mirror of https://github.com/PrimeDecomp/prime.git
parent
7f30b385b2
commit
ec9e639009
|
@ -77,11 +77,11 @@ lbl_80306090:
|
||||||
/* 803060C0 00303020 D0 01 00 0C */ stfs f0, 0xc(r1)
|
/* 803060C0 00303020 D0 01 00 0C */ stfs f0, 0xc(r1)
|
||||||
/* 803060C4 00303024 48 00 E7 F5 */ bl Magnitude__9CVector3fCFv
|
/* 803060C4 00303024 48 00 E7 F5 */ bl Magnitude__9CVector3fCFv
|
||||||
/* 803060C8 00303028 FC 40 08 18 */ frsp f2, f1
|
/* 803060C8 00303028 FC 40 08 18 */ frsp f2, f1
|
||||||
/* 803060CC 0030302C C0 02 C7 78 */ lfs f0, lbl_805AE498@sda21(r2)
|
/* 803060CC 0030302C C0 02 C7 78 */ lfs f0, gkEpsilon32@sda21(r2)
|
||||||
/* 803060D0 00303030 D0 21 00 08 */ stfs f1, 8(r1)
|
/* 803060D0 00303030 D0 21 00 08 */ stfs f1, 8(r1)
|
||||||
/* 803060D4 00303034 FC 02 00 40 */ fcmpo cr0, f2, f0
|
/* 803060D4 00303034 FC 02 00 40 */ fcmpo cr0, f2, f0
|
||||||
/* 803060D8 00303038 40 80 00 0C */ bge lbl_803060E4
|
/* 803060D8 00303038 40 80 00 0C */ bge lbl_803060E4
|
||||||
/* 803060DC 0030303C 38 62 C7 78 */ addi r3, r2, lbl_805AE498@sda21
|
/* 803060DC 0030303C 38 62 C7 78 */ addi r3, r2, gkEpsilon32@sda21
|
||||||
/* 803060E0 00303040 48 00 00 08 */ b lbl_803060E8
|
/* 803060E0 00303040 48 00 00 08 */ b lbl_803060E8
|
||||||
lbl_803060E4:
|
lbl_803060E4:
|
||||||
/* 803060E4 00303044 38 61 00 08 */ addi r3, r1, 8
|
/* 803060E4 00303044 38 61 00 08 */ addi r3, r1, 8
|
||||||
|
@ -491,15 +491,15 @@ __sinit_CLight_cpp:
|
||||||
|
|
||||||
.section .sdata2, "a"
|
.section .sdata2, "a"
|
||||||
.balign 8
|
.balign 8
|
||||||
.global lbl_805AE498
|
.global gkEpsilon32
|
||||||
lbl_805AE498:
|
gkEpsilon32:
|
||||||
# ROM: 0x3FAD38
|
# ROM: 0x3FAD38
|
||||||
.float 1.1920929E-7
|
.float 1.1920929E-7
|
||||||
|
|
||||||
.global lbl_805AE49C
|
.global lbl_805AE49C
|
||||||
lbl_805AE49C:
|
lbl_805AE49C:
|
||||||
# ROM: 0x3FAD3C
|
# ROM: 0x3FAD3C
|
||||||
.4byte 0x3B808081
|
.float 0.003921569
|
||||||
|
|
||||||
.global lbl_805AE4A0
|
.global lbl_805AE4A0
|
||||||
lbl_805AE4A0:
|
lbl_805AE4A0:
|
||||||
|
@ -514,7 +514,7 @@ lbl_805AE4A4:
|
||||||
.global lbl_805AE4A8
|
.global lbl_805AE4A8
|
||||||
lbl_805AE4A8:
|
lbl_805AE4A8:
|
||||||
# ROM: 0x3FAD48
|
# ROM: 0x3FAD48
|
||||||
.4byte 0
|
.float 0.0
|
||||||
|
|
||||||
.global lbl_805AE4AC
|
.global lbl_805AE4AC
|
||||||
lbl_805AE4AC:
|
lbl_805AE4AC:
|
||||||
|
@ -524,10 +524,9 @@ lbl_805AE4AC:
|
||||||
.global lbl_805AE4B0
|
.global lbl_805AE4B0
|
||||||
lbl_805AE4B0:
|
lbl_805AE4B0:
|
||||||
# ROM: 0x3FAD50
|
# ROM: 0x3FAD50
|
||||||
.4byte 0x7C1071DB
|
.float 3.0E36
|
||||||
|
|
||||||
.global lbl_805AE4B4
|
.global lbl_805AE4B4
|
||||||
lbl_805AE4B4:
|
lbl_805AE4B4:
|
||||||
# ROM: 0x3FAD54
|
# ROM: 0x3FAD54
|
||||||
.4byte 0x43340000
|
.float 180.0
|
||||||
|
|
||||||
|
|
|
@ -1,6 +1,82 @@
|
||||||
#ifndef __CLIGHT_HPP__
|
#ifndef __CLIGHT_HPP__
|
