ksys/phys: Add more RigidBody functions and Havok utils

This commit is contained in:
Léo Lam
2022-01-17 19:59:09 +01:00
parent a2cde0f0de
commit 87bca00e68
10 changed files with 311 additions and 29 deletions
@@ -1,6 +1,9 @@
#include "KingSystem/Physics/RigidBody/physRigidBody.h"
#include <Havok/Physics/Constraint/Data/hkpConstraintData.h>
#include <Havok/Physics/Constraint/hkpConstraintInstance.h>
#include <Havok/Physics2012/Dynamics/Collide/hkpResponseModifier.h>
#include <Havok/Physics2012/Dynamics/Entity/hkpRigidBody.h>
#include <Havok/Physics2012/Dynamics/Inertia/hkpInertiaTensorComputer.h>
#include <Havok/Physics2012/Dynamics/Motion/Rigid/hkpFixedRigidMotion.h>
#include <Havok/Physics2012/Dynamics/Motion/Rigid/hkpKeyframedRigidMotion.h>
#include <cmath>
@@ -768,6 +771,63 @@ float RigidBody::getColImpulseScale() const {
return getEntityMotionAccessor()->getColImpulseScale();
}
bool RigidBody::hasConstraintWithUserData() {
auto lock = makeScopedLock(true);
for (int i = 0, n = getHkBody()->getNumConstraints(); i < n; ++i) {
auto* constraint = getHkBody()->getConstraint(i);
if (constraint->getData()->getType() != hkpConstraintData::CONSTRAINT_TYPE_CONTACT &&
constraint->m_userData != 0) {
return true;
}
}
return false;
}
void RigidBody::setEntityMotionFlag40(bool set) {
if (!isEntity() || isCharacterControllerType())
return;
getEntityMotionAccessor()->changeFlag(RigidBodyMotionEntity::Flag::_40, set);
}
bool RigidBody::isEntityMotionFlag40On() const {
if (!isEntity() || !mMotionAccessor || isCharacterControllerType())
return false;
return getEntityMotionAccessor()->hasFlag(RigidBodyMotionEntity::Flag::_40);
}
void RigidBody::resetInertiaAndCenterOfMass() {
float volume;
sead::Vector3f center_of_mass;
sead::Vector3f inertia;
computeShapeVolumeMassProperties(&volume, &center_of_mass, &inertia);
setInertiaLocal(inertia);
setCenterOfMassInLocal(center_of_mass);
}
void RigidBody::computeShapeVolumeMassProperties(float* volume, sead::Vector3f* center_of_mass,
sead::Vector3f* inertia_tensor) {
hkMassProperties properties;
const auto shape = getHkBody()->getCollidable()->getShape();
const float mass = getMass();
hkpInertiaTensorComputer::computeShapeVolumeMassProperties(shape, mass, properties);
if (volume != nullptr)
*volume = properties.m_volume;
if (center_of_mass != nullptr)
storeToVec3(center_of_mass, properties.m_centerOfMass);
if (inertia_tensor != nullptr) {
hkVector4f diagonal{properties.m_inertiaTensor.get<0, 0>(),
properties.m_inertiaTensor.get<1, 1>(),
properties.m_inertiaTensor.get<2, 2>()};
storeToVec3(inertia_tensor, diagonal);
}
}
void RigidBody::resetPosition() {
// debug logging?
[[maybe_unused]] sead::Vector3f position = getPosition();
@@ -105,8 +105,14 @@ public:
// FIXME: types and names
virtual float m4();
virtual void m5();
virtual void m6();
virtual void m7();
/// Recalculate inertia, volume and center of mass based on the shape and mass of the rigid body
/// and update this rigid body to match the computed values.
virtual void resetInertiaAndCenterOfMass();
/// All three parameters may be null.
virtual void computeShapeVolumeMassProperties(float* volume, sead::Vector3f* center_of_mass,
sead::Vector3f* inertia_tensor);
bool initMotionAccessorForDynamicMotion(sead::Heap* heap);
bool initMotionAccessor(const RigidBodyInstanceParam& param, sead::Heap* heap,
@@ -299,6 +305,17 @@ public:
Type getType() const { return mType; }
bool isCharacterControllerType() const { return mType == Type::CharacterController; }
bool hasConstraintWithUserData();
// 0x0000007100f94e80
bool x_103(int a);
// 0x0000007100f94f18
bool x_104(RigidBody* other_body, int a, int b);
// 0x0000007100f950ac
bool x_105();
void setEntityMotionFlag40(bool set);
bool isEntityMotionFlag40On() const;
void lock();
void lock(bool also_lock_world);
void unlock();