mirror of https://github.com/PrimeDecomp/prime.git
parent
c3d9289fe5
commit
008bc34b6c
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@ -3,8 +3,8 @@
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.section .data
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.section .data
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.balign 8
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.balign 8
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.global lbl_803E5CA0
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.global __vt__7CABSAim
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lbl_803E5CA0:
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__vt__7CABSAim:
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# ROM: 0x3E2CA0
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# ROM: 0x3E2CA0
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.4byte 0
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.4byte 0
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.4byte 0
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.4byte 0
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@ -49,8 +49,8 @@ __dt__7CABSAimFv:
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/* 801D9D24 001D6C84 93 E1 00 0C */ stw r31, 0xc(r1)
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/* 801D9D24 001D6C84 93 E1 00 0C */ stw r31, 0xc(r1)
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/* 801D9D28 001D6C88 7C 7F 1B 79 */ or. r31, r3, r3
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/* 801D9D28 001D6C88 7C 7F 1B 79 */ or. r31, r3, r3
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/* 801D9D2C 001D6C8C 41 82 00 30 */ beq lbl_801D9D5C
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/* 801D9D2C 001D6C8C 41 82 00 30 */ beq lbl_801D9D5C
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/* 801D9D30 001D6C90 3C 60 80 3E */ lis r3, lbl_803E5CA0@ha
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/* 801D9D30 001D6C90 3C 60 80 3E */ lis r3, __vt__7CABSAim@ha
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/* 801D9D34 001D6C94 38 03 5C A0 */ addi r0, r3, lbl_803E5CA0@l
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/* 801D9D34 001D6C94 38 03 5C A0 */ addi r0, r3, __vt__7CABSAim@l
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/* 801D9D38 001D6C98 90 1F 00 00 */ stw r0, 0(r31)
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/* 801D9D38 001D6C98 90 1F 00 00 */ stw r0, 0(r31)
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/* 801D9D3C 001D6C9C 41 82 00 10 */ beq lbl_801D9D4C
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/* 801D9D3C 001D6C9C 41 82 00 10 */ beq lbl_801D9D4C
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/* 801D9D40 001D6CA0 3C 60 80 3E */ lis r3, __vt__18CAdditiveBodyState@ha
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/* 801D9D40 001D6CA0 3C 60 80 3E */ lis r3, __vt__18CAdditiveBodyState@ha
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@ -560,11 +560,11 @@ lbl_801DA44C:
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.global __ct__7CABSAimFv
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.global __ct__7CABSAimFv
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__ct__7CABSAimFv:
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__ct__7CABSAimFv:
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/* 801DA468 001D73C8 3C A0 80 3E */ lis r5, __vt__18CAdditiveBodyState@ha
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/* 801DA468 001D73C8 3C A0 80 3E */ lis r5, __vt__18CAdditiveBodyState@ha
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/* 801DA46C 001D73CC 3C 80 80 3E */ lis r4, lbl_803E5CA0@ha
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/* 801DA46C 001D73CC 3C 80 80 3E */ lis r4, __vt__7CABSAim@ha
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/* 801DA470 001D73D0 38 A5 13 50 */ addi r5, r5, __vt__18CAdditiveBodyState@l
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/* 801DA470 001D73D0 38 A5 13 50 */ addi r5, r5, __vt__18CAdditiveBodyState@l
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/* 801DA474 001D73D4 38 00 00 00 */ li r0, 0
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/* 801DA474 001D73D4 38 00 00 00 */ li r0, 0
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/* 801DA478 001D73D8 90 A3 00 00 */ stw r5, 0(r3)
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/* 801DA478 001D73D8 90 A3 00 00 */ stw r5, 0(r3)
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/* 801DA47C 001D73DC 38 84 5C A0 */ addi r4, r4, lbl_803E5CA0@l
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/* 801DA47C 001D73DC 38 84 5C A0 */ addi r4, r4, __vt__7CABSAim@l
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/* 801DA480 001D73E0 C0 02 AC B0 */ lfs f0, lbl_805AC9D0@sda21(r2)
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/* 801DA480 001D73E0 C0 02 AC B0 */ lfs f0, lbl_805AC9D0@sda21(r2)
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/* 801DA484 001D73E4 90 83 00 00 */ stw r4, 0(r3)
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/* 801DA484 001D73E4 90 83 00 00 */ stw r4, 0(r3)
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/* 801DA488 001D73E8 98 03 00 04 */ stb r0, 4(r3)
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/* 801DA488 001D73E8 98 03 00 04 */ stb r0, 4(r3)
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@ -293,7 +293,7 @@ LIBS = [
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["MetroidPrime/ScriptObjects/CScriptSwitch", True],
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["MetroidPrime/ScriptObjects/CScriptSwitch", True],
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["MetroidPrime/BodyState/CABSIdle", True],
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["MetroidPrime/BodyState/CABSIdle", True],
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["MetroidPrime/BodyState/CABSFlinch", True],
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["MetroidPrime/BodyState/CABSFlinch", True],
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"MetroidPrime/BodyState/CABSAim",