||||||
#define __CLIGHT_HPP__
|
#define __CLIGHT_HPP__
|
||||||
|
|
||||||
class CLight {};
|
#include "Kyoto/Graphics/CColor.hpp"
|
||||||
|
#include "Kyoto/Math/CVector3f.hpp"
|
||||||
|
|
||||||
|
enum ELightType {
|
||||||
|
kLT_Spot = 0,
|
||||||
|
kLT_Point = 1,
|
||||||
|
kLT_Directional = 2,
|
||||||
|
kLT_LocalAmbient = 3,
|
||||||
|
kLT_Custom = 4,
|
||||||
|
};
|
||||||
|
|
||||||
|
enum EFallofType { kFT_Constant, kFT_Linear, kFT_Quadratic };
|
||||||
|
|
||||||
|
class CLight {
|
||||||
|
static const CVector3f kDefaultPosition;
|
||||||
|
static const CVector3f kDefaultDirection;
|
||||||
|
|
||||||
|
float CalculateLightRadius() const;
|
||||||
|
public:
|
||||||
|
CLight(ELightType type, const CVector3f& position, const CVector3f& direction,
|
||||||
|
const CColor& color, float cutoff);
|
||||||
|
CLight(const CVector3f& pos, const CVector3f& direction, const CColor& color, float distC,
|
||||||
|
float distL, float distQ, float angleC, float angleL, float angleQ);
|
||||||
|
|
||||||
|
void SetPosition(const CVector3f& pos);
|
||||||
|
const CVector3f& GetPosition() const { return x0_pos; }
|
||||||
|
void SetDirection(const CVector3f& dir);
|
||||||
|
const CVector3f& GetDirection() const { return xc_dir; }
|
||||||
|
void SetColor(const CColor& col);
|
||||||
|
void SetAttenuation(float constant, float linear, float quadratic);
|
||||||
|
float GetSpotCutoff() const { return x20_spotCutoff; }
|
||||||
|
float GetAttenuationConstant() const { return x24_distC; }
|
||||||
|
float GetAttenuationLinear() const { return x28_distL; }
|
||||||
|
float GetAttenuationQuadratic() const { return x2c_distQ; }
|
||||||
|
|
||||||
|
void SetAngleAttenuation(float constant, float linear, float quadratic);
|
||||||
|
float GetAngleAttenuationConstant() const { return x30_angleC; }
|
||||||
|
float GetAngleAttenuationLinear() const { return x34_angleL; }
|
||||||
|
float GetAngleAttenuationQuadratic() const { return x38_angleQ; }
|
||||||
|
|
||||||
|
ELightType GetType() const { return x1c_type; }
|
||||||
|
u32 GetId() const { return x40_lightId; }
|
||||||
|
float GetIntensity() const;
|
||||||
|
float GetRadius() const;
|
||||||
|
const CColor& GetColor() const { return x18_color; }
|
||||||
|
|
||||||
|
CVector3f GetNormalIndependentLightingAtPoint(const CVector3f& point) const;
|
||||||
|
|
||||||
|
static CLight BuildDirectional(const CVector3f& dir, const CColor& color);
|
||||||
|
static CLight BuildSpot(const CVector3f& pos, const CVector3f& dir, const CColor& color,
|
||||||
|
float cutoff);
|
||||||
|
static CLight BuildPoint(const CVector3f& pos, const CColor& color);
|
||||||
|
static CLight BuildCustom(const CVector3f& pos, const CVector3f& dir, const CColor& color,
|
||||||
|
float distC, float distL, float distQ, float angleC, float angleL,
|
||||||
|
float angleQ);
|
||||||
|
