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mirror of https://github.com/XProger/OpenLara.git synced 2025-08-01 02:40:43 +02:00

#7 pistols aiming

This commit is contained in:
XProger
2016-11-14 07:43:49 +03:00
parent e2d3e03f59
commit 7f372076df
5 changed files with 528 additions and 285 deletions

View File

@@ -22,7 +22,7 @@ struct Camera : Controller {
vec3 viewOffset;
Camera(TR::Level *level, Lara *owner) : Controller(level, owner ? owner->entity : 0), owner(owner), frustum(new Frustum()), timer(0.0f), actTargetEntity(-1), actCamera(-1) {
fov = 75.0f;
fov = 80.0f;
znear = 128;
zfar = 100.0f * 1024.0f;
angleAdv = vec3(0.0f);
@@ -57,6 +57,8 @@ struct Camera : Controller {
}
virtual void update() {
actTargetEntity = owner->target;
if (timer > 0.0f) {
timer -= Core::deltaTime;
if (timer <= 0.0f) {

View File

@@ -96,6 +96,89 @@ struct Controller {
}
}
int getFrameIndex(int animIndex, float t) {
TR::Animation &anim = level->anims[animIndex];
return int(t * 30.0f / anim.frameRate) % ((anim.frameEnd - anim.frameStart) / anim.frameRate + 1);
}
void getFrames(TR::AnimFrame **frameA, TR::AnimFrame **frameB, float &t, int animIndex, float animTime, bool nextAnim = false, vec3 *move = NULL) {
TR::Animation *anim = &level->anims[animIndex];
t = animTime * 30.0f / anim->frameRate;
int fIndex = (int)t;
int fCount = (anim->frameEnd - anim->frameStart) / anim->frameRate + 1;
int fSize = sizeof(TR::AnimFrame) + getModel().mCount * sizeof(uint16) * 2;
t -= fIndex;
int fIndexA = fIndex % fCount, fIndexB = (fIndex + 1) % fCount;
*frameA = (TR::AnimFrame*)&level->frameData[(anim->frameOffset + fIndexA * fSize) >> 1];
if (!fIndexB) {
if (move)
*move = getAnimMove();
if (nextAnim) {
int nextFrame = anim->nextFrame;
anim = &level->anims[anim->nextAnimation];
fIndexB = (nextFrame - anim->frameStart) / anim->frameRate;
}
}
*frameB = (TR::AnimFrame*)&level->frameData[(anim->frameOffset + fIndexB * fSize) >> 1];
}
mat4 getJoint(int index, bool postRot = false) {
mat4 matrix;
matrix.identity();
matrix.translate(pos);
if (angle.y != 0.0f) matrix.rotateY(angle.y);
if (angle.x != 0.0f) matrix.rotateX(angle.x);
if (angle.z != 0.0f) matrix.rotateZ(angle.z);
TR::Animation *anim = &level->anims[animIndex];
TR::Model &model = getModel();
float t;
vec3 move(0.0f);
TR::AnimFrame *frameA, *frameB;
getFrames(&frameA, &frameB, t, animIndex, animTime, true, &move);
TR::Node *node = (int)model.node < level->nodesDataSize ? (TR::Node*)&level->nodesData[model.node] : NULL;
matrix.translate(((vec3)frameA->pos).lerp(move + frameB->pos, t));
int sIndex = 0;
mat4 stack[20];
for (int i = 0; i < model.mCount; i++) {
if (i > 0 && node) {
TR::Node &t = node[i - 1];
if (t.flags & 0x01) matrix = stack[--sIndex];
if (t.flags & 0x02) stack[sIndex++] = matrix;
ASSERT(sIndex >= 0 && sIndex < 20);
matrix.translate(vec3(t.x, t.y, t.z));
}
if (i == index && !postRot)
return matrix;
quat q;
if (animOverrideMask & (1 << i))
q = animOverrides[i];
else
q = lerpAngle(frameA->getAngle(i), frameB->getAngle(i), t);
matrix = matrix * mat4(q, vec3(0.0f));
if (i == index && postRot)
return matrix;
}
return matrix;
}
void updateEntity() {
TR::Entity &e = getEntity();