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["MetroidPrime/BodyState/CABSAim", False],
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["MetroidPrime/ScriptObjects/CScriptPlayerStateChange", True],
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["MetroidPrime/ScriptObjects/CScriptPlayerStateChange", True],
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"MetroidPrime/Enemies/CThardus",
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"MetroidPrime/Enemies/CThardus",
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"MetroidPrime/CActorParticles",
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"MetroidPrime/CActorParticles",
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@ -4,6 +4,13 @@
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#include "MetroidPrime/BodyState/CAdditiveBodyState.hpp"
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#include "MetroidPrime/BodyState/CAdditiveBodyState.hpp"
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class CABSAim : public CAdditiveBodyState {
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class CABSAim : public CAdditiveBodyState {
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public:
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CABSAim();
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void Start(CBodyController& bc, CStateManager& mgr) override;
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pas::EAnimationState UpdateBody(float dt, CBodyController& bc, CStateManager& mgr) override;
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void Shutdown(CBodyController& bc) override;
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private:
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bool x4_needsIdle;
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bool x4_needsIdle;
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int x8_anims[4];
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int x8_anims[4];
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float x18_angles[4];
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float x18_angles[4];
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@ -11,13 +18,7 @@ class CABSAim : public CAdditiveBodyState {
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float x2c_hWeightVel;
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float x2c_hWeightVel;
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float x30_vWeight;
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float x30_vWeight;
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float x34_vWeightVel;
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float x34_vWeightVel;
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pas::EAnimationState GetBodyStateTransition(float dt, CBodyController& bc) const;
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pas::EAnimationState GetBodyStateTransition(float dt, CBodyController& bc);
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public:
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CABSAim();
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void Start(CBodyController& bc, CStateManager& mgr) override;
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pas::EAnimationState UpdateBody(float dt, CBodyController& bc, CStateManager& mgr) override;
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void Shutdown(CBodyController& bc) override;
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};
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};
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#endif // _CABSAIM
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#endif // _CABSAIM
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CBodyStateCmd* GetCmd(EBodyStateCmd cmd);
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CBodyStateCmd* GetCmd(EBodyStateCmd cmd);
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const CVector3f& GetMoveVector() const { return x0_move; }
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const CVector3f& GetMoveVector() const { return x0_move; }
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const CVector3f& GetTargetVector() const { return x18_target; }
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const CVector3f& GetTargetVector() const { return x18_target; }
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const CVector3f& GetAdditiveTargetVector() const { return x24_additiveTarget; }
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private:
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private:
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CVector3f x0_move;
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CVector3f x0_move;
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@ -119,6 +119,8 @@ public:
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// GetAnimationManager__9CAnimDataFv
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// GetAnimationManager__9CAnimDataFv
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// SetPoseValid__9CAnimDataFb
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// SetPoseValid__9CAnimDataFb
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float GetAdditiveAnimationWeight(uint idx);
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short GetDefaultAnimation() const { return x208_defaultAnim; }
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short GetDefaultAnimation() const { return x208_defaultAnim; }
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const CCharacterInfo& GetCharacterInfo() const { return xc_charInfo; }
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const CCharacterInfo& GetCharacterInfo() const { return xc_charInfo; }
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// GetCharLayoutInfo__9CAnimDataCFv
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// GetCharLayoutInfo__9CAnimDataCFv
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@ -47,7 +47,6 @@ typedef unsigned int _UINT32;
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#define abs(n) __abs(n)