static CLight BuildLocalAmbient(const CVector3f& pos, const CColor& color);
|
||||||
|
|
||||||
|
private:
|
||||||
|
CVector3f x0_pos;
|
||||||
|
CVector3f xc_dir;
|
||||||
|
CColor x18_color;
|
||||||
|
ELightType x1c_type;
|
||||||
|
f32 x20_spotCutoff;
|
||||||
|
f32 x24_distC;
|
||||||
|
f32 x28_distL;
|
||||||
|
f32 x2c_distQ;
|
||||||
|
f32 x30_angleC;
|
||||||
|
f32 x34_angleL;
|
||||||
|
f32 x38_angleQ;
|
||||||
|
uint x3c_priority;
|
||||||
|
uint x40_lightId;
|
||||||
|
mutable f32 x44_cachedRadius;
|
||||||
|
mutable f32 x48_cachedIntensity;
|
||||||
|
mutable bool x4c_24_intensityDirty : 1;
|
||||||
|
mutable bool x4c_25_radiusDirty : 1;
|
||||||
|
};
|
||||||
|
CHECK_SIZEOF(CLight, 0x50)
|
||||||
|
|
||||||
#endif // __CLIGHT_HPP__
|
#endif // __CLIGHT_HPP__
|
||||||
|
|
|
@ -265,10 +265,10 @@ public:
|
||||||
void SetRotation(const CQuaternion& rot) {
|
void SetRotation(const CQuaternion& rot) {
|
||||||
SetTransform(rot.BuildTransform4f(GetTranslation()));
|
SetTransform(rot.BuildTransform4f(GetTranslation()));
|
||||||
}
|
}
|
||||||
const CQuaternion& GetRotation() const {
|
CQuaternion GetRotation() const {
|
||||||
return CQuaternion::FromMatrix(GetTransform());
|
return CQuaternion::FromMatrix(GetTransform());
|
||||||
}
|
}
|
||||||
const CVector3f& GetTranslation() const { return x34_transform.GetTranslation(); }
|
CVector3f GetTranslation() const { return x34_transform.GetTranslation(); }
|
||||||
void SetTranslation(const CVector3f& vec);
|
void SetTranslation(const CVector3f& vec);
|
||||||
CTransform4f GetLocatorTransform(const rstl::string& segName) const;
|
CTransform4f GetLocatorTransform(const rstl::string& segName) const;
|
||||||
CTransform4f GetScaledLocatorTransform(const rstl::string& segName) const;
|
CTransform4f GetScaledLocatorTransform(const rstl::string& segName) const;
|
||||||
|
|
|
@ -6,40 +6,11 @@
|
||||||
#include "MetroidPrime/TGameTypes.hpp"
|
#include "MetroidPrime/TGameTypes.hpp"
|
||||||
|
|
||||||
#include "Kyoto/Graphics/CColor.hpp"
|
#include "Kyoto/Graphics/CColor.hpp"
|
||||||
|
#include "Kyoto/Graphics/CLight.hpp"
|
||||||
#include "Kyoto/Math/CVector3f.hpp"
|
#include "Kyoto/Math/CVector3f.hpp"
|
||||||
|
|
||||||
#include "rstl/reserved_vector.hpp"
|
#include "rstl/reserved_vector.hpp"
|
||||||
|
|
||||||
enum ELightType {
|
|
||||||
kLT_Spot = 0,
|
|
||||||
kLT_Point = 1,
|
|
||||||
kLT_Directional = 2,
|
|
||||||
kLT_LocalAmbient = 3,
|
|
||||||
kLT_Custom = 4,
|
|
||||||
};
|
|
||||||
|
|
||||||
class CLight {
|
|
||||||
private:
|
|
||||||
CVector3f x0_pos;
|
|
||||||
CVector3f xc_dir;
|
|
||||||
CColor x18_color;
|
|
||||||
ELightType x1c_type;
|
|
||||||
f32 x20_spotCutoff;
|
|
||||||
f32 x24_distC;
|
|
||||||
f32 x28_distL;
|
|
||||||
f32 x2c_distQ;
|
|
||||||
f32 x30_angleC;
|
|
||||||
f32 x34_angleL;
|
|
||||||
f32 x38_angleQ;
|
