| 1 | #include "Library/LiveActor/ActorMovementFunction.h" |
| 2 | |
| 3 | #include "Library/Area/AreaObjUtil.h" |
| 4 | #include "Library/Audio/System/AudioKeeper.h" |
| 5 | #include "Library/Collision/Collider.h" |
| 6 | #include "Library/Collision/CollisionPartsKeeperUtil.h" |
| 7 | #include "Library/Collision/CollisionPartsTriangle.h" |
| 8 | #include "Library/HitSensor/SensorFunction.h" |
| 9 | #include "Library/LiveActor/ActorCollisionFunction.h" |
| 10 | #include "Library/LiveActor/ActorParamMove.h" |
| 11 | #include "Library/LiveActor/ActorPoseKeeper.h" |
| 12 | #include "Library/LiveActor/ActorPoseUtil.h" |
| 13 | #include "Library/LiveActor/ActorSensorUtil.h" |
| 14 | #include "Library/Math/MathUtil.h" |
| 15 | #include "Library/Matrix/MatrixUtil.h" |
| 16 | #include "Library/Player/PlayerUtil.h" |
| 17 | #include "Library/Screen/ScreenPointKeeper.h" |
| 18 | #include "Library/Se/SeKeeper.h" |
| 19 | |
| 20 | namespace al { |
| 21 | |
| 22 | inline f32 modDegree(f32 deg) { |
| 23 | return modf(a: deg + 360.0f, b: 360.0f) + 0.0f; |
| 24 | } |
| 25 | |
| 26 | void resetPosition(LiveActor* actor) { |
| 27 | if (actor->getPoseKeeper()) |
| 28 | actor->calcAnim(); |
| 29 | if (actor->getHitSensorKeeper()) { |
| 30 | alSensorFunction::clearHitSensors(actor); |
| 31 | alSensorFunction::updateHitSensorsAll(actor); |
| 32 | } |
| 33 | if (actor->getScreenPointKeeper()) |
| 34 | alScreenPointFunction::updateScreenPointAll(actor); |
| 35 | if (actor->getCollider()) |
| 36 | actor->getCollider()->onInvalidate(); |
| 37 | if (actor->getCollisionParts()) |
| 38 | resetAllCollisionMtx(actor); |
| 39 | if (actor->getAudioKeeper() && actor->getAudioKeeper()->getSeKeeper()) |
| 40 | actor->getAudioKeeper()->getSeKeeper()->resetPosition(); |
| 41 | } |
| 42 | |
| 43 | void resetPosition(LiveActor* actor, const sead::Vector3f& trans) { |
| 44 | updatePoseTrans(actor, trans); |
| 45 | resetPosition(actor); |
| 46 | } |
| 47 | |
| 48 | void resetRotatePosition(LiveActor* actor, const sead::Vector3f& rot, const sead::Vector3f& trans) { |
| 49 | updatePoseRotate(actor, rotate: rot); |
| 50 | resetPosition(actor, trans); |
| 51 | } |
| 52 | |
| 53 | void resetQuatPosition(LiveActor* actor, const sead::Quatf& quat, const sead::Vector3f& trans) { |
| 54 | updatePoseQuat(actor, quat); |
| 55 | resetPosition(actor, trans); |
| 56 | } |
| 57 | |
| 58 | void resetMtxPosition(LiveActor* actor, const sead::Matrix34f& mtx) { |
| 59 | updatePoseMtx(actor, mtx: &mtx); |
| 60 | resetPosition(actor); |
| 61 | } |
| 62 | |
| 63 | void resetActorPosition(LiveActor* actor, const LiveActor* target) { |
| 64 | resetMtxPosition(actor, mtx: *target->getBaseMtx()); |
| 65 | } |
| 66 | |
| 67 | bool trySetPosOnGround(LiveActor* actor) { |
| 68 | sead::Vector3f pos = getTrans(actor); |
| 69 | sead::Vector3f dir = {0.0f, -500.0f, 0.0f}; |
| 70 | pos.y += 200.0f; |
| 71 | return alCollisionUtil::getFirstPolyOnArrow(actor, getTransPtr(actor), nullptr, pos, dir, |
| 72 | nullptr, nullptr); |
| 73 | } |
| 74 | |
| 75 | const sead::Vector3f& getVelocity(const LiveActor* actor) { |
| 76 | return actor->getPoseKeeper()->getVelocity(); |
| 77 | } |
| 78 | |
| 79 | sead::Vector3f* getVelocityPtr(LiveActor* actor) { |
| 80 | return actor->getPoseKeeper()->getVelocityPtr(); |
| 81 | } |
| 82 | |
| 83 | void separateVelocityHV(sead::Vector3f* horizontal, sead::Vector3f* vertical, |
| 84 | const LiveActor* actor) { |
| 85 | separateVelocityDirHV(horizontal, vertical, actor, dir: getGravity(actor)); |
| 86 | } |
| 87 | |
| 88 | void separateVelocityDirHV(sead::Vector3f* horizontal, sead::Vector3f* vertical, |
| 89 | const LiveActor* actor, const sead::Vector3f& dir) { |
| 90 | separateVectorHV(horizontal, vertical, dir, getVelocity(actor)); |
| 91 | } |
| 92 | |
| 93 | void separateVelocityParallelVertical(sead::Vector3f* parallel, sead::Vector3f* vertical, |
| 94 | const LiveActor* actor, const sead::Vector3f& dir) { |
| 95 | separateVectorParallelVertical(parallel, vertical, dir, getVelocity(actor)); |
| 96 | } |
| 97 | |
| 98 | void setVelocity(LiveActor* actor, const sead::Vector3f& vel) { |
| 99 | getVelocityPtr(actor)->set(vel); |
| 100 | } |
| 101 | |
| 102 | void setVelocity(LiveActor* actor, f32 x, f32 y, f32 z) { |
| 103 | getVelocityPtr(actor)->set(x_: x, y_: y, z_: z); |
| 104 | } |
| 105 | |
| 106 | void setVelocityX(LiveActor* actor, f32 x) { |
| 107 | getVelocityPtr(actor)->x = x; |
| 108 | } |
| 109 | |
| 110 | void setVelocityY(LiveActor* actor, f32 y) { |
| 111 | getVelocityPtr(actor)->y = y; |
| 112 | } |
| 113 | |
| 114 | void setVelocityZ(LiveActor* actor, f32 z) { |
| 115 | getVelocityPtr(actor)->z = z; |
| 116 | } |
| 117 | |
| 118 | void setVelocityZero(LiveActor* actor) { |
| 119 | setVelocity(actor, x: 0.0f, y: 0.0f, z: 0.0f); |
| 120 | } |
| 121 | |
| 122 | void setVelocityZeroX(LiveActor* actor) { |
| 123 | setVelocityX(actor, x: 0.0f); |
| 124 | } |
| 125 | |
| 126 | void setVelocityZeroY(LiveActor* actor) { |
| 127 | setVelocityY(actor, y: 0.0f); |
| 128 | } |
| 129 | |
| 130 | void setVelocityZeroZ(LiveActor* actor) { |
| 131 | setVelocityZ(actor, z: 0.0f); |
| 132 | } |
| 133 | |
| 134 | void setVelocityZeroH(LiveActor* actor) { |
| 135 | setVelocityZeroH(actor, gravity: getGravity(actor)); |
| 136 | } |
| 137 | |
| 138 | void setVelocityZeroH(LiveActor* actor, const sead::Vector3f& gravity) { |
| 139 | sead::Vector3f* velocity = getVelocityPtr(actor); |
| 140 | parallelizeVec(velocity, gravity, *velocity); |
| 141 | } |
| 142 | |
| 143 | void setVelocityZeroV(LiveActor* actor) { |
| 144 | setVelocityZeroV(actor, gravity: getGravity(actor)); |
| 145 | } |
| 146 | |
| 147 | void setVelocityZeroV(LiveActor* actor, const sead::Vector3f& gravity) { |
| 148 | sead::Vector3f* velocity = getVelocityPtr(actor); |
| 149 | verticalizeVec(out: velocity, vertical: gravity, vec: *velocity); |
| 150 | } |
| 151 | |
| 152 | void setVelocityJump(LiveActor* actor, f32 speed) { |
| 153 | getVelocityPtr(actor)->setScale(a: getGravity(actor), t: -speed); |
| 154 | } |
| 155 | |
| 156 | void setVelocityToFront(LiveActor* actor, f32 speed) { |
| 157 | sead::Vector3f front = {0.0f, 0.0f, 0.0f}; |
| 158 | calcFrontDir(front: &front, actor); |
| 159 | getVelocityPtr(actor)->setScale(a: front, t: speed); |
| 160 | } |
| 161 | |
| 162 | void setVelocityToUp(LiveActor* actor, f32 speed) { |
| 163 | sead::Vector3f up = {0.0f, 0.0f, 0.0f}; |
| 164 | calcUpDir(up: &up, actor); |
| 165 | getVelocityPtr(actor)->setScale(a: up, t: speed); |
| 166 | } |
| 167 | |
| 168 | void setVelocityToSide(LiveActor* actor, f32 speed) { |
| 169 | sead::Vector3f side = {0.0f, 0.0f, 0.0f}; |
| 170 | calcSideDir(side: &side, actor); |
| 171 | getVelocityPtr(actor)->setScale(a: side, t: speed); |
| 172 | } |
| 173 | |
| 174 | void setVelocityToDirection(LiveActor* actor, const sead::Vector3f& dir, f32 speed) { |
| 175 | sead::Vector3f normDir; |
| 176 | tryNormalizeOrZero(out: &normDir, vec: dir); |
| 177 | getVelocityPtr(actor)->setScale(a: normDir, t: speed); |
| 178 | } |
| 179 | |
| 180 | void setVelocityToGravity(LiveActor* actor, f32 speed) { |
| 181 | getVelocityPtr(actor)->setScale(a: getGravity(actor), t: speed); |
| 182 | } |
| 183 | |
| 184 | void setVelocitySeparateHV(LiveActor* actor, const sead::Vector3f& h, const sead::Vector3f& v, |
| 185 | f32 speedH, f32 speedV) { |
| 186 | calcVectorSeparateHV(getVelocityPtr(actor), h, v, speedH, speedV); |
| 187 | } |
| 188 | |
| 189 | void setVelocitySeparateHV(LiveActor* actor, const sead::Vector3f& h, f32 speedH, f32 speedV) { |
| 190 | calcVelocitySeparateHV(velocity: getVelocityPtr(actor), actor, h, speedH, speedV); |
| 191 | } |
| 192 | |
| 193 | void calcVelocitySeparateHV(sead::Vector3f* velocity, const LiveActor* actor, |
| 194 | const sead::Vector3f& h, f32 speedH, f32 speedV) { |
| 195 | calcVectorSeparateHV(velocity, h, -getGravity(actor), speedH, speedV); |
| 196 | } |
| 197 | |
| 198 | void setVelocitySeparateUp(LiveActor* actor, const sead::Vector3f& h, f32 speedH, f32 speedV) { |
| 199 | sead::Vector3f up; |
| 200 | calcUpDir(up: &up, actor); |
| 201 | setVelocitySeparateHV(actor, h, v: up, speedH, speedV); |
| 202 | } |
| 203 | |
| 204 | void setVelocityOnlyDir(LiveActor* actor, const sead::Vector3f& dir, f32 speed) { |
| 205 | sead::Vector3f normDir; |
| 206 | tryNormalizeOrZero(out: &normDir, vec: dir); |
| 207 | getVelocityPtr(actor)->add(a: normDir * (speed - normDir.dot(t: getVelocity(actor)))); |
| 208 | } |
| 209 | |
| 210 | void setVelocityOnlyV(LiveActor* actor, f32 speed) { |
| 211 | setVelocityOnlyDir(actor, dir: getGravity(actor), speed: -speed); |
| 212 | } |
| 213 | |
| 214 | void setVelocityOnlyGravity(LiveActor* actor, f32 speed) { |
| 215 | setVelocityOnlyDir(actor, dir: getGravity(actor), speed); |
| 216 | } |
| 217 | |
| 218 | void addVelocity(LiveActor* actor, const sead::Vector3f& vel) { |
| 219 | getVelocityPtr(actor)->add(a: vel); |
| 220 | } |
| 221 | |
| 222 | void addVelocity(LiveActor* actor, f32 x, f32 y, f32 z) { |
| 223 | addVelocity(actor, vel: {x, y, z}); |
| 224 | } |
| 225 | |
| 226 | void addVelocityX(LiveActor* actor, f32 x) { |
| 227 | getVelocityPtr(actor)->x += x; |
| 228 | } |
| 229 | |
| 230 | void addVelocityY(LiveActor* actor, f32 y) { |
| 231 | getVelocityPtr(actor)->y += y; |
| 232 | } |
| 233 | |
| 234 | void addVelocityZ(LiveActor* actor, f32 z) { |
| 235 | getVelocityPtr(actor)->z += z; |
| 236 | } |
| 237 | |
| 238 | void addVelocityDump(LiveActor* actor, const sead::Vector3f& dir, f32 force) { |
| 239 | getVelocity(actor); // unused |
| 240 | sead::Vector3f accel = dir - getVelocity(actor); |
| 241 | sead::Vector3f add; |
| 242 | lerpVec(&add, dir, accel, force); |
| 243 | addVelocity(actor, vel: add); |
| 244 | } |
| 245 | |
| 246 | void addVelocityJump(LiveActor* actor, f32 force) { |
| 247 | addVelocity(actor, vel: getGravity(actor) * -force); |
