#include "MetroidPrime/BodyState/CBSFall.hpp" #include "MetroidPrime/BodyState/CBodyController.hpp" #include "MetroidPrime/CActor.hpp" #include "MetroidPrime/CAnimPlaybackParms.hpp" #include "MetroidPrime/CStateManager.hpp" #include "Kyoto/Animation/CPASAnimParmData.hpp" #include "Kyoto/Animation/CPASDatabase.hpp" #include "Kyoto/Math/CAbsAngle.hpp" #include "Kyoto/Math/CRelAngle.hpp" #include "math.h" #include "rstl/math.hpp" CBSFall::CBSFall() : x4_rotateSpeed(0.f), x8_remTime(0.f), xc_fallState(pas::kFS_Invalid) {} void CBSFall::Start(CBodyController& bc, CStateManager& mgr) { const CBCKnockDownCmd* cmd = static_cast< const CBCKnockDownCmd* >(bc.CommandMgr().GetCmd(kBSC_KnockDown)); CVector3f localDir = bc.GetOwner().GetTransform().TransposeRotate(cmd->GetHitDirection()); CAbsAngle angle = CAbsAngle::FromRadians(atan2(localDir.GetY(), localDir.GetX())); const CPASDatabase& db = bc.GetPASDatabase(); const CPASAnimParmData parms(pas::kAS_Fall, CPASAnimParm::FromReal32(angle.AsDegrees()), CPASAnimParm::FromEnum(cmd->GetHitSeverity())); const rstl::pair< float, int > best = db.FindBestAnimation(parms, *mgr.Random(), -1); const CAnimPlaybackParms playParms(best.second, -1, 1.f, true); bc.SetCurrentAnimation(playParms, false, false); const CPASAnimState* knockdownState = db.GetAnimState(pas::kAS_Fall); CPASAnimParm knockdownParm2(knockdownState->GetAnimParmData(best.second, 2)); if (!knockdownParm2.GetBoolValue()) { CPASAnimParm knockdownParm0(knockdownState->GetAnimParmData(best.second, 0)); float knockdownAngle = knockdownParm0.GetReal32Value(); float delta1 = CAbsAngle::FromRadians(angle.AsRadians() - CRelAngle::FromDegrees(knockdownAngle).AsRadians()) .AsRadians(); float delta2 = CAbsAngle::FromRadians(CRelAngle::FromDegrees(knockdownAngle).AsRadians() - angle.AsRadians()) .AsRadians(); float minAngle = rstl::min_val(delta1, delta2); // There's a missing `if (delta1 < 0) { delta1 += M_2PIF; }` here // But it's not exactly delta1, but a temporary from inside the FromRadians call?! // Same problem in CBSGroundHit and CBSKnockBack const float flippedAngle = (delta1 > M_PIF) ? -minAngle : minAngle; x8_remTime = 0.15f * bc.GetAnimTimeRemaining(); x4_rotateSpeed = (x8_remTime > FLT_EPSILON) ? flippedAngle / x8_remTime : flippedAngle; } else { x8_remTime = 0.f; x4_rotateSpeed = 0.f; } CPASAnimParm knockdownParm3(knockdownState->GetAnimParmData(best.second, 3)); xc_fallState = pas::EFallState(knockdownParm3.GetEnumValue()); } pas::EAnimationState CBSFall::UpdateBody(float dt, CBodyController& bc, CStateManager& mgr) { const pas::EAnimationState st = GetBodyStateTransition(dt, bc); if (st == pas::kAS_Invalid && x8_remTime > 0.f) { bc.SetDeltaRotation(CQuaternion::ZRotation(CRelAngle::FromRadians(x4_rotateSpeed * dt))); x8_remTime -= dt; } return st; } void CBSFall::Shutdown(CBodyController& bc) { bc.SetFallState(xc_fallState); } pas::EAnimationState CBSFall::GetBodyStateTransition(float dt, CBodyController& bc) { if (bc.IsAnimationOver()) { return pas::kAS_LieOnGround; } return pas::kAS_Invalid; } CBSFall::~CBSFall() {}