|
||||||
uint x3c_priority;
|
|
||||||
uint x40_lightId;
|
|
||||||
mutable f32 x44_cachedRadius;
|
|
||||||
mutable f32 x48_cachedIntensity;
|
|
||||||
mutable bool x4c_24_intensityDirty : 1;
|
|
||||||
mutable bool x4c_25_radiusDirty : 1;
|
|
||||||
};
|
|
||||||
CHECK_SIZEOF(CLight, 0x50)
|
|
||||||
|
|
||||||
class CGameArea;
|
class CGameArea;
|
||||||
class CStateManager;
|
class CStateManager;
|
||||||
class CAABox;
|
class CAABox;
|
||||||
|
|
|
@ -101,11 +101,17 @@ public:
|
||||||
const CVector3f& GetConstantForceWR() const { return xfc_constantForce; }
|
const CVector3f& GetConstantForceWR() const { return xfc_constantForce; }
|
||||||
void SetConstantForceWR(const CVector3f& force) { xfc_constantForce = force; }
|
void SetConstantForceWR(const CVector3f& force) { xfc_constantForce = force; }
|
||||||
const CAxisAngle& GetAngularMomentumWR() const { return x108_angularMomentum; }
|
const CAxisAngle& GetAngularMomentumWR() const { return x108_angularMomentum; }
|
||||||
|
void SetAngularMomentumWR(const CAxisAngle& angularMomentum) { x108_angularMomentum = angularMomentum; }
|
||||||
const CVector3f& GetMomentumWR() const { return x150_momentum; }
|
const CVector3f& GetMomentumWR() const { return x150_momentum; }
|
||||||
|
void SetMomentumWR(const CVector3f& momentum) { x150_momentum = momentum; }
|
||||||
const CVector3f& GetForceWR() const { return x15c_force; }
|
const CVector3f& GetForceWR() const { return x15c_force; }
|
||||||
|
void SetForceWR(const CVector3f& force) { x15c_force = force; }
|
||||||
const CVector3f& GetImpulseWR() const { return x168_impulse; }
|
const CVector3f& GetImpulseWR() const { return x168_impulse; }
|
||||||
|
void SetImpulseWR(const CVector3f& impulse) { x168_impulse = impulse; }
|
||||||
const CAxisAngle& GetTorqueWR() const { return x174_torque; }
|
const CAxisAngle& GetTorqueWR() const { return x174_torque; }
|
||||||
|
void SetTorqueWR(const CAxisAngle& torque) { x174_torque = torque; }
|
||||||
const CAxisAngle& GetAngularImpulseWR() const { return x180_angularImpulse; }
|
const CAxisAngle& GetAngularImpulseWR() const { return x180_angularImpulse; }
|
||||||
|
void SetAngularImpulseWR(const CAxisAngle& angularImpulse) { x180_angularImpulse = angularImpulse; }
|
||||||
|
|
||||||
CPhysicsState GetPhysicsState() const;
|
CPhysicsState GetPhysicsState() const;
|
||||||
void SetPhysicsState(const CPhysicsState& state);
|
void SetPhysicsState(const CPhysicsState& state);
|
||||||
|
@ -121,6 +127,9 @@ public:
|
||||||
void SetMovable(bool v) { xf8_24_movable = v; }
|
void SetMovable(bool v) { xf8_24_movable = v; }
|
||||||
|
|
||||||
void MoveToWR(const CVector3f&, float);
|
void MoveToWR(const CVector3f&, float);
|
||||||
|
void MoveToInOneFrameWR(const CVector3f&, float);
|
||||||
|
CVector3f GetMoveToORImpulseWR(const CVector3f& impulse, float d) const;