| 248 | } |
| 249 | |
| 250 | inline void addVelocityInline(LiveActor* actor, const sead::Vector3f& vel, f32 force) { |
| 251 | sead::Vector3f* velocity = getVelocityPtr(actor); |
| 252 | velocity->setScaleAdd(t: force, a: vel, b: *velocity); |
| 253 | } |
| 254 | |
| 255 | void addVelocityToFront(LiveActor* actor, f32 force) { |
| 256 | sead::Vector3f front; |
| 257 | calcFrontDir(front: &front, actor); |
| 258 | addVelocityInline(actor, vel: front, force); |
| 259 | } |
| 260 | |
| 261 | void addVelocityToUp(LiveActor* actor, f32 force) { |
| 262 | sead::Vector3f up = {0.0f, 0.0f, 0.0f}; |
| 263 | calcUpDir(up: &up, actor); |
| 264 | addVelocityInline(actor, vel: up, force); |
| 265 | } |
| 266 | |
| 267 | void addVelocityToSide(LiveActor* actor, f32 force) { |
| 268 | sead::Vector3f side = {0.0f, 0.0f, 0.0f}; |
| 269 | calcSideDir(side: &side, actor); |
| 270 | addVelocityInline(actor, vel: side, force); |
| 271 | } |
| 272 | |
| 273 | void addVelocityToDown(LiveActor* actor, f32 force) { |
| 274 | sead::Vector3f down = {0.0f, 0.0f, 0.0f}; |
| 275 | calcDownDir(down: &down, actor); |
| 276 | addVelocityInline(actor, vel: down, force); |
| 277 | } |
| 278 | |
| 279 | void addVelocityToDirection(LiveActor* actor, const sead::Vector3f& dir, f32 force) { |
| 280 | sead::Vector3f normDir; |
| 281 | tryNormalizeOrZero(out: &normDir, vec: dir); |
| 282 | addVelocityInline(actor, vel: normDir, force); |
| 283 | } |
| 284 | |
| 285 | void addVelocityToGravity(LiveActor* actor, f32 force) { |
| 286 | sead::Vector3f* velocity = getVelocityPtr(actor); |
| 287 | velocity->setScaleAdd(t: force, a: getGravity(actor), b: *velocity); |
| 288 | } |
| 289 | |
| 290 | void addVelocityToGravityLimit(LiveActor* actor, f32 force, f32 limit) { |
| 291 | addVectorLimit(getVelocityPtr(actor), getGravity(actor) * force, limit); |
| 292 | } |
| 293 | |
| 294 | void addVelocityToGravityFittedGround(LiveActor* actor, f32 force, u32 maxAirTime) { |
| 295 | sead::Vector3f* velocity = getVelocityPtr(actor); |
| 296 | const sead::Vector3f& normal = getOnGroundNormal(actor, maxAirTime); |
| 297 | // TODO maybe this should be a Vector3::subScale() method? |
| 298 | velocity->x -= normal.x * force; |
| 299 | velocity->y -= normal.y * force; |
| 300 | velocity->z -= normal.z * force; |
| 301 | } |
| 302 | |
| 303 | void addVelocityToGravityNaturalOrFittedGround(LiveActor* actor, f32 force) { |
| 304 | sead::Vector3f gravity = sead::Vector3f::zero; |
| 305 | calcGravityDir(gravity: &gravity, actor); |
| 306 | addVelocityInline(actor, vel: gravity, force); |
| 307 | } |
| 308 | |
| 309 | void calcGravityDir(sead::Vector3f* gravity, const LiveActor* actor) { |
| 310 | if (isCollidedGround(actor)) |
| 311 | *gravity = -getOnGroundNormal(actor, 0); |
| 312 | else |
| 313 | gravity->set(getGravity(actor)); |
| 314 | tryNormalizeOrZero(out: gravity); |
| 315 | } |
| 316 | |
| 317 | void addVelocityToTarget(LiveActor* actor, const sead::Vector3f& target, f32 force) { |
| 318 | sead::Vector3f diff = target; |
| 319 | diff -= getTrans(actor); |
| 320 | tryNormalizeOrZero(out: &diff); |
| 321 | addVelocityInline(actor, vel: diff, force); |
| 322 | } |
| 323 | |
| 324 | void addVelocityToTarget(LiveActor* actor, const sead::Vector3f& target, f32 minForce, f32 maxForce, |
| 325 | f32 minDistance, f32 maxDistance) { |
| 326 | sead::Vector3f diff = target; |
| 327 | diff -= getTrans(actor); |
| 328 | f32 distance; |
| 329 | separateScalarAndDirection(&distance, &diff, diff); |
| 330 | f32 normDistance = normalize(x: distance, min: minDistance, max: maxDistance); |
| 331 | sead::Vector3f* velocity = getVelocityPtr(actor); |
| 332 | f32 force = lerpValue(a: minForce, b: maxForce, t: normDistance); |
| 333 | velocity->setScaleAdd(t: force, a: diff, b: *velocity); |
| 334 | } |
| 335 | |
| 336 | void addVelocityToTargetH(LiveActor* actor, const sead::Vector3f& target, f32 force) { |
| 337 | sead::Vector3f diff = target; |
| 338 | diff -= getTrans(actor); |
| 339 | verticalizeVec(out: &diff, vertical: getGravity(actor), vec: diff); |
| 340 | tryNormalizeOrZero(out: &diff); |
| 341 | addVelocityInline(actor, vel: diff, force); |
| 342 | } |
| 343 | |
| 344 | void addVelocityToTargetHV(LiveActor* actor, const sead::Vector3f& target, f32 forceH, f32 forceV) { |
| 345 | sead::Vector3f diff = target; |
| 346 | diff -= getTrans(actor); |
| 347 | f32 diffDown = diff.dot(t: getGravity(actor)); |
| 348 | sead::Vector3f diffV = diffDown * getGravity(actor); |
| 349 | sead::Vector3f diffH = diff - diffV; |
| 350 | tryNormalizeOrZero(out: &diffH); |
| 351 | tryNormalizeOrZero(out: &diffV); |
| 352 | addVelocityInline(actor, vel: diffH, force: forceH); |
| 353 | addVelocityInline(actor, vel: diffV, force: forceV); |
| 354 | } |
| 355 | |
| 356 | void addVelocityDampToTarget(LiveActor* actor, const sead::Vector3f& target, f32 forceDamp) { |
| 357 | addVelocityDampToTarget(actor, target, force: forceDamp, damp: forceDamp); |
| 358 | } |
| 359 | |
| 360 | void addVelocityDampToTarget(LiveActor* actor, const sead::Vector3f& target, f32 force, f32 damp) { |
| 361 | sead::Vector3f diff = (target - getTrans(actor)) * force; |
| 362 | sead::Vector3f* velocity = getVelocityPtr(actor); |
| 363 | lerpVec(velocity, *velocity, diff, damp); |
| 364 | } |
| 365 | |
| 366 | bool addVelocityToPlayer(LiveActor* actor, f32 force, const sead::Vector3f& offset) { |
| 367 | sead::Vector3f playerPos = {0.0f, 0.0f, 0.0f}; |
| 368 | if (!tryFindNearestPlayerPos(&playerPos, actor)) |
| 369 | return false; |
| 370 | |
| 371 | addVelocityToTarget(actor, target: playerPos + offset, force); |
| 372 | return true; |
| 373 | } |
| 374 | |
| 375 | bool addVelocityToPlayerHV(LiveActor* actor, f32 forceH, f32 forceV, const sead::Vector3f& offset) { |
| 376 | sead::Vector3f playerPos = {0.0f, 0.0f, 0.0f}; |
| 377 | if (!tryFindNearestPlayerPos(&playerPos, actor)) |
| 378 | return false; |
| 379 | |
| 380 | addVelocityToTargetHV(actor, target: playerPos + offset, forceH, forceV); |
| 381 | return true; |
| 382 | } |
| 383 | |
| 384 | void addVelocityFromTarget(LiveActor* actor, const sead::Vector3f& target, f32 force) { |
| 385 | sead::Vector3f diff = getTrans(actor); |
| 386 | diff -= target; |
| 387 | tryNormalizeOrZero(out: &diff); |
| 388 | addVelocityInline(actor, vel: diff, force); |
| 389 | } |
| 390 | |
| 391 | void addVelocityFromTargetHV(LiveActor* actor, const sead::Vector3f& target, f32 forceH, |
| 392 | f32 forceV) { |
| 393 | sead::Vector3f diff = getTrans(actor); |
| 394 | diff -= target; |
| 395 | f32 diffDown = diff.dot(t: getGravity(actor)); |
| 396 | sead::Vector3f diffV = diffDown * getGravity(actor); |
| 397 | sead::Vector3f diffH = diff - diffV; |
| 398 | tryNormalizeOrZero(out: &diffH); |
| 399 | tryNormalizeOrZero(out: &diffV); |
| 400 | addVelocityInline(actor, vel: diffH, force: forceH); |
| 401 | addVelocityInline(actor, vel: diffV, force: forceV); |
| 402 | } |
| 403 | |
| 404 | bool addVelocityFromPlayer(LiveActor* actor, f32 force, const sead::Vector3f& offset) { |
| 405 | sead::Vector3f playerPos = {0.0f, 0.0f, 0.0f}; |
| 406 | if (!tryFindNearestPlayerPos(&playerPos, actor)) |
| 407 | return false; |
| 408 | |
| 409 | addVelocityFromTarget(actor, target: playerPos + offset, force); |
| 410 | return true; |
| 411 | } |
| 412 | |
| 413 | bool addVelocityFromPlayerHV(LiveActor* actor, f32 forceH, f32 forceV, |
| 414 | const sead::Vector3f& offset) { |
| 415 | sead::Vector3f playerPos = {0.0f, 0.0f, 0.0f}; |
| 416 | if (!tryFindNearestPlayerPos(&playerPos, actor)) |
| 417 | return false; |
| 418 | |
| 419 | addVelocityFromTargetHV(actor, target: playerPos + offset, forceH, forceV); |
| 420 | return true; |
| 421 | } |
| 422 | |
| 423 | void addVelocityClockwiseToDirection(LiveActor* actor, const sead::Vector3f& dir, f32 force) { |
| 424 | sead::Vector3f dirVelocity; |
| 425 | if (!calcVelocityClockwiseToDirection(actor, dirVelocity: &dirVelocity, dir)) |
| 426 | return; |
| 427 | sead::Vector3f normDir; |
| 428 | tryNormalizeOrZero(out: &normDir, vec: dirVelocity); |
| 429 | addVelocityInline(actor, vel: normDir, force); |
| 430 | } |
| 431 | |
| 432 | bool calcVelocityClockwiseToDirection(LiveActor* actor, sead::Vector3f* dirVelocity, |
| 433 | const sead::Vector3f& dir) { |
| 434 | sead::Vector3f normDir; |
| 435 | if (!dirVelocity || !tryNormalizeOrZero(out: &normDir, vec: dir)) |
| 436 | return false; |
| 437 | |
| 438 | dirVelocity->setCross(a: getGravity(actor), b: normDir); |
| 439 | return true; |
| 440 | } |
| 441 | |
| 442 | void addVelocityClockwiseToTarget(LiveActor* actor, const sead::Vector3f& target, f32 force) { |
| 443 | addVelocityClockwiseToDirection(actor, dir: target - getTrans(actor), force); |
| 444 | } |
| 445 | |
| 446 | void addVelocityJumpGroundInertia(LiveActor* actor, const sead::Vector3f& velocity, f32 force) { |
| 447 | sead::Vector3f inertia = {0.0f, 0.0f, 0.0f}; |
| 448 | calcJumpInertia(&inertia, actor, velocity, force); |
| 449 | addVelocity(actor, vel: inertia); |
| 450 | } |
| 451 | |
| 452 | void tryAddVelocityLimit(LiveActor* actor, const sead::Vector3f& velocity, f32 limit) { |
| 453 | sead::Vector3f newVelocity = getVelocity(actor); |
| 454 | addVectorLimit(&newVelocity, velocity, limit); |
| 455 | setVelocity(actor, vel: newVelocity); |
| 456 | } |
| 457 | |
| 458 | void subVelocityExceptDirectionLimit(LiveActor* actor, const sead::Vector3f& direction, f32 subVel, |
| 459 | f32 limit) { |
| 460 | sead::Vector3f horizontal = {0.0f, 0.0f, 0.0f}; |
| 461 | sead::Vector3f vertical = {0.0f, 0.0f, 0.0f}; |
| 462 | separateVelocityDirHV(horizontal: &horizontal, vertical: &vertical, actor, dir: direction); |
| 463 | |
| 464 | f32 length = horizontal.length(); |
| 465 | f32 newLen = sead::Mathf::clampMin(val: length - subVel, min_: limit); |
| 466 | // TODO sead function to scale a vector to a certain length? |
