mirror of https://github.com/AxioDL/metaforce.git
1079 lines
42 KiB
C++
1079 lines
42 KiB
C++
#include "Runtime/Collision/CGameCollision.hpp"
|
|
|
|
#include "Runtime/CStateManager.hpp"
|
|
#include "Runtime/Character/CGroundMovement.hpp"
|
|
#include "Runtime/Collision/CAABoxFilter.hpp"
|
|
#include "Runtime/Collision/CBallFilter.hpp"
|
|
#include "Runtime/Collision/CCollidableOBBTreeGroup.hpp"
|
|
#include "Runtime/Collision/CCollidableSphere.hpp"
|
|
#include "Runtime/Collision/CCollisionInfoList.hpp"
|
|
#include "Runtime/Collision/CMaterialFilter.hpp"
|
|
#include "Runtime/Collision/CMaterialList.hpp"
|
|
#include "Runtime/Collision/CMetroidAreaCollider.hpp"
|
|
#include "Runtime/Collision/CollisionUtil.hpp"
|
|
#include "Runtime/World/CActor.hpp"
|
|
#include "Runtime/World/CScriptPlatform.hpp"
|
|
#include "Runtime/World/CWorld.hpp"
|
|
|
|
#include "TCastTo.hpp" // Generated file, do not modify include path
|
|
|
|
namespace metaforce {
|
|
namespace {
|
|
static constexpr bool skPlayerUsesNewColliderLogic = true;
|
|
}
|
|
static float CollisionImpulseFiniteVsInfinite(float mass, float velNormDot, float restitution) {
|
|
return mass * -(1.f + restitution) * velNormDot;
|
|
}
|
|
|
|
static float CollisionImpulseFiniteVsFinite(float mass0, float mass1, float velNormDot, float restitution) {
|
|
return (-(1.f + restitution) * velNormDot) / ((1.f / mass0) + (1.f / mass1));
|
|
}
|
|
|
|
void CGameCollision::InitCollision() {
|
|
/* Types */
|
|
CCollisionPrimitive::InitBeginTypes();
|
|
CCollisionPrimitive::InitAddType(CCollidableOBBTreeGroup::GetType());
|
|
CCollisionPrimitive::InitEndTypes();
|
|
|
|
/* Colliders */
|
|
CCollisionPrimitive::InitBeginColliders();
|
|
CCollisionPrimitive::InitAddCollider(CCollidableOBBTreeGroup::SphereCollide, "CCollidableSphere",
|
|
"CCollidableOBBTreeGroup");
|
|
CCollisionPrimitive::InitAddCollider(CCollidableOBBTreeGroup::AABoxCollide, "CCollidableAABox",
|
|
"CCollidableOBBTreeGroup");
|
|
CCollisionPrimitive::InitAddBooleanCollider(CCollidableOBBTreeGroup::SphereCollideBoolean, "CCollidableSphere",
|
|
"CCollidableOBBTreeGroup");
|
|
CCollisionPrimitive::InitAddBooleanCollider(CCollidableOBBTreeGroup::AABoxCollideBoolean, "CCollidableAABox",
|
|
"CCollidableOBBTreeGroup");
|
|
CCollisionPrimitive::InitAddMovingCollider(CCollidableOBBTreeGroup::CollideMovingAABox, "CCollidableAABox",
|
|
"CCollidableOBBTreeGroup");
|
|
CCollisionPrimitive::InitAddMovingCollider(CCollidableOBBTreeGroup::CollideMovingSphere, "CCollidableSphere",
|
|
"CCollidableOBBTreeGroup");
|
|
CCollisionPrimitive::InitAddCollider(CGameCollision::NullCollisionCollider, "CCollidableOBBTreeGroup",
|
|
"CCollidableOBBTreeGroup");
|
|
CCollisionPrimitive::InitAddBooleanCollider(CGameCollision::NullBooleanCollider, "CCollidableOBBTreeGroup",
|
|
"CCollidableOBBTreeGroup");
|
|
CCollisionPrimitive::InitAddMovingCollider(CGameCollision::NullMovingCollider, "CCollidableOBBTreeGroup",
|
|
"CCollidableOBBTreeGroup");
|
|
CCollisionPrimitive::InitEndColliders();
|
|
}
|
|
|
|
void CGameCollision::MovePlayer(CStateManager& mgr, CPhysicsActor& actor, float dt, const EntityList* colliderList) {
|
|
actor.SetAngularEnabled(true);
|
|
actor.AddMotionState(actor.PredictAngularMotion(dt));
|
|
if (!actor.IsUseStandardCollider()) {
|
|
if (!actor.GetMaterialList().HasMaterial(EMaterialTypes::GroundCollider)) {
|
|
MoveAndCollide(mgr, actor, dt, CBallFilter(actor), colliderList);
|
|
} else if (skPlayerUsesNewColliderLogic) {
|
|
CGroundMovement::MoveGroundCollider_New(mgr, actor, dt, colliderList);
|
|
} else {
|
|
CGroundMovement::MoveGroundCollider(mgr, actor, dt, colliderList);
|
|
}
|
|
} else {
|
|
MoveAndCollide(mgr, actor, dt, CBallFilter(actor), colliderList);
|
|
}
|
|
actor.SetAngularEnabled(false);
|
|
}
|
|
|
|
void CGameCollision::MoveAndCollide(CStateManager& mgr, CPhysicsActor& actor, float dt, const ICollisionFilter& filter,
|
|
const EntityList* colliderList) {
|
|
bool isPlayer = actor.GetMaterialList().HasMaterial(EMaterialTypes::Player);
|
|
bool r28 = false;
|
|
bool r27 = false;
|
|
int r26 = 0;
|
|
float f31 = dt;
|
|
float _4AC4 = dt;
|
|
float _4AC8 = dt;
|
|
CCollisionInfoList accumList;
|
|
CMotionState mState = actor.PredictMotion_Internal(dt);
|
|
float transMag = mState.x0_translation.magnitude();
|
|
float m1 = 0.0005f / actor.GetCollisionAccuracyModifier();
|
|
float m2 = transMag / (5.f * actor.GetCollisionAccuracyModifier());
|
|
float mMax = std::max(m1, m2);
|
|
float m3 = 0.001f / actor.GetCollisionAccuracyModifier();
|
|
|
|
zeus::CAABox motionVol = actor.GetMotionVolume(dt);
|
|
EntityList useColliderList;
|
|
if (colliderList)
|
|
useColliderList = *colliderList;
|
|
else
|
|
mgr.BuildColliderList(useColliderList, actor, zeus::CAABox(motionVol.min - 1.f, motionVol.max + 1.f));
|
|
CAreaCollisionCache cache(motionVol);
|
|
if (actor.GetCollisionPrimitive()->GetPrimType() != FOURCC('OBTG') &&
|
|
!actor.GetMaterialFilter().GetExcludeList().HasMaterial(EMaterialTypes::NoStaticCollision)) {
|
|
BuildAreaCollisionCache(mgr, cache);
