re3-wiiu/src/vehicles/Floater.h
2020-07-01 18:04:02 +02:00

48 lines
1.2 KiB
C++

#pragma once
class CPhysical;
enum tWaterLevel
{
FLOATER_ABOVE_WATER,
FLOATER_IN_WATER,
FLOATER_UNDER_WATER,
};
class cBuoyancy
{
public:
CVector m_position;
CMatrix m_matrix;
int m_field_54;
CVector m_positionZ;
float m_waterlevel;
float m_waterLevelInc;
float m_buoyancy;
CVector m_dimMax;
CVector m_dimMin;
float m_numPartialVolumes;
int m_field_8C;
int m_field_90;
int m_field_94;
bool m_haveVolume;
CVector m_step;
CVector m_stepRatio;
float m_numSteps;
bool m_flipAverage;
char m_field_B9;
bool m_isBoat;
float m_volumeUnderWater;
CVector m_impulsePoint;
bool ProcessBuoyancy(CPhysical *phys, float buoyancy, CVector *point, CVector *impulse);
bool ProcessBuoyancyBoat(CVehicle *phys, float buoyancy, CVector *point, CVector *impulse, bool bNoTurnForce);
void PreCalcSetup(CPhysical *phys, float buoyancy);
void SimpleCalcBuoyancy(void);
float SimpleSumBuoyancyData(CVector &waterLevel, tWaterLevel waterPosition);
void FindWaterLevel(const CVector &zpos, CVector *waterLevel, tWaterLevel *waterPosition);
void FindWaterLevelNorm(const CVector &zpos, CVector *waterLevel, tWaterLevel *waterPosition, CVector *normal);
bool CalcBuoyancyForce(CPhysical *phys, CVector *impulse, CVector *point);
};
extern cBuoyancy mod_Buoyancy;