A reimplementation of Mario Kart Wii's physics engine in C++
Loading...
Searching...
No Matches
ObjectWanwan.cc
1#include "ObjectWanwan.hh"
2
3#include "game/field/CollisionDirector.hh"
4#include "game/field/ObjectDirector.hh"
5
6#include "game/kart/KartObject.hh"
7
8#include "game/system/RaceConfig.hh"
9
10#include "game/system/RaceManager.hh"
11
12namespace Kinoko::Field {
13
15ObjectWanwan::ObjectWanwan(const System::MapdataGeoObj &params)
16 : ObjectCollidable(params), StateManager(this, STATE_ENTRIES), m_pitch(0.0f),
17 m_chainLength(static_cast<f32>(params.setting(0))),
18 m_attackDistance(4800.0f + static_cast<f32>(params.setting(2))),
19 m_attackArcTargetX(10.0f * static_cast<f32>(static_cast<s16>(params.setting(3)))),
20 m_attackArcTargetZ(10.0f * static_cast<f32>(static_cast<s16>(params.setting(4)))),
21 m_chainAttachMat(EGG::Matrix34f::ident) {
22 constexpr EGG::Vector3f ANCHOR_OFFSET = EGG::Vector3f(0.0f, 20.0f, 0.0f);
23 constexpr EGG::Vector3f POS_OFFSET_MCWII = EGG::Vector3f(14500.0f, 1300.0f, 44850.0f);
24 constexpr EGG::Vector3f POS_OFFSET_RMC = EGG::Vector3f(8012.0f, 1668.0f, -30150.0f);
25
26 m_idleDuration = static_cast<u32>(params.setting(5));
27 m_attackArc = static_cast<f32>(params.setting(6));
28
29 if (m_idleDuration == 0) {
30 m_idleDuration = 300;
31 }
32
33 if (m_attackArc == 0.0f) {
34 m_attackArc = 30.0f;
35 }
36
37 auto *pile = EGG::egg_new<ObjectWanwanPile>(pos(), rot(), scale());
38 pile->load();
39
40 m_anchor = pos() + ANCHOR_OFFSET;
41
42 setScale(SCALE);
43
44 f32 sqLen = m_chainLength * m_chainLength + 300.0f * (300.0f * scale().y) * scale().y;
45 m_chainCount = static_cast<u32>(EGG::Mathf::sqrt(sqLen) / (CHAIN_LENGTH * scale().y));
46 if (m_chainCount > 0) {
47 --m_chainCount;
48 }
49
50 m_initPos = m_anchor + EGG::Vector3f(0.5f * -m_chainLength, 600.0f, 0.5f * -m_chainLength);
51
52 auto course = System::RaceConfig::Instance()->raceScenario().course;
53 if (course == Course::Mario_Circuit) {
54 EGG::Vector3f pos = POS_OFFSET_MCWII - m_anchor;
55 pos.y = 0.0f;
56 pos.normalise2();
57 m_attackArcCenter = pos * m_chainLength + m_anchor;
58 m_attackArcCenter.y = POS_OFFSET_MCWII.y;
59 } else if (course == Course::GCN_Mario_Circuit) {
60 EGG::Vector3f pos = POS_OFFSET_RMC - m_anchor;
61 pos.y = 0.0f;
62 pos.normalise2();
63 m_attackArcCenter = pos * m_chainLength + m_anchor;
64 m_attackArcCenter.y = POS_OFFSET_RMC.y;
65 } else {
66 m_attackArcCenter = m_anchor;
67 m_attackArcCenter.z += m_chainLength;
68 }
69
70 initTransformKeyframes();
71}
72
74ObjectWanwan::~ObjectWanwan() = default;
75
77void ObjectWanwan::init() {
78 setPos(m_initPos);
79 m_chainAttachPos = m_initPos;
80 m_vel.setZero();
81 m_accel.setZero();
82 m_speed = 0.0f;
83 m_tangent = EGG::Vector3f::ex;
84 m_up = EGG::Vector3f::ey;
85 m_targetUp = EGG::Vector3f::ey;
86 m_touchingFloor = false;
87 m_chainTaut = false;
88 m_frame = 0;
