| 1 | #include "Project/HitSensor/HitSensorDirector.h" |
| 2 | |
| 3 | #include "Library/Execute/ExecuteDirector.h" |
| 4 | #include "Library/Execute/ExecuteTableHolderUpdate.h" |
| 5 | #include "Library/LiveActor/ActorSensorUtil.h" |
| 6 | #include "Project/HitSensor/HitSensor.h" |
| 7 | #include "Project/HitSensor/SensorHitGroup.h" |
| 8 | |
| 9 | namespace al { |
| 10 | HitSensorDirector::HitSensorDirector(ExecuteDirector* parent) { |
| 11 | mPlayer = new SensorHitGroup(256, "Player" ); |
| 12 | mPlayerEye = new SensorHitGroup(128, "PlayerEye" ); |
| 13 | mRide = new SensorHitGroup(128, "Ride" ); |
| 14 | mEye = new SensorHitGroup(1024, "Eye" ); |
| 15 | mLookAt = new SensorHitGroup(512, "LookAt" ); |
| 16 | mSimple = new SensorHitGroup(1536, "Simple" ); |
| 17 | mMapObj = new SensorHitGroup(1536, "MapObj" ); |
| 18 | mCharacter = new SensorHitGroup(1024, "Character" ); |
| 19 | registerExecutorUser(user: this, director: parent, listName: "センサー" ); |
| 20 | } |
| 21 | |
| 22 | void HitSensorDirector::execute() { |
| 23 | mPlayer->clear(); |
| 24 | mPlayerEye->clear(); |
| 25 | mRide->clear(); |
| 26 | mEye->clear(); |
| 27 | mLookAt->clear(); |
| 28 | mSimple->clear(); |
| 29 | mMapObj->clear(); |
| 30 | mCharacter->clear(); |
| 31 | executeHitCheckInSameGroup(group: mPlayer); |
| 32 | executeHitCheckGroup(group: mPlayer, group2: mPlayerEye); |
| 33 | executeHitCheckGroup(group: mPlayer, group2: mCharacter); |
| 34 | executeHitCheckGroup(group: mPlayer, group2: mMapObj); |
| 35 | executeHitCheckGroup(group: mPlayer, group2: mRide); |
| 36 | executeHitCheckGroup(group: mPlayer, group2: mSimple); |
| 37 | executeHitCheckGroup(group: mPlayer, group2: mEye); |
| 38 | executeHitCheckGroup(group: mPlayerEye, group2: mCharacter); |
| 39 | executeHitCheckGroup(group: mPlayerEye, group2: mMapObj); |
| 40 | executeHitCheckGroup(group: mPlayerEye, group2: mRide); |
| 41 | executeHitCheckGroup(group: mPlayerEye, group2: mSimple); |
| 42 | executeHitCheckGroup(group: mPlayerEye, group2: mLookAt); |
| 43 | executeHitCheckGroup(group: mRide, group2: mCharacter); |
| 44 | executeHitCheckGroup(group: mRide, group2: mMapObj); |
| 45 | executeHitCheckGroup(group: mRide, group2: mSimple); |
| 46 | executeHitCheckGroup(group: mRide, group2: mEye); |
| 47 | executeHitCheckGroup(group: mEye, group2: mCharacter); |
| 48 | executeHitCheckGroup(group: mEye, group2: mMapObj); |
| 49 | executeHitCheckGroup(group: mEye, group2: mSimple); |
| 50 | executeHitCheckGroup(group: mEye, group2: mLookAt); |
| 51 | executeHitCheckGroup(group: mCharacter, group2: mMapObj); |
| 52 | executeHitCheckInSameGroup(group: mCharacter); |
| 53 | } |
| 54 | |
| 55 | void HitSensorDirector::executeHitCheckInSameGroup(SensorHitGroup* group) const { |
| 56 | s32 sensorCount = group->getSensorCount(); |
| 57 | for (s32 i = 0; i < sensorCount; i++) { |
| 58 | auto* sensor = group->getSensor(index: i); |
| 59 | for (s32 j = i; j != sensorCount; j++) { |
| 60 | auto* otherSensor = group->getSensor(index: j); |
| 61 | executeHitCheck(sensor, otherSensor); |
| 62 | } |
| 63 | } |
| 64 | } |
| 65 | |
| 66 | void HitSensorDirector::executeHitCheckGroup(SensorHitGroup* group, SensorHitGroup* group2) const { |
| 67 | s32 sensorCount = group->getSensorCount(); |
| 68 | for (s32 i = 0; i < sensorCount; i++) { |
| 69 | auto* sensor = group->getSensor(index: i); |
| 70 | s32 group2SensorCount = group2->getSensorCount(); |
| 71 | for (s32 j = 0; j < group2SensorCount; j++) { |
| 72 | auto* otherSensor = group2->getSensor(index: j); |
| 73 | executeHitCheck(sensor, otherSensor); |
| 74 | } |
| 75 | } |
| 76 | } |
| 77 | |
| 78 | void HitSensorDirector::executeHitCheck(HitSensor* sensor, HitSensor* otherSensor) const { |
| 79 | if (sensor->mParentActor == otherSensor->mParentActor) |
| 80 | return; |
| 81 | sead::Vector3f distance = sensor->mPos - otherSensor->mPos; |
| 82 | f32 combinedRadius = sensor->mRadius + otherSensor->mRadius; |
| 83 | if (distance.squaredLength() >= sead::Mathf::square(t: combinedRadius)) |
| 84 | return; |
| 85 | if (otherSensor->mSensorType != HitSensorType::Eye && |
| 86 | otherSensor->mSensorType != HitSensorType::PlayerEye) |
| 87 | sensor->addHitSensor(otherSensor); |
| 88 | if (sensor->mSensorType != HitSensorType::Eye && |
| 89 | sensor->mSensorType != HitSensorType::PlayerEye) |
| 90 | otherSensor->addHitSensor(sensor); |
| 91 | } |
| 92 | |
| 93 | void HitSensorDirector::initGroup(HitSensor* sensor) { |
| 94 | if (isSensorPlayerEye(sensor)) |
| 95 | sensor->mHitGroup = mPlayerEye; |
| 96 | else if (isSensorPlayerAll(sensor)) |
| 97 | sensor->mHitGroup = mPlayer; |
| 98 | else if (isSensorRide(sensor)) |
| 99 | sensor->mHitGroup = mRide; |
| 100 | else if (isSensorEye(sensor)) |
| 101 | sensor->mHitGroup = mEye; |
| 102 | else if (isSensorSimple(sensor)) |
| 103 | sensor->mHitGroup = mSimple; |
| 104 | else if (isSensorMapObj(sensor)) |
| 105 | sensor->mHitGroup = mMapObj; |
| 106 | else if (isSensorLookAt(sensor)) |
| 107 | sensor->mHitGroup = mLookAt; |
| 108 | else |
| 109 | sensor->mHitGroup = mCharacter; |
| 110 | } |
| 111 | |
| 112 | } // namespace al |
| 113 | |