metaforce/Runtime/Character/CBodyController.cpp

337 lines
10 KiB
C++

#include "CBodyController.hpp"
#include "World/CActor.hpp"
#include "TCastTo.hpp"
#include "World/CPhysicsActor.hpp"
#include "World/CActorModelParticles.hpp"
#include "Character/CPASAnimParm.hpp"
#include "Character/CPASAnimParmData.hpp"
#include "CStateManager.hpp"
namespace urde
{
CBodyController::CBodyController(CActor& actor, float turnSpeed, EBodyType bodyType)
: x0_actor(actor), x2a4_bodyStateInfo(actor, bodyType),
x2f4_bodyType(bodyType), x2fc_turnSpeed(turnSpeed)
{
x300_28_playDeathAnims = true;
x2a4_bodyStateInfo.x18_bodyController = this;
}
void CBodyController::EnableAnimation(bool e)
{
x0_actor.ModelData()->AnimationData()->EnableAnimation(e);
}
void CBodyController::Activate(CStateManager& mgr)
{
x300_25_active = true;
x2a4_bodyStateInfo.SetState(pas::EAnimationState(GetPASDatabase().GetDefaultState()));
x2a4_bodyStateInfo.GetCurrentState()->Start(*this, mgr);
x2a4_bodyStateInfo.GetCurrentAdditiveState()->Start(*this, mgr);
}
void CBodyController::UpdateBody(float dt, CStateManager& mgr)
{
UpdateFrozenInfo(dt, mgr);
if (x320_fireDur > 0.f)
{
if (x328_timeOnFire > x320_fireDur)
{
x328_timeOnFire = 0.f;
x320_fireDur = 0.f;
}
else
{
x328_timeOnFire += dt;
}
}
else if (x324_electrocutionDur > 0.f)
{
if (x32c_timeElectrocuting > x324_electrocutionDur)
{
x32c_timeElectrocuting = 0.f;
x324_electrocutionDur = 0.f;
}
else
{
x32c_timeElectrocuting += dt;
}
}
if (GetPercentageFrozen() < 1.f && x300_28_playDeathAnims)
{
pas::EAnimationState nextState = x2a4_bodyStateInfo.GetCurrentState()->UpdateBody(dt, *this, mgr);
if (nextState != pas::EAnimationState::Invalid)
{
x2a4_bodyStateInfo.GetCurrentState()->Shutdown(*this);
x2a4_bodyStateInfo.SetState(nextState);
x2a4_bodyStateInfo.GetCurrentState()->Start(*this, mgr);
}
nextState = x2a4_bodyStateInfo.GetCurrentAdditiveState()->UpdateBody(dt, *this, mgr);
if (nextState != pas::EAnimationState::Invalid)
{
x2a4_bodyStateInfo.GetCurrentAdditiveState()->Shutdown(*this);
x2a4_bodyStateInfo.SetAdditiveState(nextState);
x2a4_bodyStateInfo.GetCurrentAdditiveState()->Start(*this, mgr);
}
}
}
void CBodyController::SetTurnSpeed(float s)
{
x2fc_turnSpeed = std::max(0.f, s);
}
void CBodyController::Update(float dt, CStateManager& mgr)
{
SetPlaybackRate(1.f);
if (x300_25_active)
{
x300_24_animationOver =
!x0_actor.GetModelData()->GetAnimationData()->IsAnimTimeRemaining(dt, "Whole Body");
x4_cmdMgr.BlendSteeringCmds();
x2dc_rot = zeus::CQuaternion::skNoRotation;
UpdateBody(dt, mgr);
if (TCastToPtr<CPhysicsActor> act = x0_actor)
act->RotateInOneFrameOR(x2dc_rot, dt);
x4_cmdMgr.Reset();
}
}
bool CBodyController::HasBodyState(pas::EAnimationState s) const
{
return GetPASDatabase().HasState(s32(s));
}
void CBodyController::SetCurrentAnimation(const CAnimPlaybackParms& parms, bool loop, bool noTrans)
{
x0_actor.ModelData()->AnimationData()->SetAnimation(parms, noTrans);
