mirror of
https://github.com/XProger/OpenLara.git
synced 2025-01-17 21:09:00 +01:00
#7 auto-aiming, enemies hit; #8 camera look at enemy, view point on Lara's chest moving while moving blocks; #3 head & chest IK; #15 preventing closing page by Ctrl + W (request)
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@ -19,7 +19,6 @@ struct Camera : Controller {
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float timer;
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int actTargetEntity, actCamera;
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vec3 viewOffset;
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Camera(TR::Level *level, Lara *owner) : Controller(level, owner ? owner->entity : 0), owner(owner), frustum(new Frustum()), timer(0.0f), actTargetEntity(-1), actCamera(-1) {
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fov = 80.0f;
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@ -30,8 +29,8 @@ struct Camera : Controller {
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if (owner) {
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room = owner->getEntity().room;
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pos = pos - owner->getDir() * 1024.0f;
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target = owner->getViewPoint();
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}
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viewOffset = owner->getViewOffset();
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}
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virtual ~Camera() {
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@ -92,11 +91,9 @@ struct Camera : Controller {
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angle.z = 0.0f;
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//angle.x = min(max(angle.x, -80 * DEG2RAD), 80 * DEG2RAD);
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float lerpFactor = (actTargetEntity == -1) ? 4.0f : 10.0f;
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viewOffset = viewOffset.lerp(owner->getViewOffset(), Core::deltaTime * lerpFactor);
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float lerpFactor = (actTargetEntity == -1) ? 6.0f : 10.0f;
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vec3 dir;
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target = vec3(owner->pos.x, owner->pos.y, owner->pos.z) + viewOffset;
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target = target.lerp(owner->getViewPoint(), lerpFactor * Core::deltaTime);
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if (actCamera > -1) {
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TR::Camera &c = level->cameras[actCamera];
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@ -39,10 +39,6 @@ struct Controller {
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float angleExt;
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int health;
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float turnTime;
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int *meshes;
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int mCount;
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quat *animOverrides; // left & right arms animation frames
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@ -59,7 +55,7 @@ struct Controller {
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ActionCommand(TR::Action action, int value, float timer, ActionCommand *next = NULL) : action(action), value(value), timer(timer), next(next) {}
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} *actionCommand;
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Controller(TR::Level *level, int entity) : level(level), entity(entity), velocity(0.0f), animTime(0.0f), animPrevFrame(0), health(100), turnTime(0.0f), actionCommand(NULL), mCount(0), meshes(NULL), animOverrides(NULL), animOverrideMask(0), joints(NULL) {
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Controller(TR::Level *level, int entity) : level(level), entity(entity), velocity(0.0f), animTime(0.0f), animPrevFrame(0), actionCommand(NULL), mCount(0), meshes(NULL), animOverrides(NULL), animOverrideMask(0), joints(NULL) {
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TR::Entity &e = getEntity();
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pos = vec3((float)e.x, (float)e.y, (float)e.z);
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angle = vec3(0.0f, e.rotation, 0.0f);
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@ -528,6 +524,7 @@ struct Controller {
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virtual int getStateDeath() { return state; }
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virtual int getStateDefault() { return state; }
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virtual int getInputMask() { return 0; }
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virtual void hit(int damage) { };
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virtual int getState(Stand stand) {
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TR::Animation *anim = &level->anims[animIndex];
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@ -673,12 +670,12 @@ struct Controller {
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updateEnd();
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}
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void renderMesh(MeshBuilder *mesh, uint32 offsetIndex) {
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MeshBuilder::MeshInfo *m = mesh->meshMap[offsetIndex];
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if (!m) return; // invisible mesh (offsetIndex > 0 && level.meshOffsets[offsetIndex] == 0) camera target entity etc.
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Core::active.shader->setParam(uModel, Core::mModel);
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mesh->renderMesh(m);
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void renderMesh(const mat4 &matrix, MeshBuilder *mesh, uint32 offsetIndex) {
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MeshBuilder::MeshInfo *mInfo = mesh->meshMap[offsetIndex];
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if (!mInfo) return; // invisible mesh (offsetIndex > 0 && level.meshOffsets[offsetIndex] == 0) camera target entity etc.
