Files
ss/include/toBeSorted/d_path.h
T
2025-09-16 22:32:07 -04:00

181 lines
5.7 KiB
C++

#ifndef D_PATH_H
#define D_PATH_H
#include "common.h"
#include "d/d_bzs_types.h"
#include "m/m_vec.h"
/**
* A dPath_c describes a parametric 3D curve in a stage.
* This base path class provides read-only evaluation of the curve.
*
* A path consists of a number of points that this curve passes through.
* Paths can have two ends, or wrap around, connecting the end point with the start point again.
* The curve can either linearly connect the points, or it can be implemented as a spline
* (splines are used for certain actors where smooth movement is necessary, e.g. Sandship).
*
* A curve point (or the segment between that point and the next) is identified by an integer point index [0; n-1], and
* each segment itself is parametrized by a float parameter in [0.0; 1.0]. We call this parameter "time", though since
* no requirements are imposed on the distance between points, there is no guarantee of constant speed across the curve.
* ActorOnRail_Ext (todo rename) provides calculations that allow actors to move along the curve with constant speed.
*/
class dPath_c {
private:
const PATH *mpPathPtr;
s32 mRoomIndex;
bool mPathSubtype;
/** Must only be called for spline paths. Extracts the relevant path points and control points for the given
* segment. */
bool extractControlPoints(
s32 pointIndex, mVec3_c &currPos, mVec3_c &currControl2, mVec3_c &nextControl1, mVec3_c &nextPos
) const;
/**
* Check if the given path segment is a linear segment - even splines can have linear segments!
* This can speed up some calculations.
*/
bool isLinearSegment(s32 pointIndex) const;
void set(const PATH *path, s32 roomIndex, bool subtype);
const PNT *getPathPoint(s32 pointIndex) const;
const BPNT *getPathBpoint(s32 pointIndex) const;
public:
dPath_c();
virtual ~dPath_c();
bool isWrapping() const {
return mpPathPtr->flags & PATH_FLAG_WRAP_AROUND;
}
bool isLinear() const {
return (mpPathPtr->flags & PATH_FLAG_SPLINE) == 0;
}
s32 getNumPoints() const {
return mpPathPtr->pointCount;
}
bool initWithPathId(s32 pathId, s32 roomId, bool pathSubtype);
bool initWithPathIndex(s32 pathIndex, s32 roomId, bool pathSubtype);
void clear();
/** Get a given point that the curve passes through. */
const Vec *getPoint(s32 pointIndex) const;
/** Evaluates the curve position for the given segment and time. */
void getPoint(s32 pointIndex, f64 time, mVec3_c &out) const;
/** Extract point param - TODO what is this used for? */
u8 getPointParam(s32 pointIndex, s32 param) const;
/** Return the index of this PATH in the current room. */
u16 getMyPathIndex(s32 roomId) const;
/** Apparently paths can be linked somehow. */
bool getNextPath(dPath_c *next) const;
/**
* Approximate the time for the given distance along the segment.
* The return value is clamped to [0.0, 1.0]. If the distance exceeds
* the length of this segment, write the excess to the provided pointer.
*/
f32 getSegmentTime(s32 pointIndex, f32 segmentDistance, f32 stepSize, f32 *excess);
/**
* Approximates the distance already traveled on the given segment for the given time.
* Calling this with time == 1.0f returns the segment length.
* Higher resolution -> higher accuracy.
*/
f32 getDistanceMovedOnSegment(s32 pointIndex, s32 resolution, f32 time) const;
/** Calculates the normalized direction of an actor moving along the segment for the given time. */
bool getDirection(s32 segmentIndex, f32 time, mVec3_c &result) const;
/** Calculates the speed (scalar) of an actor moving along the segment at the given time. */
bool getSpeed(s32 segmentIndex, f32 time, f32 *result) const;
/** Calculates the velocity (vector) of an actor moving along the segment at the given time. */
bool getVelocity(s32 segmentIndex, f32 time, mVec3_c &result) const;
};
/** A stateful "path driver" that moves along a given path with a given speed. */
class ActorOnRail_Ext {
public:
ActorOnRail_Ext();
~ActorOnRail_Ext();
f32 getRemainingDistanceOnSegment() const;
s32 getClosestXZPoint(const mVec3_c &) const;
void setSegment(s32 segmentIndex, f32 segmentTime);
bool
init(s32 pathIndex, s32 roomId, u32 flags, s32 segmentIndex, bool pathSubtype, f32 segmentTime, f32 speed, f32 unk);
s32 execute();
s32 getSegmentIndex() const {
return mSegmentIndex;
}
f32 getSegmentTime() const {
return mSegmentTime;
}
bool CheckFlag(u32 flag) const {
return (mFlags & flag) != 0;
}
void ClearFlag(u32 flag) {
mFlags &= ~flag;
}
void SetFlag(u32 flag) {
mFlags |= flag;
}
const mVec3_c &getPosition() const {
return mPosition;
}
void setSpeed(f32 speed) {
mSpeed = speed;
}
void getDirection(mVec3_c &result) {
mPath.getDirection(mSegmentIndex, mSegmentTime, result);
}
bool checkFlag(u32 flags) const {
return (mFlags & flags) != 0;
}
void offFlag(u32 flags) {
mFlags &= ~flags;
}
void onFlag(u32 flags) {
mFlags |= flags;
}
private:
s32 getNextPointIndex(s32 point) const;
s32 getNextPointIndex() const;
/* 0x00 */ dPath_c mPath;
/* 0x10 */ s32 mSegmentIndex;
/* 0x14 */ f32 mSegmentTime;
/* 0x18 */ f32 mSpeed;
/* 0x1C */ u32 mFlags;
/* 0x20 */ f32 field_0x20;
/* 0x24 */ f32 mSegmentDistance;
/* 0x28 */ mVec3_c mPosition;
};
class ActorOnRail3 {
/* 0x00 */ dPath_c mPath;
/* 0x10 */ u16 mSomePntIdx;
/* 0x14 */ u32 mFlags;
public:
ActorOnRail3() : mSomePntIdx(0), mFlags(0) {}
};
#endif