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#define abs(n) __abs(n)
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#define labs(n) __labs(n)
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#define labs(n) __labs(n)
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static inline double fabs(double x) { return __fabs(x); }
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static inline double fabs(double x) { return __fabs(x); }
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static inline float fabsf(float x) { return (float)fabs((double)x); }
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#else
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#else
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static inline int abs(int n) {
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static inline int abs(int n) {
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int mask = n >> 31;
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int mask = n >> 31;
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@ -73,8 +72,10 @@ double cos(double x);
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double atan(double x);
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double atan(double x);
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double atan2(double y, double x);
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double atan2(double y, double x);
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_MATH_INLINE float fabsf(float x) { return (float)fabs((double)x); }
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_MATH_INLINE float sinf(float x) { return (float)sin((double)x); }
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_MATH_INLINE float sinf(float x) { return (float)sin((double)x); }
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_MATH_INLINE float cosf(float x) { return (float)cos((double)x); }
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_MATH_INLINE float cosf(float x) { return (float)cos((double)x); }
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_MATH_INLINE float atan2f(float y, float x) { return (float)atan2((double)y, (double)x); }
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float tanf(float x);
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float tanf(float x);
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double acos(double x);
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double acos(double x);
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float acosf(float x);
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float acosf(float x);
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@ -0,0 +1,119 @@
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#include "MetroidPrime/BodyState/CABSAim.hpp"
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#include "MetroidPrime/BodyState/CBodyController.hpp"
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#include "MetroidPrime/BodyState/CBodyStateCmdMgr.hpp"
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#include "MetroidPrime/CActor.hpp"
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#include "MetroidPrime/CAnimData.hpp"
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#include "MetroidPrime/CStateManager.hpp"
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#include "Kyoto/Animation/CPASAnimParmData.hpp"
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#include "Kyoto/Animation/CPASDatabase.hpp"
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#include "Kyoto/Math/CMath.hpp"
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CABSAim::CABSAim()
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: x4_needsIdle(false)
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, x28_hWeight(0.f)
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, x2c_hWeightVel(0.f)
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, x30_vWeight(0.f)
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, x34_vWeightVel(0.f) {}
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void CABSAim::Start(CBodyController& bc, CStateManager& mgr) {
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const CBCAdditiveAimCmd* cmd =
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static_cast< const CBCAdditiveAimCmd* >(bc.CommandMgr().GetCmd(kBSC_AdditiveAim));
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const CPASDatabase& db = bc.GetPASDatabase();
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const CPASAnimState* aimState = db.GetAnimState(pas::kAS_AdditiveAim);
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// Left, Right, Up, Down
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for (int i = 0; i < 4; ++i) {
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const CPASAnimParmData parms(pas::kAS_AdditiveAim, CPASAnimParm::FromEnum(i));
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const rstl::pair< float, int > best =
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bc.GetPASDatabase().FindBestAnimation(parms, *mgr.Random(), -1);
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x8_anims[i] = best.second;
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CPASAnimParm animParm(aimState->GetAnimParmData(x8_anims[i], 1));
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x18_angles[i] = CMath::Deg2Rev(animParm.GetReal32Value());
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}
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CAnimData& animData = *bc.GetOwner().AnimationData();
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x28_hWeight = -animData.GetAdditiveAnimationWeight(x8_anims[0]);
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x28_hWeight += animData.GetAdditiveAnimationWeight(x8_anims[1]);
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x30_vWeight = -animData.GetAdditiveAnimationWeight(x8_anims[3]);
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x30_vWeight += animData.GetAdditiveAnimationWeight(x8_anims[2]);
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x4_needsIdle = false;