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Core::active.shader->setParam(uModel, matrix);
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mesh->renderMesh(mInfo);
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}
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void renderShadow(MeshBuilder *mesh, const vec3 &pos, const vec3 &offset, const vec3 &size, float angle) {
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@ -695,15 +692,16 @@ struct Controller {
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}
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virtual void render(Frustum *frustum, MeshBuilder *mesh) {
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PROFILE_MARKER("MDL");
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TR::Entity &entity = getEntity();
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TR::Model &model = getModel();
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TR::Animation *anim = &level->anims[animIndex];
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if (angle.y != 0.0f) Core::mModel.rotateY(angle.y);
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if (angle.x != 0.0f) Core::mModel.rotateX(angle.x);
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if (angle.z != 0.0f) Core::mModel.rotateZ(angle.z);
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mat4 matrix(Core::mModel);
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matrix.translate(pos);
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if (angle.y != 0.0f) matrix.rotateY(angle.y);
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if (angle.x != 0.0f) matrix.rotateX(angle.x);
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if (angle.z != 0.0f) matrix.rotateZ(angle.z);
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float t;
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vec3 move(0.0f);
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@ -712,14 +710,13 @@ struct Controller {
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vec3 bmin = frameA->box.min().lerp(frameB->box.min(), t);
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vec3 bmax = frameA->box.max().lerp(frameB->box.max(), t);
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if (frustum && !frustum->isVisible(Core::mModel, bmin, bmax))
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if (frustum && !frustum->isVisible(matrix, bmin, bmax))
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return;
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entity.flags.rendered = true;
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TR::Node *node = (int)model.node < level->nodesDataSize ? (TR::Node*)&level->nodesData[model.node] : NULL;
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mat4 m;
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m.identity();
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m.translate(((vec3)frameA->pos).lerp(move + frameB->pos, t));
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matrix.translate(((vec3)frameA->pos).lerp(move + frameB->pos, t));
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int sIndex = 0;
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mat4 stack[20];
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@ -729,12 +726,12 @@ struct Controller {
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if (i > 0 && node) {
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TR::Node &t = node[i - 1];
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if (t.flags & 0x01) m = stack[--sIndex];
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if (t.flags & 0x02) stack[sIndex++] = m;
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if (t.flags & 0x01) matrix = stack[--sIndex];
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if (t.flags & 0x02) stack[sIndex++] = matrix;
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ASSERT(sIndex >= 0 && sIndex < 20);
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m.translate(vec3(t.x, t.y, t.z));
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matrix.translate(vec3(t.x, t.y, t.z));
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}
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quat q;
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@ -742,19 +739,15 @@ struct Controller {
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q = animOverrides[i];
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else
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q = lerpAngle(frameA->getAngle(i), frameB->getAngle(i), t);
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m = m * mat4(q, vec3(0.0f));
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mat4 tmp = Core::mModel;
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Core::mModel = Core::mModel * m;
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matrix = matrix * mat4(q, vec3(0.0f));
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if (meshes)
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renderMesh(mesh, meshes[i]);
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renderMesh(matrix, mesh, meshes[i]);
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else
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renderMesh(mesh, model.mStart + i);
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renderMesh(matrix, mesh, model.mStart + i);
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if (joints)