| 467 | f32 lenAgain = horizontal.length(); |
| 468 | if (lenAgain > 0.0f) |
| 469 | horizontal *= newLen / lenAgain; |
| 470 | |
| 471 | setVelocity(actor, vel: horizontal + vertical); |
| 472 | } |
| 473 | |
| 474 | void scaleVelocity(LiveActor* actor, f32 factor) { |
| 475 | *getVelocityPtr(actor) *= factor; |
| 476 | } |
| 477 | |
| 478 | void scaleVelocityLimit(LiveActor* actor, f32 factor, f32 limit) { |
| 479 | sead::Vector3f direction = {0.0f, 0.0f, 0.0f}; |
| 480 | f32 scalar = 0.0f; |
| 481 | if (separateScalarAndDirection(&scalar, &direction, getVelocity(actor))) |
| 482 | return; |
| 483 | |
| 484 | // enforces a *lower* limit = minimum speed! |
| 485 | if (scalar < limit) |
| 486 | return; |
| 487 | scalar = sead::Mathf::clampMin(val: scalar * factor, min_: limit); |
| 488 | setVelocity(actor, vel: scalar * direction); |
| 489 | } |
| 490 | |
| 491 | void scaleVelocityX(LiveActor* actor, f32 factorX) { |
| 492 | getVelocityPtr(actor)->x *= factorX; |
| 493 | } |
| 494 | |
| 495 | void scaleVelocityY(LiveActor* actor, f32 factorY) { |
| 496 | getVelocityPtr(actor)->y *= factorY; |
| 497 | } |
| 498 | |
| 499 | void scaleVelocityZ(LiveActor* actor, f32 factorZ) { |
| 500 | getVelocityPtr(actor)->z *= factorZ; |
| 501 | } |
| 502 | |
| 503 | void scaleVelocityHV(LiveActor* actor, f32 factorH, f32 factorV) { |
| 504 | scaleVelocityParallelVertical(actor, direction: getGravity(actor), parallel: factorV, vertical: factorH); |
| 505 | } |
| 506 | |
| 507 | void scaleVelocityDirection(LiveActor* actor, const sead::Vector3f& direction, f32 factor) { |
| 508 | sead::Vector3f* velocity = getVelocityPtr(actor); |
| 509 | scaleVectorDirection(outVec: velocity, inVec: direction, dir: *velocity, scale: factor); |
| 510 | } |
| 511 | |
| 512 | void scaleVelocityExceptDirection(LiveActor* actor, const sead::Vector3f& direction, f32 factor) { |
| 513 | sead::Vector3f* velocity = getVelocityPtr(actor); |
| 514 | scaleVectorExceptDirection(outVec: velocity, inVec: direction, dir: *velocity, scale: factor); |
| 515 | } |
| 516 | |
| 517 | void scaleVelocityParallelVertical(LiveActor* actor, const sead::Vector3f& direction, f32 parallel, |
| 518 | f32 vertical) { |
| 519 | const sead::Vector3f& velocity = getVelocity(actor); |
| 520 | |
| 521 | f32 speedV = direction.dot(t: velocity); |
| 522 | sead::Vector3f parallelVec = direction * (speedV * parallel); |
| 523 | sead::Vector3f verticalVec = velocity; |
| 524 | // TODO sead subScale ? |
| 525 | verticalVec.x -= direction.x * speedV; |
| 526 | verticalVec.y -= direction.y * speedV; |
| 527 | verticalVec.z -= direction.z * speedV; |
| 528 | |
| 529 | sead::Vector3f* newVelocity = getVelocityPtr(actor); |
| 530 | *newVelocity = parallelVec; |
| 531 | newVelocity->setScaleAdd(t: vertical, a: verticalVec, b: parallelVec); |
| 532 | } |
| 533 | |
| 534 | void limitVelocity(LiveActor* actor, f32 limit) { |
| 535 | if (calcSpeed(actor) > limit) { |
| 536 | tryNormalizeOrZero(out: getVelocityPtr(actor)); |
| 537 | scaleVelocity(actor, factor: limit); |
| 538 | } |
| 539 | } |
| 540 | |
| 541 | f32 calcSpeed(const LiveActor* actor) { |
| 542 | return getVelocity(actor).length(); |
| 543 | } |
| 544 | |
| 545 | void limitVelocityX(LiveActor* actor, f32 limitX) { |
| 546 | if (getVelocity(actor).x > limitX) |
| 547 | getVelocityPtr(actor)->x = limitX; |
| 548 | else if (getVelocity(actor).x < -limitX) |
| 549 | getVelocityPtr(actor)->x = -limitX; |
| 550 | } |
| 551 | |
| 552 | void limitVelocityY(LiveActor* actor, f32 limitY) { |
| 553 | if (getVelocity(actor).y > limitY) |
| 554 | getVelocityPtr(actor)->y = limitY; |
| 555 | else if (getVelocity(actor).y < -limitY) |
| 556 | getVelocityPtr(actor)->y = -limitY; |
| 557 | } |
| 558 | |
| 559 | void limitVelocityZ(LiveActor* actor, f32 limitZ) { |
| 560 | if (getVelocity(actor).z > limitZ) |
| 561 | getVelocityPtr(actor)->z = limitZ; |
| 562 | else if (getVelocity(actor).z < -limitZ) |
| 563 | getVelocityPtr(actor)->z = -limitZ; |
| 564 | } |
| 565 | |
| 566 | void limitVelocityH(LiveActor* actor, f32 limitH) { |
| 567 | sead::Vector3f vertical = {0.0f, 0.0f, 0.0f}; |
| 568 | sead::Vector3f horizontal = {0.0f, 0.0f, 0.0f}; |
| 569 | separateVelocityParallelVertical(parallel: &vertical, vertical: &horizontal, actor, dir: getGravity(actor)); |
| 570 | if (horizontal.squaredLength() > sead::Mathf::square(t: limitH)) { |
| 571 | f32 length = horizontal.length(); |
| 572 | if (length > 0.0f) |
| 573 | horizontal *= limitH / length; |
| 574 | } |
| 575 | setVelocity(actor, vel: vertical + horizontal); |
| 576 | } |
| 577 | |
| 578 | void limitVelocityHV(LiveActor* actor, f32 limitH, f32 limitV) { |
| 579 | sead::Vector3f horizontal, vertical; |
| 580 | separateVelocityHV(horizontal: &horizontal, vertical: &vertical, actor); |
| 581 | if (horizontal.squaredLength() > sead::Mathf::square(t: limitH)) { |
| 582 | f32 length = horizontal.length(); |
| 583 | if (length > 0.0f) |
| 584 | horizontal *= limitH / length; |
| 585 | } |
| 586 | if (vertical.squaredLength() > sead::Mathf::square(t: limitV)) { |
| 587 | f32 length = vertical.length(); |
| 588 | if (length > 0.0f) |
| 589 | vertical *= limitV / length; |
| 590 | } |
| 591 | setVelocity(actor, vel: horizontal + vertical); |
| 592 | } |
| 593 | |
| 594 | void limitVelocityUpGravityH(LiveActor* actor, f32 limitDown, f32 limitUp, f32 limitH) { |
| 595 | sead::Vector3f vertical = {0.0f, 0.0f, 0.0f}; |
| 596 | sead::Vector3f horizontal = {0.0f, 0.0f, 0.0f}; |
| 597 | separateVelocityParallelVertical(parallel: &vertical, vertical: &horizontal, actor, dir: getGravity(actor)); |
| 598 | if (horizontal.squaredLength() > sead::Mathf::square(t: limitH)) { |
| 599 | f32 length = horizontal.length(); |
| 600 | if (length > 0.0f) |
| 601 | horizontal *= limitH / length; |
| 602 | } |
| 603 | |
| 604 | f32 speedV = vertical.dot(t: getGravity(actor)); |
| 605 | if (speedV > limitUp) |
| 606 | vertical = getGravity(actor) * limitUp; |
| 607 | f32 negLimitDown = -limitDown; |
| 608 | if (speedV < negLimitDown) |
| 609 | vertical = getGravity(actor) * negLimitDown; |
| 610 | setVelocity(actor, vel: vertical + horizontal); |
| 611 | } |
| 612 | |
| 613 | void limitVelocityDir(LiveActor* actor, const sead::Vector3f& dir, f32 limit) { |
| 614 | sead::Vector3f parallel = {0.0f, 0.0f, 0.0f}; |
| 615 | sead::Vector3f vertical = {0.0f, 0.0f, 0.0f}; |
| 616 | separateVelocityParallelVertical(parallel: ¶llel, vertical: &vertical, actor, dir); |
| 617 | if (parallel.squaredLength() > sead::Mathf::square(t: limit)) { |
| 618 | f32 length = parallel.length(); |
| 619 | if (length > 0.0f) |
| 620 | parallel *= limit / length; |
| 621 | } |
| 622 | setVelocity(actor, vel: parallel + vertical); |
| 623 | } |
| 624 | |
| 625 | void limitVelocityDirSign(LiveActor* actor, const sead::Vector3f& dir, f32 limit) { |
| 626 | sead::Vector3f parallel = {0.0f, 0.0f, 0.0f}; |
| 627 | sead::Vector3f vertical = {0.0f, 0.0f, 0.0f}; |
| 628 | separateVelocityParallelVertical(parallel: ¶llel, vertical: &vertical, actor, dir); |
| 629 | if (dir.dot(t: parallel) < 0.0f) |
| 630 | return; |
| 631 | |
| 632 | if (parallel.squaredLength() > sead::Mathf::square(t: limit)) { |
| 633 | f32 length = parallel.length(); |
| 634 | if (length > 0.0f) |
| 635 | parallel *= limit / length; |
| 636 | } |
| 637 | setVelocity(actor, vel: parallel + vertical); |
| 638 | } |
| 639 | |
| 640 | void limitVelocityDirV(LiveActor* actor, const sead::Vector3f& dir, f32 limit) { |
| 641 | sead::Vector3f parallel = {0.0f, 0.0f, 0.0f}; |
| 642 | sead::Vector3f vertical = {0.0f, 0.0f, 0.0f}; |
| 643 | separateVelocityParallelVertical(parallel: ¶llel, vertical: &vertical, actor, dir); |
| 644 | if (vertical.squaredLength() > sead::Mathf::square(t: limit)) { |
| 645 | f32 length = vertical.length(); |
| 646 | if (length > 0.0f) |
| 647 | vertical *= limit / length; |
| 648 | } |
| 649 | setVelocity(actor, vel: parallel + vertical); |
| 650 | } |
| 651 | |
| 652 | void limitVelocityDirVRate(LiveActor* actor, const sead::Vector3f& dir, f32 limit, f32 rate) { |
| 653 | sead::Vector3f parallel = {0.0f, 0.0f, 0.0f}; |
| 654 | sead::Vector3f vertical = {0.0f, 0.0f, 0.0f}; |
| 655 | separateVelocityParallelVertical(parallel: ¶llel, vertical: &vertical, actor, dir); |
| 656 | if (vertical.squaredLength() > sead::Mathf::square(t: limit)) { |
| 657 | f32 length1 = vertical.length(); |
| 658 | f32 length = vertical.length(); |
| 659 | if (length > 0.0f) |
| 660 | vertical *= ((length1 - limit) * rate + limit) / length; |
| 661 | } |
| 662 | setVelocity(actor, vel: parallel + vertical); |
| 663 | } |
| 664 | |
| 665 | void limitVelocityParallelVertical(LiveActor* actor, const sead::Vector3f& dir, f32 parallel, |
| 666 | f32 vertical) { |
| 667 | limitVectorParallelVertical(getVelocityPtr(actor), dir, parallel, vertical); |
| 668 | } |
| 669 | |
| 670 | void limitVelocitySeparateHV(LiveActor* actor, const sead::Vector3f& dir, f32 horizontal, |
| 671 | f32 vertical) { |
| 672 | limitVectorSeparateHV(getVelocityPtr(actor), dir, horizontal, vertical); |
| 673 | } |
| 674 | |
| 675 | u32 reboundVelocityPart(LiveActor* actor, f32 rebound, f32 threshold) { |
| 676 | return reboundVelocityPart(actor, ground: rebound, wall: rebound, ceiling: rebound, threshold); |
| 677 | } |
| 678 | |
| 679 | u32 reboundVelocityPart(LiveActor* actor, f32 ground, f32 wall, f32 ceiling, f32 threshold) { |
| 680 | u32 result = 0; |
| 681 | if (isCollidedGround(actor)) { |
| 682 | sead::Vector3f normal = getCollidedGroundNormal(actor); |
| 683 | f32 dot = normal.dot(t: getVelocity(actor)); |
| 684 | if (ground < 0.0f || dot < -threshold) { |
| 685 | addVelocity(actor, vel: -(normal * ((ground + 1.0f) * dot))); |
| 686 | if (ground >= 0.0f) |
| 687 | result |= 1; |
| 688 | } else if (dot < 0.0f) { |
| 689 | addVelocity(actor, vel: -(normal * dot)); |