|
||||||
|
CAxisAngle GetRotateToORAngularMomentumWR(const CQuaternion& q, float d) const;
|
||||||
void RotateToWR(const CQuaternion&, float);
|
void RotateToWR(const CQuaternion&, float);
|
||||||
|
|
||||||
void MoveToOR(const CVector3f&, float);
|
void MoveToOR(const CVector3f&, float);
|
||||||
|
|
|
@ -0,0 +1,149 @@
|
||||||
|
#include "Kyoto/Graphics/CLight.hpp"
|
||||||
|
|
||||||
|
#include "Kyoto/Math/CMath.hpp"
|
||||||
|
#include "rstl/math.hpp"
|
||||||
|
|
||||||
|
const CVector3f CLight::kDefaultPosition(0.f, 0.f, 0.f);
|
||||||
|
const CVector3f CLight::kDefaultDirection(0.f, -1.f, 0.f);
|
||||||
|
|
||||||
|
static const float gkEpsilon32 = FLT_EPSILON;
|
||||||
|
|
||||||
|
CLight::CLight(ELightType type, const CVector3f& position, const CVector3f& direction,
|
||||||
|
const CColor& color, float cutoff)
|
||||||
|
: x0_pos(position)
|
||||||
|
, xc_dir(direction)
|
||||||
|
, x18_color(color)
|
||||||
|
, x1c_type(type)
|
||||||
|
, x20_spotCutoff(cutoff)
|
||||||
|
, x24_distC(0.f)
|
||||||
|
, x28_distL(1.f)
|
||||||
|
, x2c_distQ(0.f)
|
||||||
|
, x30_angleC(0.f)
|
||||||
|
, x34_angleL(1.f)
|
||||||
|
, x38_angleQ(0.f)
|
||||||
|
, x3c_priority(0)
|
||||||
|
, x40_lightId(0)
|
||||||
|
, x44_cachedRadius(0.f)
|
||||||
|
, x48_cachedIntensity(0.f)
|
||||||
|
, x4c_24_intensityDirty(true)
|
||||||
|
, x4c_25_radiusDirty(true) {}
|
||||||
|
|
||||||
|
CLight::CLight(const CVector3f& position, const CVector3f& direction, const CColor& color,
|
||||||
|
float distC, float distL, float distQ, float angleC, float angleL, float angleQ)
|
||||||
|
: x0_pos(position)
|
||||||
|
, xc_dir(direction)
|
||||||
|
, x18_color(color)
|
||||||
|
, x1c_type(kLT_Custom)
|
||||||
|
, x20_spotCutoff(0.f)
|
||||||
|
, x24_distC(distC)
|
||||||
|
, x28_distL(distL)
|
||||||
|
, x2c_distQ(distQ)
|
||||||
|
, x30_angleC(angleC)
|
||||||
|
, x34_angleL(angleL)
|
||||||
|
, x38_angleQ(angleQ)
|
||||||
|
, x3c_priority(0)
|
||||||
|
, x40_lightId(0)
|
||||||
|
, x44_cachedRadius(0.f)
|
||||||
|
, x48_cachedIntensity(0.f)
|
||||||
|
, x4c_24_intensityDirty(true)
|
||||||
|
, x4c_25_radiusDirty(true) {}
|
||||||
|
|
||||||
|
CLight CLight::BuildLocalAmbient(const CVector3f& pos, const CColor& col) {
|
||||||
|
return CLight(kLT_LocalAmbient, pos, kDefaultDirection, col, 180.f);
|
||||||
|
}
|
||||||
|
|
||||||
|
CLight CLight::BuildDirectional(const CVector3f& direction, const CColor& col) {
|
||||||
|
return CLight(kLT_Directional, kDefaultPosition, direction, col, 180.f);
|
||||||
|
}
|
||||||
|
|
||||||
|
CLight CLight::BuildPoint(const CVector3f& pos, const CColor& color) {
|
||||||
|
return CLight(kLT_Point, pos, kDefaultDirection, color, 180.f);
|
||||||
|
}
|
||||||
|
|
||||||
|
CLight CLight::BuildSpot(const CVector3f& pos, const CVector3f& dir, const CColor& color,
|
||||||
|
float cutoff) {