89 m_target.setZero();
90 m_targetDir = EGG::Vector3f::ez;
91 m_retarget = false;
92 m_wanderTimer = 0;
93 m_attackStill = false;
94 m_backDir = EGG::Vector3f::ex;
95 m_nextStateId = 0;
96}
97
99void ObjectWanwan::calc() {
100 StateManager::calc();
101
102 calcPos();
103 calcAttackPos();
104 calcCollision();
105 calcMat();
106 calcChainAttachMat();
107 calcChain();
108
109 ++m_frame;
110
111 if (pos().y < m_anchor.y - 1000.0f) {
112 setPos(EGG::Vector3f(pos().x, m_anchor.y + 1000.0f, pos().z));
113 m_vel.y = 0.0f;
114 }
115}
116
118Kart::Reaction ObjectWanwan::onCollision(Kart::KartObject *kartObj, Kart::Reaction reactionOnKart,
119 Kart::Reaction /*reactionOnObj*/, EGG::Vector3f & /*hitDepth*/) {
120 if (m_currentStateId == 1 && !m_attackStill) {
121 return reactionOnKart;
122 }
123
124 return kartObj->speedRatioCapped() < 0.5f ? Kart::Reaction::WallAllSpeed : reactionOnKart;
125}
126
128void ObjectWanwan::enterWait() {
129 constexpr f32 ANGLE_RANGE = 0.33f * 60.0f;
130 constexpr f32 ANGLE_NORMALIZATION = 0.66f * 60.0f;
131 m_retarget = false;
132 m_vel.x = 0.0f;
133 m_vel.z = 0.0f;
134 m_accel.x = 0.0f;
135 m_accel.z = 0.0f;
136 m_speed = 0.0f;
137
138 f32 randAngle =
139 System::RaceManager::Instance()->random().getF32(ANGLE_RANGE) + ANGLE_NORMALIZATION;
140
141 if (CrossXZ(pos() + m_tangent, pos(), m_anchor) >= 0.0f) {
142 randAngle *= -1.0f;
143 }
144
145 EGG::Vector3f vStack_40 = m_anchor - EGG::Vector3f(pos().x, m_anchor.y, pos().z);
146 vStack_40.normalise2();
147
148 EGG::Vector3f vStack_4c = RotateXZByYaw(DEG2RAD * randAngle, vStack_40);
149 f32 fVar2 = m_chainLength < 3000.0f ? 0.5f : 0.7f;
150 m_target = vStack_4c * m_chainLength * fVar2 + m_anchor;
151}
152
154void ObjectWanwan::enterAttack() {
155 m_vel.x = 0.0f;
156 m_vel.z = 0.0f;
157 m_accel.x = 0.0f;
158 m_accel.z = 0.0f;
159 m_speed = 0.0f;
160 m_pitch = 0.0f;
161 m_wanderTimer = 0;
162 m_attackStill = false;
163 m_chainTaut = false;
164 m_anchor.y += 30.0f;
165
166 calcRandomTarget();
167}
168
170void ObjectWanwan::enterBack() {
171 m_vel.x = 0.0f;
172 m_vel.z = 0.0f;
173 m_accel.x = 0.0f;
174 m_accel.z = 0.0f;
175 m_speed = 15.0f;
176 m_pitch = -ObjectDirector::Instance()->WanwanMaxPitch();
177 m_backDir = m_anchor - pos();
178 m_backDir.y = 0.0f;
179 m_backDir.normalise2();
180 m_attackStill = false;
181 m_chainTaut = false;
182 m_anchor.y -= 30.0f;
183}
184
186void ObjectWanwan::calcWait() {
187 constexpr f32 ANGLE_RANGE = 0.33f * 0.5f * 60.0f;
188 constexpr f32 ANGLE_NORMALIZATION = 0.66f * 0.5f * 60.0f;
189
190 EGG::Vector3f targetDir = m_target - pos();
191 targetDir.y = 0.0f;
192
193 // In the base game, if the dot product is less than epsilon, then r31 contains F_PI
194 f32 distFromTarget = F_PI;
195 if (targetDir.squaredLength() > std::numeric_limits<f32>::epsilon()) {
196 distFromTarget = targetDir.normalise();
197 }
198
199 if (!m_retarget && distFromTarget < 0.55f * m_chainLength) {