| 690 | } |
| 691 | } |
| 692 | |
| 693 | if (isCollidedWall(actor)) { |
| 694 | sead::Vector3f normal = getCollidedWallNormal(actor); |
| 695 | f32 dot = normal.dot(t: getVelocity(actor)); |
| 696 | if (wall < 0.0f || dot < -threshold) { |
| 697 | addVelocity(actor, vel: -(normal * ((wall + 1.0f) * dot))); |
| 698 | if (wall >= 0.0f) |
| 699 | result |= 2; |
| 700 | } else if (dot < 0.0f) { |
| 701 | addVelocity(actor, vel: -(normal * dot)); |
| 702 | } |
| 703 | } |
| 704 | |
| 705 | if (isCollidedCeiling(actor)) { |
| 706 | sead::Vector3f normal = getCollidedCeilingNormal(actor); |
| 707 | f32 dot = normal.dot(t: getVelocity(actor)); |
| 708 | if (ceiling < 0.0f || dot < -threshold) { |
| 709 | addVelocity(actor, vel: -(normal * ((ceiling + 1.0f) * dot))); |
| 710 | if (ceiling >= 0.0f) |
| 711 | result |= 4; |
| 712 | } else if (dot < 0.0f) { |
| 713 | addVelocity(actor, vel: -(normal * dot)); |
| 714 | } |
| 715 | } |
| 716 | |
| 717 | return result; |
| 718 | } |
| 719 | |
| 720 | bool reboundVelocityFromEachCollision(LiveActor* actor, f32 ground, f32 wall, f32 ceiling, |
| 721 | f32 threshold) { |
| 722 | if (!isCollided(actor)) |
| 723 | return false; |
| 724 | |
| 725 | sead::Vector3f normalSum; |
| 726 | calcCollidedNormalSum(actor, &normalSum); |
| 727 | if (isNearZero(vec: normalSum, tolerance: 0.001f)) |
| 728 | return false; |
| 729 | |
| 730 | normalize(vec: &normalSum); |
| 731 | const sead::Vector3f& gravity = getGravity(actor); |
| 732 | f32 rebound; |
| 733 | if (isFloorPolygon(normalSum, gravity)) |
| 734 | rebound = ground; |
| 735 | else if (isWallPolygon(normalSum, gravity)) |
| 736 | rebound = wall; |
| 737 | else if (isCeilingPolygon(normalSum, gravity)) |
| 738 | rebound = ceiling; |
| 739 | else |
| 740 | rebound = 0.0f; |
| 741 | |
| 742 | f32 dot = normalSum.dot(t: getVelocity(actor)); |
| 743 | if (dot < -threshold) { |
| 744 | sead::Vector3f* velocity = getVelocityPtr(actor); |
| 745 | f32 mul = (rebound + 1.0f) * dot; |
| 746 | velocity->setScaleAdd(t: -mul, a: normalSum, b: *velocity); |
| 747 | return true; |
| 748 | } else if (dot < 0.0f) { |
| 749 | sead::Vector3f* velocity = getVelocityPtr(actor); |
| 750 | velocity->setScaleAdd(t: -dot, a: normalSum, b: *velocity); |
| 751 | } |
| 752 | return false; |
| 753 | } |
| 754 | |
| 755 | bool reboundVelocityFromCollision(LiveActor* actor, f32 reboundStrength, f32 reboundMin, |
| 756 | f32 friction) { |
| 757 | if (!isCollided(actor)) |
| 758 | return false; |
| 759 | |
| 760 | sead::Vector3f normalSum; |
| 761 | calcCollidedNormalSum(actor, &normalSum); |
| 762 | if (isNearZero(vec: normalSum, tolerance: 0.001f)) |
| 763 | return false; |
| 764 | |
| 765 | normalize(vec: &normalSum); |
| 766 | f32 dot = normalSum.dot(t: getVelocity(actor)); |
| 767 | if (dot < -reboundMin) { |
| 768 | *getVelocityPtr(actor) -= normalSum * dot; |
| 769 | scaleVelocity(actor, factor: friction); |
| 770 | *getVelocityPtr(actor) -= normalSum * dot * reboundStrength; |
| 771 | return true; |
| 772 | } else if (dot < 0.0f) { |
| 773 | *getVelocityPtr(actor) -= normalSum * dot; |
| 774 | } |
| 775 | return false; |
| 776 | } |
| 777 | |
| 778 | bool reboundVelocityFromTriangles(LiveActor* actor, f32 reboundStrength, f32 reboundMin) { |
| 779 | Collider* collider = getActorCollider(actor); |
| 780 | s32 _4c = collider->get_4c(); |
| 781 | if (collider->get_48() == 0) |
| 782 | return false; |
| 783 | |
| 784 | bool isRebound = false; |
| 785 | for (s32 i = 0; i != _4c; i++) { |
| 786 | sead::Vector3f normal = collider->getPlane(i)->getNormal(index: 0); |
| 787 | f32 dot = normal.dot(t: getVelocity(actor)); |
| 788 | if (reboundStrength < 0.0) { |
| 789 | addVelocity(actor, vel: -((reboundStrength + 1.0f) * dot * normal)); |
| 790 | isRebound = true; |
| 791 | } else if (dot < -reboundMin) { |
| 792 | addVelocity(actor, vel: -((reboundStrength + 1.0f) * dot * normal)); |
| 793 | isRebound = true; |
| 794 | } else if (dot < 0.0) |
| 795 | addVelocity(actor, vel: -(dot * normal)); |
| 796 | } |
| 797 | |
| 798 | return isRebound; |
| 799 | } |
| 800 | |
| 801 | bool reboundVelocityFromActor(LiveActor* actor, const LiveActor* target, f32 reboundStrength) { |
| 802 | return reboundVelocityFromActor(actor, target, targetVelocity: getVelocity(actor: target), reboundStrength); |
| 803 | } |
| 804 | |
| 805 | __attribute__((always_inline)) bool |
| 806 | reboundVelocityFromActorInline(LiveActor* actor, const LiveActor* target, |
| 807 | const sead::Vector3f& targetVelocity, f32 reboundStrength) { |
| 808 | sead::Vector3f direction; |
| 809 | calcDirToActor(dir: &direction, actor, target); |
| 810 | f32 dot = (getVelocity(actor) - targetVelocity).dot(t: direction); |
| 811 | if (dot <= 0.0f) // moving away from each other |
| 812 | return false; |
| 813 | |
| 814 | addVelocity(actor, vel: direction * dot * -(reboundStrength + 1.0f)); |
| 815 | return true; |
| 816 | } |
| 817 | |
| 818 | bool reboundVelocityFromActor(LiveActor* actor, const LiveActor* target, |
| 819 | const sead::Vector3f& targetVelocity, f32 reboundStrength) { |
| 820 | return reboundVelocityFromActorInline(actor, target, targetVelocity, reboundStrength); |
| 821 | } |
| 822 | |
| 823 | bool reboundVelocityFromSensor(LiveActor* actor, const HitSensor* sensor, f32 reboundStrength) { |
| 824 | return reboundVelocityFromSensor(actor, sensor, targetVelocity: getActorVelocity(sensor), reboundStrength); |
| 825 | } |
| 826 | |
| 827 | bool reboundVelocityFromSensor(LiveActor* actor, const HitSensor* sensor, |
| 828 | const sead::Vector3f& targetVelocity, f32 reboundStrength) { |
| 829 | return reboundVelocityFromActorInline(actor, target: getSensorHost(sensor), targetVelocity, |
| 830 | reboundStrength); |
| 831 | } |
| 832 | |
| 833 | bool calcDirToActor(sead::Vector3f* dir, const LiveActor* actor, const LiveActor* target) { |
| 834 | dir->setSub(a: getTrans(actor: target), b: getTrans(actor)); |
| 835 | return !tryNormalizeOrZero(out: dir); |
| 836 | } |
| 837 | |
| 838 | bool reboundVelocityBetweenActor(LiveActor* actor, LiveActor* target, |
| 839 | const sead::Vector3f& direction, f32 reboundStrength); |
| 840 | |
| 841 | bool reboundVelocityBetweenActor(LiveActor* actor, LiveActor* target, f32 reboundStrength) { |
| 842 | sead::Vector3f direction; |
| 843 | calcDirToActor(dir: &direction, actor, target); |
| 844 | return reboundVelocityBetweenActor(actor, target, direction, reboundStrength); |
| 845 | } |
| 846 | |
| 847 | bool reboundVelocityBetweenActor(LiveActor* actor, LiveActor* target, |
| 848 | const sead::Vector3f& direction, f32 reboundStrength) { |
| 849 | f32 dot = (getVelocity(actor) - getVelocity(actor: target)).dot(t: direction); |
| 850 | if (dot <= 0.0f) // moving away from each other |
| 851 | return false; |
| 852 | sead::Vector3f vel = direction * dot * ((reboundStrength + 1.0f) * 0.5f); |
| 853 | addVelocity(actor: target, vel); |
| 854 | addVelocity(actor, vel: -vel); |
| 855 | return true; |
| 856 | } |
| 857 | |
| 858 | bool reboundVelocityBetweenSensor(HitSensor* sensorA, HitSensor* sensorB, f32 reboundStrength) { |
| 859 | sead::Vector3f direction; |
| 860 | calcDirBetweenSensors(&direction, sensorA, sensorB); |
| 861 | return reboundVelocityBetweenActor(actor: getSensorHost(sensorA), target: getSensorHost(sensorB), direction, |
| 862 | reboundStrength); |
| 863 | } |
| 864 | |
| 865 | void calcVelocityKeepLengthBetweenActor(sead::Vector3f* vel, const LiveActor* actor, |
| 866 | const LiveActor* target, f32 targetLength, f32 force) { |
| 867 | sead::Vector3f dir; |
| 868 | dir.setSub(a: getTrans(actor: target), b: getTrans(actor)); |
| 869 | f32 len = dir.length(); |
| 870 | tryNormalizeOrDirZ(vec: &dir); |
| 871 | *vel = (targetLength - len) * dir * force * 0.5f; |
| 872 | } |
| 873 | |
| 874 | void addVelocityKeepLengthBetweenActor(LiveActor* actor, LiveActor* target, f32 targetLength, |
| 875 | f32 force) { |
| 876 | sead::Vector3f vel; |
| 877 | calcVelocityKeepLengthBetweenActor(vel: &vel, actor, target, targetLength, force); |
| 878 | addVelocity(actor, vel: -vel); |
| 879 | addVelocity(actor: target, vel); |
| 880 | } |
| 881 | |
| 882 | void addVelocityDumpKeepLengthBetweenActor(LiveActor* actor, LiveActor* target, f32 targetLength, |
| 883 | f32 lenForce, f32 dumpForce) { |
| 884 | sead::Vector3f vel; |
| 885 | calcVelocityKeepLengthBetweenActor(vel: &vel, actor, target, targetLength, force: lenForce); |
| 886 | addVelocityDump(actor, dir: -vel, force: dumpForce); |
| 887 | addVelocityDump(actor: target, dir: vel, force: dumpForce); |
| 888 | } |
| 889 | |
| 890 | void calcVelocityBlowAttack(sead::Vector3f* velocity, const LiveActor* actor, |
| 891 | const sead::Vector3f& trans, f32 speedH, f32 speedV) { |
| 892 | calcVelocitySeparateHV(velocity, actor, h: getTrans(actor) - trans, speedH, speedV); |
| 893 | } |
| 894 | |
| 895 | void addVelocityBlowAttack(LiveActor* actor, const sead::Vector3f& trans, f32 speedH, f32 speedV) { |
| 896 | sead::Vector3f velocity; |
| 897 | calcVelocityBlowAttack(velocity: &velocity, actor, trans, speedH, speedV); |
| 898 | addVelocity(actor, vel: velocity); |
| 899 | } |
| 900 | |
| 901 | void addVelocityBlowAttack(LiveActor* actor, const HitSensor* sensor, f32 speedH, f32 speedV) { |
| 902 | addVelocityBlowAttack(actor, trans: getSensorPos(sensor), speedH, speedV); |
| 903 | } |
| 904 | |
| 905 | void setVelocityBlowAttack(LiveActor* actor, const sead::Vector3f& trans, f32 speedH, f32 speedV) { |
| 906 | setVelocitySeparateHV(actor, h: getTrans(actor) - trans, speedH, speedV); |
| 907 | } |
| 908 | |
| 909 | void setVelocityBlowAttack(LiveActor* actor, const HitSensor* sensor, f32 speedH, f32 speedV) { |
| 910 | setVelocitySeparateHV(actor, h: getTrans(actor) - getSensorPos(sensor), speedH, speedV); |
| 911 | } |
| 912 | |
| 913 | void setVelocityBlowAttackAndTurnToTarget(LiveActor* actor, const sead::Vector3f& target, |
