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	Normalizes the include paths and makes them consistent. Also adds any missing includes relevant to the interface.
		
			
				
	
	
		
			159 lines
		
	
	
		
			7.2 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			159 lines
		
	
	
		
			7.2 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| #pragma once
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| 
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| #include <optional>
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| #include <vector>
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| 
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| #include "Runtime/rstl.hpp"
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| #include "Runtime/Particle/CElementGen.hpp"
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| #include "Runtime/World/CActor.hpp"
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| 
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| #include <zeus/CVector3f.hpp>
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| 
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| namespace urde {
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| 
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| class CFishCloud : public CActor {
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|   class CBoid {
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|     friend class CFishCloud;
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|     zeus::CVector3f x0_pos;
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|     zeus::CVector3f xc_vel;
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|     float x18_scale;
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|     CBoid* x1c_next = nullptr;
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|     bool x20_active = true;
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|   public:
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|     CBoid(const zeus::CVector3f& pos, const zeus::CVector3f& vel, float scale)
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|     : x0_pos(pos), xc_vel(vel), x18_scale(scale) {}
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|     zeus::CVector3f& Translation() { return x0_pos; }
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|     const zeus::CVector3f& GetTranslation() const { return x0_pos; }
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|   };
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|   class CModifierSource {
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|     friend class CFishCloud;
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|     TUniqueId x0_source;
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|     float x4_radius;
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|     float x8_priority;
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|     bool xc_isRepulsor;
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|     bool xd_isSwirl;
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|   public:
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|     CModifierSource(TUniqueId source, bool repulsor, bool swirl, float radius, float priority)
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|     : x0_source(source), x4_radius(radius), x8_priority(priority), xc_isRepulsor(repulsor), xd_isSwirl(swirl) {}
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|     void SetAffectPriority(float p) { x8_priority = p; }
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|     void SetAffectRadius(float r) { x4_radius = r; }
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|     float GetAffectPriority() const { return x8_priority; }
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|     float GetAffectRadius() const { return x4_radius; }
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|     bool IsRepulsor() const { return xc_isRepulsor; }
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|     bool IsSwirl() const { return xd_isSwirl; }
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|     TUniqueId GetSource() const { return x0_source; }
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|     bool operator<(const CModifierSource& other) const {
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|       if (x0_source == other.x0_source)
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|         return xc_isRepulsor < other.xc_isRepulsor;
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|       return x0_source < other.x0_source;
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|     }
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|   };
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|   std::vector<CBoid> xe8_boids;
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|   std::vector<CBoid*> xf8_boidPartitionLists;
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|   std::vector<CModifierSource> x108_modifierSources;
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|   u32 x118_thinkCounter = 0;
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|   u32 x11c_updateMask;
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|   zeus::CVector3f x120_scale;
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|   float x12c_randomMovementTimer = 0.f;
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|   float x130_speed;
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|   u32 x134_numBoids;
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|   float x138_separationRadius;
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|   float x13c_cohesionMagnitude;
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|   float x140_alignmentWeight;
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|   float x144_separationMagnitude;
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|   float x148_weaponRepelMagnitude;
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|   float x14c_playerRepelMagnitude;
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|   float x150_scatterVel;
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|   float x154_maxScatterAngle;
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|   float x158_containmentMagnitude;
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|   float x15c_playerRepelDampingSpeed;
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|   float x160_weaponRepelDampingSpeed;
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|   float x164_playerRepelDamping;
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|   float x168_weaponRepelDamping;
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|   zeus::CColor x16c_color;
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|   float x170_weaponKillRadius;
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|   float x174_containmentRadius;
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|   /* Used to be position and normal arrays */
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|   //rstl::reserved_vector<std::unique_ptr<float[]>, 4> x178_;
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|   //rstl::reserved_vector<std::unique_ptr<float[]>, 4> x19c_;
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|   rstl::reserved_vector<std::shared_ptr<CModelData>, 4> x1b0_models;
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|   rstl::reserved_vector<TLockedToken<CGenDescription>, 4> x1c4_particleDescs;
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|   rstl::reserved_vector<std::unique_ptr<CElementGen>, 4> x1f8_particleGens;
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|   rstl::reserved_vector<u32, 4> x21c_deathParticleCounts;
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|   CModelData::EWhichModel x230_whichModel;
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|   u16 x234_deathSfx;
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|   zeus::CVector3f x238_partitionPitch;
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|   zeus::CVector3f x244_ooPartitionPitch;
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|   union {
