#include <vector>
#include <unordered_map>
#include <cmath>
struct Vector3 {
float x, y, z;
Vector3() : x(0), y(0), z(0) {}
Vector3(float x, float y, float z) : x(x), y(y), z(z) {}
static float Distance(const Vector3& a, const Vector3& b) {
return std::sqrt((a.x - b.x) * (a.x - b.x) + (a.y - b.y) * (a.y - b.y) +
(a.z - b.z) * (a.z - b.z));
}
Vector3 operator-(const Vector3& other) const {
return Vector3(x - other.x, y - other.y, z - other.z);
}
Vector3 Normalize() const {
float length = std::sqrt(x * x + y * y + z * z);
return Vector3(x / length, y / length, z / length);
}
Vector3 operator*(float scalar) const {
return Vector3(x * scalar, y * scalar, z * scalar);
}
void operator+=(const Vector3& other) {
x += other.x;
y += other.y;
z += other.z;
}
};
struct VRRig {
struct Transform {
Vector3 position;
};
Transform rightHandTransform;
Transform leftHandTransform;
Transform head;
VRRig() {
[Link] = Vector3();
[Link] = Vector3();
[Link] = Vector3();
}
};
struct Rigidbody {
Vector3 velocity;
Rigidbody() : velocity(Vector3()) {}
void ApplyForce(const Vector3& force) {
velocity += force;
}
};
class GorillaLocomotionPlayer {
public:
static GorillaLocomotionPlayer* Instance() {
static GorillaLocomotionPlayer instance;
return &instance;
}
Rigidbody* GetComponent() {
return &rigidbody;
}
private:
Rigidbody rigidbody;
};
class GorillaParent {
public:
static GorillaParent* Instance() {
static GorillaParent instance;
return &instance;
}
std::vector<VRRig> vrrigs;
};
class GorillaTagger {
public:
static GorillaTagger* Instance() {
static GorillaTagger instance;
return &instance;
}
VRRig* offlineVRRig;
};
class Punch {
public:
static float punchForce;
static float punchRange;
static std::unordered_map<VRRig*, Vector3> lastRightPositions;
static std::unordered_map<VRRig*, Vector3> lastLeftPositions;
static void PunchMod() {
VRRig* playerRig = GorillaTagger::Instance()->offlineVRRig;
Vector3 playerHeadPosition = playerRig->[Link];
Rigidbody* playerRigidbody = GorillaLocomotionPlayer::Instance()-
>GetComponent();
for (VRRig& otherRig : GorillaParent::Instance()->vrrigs) {
if (&otherRig == playerRig) continue;
CheckAndApplyPunch(&otherRig, [Link],
playerHeadPosition, playerRigidbody, lastRightPositions);
CheckAndApplyPunch(&otherRig, [Link],
playerHeadPosition, playerRigidbody, lastLeftPositions);
}
}
private:
static void CheckAndApplyPunch(VRRig* rig, VRRig::Transform& handTransform,
const Vector3& playerHeadPosition, Rigidbody* playerRigidbody,
std::unordered_map<VRRig*, Vector3>& lastPositions) {
Vector3 handPosition = [Link];
float distance = Vector3::Distance(handPosition, playerHeadPosition);
if (distance < punchRange) {
auto it = [Link](rig);
if (it != [Link]()) {
Vector3 lastPosition = it->second;
Vector3 punchDirection = (handPosition - lastPosition).Normalize();
playerRigidbody->ApplyForce(punchDirection * punchForce);
}
}
lastPositions[rig] = handPosition;
}
};
float Punch::punchForce = 10.0f;
float Punch::punchRange = 0.25f;
std::unordered_map<VRRig*, Vector3> Punch::lastRightPositions;
std::unordered_map<VRRig*, Vector3> Punch::lastLeftPositions;
int main() {
// Example usage (you'd probably trigger PunchMod() based on some game event)
Punch::PunchMod();
return 0;
}