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joints[i] = Core::mModel;
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Core::mModel = tmp;
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joints[i] = matrix;
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}
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if (TR::castShadow(entity.type)) {
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@ -814,8 +807,9 @@ struct SpriteController : Controller {
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}
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virtual void render(Frustum *frustum, MeshBuilder *mesh) {
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PROFILE_MARKER("SPR");
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Core::active.shader->setParam(uModel, Core::mModel);
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mat4 m(Core::mModel);
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m.translate(pos);
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Core::active.shader->setParam(uModel, m);
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mesh->renderSprite(-(getEntity().modelIndex + 1), frame);
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}
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};
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@ -4,11 +4,18 @@
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#include "controller.h"
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struct Enemy : Controller {
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Enemy(TR::Level *level, int entity) : Controller(level, entity) {}
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int health;
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Enemy(TR::Level *level, int entity) : Controller(level, entity), health(100) {}
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virtual Stand getStand() {
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return STAND_GROUND;
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}
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virtual void hit(int damage) {
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health -= damage;
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};
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};
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275
src/lara.h
275
src/lara.h
@ -187,20 +187,23 @@ struct Lara : Controller {
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float animTime;
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float animMaxTime;
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int animIndex;
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quat rot;
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quat rot, rotAbs;
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Weapon::Anim anim;
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} arms[2];
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int target;
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quat rotHead, rotChest;
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int health;
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float turnTime;
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Lara(TR::Level *level, int entity) : Controller(level, entity), wpnCurrent(Weapon::EMPTY), wpnNext(Weapon::EMPTY), chestOffset(pos), target(-1) {
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Lara(TR::Level *level, int entity) : Controller(level, entity), wpnCurrent(Weapon::EMPTY), wpnNext(Weapon::EMPTY), chestOffset(pos), target(-1), health(100), turnTime(0.0f) {
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initMeshOverrides();
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for (int i = 0; i < 2; i++) {
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arms[i].shotTimer = MUZZLE_FLASH_TIME + 1.0f;
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arms[i].animTime = 0.0f;
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arms[i].rot = quat(0, 0, 0, 1);
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arms[i].rotAbs = quat(0, 0, 0, 1);
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}
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rotHead = rotChest = quat(0, 0, 0, 1);
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@ -261,7 +264,7 @@ struct Lara : Controller {
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updateEntity();
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#endif
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}
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void wpnSet(Weapon::Type wType) {
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wpnCurrent = wType;
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wpnState = Weapon::IS_FIRING;
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@ -289,6 +292,16 @@ struct Lara : Controller {
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wpnSetState(wState);
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}
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int wpnGetDamage() {
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switch (wpnCurrent) {
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case Weapon::PISTOLS : return 10;
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case Weapon::SHOTGUN : return 5;
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case Weapon::MAGNUMS : return 20;
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case Weapon::UZIS : return 5;
