mirror of https://github.com/PrimeDecomp/prime.git
117 lines
3.3 KiB
C++
117 lines
3.3 KiB
C++
#ifndef _CPHYSICSACTOR_HPP
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#define _CPHYSICSACTOR_HPP
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#include "types.h"
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#include "MetroidPrime/CActor.hpp"
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#include "MetroidPrime/CAxisAngle.hpp"
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#include "Kyoto/Math/CAABox.hpp"
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#include "Kyoto/Math/CMatrix3f.hpp"
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#include "Kyoto/Math/CNUQuaternion.hpp"
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#include "Kyoto/Math/CVector3f.hpp"
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#include "Collision/CCollidableAABox.hpp"
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#include "rstl/optional_object.hpp"
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struct SMoverData {
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CVector3f x0_velocity;
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CAxisAngle xc_angularVelocity;
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CVector3f x18_momentum;
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CAxisAngle x24_;
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f32 x30_mass;
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SMoverData(f32 mass, const CVector3f& velocity, const CAxisAngle& angularVelocity,
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const CVector3f& momentum, const CAxisAngle& unk)
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: x0_velocity(velocity)
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, xc_angularVelocity(angularVelocity)
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, x18_momentum(momentum)
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, x24_(unk)
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, x30_mass(mass) {}
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};
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class CMotionState {
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public:
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// TODO
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private:
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CVector3f x0_translation;
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CNUQuaternion xc_orientation;
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CVector3f x1c_velocity;
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CAxisAngle x28_angularMomentum;
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};
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CHECK_SIZEOF(CMotionState, 0x34)
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class CCollisionInfoList;
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class CPhysicsActor : public CActor {
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public:
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CPhysicsActor(TUniqueId uid, bool active, const rstl::string& name, const CEntityInfo& info,
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const CTransform4f& xf, const CModelData& mData, const CMaterialList& matList,
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const CAABox& aabb, const SMoverData& moverData, const CActorParameters& actParams,
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f32 stepUp, f32 stepDown);
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~CPhysicsActor() override;
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// CActor
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CVector3f GetOrbitPosition(const CStateManager& mgr) const override;
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CVector3f GetAimPosition(const CStateManager& mgr, f32 val) const override;
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// CPhysicsActor
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virtual const CCollisionPrimitive* GetCollisionPrimitive() const;
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virtual CTransform4f GetPrimitiveTransform() const;
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virtual void CollidedWith(TUniqueId id, const CCollisionInfoList& list, CStateManager& mgr);
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virtual f32 GetStepDownHeight() const;
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virtual f32 GetStepUpHeight() const;
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virtual f32 GetWeight() const;
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CAABox GetBoundingBox() const;
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void MoveCollisionPrimitive(const CVector3f&);
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void SetVelocityWR(const CVector3f&);
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void SetAngularVelocityWR(const CAxisAngle& angVel);
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void ClearForcesAndTorques();
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void Stop();
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CMotionState GetMotionState() const;
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void SetMotionState(const CMotionState& state);
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bool GetMovable() const { return xf8_24_movable; }
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void SetMovable(bool v) { xf8_24_movable = v; }
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private:
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f32 xe8_mass;
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f32 xec_massRecip;
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f32 xf0_inertiaTensor;
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f32 xf4_inertiaTensorRecip;
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bool xf8_24_movable : 1;
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bool xf8_25_angularEnabled : 1;
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bool xf9_standardCollider;
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CVector3f xfc_constantForce;
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CAxisAngle x108_angularMomentum;
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CMatrix3f x114_;
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CVector3f x138_velocity;
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CAxisAngle x144_angularVelocity;
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CVector3f x150_momentum;
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CVector3f x15c_force;
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CVector3f x168_impulse;
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CAxisAngle x174_torque;
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CAxisAngle x180_angularImpulse;
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CVector3f x18c_moveImpulse;
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CAxisAngle x198_moveAngularImpulse;
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CAABox x1a4_baseBoundingBox;
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CCollidableAABox x1c0_collisionPrimitive;
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CVector3f x1e8_primitiveOffset;
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CMotionState x1f4_lastNonCollidingState;
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rstl::optional_object< CVector3f > x228_lastFloorPlaneNormal;
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f32 x238_maximumCollisionVelocity;
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f32 x23c_stepUpHeight;
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f32 x240_stepDownHeight;
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f32 x244_restitutionCoefModifier;
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f32 x248_collisionAccuracyModifier;
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uint x24c_numTicksStuck;
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uint x250_numTicksPartialUpdate;
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};
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CHECK_SIZEOF(CPhysicsActor, 0x258)
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#endif
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