| 914 | f32 speedH, f32 speedV) { |
| 915 | sead::Vector3f dir = getTrans(actor) - target; |
| 916 | bool isValidDir = tryNormalizeOrZero(out: &dir); |
| 917 | setVelocitySeparateHV(actor, h: dir, speedH, speedV); |
| 918 | if (!isValidDir) |
| 919 | return; |
| 920 | sead::Quatf quat; |
| 921 | makeQuatUpFront(outQuat: &quat, up: -getGravity(actor), front: -dir); |
| 922 | updatePoseQuat(actor, quat); |
| 923 | } |
| 924 | |
| 925 | bool isVelocityFast(const LiveActor* actor, f32 threshold) { |
| 926 | return getVelocity(actor).squaredLength() > sead::Mathf::square(t: threshold); |
| 927 | } |
| 928 | |
| 929 | bool isVelocityFastH(const LiveActor* actor, f32 threshold) { |
| 930 | sead::Vector3f velocity = getVelocity(actor); |
| 931 | verticalizeVec(out: &velocity, vertical: getGravity(actor), vec: velocity); |
| 932 | return sead::Mathf::square(t: threshold) < velocity.squaredLength(); |
| 933 | } |
| 934 | |
| 935 | bool isVelocitySlow(const LiveActor* actor, f32 threshold) { |
| 936 | return getVelocity(actor).squaredLength() < sead::Mathf::square(t: threshold); |
| 937 | } |
| 938 | |
| 939 | bool isVelocitySlowH(const LiveActor* actor, f32 threshold) { |
| 940 | sead::Vector3f velocity = getVelocity(actor); |
| 941 | verticalizeVec(out: &velocity, vertical: getGravity(actor), vec: velocity); |
| 942 | return velocity.squaredLength() < sead::Mathf::square(t: threshold); |
| 943 | } |
| 944 | |
| 945 | f32 calcSpeedH(const LiveActor* actor) { |
| 946 | sead::Vector3f velocityH; |
| 947 | verticalizeVec(out: &velocityH, vertical: getGravity(actor), vec: getVelocity(actor)); |
| 948 | return velocityH.length(); |
| 949 | } |
| 950 | |
| 951 | f32 calcSpeedV(const LiveActor* actor) { |
| 952 | return -getVelocity(actor).dot(t: getGravity(actor)); |
| 953 | } |
| 954 | |
| 955 | f32 calcSpeedDirection(const LiveActor* actor, const sead::Vector3f& dir) { |
| 956 | return sead::Mathf::abs(x: getVelocity(actor).dot(t: dir)); |
| 957 | } |
| 958 | |
| 959 | f32 calcSpeedExceptDir(const LiveActor* actor, const sead::Vector3f& dir) { |
| 960 | sead::Vector3f velocityExceptDir = {0.0f, 0.0f, 0.0f}; |
| 961 | verticalizeVec(out: &velocityExceptDir, vertical: dir, vec: getVelocity(actor)); |
| 962 | return velocityExceptDir.length(); |
| 963 | } |
| 964 | |
| 965 | bool isNear(const LiveActor* actor, const LiveActor* target, f32 threshold) { |
| 966 | return isNear(actor, trans: getTrans(actor: target), threshold); |
| 967 | } |
| 968 | |
| 969 | bool isNear(const LiveActor* actor, const sead::Vector3f& trans, f32 threshold) { |
| 970 | return (getTrans(actor) - trans).squaredLength() < sead::Mathf::square(t: threshold); |
| 971 | } |
| 972 | |
| 973 | bool isNearXZ(const LiveActor* actor, const sead::Vector3f& trans, f32 threshold) { |
| 974 | const sead::Vector3f& actorTrans = getTrans(actor); |
| 975 | return sead::Mathf::square(t: actorTrans.x - trans.x) + |
| 976 | sead::Mathf::square(t: actorTrans.z - trans.z) < |
| 977 | sead::Mathf::square(t: threshold); |
| 978 | } |
| 979 | |
| 980 | bool isNearH(const LiveActor* actor, const sead::Vector3f& trans, f32 threshold) { |
| 981 | return calcDistanceH(actor, trans) < threshold; |
| 982 | } |
| 983 | |
| 984 | f32 calcDistanceH(const LiveActor* actor, const sead::Vector3f& trans) { |
| 985 | sead::Vector3f dist; |
| 986 | verticalizeVec(out: &dist, vertical: getGravity(actor), vec: trans - getTrans(actor)); |
| 987 | return dist.length(); |
| 988 | } |
| 989 | |
| 990 | bool isNearV(const LiveActor* actor, const sead::Vector3f& trans, f32 threshold) { |
| 991 | return calcDistanceV(actor, trans) < threshold; |
| 992 | } |
| 993 | |
| 994 | f32 calcDistanceV(const LiveActor* actor, const sead::Vector3f& trans) { |
| 995 | const sead::Vector3f& gravity = getGravity(actor); |
| 996 | return sead::Mathf::abs(x: (trans - getTrans(actor)).dot(t: gravity)); |
| 997 | } |
| 998 | |
| 999 | bool isNearHV(const LiveActor* actor, const sead::Vector3f& trans, f32 threshH, f32 threshV) { |
| 1000 | if (calcDistanceV(actor, trans) > threshV) |
| 1001 | return false; |
| 1002 | return isNearH(actor, trans, threshold: threshH); |
| 1003 | } |
| 1004 | |
| 1005 | bool isNearHV(const LiveActor* actor, const sead::Vector3f& trans, f32 threshH, f32 minV, |
| 1006 | f32 maxV) { |
| 1007 | f32 height = calcHeight(actor, trans); |
| 1008 | if (height < minV || height > maxV) |
| 1009 | return false; |
| 1010 | return isNearH(actor, trans, threshold: threshH); |
| 1011 | } |
| 1012 | |
| 1013 | f32 calcHeight(const LiveActor* actor, const sead::Vector3f& trans) { |
| 1014 | const sead::Vector3f& gravity = getGravity(actor); |
| 1015 | return -(trans - getTrans(actor)).dot(t: gravity); |
| 1016 | } |
| 1017 | |
| 1018 | bool isFar(const LiveActor* actor, const LiveActor* target, f32 threshold) { |
| 1019 | return isFar(actor, trans: getTrans(actor: target), threshold); |
| 1020 | } |
| 1021 | |
| 1022 | bool isFar(const LiveActor* actor, const sead::Vector3f& trans, f32 threshold) { |
| 1023 | return (getTrans(actor) - trans).squaredLength() > sead::Mathf::square(t: threshold); |
| 1024 | } |
| 1025 | |
| 1026 | f32 calcDistance(const LiveActor* actor, const LiveActor* target) { |
| 1027 | return calcDistance(actor, trans: getTrans(actor: target)); |
| 1028 | } |
| 1029 | |
| 1030 | f32 calcDistance(const LiveActor* actor, const sead::Vector3f& trans) { |
| 1031 | return (getTrans(actor) - trans).length(); |
| 1032 | } |
| 1033 | |
| 1034 | f32 calcDistanceV(const LiveActor* actor, const LiveActor* target) { |
| 1035 | return calcDistanceV(actor, trans: getTrans(actor: target)); |
| 1036 | } |
| 1037 | |
| 1038 | f32 calcDistanceH(const LiveActor* actor, const LiveActor* target) { |
| 1039 | return calcDistanceH(actor, trans: getTrans(actor: target)); |
| 1040 | } |
| 1041 | |
| 1042 | f32 calcDistanceH(const LiveActor* actor, const sead::Vector3f& trans1, |
| 1043 | const sead::Vector3f& trans2) { |
| 1044 | sead::Vector3f dist; |
| 1045 | verticalizeVec(out: &dist, vertical: getGravity(actor), vec: trans2 - trans1); |
| 1046 | return dist.length(); |
| 1047 | } |
| 1048 | |
| 1049 | f32 calcHeight(const LiveActor* actor, const LiveActor* target) { |
| 1050 | return calcHeight(actor, trans: getTrans(actor: target)); |
| 1051 | } |
| 1052 | |
| 1053 | f32 calcDistanceFront(const LiveActor* actor, const sead::Vector3f& trans) { |
| 1054 | sead::Vector3f front; |
| 1055 | calcFrontDir(front: &front, actor); |
| 1056 | return (trans - getTrans(actor)).dot(t: front); |
| 1057 | } |
| 1058 | |
| 1059 | f32 calcDistanceFront(const LiveActor* actor, const LiveActor* target) { |
| 1060 | return calcDistanceFront(actor, trans: getTrans(actor: target)); |
| 1061 | } |
| 1062 | |
| 1063 | void addRotateAndRepeatX(LiveActor* actor, f32 deg) { |
| 1064 | setRotateX(actor, x: modDegree(deg: getRotate(actor).x + deg)); |
| 1065 | } |
| 1066 | |
| 1067 | void addRotateAndRepeatY(LiveActor* actor, f32 deg) { |
| 1068 | setRotateY(actor, y: modDegree(deg: getRotate(actor).y + deg)); |
| 1069 | } |
| 1070 | |
| 1071 | void addRotateAndRepeatZ(LiveActor* actor, f32 deg) { |
| 1072 | setRotateZ(actor, z: modDegree(deg: getRotate(actor).z + deg)); |
| 1073 | } |
| 1074 | |
| 1075 | void addRandomRotateY(LiveActor* actor) { |
| 1076 | addRotateAndRepeatY(actor, deg: getRandomDegree()); |
| 1077 | } |
| 1078 | |
| 1079 | void calcQuatSide(sead::Vector3f* side, const LiveActor* actor) { |
| 1080 | calcQuatSide(out: side, quat: getQuat(actor)); |
| 1081 | } |
| 1082 | |
| 1083 | void calcQuatUp(sead::Vector3f* up, const LiveActor* actor) { |
| 1084 | calcQuatUp(out: up, quat: getQuat(actor)); |
| 1085 | } |
| 1086 | |
| 1087 | void calcQuatFront(sead::Vector3f* front, const LiveActor* actor) { |
| 1088 | calcQuatFront(out: front, quat: getQuat(actor)); |
| 1089 | } |
| 1090 | |
| 1091 | void calcQuatLocalAxis(sead::Vector3f* local, const LiveActor* actor, s32 axis) { |
| 1092 | calcQuatLocalAxis(local, getQuat(actor), axis); |
| 1093 | } |
| 1094 | |
| 1095 | void calcTransOffsetFront(sead::Vector3f* offset, const LiveActor* actor, f32 len) { |
| 1096 | multVecPose(posOut: offset, actor, posIn: {0.0f, 0.0f, len}); |
| 1097 | } |
| 1098 | |
| 1099 | void calcTransOffsetUp(sead::Vector3f* offset, const LiveActor* actor, f32 len) { |
| 1100 | multVecPose(posOut: offset, actor, posIn: {0.0f, len, 0.0f}); |
| 1101 | } |
| 1102 | |
| 1103 | void calcTransOffsetSide(sead::Vector3f* offset, const LiveActor* actor, f32 len) { |
| 1104 | multVecPose(posOut: offset, actor, posIn: {len, 0.0f, 0.0f}); |
| 1105 | } |
| 1106 | |
| 1107 | void setTransOffsetLocalDir(LiveActor* actor, const sead::Quatf& quat, |
| 1108 | const sead::Vector3f& globalOffset, f32 localOffset, s32 axis) { |
| 1109 | sead::Vector3f offset; |
| 1110 | calcQuatLocalAxis(&offset, quat, axis); |
| 1111 | getTransPtr(actor)->setScaleAdd(t: localOffset, a: offset, b: globalOffset); |
| 1112 | } |
| 1113 | |
| 1114 | void addTransOffsetLocal(LiveActor* actor, const sead::Vector3f& localOffset) { |
| 1115 | sead::Quatf quat = sead::Quatf::unit; |
| 1116 | calcQuat(quat: &quat, actor); |
| 1117 | sead::Vector3f offset; |
| 1118 | offset.setRotated(q: quat, a: localOffset); |
| 1119 | *getTransPtr(actor) += offset; |
| 1120 | } |
| 1121 | |
| 1122 | void addTransOffsetLocalDir(LiveActor* actor, f32 localOffset, s32 axis) { |
| 1123 | setTransOffsetLocalDir(actor, quat: getQuat(actor), globalOffset: getTrans(actor), localOffset, axis); |
| 1124 | } |
| 1125 | |
| 1126 | void rotateQuatXDirDegree(LiveActor* actor, f32 deg) { |
| 1127 | sead::Quatf* quat = getQuatPtr(actor); |
| 1128 | rotateQuatXDirDegree(quat, *quat, deg); |
| 1129 | } |
| 1130 | |
| 1131 | void rotateQuatXDirDegree(LiveActor* actor, const sead::Quatf& quat, f32 deg) { |
| 1132 | rotateQuatXDirDegree(getQuatPtr(actor), quat, deg); |