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default : return 0;
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}
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}
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void wpnSetState(Weapon::State wState) {
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if (wpnState == wState) return;
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@ -335,32 +348,6 @@ struct Lara : Controller {
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wpnState = wState;
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}
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/*
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void setWeaponAnim(Weapon::Anim wAnim, float wAnimDir, Arm *arm) {
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arm->animDir = wAnimDir;
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if (wAnim != arm->anim) {
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arm->anim = wAnim;
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TR::Animation *anim = &level->anims[getWeaponAnimIndex(arm->anim)];
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arm->animTime = arm->animDir >= 0.0f ? 0.0f : ((anim->frameEnd - anim->frameStart) / 30.0f);
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arm->lastFrame = 0xFFFF;
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}
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}
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void setWeapon(Weapon::Type wType, Weapon::State wState, Weapon::Anim wAnim = Weapon::Anim::NONE, float wAnimDir = 0.0f, Arm *arm = NULL) {
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if (wpnCurrent != Weapon::SHOTGUN && wAnim != Weapon::Anim::HOLD && wAnim != Weapon::Anim::AIM && wAnim != Weapon::Anim::FIRE) {
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setWeaponAnim(wAnim, wAnimDir, &arms[0]);
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setWeaponAnim(wAnim, wAnimDir, &arms[1]);
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} else
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setWeaponAnim(wAnim, wAnimDir, !arm ? &arms[1] : arm);
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if (wpnCurrent == wType && wpnState == wState)
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return;
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wpnCurrent = wType;
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wpnSetState(wState);
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}
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*/
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bool emptyHands() {
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return arms[0].anim == Weapon::Anim::NONE;
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}
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@ -422,7 +409,7 @@ struct Lara : Controller {
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wpnSetAnim(arms[0], wpnState, Weapon::Anim::UNHOLSTER, 0.0f, -1.0f);
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wpnSetAnim(arms[1], wpnState, Weapon::Anim::UNHOLSTER, 0.0f, -1.0f);
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} else
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wpnSetAnim(arms[0], wpnState, Weapon::Anim::UNHOLSTER, 0.0f, 1.0f);
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wpnSetAnim(arms[0], wpnState, Weapon::Anim::HOLSTER, 0.0f, 1.0f);
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}
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}
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@ -474,7 +461,7 @@ struct Lara : Controller {
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int frameIndex = getFrameIndex(arms[i].animIndex, arms[i].animTime);
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if (arms[i].anim == Weapon::Anim::FIRE) {
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if (frameIndex < arms[i].lastFrame) {
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if (target == -1 || ((mask & ACTION) && arms[i].target > -1)) {
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if ((mask & ACTION) && (target == -1 || (target > -1 && arms[i].target > -1))) {
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armShot[i] = true;
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} else
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wpnSetAnim(arms[i], Weapon::IS_ARMED, Weapon::Anim::AIM, 0.0f, -1.0f, target == -1);
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@ -516,24 +503,25 @@ struct Lara : Controller {
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int joint = wpnCurrent == Weapon::SHOTGUN ? 8 : (i ? 11 : 8);
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quat tmp = animOverrides[joint];
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animOverrides[joint] = arm->rot * quat(vec3(1, 0, 0), PI * 0.5f) ;
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mat4 m = getJoint(joint, true);
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animOverrides[joint] = tmp;
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vec3 p = m.getPos();
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vec3 d = (m * vec4(0, 1, 0, 0)).xyz;
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vec3 p = getJoint(joint, false).getPos();
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vec3 d = arm->rotAbs * vec3(0, 0, 1);
