mirror of https://github.com/AxioDL/metaforce.git
85 lines
3.5 KiB
C++
85 lines
3.5 KiB
C++
#include "CGameCollision.hpp"
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#include "CCollidableOBBTreeGroup.hpp"
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#include "CMaterialFilter.hpp"
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#include "CMaterialList.hpp"
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#include "World/CActor.hpp"
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#include "CStateManager.hpp"
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namespace urde
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{
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float CollisionImpulseFiniteVsInfinite(float f1, float f2, float f3) { return f1 * ((1.f / f3) * f2); }
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float CollisionImpulseFiniteVsFinite(float f1, float f2, float f3, float f4)
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{
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return (-(1.f + f4) * f3) / ((1.f / f1) + (1.f / f2));
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}
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void CGameCollision::InitCollision()
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{
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/* Types */
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CCollisionPrimitive::InitBeginTypes();
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CCollisionPrimitive::InitAddType(CCollidableOBBTreeGroup::GetType());
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CCollisionPrimitive::InitEndTypes();
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/* Colliders */
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CCollisionPrimitive::InitBeginColliders();
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CCollisionPrimitive::InitAddCollider(CCollidableOBBTreeGroup::SphereCollide, "CCollidableSphere",
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"CCollidableOBBTreeGroup");
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CCollisionPrimitive::InitAddCollider(CCollidableOBBTreeGroup::AABoxCollide, "CCollidableAABox",
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"CCollidableOBBTreeGroup");
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CCollisionPrimitive::InitAddBooleanCollider(CCollidableOBBTreeGroup::SphereCollideBoolean, "CCollidableSphere",
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"CCollidableOBBTreeGroup");
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CCollisionPrimitive::InitAddBooleanCollider(CCollidableOBBTreeGroup::AABoxCollideBoolean, "CCollidableAABox",
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"CCollidableOBBTreeGroup");
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CCollisionPrimitive::InitAddMovingCollider(CCollidableOBBTreeGroup::CollideMovingAABox, "CCollidableAABox",
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"CCollidableOBBTreeGroup");
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CCollisionPrimitive::InitAddMovingCollider(CCollidableOBBTreeGroup::CollideMovingSphere, "CCollidableSphere",
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"CCollidableOBBTreeGroup");
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CCollisionPrimitive::InitAddCollider(CGameCollision::NullCollisionCollider, "CCollidableOBBTreeGroup",
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"CCollidableOBBTreeGroup");
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CCollisionPrimitive::InitAddBooleanCollider(CGameCollision::NullBooleanCollider, "CCollidableOBBTreeGroup",
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"CCollidableOBBTreeGroup");
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CCollisionPrimitive::InitAddMovingCollider(CGameCollision::NullMovingCollider, "CCollidableOBBTreeGroup",
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"CCollidableOBBTreeGroup");
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CCollisionPrimitive::InitEndColliders();
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}
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void CGameCollision::Move(CStateManager& mgr, CPhysicsActor& actor, float dt, const rstl::reserved_vector<TUniqueId, 1024>*)
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{
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}
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bool CGameCollision::CanBlock(const CMaterialList& mat, const zeus::CVector3f& v)
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{
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if ((mat.HasMaterial(EMaterialTypes::Character) && !mat.HasMaterial(EMaterialTypes::Scannable)) ||
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mat.HasMaterial(EMaterialTypes::Occluder))
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return false;
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if (mat.HasMaterial(EMaterialTypes::Occluder) || mat.HasMaterial(EMaterialTypes::Floor))
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return true;
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return (v.z > 0.85f);
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}
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bool CGameCollision::IsFloor(const CMaterialList& mat, const zeus::CVector3f& v)
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{
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if (mat.HasMaterial(EMaterialTypes::Floor))
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return true;
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return (v.z > 0.85f);
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}
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void CGameCollision::SendMaterialMessage(CStateManager& mgr, const CMaterialList& mat, CActor& act)
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{
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EScriptObjectMessage msg;
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if (mat.HasMaterial(EMaterialTypes::Ice))
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msg = EScriptObjectMessage::InternalMessage05;
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else if (mat.HasMaterial(EMaterialTypes::MudSlow))
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msg = EScriptObjectMessage::InternalMessage06;
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else
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msg = EScriptObjectMessage::InternalMessage07;
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mgr.SendScriptMsg(&act, kInvalidUniqueId, msg);
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}
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}
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