| 1133 | } |
| 1134 | |
| 1135 | void rotateQuatYDirDegree(LiveActor* actor, f32 deg) { |
| 1136 | sead::Quatf* quat = getQuatPtr(actor); |
| 1137 | rotateQuatYDirDegree(quat, *quat, deg); |
| 1138 | } |
| 1139 | |
| 1140 | void rotateQuatYDirDegree(LiveActor* actor, const sead::Quatf& quat, f32 deg) { |
| 1141 | rotateQuatYDirDegree(getQuatPtr(actor), quat, deg); |
| 1142 | } |
| 1143 | |
| 1144 | void rotateQuatZDirDegree(LiveActor* actor, f32 deg) { |
| 1145 | sead::Quatf* quat = getQuatPtr(actor); |
| 1146 | rotateQuatZDirDegree(quat, *quat, deg); |
| 1147 | } |
| 1148 | |
| 1149 | void rotateQuatZDirDegree(LiveActor* actor, const sead::Quatf& quat, f32 deg) { |
| 1150 | rotateQuatZDirDegree(getQuatPtr(actor), quat, deg); |
| 1151 | } |
| 1152 | |
| 1153 | void rotateQuatLocalDirDegree(LiveActor* actor, s32 axis, f32 deg) { |
| 1154 | sead::Quatf* quat = getQuatPtr(actor); |
| 1155 | rotateQuatLocalDirDegree(quat, *quat, axis, deg); |
| 1156 | } |
| 1157 | |
| 1158 | void rotateQuatLocalDirDegree(LiveActor* actor, const sead::Quatf& quat, s32 axis, f32 deg) { |
| 1159 | rotateQuatLocalDirDegree(getQuatPtr(actor), quat, axis, deg); |
| 1160 | } |
| 1161 | |
| 1162 | void rotateQuatYDirRandomDegree(LiveActor* actor) { |
| 1163 | sead::Quatf* quat = getQuatPtr(actor); |
| 1164 | rotateQuatYDirDegree(quat, *quat, getRandomDegree()); |
| 1165 | } |
| 1166 | |
| 1167 | void rotateQuatYDirRandomDegree(LiveActor* actor, const sead::Quatf& quat) { |
| 1168 | rotateQuatYDirDegree(getQuatPtr(actor), quat, getRandomDegree()); |
| 1169 | } |
| 1170 | |
| 1171 | bool turnQuatFrontToDirDegreeH(LiveActor* actor, const sead::Vector3f& dir, f32 deg) { |
| 1172 | return turnQuatFrontToDirDegreeH(getQuatPtr(actor), dir, deg); |
| 1173 | } |
| 1174 | |
| 1175 | bool turnQuatFrontToPosDegreeH(LiveActor* actor, const sead::Vector3f& pos, f32 deg) { |
| 1176 | sead::Vector3f dir; |
| 1177 | dir.setSub(a: pos, b: getTrans(actor)); |
| 1178 | return turnQuatFrontToDirDegreeH(actor, dir, deg); |
| 1179 | } |
| 1180 | |
| 1181 | bool turnQuatFrontFromPosDegreeH(LiveActor* actor, const sead::Vector3f& pos, f32 deg) { |
| 1182 | sead::Vector3f dir; |
| 1183 | dir.setSub(a: getTrans(actor), b: pos); |
| 1184 | return turnQuatFrontToDirDegreeH(actor, dir, deg); |
| 1185 | } |
| 1186 | |
| 1187 | void turnFront(LiveActor* actor, f32 deg) { |
| 1188 | sead::Vector3f up = sead::Vector3f::ey; |
| 1189 | calcUpDir(up: &up, actor); |
| 1190 | turnFront(actor, up, deg); |
| 1191 | } |
| 1192 | |
| 1193 | void turnFront(LiveActor* actor, const sead::Vector3f& up, f32 deg) { |
| 1194 | sead::Vector3f* front = getFrontPtr(actor); |
| 1195 | rotateVectorDegree(front, *front, up, deg); |
| 1196 | normalize(vec: getFrontPtr(actor)); |
| 1197 | } |
| 1198 | |
| 1199 | void turnFrontToPos(LiveActor* actor, const sead::Vector3f& pos, f32 deg) { |
| 1200 | turnFrontToDir(actor, dir: pos - getTrans(actor), deg); |
| 1201 | } |
| 1202 | |
| 1203 | void turnFrontToDir(LiveActor* actor, const sead::Vector3f& dir, f32 deg) { |
| 1204 | turnFrontToDirGetIsFinished(actor, dir, deg); |
| 1205 | } |
| 1206 | |
| 1207 | bool turnFrontToDirGetIsFinished(LiveActor* actor, const sead::Vector3f& dir, f32 deg) { |
| 1208 | sead::Vector3f up; |
| 1209 | calcFrontDir(front: &up, actor); |
| 1210 | bool finished = turnDirectionDegree(actor, vec: &up, dir, deg); |
| 1211 | rotateVectorDegree(getFrontPtr(actor), getFront(actor), up, deg); |
| 1212 | normalize(vec: getFrontPtr(actor)); |
| 1213 | return finished; |
| 1214 | } |
| 1215 | |
| 1216 | bool turnDirectionDegree(const LiveActor* actor, sead::Vector3f* vec, const sead::Vector3f& dir, |
| 1217 | f32 deg) { |
| 1218 | f32 cos = sead::Mathf::cos(t: sead::Mathf::deg2rad(deg)); |
| 1219 | return turnDirection(actor, vec, dir, cos); |
| 1220 | } |
| 1221 | |
| 1222 | void turnFrontToTarget(LiveActor* actor, const LiveActor* target, f32 deg) { |
| 1223 | turnFrontToDir(actor, dir: getTrans(actor: target) - getTrans(actor), deg); |
| 1224 | } |
| 1225 | |
| 1226 | void turnFrontFromTarget(LiveActor* actor, const LiveActor* target, f32 deg) { |
| 1227 | turnFrontToDir(actor, dir: getTrans(actor) - getTrans(actor: target), deg); |
| 1228 | } |
| 1229 | |
| 1230 | bool turnFrontToPlayer(LiveActor* actor, f32 deg) { |
| 1231 | sead::Vector3f playerPos = {0.0f, 0.0f, 0.0f}; |
| 1232 | if (!tryFindNearestPlayerPos(&playerPos, actor)) |
| 1233 | return false; |
| 1234 | turnFrontToDir(actor, dir: playerPos - getTrans(actor), deg); |
| 1235 | return true; |
| 1236 | } |
| 1237 | |
| 1238 | bool turnFrontFromPlayer(LiveActor* actor, f32 deg) { |
| 1239 | sead::Vector3f playerPos = {0.0f, 0.0f, 0.0f}; |
| 1240 | if (!tryFindNearestPlayerPos(&playerPos, actor)) |
| 1241 | return false; |
| 1242 | turnFrontToDir(actor, dir: getTrans(actor) - playerPos, deg); |
| 1243 | return true; |
| 1244 | } |
| 1245 | |
| 1246 | bool turnDirection(const LiveActor* actor, sead::Vector3f* vec, const sead::Vector3f& dir, |
| 1247 | f32 cos) { |
| 1248 | return turnVecToVecCosOnPlane(vec, dir, getGravity(actor), cos); |
| 1249 | } |
| 1250 | |
| 1251 | bool turnDirectionToTarget(const LiveActor* actor, sead::Vector3f* vec, |
| 1252 | const sead::Vector3f& target, f32 cos) { |
| 1253 | return turnDirection(actor, vec, dir: target - getTrans(actor), cos); |
| 1254 | } |
| 1255 | |
| 1256 | bool turnDirectionToTargetDegree(const LiveActor* actor, sead::Vector3f* vec, |
| 1257 | const sead::Vector3f& target, f32 deg) { |
| 1258 | return turnDirectionDegree(actor, vec, dir: target - getTrans(actor), deg); |
| 1259 | } |
| 1260 | |
| 1261 | bool turnDirectionFromTargetDegree(const LiveActor* actor, sead::Vector3f* vec, |
| 1262 | const sead::Vector3f& target, f32 deg) { |
| 1263 | return turnDirectionDegree(actor, vec, dir: getTrans(actor) - target, deg); |
| 1264 | } |
| 1265 | |
| 1266 | void turnDirectionAlongGround(const LiveActor* actor, sead::Vector3f* dir) { |
| 1267 | sead::Vector3f down; |
| 1268 | if (isCollidedGround(actor)) |
| 1269 | down = -getOnGroundNormal(actor, 0); |
| 1270 | else |
| 1271 | down.set(getGravity(actor)); |
| 1272 | |
| 1273 | verticalizeVec(out: dir, vertical: down, vec: *dir); |
| 1274 | normalize(vec: dir); |
| 1275 | } |
| 1276 | |
| 1277 | void turnDirectionAlongGround(LiveActor* actor) { |
| 1278 | if (tryGetQuatPtr(actor)) { |
| 1279 | sead::Vector3f ground; |
| 1280 | calcFrontDir(front: &ground, actor); |
| 1281 | |
| 1282 | sead::Vector3f down; |
| 1283 | if (isCollidedGround(actor)) |
| 1284 | down = -getOnGroundNormal(actor, 0); |
| 1285 | else |
| 1286 | down.set(getGravity(actor)); |
| 1287 | |
| 1288 | verticalizeVec(out: &ground, vertical: down, vec: ground); |
| 1289 | if (!tryNormalizeOrZero(out: &ground)) |
| 1290 | return; |
| 1291 | |
| 1292 | turnToDirectionAxis(actor, horizontal: ground, vertical: -down, deg: 180.0f); |
| 1293 | } else if (getFrontPtr(actor)) { |
| 1294 | turnDirectionAlongGround(actor, dir: getFrontPtr(actor)); |
| 1295 | } |
| 1296 | } |
| 1297 | |
| 1298 | bool turnToDirectionAxis(LiveActor* actor, const sead::Vector3f& horizontal, |
| 1299 | const sead::Vector3f& vertical, f32 deg) { |
| 1300 | sead::Vector3f front = {0.0f, 0.0f, 0.0f}; |
| 1301 | calcFrontDir(front: &front, actor); |
| 1302 | bool result = turnVecToVecCosOnPlane(&front, horizontal, vertical, |
| 1303 | sead::Mathf::cos(t: sead::Mathf::deg2rad(deg))); |
| 1304 | |
| 1305 | sead::Quatf quat = sead::Quatf::unit; |
| 1306 | makeQuatUpFront(outQuat: &quat, up: vertical, front); |
| 1307 | updatePoseQuat(actor, quat); |
| 1308 | return result; |
| 1309 | } |
| 1310 | |
| 1311 | bool turnFrontSpherical(const LiveActor* actor, sead::Vector3f* vec, |
| 1312 | const sead::Vector3f& targetFront, f32 cos) { |
| 1313 | sead::Vector3f front; |
| 1314 | calcFrontDir(front: &front, actor); |
| 1315 | sead::Vector3f axis; |
| 1316 | axis.setCross(a: front, b: targetFront); |
| 1317 | if (isNearZero(vec: axis, tolerance: 0.001f)) |
| 1318 | calcUpDir(up: &axis, actor); |
| 1319 | normalize(vec: &axis); |
| 1320 | normalize(vec: &front); |
| 1321 | return turnVecToVecCosOnPlane(vec, front, targetFront, axis, cos); |
| 1322 | } |
| 1323 | |
| 1324 | bool turnFrontSphericalToTarget(const LiveActor* actor, sead::Vector3f* vec, |
| 1325 | const sead::Vector3f& target, f32 cos) { |
| 1326 | sead::Vector3f targetFront = target - getTrans(actor); |
| 1327 | if (!tryNormalizeOrZero(out: &targetFront)) { |
| 1328 | calcFrontDir(front: vec, actor); |
| 1329 | return true; |
| 1330 | } |
| 1331 | return turnFrontSpherical(actor, vec, targetFront, cos); |
| 1332 | } |
| 1333 | |
| 1334 | bool turnFrontSphericalToTargetDegree(const LiveActor* actor, sead::Vector3f* vec, |
| 1335 | const sead::Vector3f& target, f32 deg) { |
| 1336 | return turnFrontSphericalToTarget(actor, vec, target, |
| 1337 | cos: sead::Mathf::cos(t: sead::Mathf::deg2rad(deg))); |
| 1338 | } |
| 1339 | |
| 1340 | bool turnToDirection(LiveActor* actor, const sead::Vector3f& dir, f32 deg) { |
| 1341 | sead::Vector3f vec; |
| 1342 | calcFrontDir(front: &vec, actor); |
| 1343 | bool result = turnDirectionDegree(actor, vec: &vec, dir, deg); |
| 1344 | |
| 1345 | sead::Quatf quat; |
| 1346 | makeQuatUpFront(outQuat: &quat, up: -getGravity(actor), front: vec); |
| 1347 | updatePoseQuat(actor, quat); |
| 1348 | return result; |
| 1349 | } |
| 1350 | |
| 1351 | void turnLocalDirToDirection(LiveActor* actor, const sead::Vector3f& localDir, |
| 1352 | const sead::Vector3f& targetDir, f32 deg) { |
| 1353 | sead::Quatf quat; |
| 1354 | calcQuat(quat: &quat, actor); |
| 1355 | sead::Vector3f globalDir = localDir; |
| 1356 | rotateVectorQuat(&globalDir, quat); |
| 1357 | |
| 1358 | sead::Quatf quat2; |
| 1359 | makeQuatRotationLimit(&quat2, globalDir, targetDir, sead::Mathf::deg2rad(deg)); |
| 1360 | |
| 1361 | quat2 *= quat; |
| 1362 | updatePoseQuat(actor, quat: quat2); |