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|     struct {
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|       bool x250_24_randomMovement : 1;
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|       bool x250_25_worldSpace : 1;
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|       bool x250_26_enableWeaponRepelDamping : 1;
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|       bool x250_27_validModel : 1;
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|       bool x250_28_killable : 1;
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|       bool x250_29_repelFromThreats : 1;
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|       bool x250_30_enablePlayerRepelDamping : 1;
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|       bool x250_31_updateWithoutPartitions : 1;
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|     };
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|     u32 _dummy = 0;
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|   };
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| 
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|   void UpdateParticles(float dt);
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|   void UpdatePartitionList();
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|   bool PointInBox(const zeus::CAABox& aabb, const zeus::CVector3f& point) const;
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|   zeus::CPlane FindClosestPlane(const zeus::CAABox& aabb, const zeus::CVector3f& point) const;
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|   CBoid* GetListAt(const zeus::CVector3f& pos);
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|   void BuildBoidNearList(const zeus::CVector3f& pos, float radius, rstl::reserved_vector<CBoid*, 25>& nearList);
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|   void BuildBoidNearPartitionList(const zeus::CVector3f& pos, float radius,
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|                                   rstl::reserved_vector<CBoid*, 25>& nearList);
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|   void PlaceBoid(CStateManager& mgr, CBoid& boid, const zeus::CAABox& aabb) const;
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|   void ApplySeparation(CBoid& boid, const rstl::reserved_vector<CBoid*, 25>& nearList) const;
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|   void ApplySeparation(CBoid& boid, const zeus::CVector3f& separateFrom,
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|                        float separationRadius, float separationMagnitude) const;
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|   void ApplyCohesion(CBoid& boid, const rstl::reserved_vector<CBoid*, 25>& nearList) const;
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|   void ApplyCohesion(CBoid& boid, const zeus::CVector3f& cohesionFrom,
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|                      float cohesionRadius, float cohesionMagnitude) const;
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|   void ApplyAlignment(CBoid& boid, const rstl::reserved_vector<CBoid*, 25>& nearList) const;
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|   void ApplyAttraction(CBoid& boid, const zeus::CVector3f& attractTo,
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|                        float attractionRadius, float attractionMagnitude) const;
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|   void ApplyRepulsion(CBoid& boid, const zeus::CVector3f& attractTo,
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|                       float repulsionRadius, float repulsionMagnitude) const;
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|   void ApplySwirl(CBoid& boid, const zeus::CVector3f& swirlPoint, bool clockwise, float magnitude, float radius) const;
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|   void ApplyContainment(CBoid& boid, const zeus::CAABox& aabb) const;
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|   void ScatterBoid(CStateManager& mgr, CBoid& b) const;
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|   void CreateBoidDeathParticle(CBoid& b) const;
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|   void KillBoid(CBoid& b) const;
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|   zeus::CAABox GetUntransformedBoundingBox() const;
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|   zeus::CAABox GetBoundingBox() const;
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|   void CreatePartitionList();
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|   void AllocateSkinnedModels(CStateManager& mgr, CModelData::EWhichModel which);
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|   void AddParticlesToRenderer() const;
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|   void RenderBoid(int idx, const CBoid& boid, u32& drawMask, bool thermalHot, const CModelFlags& flags) const;
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| 
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| public:
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|   CFishCloud(TUniqueId uid, bool active, std::string_view name, const CEntityInfo& info,
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|              const zeus::CVector3f& scale, const zeus::CTransform& xf, CModelData&& mData,
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|              const CAnimRes& aRes, u32 numBoids, float speed, float separationRadius, float cohesionMagnitude,
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|              float alignmentWeight, float separationMagnitude, float weaponRepelMagnitude,
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|              float playerRepelMagnitude, float containmentMagnitude, float scatterVel, float maxScatterAngle,
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|              float weaponRepelDampingSpeed, float playerRepelDampingSpeed, float containmentRadius,
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|              u32 updateShift, const zeus::CColor& color, bool killable, float weaponKillRadius,
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|              CAssetId part1, u32 partCount1, CAssetId part2, u32 partCount2, CAssetId part3, u32 partCount3,
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|              CAssetId part4, u32 partCount4, u32 deathSfx, bool repelFromThreats, bool hotInThermal);
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| 
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|   void Accept(IVisitor& visitor) override;
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|   void Think(float dt, CStateManager& mgr) override;
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|   void AcceptScriptMsg(EScriptObjectMessage msg, TUniqueId sender, CStateManager& mgr) override;
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|   void PreRender(CStateManager& mgr, const zeus::CFrustum& frustum) override;
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|   void Render(const CStateManager& mgr) const override;
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|   void CalculateRenderBounds() override;
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|   std::optional<zeus::CAABox> GetTouchBounds() const override;
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|   void Touch(CActor& other, CStateManager& mgr) override;
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|   void RemoveRepulsor(TUniqueId source);
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|   void RemoveAttractor(TUniqueId source);
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|   bool AddRepulsor(TUniqueId source, bool swirl, float radius, float priority);
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|   bool AddAttractor(TUniqueId source, bool swirl, float radius, float priority);
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| };
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| 
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| } // namespace urde
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