Add the rest of CPhysicsActor

This commit is contained in:
Henrique Gemignani Passos Lima
2022-11-04 14:22:09 +02:00
parent fe02b80545
commit 55608d26be
5 changed files with 188 additions and 11 deletions

View File

@@ -2,6 +2,8 @@
#include "Kyoto/Math/CloseEnough.hpp"
#include "rstl/math.hpp"
const float CPhysicsActor::kGravityAccel = 9.81f * 2.5f;
CPhysicsActor::CPhysicsActor(TUniqueId uid, bool active, const rstl::string& name,
@@ -173,7 +175,23 @@ CMotionState CPhysicsActor::GetMotionState() const {
return CMotionState(GetTranslation(), nquat, GetConstantForceWR(), GetAngularMomentumWR());
}
void CPhysicsActor::AddMotionState(const CMotionState& state) {}
void CPhysicsActor::AddMotionState(const CMotionState& state) {
CNUQuaternion q(CNUQuaternion::BuildFromMatrix3f(GetTransform().BuildMatrix3f()));
q += state.GetOrientation();
const CQuaternion& quat = CQuaternion::FromNUQuaternion(q);
CVector3f transPos = GetTransform().GetTranslation();
SetTransform(quat.BuildTransform4f(transPos));
transPos += state.GetTranslation();
SetTranslation(transPos);
xfc_constantForce += state.GetVelocity();
x108_angularMomentum += state.GetAngularMomentum();
ComputeDerivedQuantities();
}
bool CPhysicsActor::WillMove(const CStateManager& mgr) {
if (close_enough(x138_velocity, CVector3f::Zero()) &&
@@ -183,7 +201,7 @@ bool CPhysicsActor::WillMove(const CStateManager& mgr) {
close_enough(x144_angularVelocity.GetVector(), CVector3f::Zero()) &&
close_enough(x180_angularImpulse.GetVector(), CVector3f::Zero()) &&
close_enough(x198_moveAngularImpulse.GetVector(), CVector3f::Zero()) &&
close_enough(GetTotalForcesWR(), CVector3f::Zero())) {
close_enough(GetTotalForceWR(), CVector3f::Zero())) {
return false;
}
@@ -234,8 +252,150 @@ CVector3f CPhysicsActor::GetRotateToORAngularMomentumWR(const CQuaternion& q, fl
return CVector3f::Zero();
} else {
const CVector3f rotated = GetTransform().Rotate(q.GetImaginary());
float ac = acos(q.GetW());
return rotated.AsNormalized() * ((ac * 2.0f) * (1.0f / d)) * xf0_inertiaTensor;
}
}
void CPhysicsActor::MoveToOR(const CVector3f& trans, float d) {
xfc_constantForce = GetMoveToORImpulseWR(trans, d);
ComputeDerivedQuantities();
}
void CPhysicsActor::RotateToOR(const CQuaternion& q, float d) {
const CVector3f& vec = GetRotateToORAngularMomentumWR(q, d);
x108_angularMomentum = CAxisAngle(vec);
ComputeDerivedQuantities();
}
void CPhysicsActor::MoveInOneFrameOR(const CVector3f& trans, float d) {
x18c_moveImpulse += GetMoveToORImpulseWR(trans, d);
}
void CPhysicsActor::RotateInOneFrameOR(const CQuaternion& q, float d) {
const CVector3f& vec = GetRotateToORAngularMomentumWR(q, d);
x198_moveAngularImpulse += CAxisAngle(vec);
}
void CPhysicsActor::SetVelocityOR(const CVector3f& vel) {
SetVelocityWR(GetTransform().Rotate(vel));
}
CVector3f CPhysicsActor::GetTotalForceWR() const { return x15c_force + x150_momentum; }
void CPhysicsActor::SetVelocityWR(const CVector3f& vel) {
x138_velocity = vel;
xfc_constantForce = xe8_mass * x138_velocity;
}
void CPhysicsActor::SetAngularVelocityWR(const CAxisAngle& angVel) {
x144_angularVelocity = angVel;
x108_angularMomentum = CAxisAngle(x144_angularVelocity.GetVector() * xf0_inertiaTensor);
}
CAxisAngle CPhysicsActor::GetAngularVelocityOR() const {
return CAxisAngle(GetTransform().TransposeRotate(x144_angularVelocity.GetVector()));
}
void CPhysicsActor::SetAngularVelocityOR(const CAxisAngle& angVel) {
