mirror of https://github.com/AxioDL/metaforce.git
153 lines
7.0 KiB
C++
153 lines
7.0 KiB
C++
#pragma once
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#include "CActor.hpp"
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#include "Particle/CElementGen.hpp"
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namespace urde {
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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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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);
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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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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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void Accept(IVisitor& visitor);
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void Think(float dt, CStateManager& mgr);
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void AcceptScriptMsg(EScriptObjectMessage msg, TUniqueId sender, CStateManager& mgr);
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void PreRender(CStateManager& mgr, const zeus::CFrustum& frustum);
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void Render(const CStateManager& mgr) const;
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void CalculateRenderBounds();
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std::optional<zeus::CAABox> GetTouchBounds() const;
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void Touch(CActor& other, CStateManager& mgr);
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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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} // namespace urde
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