e.x = int(pos.x);
@@ -265,20 +348,11 @@ struct Controller {
}
virtual Box getBoundingBox() {
TR::Animation *anim = &level->anims[animIndex];
TR::Model &model = getModel();
float t;
TR::AnimFrame *frameA, *frameB;
getFrames(&frameA, &frameB, t, animIndex, animTime, true);
float k = animTime * 30.0f / anim->frameRate;
int fIndex = (int)k;
int fCount = (anim->frameEnd - anim->frameStart) / anim->frameRate + 1;
int fSize = sizeof(TR::AnimFrame) + model.mCount * sizeof(uint16) * 2;
k = k - fIndex;
int fIndexA = fIndex % fCount, fIndexB = (fIndex + 1) % fCount;
TR::AnimFrame *fA = (TR::AnimFrame*)&level->frameData[(anim->frameOffset + fIndexA * fSize) >> 1];
TR::AnimFrame *fB = (TR::AnimFrame*)&level->frameData[(anim->frameOffset + fIndexB * fSize) >> 1];
Box box(fA->box.min().lerp(fB->box.min(), k), fA->box.max().lerp(fB->box.max(), k));
Box box(frameA->box.min().lerp(frameB->box.min(), t), frameA->box.max().lerp(frameB->box.max(), t));
box.rotate90(getEntity().rotation.value / 0x4000);
box.min += pos;
box.max += pos;
@@ -625,44 +699,19 @@ struct Controller {
TR::Entity &entity = getEntity();
TR::Model &model = getModel();
TR::Animation *anim;
float fTime;
vec3 angle;
Controller *controller = (Controller*)entity.controller;
anim = &level->anims[controller->animIndex];
angle = controller->angle;
fTime = controller->animTime;
TR::Animation *anim = &level->anims[animIndex];
if (angle.y != 0.0f) Core::mModel.rotateY(angle.y);
if (angle.x != 0.0f) Core::mModel.rotateX(angle.x);
if (angle.z != 0.0f) Core::mModel.rotateZ(angle.z);
float k = fTime * 30.0f / anim->frameRate;
int fIndex = (int)k;
int fCount = (anim->frameEnd - anim->frameStart) / anim->frameRate + 1;
int fSize = sizeof(TR::AnimFrame) + model.mCount * sizeof(uint16) * 2;
k = k - fIndex;
int fIndexA = fIndex % fCount, fIndexB = (fIndex + 1) % fCount;
TR::AnimFrame *frameA = (TR::AnimFrame*)&level->frameData[(anim->frameOffset + fIndexA * fSize) >> 1];
TR::Animation *nextAnim = NULL;
float t;
vec3 move(0.0f);
if (fIndexB == 0) {
move = getAnimMove();
nextAnim = &level->anims[anim->nextAnimation];
fIndexB = (anim->nextFrame - nextAnim->frameStart) / nextAnim->frameRate;
} else
nextAnim = anim;
TR::AnimFrame *frameB = (TR::AnimFrame*)&level->frameData[(nextAnim->frameOffset + fIndexB * fSize) >> 1];
TR::AnimFrame *frameA, *frameB;
getFrames(&frameA, &frameB, t, animIndex, animTime, true, &move);
vec3 bmin = frameA->box.min().lerp(frameB->box.min(), k);
vec3 bmax = frameA->box.max().lerp(frameB->box.max(), k);
vec3 bmin = frameA->box.min().lerp(frameB->box.min(), t);
vec3 bmax = frameA->box.max().lerp(frameB->box.max(), t);
if (frustum && !frustum->isVisible(Core::mModel, bmin, bmax))
return;
@@ -670,7 +719,7 @@ struct Controller {
mat4 m;
m.identity();
m.translate(((vec3)frameA->pos).lerp(move + frameB->pos, k));
m.translate(((vec3)frameA->pos).lerp(move + frameB->pos, t));
int sIndex = 0;
mat4 stack[20];
@@ -692,7 +741,7 @@ struct Controller {
if (animOverrideMask & (1 << i))
q = animOverrides[i];
else
q = lerpAngle(frameA->getAngle(i), frameB->getAngle(i), k);
q = lerpAngle(frameA->getAngle(i), frameB->getAngle(i), t);
m = m * mat4(q, vec3(0.0f));
mat4 tmp = Core::mModel;

