metaforce/Runtime/World/CPhysicsActor.cpp

117 lines
2.5 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, float)
: CActor(uid, active, name, info, xf, std::move(mData), matList, actorParms, kInvalidUniqueId)
{
}
void CPhysicsActor::Render(const CStateManager &mgr)
{
CActor::Render(mgr);
}
zeus::CVector3f CPhysicsActor::GetOrbitPosition(const CStateManager &)
{
return GetBoundingBox().center();
}
zeus::CVector3f CPhysicsActor::GetAimPosition(const CStateManager &, float val)
{
if (val <= 0.0)
return GetBoundingBox().center();
//zeus::CVector3f delta = PredictMotion(val);
return zeus::CVector3f();
}
void CPhysicsActor::CollidedWith(const TUniqueId &, const CCollisionInfoList &, CStateManager &)
{
}
const CCollisionPrimitive& CPhysicsActor::GetCollisionPrimitive() const
{
return x1c0_collisionPrimitive;
}
zeus::CTransform CPhysicsActor::GetPrimitiveTransform()
{
return zeus::CTransform();
}
float CPhysicsActor::GetStepUpHeight()
{
return x23c_stepUpHeight;
}
float CPhysicsActor::GetStepDownHeight()
{
return x240_stepDownHeight;
}
float CPhysicsActor::GetWeight()
{
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()
{
return {};
}
zeus::CAABox CPhysicsActor::GetBoundingBox()
{
return {};
}
const zeus::CAABox &CPhysicsActor::GetBaseBoundingBox() const
{
return x1a4_baseBoundingBox;
}
void CPhysicsActor::SetInertiaTensorScalar(float tensor)
{
if (tensor <= 0.0f)
tensor = 1.0f;
xf0_inertialTensor = tensor;
xf4_inertialTensorRecip = 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);
}
}