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103 lines
3.3 KiB
C++
103 lines
3.3 KiB
C++
#include "MetroidPrime/Weapons/GunController/CGunMotion.hpp"
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#include "MetroidPrime/CAnimData.hpp"
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#include "MetroidPrime/CAnimRes.hpp"
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#include "MetroidPrime/CStateManager.hpp"
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#include "MetroidPrime/Weapons/WeaponCommon.hpp"
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#include "Kyoto/Animation/CPASAnimParmData.hpp"
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#include "Kyoto/Animation/CPASDatabase.hpp"
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#include "Kyoto/Graphics/CModelFlags.hpp"
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CGunMotion::CGunMotion(CAssetId ancsId, const CVector3f& scale)
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: x0_modelData(CAnimRes(ancsId, 0, scale, 0, false))
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, x4c_gunController(x0_modelData)
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, xb8_24_animPlaying(false) {
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LoadAnimations();
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}
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CGunMotion::~CGunMotion() {}
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bool CGunMotion::PlayPasAnim(SamusGun::EAnimationState state, CStateManager& mgr, float angle,
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bool bigStrike) {
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const CPASDatabase& pas = x0_modelData.GetAnimationData()->GetCharacterInfo().GetPASDatabase();
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int animId = -1;
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bool loop = true;
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switch (state) {
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case SamusGun::kAS_Wander: {
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CPASAnimParmData parms((pas::EAnimationState(state)));
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rstl::pair< float, int > anim = pas.FindBestAnimation(parms, *mgr.Random(), -1);
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animId = anim.second;
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break;
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}
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case SamusGun::kAS_Idle: {
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CPASAnimParmData parms(pas::EAnimationState(state), CPASAnimParm::FromEnum(0));
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rstl::pair< float, int > anim = pas.FindBestAnimation(parms, *mgr.Random(), -1);
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animId = anim.second;
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break;
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}
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case SamusGun::kAS_Struck: {
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CPASAnimParmData parms(pas::EAnimationState(state), CPASAnimParm::FromInt32(0),
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CPASAnimParm::FromReal32(angle), CPASAnimParm::FromBool(bigStrike),
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CPASAnimParm::FromBool(false));
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rstl::pair< float, int > anim = pas.FindBestAnimation(parms, *mgr.Random(), -1);
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animId = anim.second;
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loop = false;
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break;
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}
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case SamusGun::kAS_FreeLook:
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x4c_gunController.EnterFreeLook(mgr, 0, -1);
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break;
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case SamusGun::kAS_ComboFire:
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x4c_gunController.EnterComboFire(mgr, 0);
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break;
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default:
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break;
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}
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if (animId != -1) {
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x0_modelData.AnimationData()->EnableLooping(loop);
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CAnimPlaybackParms aparms(animId, -1, 1.f, true);
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x0_modelData.AnimationData()->SetAnimation(aparms, false);
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}
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return loop;
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}
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void CGunMotion::Update(float dt, CStateManager& mgr) {
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x0_modelData.AdvanceAnimation(dt, mgr, kInvalidAreaId, true);
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switch (x4c_gunController.Update(dt, mgr)) {
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case 1:
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xb8_24_animPlaying = false;
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}
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}
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void CGunMotion::Draw(const CStateManager& mgr, const CTransform4f& xf) const {
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x0_modelData.Render(mgr, xf, nullptr, CModelFlags::Normal());
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}
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void CGunMotion::ReturnToDefault(CStateManager& mgr) {
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x4c_gunController.ReturnToDefault(mgr, 0.f);
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}
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int CGunMotion::GetFreeLookSetId() const { return x4c_gunController.GetFreeLookSetId(); }
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void CGunMotion::BasePosition(bool bigStrikeReset) {
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CAnimData& animData = *x0_modelData.AnimationData();
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animData.EnableLooping(false);
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int animation = 0;
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if (bigStrikeReset) {
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animation = 6;
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}
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animData.SetAnimation(CAnimPlaybackParms(animation, -1, 1.f, true), false);
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}
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void CGunMotion::EnterFidget(CStateManager& mgr, SamusGun::EFidgetType type, int parm2) {
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xb8_24_animPlaying = true;
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x4c_gunController.EnterFidget(mgr, int(type), 0, parm2);
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}
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void CGunMotion::LoadAnimations() {
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NWeaponTypes::get_token_vector(*x0_modelData.GetAnimationData(), 0, 14, xa8_anims, true);
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}
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