|
||||||
|
return CLight(kLT_Spot, pos, dir, color, cutoff);
|
||||||
|
}
|
||||||
|
|
||||||
|
CLight CLight::BuildCustom(const CVector3f& pos, const CVector3f& dir, const CColor& color,
|
||||||
|
float distC, float distL, float distQ, float angleC, float angleL,
|
||||||
|
float angleQ) {
|
||||||
|
return CLight(pos, dir, color, distC, distL, distQ, angleC, angleL, angleQ);
|
||||||
|
}
|
||||||
|
|
||||||
|
void CLight::SetAttenuation(float constant, float linear, float quadratic) {
|
||||||
|
x24_distC = constant;
|
||||||
|
x28_distL = linear;
|
||||||
|
x2c_distQ = quadratic;
|
||||||
|
x4c_25_radiusDirty = true;
|
||||||
|
x4c_24_intensityDirty = true;
|
||||||
|
}
|
||||||
|
|
||||||
|
void CLight::SetAngleAttenuation(float constant, float linear, float quadratic) {
|
||||||
|
x30_angleC = constant;
|
||||||
|
x34_angleL = linear;
|
||||||
|
x38_angleQ = quadratic;
|
||||||
|
x4c_25_radiusDirty = true;
|
||||||
|
x4c_24_intensityDirty = true;
|
||||||
|
}
|
||||||
|
|
||||||
|
void CLight::SetColor(const CColor& col) {
|
||||||
|
x18_color = col;
|
||||||
|
x4c_25_radiusDirty = true;
|
||||||
|
x4c_24_intensityDirty = true;
|
||||||
|
}
|
||||||
|
|
||||||
|
void CLight::SetPosition(const CVector3f& position) { x0_pos = position; }
|
||||||
|
|
||||||
|
void CLight::SetDirection(const CVector3f& direction) { xc_dir = direction; }
|
||||||
|
|
||||||
|
float CLight::GetRadius() const {
|
||||||
|
if (x4c_25_radiusDirty) {
|
||||||
|
x44_cachedRadius = CalculateLightRadius();
|
||||||
|
x4c_25_radiusDirty = false;
|
||||||
|
}
|
||||||
|
return x44_cachedRadius;
|
||||||
|
}
|
||||||
|
|
||||||
|
float CLight::CalculateLightRadius() const {
|
||||||
|
if (x28_distL < gkEpsilon32 && x2c_distQ < gkEpsilon32) {
|
||||||
|
return FLT_MAX;
|
||||||
|
}
|
||||||
|
|
||||||
|
float intensity = GetIntensity();
|
||||||
|
float ret = 0.f;
|
||||||
|
if (x2c_distQ > gkEpsilon32) {
|
||||||
|
const float mulVal = rstl::min_val(0.05882353f, 0.2f); // Yes, retro really did do this
|
||||||
|
if (intensity > gkEpsilon32) {
|
||||||
|
ret = CMath::SqrtF(intensity / (mulVal * x2c_distQ));
|
||||||
|
}
|
||||||
|
} else {
|
||||||
|
const float mulVal = rstl::min_val(0.05882353f, 0.2f); // See above comment
|
||||||
|
if (x28_distL > gkEpsilon32) {
|
||||||
|
ret = intensity / (mulVal * x28_distL);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
return ret;
|
||||||
|
}
|
||||||
|
|
||||||
|
float CLight::GetIntensity() const {
|
||||||
|
if (x4c_24_intensityDirty) {
|
||||||
|
x4c_24_intensityDirty = false;
|
||||||
|
float coef = 1.f;
|
||||||
|
if (x1c_type == kLT_Custom) {
|
||||||
|
coef = x30_angleC;
|
||||||
|
}
|
||||||
|
x48_cachedIntensity = coef * rstl::max_val(x18_color.GetRed(), rstl::max_val(x18_color.GetGreen(), x18_color.GetBlue()));
|
||||||
|
}
|
||||||
|
return x48_cachedIntensity;