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vec3 t = p + d * (24.0f * 1024.0f) + ((vec3(randf(), randf(), randf()) * 2.0f) - vec3(1.0f)) * 1024.0f;
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int room;
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vec3 hit = trace(getRoomIndex(), p, t, room, false);
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hit -= d * 64.0f;
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addSprite(level, TR::Entity::SPARK, room, (int)hit.x, (int)hit.y, (int)hit.z, SpriteController::FRAME_RANDOM);
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if (target > -1 && checkHit(target, p, hit, hit)) {
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((Controller*)level->entities[target].controller)->hit(wpnGetDamage());
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hit -= d * 64.0f;
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addSprite(level, TR::Entity::BLOOD, room, (int)hit.x, (int)hit.y, (int)hit.z, SpriteController::FRAME_ANIMATED);
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} else {
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hit -= d * 64.0f;
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addSprite(level, TR::Entity::SPARK, room, (int)hit.x, (int)hit.y, (int)hit.z, SpriteController::FRAME_RANDOM);
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float dist = (hit - p).length();
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if (dist < nearDist) {
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nearPos = hit;
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nearDist = dist;
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float dist = (hit - p).length();
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if (dist < nearDist) {
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nearPos = hit;
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nearDist = dist;
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}
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}
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}
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@ -622,39 +610,35 @@ struct Lara : Controller {
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}
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void animateShotgun() {
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/*
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float &wpnAnimDir = arms[0].animDir;
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float &wpnAnimTime = arms[0].animTime;
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Weapon::Anim &wpnAnim = arms[0].anim;
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TR::Animation *anim = &level->anims[getWeaponAnimIndex(arms[0].anim)];
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float maxTime = (anim->frameEnd - anim->frameStart) / 30.0f;
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if (wpnAnimDir > 0.0f)
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switch (wpnAnim) {
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Arm &arm = arms[0];
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if (arm.animDir >= 0.0f)
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switch (arm.anim) {
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case Weapon::Anim::UNHOLSTER :
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if (wpnAnimTime >= maxTime)
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setWeapon(wpnCurrent, Weapon::IS_ARMED, Weapon::Anim::HOLD, 0.0f);
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else if (wpnAnimTime >= maxTime * 0.3f)
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setWeapon(wpnCurrent, Weapon::IS_ARMED, wpnAnim, 1.0f);
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if (arm.animTime >= arm.animMaxTime)
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wpnSetAnim(arm, Weapon::IS_ARMED, Weapon::Anim::HOLD, 0.0f, 1.0f, false);
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else if (arm.animTime >= arm.animMaxTime * 0.3f)
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wpnSetAnim(arm, Weapon::IS_ARMED, arm.anim, arm.animTime, 1.0f);
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break;
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case Weapon::Anim::HOLSTER :
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if (wpnAnimTime >= maxTime)
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setWeapon(wpnCurrent, Weapon::IS_HIDDEN, Weapon::Anim::NONE, wpnAnimDir);
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else if (wpnAnimTime >= maxTime * 0.7f)
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setWeapon(wpnCurrent, Weapon::IS_HIDDEN, wpnAnim, 1.0f);
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if (arm.animTime >= arm.animMaxTime)
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wpnSetAnim(arm, Weapon::IS_HIDDEN, Weapon::Anim::NONE, 0.0f, 1.0f, false);
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else if (arm.animTime >= arm.animMaxTime * 0.7f)
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wpnSetAnim(arm, Weapon::IS_HIDDEN, arm.anim, arm.animTime, 1.0f);
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break;
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case Weapon::Anim::AIM :
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if (wpnAnimTime >= maxTime)
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setWeapon(wpnCurrent, Weapon::IS_FIRING, Weapon::Anim::FIRE, wpnAnimDir);