x0_actor.ModelData()->EnableLooping(loop);
x2f8_curAnim = parms.GetAnimationId();
}
float CBodyController::GetAnimTimeRemaining() const
{
return x0_actor.GetModelData()->GetAnimationData()->GetAnimTimeRemaining("Whole Body");
}
void CBodyController::SetPlaybackRate(float r)
{
x0_actor.ModelData()->AnimationData()->SetPlaybackRate(r);
}
const CPASDatabase& CBodyController::GetPASDatabase() const
{
return x0_actor.GetModelData()->GetAnimationData()->GetCharacterInfo().GetPASDatabase();
}
void CBodyController::MultiplyPlaybackRate(float r)
{
x0_actor.ModelData()->AnimationData()->MultiplyPlaybackRate(r);
}
void CBodyController::FaceDirection(const zeus::CVector3f& v0, float dt)
{
if (x300_26_frozen)
return;
zeus::CVector3f noZ = v0;
noZ.z = 0.f;
if (noZ.canBeNormalized())
{
if (TCastToPtr<CPhysicsActor> act = x0_actor)
{
zeus::CQuaternion rot =
zeus::CQuaternion::lookAt(act->GetTransform().basis[1],
noZ.normalized(), zeus::degToRad(dt * x2fc_turnSpeed));
rot.setImaginary(act->GetTransform().transposeRotate(rot.getImaginary()));
act->RotateInOneFrameOR(rot, dt);
}
}
}
void CBodyController::FaceDirection3D(const zeus::CVector3f& v0, const zeus::CVector3f& v1, float dt)
{
if (x300_26_frozen)
return;
if (v0.canBeNormalized() && v1.canBeNormalized())
{
if (TCastToPtr<CPhysicsActor> act = x0_actor)
{
zeus::CUnitVector3f uv0 = v0;
zeus::CUnitVector3f uv1 = v1;
float dot = uv0.dot(uv1);
if (std::fabs(dot - 1.f) > 0.00001f)
{
if (dot < -0.9999f)
{
zeus::CQuaternion rot =
zeus::CQuaternion::fromAxisAngle(act->GetTransform().basis[2],
zeus::degToRad(dt * x2fc_turnSpeed));
rot.setImaginary(act->GetTransform().transposeRotate(rot.getImaginary()));
act->RotateInOneFrameOR(rot, dt);
}
else
{
zeus::CQuaternion rot =
zeus::CQuaternion::clampedRotateTo(uv1, uv0, zeus::degToRad(dt * x2fc_turnSpeed));
rot.setImaginary(x0_actor.GetTransform().transposeRotate(rot.getImaginary()));
act->RotateInOneFrameOR(rot, dt);
}
}
}
}
}
bool CBodyController::HasBodyInfo(CActor& act)
{
return act.GetModelData()->GetAnimationData()->GetCharacterInfo().GetPASDatabase().GetNumAnimStates() != 0;
}
void CBodyController::PlayBestAnimation(const CPASAnimParmData& parms, CRandom16& r)
{
std::pair<float, s32> best = GetPASDatabase().FindBestAnimation(parms, r, -1);
CAnimPlaybackParms playParms(best.second, -1, 1.f, true);
SetCurrentAnimation(playParms, false, false);
}
void CBodyController::LoopBestAnimation(const CPASAnimParmData& parms, CRandom16& r)
{
std::pair<float, s32> best = GetPASDatabase().FindBestAnimation(parms, r, -1);
CAnimPlaybackParms playParms(best.second, -1, 1.f, true);
SetCurrentAnimation(playParms, true, false);
}
void CBodyController::Freeze(float intoFreezeDur, float frozenDur, float breakoutDur)
{
x304_intoFreezeDur = intoFreezeDur;
x308_frozenDur = frozenDur;
x30c_breakoutDur = breakoutDur;
x300_26_frozen = true;
x300_27_hasBeenFrozen = true;
if (TCastToPtr<CPhysicsActor> act = x0_actor)
