#include "MetroidPrime/CPhysicsActor.hpp" #include "Kyoto/Math/CloseEnough.hpp" const float CPhysicsActor::kGravityAccel = 9.81f * 2.5f; CPhysicsActor::CPhysicsActor(TUniqueId uid, bool active, const rstl::string& name, const CEntityInfo& info, const CTransform4f& xf, const CModelData& mData, const CMaterialList& matList, const CAABox& aabb, const SMoverData& moverData, const CActorParameters& actParams, float stepUp, float stepDown) : CActor(uid, active, name, info, xf, mData, matList, actParams, kInvalidUniqueId) , xe8_mass(moverData.x30_mass) , xec_massRecip(moverData.x30_mass > 0.f ? 1.f / moverData.x30_mass : 1.f) , xf0_inertiaTensor(0.f) , xf4_inertiaTensorRecip(0.f) , xf8_24_movable(true) , xf8_25_angularEnabled(false) , xf9_standardCollider(false) , xfc_constantForce(CVector3f(0.f, 0.f, 0.f)) , x108_angularMomentum(CAxisAngle::Identity()) , x114_(CMatrix3f::Identity()) , x138_velocity(CVector3f(0.f, 0.f, 0.f)) , x144_angularVelocity(CAxisAngle::Identity()) , x150_momentum(moverData.x18_momentum) , x15c_force(CVector3f(0.f, 0.f, 0.f)) , x168_impulse(CVector3f(0.f, 0.f, 0.f)) , x174_torque(CAxisAngle::Identity()) , x180_angularImpulse(CAxisAngle::Identity()) , x18c_moveImpulse(CVector3f(0.f, 0.f, 0.f)) , x198_moveAngularImpulse(CAxisAngle::Identity()) , x1a4_baseBoundingBox(aabb) , x1c0_collisionPrimitive(aabb, matList) , x1e8_primitiveOffset(xf.GetTranslation()) , x1f4_lastNonCollidingState(xf.GetTranslation(), CNUQuaternion::BuildFromMatrix3f(xf.BuildMatrix3f()), CVector3f::Zero(), CAxisAngle::Identity()) , x238_maximumCollisionVelocity(1000000.0) , x23c_stepUpHeight(stepUp) , x240_stepDownHeight(stepDown) , x244_restitutionCoefModifier(0.f) , x248_collisionAccuracyModifier(1.f) , x24c_numTicksStuck(0) , x250_numTicksPartialUpdate(0) { SetMass(moverData.x30_mass); MoveCollisionPrimitive(CVector3f::Zero()); SetVelocityOR(moverData.x0_velocity); SetAngularVelocityOR(moverData.xc_angularVelocity); ComputeDerivedQuantities(); } CPhysicsActor::~CPhysicsActor() {} void CPhysicsActor::ApplyImpulseWR(const CVector3f& impulse, const CAxisAngle& angularImpulse) { x168_impulse = x168_impulse + impulse; x180_angularImpulse = x180_angularImpulse + angularImpulse; } void CPhysicsActor::ApplyTorqueWR(const CVector3f& torque) { x174_torque = x174_torque + CAxisAngle(torque); } void CPhysicsActor::ApplyForceWR(const CVector3f& force, const CAxisAngle& torque) { x15c_force = x15c_force + force; x174_torque = x174_torque + torque; } void CPhysicsActor::ApplyImpulseOR(const CVector3f& impulse, const CAxisAngle& angle) { x168_impulse = x168_impulse + GetTransform().Rotate(impulse); CAxisAngle rotatedAngle(GetTransform().Rotate(angle.GetVector())); x180_angularImpulse = x180_angularImpulse + rotatedAngle; } void CPhysicsActor::ApplyForceOR(const CVector3f& force, const CAxisAngle& torque) { x15c_force = x15c_force + GetTransform().Rotate(force); CAxisAngle rotatedTorque(GetTransform().Rotate(torque.GetVector())); x174_torque = x174_torque + rotatedTorque; } void CPhysicsActor::ComputeDerivedQuantities() { x138_velocity = xfc_constantForce * xec_massRecip; x114_ = GetTransform().BuildMatrix3f(); x144_angularVelocity = CAxisAngle(x108_angularMomentum.GetVector() * xf4_inertiaTensorRecip); } CPhysicsState CPhysicsActor::GetPhysicsState() const { return