#ifndef _CPHYSICSACTOR_HPP #define _CPHYSICSACTOR_HPP #include "types.h" #include "MetroidPrime/CActor.hpp" #include "MetroidPrime/CAxisAngle.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_; f32 x30_mass; SMoverData(f32 mass, const CVector3f& velocity, const CAxisAngle& angularVelocity, const CVector3f& momentum, const CAxisAngle& unk) : x0_velocity(velocity) , xc_angularVelocity(angularVelocity) , x18_momentum(momentum) , x24_(unk) , x30_mass(mass) {} }; class CMotionState { public: // TODO private: CVector3f x0_translation; CNUQuaternion xc_orientation; CVector3f x1c_velocity; CAxisAngle x28_angularMomentum; }; CHECK_SIZEOF(CMotionState, 0x34) class CCollisionInfoList; class CPhysicsActor : public CActor { 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, f32 stepUp, f32 stepDown); ~CPhysicsActor() override; // CActor CVector3f GetOrbitPosition(const CStateManager& mgr) const override; CVector3f GetAimPosition(const CStateManager& mgr, f32 val) const override; // CPhysicsActor virtual const CCollisionPrimitive* GetCollisionPrimitive() const; virtual CTransform4f GetPrimitiveTransform() const; virtual void CollidedWith(TUniqueId id, const CCollisionInfoList& list, CStateManager& mgr); virtual f32 GetStepDownHeight() const; virtual f32 GetStepUpHeight() const; virtual f32 GetWeight() const; CAABox GetBoundingBox() const; void MoveCollisionPrimitive(const CVector3f&); void SetVelocityWR(const CVector3f&); void SetAngularVelocityWR(const CAxisAngle& angVel); CAxisAngle GetAngularVelocityOR() const; void ClearForcesAndTorques(); void Stop(); CMotionState GetMotionState() const; void SetMotionState(const CMotionState& state); bool GetMovable() const { return xf8_24_movable; } void SetMovable(bool v) { xf8_24_movable = v; } private: f32 xe8_mass; f32 xec_massRecip; f32 xf0_inertiaTensor; f32 xf4_inertiaTensorRecip; bool xf8_24_movable : 1; bool xf8_25_angularEnabled : 1; bool 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; f32 x238_maximumCollisionVelocity; f32 x23c_stepUpHeight; f32 x240_stepDownHeight; f32 x244_restitutionCoefModifier; f32 x248_collisionAccuracyModifier; uint x24c_numTicksStuck; uint x250_numTicksPartialUpdate; }; CHECK_SIZEOF(CPhysicsActor, 0x258) #endif