|
|
zeus::CVector3f pos = actor.GetCollisionPrimitive()->CalculateAABox(actor.GetPrimitiveTransform()).center();
|
|
float halfExtent = 0.5f * GetMinExtentForCollisionPrimitive(*actor.GetCollisionPrimitive());
|
|
if (transMag > halfExtent) {
|
|
TUniqueId id = kInvalidUniqueId;
|
|
zeus::CVector3f dir = (1.f / transMag) * mState.x0_translation;
|
|
CRayCastResult intersectRes =
|
|
mgr.RayWorldIntersection(id, pos, dir, transMag, actor.GetMaterialFilter(), useColliderList);
|
|
if (intersectRes.IsValid()) {
|
|
f31 = dt * (intersectRes.GetT() / transMag);
|
|
mState = actor.PredictMotion_Internal(f31);
|
|
_4AC8 = halfExtent * (dt / transMag);
|
|
mMax = std::min(mMax, halfExtent);
|
|
}
|
|
}
|
|
}
|
|
|
|
float f27 = f31;
|
|
while (true) {
|
|
actor.MoveCollisionPrimitive(mState.x0_translation);
|
|
if (DetectCollisionBoolean_Cached(mgr, cache, *actor.GetCollisionPrimitive(), actor.GetPrimitiveTransform(),
|
|
actor.GetMaterialFilter(), useColliderList)) {
|
|
r28 = true;
|
|
if (mState.x0_translation.magnitude() < mMax) {
|
|
r27 = true;
|
|
accumList.Clear();
|
|
TUniqueId id = kInvalidUniqueId;
|
|
DetectCollision_Cached(mgr, cache, *actor.GetCollisionPrimitive(), actor.GetPrimitiveTransform(),
|
|
actor.GetMaterialFilter(), useColliderList, id, accumList);
|
|
TCastToPtr<CPhysicsActor> otherActor = mgr.ObjectById(id);
|
|
actor.MoveCollisionPrimitive(zeus::skZero3f);
|
|
zeus::CVector3f relVel = GetActorRelativeVelocities(actor, otherActor.GetPtr());
|
|
CCollisionInfoList filterList0, filterList1;
|
|
CollisionUtil::FilterOutBackfaces(relVel, accumList, filterList0);
|
|
if (filterList0.GetCount() > 0) {
|
|
filter.Filter(filterList0, filterList1);
|
|
if (!filterList1.GetCount() && actor.GetMaterialList().HasMaterial(EMaterialTypes::Player)) {
|
|
CMotionState mState = actor.GetLastNonCollidingState();
|
|
mState.x1c_velocity *= zeus::CVector3f(0.5f);
|
|
mState.x28_angularMomentum *= zeus::CVector3f(0.5f);
|
|
actor.SetMotionState(mState);
|
|
}
|
|
}
|
|
MakeCollisionCallbacks(mgr, actor, id, filterList1);
|
|
SendScriptMessages(mgr, actor, otherActor.GetPtr(), filterList1);
|
|
ResolveCollisions(actor, otherActor.GetPtr(), filterList1);
|
|
_4AC4 -= f31;
|
|
f27 = std::min(_4AC4, _4AC8);
|
|
f31 = f27;
|
|
} else {
|
|
f27 *= 0.5f;
|
|
f31 *= 0.5f;
|
|
}
|
|
} else {
|
|
actor.AddMotionState(mState);
|
|
_4AC4 -= f31;
|
|
f31 = f27;
|
|
actor.ClearImpulses();
|
|
actor.MoveCollisionPrimitive(zeus::skZero3f);
|
|
}
|
|
|
|
++r26;
|
|
if (_4AC4 > 0.f && ((mState.x0_translation.magnitude() > m3 && r27) || !r27) && r26 <= 1000)
|
|
mState = actor.PredictMotion_Internal(f31);
|
|
else
|
|
break;
|
|
}
|
|
|
|
f27 = _4AC4 / dt;
|
|
if (!r28 && !actor.GetMaterialList().HasMaterial(EMaterialTypes::GroundCollider))
|
|
mgr.SendScriptMsg(&actor, kInvalidUniqueId, EScriptObjectMessage::Falling);
|
|
|
|
if (isPlayer)
|
|
CollisionFailsafe(mgr, cache, actor, *actor.GetCollisionPrimitive(), useColliderList, f27, 2);
|
|
|
|
actor.ClearForcesAndTorques();
|
|
actor.MoveCollisionPrimitive(zeus::skZero3f);
|
|
}
|
|
|
|
zeus::CVector3f CGameCollision::GetActorRelativeVelocities(const CPhysicsActor& act0, const CPhysicsActor* act1) {
|
|
zeus::CVector3f ret = act0.GetVelocity();
|
|
if (act1) {
|
|
bool rider = false;
|
|
if (const TCastToConstPtr<CScriptPlatform> plat = act1) {
|
|
rider = plat->IsRider(act0.GetUniqueId());
|
|
}
|
|
if (!rider) {
|
|
ret -= act1->GetVelocity();
|
|
}
|
|
}
|
|
return ret;
|
|
}
|
|
|
|
void CGameCollision::Move(CStateManager& mgr, CPhysicsActor& actor, float dt, const EntityList* colliderList) {
|
|
if (!actor.IsMovable())
|
|
return;
|
|
if (actor.GetMaterialList().HasMaterial(EMaterialTypes::GroundCollider) || actor.WillMove(mgr)) {
|
|
if (actor.IsAngularEnabled())
|
|
actor.AddMotionState(actor.PredictAngularMotion(dt));
|
|
actor.UseCollisionImpulses();
|
|
if (actor.GetMaterialList().HasMaterial(EMaterialTypes::Solid)) {
|
|
if (actor.GetMaterialList().HasMaterial(EMaterialTypes::Player))
|
|
MovePlayer(mgr, actor, dt, colliderList);
|
|
else if (actor.GetMaterialList().HasMaterial(EMaterialTypes::GroundCollider))
|
|
CGroundMovement::MoveGroundCollider(mgr, actor, dt, colliderList);
|
|
else
|
|
MoveAndCollide(mgr, actor, dt, CAABoxFilter(actor), colliderList);
|
|
} else {
|
|
actor.AddMotionState(actor.PredictMotion_Internal(dt));
|
|
actor.ClearForcesAndTorques();
|
|
}
|
|
mgr.UpdateActorInSortedLists(actor);
|
|
}
|
|
}
|
|
|
|
bool CGameCollision::CanBlock(const CMaterialList& mat, const zeus::CUnitVector3f& v) {
|
|
if ((mat.HasMaterial(EMaterialTypes::Character) && !mat.HasMaterial(EMaterialTypes::SolidCharacter)) ||
|
|
mat.HasMaterial(EMaterialTypes::NoPlayerCollision)) {
|
|
return false;
|
|
}
|
|
|
|
if (mat.HasMaterial(EMaterialTypes::Floor)) {
|
|
return true;
|
|
}
|
|
|
|
return (v.z() > 0.85f);
|
|
}
|
|
|
|
bool CGameCollision::IsFloor(const CMaterialList& mat, const zeus::CUnitVector3f& v) {
|
|
return mat.HasMaterial(EMaterialTypes::Floor) || v.z() > 0.85f;
|
|
}
|
|
|
|