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if (arm.animTime >= arm.animMaxTime) {
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if (mask & ACTION)
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wpnSetAnim(arm, Weapon::IS_FIRING, Weapon::Anim::FIRE, arm.animTime - arm.animMaxTime, 1.0f);
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else
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wpnSetAnim(arm, Weapon::IS_ARMED, Weapon::Anim::AIM, 0.0f, -1.0f, false);
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}
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break;
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default : ;
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};
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if (wpnAnimDir < 0.0f && wpnAnimTime <= 0.0f)
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if (wpnAnim == Weapon::Anim::AIM) {
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setWeapon(wpnCurrent, wpnState, Weapon::Anim::HOLD, 0.0f);
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};
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*/
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if (arm.animDir < 0.0f && arm.animTime <= 0.0f)
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if (arm.anim == Weapon::Anim::AIM)
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wpnSetAnim(arm, Weapon::IS_ARMED, Weapon::Anim::HOLD, 0.0f, 1.0f, false);
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}
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void updateOverrides() {
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@ -669,29 +653,30 @@ struct Lara : Controller {
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animOverrides[ 7] = lerpFrames(frameA, frameB, t, 7);
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animOverrides[14] = lerpFrames(frameA, frameB, t, 14);
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|
||||
// right arm
|
||||
if (arms[0].anim != Weapon::Anim::NONE) {
|
||||
getFrames(&frameA, &frameB, t, arms[0].animIndex, arms[0].animTime);
|
||||
|
||||
if (!emptyHands()) {
|
||||
// right arm
|
||||
Arm *arm = &arms[0];
|
||||
getFrames(&frameA, &frameB, t, arm->animIndex, arm->animTime);
|
||||
animOverrides[ 8] = lerpFrames(frameA, frameB, t, 8);
|
||||
animOverrides[ 9] = lerpFrames(frameA, frameB, t, 9);
|
||||
animOverrides[10] = lerpFrames(frameA, frameB, t, 10);
|
||||
animOverrideMask |= BODY_ARM_R;
|
||||
} else
|
||||
animOverrideMask &= ~BODY_ARM_R;
|
||||
|
||||
// left arm
|
||||
if (arms[1].anim != Weapon::Anim::NONE) {
|
||||
getFrames(&frameA, &frameB, t, arms[1].animIndex, arms[1].animTime);
|
||||
// left arm
|
||||
if (wpnCurrent != Weapon::SHOTGUN) arm = &arms[1];
|
||||
getFrames(&frameA, &frameB, t, arm->animIndex, arm->animTime);
|
||||
animOverrides[11] = lerpFrames(frameA, frameB, t, 11);
|
||||
animOverrides[12] = lerpFrames(frameA, frameB, t, 12);
|
||||
animOverrides[13] = lerpFrames(frameA, frameB, t, 13);
|
||||
animOverrideMask |= BODY_ARM_L;
|
||||
|
||||
animOverrideMask |= BODY_ARM_R | BODY_ARM_L;
|
||||
} else
|
||||
animOverrideMask &= ~BODY_ARM_L;
|
||||
animOverrideMask &= ~(BODY_ARM_R | BODY_ARM_L);
|
||||
|
||||
lookAt(target);
|
||||
|
||||
if (wpnCurrent != Weapon::SHOTGUN)
|
||||
|
||||
if (wpnCurrent == Weapon::SHOTGUN)
|
||||
aimShotgun();
|
||||
else
|
||||
aimPistols();
|
||||
}
|
||||
|
||||
@ -714,6 +699,12 @@ struct Lara : Controller {
|
||||
animOverrides[14] = rotHead * animOverrides[14];
|
||||
}
|
||||
|
||||
void aimShotgun() {
|
||||
quat rot;
|
||||
if (!aim(target, 14, vec4(-PI * 0.4f, PI * 0.4f, -PI * 0.25f, PI * 0.25f), rot, &arms[0].rotAbs))
|
||||
arms[0].target = -1;
|
||||
}
|
||||
|
||||
void aimPistols() {
|
||||
float speed = 8.0f * Core::deltaTime;
|
||||
|
||||
@ -721,48 +712,53 @@ struct Lara : Controller {
|
||||
int joint = i ? 11 : 8;
|
||||
vec4 range = i ? vec4(-PI * 0.4f, PI * 0.4f, -PI * 0.5f, PI * 0.2f) : vec4(-PI * 0.4f, PI * 0.4f, -PI * 0.2f, PI * 0.5f);
|
||||
|
||||
Arm *arm = &arms[i];
|
||||
Arm &arm = arms[i];
|
||||
quat rot;
|
||||
if (!aim(target, joint, range, rot)) {
|
||||
arm->target = -1;
|
||||
if (!aim(target, joint, range, rot, &arm.rotAbs)) {
|
||||
arm.target = -1;
|
||||
rot = quat(0, 0, 0, 1);
|
||||
} else
|
||||
arm->target = target;
|
||||
}
|
||||
|
||||
float t;
|
||||
if (arm->anim == Weapon::Anim::FIRE)
|
||||
if (arm.anim == Weapon::Anim::FIRE)
|
||||
t = 1.0f;
|
||||
else if (arm->anim == Weapon::Anim::AIM)
|
||||
t = arm->animTime / arm->animMaxTime;
|
||||
else if (arm.anim == Weapon::Anim::AIM)
|
||||
t = arm.animTime / arm.animMaxTime;
|
||||
else
|
||||
t = 0.0f;
|
||||
|
||||
arm->rot = arm->rot.slerp(rot, speed);
|
||||
animOverrides[joint] = animOverrides[joint].slerp(arm->rot * animOverrides[joint], t);
|
||||
arm.rot = arm.rot.slerp(rot, speed);
|
||||
animOverrides[joint] = animOverrides[joint].slerp(arm.rot * animOverrides[joint], t);
|
||||
}
|
||||
}
|
||||
|
||||
bool aim(int target, int joint, const vec4 &angleRange, quat &rot) {
|
||||
if (target == -1) return false;
|
||||
bool aim(int target, int joint, const vec4 &angleRange, quat &rot, quat *rotAbs = NULL) {
|
||||
if (target > -1) {
|
||||
TR::Entity &e = level->entities[target];
|
||||
vec3 t(e.x, e.y, e.z);
|
||||
|
||||
TR::Entity &e = level->entities[target];
|
||||
vec3 t(e.x, e.y, e.z);
|
||||
mat4 m = getJoint(joint);
|
||||
vec3 delta = (m.inverse() * t).normal();
|
||||
|
||||
mat4 m = getJoint(joint);
|