| 1363 | } |
| 1364 | |
| 1365 | bool turnToTarget(LiveActor* actor, const sead::Vector3f& target, f32 deg) { |
| 1366 | sead::Vector3f dir = target - getTrans(actor); |
| 1367 | if (!tryNormalizeOrZero(out: &dir)) |
| 1368 | return false; |
| 1369 | return turnToDirection(actor, dir, deg); |
| 1370 | } |
| 1371 | |
| 1372 | bool turnToTarget(LiveActor* actor, const LiveActor* target, f32 deg) { |
| 1373 | return turnToTarget(actor, target: getTrans(actor: target), deg); |
| 1374 | } |
| 1375 | |
| 1376 | void faceToDirection(LiveActor* actor, const sead::Vector3f& dir) { |
| 1377 | if (isParallelDirection(a: dir, b: getGravity(actor), tolerance: 0.01f)) |
| 1378 | return; |
| 1379 | |
| 1380 | sead::Quatf quat; |
| 1381 | makeQuatUpFront(outQuat: &quat, up: -getGravity(actor), front: dir); |
| 1382 | updatePoseQuat(actor, quat); |
| 1383 | } |
| 1384 | |
| 1385 | void faceToDirectionSupportUp(LiveActor* actor, const sead::Vector3f& dir) { |
| 1386 | sead::Vector3f up = {0.0f, 0.0f, 0.0f}; |
| 1387 | calcUpDir(up: &up, actor); |
| 1388 | if (isParallelDirection(a: dir, b: up, tolerance: 0.01f)) |
| 1389 | return; |
| 1390 | |
| 1391 | sead::Quatf quat; |
| 1392 | makeQuatFrontUp(outQuat: &quat, front: dir, up); |
| 1393 | updatePoseQuat(actor, quat); |
| 1394 | } |
| 1395 | |
| 1396 | void faceToTarget(LiveActor* actor, const sead::Vector3f& target) { |
| 1397 | sead::Vector3f direction = target - getTrans(actor); |
| 1398 | if (!tryNormalizeOrZero(out: &direction)) |
| 1399 | return; |
| 1400 | faceToDirection(actor, dir: direction); |
| 1401 | } |
| 1402 | |
| 1403 | void faceToTarget(LiveActor* actor, const LiveActor* target) { |
| 1404 | faceToTarget(actor, target: getTrans(actor: target)); |
| 1405 | } |
| 1406 | |
| 1407 | void faceToSensor(LiveActor* actor, const HitSensor* sensor) { |
| 1408 | faceToTarget(actor, target: getSensorPos(sensor)); |
| 1409 | } |
| 1410 | |
| 1411 | void faceToVelocity(LiveActor* actor) { |
| 1412 | sead::Vector3f direction = getVelocity(actor); |
| 1413 | if (!tryNormalizeOrZero(out: &direction)) |
| 1414 | return; |
| 1415 | faceToDirection(actor, dir: direction); |
| 1416 | } |
| 1417 | |
| 1418 | void calcDirClockwiseToDir(sead::Vector3f* out, const LiveActor* actor, const sead::Vector3f& dir) { |
| 1419 | sead::Vector3f result; |
| 1420 | result.setCross(a: getGravity(actor), b: dir); |
| 1421 | tryNormalizeOrZero(out, vec: result); |
| 1422 | } |
| 1423 | |
| 1424 | void calcDirClockwiseToPos(sead::Vector3f* out, const LiveActor* actor, |
| 1425 | const sead::Vector3f& target) { |
| 1426 | calcDirClockwiseToDir(out, actor, dir: target - getTrans(actor)); |
| 1427 | } |
| 1428 | |
| 1429 | void calcDirToActorH(sead::Vector3f* out, const LiveActor* actor, const LiveActor* target) { |
| 1430 | calcDirToActorH(out, actor, dir: getTrans(actor: target)); |
| 1431 | } |
| 1432 | |
| 1433 | void calcDirToActorH(sead::Vector3f* out, const LiveActor* actor, const sead::Vector3f& target) { |
| 1434 | out->setSub(a: target, b: getTrans(actor)); |
| 1435 | verticalizeVec(out, vertical: getGravity(actor), vec: *out); |
| 1436 | tryNormalizeOrZero(out); |
| 1437 | } |
| 1438 | |
| 1439 | f32 calcAngleToTargetH(const LiveActor* actor, const sead::Vector3f& target) { |
| 1440 | sead::Vector3f front = {0.0f, 0.0f, 0.0f}; |
| 1441 | sead::Vector3f up = {0.0f, 0.0f, 0.0f}; |
| 1442 | sead::Vector3f dir = {0.0f, 0.0f, 0.0f}; |
| 1443 | calcFrontDir(front: &front, actor); |
| 1444 | calcUpDir(up: &up, actor); |
| 1445 | dir.setSub(a: target, b: getTrans(actor)); |
| 1446 | if (!tryNormalizeOrZero(out: &dir)) |
| 1447 | return 0.0f; |
| 1448 | return calcAngleOnPlaneDegree(a: front, b: dir, vertical: up); |
| 1449 | } |
| 1450 | |
| 1451 | f32 calcAngleToTargetV(const LiveActor* actor, const sead::Vector3f& target) { |
| 1452 | sead::Vector3f front = {0.0f, 0.0f, 0.0f}; |
| 1453 | sead::Vector3f side = {0.0f, 0.0f, 0.0f}; |
| 1454 | sead::Vector3f dir = {0.0f, 0.0f, 0.0f}; |
| 1455 | calcFrontDir(front: &front, actor); |
| 1456 | calcSideDir(side: &side, actor); |
| 1457 | dir.setSub(a: target, b: getTrans(actor)); |
| 1458 | if (!tryNormalizeOrZero(out: &dir)) |
| 1459 | return 0.0f; |
| 1460 | return calcAngleOnPlaneDegree(a: front, b: dir, vertical: side); |
| 1461 | } |
| 1462 | |
| 1463 | bool isFaceToTargetDegree(const LiveActor* actor, const sead::Vector3f& target, |
| 1464 | const sead::Vector3f& face, f32 threshDeg) { |
| 1465 | return isNearAngleDegree(a: target - getTrans(actor), b: face, tolerance: threshDeg); |
| 1466 | } |
| 1467 | |
| 1468 | bool isFaceToTargetDegree(const LiveActor* actor, const sead::Vector3f& target, f32 threshDeg) { |
| 1469 | sead::Vector3f front; |
| 1470 | calcFrontDir(front: &front, actor); |
| 1471 | return isNearAngleDegree(a: target - getTrans(actor), b: front, tolerance: threshDeg); |
| 1472 | } |
| 1473 | |
| 1474 | bool isFaceToTargetDegreeHV(const LiveActor* actor, const sead::Vector3f& target, |
| 1475 | const sead::Vector3f& face, f32 degH, f32 degV) { |
| 1476 | return isNearAngleDegreeHV(a: target - getTrans(actor), b: face, c: getGravity(actor), toleranceH: degH, toleranceV: degV); |
| 1477 | } |
| 1478 | |
| 1479 | bool isFaceToTargetDegreeH(const LiveActor* actor, const sead::Vector3f& target, |
| 1480 | const sead::Vector3f& face, f32 degH) { |
| 1481 | sead::Vector3f diff = target; |
| 1482 | diff -= getTrans(actor); |
| 1483 | verticalizeVec(out: &diff, vertical: getGravity(actor), vec: diff); |
| 1484 | sead::Vector3f alignedFace; |
| 1485 | verticalizeVec(out: &alignedFace, vertical: getGravity(actor), vec: face); |
| 1486 | return isNearAngleDegree(a: diff, b: alignedFace, tolerance: degH); |
| 1487 | } |
| 1488 | |
| 1489 | bool isInSightCone(const LiveActor* actor, const sead::Vector3f& target, const sead::Vector3f& face, |
| 1490 | f32 maxDist, f32 threshDeg) { |
| 1491 | return (getTrans(actor) - target).squaredLength() < sead::Mathf::square(t: maxDist) && |
| 1492 | isFaceToTargetDegree(actor, target, face, threshDeg); |
| 1493 | } |
| 1494 | |
| 1495 | bool isInSightConeTarget(const LiveActor* actor, const LiveActor* target, f32 maxDist, |
| 1496 | f32 threshDeg) { |
| 1497 | sead::Vector3f front; |
| 1498 | calcFrontDir(front: &front, actor); |
| 1499 | return isInSightCone(actor, target: getTrans(actor: target), face: front, maxDist, threshDeg); |
| 1500 | } |
| 1501 | |
| 1502 | bool isInSightConePlayer(const LiveActor* actor, f32 maxDist, f32 threshDeg) { |
| 1503 | sead::Vector3f playerPos = {0.0f, 0.0f, 0.0f}; |
| 1504 | if (!tryFindNearestPlayerPos(&playerPos, actor)) |
| 1505 | return false; |
| 1506 | sead::Vector3f front; |
| 1507 | calcFrontDir(front: &front, actor); |
| 1508 | return isInSightCone(actor, target: playerPos, face: front, maxDist, threshDeg); |
| 1509 | } |
| 1510 | |
| 1511 | bool isInSightFan(const LiveActor* actor, const sead::Vector3f& target, const sead::Vector3f& face, |
| 1512 | f32 maxDist, f32 angleH, f32 angleV) { |
| 1513 | return (getTrans(actor) - target).squaredLength() < sead::Mathf::square(t: maxDist) && |
| 1514 | isFaceToTargetDegreeHV(actor, target, face, degH: angleH, degV: angleV); |
| 1515 | } |
| 1516 | |
| 1517 | bool isInSightFanTarget(const LiveActor* actor, const LiveActor* target, f32 maxDist, f32 angleH, |
| 1518 | f32 angleV) { |
| 1519 | sead::Vector3f front = sead::Vector3f::ez; |
| 1520 | calcFrontDir(front: &front, actor); |
| 1521 | return isInSightFan(actor, target: getTrans(actor: target), face: front, maxDist, angleH, angleV); |
| 1522 | } |
| 1523 | |
| 1524 | bool isInSightBox(const LiveActor* actor, const sead::Vector3f& pos, const sead::BoundBox3f& box) { |
| 1525 | sead::Vector3f localPos; |
| 1526 | multVecInvPose(posOut: &localPos, actor, posIn: pos); |
| 1527 | return box.isInside(p: localPos); |
| 1528 | } |
| 1529 | |
| 1530 | void walkAndTurnToDirection(LiveActor* actor, const sead::Vector3f& dir, f32 forceFront, |
| 1531 | f32 forceGravity, f32 decay, f32 deg, bool turnAlongGround) { |
| 1532 | walkAndTurnToDirection(actor, front: getFrontPtr(actor), dir, forceFront, forceGravity, decay, deg, |
| 1533 | turnAlongGround); |
| 1534 | } |
| 1535 | |
| 1536 | void walkAndTurnToDirection(LiveActor* actor, sead::Vector3f* front, const sead::Vector3f& dir, |
| 1537 | f32 forceFront, f32 forceGravity, f32 decay, f32 deg, |
| 1538 | bool turnAlongGround) { |
| 1539 | turnDirection(actor, vec: front, dir, cos: sead::Mathf::cos(t: sead::Mathf::deg2rad(deg))); |
| 1540 | if (turnAlongGround) |
| 1541 | turnDirectionAlongGround(actor); |
| 1542 | |
| 1543 | sead::Vector3f velFront; |
| 1544 | tryNormalizeOrZero(out: &velFront, vec: *front); |
| 1545 | addVelocityInline(actor, vel: velFront, force: forceFront); |
| 1546 | |
| 1547 | if (!isOnGround(actor, 3)) |
| 1548 | addVelocityToGravity(actor, force: forceGravity); |
| 1549 | |
| 1550 | scaleVelocity(actor, factor: decay); |
| 1551 | } |
| 1552 | |
| 1553 | void walkAndTurnPoseToDirection(LiveActor* actor, const sead::Vector3f& dir, |
| 1554 | const ActorParamMove& param, bool turnAlongGround) { |
| 1555 | sead::Vector3f* frontPtr; |
| 1556 | sead::Vector3f frontForQuat; |
| 1557 | if (getQuatPtr(actor)) { |
| 1558 | frontPtr = &frontForQuat; |
| 1559 | calcFrontDir(front: &frontForQuat, actor); |
| 1560 | turnToDirection(actor, dir, deg: param.turnDegrees); |
| 1561 | } else if (getFrontPtr(actor)) { |
| 1562 | frontPtr = getFrontPtr(actor); |
| 1563 | turnDirectionDegree(actor, vec: frontPtr, dir, deg: param.turnDegrees); |
| 1564 | } else |
| 1565 | return; |
| 1566 | |
| 1567 | if (turnAlongGround) |
| 1568 | turnDirectionAlongGround(actor); |
| 1569 | |
| 1570 | f32 forceFront = param.forceFront; |
| 1571 | sead::Vector3f velFront; |
| 1572 | tryNormalizeOrZero(out: &velFront, vec: *frontPtr); |
| 1573 | addVelocityInline(actor, vel: velFront, force: forceFront); |