void CGameCollision::SendMaterialMessage(CStateManager& mgr, const CMaterialList& mat, CActor& act) {
|
|
EScriptObjectMessage msg;
|
|
if (mat.HasMaterial(EMaterialTypes::Ice)) {
|
|
msg = EScriptObjectMessage::OnIceSurface;
|
|
} else if (mat.HasMaterial(EMaterialTypes::MudSlow)) {
|
|
msg = EScriptObjectMessage::OnMudSlowSurface;
|
|
} else {
|
|
msg = EScriptObjectMessage::OnNormalSurface;
|
|
}
|
|
|
|
mgr.SendScriptMsg(&act, kInvalidUniqueId, msg);
|
|
}
|
|
|
|
CRayCastResult CGameCollision::RayStaticIntersection(const CStateManager& mgr, const zeus::CVector3f& pos,
|
|
const zeus::CVector3f& dir, float length,
|
|
const CMaterialFilter& filter) {
|
|
CRayCastResult ret;
|
|
float bestT = length;
|
|
if (bestT <= 0.f) {
|
|
bestT = 100000.f;
|
|
}
|
|
|
|
zeus::CLine line(pos, dir);
|
|
for (const CGameArea& area : *mgr.GetWorld()) {
|
|
CAreaOctTree::SRayResult rayRes;
|
|
CAreaOctTree& collision = *area.GetPostConstructed()->x0_collision;
|
|
collision.GetRootNode().LineTestEx(line, filter, rayRes, length);
|
|
if (!rayRes.x10_surface || (length != 0.f && length < rayRes.x3c_t)) {
|
|
continue;
|
|
}
|
|
|
|
if (rayRes.x3c_t < bestT) {
|
|
ret = CRayCastResult(rayRes.x3c_t, dir * rayRes.x3c_t + pos, rayRes.x0_plane,
|
|
rayRes.x10_surface->GetSurfaceFlags());
|
|
bestT = rayRes.x3c_t;
|
|
}
|
|
}
|
|
|
|
return ret;
|
|
}
|
|
|
|
bool CGameCollision::RayStaticIntersectionBool(const CStateManager& mgr, const zeus::CVector3f& start,
|
|
const zeus::CVector3f& dir, float length,
|
|
const CMaterialFilter& filter) {
|
|
if (length <= 0.f) {
|
|
length = 100000.f;
|
|
}
|
|
zeus::CLine line(start, dir);
|
|
for (const CGameArea& area : *mgr.GetWorld()) {
|
|
const CAreaOctTree& collision = *area.GetPostConstructed()->x0_collision;
|
|
CAreaOctTree::Node root = collision.GetRootNode();
|
|
if (!root.LineTest(line, filter, length)) {
|
|
return false;
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
CRayCastResult CGameCollision::RayDynamicIntersection(const CStateManager& mgr, TUniqueId& idOut,
|
|
const zeus::CVector3f& pos, const zeus::CVector3f& dir,
|
|
float length, const CMaterialFilter& filter,
|
|
const EntityList& nearList) {
|
|
CRayCastResult ret;
|
|
float bestT = length;
|
|
if (bestT <= 0.f) {
|
|
bestT = 100000.f;
|
|
}
|
|
|
|
for (TUniqueId id : nearList) {
|
|
const CEntity* ent = mgr.GetObjectById(id);
|
|
if (const TCastToConstPtr<CPhysicsActor> physActor = ent) {
|
|
const zeus::CTransform xf = physActor->GetPrimitiveTransform();
|
|
const CCollisionPrimitive* prim = physActor->GetCollisionPrimitive();
|
|
const CRayCastResult res = prim->CastRay(pos, dir, bestT, filter, xf);
|
|
if (!res.IsInvalid() && res.GetT() < bestT) {
|
|
bestT = res.GetT();
|
|
ret = res;
|
|
idOut = physActor->GetUniqueId();
|
|
}
|
|
}
|
|
}
|
|
|
|
return ret;
|
|
}
|
|
|
|
bool CGameCollision::RayDynamicIntersectionBool(const CStateManager& mgr, const zeus::CVector3f& pos,
|
|
const zeus::CVector3f& dir, const CMaterialFilter& filter,
|
|
const EntityList& nearList, const CActor* damagee, float length) {
|
|
if (length <= 0.f) {
|
|
length = 100000.f;
|
|
}
|
|
|
|
for (TUniqueId id : nearList) {
|
|
const CEntity* ent = mgr.GetObjectById(id);
|
|
if (const TCastToConstPtr<CPhysicsActor> physActor = ent) {
|
|
if (damagee != nullptr && physActor->GetUniqueId() == damagee->GetUniqueId()) {
|
|
continue;
|
|
}
|
|
const zeus::CTransform xf = physActor->GetPrimitiveTransform();
|
|
const CCollisionPrimitive* prim = physActor->GetCollisionPrimitive();
|
|
const CRayCastResult res = prim->CastRay(pos, dir, length, filter, xf);
|
|
if (!res.IsInvalid()) {
|
|
return false;
|
|
}
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
CRayCastResult CGameCollision::RayWorldIntersection(const CStateManager& mgr, TUniqueId& idOut,
|
|
const zeus::CVector3f& pos, const zeus::CVector3f& dir, float mag,
|
|
const CMaterialFilter& filter, const EntityList& nearList) {
|
|
CRayCastResult staticRes = RayStaticIntersection(mgr, pos, dir, mag, filter);
|
|
CRayCastResult dynamicRes = RayDynamicIntersection(mgr, idOut, pos, dir, mag, filter, nearList);
|
|
|
|
if (dynamicRes.IsValid()) {
|
|
if (staticRes.IsInvalid()) {
|
|
return dynamicRes;
|
|
}
|
|
if (staticRes.GetT() >= dynamicRes.GetT()) {
|
|
return dynamicRes;
|
|
}
|
|
}
|
|
return staticRes;
|
|
}
|
|
|
|
bool CGameCollision::RayStaticIntersectionArea(const CGameArea& area, const zeus::CVector3f& pos,
|
|
const zeus::CVector3f& dir, float mag, const CMaterialFilter& filter) {
|
|
if (mag <= 0.f) {
|
|
mag = 100000.f;
|
|
}
|
|
CAreaOctTree::Node node = area.GetPostConstructed()->x0_collision->GetRootNode();
|
|
zeus::CLine line(pos, dir);
|
|
return node.LineTest(line, filter, mag);
|
|
}
|
|
|
|
void CGameCollision::BuildAreaCollisionCache(const CStateManager& mgr, CAreaCollisionCache& cache) {
|
|
cache.ClearCache();
|
|
for (const CGameArea& area : *mgr.GetWorld()) {
|
|
const CAreaOctTree& areaCollision = *area.GetPostConstructed()->x0_collision;
|
|
CMetroidAreaCollider::COctreeLeafCache octreeCache(areaCollision);
