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#pragma once
#include <container/seadBuffer.h>
#include <prim/seadRuntimeTypeInfo.h>
#include <utility/aglParameter.h>
#include <utility/aglParameterList.h>
#include <utility/aglParameterObj.h>
#include "KingSystem/Physics/RigidBody/Shape/physShape.h"
#include "KingSystem/Physics/physDefines.h"
#include "KingSystem/Utils/Types.h"
namespace ksys::phys {
struct ShapeParamObj;
class SystemGroupHandler;
class RigidBody;
// TODO: maybe move this to NavMesh/?
enum class NavMeshType {
NOT_USE,
STATIC_CUTTING,
STATIC_WALKABLE_AND_CUTTING,
STATIC_WALKABLE_AND_CUTTING_CGO,
STATIC_DEPENDS_ON_WALL_CODE,
STATIC_ENEMY_ONLY,
STATIC_NPC_ONLY,
STATIC_LOW_CEILING,
STATIC_GIANT_NO_ENTRY_PAINT,
STATIC_CUTTING_CARVER,
STATIC_AIR_WALL_FOR_HORSE,
STATIC_FENCE_FOR_HORSE,
STATIC_CUTTING_LARGE,
STATIC_CURSE,
DYNAMIC_OBSTACLE,
DYNAMIC_SILHOUETTE_AND_OBSTACLE,
DYNAMIC_WITHOUT_TOLERANCE,
MATERIAL_PAINT_AND_OBSTACLE,
MATERIAL_PAINT,
MATERIAL_WITHOUT_TOLERANCE,
};
enum class NavMeshSubMaterial {
LiftableByEnemy = 0xf,
Fire = 0x10,
Curse = 0x11,
NPCOnly = 0x12,
GiantNoEntry = 0x13,
Pass = 0x14,
None = 0x15,
};
struct RigidBodyInstanceParam {
SEAD_RTTI_BASE(RigidBodyInstanceParam)
public:
RigidBodyInstanceParam() = default;
explicit RigidBodyInstanceParam(ShapeType type) : shape_type(type) {}
const char* name = "no name";
ShapeType shape_type = ShapeType::Unknown;
MotionType motion_type = MotionType::Dynamic;
float mass = 1.0f;
sead::Vector3f inertia = sead::Vector3f::ones;
sead::Vector3f center_of_mass = sead::Vector3f::zero;
float linear_damping = 0.0f;
float angular_damping = 0.05f;
f32 gravity_factor = 1.0f;
f32 time_factor = 1.0f;
float max_linear_velocity = 200.0f;
float max_angular_velocity_rad = 200.0f;
float max_impulse = -1.0f;
float col_impulse_scale = 1.0f;
float friction_scale = 1.0f;
float restitution_scale = 1.0f;
float water_buoyancy_scale = 1.0f;
float water_flow_effective_rate = 1.0f;
float magne_mass_scaling_factor = 1.0f;
bool enable_deactivation = true;
bool toi = false;
bool always_character_mass_scaling = false;
SystemGroupHandler* system_group_handler = nullptr;
ContactLayer contact_layer = ContactLayer::EntityObject;
GroundHit groundhit = GroundHit::HitAll;
u32 groundhit_mask = 0;
u32 contact_mask = 0;
SensorCollisionMask receiver_mask{SensorCollisionMask::CustomReceiverTag{}};
bool ignore_normal_for_impulse = false;
bool no_hit_ground = false;
bool no_hit_water = false;
bool no_char_standing_on = false;
bool _90 = false;
bool isDynamicSensor() const {
return getContactLayerType(contact_layer) == ContactLayerType::Sensor &&
motion_type == MotionType::Dynamic;
}
};
KSYS_CHECK_SIZE_NX150(RigidBodyInstanceParam, 0x98);
struct RigidBodyParam : agl::utl::ParameterList {
struct Info : agl::utl::ParameterObj {
Info();
~Info() override;
agl::utl::Parameter<sead::SafeString> rigid_body_name;
agl::utl::Parameter<float> mass;
agl::utl::Parameter<float> volume;
agl::utl::Parameter<bool> toi;