| 1574 | |
| 1575 | if (!isOnGround(actor, 3)) |
| 1576 | addVelocityToGravity(actor, force: param.forceGravity); |
| 1577 | |
| 1578 | // BUG: should have been param.decay (_8) |
| 1579 | scaleVelocity(actor, factor: param.forceFront); |
| 1580 | } |
| 1581 | |
| 1582 | void walkAndTurnToTarget(LiveActor* actor, const sead::Vector3f& target, f32 forceFront, |
| 1583 | f32 forceGravity, f32 decay, f32 deg, bool turnAlongGround) { |
| 1584 | sead::Vector3f dir = target - getTrans(actor); |
| 1585 | walkAndTurnToDirection(actor, dir, forceFront, forceGravity, decay, deg, turnAlongGround); |
| 1586 | } |
| 1587 | |
| 1588 | void flyAndTurnToDirection(LiveActor* actor, sead::Vector3f* front, const sead::Vector3f& dir, |
| 1589 | f32 forceFront, f32 forceGravity, f32 decay, f32 deg) { |
| 1590 | sead::Vector3f normFrontH, actorFront, frontH; |
| 1591 | |
| 1592 | calcFrontDir(front: &actorFront, actor); |
| 1593 | turnDirectionDegree(actor, vec: &actorFront, dir, deg); |
| 1594 | turnVecToVecDegree(front, *front, actorFront, deg); |
| 1595 | |
| 1596 | calcFrontDir(front: &frontH, actor); |
| 1597 | verticalizeVec(out: &frontH, vertical: getGravity(actor), vec: frontH); |
| 1598 | normalize(vec: &frontH); |
| 1599 | |
| 1600 | tryNormalizeOrZero(out: &normFrontH, vec: frontH); |
| 1601 | addVelocityInline(actor, vel: normFrontH, force: forceFront); |
| 1602 | addVelocityToGravity(actor, force: forceGravity); |
| 1603 | scaleVelocity(actor, factor: decay); |
| 1604 | } |
| 1605 | |
| 1606 | void flyAndTurnToDirection(LiveActor* actor, const sead::Vector3f& dir, f32 forceFront, |
| 1607 | f32 forceGravity, f32 decay, f32 deg) { |
| 1608 | flyAndTurnToDirection(actor, front: getFrontPtr(actor), dir, forceFront, forceGravity, decay, deg); |
| 1609 | } |
| 1610 | |
| 1611 | void flyAndTurnToTarget(LiveActor* actor, const sead::Vector3f& target, f32 forceFront, |
| 1612 | f32 forceGravity, f32 decay, f32 deg) { |
| 1613 | flyAndTurnToDirection(actor, dir: target - getTrans(actor), forceFront, forceGravity, decay, deg); |
| 1614 | } |
| 1615 | |
| 1616 | bool walkAndTurnToDirectionFittedGroundGravity(LiveActor* actor, sead::Vector3f* front, |
| 1617 | const sead::Vector3f& dir, f32 forceFront, |
| 1618 | f32 forceGravity, f32 decay, f32 deg, |
| 1619 | bool turnAlongGround) { |
| 1620 | turnDirection(actor, vec: front, dir, cos: sead::Mathf::cos(t: sead::Mathf::deg2rad(deg))); |
| 1621 | if (turnAlongGround) |
| 1622 | turnDirectionAlongGround(actor, dir: front); |
| 1623 | |
| 1624 | sead::Vector3f velFront; |
| 1625 | tryNormalizeOrZero(out: &velFront, vec: *front); |
| 1626 | addVelocityInline(actor, vel: velFront, force: forceFront); |
| 1627 | |
| 1628 | bool isOnGround = isOnGroundNoVelocity(actor, 3); |
| 1629 | if (isOnGround) |
| 1630 | addVelocityToGravityFittedGround(actor, force: forceGravity, maxAirTime: 3); |
| 1631 | else |
| 1632 | addVelocityToGravity(actor, force: forceGravity); |
| 1633 | |
| 1634 | scaleVelocity(actor, factor: decay); |
| 1635 | return isOnGround; |
| 1636 | } |
| 1637 | |
| 1638 | bool walkAndTurnToDirectionFittedGroundGravity(LiveActor* actor, const sead::Vector3f& dir, |
| 1639 | f32 forceFront, f32 forceGravity, f32 decay, f32 deg, |
| 1640 | bool turnAlongGround) { |
| 1641 | return walkAndTurnToDirectionFittedGroundGravity(actor, front: getFrontPtr(actor), dir, forceFront, |
| 1642 | forceGravity, decay, deg, turnAlongGround); |
| 1643 | } |
| 1644 | |
| 1645 | bool walkAndTurnToTargetFittedGroundGravity(LiveActor* actor, const sead::Vector3f& target, |
| 1646 | f32 forceFront, f32 forceGravity, f32 decay, f32 deg, |
| 1647 | bool turnAlongGround) { |
| 1648 | return walkAndTurnToDirectionFittedGroundGravity(actor, dir: target - getTrans(actor), forceFront, |
| 1649 | forceGravity, decay, deg, turnAlongGround); |
| 1650 | } |
| 1651 | |
| 1652 | bool tryKillByDeathArea(LiveActor* actor) { |
| 1653 | if (!isInDeathArea(areaUser: actor, position: getTrans(actor))) |
| 1654 | return false; |
| 1655 | actor->kill(); |
| 1656 | return true; |
| 1657 | } |
| 1658 | |
| 1659 | void rotateAndKeepColliderPosRate(LiveActor* actor, const sead::Vector3f& up, |
| 1660 | const sead::Vector3f& front, f32 rate) { |
| 1661 | sead::Vector3f colliderPos = {0.0f, 0.0f, 0.0f}; |
| 1662 | calcColliderPos(&colliderPos, actor); |
| 1663 | |
| 1664 | sead::Vector3f localColliderPos; |
| 1665 | sead::Matrix34f mtx; |
| 1666 | makeMtxRT(mtx: &mtx, actor); |
| 1667 | calcMtxLocalTrans(&localColliderPos, mtx, colliderPos); |
| 1668 | |
| 1669 | sead::Quatf quat; |
| 1670 | makeQuatUpFront(outQuat: &quat, up, front); |
| 1671 | slerpQuat(getQuatPtr(actor), getQuat(actor), quat, rate); |
| 1672 | |
| 1673 | sead::Matrix34f mtx2; |
| 1674 | makeMtxRT(mtx: &mtx2, actor); |
| 1675 | |
| 1676 | sead::Vector3f newColliderPos = {0.0f, 0.0f, 0.0f}; |
| 1677 | calcTransLocalOffsetByMtx(&newColliderPos, mtx2, localColliderPos); |
| 1678 | sead::Vector3f colliderOffset = colliderPos - newColliderPos; |
| 1679 | |
| 1680 | *getTransPtr(actor) += colliderOffset; |
| 1681 | resetPosition(actor); |
| 1682 | } |
| 1683 | |
| 1684 | void calcSpringMovement(LiveActor* actor, const sead::Vector3f& pos, f32 springPos, f32 sinStrength, |
| 1685 | const sead::Vector3f& offset, f32 constStrength, f32 sinAmpl) { |
| 1686 | f32 sinPart = sead::Mathf::sin(t: sead::Mathf::clamp(value: springPos, low: 0.0f, high: 1.0f) * 2 * |
| 1687 | sead::Mathf::pi() * sinAmpl) * |
| 1688 | (1.0f - springPos) * sinStrength; |
| 1689 | f32 constPart = (1.0f - springPos) * constStrength; |
| 1690 | getTransPtr(actor)->setScaleAdd(t: sinPart + constPart, a: offset, b: pos); |
| 1691 | } |
| 1692 | |
| 1693 | bool addVelocityClockwiseToPlayer(LiveActor* actor, f32 force) { |
| 1694 | sead::Vector3f playerPos = {0.0f, 0.0f, 0.0f}; |
| 1695 | if (!tryFindNearestPlayerPos(&playerPos, actor)) |
| 1696 | return false; |
| 1697 | addVelocityClockwiseToDirection(actor, dir: playerPos - getTrans(actor), force); |
| 1698 | return true; |
| 1699 | } |
| 1700 | |
| 1701 | bool calcDirClockwiseToPlayer(sead::Vector3f* dir, const LiveActor* actor) { |
| 1702 | sead::Vector3f playerPos = {0.0f, 0.0f, 0.0f}; |
| 1703 | if (!tryFindNearestPlayerPos(&playerPos, actor)) |
| 1704 | return false; |
| 1705 | // BUG: should have been calcDirClockwiseToPos |
| 1706 | calcDirClockwiseToDir(out: dir, actor, dir: playerPos); |
| 1707 | return true; |
| 1708 | } |
| 1709 | |
| 1710 | bool flyAndTurnToPlayer(LiveActor* actor, const ActorParamMove& param) { |
| 1711 | sead::Vector3f playerPos = {0.0f, 0.0f, 0.0f}; |
| 1712 | if (!tryFindNearestPlayerPos(&playerPos, actor)) |
| 1713 | return false; |
| 1714 | flyAndTurnToTarget(actor, target: playerPos, forceFront: param.forceFront, forceGravity: param.forceGravity, decay: param.decay, |
| 1715 | deg: param.turnDegrees); |
| 1716 | return true; |
| 1717 | } |
| 1718 | |
| 1719 | bool escapeFromPlayer(LiveActor* actor, f32 forceFront, f32 forceGravity, f32 decay, f32 deg) { |
| 1720 | sead::Vector3f playerPos = {0.0f, 0.0f, 0.0f}; |
| 1721 | if (!tryFindNearestPlayerPos(&playerPos, actor)) |
| 1722 | return false; |
| 1723 | walkAndTurnToDirection(actor, dir: getTrans(actor) - playerPos, forceFront, forceGravity, decay, deg, |
| 1724 | turnAlongGround: true); |
| 1725 | return true; |
| 1726 | } |
| 1727 | |
| 1728 | bool escapeFromPlayer(LiveActor* actor, sead::Vector3f* front, f32 forceFront, f32 forceGravity, |
| 1729 | f32 decay, f32 deg) { |
| 1730 | sead::Vector3f playerPos = {0.0f, 0.0f, 0.0f}; |
| 1731 | if (!tryFindNearestPlayerPos(&playerPos, actor)) |
| 1732 | return false; |
| 1733 | walkAndTurnToDirection(actor, front, dir: getTrans(actor) - playerPos, forceFront, forceGravity, |
| 1734 | decay, deg, turnAlongGround: true); |
| 1735 | return true; |
| 1736 | } |
| 1737 | |
| 1738 | bool walkAndTurnToPlayer(LiveActor* actor, f32 forceFront, f32 forceGravity, f32 decay, f32 deg, |
| 1739 | bool turnAlongGround) { |
| 1740 | sead::Vector3f playerPos; |
| 1741 | if (!tryFindNearestPlayerPos(&playerPos, actor)) |
| 1742 | return false; |
| 1743 | return walkAndTurnToTargetFittedGroundGravity(actor, target: playerPos, forceFront, forceGravity, decay, |
| 1744 | deg, turnAlongGround); |
| 1745 | } |
| 1746 | |
| 1747 | bool isPlayerInSightFan(const LiveActor* actor, f32 maxDist, f32 angleH, f32 angleV) { |
| 1748 | sead::Vector3f playerPos; |
| 1749 | if (!tryFindNearestPlayerPos(&playerPos, actor)) |
| 1750 | return false; |
| 1751 | sead::Vector3f front; |
| 1752 | calcFrontDir(front: &front, actor); |
| 1753 | return isInSightFan(actor, target: playerPos, face: front, maxDist, angleH, angleV); |
| 1754 | } |
| 1755 | |
| 1756 | inline bool nextMove(Triangle* triangle, const LiveActor* actor, const sead::Vector3f& velocity, |
| 1757 | f32 gravity, f32 searchDist) { |
| 1758 | sead::Vector3f hitPos = {0.0f, 0.0f, 0.0f}; |
| 1759 | sead::Vector3f pos = getTrans(actor) + velocity; |
| 1760 | pos.y += gravity; |
| 1761 | |
| 1762 | return alCollisionUtil::getFirstPolyOnArrow(actor, &hitPos, triangle, pos, |
| 1763 | -sead::Vector3f::ey * searchDist, nullptr, nullptr); |
| 1764 | } |
| 1765 | |
| 1766 | bool isFallOrDamageCodeNextMove(const LiveActor* actor, const sead::Vector3f& velocity, f32 gravity, |
| 1767 | f32 searchDist) { |
| 1768 | Triangle triangle; |
| 1769 | if (!nextMove(triangle: &triangle, actor, velocity, gravity, searchDist)) |
| 1770 | return true; |
| 1771 | return isFloorCode(triangle, "DamageFire" ) || isFloorCode(triangle, "Poison" ); |
| 1772 | } |
| 1773 | |
| 1774 | bool isFallNextMove(const LiveActor* actor, const sead::Vector3f& velocity, f32 gravity, |
| 1775 | f32 searchDist) { |
| 1776 | Triangle triangle; |
| 1777 | return !nextMove(triangle: &triangle, actor, velocity, gravity, searchDist); |
| 1778 | } |
| 1779 | |
| 1780 | } // namespace al |
| 1781 | |