|
|
CMetroidAreaCollider::BuildOctreeLeafCache(areaCollision.GetRootNode(), cache.GetCacheBounds(), octreeCache);
|
|
cache.AddOctreeLeafCache(octreeCache);
|
|
}
|
|
}
|
|
|
|
float CGameCollision::GetMinExtentForCollisionPrimitive(const CCollisionPrimitive& prim) {
|
|
if (prim.GetPrimType() == FOURCC('SPHR')) {
|
|
const auto& sphere = static_cast<const CCollidableSphere&>(prim);
|
|
return 2.f * sphere.GetSphere().radius;
|
|
}
|
|
if (prim.GetPrimType() == FOURCC('AABX')) {
|
|
const auto& aabx = static_cast<const CCollidableAABox&>(prim);
|
|
const zeus::CVector3f extent = aabx.GetBox().max - aabx.GetBox().min;
|
|
float minExtent = std::min(extent.x(), extent.y());
|
|
minExtent = std::min(minExtent, extent.z());
|
|
return minExtent;
|
|
}
|
|
if (prim.GetPrimType() == FOURCC('ABSH')) {
|
|
// Combination AABB / Sphere cut from game
|
|
}
|
|
return 1.f;
|
|
}
|
|
|
|
bool CGameCollision::DetectCollisionBoolean(const CStateManager& mgr, const CCollisionPrimitive& prim,
|
|
const zeus::CTransform& xf, const CMaterialFilter& filter,
|
|
const EntityList& nearList) {
|
|
if (!filter.GetExcludeList().HasMaterial(EMaterialTypes::NoStaticCollision) &&
|
|
DetectStaticCollisionBoolean(mgr, prim, xf, filter)) {
|
|
return true;
|
|
}
|
|
if (DetectDynamicCollisionBoolean(prim, xf, nearList, mgr)) {
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
bool CGameCollision::DetectCollisionBoolean_Cached(const CStateManager& mgr, CAreaCollisionCache& cache,
|
|
const CCollisionPrimitive& prim, const zeus::CTransform& xf,
|
|
const CMaterialFilter& filter, const EntityList& nearList) {
|
|
if (!filter.GetExcludeList().HasMaterial(EMaterialTypes::NoStaticCollision) &&
|
|
DetectStaticCollisionBoolean_Cached(mgr, cache, prim, xf, filter)) {
|
|
return true;
|
|
}
|
|
if (DetectDynamicCollisionBoolean(prim, xf, nearList, mgr)) {
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
bool CGameCollision::DetectStaticCollisionBoolean(const CStateManager& mgr, const CCollisionPrimitive& prim,
|
|
const zeus::CTransform& xf, const CMaterialFilter& filter) {
|
|
if (prim.GetPrimType() == FOURCC('OBTG')) {
|
|
return false;
|
|
}
|
|
|
|
if (prim.GetPrimType() == FOURCC('AABX')) {
|
|
zeus::CAABox aabb = prim.CalculateAABox(xf);
|
|
for (const CGameArea& area : *mgr.GetWorld()) {
|
|
if (CMetroidAreaCollider::AABoxCollisionCheckBoolean(*area.GetPostConstructed()->x0_collision, aabb, filter)) {
|
|
return true;
|
|
}
|
|
}
|
|
} else if (prim.GetPrimType() == FOURCC('SPHR')) {
|
|
const auto& sphere = static_cast<const CCollidableSphere&>(prim);
|
|
zeus::CAABox aabb = prim.CalculateAABox(xf);
|
|
zeus::CSphere xfSphere = sphere.Transform(xf);
|
|
for (const CGameArea& area : *mgr.GetWorld()) {
|
|
if (CMetroidAreaCollider::SphereCollisionCheckBoolean(*area.GetPostConstructed()->x0_collision, aabb, xfSphere,
|
|
filter)) {
|
|
return true;
|
|
}
|
|
}
|
|
} else if (prim.GetPrimType() == FOURCC('ABSH')) {
|
|
// Combination AABB / Sphere cut from game
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
bool CGameCollision::DetectStaticCollisionBoolean_Cached(const CStateManager& mgr, CAreaCollisionCache& cache,
|
|
const CCollisionPrimitive& prim, const zeus::CTransform& xf,
|
|
const CMaterialFilter& filter) {
|
|
if (prim.GetPrimType() == FOURCC('OBTG')) {
|
|
return false;
|
|
}
|
|
|
|
zeus::CAABox aabb = prim.CalculateAABox(xf);
|
|
if (!aabb.inside(cache.GetCacheBounds())) {
|
|
zeus::CAABox newAABB(aabb.min - 0.2f, aabb.max + 0.2f);
|
|
newAABB.accumulateBounds(cache.GetCacheBounds());
|
|
cache.SetCacheBounds(newAABB);
|
|
BuildAreaCollisionCache(mgr, cache);
|
|
}
|
|
|
|
if (cache.HasCacheOverflowed()) {
|
|
return DetectStaticCollisionBoolean(mgr, prim, xf, filter);
|
|
}
|
|
|
|
if (prim.GetPrimType() == FOURCC('AABX')) {
|
|
for (const CMetroidAreaCollider::COctreeLeafCache& leafCache : cache) {
|
|
if (CMetroidAreaCollider::AABoxCollisionCheckBoolean_Cached(leafCache, aabb, filter)) {
|
|
return true;
|
|
}
|
|
}
|
|
} else if (prim.GetPrimType() == FOURCC('SPHR')) {
|
|
const auto& sphere = static_cast<const CCollidableSphere&>(prim);
|
|
zeus::CSphere xfSphere = sphere.Transform(xf);
|
|
for (const CMetroidAreaCollider::COctreeLeafCache& leafCache : cache) {
|
|
if (CMetroidAreaCollider::SphereCollisionCheckBoolean_Cached(leafCache, aabb, xfSphere, filter)) {
|
|
return true;
|
|
}
|
|
}
|
|
} else if (prim.GetPrimType() == FOURCC('ABSH')) {
|
|
// Combination AABB / Sphere cut from game
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
bool CGameCollision::DetectDynamicCollisionBoolean(const CCollisionPrimitive& prim, const zeus::CTransform& xf,
|
|
const EntityList& nearList, const CStateManager& mgr) {
|
|
for (const auto& id : nearList) {
|
|
if (const TCastToConstPtr<CPhysicsActor> actor = mgr.GetObjectById(id)) {
|
|
const CInternalCollisionStructure::CPrimDesc p0(prim, CMaterialFilter::skPassEverything, xf);
|
|
const CInternalCollisionStructure::CPrimDesc p1(
|
|
