prime/src/MetroidPrime/BodyState/CBSGroundHit.cpp
Henrique Gemignani Passos Lima 83055d527d Add CBSKnockBack
Former-commit-id: 3344af40bfc9bbad540f0e5e9f0c14a1f48f21e3
2022-10-28 19:12:27 +03:00

82 lines
3.3 KiB
C++

#include "MetroidPrime/BodyState/CBSGroundHit.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"
CBSGroundHit::CBSGroundHit()
: x4_rotateSpeed(0.f), x8_remTime(0.f), xc_fallState(pas::kFS_Invalid) {}
void CBSGroundHit::Start(CBodyController& bc, CStateManager& mgr) {
const CBCKnockBackCmd* cmd =
static_cast< const CBCKnockBackCmd* >(bc.CommandMgr().GetCmd(kBSC_KnockBack));
CVector3f localDir = bc.GetOwner().GetTransform().TransposeRotate(cmd->GetHitDirection());
CAbsAngle angle = CAbsAngle::FromRadians(atan2(localDir.GetY(), localDir.GetX()));
int fallState = bc.GetFallState();
const CPASDatabase& db = bc.GetPASDatabase();
const CPASAnimParmData parms(pas::kAS_GroundHit, CPASAnimParm::FromEnum(fallState),
CPASAnimParm::FromReal32(angle.AsDegrees()));
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* animState = db.GetAnimState(pas::kAS_GroundHit);
CPASAnimParm parm2(animState->GetAnimParmData(best.second, 2));
if (!parm2.GetBoolValue()) {
CPASAnimParm parm1(animState->GetAnimParmData(best.second, 1));
float knockdownAngle = parm1.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 missing code here. Same problem in CBSFall, see there for details
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 parm3(animState->GetAnimParmData(best.second, 3));
xc_fallState = pas::EFallState(parm3.GetEnumValue());
}
pas::EAnimationState CBSGroundHit::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 CBSGroundHit::Shutdown(CBodyController& bc) { bc.SetFallState(xc_fallState); }
pas::EAnimationState CBSGroundHit::GetBodyStateTransition(float dt, CBodyController& bc) {
CBodyStateCmdMgr& cmdMgr = bc.CommandMgr();
if (bc.IsAnimationOver()) {
if (cmdMgr.GetCmd(kBSC_Die)) {
return pas::kAS_Death;
}
return pas::kAS_LieOnGround;
}
return pas::kAS_Invalid;
}
CBSGroundHit::~CBSGroundHit() {}