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if (bc.CommandMgr().GetCmd(kBSC_AdditiveIdle))
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x4_needsIdle = true;
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}
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inline float GetVecAngle(const CVector3f& target) {
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return atan2f(target.GetZ(),
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CMath::SqrtF(target.GetY() * target.GetY() + target.GetX() * target.GetX()));
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}
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pas::EAnimationState CABSAim::UpdateBody(float dt, CBodyController& bc, CStateManager& mgr) {
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const pas::EAnimationState st = GetBodyStateTransition(dt, bc);
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if (st == pas::kAS_Invalid) {
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CVector3f target = bc.CommandMgr().GetAdditiveTargetVector();
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if (target.CanBeNormalized()) {
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float hAngle =
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CMath::Clamp(-x18_angles[0], atan2f(target.GetX(), target.GetY()), x18_angles[1]);
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hAngle = hAngle * 0.63661975f;
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hAngle = (hAngle - x28_hWeight) * 0.25f / dt;
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hAngle = CMath::Clamp(-3.f, hAngle, 3.f);
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x2c_hWeightVel += dt * CMath::Clamp(-10.f, (hAngle - x2c_hWeightVel) / dt, 10.f);
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float vAngle = CMath::Clamp(-x18_angles[3], GetVecAngle(target), x18_angles[2]);
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vAngle = vAngle * 0.63661975f;
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vAngle = (vAngle - x30_vWeight) * 0.25f / dt;
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vAngle = CMath::Clamp(-3.f, vAngle, 3.f);
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x34_vWeightVel += dt * CMath::Clamp(-10.f, (vAngle - x34_vWeightVel) / dt, 10.f);
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float newHWeight = dt * x2c_hWeightVel + x28_hWeight;
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float newVWeight = dt * x34_vWeightVel + x30_vWeight;
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CAnimData& animData = *bc.GetOwner().AnimationData();
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if (newHWeight != x28_hWeight) {
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float absWeight = fabsf(newHWeight);
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if (fabsf(x28_hWeight) > 0.f && (x28_hWeight * newHWeight) <= 0.f)
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animData.DelAdditiveAnimation(x8_anims[x28_hWeight < 0.f ? 0 : 1]);
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if (absWeight > 0.f)
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animData.AddAdditiveAnimation(x8_anims[newHWeight < 0.f ? 0 : 1], absWeight, false,
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false);
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}
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if (newVWeight != x30_vWeight) {
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float absWeight = fabsf(newVWeight);
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if (fabsf(x30_vWeight) > 0.f && x30_vWeight * newVWeight <= 0.f)
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animData.DelAdditiveAnimation(x8_anims[x30_vWeight > 0.f ? 2 : 3]);
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if (absWeight > 0.f)
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animData.AddAdditiveAnimation(x8_anims[newVWeight > 0.f ? 2 : 3], absWeight, false,
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false);
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}
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x28_hWeight = newHWeight;
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x30_vWeight = newVWeight;
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}
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}
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return st;
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}
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void CABSAim::Shutdown(CBodyController& bc) {
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CAnimData& animData = *bc.GetOwner().AnimationData();
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if (x28_hWeight != 0.f)
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animData.DelAdditiveAnimation(x8_anims[x28_hWeight < 0.f ? 0 : 1]);
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if (x30_vWeight != 0.f)
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animData.DelAdditiveAnimation(x8_anims[x30_vWeight > 0.f ? 2 : 3]);
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}
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pas::EAnimationState CABSAim::GetBodyStateTransition(float dt, CBodyController& bc) {
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CBodyStateCmdMgr& cmdMgr = bc.CommandMgr();
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if (cmdMgr.GetCmd(kBSC_AdditiveReaction))
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return pas::kAS_AdditiveReaction;
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if (cmdMgr.GetCmd(kBSC_AdditiveFlinch))
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return pas::kAS_AdditiveFlinch;
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if (cmdMgr.GetCmd(kBSC_AdditiveIdle) || x4_needsIdle)
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return pas::kAS_AdditiveIdle;
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return pas::kAS_Invalid;
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}
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Loading…
Reference in New Issue