*actor->GetCollisionPrimitive(), CMaterialFilter::skPassEverything, actor->GetPrimitiveTransform());
|
|
if (CCollisionPrimitive::CollideBoolean(p0, p1)) {
|
|
return true;
|
|
}
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
bool CGameCollision::DetectCollision_Cached(const CStateManager& mgr, CAreaCollisionCache& cache,
|
|
const CCollisionPrimitive& prim, const zeus::CTransform& xf,
|
|
const CMaterialFilter& filter, const EntityList& nearList, TUniqueId& idOut,
|
|
CCollisionInfoList& infoList) {
|
|
idOut = kInvalidUniqueId;
|
|
bool ret = false;
|
|
if (!filter.GetExcludeList().HasMaterial(EMaterialTypes::NoStaticCollision)) {
|
|
if (DetectStaticCollision_Cached(mgr, cache, prim, xf, filter, infoList)) {
|
|
ret = true;
|
|
}
|
|
}
|
|
|
|
TUniqueId id = kInvalidUniqueId;
|
|
if (DetectDynamicCollision(prim, xf, nearList, id, infoList, mgr)) {
|
|
ret = true;
|
|
idOut = id;
|
|
}
|
|
|
|
return ret;
|
|
}
|
|
|
|
bool CGameCollision::DetectCollision_Cached_Moving(const CStateManager& mgr, CAreaCollisionCache& cache,
|
|
const CCollisionPrimitive& prim, const zeus::CTransform& xf,
|
|
const CMaterialFilter& filter, const EntityList& nearList,
|
|
const zeus::CVector3f& dir, TUniqueId& idOut,
|
|
CCollisionInfo& infoOut, double& d) {
|
|
bool ret = false;
|
|
idOut = kInvalidUniqueId;
|
|
if (!filter.GetExcludeList().HasMaterial(EMaterialTypes::NoStaticCollision)) {
|
|
if (CGameCollision::DetectStaticCollision_Cached_Moving(mgr, cache, prim, xf, filter, dir, infoOut, d)) {
|
|
ret = true;
|
|
}
|
|
}
|
|
|
|
if (CGameCollision::DetectDynamicCollisionMoving(prim, xf, nearList, dir, idOut, infoOut, d, mgr)) {
|
|
ret = true;
|
|
}
|
|
|
|
return ret;
|
|
}
|
|
|
|
bool CGameCollision::DetectStaticCollision(const CStateManager& mgr, const CCollisionPrimitive& prim,
|
|
const zeus::CTransform& xf, const CMaterialFilter& filter,
|
|
CCollisionInfoList& list) {
|
|
if (prim.GetPrimType() == FOURCC('OBTG')) {
|
|
return false;
|
|
}
|
|
|
|
bool ret = false;
|
|
if (prim.GetPrimType() == FOURCC('AABX')) {
|
|
zeus::CAABox aabb = prim.CalculateAABox(xf);
|
|
for (const CGameArea& area : *mgr.GetWorld()) {
|
|
if (CMetroidAreaCollider::AABoxCollisionCheck(*area.GetPostConstructed()->x0_collision, aabb, filter,
|
|
prim.GetMaterial(), list)) {
|
|
ret = true;
|
|
}
|
|
}
|
|
} else if (prim.GetPrimType() == FOURCC('SPHR')) {
|
|
const auto& sphere = static_cast<const CCollidableSphere&>(prim);
|
|
zeus::CAABox aabb = prim.CalculateAABox(xf);
|
|
zeus::CSphere xfSphere = sphere.Transform(xf);
|
|
for (const CGameArea& area : *mgr.GetWorld()) {
|
|
if (CMetroidAreaCollider::SphereCollisionCheck(*area.GetPostConstructed()->x0_collision, aabb, xfSphere,
|
|
prim.GetMaterial(), filter, list)) {
|
|
ret = true;
|
|
}
|
|
}
|
|
} else if (prim.GetPrimType() == FOURCC('ABSH')) {
|
|
// Combination AABB / Sphere cut from game
|
|
}
|
|
|
|
return ret;
|
|
}
|
|
|
|
bool CGameCollision::DetectStaticCollision_Cached(const CStateManager& mgr, CAreaCollisionCache& cache,
|
|
const CCollisionPrimitive& prim, const zeus::CTransform& xf,
|
|
const CMaterialFilter& filter, CCollisionInfoList& list) {
|
|
if (prim.GetPrimType() == FOURCC('OBTG')) {
|
|
return false;
|
|
}
|
|
|
|
bool ret = false;
|
|
zeus::CAABox calcAABB = prim.CalculateAABox(xf);
|
|
if (!calcAABB.inside(cache.GetCacheBounds())) {
|
|
zeus::CAABox newAABB(calcAABB.min - 0.2f, calcAABB.max + 0.2f);
|
|
newAABB.accumulateBounds(cache.GetCacheBounds());
|
|
cache.SetCacheBounds(newAABB);
|
|
BuildAreaCollisionCache(mgr, cache);
|
|
}
|
|
|
|
if (cache.HasCacheOverflowed()) {
|
|
return DetectStaticCollision(mgr, prim, xf, filter, list);
|
|
}
|
|
|
|
if (prim.GetPrimType() == FOURCC('AABX')) {
|
|
for (const CMetroidAreaCollider::COctreeLeafCache& leafCache : cache) {
|
|
if (CMetroidAreaCollider::AABoxCollisionCheck_Cached(leafCache, calcAABB, filter, prim.GetMaterial(), list)) {
|
|
ret = true;
|
|
}
|
|
}
|
|
} else if (prim.GetPrimType() == FOURCC('SPHR')) {
|
|
const auto& sphere = static_cast<const CCollidableSphere&>(prim);
|
|
zeus::CSphere xfSphere = sphere.Transform(xf);
|
|
for (const CMetroidAreaCollider::COctreeLeafCache& leafCache : cache) {
|
|
if (CMetroidAreaCollider::SphereCollisionCheck_Cached(leafCache, calcAABB, xfSphere, prim.GetMaterial(), filter,
|
|
list)) {
|
|
ret = true;
|
|
}
|
|
}
|
|
} else if (prim.GetPrimType() == FOURCC('ABSH')) {
|
|
// Combination AABB / Sphere cut from game
|
|
}
|
|
|
|
return ret;
|
|
}
|
|
|
|
bool CGameCollision::DetectStaticCollision_Cached_Moving(const CStateManager& mgr, CAreaCollisionCache& cache,
|
|
const CCollisionPrimitive& prim, const zeus::CTransform& xf,
|
|
const CMaterialFilter& filter, const zeus::CVector3f& dir,
|
|
CCollisionInfo& infoOut, double& dOut) {
|
|
if (prim.GetPrimType() == FOURCC('OBTG')) {
|
|
return false;
|
|
}
|
|
|
|
zeus::CVector3f offset = float(dOut) * dir;
|
|
zeus::CAABox aabb = prim.CalculateAABox(xf);
|
|
zeus::CAABox offsetAABB = aabb;
|
|
offsetAABB.accumulateBounds(offset + offsetAABB.min);
|
|
offsetAABB.accumulateBounds(offset + offsetAABB.max);