|
||||||
|
}
|
||||||
|
|
||||||
|
CVector3f CLight::GetNormalIndependentLightingAtPoint(const CVector3f& point) const {
|
||||||
|
CVector3f floatCol(x18_color.GetRed(), x18_color.GetGreen(), x18_color.GetBlue());
|
||||||
|
if (x1c_type == kLT_LocalAmbient)
|
||||||
|
return floatCol;
|
||||||
|
|
||||||
|
float dist = rstl::max_val((x0_pos - point).Magnitude(), gkEpsilon32);
|
||||||
|
return floatCol * (1.f / (dist * (x2c_distQ * dist) + (x28_distL * dist + x24_distC)));
|
||||||
|
}
|
|
@ -91,15 +91,16 @@ CPhysicsState CPhysicsActor::GetPhysicsState() const {
|
||||||
|
|
||||||
void CPhysicsActor::SetPhysicsState(const CPhysicsState& state) {
|
void CPhysicsActor::SetPhysicsState(const CPhysicsState& state) {
|
||||||
SetTranslation(state.GetTranslation());
|
SetTranslation(state.GetTranslation());
|
||||||
const CQuaternion& quat = state.GetOrientationWR();
|
CQuaternion quat = state.GetOrientationWR();
|
||||||
SetTransform(quat.BuildTransform4f(GetTranslation()));
|
CVector3f translation = GetTranslation();
|
||||||
xfc_constantForce = state.GetConstantForceWR();
|
SetTransform(quat.BuildTransform4f(translation));
|
||||||
x108_angularMomentum = state.GetAngularMomentumWR();
|
SetConstantForceWR(state.GetConstantForceWR());
|
||||||
x150_momentum = state.GetMomentumWR();
|
SetAngularMomentumWR(state.GetAngularMomentumWR());
|
||||||
x15c_force = state.GetForceWR();
|
SetMomentumWR(state.GetMomentumWR());
|
||||||
x168_impulse = state.GetImpulseWR();
|
SetForceWR(state.GetForceWR());
|
||||||
x174_torque = state.GetTorque();
|
SetImpulseWR(state.GetImpulseWR());
|
||||||
x180_angularImpulse = state.GetAngularImpulseWR();
|
SetTorqueWR(state.GetTorque());
|
||||||
|
SetAngularImpulseWR(state.GetAngularImpulseWR());
|
||||||
ComputeDerivedQuantities();
|
ComputeDerivedQuantities();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -190,3 +191,15 @@ void CPhysicsActor::MoveToWR(const CVector3f& trans, float d) {
|
||||||
xfc_constantForce = (trans - GetTransform().GetTranslation()) * GetMass() * (1.f / d);
|
xfc_constantForce = (trans - GetTransform().GetTranslation()) * GetMass() * (1.f / d);
|
||||||
ComputeDerivedQuantities();
|
ComputeDerivedQuantities();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void CPhysicsActor::MoveToInOneFrameWR(const CVector3f& trans, float d) {
|
||||||
|
x18c_moveImpulse += (trans - GetTranslation()) * GetMass() * (1.f / d);
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
CVector3f CPhysicsActor::GetMoveToORImpulseWR(const CVector3f& trans, float d) const {
|
||||||
|
CVector3f impulse = x34_transform.Rotate(trans);
|
||||||
|
return (GetMass() * impulse) * (1.f / d);
|
||||||
|
}
|
||||||
|
|
||||||
|
CAxisAngle CPhysicsActor::GetRotateToORAngularMomentumWR(const CQuaternion& q, float d) const {}
|
||||||
|
|
Loading…
Reference in New Issue