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BounceClass.h
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BounceClass.h
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/*
Ballistic trajectory data used by Animations and Voxel Animations.
*/
#pragma once
#include <GeneralStructures.h>
#include <YRMathVector.h>
class BounceClass
{
public:
enum class Status : int {
None = 0,
Bounce = 1,
Impact = 2
};
// constructors
BounceClass() = default;
BounceClass(const CoordStruct& coords, double elasticity, double gravity,
double maxVelocity, const Vector3D<float>& velocity, double angularVelocity)
{
this->Initialize(coords, elasticity, gravity, maxVelocity, velocity, angularVelocity);
}
void Initialize(const CoordStruct& coords, double elasticity, double gravity,
double maxVelocity, const Vector3D<float>& velocity, double angularVelocity)
{ JMP_THIS(0x4397E0); }
CoordStruct* GetCoords(CoordStruct* pBuffer) const
{ JMP_THIS(0x4399A0); }
CoordStruct GetCoords() const {
CoordStruct buffer;
this->GetCoords(&buffer);
return buffer;
}
Matrix3D* GetDrawingMatrix(Matrix3D* pBuffer) const
{ JMP_THIS(0x4399E0); }
Matrix3D GetDrawingMatrix() const {
Matrix3D buffer;
this->GetDrawingMatrix(&buffer);
return buffer;
}
Status Update()
{ JMP_THIS(0x439B00); }
double Elasticity{ 0.0 }; // speed multiplier when bouncing off the ground
double Gravity{ 0.0 }; // subtracted from the Z coords every frame
double MaxVelocity{ 0.0 }; // 0.0 disables check
Vector3D<float> Coords; // position with precision
Vector3D<float> Velocity; // speed components
Quaternion CurrentAngle; // quaternion for drawing
Quaternion AngularVelocity; // second quaternion as per-frame delta
};