|
|
|
|
if (!offsetAABB.inside(cache.GetCacheBounds())) {
|
|
zeus::CAABox newAABB(offsetAABB.min - 0.2f, offsetAABB.max + 0.2f);
|
|
newAABB.accumulateBounds(cache.GetCacheBounds());
|
|
cache.SetCacheBounds(newAABB);
|
|
BuildAreaCollisionCache(mgr, cache);
|
|
}
|
|
|
|
if (prim.GetPrimType() == FOURCC('AABX')) {
|
|
for (const CMetroidAreaCollider::COctreeLeafCache& leafCache : cache) {
|
|
CCollisionInfo info;
|
|
double d = dOut;
|
|
if (CMetroidAreaCollider::MovingAABoxCollisionCheck_Cached(
|
|
leafCache, aabb, filter, CMaterialList(EMaterialTypes::Solid), dir, dOut, info, d) &&
|
|
d < dOut) {
|
|
infoOut = info;
|
|
dOut = d;
|
|
}
|
|
}
|
|
} else if (prim.GetPrimType() == FOURCC('SPHR')) {
|
|
const auto& sphere = static_cast<const CCollidableSphere&>(prim);
|
|
zeus::CSphere xfSphere = sphere.Transform(xf);
|
|
for (const CMetroidAreaCollider::COctreeLeafCache& leafCache : cache) {
|
|
CCollisionInfo info;
|
|
double d = dOut;
|
|
if (CMetroidAreaCollider::MovingSphereCollisionCheck_Cached(
|
|
leafCache, aabb, xfSphere, filter, CMaterialList(EMaterialTypes::Solid), dir, dOut, info, d) &&
|
|
d < dOut) {
|
|
infoOut = info;
|
|
dOut = d;
|
|
}
|
|
}
|
|
}
|
|
|
|
return infoOut.IsValid();
|
|
}
|
|
|
|
bool CGameCollision::DetectDynamicCollision(const CCollisionPrimitive& prim, const zeus::CTransform& xf,
|
|
const EntityList& nearList, TUniqueId& idOut, CCollisionInfoList& list,
|
|
const CStateManager& mgr) {
|
|
for (const auto& id : nearList) {
|
|
if (const TCastToConstPtr<CPhysicsActor> actor = mgr.GetObjectById(id)) {
|
|
const CInternalCollisionStructure::CPrimDesc p0(prim, CMaterialFilter::skPassEverything, xf);
|
|
const CInternalCollisionStructure::CPrimDesc p1(
|
|
*actor->GetCollisionPrimitive(), CMaterialFilter::skPassEverything, actor->GetPrimitiveTransform());
|
|
if (CCollisionPrimitive::Collide(p0, p1, list)) {
|
|
idOut = actor->GetUniqueId();
|
|
return true;
|
|
}
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
bool CGameCollision::DetectDynamicCollisionMoving(const CCollisionPrimitive& prim, const zeus::CTransform& xf,
|
|
const EntityList& nearList, const zeus::CVector3f& dir,
|
|
TUniqueId& idOut, CCollisionInfo& infoOut, double& dOut,
|
|
const CStateManager& mgr) {
|
|
bool ret = false;
|
|
for (const auto& id : nearList) {
|
|
double d = dOut;
|
|
CCollisionInfo info;
|
|
if (const TCastToConstPtr<CPhysicsActor> actor = mgr.GetObjectById(id)) {
|
|
const CInternalCollisionStructure::CPrimDesc p0(prim, CMaterialFilter::skPassEverything, xf);
|
|
const CInternalCollisionStructure::CPrimDesc p1(
|
|
*actor->GetCollisionPrimitive(), CMaterialFilter::skPassEverything, actor->GetPrimitiveTransform());
|
|
if (CCollisionPrimitive::CollideMoving(p0, p1, dir, d, info) && d < dOut) {
|
|
ret = true;
|
|
infoOut = info;
|
|
dOut = d;
|
|
idOut = actor->GetUniqueId();
|
|
}
|
|
}
|
|
}
|
|
|
|
return ret;
|
|
}
|
|
|
|
bool CGameCollision::DetectCollision(const CStateManager& mgr, const CCollisionPrimitive& prim,
|
|
const zeus::CTransform& xf, const CMaterialFilter& filter,
|
|
const EntityList& nearList, TUniqueId& idOut, CCollisionInfoList& infoOut) {
|
|
bool ret = false;
|
|
CMaterialList exclude = filter.ExcludeList();
|
|
if (!exclude.HasMaterial(EMaterialTypes::Occluder) && DetectStaticCollision(mgr, prim, xf, filter, infoOut)) {
|
|
ret = true;
|
|
}
|
|
|
|
TUniqueId tmpId = kInvalidUniqueId;
|
|
if (DetectDynamicCollision(prim, xf, nearList, tmpId, infoOut, mgr)) {
|
|
ret = true;
|
|
idOut = tmpId;
|
|
}
|
|
return ret;
|
|
}
|
|
|
|
void CGameCollision::MakeCollisionCallbacks(CStateManager& mgr, CPhysicsActor& actor, TUniqueId id,
|
|
const CCollisionInfoList& list) {
|
|
actor.CollidedWith(id, list, mgr);
|
|
|
|
if (id == kInvalidUniqueId) {
|
|
return;
|
|
}
|
|
|
|
if (const TCastToPtr<CPhysicsActor> physicalActor = mgr.ObjectById(id)) {
|
|
CCollisionInfoList swappedList = list;
|
|
for (CCollisionInfo& info : swappedList) {
|
|
info.Swap();
|
|
}
|
|
physicalActor->CollidedWith(physicalActor->GetUniqueId(), list, mgr);
|
|
}
|
|
}
|
|
|
|
void CGameCollision::SendScriptMessages(CStateManager& mgr, CActor& a0, CActor* a1, const CCollisionInfoList& list) {
|
|
bool onFloor = false;
|
|
bool platform = false;
|
|
|
|
for (const CCollisionInfo& info : list) {
|
|
if (IsFloor(info.GetMaterialLeft(), info.GetNormalLeft())) {
|
|
onFloor = true;
|
|
if (info.GetMaterialLeft().HasMaterial(EMaterialTypes::Platform)) {
|
|
platform = true;
|
|
}
|
|
SendMaterialMessage(mgr, info.GetMaterialLeft(), a0);
|
|
}
|
|
}
|
|
|
|
if (onFloor) {
|
|
mgr.SendScriptMsg(&a0, kInvalidUniqueId, EScriptObjectMessage::OnFloor);
|
|
if (platform) {
|
|
if (const TCastToPtr<CScriptPlatform> plat = a1) {
|
|
mgr.SendScriptMsg(plat.GetPtr(), a0.GetUniqueId(), EScriptObjectMessage::AddPlatformRider);
|
|
}
|
|
} else if (a1 != nullptr) {
|
|
if (const TCastToPtr<CScriptPlatform> plat = a0) {
|
|
for (const CCollisionInfo& info : list) {
|
|
if (IsFloor(info.GetMaterialRight(), info.GetNormalRight())) {
|
|
