| 1 | #include "Player/PlayerActionFunction.h" |
| 2 | |
| 3 | #include "Library/Math/MathUtil.h" |
| 4 | |
| 5 | namespace PlayerActionFunction { |
| 6 | |
| 7 | f32 accel(f32 speed, f32 speedMax, f32 accel) { |
| 8 | if (speed > speedMax) |
| 9 | return speed; |
| 10 | return sead::Mathf::clampMax(val: speed + accel, max_: speedMax); |
| 11 | } |
| 12 | |
| 13 | f32 brake(f32 speed, u32 frames, f32 speedMax) { |
| 14 | if (speed == 0.0f) |
| 15 | return speed; |
| 16 | f32 decel = speedMax / frames; |
| 17 | if (speed < 0.0f) { |
| 18 | speed += decel; |
| 19 | if (speed > 0.0f) |
| 20 | return 0.0f; |
| 21 | } else { |
| 22 | speed -= decel; |
| 23 | if (speed < 0.0f) |
| 24 | return 0.0f; |
| 25 | } |
| 26 | return speed; |
| 27 | } |
| 28 | |
| 29 | f32 brakeLimit(f32 speed, u32 frames, f32 speedMax, f32 speedMin) { |
| 30 | return sead::Mathf::clampMin(val: speed - (speedMax - speedMin) / frames, min_: speedMin); |
| 31 | } |
| 32 | |
| 33 | f32 calcJumpSpeed(f32 speedFront, f32 speedMin, f32 speedMax, f32 jumpPowerMin, f32 jumpPowerMax) { |
| 34 | if (al::isNearZero(value: jumpPowerMax - jumpPowerMin)) |
| 35 | return jumpPowerMax; |
| 36 | |
| 37 | f32 clampedSpeedFront = sead::Mathf::clamp(value: speedFront, low: speedMin, high: speedMax); |
| 38 | f32 jumpFactor = |
| 39 | sead::Mathf::clamp(value: (clampedSpeedFront - speedMin) / (speedMax - speedMin), low: 0.0f, high: 1.0f); |
| 40 | return ((jumpPowerMax - jumpPowerMin) * jumpFactor + jumpPowerMin); |
| 41 | } |
| 42 | |
| 43 | bool isOppositeDir(const sead::Vector3f& a, const sead::Vector3f& b) { |
| 44 | return b.dot(t: a) <= -0.087156f; // sin(5°) |
| 45 | } |
| 46 | |
| 47 | bool isOppositeVec(const sead::Vector3f& a, const sead::Vector3f& b) { |
| 48 | sead::Vector3f normalizedA = {0.0f, 0.0f, 0.0f}; |
| 49 | if (!al::tryNormalizeOrZero(out: &normalizedA, vec: a)) |
| 50 | return false; |
| 51 | sead::Vector3f normalizedB = {0.0f, 0.0f, 0.0f}; |
| 52 | if (!al::tryNormalizeOrZero(out: &normalizedB, vec: b)) |
| 53 | return false; |
| 54 | return isOppositeDir(a: normalizedA, b: normalizedB); |
| 55 | } |
| 56 | |
| 57 | f32 calcStickPow(f32 pow) { |
| 58 | return sead::Mathf::sign(value: pow) * |
| 59 | sead::Mathf::clamp(value: (sead::Mathf::sign(value: pow) * pow - 0.1f) / 0.9f, low: 0.0f, high: 1.0f); |
| 60 | } |
| 61 | |
| 62 | } // namespace PlayerActionFunction |
| 63 | |