200 EGG::Vector3f relTarget = m_target - m_anchor;
201 auto &rand = System::RaceManager::Instance()->random();
202 f32 angle = rand.getF32(ANGLE_RANGE) + ANGLE_NORMALIZATION;
203 if (CrossXZ(m_target, m_attackArcCenter, m_anchor) >= 0.0f) {
204 angle *= -1.0f;
205 }
206
207 m_target = RotateXZByYaw(angle * DEG2RAD, relTarget) + m_anchor;
208 m_retarget = true;
209 }
210
211 m_targetDir = targetDir;
212
213 calcTangent(0.04f);
214 calcUp(0.1f);
215
216 calcSpeed();
217 calcBounce();
218
219 calcWanderTimer();
220}
221
223void ObjectWanwan::calcAttack() {
224 constexpr u32 ATTACK_DURATION = 120;
225 constexpr f32 PITCH_STEP = 25.0f;
226
227 if (m_currentFrame > ATTACK_DURATION) {
228 m_nextStateId = 2;
229 }
230
231 f32 maxPitch = ObjectDirector::Instance()->WanwanMaxPitch();
232 if (EGG::Mathf::abs(m_pitch) < EGG::Mathf::abs(maxPitch)) {
233 m_pitch -= maxPitch / PITCH_STEP;
234 }
235
236 calcTangent(10.0f * 0.04f);
237 calcUp(0.1f);
238
239 if (m_chainTaut || m_attackStill) {
240 if (!m_attackStill) {
241 m_target = m_anchor + (m_chainAttachPos - m_anchor) * 2.0f;
242 m_targetDir = m_target - pos();
243 m_targetDir.y = 0.0f;
244 m_targetDir.normalise2();
245 EGG::Vector3f posOffset = pos() - m_chainAttachPos;
246 posOffset.y = 0.0f;
247 f32 radius = posOffset.length();
248 EGG::Vector3f chainDir = m_chainAttachPos - m_anchor;
249 chainDir.y = 0.0f;
250 chainDir.normalise2();
251 EGG::Vector3f nextPos = m_chainAttachPos + chainDir * radius;
252 setPos(EGG::Vector3f(nextPos.x, pos().y, nextPos.z));
253 EGG::Vector3f tangent = m_tangent + chainDir;
254 tangent.y = 0.0f;
255 if (tangent.squaredLength() > std::numeric_limits<f32>::epsilon()) {
256 tangent.normalise2();
257 }
258
259 m_tangent = tangent;
260 }
261
262 m_attackStill = true;
263 m_vel.y = 0.0f;
264 m_vel *= -0.85f;
265 } else {
266 m_vel.x = m_tangent.x * 120.0f;
267 m_vel.z = m_tangent.z * 120.0f;
268 }
269}
270
272void ObjectWanwan::calcBack() {
273 if (EGG::Mathf::abs(m_pitch) > 2.0f) {
274 m_pitch += ObjectDirector::Instance()->WanwanMaxPitch() / 15.0f;
275 }
276
277 m_vel.x = m_backDir.x * m_speed * 1.5f;
278 m_vel.z = m_backDir.z * m_speed * 1.5f;
279
280 if (m_touchingFloor) {
281 m_vel.y = 0.0f;
282 m_accel += EGG::Vector3f::ey * 12.0f;
283 } else {
284 m_accel.y = 0.0f;
285 }
286
287 if (m_currentFrame > 90) {
288 m_nextStateId = 0;
289 }
290}
291
293void ObjectWanwan::calcPos() {
294 m_vel += m_accel - GRAVITY;
295 addPos(m_vel);
296 m_accel.setZero();
297}
298
300void ObjectWanwan::calcCollision() {
301 constexpr EGG::Vector3f POS_OFFSET = EGG::Vector3f(0.0f, -570.0f, 0.0f);
302
303 m_touchingFloor = false;
304 CollisionInfo info;
305 KCLTypeMask mask;
306 EGG::Vector3f colPos = pos() + POS_OFFSET;
307 auto *colDir = CollisionDirector::Instance();
308
309 bool hasCol = colDir->checkSphereFullPush(30.0f, colPos, EGG::Vector3f::inf, KCL_TYPE_FLOOR,