if (info.GetMaterialRight().HasMaterial(EMaterialTypes::Platform)) {
|
|
platform = true;
|
|
}
|
|
SendMaterialMessage(mgr, info.GetMaterialLeft(), a0);
|
|
}
|
|
}
|
|
if (platform) {
|
|
mgr.SendScriptMsg(plat.GetPtr(), a1->GetUniqueId(), EScriptObjectMessage::AddPlatformRider);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void CGameCollision::ResolveCollisions(CPhysicsActor& a0, CPhysicsActor* a1, const CCollisionInfoList& list) {
|
|
for (const CCollisionInfo& info : list) {
|
|
CCollisionInfo infoCopy = info;
|
|
const float restitution = GetCoefficientOfRestitution(infoCopy) + a0.GetCoefficientOfRestitutionModifier();
|
|
if (a1 != nullptr) {
|
|
CollideWithDynamicBodyNoRot(a0, *a1, infoCopy, restitution, false);
|
|
} else {
|
|
CollideWithStaticBodyNoRot(a0, infoCopy.GetMaterialLeft(), infoCopy.GetMaterialRight(), infoCopy.GetNormalLeft(),
|
|
restitution, false);
|
|
}
|
|
}
|
|
}
|
|
|
|
void CGameCollision::CollideWithDynamicBodyNoRot(CPhysicsActor& a0, CPhysicsActor& a1, const CCollisionInfo& info,
|
|
float restitution, bool zeroZ) {
|
|
zeus::CVector3f normal = info.GetNormalLeft();
|
|
if (zeroZ) {
|
|
normal.z() = 0.f;
|
|
}
|
|
|
|
zeus::CVector3f relVel = GetActorRelativeVelocities(a0, &a1);
|
|
float velNormDot = relVel.dot(normal);
|
|
|
|
float a0MaxCollisionVel = std::max(a0.GetVelocity().magnitude(), a0.GetMaximumCollisionVelocity());
|
|
float a1MaxCollisionVel = std::max(a1.GetVelocity().magnitude(), a1.GetMaximumCollisionVelocity());
|
|
|
|
bool a0Move = !a0.GetMaterialList().HasMaterial(EMaterialTypes::Immovable) && a0.GetMass() != 0.f;
|
|
bool a1Move = !a1.GetMaterialList().HasMaterial(EMaterialTypes::Immovable) && a1.GetMass() != 0.f;
|
|
|
|
if (velNormDot < -0.0001f) {
|
|
if (a0Move) {
|
|
if (a1Move) {
|
|
float impulse = CollisionImpulseFiniteVsFinite(a0.GetMass(), a1.GetMass(), velNormDot, restitution);
|
|
a0.ApplyImpulseWR(normal * impulse, zeus::CAxisAngle());
|
|
a1.ApplyImpulseWR(normal * -impulse, zeus::CAxisAngle());
|
|
} else {
|
|
float impulse = CollisionImpulseFiniteVsInfinite(a0.GetMass(), velNormDot, restitution);
|
|
a0.ApplyImpulseWR(normal * impulse, zeus::CAxisAngle());
|
|
}
|
|
} else {
|
|
if (a1Move) {
|
|
float impulse = CollisionImpulseFiniteVsInfinite(a1.GetMass(), velNormDot, restitution);
|
|
a1.ApplyImpulseWR(normal * -impulse, zeus::CAxisAngle());
|
|
} else {
|
|
a0.SetVelocityWR(zeus::skZero3f);
|
|
a1.SetVelocityWR(zeus::skZero3f);
|
|
}
|
|
}
|
|
a0.UseCollisionImpulses();
|
|
a1.UseCollisionImpulses();
|
|
} else if (velNormDot < 0.1f) {
|
|
if (a0Move) {
|
|
float impulse = 0.05f * a0.GetMass();
|
|
a0.ApplyImpulseWR(normal * impulse, zeus::CAxisAngle());
|
|
a0.UseCollisionImpulses();
|
|
}
|
|
if (a1Move) {
|
|
float impulse = -0.05f * a1.GetMass();
|
|
a1.ApplyImpulseWR(normal * impulse, zeus::CAxisAngle());
|
|
a1.UseCollisionImpulses();
|
|
}
|
|
}
|
|
|
|
if (a0.GetVelocity().magnitude() > a0MaxCollisionVel) {
|
|
a0.SetVelocityWR(a0.GetVelocity().normalized() * a0MaxCollisionVel);
|
|
}
|
|
if (a1.GetVelocity().magnitude() > a1MaxCollisionVel) {
|
|
a1.SetVelocityWR(a1.GetVelocity().normalized() * a1MaxCollisionVel);
|
|
}
|
|
}
|
|
|
|
void CGameCollision::CollideWithStaticBodyNoRot(CPhysicsActor& a0, const CMaterialList& m0, const CMaterialList& m1,
|
|
const zeus::CUnitVector3f& normal, float restitution, bool zeroZ) {
|
|
zeus::CUnitVector3f useNorm = normal;
|
|
if (zeroZ && m0.HasMaterial(EMaterialTypes::Player) && !m1.HasMaterial(EMaterialTypes::Floor)) {
|
|
useNorm.z() = 0.f;
|
|
}
|
|
|
|
if (useNorm.canBeNormalized()) {
|
|
useNorm.normalize();
|
|
float velNormDot = a0.GetVelocity().dot(useNorm);
|
|
if (velNormDot < -0.0001f) {
|
|
a0.ApplyImpulseWR(useNorm * CollisionImpulseFiniteVsInfinite(a0.GetMass(), velNormDot, restitution),
|
|
zeus::CAxisAngle());
|
|
a0.UseCollisionImpulses();
|
|
} else if (velNormDot < 0.001f) {
|
|
a0.ApplyImpulseWR(0.05f * a0.GetMass() * useNorm, zeus::CAxisAngle());
|
|
a0.UseCollisionImpulses();
|
|
}
|
|
}
|
|
}
|
|
|
|
void CGameCollision::CollisionFailsafe(const CStateManager& mgr, CAreaCollisionCache& cache, CPhysicsActor& actor,
|
|
const CCollisionPrimitive& prim, const EntityList& nearList, float f1,
|
|
u32 failsafeTicks) {
|
|
actor.MoveCollisionPrimitive(zeus::skZero3f);
|
|
if (f1 > 0.5f) {
|
|
actor.SetNumTicksPartialUpdate(actor.GetNumTicksPartialUpdate() + 1);
|
|
}
|
|
|
|
if (actor.GetNumTicksPartialUpdate() > 1 ||
|
|
DetectCollisionBoolean_Cached(mgr, cache, prim, actor.GetPrimitiveTransform(), actor.GetMaterialFilter(),
|
|
nearList)) {
|
|
actor.SetNumTicksPartialUpdate(0);
|
|
actor.SetNumTicksStuck(actor.GetNumTicksStuck() + 1);
|
|
if (actor.GetNumTicksStuck() < failsafeTicks) {
|
|
return;
|
|
}
|
|
|
|
CMotionState oldMState = actor.GetMotionState();
|
|
CMotionState lastNonCollide = actor.GetLastNonCollidingState();
|
|
actor.SetMotionState(lastNonCollide);
|
|
if (!DetectCollisionBoolean_Cached(mgr, cache, prim, actor.GetPrimitiveTransform(), actor.GetMaterialFilter(),
|
|
nearList)) {
|
|