||||
vec3 delta = (m.inverse() * t).normal();
|
||||
float angleY = clampAngle(atan2(delta.x, delta.z));
|
||||
float angleX = clampAngle(asinf(delta.y));
|
||||
|
||||
float angleY = clampAngle(atan2(delta.x, delta.z));
|
||||
float angleX = clampAngle(asinf(delta.y));
|
||||
if (angleX > angleRange.x && angleX <= angleRange.y &&
|
||||
angleY > angleRange.z && angleY <= angleRange.w) {
|
||||
|
||||
if (angleX < angleRange.x || angleX > angleRange.y ||
|
||||
angleY < angleRange.z || angleY > angleRange.w)
|
||||
return false;
|
||||
quat ax(vec3(1, 0, 0), -angleX);
|
||||
quat ay(vec3(0, 1, 0), angleY);
|
||||
|
||||
quat ax(vec3(1, 0, 0), -angleX);
|
||||
quat ay(vec3(0, 1, 0), angleY);
|
||||
rot = ay * ax;
|
||||
if (rotAbs)
|
||||
*rotAbs = m.getRot() * rot;
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
rot = ay * ax;
|
||||
return true;
|
||||
if (rotAbs)
|
||||
*rotAbs = rotYXZ(angle);
|
||||
return false;
|
||||
}
|
||||
|
||||
void updateTargets() {
|
||||
@ -771,24 +767,33 @@ struct Lara : Controller {
|
||||
return;
|
||||
}
|
||||
|
||||
if (!(mask & ACTION) || target == -1) {
|
||||
if (!(mask & ACTION)) {
|
||||
target = getTarget();
|
||||
arms[0].target = target;
|
||||
arms[1].target = target;
|
||||
}
|
||||
arms[0].target = arms[1].target = target;
|
||||
} else
|
||||
if (target > -1) {
|
||||
TR::Entity &e = level->entities[target];
|
||||
vec3 to = vec3(e.x, e.y, e.z);
|
||||
vec3 from = pos - vec3(0, 512, 0);
|
||||
arms[0].target = arms[1].target = checkOcclusion(from, to, (to - from).length()) ? target : -1;
|
||||
}
|
||||
}
|
||||
|
||||
int getTarget() {
|
||||
int dist = TARGET_MAX_DIST * 3.0f;
|
||||
|
||||
vec3 dir = getDir().normal();
|
||||
int dist = TARGET_MAX_DIST;// * TARGET_MAX_DIST;
|
||||
|
||||
int index = -1;
|
||||
TR::Entity &entity = getEntity();
|
||||
for (int i = 0; i < level->entitiesCount; i++) {
|
||||
TR::Entity &e = level->entities[i];
|
||||
if (!e.isEnemy()) continue;
|
||||
if (!e.flags.rendered || !e.isEnemy()) continue;
|
||||
|
||||
int d = abs(e.x - entity.x) + abs(e.y - entity.y) + abs(e.z - entity.z);
|
||||
if (d < dist) {
|
||||
vec3 p = vec3(e.x, e.y, e.z);
|
||||
vec3 v = p - pos;
|
||||
if (dir.dot(v.normal()) <= 0.5f) continue; // target is out of sigth -60..+60 degrees
|
||||
|
||||
int d = v.length();
|
||||
if (d < dist && checkOcclusion(pos - vec3(0, 512, 0), p, d) ) {
|
||||
index = i;
|
||||
dist = d;
|
||||
}
|
||||
@ -797,6 +802,25 @@ struct Lara : Controller {
|
||||
return index;
|
||||
}
|
||||
|
||||
bool checkOcclusion(const vec3 &from, const vec3 &to, float dist) {
|
||||
int room;
|
||||
vec3 d = trace(getRoomIndex(), from, to, room, false); // check occlusion
|
||||
return ((d - from).length() > (dist - 512.0f));
|
||||
}
|
||||
|
||||
bool checkHit(int target, const vec3 &from, const vec3 &to, vec3 &point) {
|
||||
TR::Entity &e = level->entities[target];
|
||||
Box box = ((Controller*)e.controller)->getBoundingBox();
|
||||
float t;
|
||||
vec3 v = (to - from);
|
||||
vec3 dir = v.normal();
|
||||
if (box.intersect(from, dir, t) && v.length() > t) {
|
||||
point = from + dir * t;
|
||||
return true;
|
||||
} else
|
||||
return false;
|
||||
}
|
||||
|
||||
bool waterOut(int &outState) {
|
||||
// TODO: playSound 36
|
||||
vec3 dst = pos + getDir() * 32.0f;
|
||||
@ -965,14 +989,14 @@ struct Lara : Controller {
|
||||
activateNext();
|
||||
}
|
||||
|
||||
vec3 getViewOffset() {
|
||||
vec3 offset = vec3(0.0f);
|
||||
vec3 getViewPoint() {
|
||||
vec3 offset = chestOffset;
|
||||
if (stand != STAND_UNDERWATER)
|
||||
offset.y -= 256.0f;
|
||||
if (wpnState != Weapon::IS_HIDDEN)
|
||||
offset.y -= 256.0f;
|
||||
|
||||
return chestOffset - pos + offset;
|
||||
return offset;
|
||||
}
|
||||
|
||||
virtual Stand getStand() {
|
||||
@ -1722,14 +1746,11 @@ struct Lara : Controller {
|
||||
float alpha = min(1.0f, (0.1f - time) * 20.0f);
|
||||
float lum = 3.0f;
|
||||
|
||||
mat4 tmp = Core::mModel;
|
||||
Core::mModel = matrix;
|
||||
Core::mModel.rotateX(-PI * 0.5f);
|
||||
Core::mModel.translate(offset);
|
||||
mat4 m(matrix);
|
||||
m.rotateX(-PI * 0.5f);
|
||||
m.translate(offset);
|
||||
Core::active.shader->setParam(uColor, vec4(lum, lum, lum, alpha));
|
||||
renderMesh(mesh, level->models[47].mStart);
|
||||
Core::active.shader->setParam(uColor, Core::color);
|
||||
Core::mModel = tmp;
|
||||
renderMesh(m, mesh, level->models[47].mStart);
|
||||
}
|
||||
|
||||
virtual void render(Frustum *frustum, MeshBuilder *mesh) {
|
||||
|
10
src/level.h
10
src/level.h
@ -371,12 +371,9 @@ struct Level {
|
||||
ASSERT(entity.controller);
|
||||
|
||||
TR::Room &room = level.rooms[entity.room];
|
||||
if (!room.flags.rendered || entity.flags.invisible) // check for room visibility
|
||||
if (!room.flags.rendered || entity.flags.invisible || entity.flags.rendered)
|
||||
return;
|
||||
|
||||
mat4 m = Core::mModel;
|
||||
Core::mModel.translate(vec3(entity.x, entity.y, entity.z));
|
||||
|
||||
float c = (entity.intensity > -1) ? (1.0f - entity.intensity / (float)0x1FFF) : 1.0f;
|
||||
float l = 1.0f;
|
||||
|
||||
@ -395,8 +392,6 @@ struct Level {
|
||||
Core::active.shader->setParam(uColor, Core::color);
|
||||
|
||||
((Controller*)entity.controller)->render(camera->frustum, mesh);
|
||||
|
||||
Core::mModel = m;
|
||||
}
|
||||
|
||||
void update() {
|
||||
@ -446,6 +441,9 @@ struct Level {
|
||||
for (int j = 0; j < room.meshesCount; j++)
|
||||
room.meshes[j].flags.rendered = false; // clear visible flag for room static meshes