x144_angularVelocity = CAxisAngle(GetTransform().Rotate(angVel.GetVector()));
x108_angularMomentum = CAxisAngle(x144_angularVelocity.GetVector() * xf0_inertiaTensor);
}
void CPhysicsActor::SetMass(float mass) {
xe8_mass = mass;
xec_massRecip = (xe8_mass > 0.0f) ? (1.0f / xe8_mass) : 1.0f;
SetInertiaTensorScalar(0.16666667f * xe8_mass);
}
void CPhysicsActor::SetInertiaTensorScalar(float tensor) {
xf0_inertiaTensor = (tensor > 0.0f) ? tensor : 1.0f;
xf4_inertiaTensorRecip = 1.0f / xf0_inertiaTensor;
}
const CCollisionPrimitive* CPhysicsActor::GetCollisionPrimitive() const {
return &x1c0_collisionPrimitive;
}
void CPhysicsActor::MoveCollisionPrimitive(const CVector3f& offset) {
x1e8_primitiveOffset = offset;
}
CTransform4f CPhysicsActor::GetPrimitiveTransform() const {
return CTransform4f::Translate(GetTransform().GetTranslation() + x1e8_primitiveOffset);
}
void CPhysicsActor::CollidedWith(const TUniqueId& id, const CCollisionInfoList& list,
CStateManager& mgr) {}
const CAABox& CPhysicsActor::GetBaseBoundingBox() const { return x1a4_baseBoundingBox; }
CAABox CPhysicsActor::GetBoundingBox() const {
CVector3f off = x1e8_primitiveOffset + GetTransform().GetTranslation();
return CAABox(x1a4_baseBoundingBox.GetMinPoint() + off, x1a4_baseBoundingBox.GetMaxPoint() + off);
}
CAABox CPhysicsActor::GetMotionVolume(float dt) const {
CAABox aabox = GetCollisionPrimitive()->CalculateAABox(GetPrimitiveTransform());
CVector3f velocity = CalculateNewVelocityWR_UsingImpulses();
const CVector3f dv = (dt * velocity);
aabox.AccumulateBounds(aabox.GetMaxPoint() + dv);
aabox.AccumulateBounds(aabox.GetMinPoint() + dv);
float up = rstl::max_val(GetStepUpHeight(), 0.f);
aabox.AccumulateBounds(aabox.GetMaxPoint() + CVector3f(0.5f, 0.5f, up + 1.f));
float down = rstl::max_val(GetStepDownHeight(), 0.f);
aabox.AccumulateBounds(aabox.GetMinPoint() - CVector3f(0.5f, 0.5f, down + 1.5f));
return aabox;
}
void CPhysicsActor::SetBoundingBox(const CAABox& box) {
x1a4_baseBoundingBox = box;
MoveCollisionPrimitive(CVector3f::Zero());
}
float CPhysicsActor::GetWeight() const { return CPhysicsActor::GravityConstant() * GetMass(); }
CVector3f CPhysicsActor::GetPrimitiveOffset() const { return x1e8_primitiveOffset; }
float CPhysicsActor::GetStepDownHeight() const { return x240_stepDownHeight; }
float CPhysicsActor::GetStepUpHeight() const { return x23c_stepUpHeight; }
CVector3f CPhysicsActor::GetOrbitPosition(const CStateManager&) const {
return GetBoundingBox().GetCenterPoint();
}
CVector3f CPhysicsActor::GetAimPosition(const CStateManager&, float dt) const {
if (dt > 0.0f) {
CVector3f trans = PredictMotion(dt).GetTranslation();
return GetBoundingBox().GetCenterPoint() + trans;
} else {
return GetBoundingBox().GetCenterPoint();
}
}
void CPhysicsActor::Render(const CStateManager& mgr) const { CActor::Render(mgr); }
void CPhysicsActor::SetCoefficientOfRestitutionModifier(float modifier) {
x244_restitutionCoefModifier = modifier;
}
float CPhysicsActor::GetCoefficientOfRestitutionModifier() const {
return x244_restitutionCoefModifier;
}
float CPhysicsActor::GetCollisionAccuracyModifier() const { return x248_collisionAccuracyModifier; }
void CPhysicsActor::SetCollisionAccuracyModifier(float modifier) {
x248_collisionAccuracyModifier = modifier;
}
float CPhysicsActor::GetMaximumCollisionVelocity() const { return x238_maximumCollisionVelocity; }
void CPhysicsActor::SetMaximumCollisionVelocity(float velocity) {
x238_maximumCollisionVelocity = velocity;
}