mirror of
https://github.com/PrimeDecomp/prime.git
synced 2025-12-21 09:39:10 +00:00
@@ -10,7 +10,6 @@
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#include "Kyoto/Math/CAbsAngle.hpp"
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#include "Kyoto/Math/CRelAngle.hpp"
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#include "math.h"
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#include "rstl/math.hpp"
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@@ -43,7 +42,7 @@ void CBSFall::Start(CBodyController& bc, CStateManager& mgr) {
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float minAngle = rstl::min_val(delta1, delta2);
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// There's a missing `if (delta1 < 0) { delta1 += M_2PIF; }` here
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// But it's not exactly delta1, but a temporary from inside the FromRadians call?!
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// Same problem in CBSGroundHit
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// Same problem in CBSGroundHit and CBSKnockBack
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const float flippedAngle = (delta1 > M_PIF) ? -minAngle : minAngle;
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x8_remTime = 0.15f * bc.GetAnimTimeRemaining();
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x4_rotateSpeed = (x8_remTime > FLT_EPSILON) ? flippedAngle / x8_remTime : flippedAngle;
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@@ -32,10 +32,10 @@ void CBSGroundHit::Start(CBodyController& bc, CStateManager& mgr) {
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const CAnimPlaybackParms playParms(best.second, -1, 1.f, true);
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bc.SetCurrentAnimation(playParms, false, false);
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const CPASAnimState* groundHitState = db.GetAnimState(pas::kAS_GroundHit);
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CPASAnimParm parm2(groundHitState->GetAnimParmData(best.second, 2));
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const CPASAnimState* animState = db.GetAnimState(pas::kAS_GroundHit);
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CPASAnimParm parm2(animState->GetAnimParmData(best.second, 2));
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if (!parm2.GetBoolValue()) {
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CPASAnimParm parm1(groundHitState->GetAnimParmData(best.second, 1));
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CPASAnimParm parm1(animState->GetAnimParmData(best.second, 1));
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float knockdownAngle = parm1.GetReal32Value();
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float delta1 = CAbsAngle::FromRadians(angle.AsRadians() -
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CRelAngle::FromDegrees(knockdownAngle).AsRadians())
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@@ -52,7 +52,7 @@ void CBSGroundHit::Start(CBodyController& bc, CStateManager& mgr) {
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x8_remTime = 0.f;
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x4_rotateSpeed = 0.f;
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}
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CPASAnimParm parm3(groundHitState->GetAnimParmData(best.second, 3));
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CPASAnimParm parm3(animState->GetAnimParmData(best.second, 3));
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xc_fallState = pas::EFallState(parm3.GetEnumValue());
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}
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94
src/MetroidPrime/BodyState/CBSKnockBack.cpp
Normal file
94
src/MetroidPrime/BodyState/CBSKnockBack.cpp
Normal file
@@ -0,0 +1,94 @@
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#include "MetroidPrime/BodyState/CBSKnockBack.hpp"
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#include "MetroidPrime/BodyState/CBodyController.hpp"
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#include "MetroidPrime/CActor.hpp"
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#include "MetroidPrime/CAnimPlaybackParms.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/CAbsAngle.hpp"
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#include "Kyoto/Math/CRelAngle.hpp"
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#include "math.h"
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#include "rstl/math.hpp"
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CBSKnockBack::CBSKnockBack() : x4_curTime(0.f), x8_rotateSpeed(0.f), xc_remTime(0.f) {}
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void CBSKnockBack::Start(CBodyController& bc, CStateManager& mgr) {
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const CBCKnockBackCmd* cmd = static_cast<const CBCKnockBackCmd*>(bc.CommandMgr().GetCmd(kBSC_KnockBack));
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CVector3f localDir = bc.GetOwner().GetTransform().TransposeRotate(cmd->GetHitDirection());
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CAbsAngle angle = CAbsAngle::FromRadians(atan2(localDir.GetY(), localDir.GetX()));
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const CPASDatabase& db = bc.GetPASDatabase();
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const CPASAnimParmData parms(pas::kAS_KnockBack, CPASAnimParm::FromReal32(angle.AsDegrees()),
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CPASAnimParm::FromEnum(cmd->GetHitSeverity()));
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const rstl::pair<float, int> best = db.FindBestAnimation(parms, *mgr.Random(), -1);
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const CAnimPlaybackParms playParms(best.second, -1, 1.f, true);
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bc.SetCurrentAnimation(playParms, false, false);
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const CPASAnimState* animState = db.GetAnimState(pas::kAS_KnockBack);
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CPASAnimParm parm2(animState->GetAnimParmData(best.second, 2));
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if (!parm2.GetBoolValue()) {
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CPASAnimParm parm0(animState->GetAnimParmData(best.second, 0));
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float knockdownAngle = parm0.GetReal32Value();
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float delta1 = CAbsAngle::FromRadians(angle.AsRadians() -
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CRelAngle::FromDegrees(knockdownAngle).AsRadians())
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.AsRadians();
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float delta2 = CAbsAngle::FromRadians(CRelAngle::FromDegrees(knockdownAngle).AsRadians() -
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angle.AsRadians())
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.AsRadians();
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float minAngle = rstl::min_val(delta1, delta2);
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// There's missing code here. Same problem in CBSFall, see there for details
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const float flippedAngle = (delta1 > M_PIF) ? -minAngle : minAngle;
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xc_remTime = 0.15f * bc.GetAnimTimeRemaining();
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x8_rotateSpeed = (xc_remTime > FLT_EPSILON) ? flippedAngle / xc_remTime : flippedAngle;
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} else {
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xc_remTime = 0.f;
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x8_rotateSpeed = 0.f;
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}
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x4_curTime = 0.f;
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}
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pas::EAnimationState CBSKnockBack::UpdateBody(float dt, CBodyController& bc,
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CStateManager& mgr) override {
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const pas::EAnimationState st = GetBodyStateTransition(dt, bc);
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if (st == pas::kAS_Invalid) {
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x4_curTime += dt;
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if (xc_remTime > 0.f) {
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bc.SetDeltaRotation(CQuaternion::ZRotation(CRelAngle::FromRadians(x8_rotateSpeed * dt)));
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xc_remTime -= dt;
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}
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}
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return st;
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}
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void CBSKnockBack::Shutdown(CBodyController&) override {}
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pas::EAnimationState CBSKnockBack::GetBodyStateTransition(float dt, CBodyController& bc) {
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CBodyStateCmdMgr& commandMgr = bc.CommandMgr();
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if (commandMgr.GetCmd(kBSC_Hurled)) {
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return pas::kAS_Hurled;
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}
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if (commandMgr.GetCmd(kBSC_KnockDown)) {
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return pas::kAS_Fall;
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}
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if (commandMgr.GetCmd(kBSC_LoopHitReaction)) {
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return pas::kAS_LoopReaction;
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}
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if (commandMgr.GetCmd(kBSC_KnockBack) && x4_curTime > 0.2f) {
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return pas::kAS_KnockBack;
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}
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if (bc.IsAnimationOver()) {
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return pas::kAS_Locomotion;
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}
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return pas::kAS_Invalid;
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}
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bool CBSKnockBack::IsMoving() const override { return true; }
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CBSKnockBack::~CBSKnockBack() {}
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