msl.x1c_velocity, msa.x28_angularMomentum};
|
|
}
|
|
|
|
CMotionState CPhysicsActor::PredictLinearMotion(float dt) const
|
|
{
|
|
zeus::CVector3f velocity = CalculateNewVelocityWR_UsingImpulses();
|
|
return {velocity * dt, zeus::CNUQuaternion::skNoRotation, ((x15c_force + x150_momentum) * dt) + x168_impulse,
|
|
zeus::CAxisAngle::skZero};
|
|
}
|
|
|
|
CMotionState CPhysicsActor::PredictAngularMotion(float dt) const
|
|
{
|
|
const zeus::CVector3f v1 = xf4_inertiaTensorRecip * (x180_angularImpulse + x198_);
|
|
zeus::CNUQuaternion q = 0.5f * zeus::CNUQuaternion({0.f, x144_angularVelocity + v1});
|
|
return {zeus::CVector3f::skZero, q * zeus::CNUQuaternion(x34_transform.buildMatrix3f()) * dt,
|
|
zeus::CVector3f::skZero, (x174_torque * dt) + x180_angularImpulse};
|
|
}
|
|
|
|
void CPhysicsActor::ApplyForceOR(const zeus::CVector3f& force, const zeus::CAxisAngle& torque)
|
|
{
|
|
x15c_force += x34_transform.rotate(force);
|
|
x174_torque += x34_transform.rotate(torque);
|
|
}
|
|
|
|
void CPhysicsActor::ApplyForceWR(const zeus::CVector3f& force, const zeus::CAxisAngle& torque)
|
|
{
|
|
x15c_force += force;
|
|
x174_torque += torque;
|
|
}
|
|
|
|
void CPhysicsActor::ApplyImpulseOR(const zeus::CVector3f& impulse, const zeus::CAxisAngle& angle)
|
|
{
|
|
x168_impulse += x34_transform.rotate(impulse);
|
|
x180_angularImpulse += x34_transform.rotate(angle);
|
|
}
|
|
|
|
void CPhysicsActor::ApplyImpulseWR(const zeus::CVector3f& impulse, const zeus::CAxisAngle& angleImp)
|
|
{
|
|
x168_impulse += impulse;
|
|
x180_angularImpulse += angleImp;
|
|
}
|
|
|
|
void CPhysicsActor::ApplyTorqueWR(const zeus::CVector3f& torque) { x174_torque += torque; }
|
|
|
|
void CPhysicsActor::UseCollisionImpulses()
|
|
{
|
|
xfc_constantForce += x168_impulse;
|
|
x108_angularMomentum += x180_angularImpulse;
|
|
|
|
x168_impulse = zeus::CVector3f::skZero;
|
|
x180_angularImpulse = zeus::CAxisAngle::skZero;
|
|
ComputeDerivedQuantities();
|
|
}
|
|
|
|
}
|