CPhysicsState(GetTranslation(), GetRotation(), GetConstantForceWR(), GetAngularMomentumWR(), GetMomentumWR(), GetForceWR(), GetImpulseWR(), GetTorqueWR(), GetAngularImpulseWR()); } void CPhysicsActor::SetPhysicsState(const CPhysicsState& state) { SetTranslation(state.GetTranslation()); const CQuaternion& quat = state.GetOrientationWR(); const CVector3f& translation = GetTranslation(); SetTransform(quat.BuildTransform4f(translation)); SetConstantForceWR(state.GetConstantForceWR()); SetAngularMomentumWR(state.GetAngularMomentumWR()); SetMomentumWR(state.GetMomentumWR()); SetForceWR(state.GetForceWR()); SetImpulseWR(state.GetImpulseWR()); SetTorqueWR(state.GetTorque()); SetAngularImpulseWR(state.GetAngularImpulseWR()); ComputeDerivedQuantities(); } CVector3f CPhysicsActor::CalculateNewVelocityWR_UsingImpulses() const { return x138_velocity + xec_massRecip * (x168_impulse + x18c_moveImpulse); } CMotionState CPhysicsActor::PredictMotion(float dt) const { const CMotionState& msl = PredictLinearMotion(dt); CVector3f translation = msl.GetTranslation(); CVector3f velocity = msl.GetVelocity(); const CMotionState& msa = PredictAngularMotion(dt); CNUQuaternion orientation = msa.GetOrientation(); CAxisAngle angularMomentum = msa.GetAngularMomentum(); return CMotionState(translation, orientation, velocity, angularMomentum); } CMotionState CPhysicsActor::PredictAngularMotion(float dt) const { CVector3f v1 = (x180_angularImpulse.GetVector() + x198_moveAngularImpulse.GetVector()) * xf4_inertiaTensorRecip; CVector3f v2 = x144_angularVelocity.GetVector() + v1; CNUQuaternion q3 = (0.5f * CNUQuaternion(0.f, v2)) * CNUQuaternion::BuildFromQuaternion(CQuaternion::FromMatrix(GetTransform())); CAxisAngle torque = x174_torque; return CMotionState(CVector3f::Zero(), q3 * dt, CVector3f::Zero(), (torque * dt) + x180_angularImpulse); } CMotionState CPhysicsActor::PredictLinearMotion(float dt) const { CVector3f velocity = CalculateNewVelocityWR_UsingImpulses(); CVector3f sum = x15c_force + x150_momentum; return CMotionState(dt * velocity, CNUQuaternion(0.0f, CVector3f::Zero()), dt * sum + x168_impulse, CAxisAngle::Identity()); } CMotionState CPhysicsActor::PredictMotion_Internal(float dt) const { if (!xf8_25_angularEnabled) { const CMotionState& msl = PredictLinearMotion(dt); CVector3f translation = msl.GetTranslation(); CVector3f velocity = msl.GetVelocity(); const CMotionState& msa = PredictAngularMotion(dt); CNUQuaternion orientation = msa.GetOrientation(); CAxisAngle angularMomentum = msa.GetAngularMomentum(); return CMotionState(translation, orientation, velocity, angularMomentum); } else { return PredictLinearMotion(dt); } } void CPhysicsActor::SetMotionState(const CMotionState& state) { const CQuaternion& q = CQuaternion::FromNUQuaternion(state.GetOrientation()); SetTransform(q.BuildTransform4f(GetTransform().GetTranslation())); SetTranslation(state.GetTranslation()); xfc_constantForce = state.GetVelocity(); x108_angularMomentum = state.GetAngularMomentum(); ComputeDerivedQuantities(); } CMotionState CPhysicsActor::GetMotionState() const { 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) { xfc_constantForce = (trans - GetTransform().GetTranslation()) * GetMass() * (1.f / d); 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 = GetTransform().Rotate(trans); return (GetMass() * impulse) * (1.f / d); } CAxisAngle CPhysicsActor::GetRotateToORAngularMomentumWR(const CQuaternion& q, float d) const { // TODO return CAxisAngle(); }