310 &info, &mask, 0);
311
312 if (!hasCol) {
313 return;
314 }
315
316 m_touchingFloor = true;
317 EGG::Vector3f local_84 = info.tangentOff;
318 f32 scale = local_84.normalise();
319 addPos(EGG::Vector3f::ey * scale);
320
321 if (info.floorDist > -std::numeric_limits<f32>::min()) {
322 m_targetUp = info.floorNrm;
323 }
324
325 m_accel += GRAVITY;
326}
327
329void ObjectWanwan::calcMat() {
330 EGG::Matrix34f mat;
331 if (m_currentStateId == 1) {
332 SetRotTangentHorizontal(mat, EGG::Vector3f::ey, m_tangent);
333 } else {
334 SetRotTangentHorizontal(mat, m_up, m_tangent);
335 }
336 mat.setBase(3, EGG::Vector3f::zero);
337
338 EGG::Vector3f rot = EGG::Vector3f(m_pitch * DEG2RAD, 0.0f, 0.0f);
339 EGG::Matrix34f rtMat;
340 rtMat.makeRT(rot, EGG::Vector3f::zero);
341 mat = mat.multiplyTo(rtMat);
342 mat.setBase(3, pos());
343 setTransform(mat);
344}
345
347void ObjectWanwan::calcChainAttachMat() {
348 u32 idx = m_currentStateId == 1 ? 0 : m_frame % 15;
349
350 calcTransform();
351
352 EGG::Matrix34f mat = transform();
353 mat.setBase(3, EGG::Vector3f::zero);
354 EGG::Vector3f keyFramePos = m_transformKeyframes[idx].base(3);
355 EGG::Vector3f posOffset = mat.ps_multVector(keyFramePos) * 2.0f;
356 mat.setBase(3, posOffset + pos());
357
358 m_chainAttachMat = mat;
359}
360
362void ObjectWanwan::calcSpeed() {
363 if (m_speed < 8.0f) {
364 m_speed += 0.5f;
365 m_accel.x = m_tangent.x * 0.5f;
366 m_accel.z = m_tangent.z * 0.5f;
367 } else {
368 m_speed = 8.0f;
369 m_accel.x = 0.0f;
370 m_accel.z = 0.0f;
371 m_vel.x = m_tangent.x * 8.0f;
372 m_vel.z = m_tangent.z * 8.0f;
373 }
374}
375
377void ObjectWanwan::calcBounce() {
378 if (m_touchingFloor) {
379 m_vel.y = 0.0f;
380 m_accel += EGG::Vector3f::ey * 12.0f;
381 } else {
382 m_accel.y = 0.0f;
383 }
384}
385
387void ObjectWanwan::calcTangent(f32 t) {
388 m_tangent = Interpolate(t, m_tangent, m_targetDir);
389 if (m_tangent.squaredLength() > std::numeric_limits<f32>::epsilon()) {
390 m_tangent.normalise2();
391 } else {
392 m_tangent = m_targetDir;
393 }
394}
395
397void ObjectWanwan::calcUp(f32 t) {
398 m_up = Interpolate(t, m_up, m_targetUp);
399 if (m_up.squaredLength() > std::numeric_limits<f32>::epsilon()) {
400 m_up.normalise2();
401 } else {
402 m_up = EGG::Vector3f::ey;
403 }
404}
405
407void ObjectWanwan::calcRandomTarget() {
408 f32 angle = System::RaceManager::Instance()->random().getF32(m_attackArc * 2.0f);
409 EGG::Vector3f attackArcTarget = EGG::Vector3f(m_attackArcTargetX, 0.0f, m_attackArcTargetZ);
410 EGG::Vector3f attackArcDir = attackArcTarget - m_anchor;
411 attackArcDir.y = 0.0f;
412 attackArcDir.normalise2();
413 EGG::Vector3f attackTargetDir = RotateXZByYaw((angle - m_attackArc) * DEG2RAD, attackArcDir);
414 m_target = m_anchor + attackTargetDir * m_attackDistance;
415 m_targetDir = m_target - pos();
416 m_targetDir.y = 0.0f;
417 m_targetDir.normalise2();
418}
419