|
||||
}
|
||||
|
||||
for (int i = 0; i < level.entitiesCount; i++)
|
||||
level.entities[i].flags.rendered = false;
|
||||
}
|
||||
|
||||
void renderRooms() {
|
||||
|
@ -6,7 +6,7 @@
|
||||
<input type="button" value="fullscreen" onclick="Module.requestFullScreen(false, true)"><br><br>
|
||||
<canvas id="canvas" width="160" height="120" oncontextmenu="event.preventDefault()"></canvas><br>
|
||||
<span id="info"><a target="_blank" href="https://github.com/XProger/OpenLara">OpenLara on github</a><br>controls:<br>keyboad: move - WASD / arrows, jump - Space, action - E/Ctrl, draw weapon - Q, change weapon - 1-4, walk - Shift, side steps - ZX/walk+direction, camera - MouseR)<br>gamepad: PSX controls on XBox controller</span>
|
||||
|
||||
|
||||
<script type='text/javascript'>
|
||||
var statusElement = document.getElementById('status');
|
||||
var canvasElement = document.getElementById('canvas');
|
||||
@ -29,7 +29,7 @@
|
||||
}
|
||||
},
|
||||
canvas: (function() {
|
||||
canvasElement.addEventListener("webglcontextlost", function(e) { alert('WebGL context lost. You will need to reload the page.'); e.preventDefault(); }, false);
|
||||
canvasElement.addEventListener("webglcontextlost", function(e) { alert('WebGL context lost. You will need to reload the page.'); e.preventDefault(); }, false);
|
||||
return canvasElement;
|
||||
})(),
|
||||
setStatus: function(text) {
|
||||
@ -43,14 +43,14 @@
|
||||
Module.setStatus(left ? 'Preparing... (' + (this.totalDependencies-left) + '/' + this.totalDependencies + ')' : 'All downloads complete.');
|
||||
},
|
||||
};
|
||||
|
||||
|
||||
function snd_init() {
|
||||
var AudioContext = window.AudioContext || window.webkitAudioContext;
|
||||
if (!AudioContext) return;
|
||||
var ctx = new (window.AudioContext || window.webkitAudioContext)();
|
||||
var ctx = new (window.AudioContext || window.webkitAudioContext)();
|
||||
var count = 2048;
|
||||
var rate = 44100 / ctx.sampleRate;
|
||||
var framesCount = Math.ceil(count * rate);
|
||||
var rate = 44100 / ctx.sampleRate;
|
||||
var framesCount = Math.ceil(count * rate);
|
||||
var frames = Module._malloc(framesCount * 4); // interleaved short L, R
|
||||
var proc = ctx.createScriptProcessor(count, 2, 2);
|
||||
proc.onaudioprocess = function(e) {
|
||||
@ -58,16 +58,16 @@
|
||||
R = e.outputBuffer.getChannelData(1);
|
||||
Module.ccall('snd_fill', 'null', ['number', 'number'], [frames, framesCount]);
|
||||
for (var i = 0; i < count; i++) {
|
||||
var index = frames + Math.floor(i * rate) * 4; // 4 is sample frame stride in bytes
|
||||
L[i] = Module.getValue(index , 'i16') / 0x8000;
|
||||
var index = frames + Math.floor(i * rate) * 4; // 4 is sample frame stride in bytes
|
||||
L[i] = Module.getValue(index , 'i16') / 0x8000;
|
||||
R[i] = Module.getValue(index + 2, 'i16') / 0x8000;
|
||||
}
|
||||
}
|
||||
proc.connect(ctx.destination);
|
||||
}
|
||||
|
||||
|
||||
var gl = canvasElement.getContext("webgl") || canvasElement.getContext("experimental-webgl");
|
||||
|
||||
|
||||
Module.setStatus('Downloading...');
|
||||
window.onerror = function(event) {
|
||||
Module.setStatus('Exception thrown, see JavaScript console');
|
||||
@ -77,7 +77,7 @@
|
||||
if (text) Module.printErr('[post-exception status] ' + text);
|
||||
};
|
||||
};
|
||||
</script>
|
||||
</script>
|
||||
<script>
|
||||
(function() {
|
||||
var memoryInitializer = 'OpenLara.js.mem';
|
||||
@ -95,8 +95,13 @@
|
||||
var script = document.createElement('script');
|
||||
script.src = "OpenLara.js";
|
||||
document.body.appendChild(script);
|
||||
|
||||
window.onbeforeunload = function () { // Ctrl+W
|
||||
return "Really want to quit the game?";
|
||||
};
|
||||
|
||||
</script>
|
||||
|
||||
|
||||
<audio autoplay loop><source src="05.ogg" type="audio/ogg"></audio>
|
||||
</body>
|
||||
</html>
|
25
src/utils.h
25
src/utils.h
@ -26,12 +26,12 @@
|
||||
#endif
|
||||
#endif
|
||||
|
||||
|
||||
#define EPS FLT_EPSILON
|
||||
#define INF INFINITY
|
||||
#define PI 3.14159265358979323846f
|
||||
#define PI2 (PI * 2.0f)
|
||||
#define DEG2RAD (PI / 180.0f)
|
||||
#define RAD2DEG (180.0f / PI)
|
||||
#define EPS FLT_EPSILON
|
||||
#define randf() ((float)rand()/RAND_MAX)
|
||||
|
||||
typedef char int8;
|
||||
@ -202,6 +202,11 @@ struct quat {
|
||||
w * q.w - x * q.x - y * q.y - z * q.z);
|
||||
}
|
||||
|
||||
vec3 operator * (const vec3 &v) const {
|
||||
// return v + xyz.cross(xyz.cross(v) + v * w) * 2.0f;
|
||||
return (*this * quat(v.x, v.y, v.z, 0) * inverse()).xyz;
|
||||
}
|
||||
|
||||
float dot(const quat &q) const {
|
||||
return x * q.x + y * q.y + z * q.z + w * q.w;
|
||||
}
|
||||
@ -541,6 +546,22 @@ struct Box {
|
||||
bool intersect(const Box &box) const {
|
||||
return !((max.x < box.min.x || min.x > box.max.x) || (max.y < box.min.y || min.y > box.max.y) || (max.z < box.min.z || min.z > box.max.z));
|
||||
}
|
||||
|
||||
bool intersect(const vec3 &rayPos, const vec3 &rayDir, float &t) const {
|
||||
float t1 = INF, t0 = -t1;
|
||||
|
||||
for (int i = 0; i < 3; i++)
|
||||
if (rayDir[i] != 0) {
|
||||
float lo = (min[i] - rayPos[i]) / rayDir[i];
|
||||
float hi = (max[i] - rayPos[i]) / rayDir[i];
|
||||
t0 = ::max(t0, ::min(lo, hi));
|
||||
t1 = ::min(t1, ::max(lo, hi));
|
||||
} else
|
||||
if (rayPos[i] < min[i] || rayPos[i] > max[i])
|
||||
return false;
|
||||
t = t0;
|
||||
return (t0 <= t1) && (t1 > 0);
|
||||
}
|
||||
};
|
||||
|
||||
struct Stream {
|
||||
|
Loading…
x
Reference in New Issue
Block a user