lastNonCollide.x1c_velocity *= zeus::CVector3f(0.5f);
|
|
lastNonCollide.x28_angularMomentum *= zeus::CVector3f(0.5f);
|
|
actor.SetLastNonCollidingState(lastNonCollide);
|
|
//++gDebugPrintCount;
|
|
actor.SetNumTicksStuck(0);
|
|
} else {
|
|
actor.SetMotionState(oldMState);
|
|
if (auto nonIntersectVec = FindNonIntersectingVector(mgr, cache, actor, prim, nearList)) {
|
|
oldMState.x0_translation += *nonIntersectVec;
|
|
actor.SetMotionState(oldMState);
|
|
actor.SetLastNonCollidingState(actor.GetMotionState());
|
|
//++gDebugPrintCount;
|
|
} else {
|
|
//++gDebugPrintCount;
|
|
lastNonCollide.x1c_velocity *= zeus::CVector3f(0.5f);
|
|
lastNonCollide.x28_angularMomentum *= zeus::CVector3f(0.5f);
|
|
actor.SetLastNonCollidingState(lastNonCollide);
|
|
}
|
|
}
|
|
} else {
|
|
actor.SetLastNonCollidingState(actor.GetMotionState());
|
|
actor.SetNumTicksStuck(0);
|
|
}
|
|
}
|
|
|
|
std::optional<zeus::CVector3f>
|
|
CGameCollision::FindNonIntersectingVector(const CStateManager& mgr, CAreaCollisionCache& cache, CPhysicsActor& actor,
|
|
const CCollisionPrimitive& prim, const EntityList& nearList) {
|
|
zeus::CTransform xf = actor.GetPrimitiveTransform();
|
|
zeus::CVector3f origOrigin = xf.origin;
|
|
zeus::CVector3f center = prim.CalculateAABox(xf).center();
|
|
for (int i = 2; i < 1000; i += (i / 2)) {
|
|
const float pos = static_cast<float>(i) * 0.005f;
|
|
const float neg = -pos;
|
|
for (int j = 0; j < 26; ++j) {
|
|
zeus::CVector3f vec;
|
|
switch (j) {
|
|
case 0:
|
|
vec = {0.f, pos, 0.f};
|
|
break;
|
|
case 1:
|
|
vec = {0.f, neg, 0.f};
|
|
break;
|
|
case 2:
|
|
vec = {pos, 0.f, 0.f};
|
|
break;
|
|
case 3:
|
|
vec = {neg, 0.f, 0.f};
|
|
break;
|
|
case 4:
|
|
vec = {0.f, 0.f, pos};
|
|
break;
|
|
case 5:
|
|
vec = {0.f, 0.f, neg};
|
|
break;
|
|
case 6:
|
|
vec = {0.f, pos, pos};
|
|
break;
|
|
case 7:
|
|
vec = {0.f, neg, neg};
|
|
break;
|
|
case 8:
|
|
vec = {0.f, neg, pos};
|
|
break;
|
|
case 9:
|
|
vec = {0.f, pos, neg};
|
|
break;
|
|
case 10:
|
|
vec = {pos, 0.f, pos};
|
|
break;
|
|
case 11:
|
|
vec = {neg, 0.f, neg};
|
|
break;
|
|
case 12:
|
|
vec = {neg, 0.f, pos};
|
|
break;
|
|
case 13:
|
|
vec = {pos, 0.f, neg};
|
|
break;
|
|
case 14:
|
|
vec = {pos, pos, 0.f};
|
|
break;
|
|
case 15:
|
|
vec = {neg, neg, 0.f};
|
|
break;
|
|
case 16:
|
|
vec = {neg, pos, 0.f};
|
|
break;
|
|
case 17:
|
|
vec = {pos, neg, 0.f};
|
|
break;
|
|
case 18:
|
|
vec = {pos, pos, pos};
|
|
break;
|
|
case 19:
|
|
vec = {neg, pos, pos};
|
|
break;
|
|
case 20:
|
|
vec = {pos, neg, pos};
|
|
break;
|
|
case 21:
|
|
vec = {neg, neg, pos};
|
|
break;
|
|
case 22:
|
|
vec = {pos, pos, neg};
|
|
break;
|
|
case 23:
|
|
vec = {neg, pos, neg};
|
|
break;
|
|
case 24:
|
|
vec = {pos, neg, neg};
|
|
break;
|
|
case 25:
|
|
vec = {neg, neg, neg};
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
|
|
zeus::CVector3f worldPoint = vec + origOrigin;
|
|
if (mgr.GetWorld()->GetAreaAlways(mgr.GetNextAreaId())->GetAABB().pointInside(worldPoint)) {
|
|
if (mgr.RayCollideWorld(center, center + vec, nearList, CMaterialFilter::skPassEverything, &actor)) {
|
|
xf.origin = worldPoint;
|
|
if (!DetectCollisionBoolean_Cached(mgr, cache, prim, xf, actor.GetMaterialFilter(), nearList)) {
|
|
return {vec};
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
return {};
|
|
}
|
|
|
|
void CGameCollision::AvoidStaticCollisionWithinRadius(const CStateManager& mgr, CPhysicsActor& actor, u32 iterations,
|
|
float dt, float height, float size, float mass, float radius) {
|
|
const zeus::CVector3f& actorPos = actor.GetTranslation();
|
|
const zeus::CVector3f pos = actorPos + zeus::CVector3f{0.f, 0.f, height};
|
|
const float largeRadius = 1.2f * radius;
|
|
const zeus::CVector3f diff{size + largeRadius, size + largeRadius, largeRadius};
|
|
const zeus::CAABox aabb{pos - diff, pos + diff};
|
|
CAreaCollisionCache cache{aabb};
|
|
BuildAreaCollisionCache(mgr, cache);
|
|
|
|
const CCollidableSphere prim{{pos, radius}, {EMaterialTypes::Solid}};
|
|
if (!DetectStaticCollisionBoolean_Cached(mgr, cache, prim, {}, CMaterialFilter::MakeExclude(EMaterialTypes::Floor))) {
|
|
zeus::CVector3f velocity = zeus::skZero3f;
|
|
float seg = zeus::degToRad(360.f) / iterations;
|
|
for (u32 i = 0; i < iterations; ++i) {
|
|
const float angle = seg * i;
|
|
const zeus::CVector3f vec{std::sin(angle), std::cos(angle), 0.f};
|
|
double out = size;
|
|
CCollisionInfo info{};
|
|
if (cache.HasCacheOverflowed()) {
|
|
cache.ClearCache();
|
|
zeus::CAABox aabb2{pos, pos};
|
|
aabb2.accumulateBounds(actorPos + (size * vec));
|
|
cache.SetCacheBounds(zeus::CAABox{aabb2.min - radius, aabb2.max + radius});
|
|
BuildAreaCollisionCache(mgr, cache);
|
|
}
|
|
|
|
if (DetectStaticCollision_Cached_Moving(mgr, cache, prim, {}, CMaterialFilter::MakeExclude(EMaterialTypes::Floor),
|
|
vec, info, out)) {
|
|
float force = static_cast<float>((size - out) / size) / iterations;
|
|
velocity -= force * vec;
|
|
}
|
|
}
|
|
actor.SetVelocityWR(actor.GetVelocity() + (dt * (mass * velocity)));
|
|
}
|
|
}
|
|
} // namespace metaforce
|