#ifndef _CPHYSICSACTOR #define _CPHYSICSACTOR #include "types.h" #include "MetroidPrime/CActor.hpp" #include "MetroidPrime/CAxisAngle.hpp" #include "MetroidPrime/CPhysicsState.hpp" #include "Kyoto/Math/CAABox.hpp" #include "Kyoto/Math/CMatrix3f.hpp" #include "Kyoto/Math/CNUQuaternion.hpp" #include "Kyoto/Math/CVector3f.hpp" #include "Collision/CCollidableAABox.hpp" #include "rstl/optional_object.hpp" struct SMoverData { CVector3f x0_velocity; CAxisAngle xc_angularVelocity; CVector3f x18_momentum; CAxisAngle x24_; float x30_mass; SMoverData(float mass, const CVector3f& velocity = CVector3f::Zero(), const CAxisAngle& angularVelocity = CAxisAngle::Identity(), const CVector3f& momentum = CVector3f::Zero(), const CAxisAngle& unk = CAxisAngle::Identity()) : x0_velocity(velocity) , xc_angularVelocity(angularVelocity) , x18_momentum(momentum) , x24_(unk) , x30_mass(mass) {} }; class CMotionState { public: CMotionState(const CVector3f& translation, const CNUQuaternion& orientation, const CVector3f& velocity, const CAxisAngle& angularMomentum) : x0_translation(translation) , xc_orientation(orientation) , x1c_velocity(velocity) , x28_angularMomentum(angularMomentum) {} const CVector3f& GetTranslation() const { return x0_translation; } const CNUQuaternion& GetOrientation() const { return xc_orientation; } const CVector3f& GetVelocity() const { return x1c_velocity; } const CAxisAngle& GetAngularMomentum() const { return x28_angularMomentum; } private: CVector3f x0_translation; CNUQuaternion xc_orientation; CVector3f x1c_velocity; CAxisAngle x28_angularMomentum; }; CHECK_SIZEOF(CMotionState, 0x34) class CCollisionInfoList; class CPhysicsActor : public CActor { static const float kGravityAccel; public: 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 ~CPhysicsActor() override; void Render(const CStateManager&) const override; CVector3f GetOrbitPosition(const CStateManager& mgr) const override; CVector3f GetAimPosition(const CStateManager& mgr, float val) const override; // CPhysicsActor virtual const CCollisionPrimitive* GetCollisionPrimitive() const; virtual CTransform4f GetPrimitiveTransform() const; virtual void CollidedWith(const TUniqueId& id, const CCollisionInfoList& list, CStateManager& mgr); virtual float GetStepDownHeight() const; virtual float GetStepUpHeight() const; virtual float GetWeight() const; float GetMass() const { return xe8_mass; } void SetMass(float mass); void SetInertiaTensorScalar(float tensor); const CAABox& GetBaseBoundingBox() const; CAABox GetBoundingBox() const; void SetBoundingBox(const CAABox& box); CAABox GetMotionVolume(float dt) const; void ApplyImpulseWR(const CVector3f& impulse, const CAxisAngle& angularImpulse); void ApplyTorqueWR(const CVector3f& torque); void ApplyForceWR(const CVector3f& force, const CAxisAngle& torque); void ApplyImpulseOR(const CVector3f& impulse, const CAxisAngle& angularImpulse); void ApplyForceOR(const CVector3f& impulse, const CAxisAngle& torque); void MoveCollisionPrimitive(const CVector3f&); void SetVelocityWR(const CVector3f&); void SetAngularVelocityWR(const CAxisAngle& angVel); void SetVelocityOR(const CVector3f& vel); CAxisAngle GetAngularVelocityOR() const; void SetAngularVelocityOR(const CAxisAngle& angleVel); void ClearForcesAndTorques(); void ClearImpulses(); void ComputeDerivedQuantities(); void UseCollisionImpulses(); bool WillMove(const CStateManager& mgr); void Stop(); CVector3f GetPrimitiveOffset() const; uchar IsStandardCollider() const { return xf9_standardCollider; } // name and type? void SetStandardCollider(uchar v) { xf9_standardCollider = v; } // name and type? const CVector3f& GetConstantForceWR() const { return xfc_constantForce; } void SetConstantForceWR(const CVector3f& force) { xfc_constantForce = force; } const CAxisAngle& GetAngularMomentumWR() const { return x108_angularMomentum; } void SetAngularMomentumWR(const CAxisAngle& angularMomentum) { x108_angularMomentum = angularMomentum; } const CVector3f& GetVelocityWR() const { return x138_velocity; } const CVector3f& GetMomentumWR() const { return x150_momentum; } void SetMomentumWR(const CVector3f& momentum) { x150_momentum = momentum; } const CVector3f& GetForceWR() const { return x15c_force; } void SetForceWR(const CVector3f& force) { x15c_force = force; } const CVector3f& GetImpulseWR() const { return x168_impulse; } void SetImpulseWR(const CVector3f& impulse) { x168_impulse = impulse; } const CAxisAngle& GetTorqueWR() const { return x174_torque; } void SetTorqueWR(const CAxisAngle& torque) { x174_torque = torque; } const CAxisAngle& GetAngularImpulseWR() const { return x180_angularImpulse; } void SetAngularImpulseWR(const CAxisAngle& angularImpulse) { x180_angularImpulse = angularImpulse; } void SetLastNonCollidingState(const CMotionState& state) { x1f4_lastNonCollidingState = state; } float GetCoefficientOfRestitutionModifier() const; void SetCoefficientOfRestitutionModifier(float modifier); float GetCollisionAccuracyModifier() const; void SetCollisionAccuracyModifier(float modifier); float GetMaximumCollisionVelocity() const; void SetMaxVelocityAfterCollision(float velocity); CPhysicsState GetPhysicsState() const; void SetPhysicsState(const CPhysicsState& state); CMotionState GetMotionState() const; 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; } void SetMovable(bool v) { xf8_24_movable = v; } void MoveToWR(const CVector3f&, float); void MoveToInOneFrameWR(const CVector3f&, float); CVector3f GetMoveToORImpulseWR(const CVector3f& impulse, float d) const; CVector3f GetRotateToORAngularMomentumWR(const CQuaternion& q, float d) const; void RotateToWR(const CQuaternion&, float); void MoveInOneFrameOR(const CVector3f& trans, float d); void RotateInOneFrameOR(const CQuaternion&, float); void MoveToOR(const CVector3f&, float); void RotateToOR(const CQuaternion&, float); CVector3f GetTotalForceWR() const; static float GravityConstant() { return kGravityAccel; } private: float xe8_mass; float xec_massRecip; float xf0_inertiaTensor; float xf4_inertiaTensorRecip; bool xf8_24_movable : 1; bool xf8_25_angularEnabled : 1; uchar xf9_standardCollider; CVector3f xfc_constantForce; CAxisAngle x108_angularMomentum; CMatrix3f x114_; CVector3f x138_velocity; CAxisAngle x144_angularVelocity; CVector3f x150_momentum; CVector3f x15c_force; CVector3f x168_impulse; CAxisAngle x174_torque; CAxisAngle x180_angularImpulse; CVector3f x18c_moveImpulse; CAxisAngle x198_moveAngularImpulse; CAABox x1a4_baseBoundingBox; CCollidableAABox x1c0_collisionPrimitive; CVector3f x1e8_primitiveOffset; CMotionState x1f4_lastNonCollidingState; rstl::optional_object< CVector3f > x228_lastFloorPlaneNormal; float x238_maximumCollisionVelocity; float x23c_stepUpHeight; float x240_stepDownHeight; float x244_restitutionCoefModifier; float x248_collisionAccuracyModifier; uint x24c_numTicksStuck; uint x250_numTicksPartialUpdate; uint x254_; }; CHECK_SIZEOF(CPhysicsActor, 0x258) #endif // _CPHYSICSACTOR