{
x314_backedUpForce = act->GetConstantForce();
act->SetConstantForce(zeus::CVector3f::skZero);
act->SetMomentumWR(zeus::CVector3f::skZero);
}
x320_fireDur = 0.f;
x328_timeOnFire = 0.f;
x310_timeFrozen = 0.f;
}
void CBodyController::UnFreeze()
{
SetPlaybackRate(1.f);
x300_26_frozen = false;
x304_intoFreezeDur = 0.f;
x308_frozenDur = 0.f;
x30c_breakoutDur = 0.f;
x310_timeFrozen = 0.f;
x0_actor.SetVolume(1.f);
if (TCastToPtr<CPhysicsActor> act = x0_actor)
{
act->SetConstantForce(x314_backedUpForce);
act->SetVelocityWR(x314_backedUpForce * (1.f / act->GetMass()));
}
}
float CBodyController::GetPercentageFrozen() const
{
float sum = x304_intoFreezeDur + x308_frozenDur + x30c_breakoutDur;
if (x310_timeFrozen == 0.f || sum == 0.f)
return 0.f;
if (x310_timeFrozen <= x304_intoFreezeDur && x304_intoFreezeDur > 0.f)
return x310_timeFrozen / x304_intoFreezeDur;
if (x310_timeFrozen < sum - x30c_breakoutDur)
return 1.f;
if (x30c_breakoutDur <= 0.f)
return 1.f;
return 1.f - (x310_timeFrozen - (x308_frozenDur + x304_intoFreezeDur)) / x30c_breakoutDur;
}
void CBodyController::SetOnFire(float dur)
{
x320_fireDur = dur;
x328_timeOnFire = 0.f;
if (IsFrozen())
UnFreeze();
}
void CBodyController::DouseFlames()
{
if (x320_fireDur <= 0.f)
return;
x320_fireDur = 0.f;
x328_timeOnFire = 0.f;
}
void CBodyController::SetElectrocuting(float dur)
{
if (!IsElectrocuting())
{
CBCAdditiveReactionCmd reaction(pas::EAdditiveReactionType::Electrocution, 1.f, true);
x4_cmdMgr.DeliverCmd(reaction);
}
x324_electrocutionDur = dur;
x32c_timeElectrocuting = 0.f;
if (IsFrozen())
UnFreeze();
else if (IsOnFire())
DouseFlames();
}
void CBodyController::DouseElectrocuting()
{
x324_electrocutionDur = 0.f;
x32c_timeElectrocuting = 0.f;
CBodyStateCmd cmd(EBodyStateCmd::StopReaction);
x4_cmdMgr.DeliverCmd(cmd);
}
void CBodyController::UpdateFrozenInfo(float dt, CStateManager& mgr)
{
if (x300_26_frozen)
{
float totalTime = x304_intoFreezeDur + x308_frozenDur + x30c_breakoutDur;
if (x310_timeFrozen > totalTime &&
x2a4_bodyStateInfo.GetCurrentAdditiveStateId() != pas::EAnimationState::AdditiveReaction)
{
UnFreeze();
x0_actor.SendScriptMsgs(EScriptObjectState::UnFrozen, mgr, EScriptObjectMessage::None);
mgr.GetActorModelParticles()->StartIce(x0_actor, mgr);
return;
}
if (x310_timeFrozen <= totalTime)
{
float percUnfrozen = 1.f;
if (x310_timeFrozen < totalTime - x30c_breakoutDur)
percUnfrozen = 1.f - GetPercentageFrozen();
MultiplyPlaybackRate(percUnfrozen);
x310_timeFrozen += dt;
x0_actor.SetVolume(percUnfrozen);
if (x310_timeFrozen > totalTime && HasIceBreakoutState())
{
CBCAdditiveReactionCmd cmd(pas::EAdditiveReactionType::IceBreakout, 1.f, false);
x4_cmdMgr.DeliverCmd(cmd);
}
}
}
}
bool CBodyController::HasIceBreakoutState() const
{
CPASAnimParmData parms(24, CPASAnimParm::FromEnum(3));
std::pair<float, s32> best = GetPASDatabase().FindBestAnimation(parms, -1);
return best.first > 0.f;
}
}