421void ObjectWanwan::initTransformKeyframes() {
422 std::array<f32, 15> xRot;
423 SampleHermiteInterp(0.0f, 10.0f, 2.0f, -1.111111f, std::span(xRot.begin(), 6));
424 SampleHermiteInterp(10.0f, -10.0f, -1.111111f, -1.111111f, std::span(xRot.begin() + 5, 5));
425 SampleHermiteInterp(-10.0f, 0.0f, -1.111111f, 2.0f, std::span(xRot.begin() + 9, 6));
426
427 std::array<f32, 15> yPos;
428 SampleHermiteInterp(0.0f, -27.35f, -9.1166658f, 3.75f, std::span(yPos.begin(), 4));
429 SampleHermiteInterp(-27.35f, 33.75f, 3.75f, 2.4863639f, std::span(yPos.begin() + 3, 7));
430 SampleHermiteInterp(33.75f, 0.0f, 2.4863639f, -6.75f, std::span(yPos.begin() + 9, 6));
431
432 std::array<f32, 15> zPos;
433 SampleHermiteInterp(0.0f, -33.75f, -6.75f, -4.8214278f, std::span(zPos.begin(), 6));
434 SampleHermiteInterp(-33.75f, -33.75f, -4.8214278f, 8.4375f, std::span(zPos.begin() + 5, 3));
435 SampleHermiteInterp(-33.75f, 0.0f, 8.4375f, 14.464999f, std::span(zPos.begin() + 7, 3));
436 SampleHermiteInterp(0.0f, 24.11f, 14.464999f, 0.0f, std::span(zPos.begin() + 9, 3));
437 SampleHermiteInterp(24.11f, 0.0f, 0.0f, -8.0366669f, std::span(zPos.begin() + 11, 4));
438
439 for (u8 i = 0; i < m_transformKeyframes.size(); ++i) {
440 EGG::Matrix34f mat;
441 mat.makeR(EGG::Vector3f(xRot[i] * DEG2RAD, 0.0f, 0.0f));
442 mat.setBase(3, EGG::Vector3f(0.0f, yPos[i], zPos[i]));
443 m_transformKeyframes[i] = mat;
444 }
445}
446
448void ObjectWanwan::calcAttackPos() {
449 constexpr f32 SCALED_CHAIN_LENGTH = CHAIN_LENGTH * SCALE;
450
451 if (m_currentStateId != 1) {
452 return;
453 }
454
455 calcMat();
456 calcTransform();
457 calcChainAttachPos(transform());
458
459 EGG::Vector3f dir = m_chainAttachPos - m_anchor;
460 f32 dist = dir.normalise();
461 dist -= SCALED_CHAIN_LENGTH * static_cast<f32>(m_chainCount);
462
463 if (dist > 0.0f || m_attackStill) {
464 m_chainTaut = true;
465 subPos(dir * dist);
466 addPos(dir * 35.0f);
467 }
468}
469
470void ObjectWanwan::calcChainAttachPos(EGG::Matrix34f mat) {
471 EGG::Vector3f pos = mat.base(3);
472 pos -= mat.base(2) * 250.0f * scale().x;
473 mat.setBase(3, pos);
474
475 EGG::Vector3f backOffset = mat.base(2) * 140.0f * scale().x;
476 EGG::Vector3f verticalOffset = mat.base(1) * 20.0f * scale().x;
477 m_chainAttachPos = pos - backOffset + verticalOffset;
478}
479
481void ObjectWanwan::SampleHermiteInterp(f32 start, f32 end, f32 startTangent, f32 endTangent,
482 std::span<f32> dst) {
483 dst.front() = start;
484 dst.back() = end;
485
486 f32 scalar = 1.0f / static_cast<f32>(dst.size() - 1);
487
488 for (u8 i = 1; i < dst.size() - 1; ++i) {
489 dst[i] = EGG::Mathf::Hermite(start, startTangent, end, endTangent,
490 scalar * static_cast<f32>(i));
491 }
492}
493
494} // namespace Kinoko::Field
#define KCL_TYPE_FLOOR
0x20E80FFF - Any KCL that the player or items can drive/land on.
Base class that represents different "states" for an object.
Pertains to collision.