agl::utl::Parameter<bool> mEnableAutoAddWorld;
agl::utl::Parameter<sead::SafeString> navmesh;
agl::utl::Parameter<sead::SafeString> navmesh_sub_material;
agl::utl::Parameter<sead::Vector3f> inertia;
agl::utl::Parameter<sead::Vector3f> center_of_mass;
agl::utl::Parameter<sead::Vector3f> bounding_center;
agl::utl::Parameter<sead::Vector3f> bounding_extents;
agl::utl::Parameter<sead::SafeString> contact_point_info;
agl::utl::Parameter<sead::SafeString> collision_info;
agl::utl::Parameter<float> max_linear_velocity;
agl::utl::Parameter<float> linear_damping;
agl::utl::Parameter<float> max_angular_velocity_rad;
agl::utl::Parameter<float> angular_damping;
agl::utl::Parameter<float> max_impulse;
agl::utl::Parameter<float> col_impulse_scale;
agl::utl::Parameter<bool> ignore_normal_for_impulse;
agl::utl::Parameter<bool> always_character_mass_scaling;
agl::utl::Parameter<float> friction_scale;
agl::utl::Parameter<float> restitution_scale;
agl::utl::Parameter<float> water_buoyancy_scale;
agl::utl::Parameter<float> water_flow_effective_rate;
agl::utl::Parameter<float> magne_mass_scaling_factor;
agl::utl::Parameter<sead::SafeString> motion_type;
agl::utl::Parameter<sead::SafeString> layer;
agl::utl::Parameter<sead::SafeString> groundhit;
agl::utl::Parameter<bool> use_ground_hit_type_mask;
agl::utl::Parameter<sead::SafeString> ground_hit_type_mask;
agl::utl::Parameter<sead::SafeString> receiver_type;
agl::utl::Parameter<bool> no_hit_ground;
agl::utl::Parameter<bool> no_hit_water;
agl::utl::Parameter<bool> no_char_standing_on;
agl::utl::Parameter<u32> contact_mask;
agl::utl::Parameter<sead::SafeString> link_matrix;
agl::utl::Parameter<sead::SafeString> link_entity_set;
agl::utl::Parameter<sead::SafeString> link_entity_body;
agl::utl::Parameter<bool> use_entity_shape;
agl::utl::Parameter<int> shape_num;
NavMeshType navmesh_val = NavMeshType::NOT_USE;
NavMeshSubMaterial navmesh_sub_material_val = NavMeshSubMaterial::None;
u32 ground_hit_mask = 0;
protected:
void postRead_() override;
};
enum class CreateFixedBoxWithNoCollision : bool {
Yes = true,
No = false,
};
RigidBodyParam();
~RigidBodyParam() override;
RigidBodyParam(const RigidBodyParam&) = delete;
auto operator=(const RigidBodyParam&) = delete;
bool parse(const agl::utl::ResParameterList& res_list, sead::Heap* heap);
void makeInstanceParam(RigidBodyInstanceParam* param) const;
RigidBody* createRigidBody(
SystemGroupHandler* group_handler, sead::Heap* heap,
CreateFixedBoxWithNoCollision no_collision = CreateFixedBoxWithNoCollision::No) const;
/// @param linked_body Must be a RigidBodyFromShape.
RigidBody* createEntityShapeBody(RigidBody* linked_body, SystemGroupHandler* group_handler,
sead::Heap* heap) const;
ContactLayer getContactLayer() const;
GroundHit getGroundHit() const;
MotionType getMotionType() const;
ShapeType getShapeType() const;
Info info;
sead::Buffer<ShapeParamObj> shapes;
};
} // namespace ksys::phys
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