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95 lines
3.4 KiB
C++
95 lines
3.4 KiB
C++
#include "MetroidPrime/BodyState/CBSProjectileAttack.hpp"
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#include "MetroidPrime/BodyState/CBodyController.hpp"
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#include "MetroidPrime/CActor.hpp"
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#include "MetroidPrime/CAnimPlaybackParms.hpp"
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#include "MetroidPrime/CStateManager.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/Math/CAbsAngle.hpp"
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CBSProjectileAttack::CBSProjectileAttack() {}
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void CBSProjectileAttack::Start(CBodyController& bc, CStateManager& mgr) override {
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const CBCProjectileAttackCmd* cmd =
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static_cast< const CBCProjectileAttackCmd* >(bc.CommandMgr().GetCmd(kBSC_ProjectileAttack));
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CActor& actor = bc.GetOwner();
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CVector3f diff = cmd->GetTargetPosition() - actor.GetTranslation();
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CVector3f localDelta = actor.GetTransform().TransposeRotate(diff);
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CAbsAngle angle = CAbsAngle::FromRadians(atan2(localDelta.GetY(), localDelta.GetX()));
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const float attackAngle = angle.AsDegrees();
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const CPASDatabase& db = bc.GetPASDatabase();
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const CPASAnimParmData parms(
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pas::kAS_ProjectileAttack, CPASAnimParm::FromEnum(cmd->GetAttackSeverity()),
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CPASAnimParm::FromReal32(angle.AsDegrees()), CPASAnimParm::FromEnum(bc.GetLocomotionType()));
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rstl::pair< float, int > best1 = db.FindBestAnimation(parms, *mgr.Random(), -1);
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if (cmd->BlendTwoClosest()) {
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rstl::pair< float, int > best2 = db.FindBestAnimation(parms, *mgr.Random(), best1.second);
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const CPASAnimState* projAttackState = db.GetAnimState(pas::kAS_ProjectileAttack);
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CPASAnimParm parmData1(projAttackState->GetAnimParmData(best1.second, 1));
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CPASAnimParm parmData2(projAttackState->GetAnimParmData(best2.second, 1));
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float angle1 = parmData1.GetReal32Value();
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float angle2 = parmData2.GetReal32Value();
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if (angle1 - angle2 > 180.f) {
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angle2 = angle2 + 360.f;
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} else if (angle2 - angle1 > 180.f) {
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angle1 = angle1 + 360.f;
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}
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const CAnimPlaybackParms playParms(best1.second, best2.second,
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(angle1 - attackAngle) / (angle1 - angle2), true);
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bc.SetCurrentAnimation(playParms, false, false);
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} else {
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const CAnimPlaybackParms playParms(best1.second, -1, 1.f, true);
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bc.SetCurrentAnimation(playParms, false, false);
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}
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}
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pas::EAnimationState CBSProjectileAttack::UpdateBody(float dt, CBodyController& bc,
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CStateManager& mgr) override {
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const pas::EAnimationState st = GetBodyStateTransition(dt, bc);
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if (st == pas::kAS_Invalid) {
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CBodyStateCmdMgr& cmdMgr = bc.CommandMgr();
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if (cmdMgr.GetTargetVector().IsNonZero()) {
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bc.FaceDirection(cmdMgr.GetTargetVector(), dt);
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}
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}
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return st;
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}
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void CBSProjectileAttack::Shutdown(CBodyController&) override {}
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pas::EAnimationState CBSProjectileAttack::GetBodyStateTransition(float dt, CBodyController& bc) {
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CBodyStateCmdMgr& cmdMgr = bc.CommandMgr();
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if (cmdMgr.GetCmd(kBSC_Hurled)) {
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return pas::kAS_Hurled;
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}
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if (cmdMgr.GetCmd(kBSC_KnockDown)) {
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return pas::kAS_Fall;
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}
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if (cmdMgr.GetCmd(kBSC_LoopHitReaction)) {
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return pas::kAS_LoopReaction;
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}
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if (cmdMgr.GetCmd(kBSC_KnockBack)) {
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return pas::kAS_KnockBack;
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}
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if (cmdMgr.GetCmd(kBSC_Locomotion)) {
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return pas::kAS_Locomotion;
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}
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if (bc.IsAnimationOver() || cmdMgr.GetCmd(kBSC_NextState)) {
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return pas::kAS_Locomotion;
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}
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return pas::kAS_Invalid;
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}
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bool CBSProjectileAttack::CanShoot() const override { return true; }
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CBSProjectileAttack::~CBSProjectileAttack() {}
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