prime/src/MetroidPrime/CPhysicsActor.cpp
Henrique Gemignani Passos Lima 7f947e6442 Fixing all source build
Former-commit-id: 07c1053008cdbf7510aaf91468979634467307cc
2022-11-04 11:28:39 +02:00

236 lines
9.0 KiB
C++

#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();
}