More CPhysicsActor

Former-commit-id: bc81e35c6b
This commit is contained in:
2022-10-05 15:50:12 -07:00
parent e2e4fe7f6c
commit a3aa74f563
5 changed files with 118 additions and 3 deletions

View File

@@ -1,5 +1,7 @@
#include "MetroidPrime/CPhysicsActor.hpp"
#include "Kyoto/Math/CloseEnough.hpp"
const float CPhysicsActor::skGravityConstant = 9.81f * 2.5f;
CPhysicsActor::CPhysicsActor(TUniqueId uid, bool active, const rstl::string& name,
@@ -100,3 +102,93 @@ void CPhysicsActor::SetPhysicsState(const CPhysicsState& state) {
x180_angularImpulse = state.GetAngularImpulseWR();
ComputeDerivedQuantities();
}
CVector3f CPhysicsActor::CalculateNewVelocityWR_UsingImpulses() const {
float impX;
float impY;
float impZ;
float masRecip;
float moveImpX;
float moveImpY;
float moveImpZ;
float velX;
float velY;
float velZ;
impX = x168_impulse.GetX();
impY = x168_impulse.GetY();
impZ = x168_impulse.GetZ();
moveImpX = x18c_moveImpulse.GetX();
moveImpY = x18c_moveImpulse.GetY();
moveImpZ = x18c_moveImpulse.GetZ();
masRecip = xec_massRecip;
velY = x138_velocity.GetY();
velZ = x138_velocity.GetZ();
return CVector3f(velX + masRecip * (impX + moveImpX), velY + masRecip * (impY + moveImpY),
velZ + masRecip * (impZ + moveImpZ));
}
CMotionState CPhysicsActor::PredictMotion(float dt) const {}
CMotionState CPhysicsActor::PredictAngularMotion(float dt) const {}
CMotionState CPhysicsActor::PredictLinearMotion(float dt) const {}
CMotionState CPhysicsActor::PredictMotion_Internal(float dt) const {}
void CPhysicsActor::SetMotionState(const CMotionState& state) {}
CMotionState CPhysicsActor::GetMotionState() const {
CNUQuaternion nquat(CNUQuaternion::BuildFromQuaternion(GetRotation()));
return CMotionState(GetTranslation(), nquat, GetConstantForceWR(), GetAngularMomentumWR());
}
void CPhysicsActor::AddMotionState(const CMotionState& state) {}
bool CPhysicsActor::WillMove(const CStateManager& mgr) {
if (close_enough(x138_velocity, CVector3f::Zero()) &&
close_enough(x168_impulse, CVector3f::Zero()) &&
close_enough(x174_torque.GetVector(), CVector3f::Zero()) &&
close_enough(x18c_moveImpulse, CVector3f::Zero()) &&
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())) {
return false;
}
return true;
}
void CPhysicsActor::Stop() {
ClearForcesAndTorques();
xfc_constantForce = CVector3f::Zero();
x108_angularMomentum = CAxisAngle::Identity();
ComputeDerivedQuantities();
}
void CPhysicsActor::ClearForcesAndTorques() {
x15c_force = x168_impulse = x18c_moveImpulse = CVector3f::Zero();
x174_torque = x180_angularImpulse = x198_moveAngularImpulse = CAxisAngle::Identity();
}
void CPhysicsActor::ClearImpulses() {
x168_impulse = x18c_moveImpulse = CVector3f::Zero();
x180_angularImpulse = x198_moveAngularImpulse = CAxisAngle::Identity();
}
void CPhysicsActor::UseCollisionImpulses() {
xfc_constantForce += x168_impulse;
x108_angularMomentum += x180_angularImpulse;
x168_impulse = CVector3f::Zero();
x180_angularImpulse = CAxisAngle::Identity();
ComputeDerivedQuantities();
}
void CPhysicsActor::MoveToWR(const CVector3f& trans, float d) {
float f = (1.f / d);
CVector3f diff = trans - GetTranslation();
xfc_constantForce = f * GetMass() * diff;
ComputeDerivedQuantities();
}