More CPhysicsActor

This commit is contained in:
Phillip Stephens 2022-10-05 15:50:12 -07:00
parent 78aebc8960
commit bc81e35c6b
5 changed files with 118 additions and 3 deletions

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@ -9,6 +9,7 @@ public:
CNUQuaternion(f32 w, f32 x, f32 y, f32 z) : w(w), x(x), y(y), z(z) {} CNUQuaternion(f32 w, f32 x, f32 y, f32 z) : w(w), x(x), y(y), z(z) {}
static CNUQuaternion BuildFromMatrix3f(const CMatrix3f& matrix); static CNUQuaternion BuildFromMatrix3f(const CMatrix3f& matrix);
static CNUQuaternion BuildFromQuaternion(const CQuaternion& quat);
private: private:
f32 w; f32 w;
f32 x; f32 x;

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@ -149,6 +149,14 @@ inline CVector3f operator*(const CVector3f& vec, f32 f) {
f32 z = vec.GetZ() * f; f32 z = vec.GetZ() * f;
return CVector3f(x, y, z); return CVector3f(x, y, z);
} }
inline CVector3f operator*(f32 f, const CVector3f& vec) {
f32 x = f * vec.GetX();
f32 y = f * vec.GetY();
f32 z = f * vec.GetZ();
return CVector3f(x, y, z);
}
inline CVector3f operator/(const CVector3f& vec, f32 f) { inline CVector3f operator/(const CVector3f& vec, f32 f) {
f32 x = vec.GetX() / f; f32 x = vec.GetX() / f;
f32 y = vec.GetY() / f; f32 y = vec.GetY() / f;

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@ -13,6 +13,7 @@ public:
static const CAxisAngle& Identity(); static const CAxisAngle& Identity();
const CVector3f& GetVector() const; const CVector3f& GetVector() const;
const CAxisAngle& operator+=(const CAxisAngle& rhs);
private: private:
CVector3f mVector; CVector3f mVector;
}; };

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@ -72,6 +72,7 @@ public:
virtual f32 GetStepDownHeight() const; virtual f32 GetStepDownHeight() const;
virtual f32 GetStepUpHeight() const; virtual f32 GetStepUpHeight() const;
virtual f32 GetWeight() const; virtual f32 GetWeight() const;
float GetMass() const { return xe8_mass; }
void SetMass(float mass); void SetMass(float mass);
CAABox GetBoundingBox() const; CAABox GetBoundingBox() const;
@ -90,7 +91,10 @@ public:
CAxisAngle GetAngularVelocityOR() const; CAxisAngle GetAngularVelocityOR() const;
void SetAngularVelocityOR(const CAxisAngle& angleVel); void SetAngularVelocityOR(const CAxisAngle& angleVel);
void ClearForcesAndTorques(); void ClearForcesAndTorques();
void ClearImpulses();
void ComputeDerivedQuantities(); void ComputeDerivedQuantities();
void UseCollisionImpulses();
bool WillMove(const CStateManager& mgr);
void Stop(); void Stop();
const CVector3f& GetConstantForceWR() const { return xfc_constantForce; } const CVector3f& GetConstantForceWR() const { return xfc_constantForce; }
@ -106,14 +110,23 @@ public:
void SetPhysicsState(const CPhysicsState& state); void SetPhysicsState(const CPhysicsState& state);
CMotionState GetMotionState() const; CMotionState GetMotionState() const;
void SetMotionState(const CMotionState& state); void SetMotionState(const CMotionState& state);
CVector3f CalculateNewVelocityWR_UsingImpulses() const;
CMotionState PredictMotion(float dt) const;
CMotionState PredictAngularMotion(float dt) const;
CMotionState PredictLinearMotion(float dt) const;
CMotionState PredictMotion_Internal(float dt) const;
void AddMotionState(const CMotionState& state);
bool GetMovable() const { return xf8_24_movable; } bool GetMovable() const { return xf8_24_movable; }
void SetMovable(bool v) { xf8_24_movable = v; } void SetMovable(bool v) { xf8_24_movable = v; }
void MoveToWR(const CVector3f&, float);
void RotateToWR(const CQuaternion&, float);
void MoveToOR(const CVector3f&, float); void MoveToOR(const CVector3f&, float);
void RotateToOR(const CQuaternion&, float); void RotateToOR(const CQuaternion&, float);
CVector3f GetTotalForcesWR() const;
static float GetGravityConstant() { return skGravityConstant; } static float GetGravityConstant() { return skGravityConstant; }
private: private:

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@ -1,5 +1,7 @@
#include "MetroidPrime/CPhysicsActor.hpp" #include "MetroidPrime/CPhysicsActor.hpp"
#include "Kyoto/Math/CloseEnough.hpp"
const float CPhysicsActor::skGravityConstant = 9.81f * 2.5f; const float CPhysicsActor::skGravityConstant = 9.81f * 2.5f;
CPhysicsActor::CPhysicsActor(TUniqueId uid, bool active, const rstl::string& name, CPhysicsActor::CPhysicsActor(TUniqueId uid, bool active, const rstl::string& name,
@ -100,3 +102,93 @@ void CPhysicsActor::SetPhysicsState(const CPhysicsState& state) {
x180_angularImpulse = state.GetAngularImpulseWR(); x180_angularImpulse = state.GetAngularImpulseWR();
ComputeDerivedQuantities(); 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();
}