View File

@@ -415,6 +415,10 @@ namespace TR {
uint16 align;
int16 modelIndex; // index of representation in models (index + 1) or spriteSequences (-(index + 1)) arrays
void *controller; // Controller implementation or NULL
bool isEnemy() {
return type >= ENEMY_TWIN && type <= ENEMY_LARSON;
}
};
struct Animation {

View File

@@ -25,6 +25,8 @@
#define MAX_TRIGGER_ACTIONS 64
#define DESCENT_SPEED 2048.0f
#define MUZZLE_FLASH_TIME 0.1f
#define TARGET_MAX_DIST (8.0f * 1024.0f)
struct Lara : Controller {
@@ -141,19 +143,19 @@ struct Lara : Controller {
enum : int {
BODY_HIP = 0x0001,
BODY_LEG_R1 = 0x0002,
BODY_LEG_R2 = 0x0004,
BODY_LEG_R3 = 0x0008,
BODY_LEG_L1 = 0x0010,
BODY_LEG_L2 = 0x0020,
BODY_LEG_L3 = 0x0040,
BODY_LEG_L1 = 0x0002,
BODY_LEG_L2 = 0x0004,
BODY_LEG_L3 = 0x0008,
BODY_LEG_R1 = 0x0010,
BODY_LEG_R2 = 0x0020,
BODY_LEG_R3 = 0x0040,
BODY_CHEST = 0x0080,
BODY_ARM_L1 = 0x0100,
BODY_ARM_L2 = 0x0200,
BODY_ARM_L3 = 0x0400,
BODY_ARM_R1 = 0x0800,
BODY_ARM_R2 = 0x1000,
BODY_ARM_R3 = 0x2000,
BODY_ARM_R1 = 0x0100,
BODY_ARM_R2 = 0x0200,
BODY_ARM_R3 = 0x0400,
BODY_ARM_L1 = 0x0800,
BODY_ARM_L2 = 0x1000,
BODY_ARM_L3 = 0x2000,
BODY_HEAD = 0x4000,
BODY_ARM_L = BODY_ARM_L1 | BODY_ARM_L2 | BODY_ARM_L3,
BODY_ARM_R = BODY_ARM_R1 | BODY_ARM_R2 | BODY_ARM_R3,
@@ -172,24 +174,43 @@ struct Lara : Controller {
} weapons[Weapon::MAX];
Weapon::Type wpnCurrent;
Weapon::State wpnState;
Weapon::Anim wpnAnim;
float wpnAnimTime;
float wpnAnimDir;
int wpnLastFrame;
Weapon::Type wpnNext;
float wpnShotTime[2];
Weapon::State wpnState;
vec3 chestOffset;
Lara(TR::Level *level, int entity) : Controller(level, entity), wpnCurrent(Weapon::EMPTY), wpnNext(Weapon::EMPTY) {
struct Arm {
int target;
int lastFrame;
float shotTimer;
float weight;
float animDir;
float animTime;
float animMaxTime;
int animIndex;
quat rot;
Weapon::Anim anim;
} arms[2];
int target;
quat rotHead, rotChest;
Lara(TR::Level *level, int entity) : Controller(level, entity), wpnCurrent(Weapon::EMPTY), wpnNext(Weapon::EMPTY), chestOffset(pos), target(-1) {
initMeshOverrides();
wpnShotTime[0] = wpnShotTime[1] = 0.0f;
for (int i = 0; i < 2; i++) {
arms[i].shotTimer = MUZZLE_FLASH_TIME + 1.0f;
arms[i].animTime = 0.0f;
arms[i].rot = quat(0, 0, 0, 1);
}
rotHead = rotChest = quat(0, 0, 0, 1);
memset(weapons, -1, sizeof(weapons));
weapons[Weapon::PISTOLS].ammo = 0;
weapons[Weapon::SHOTGUN].ammo = 9000;
weapons[Weapon::MAGNUMS].ammo = 9000;
weapons[Weapon::UZIS ].ammo = 9000;
setWeapon(Weapon::PISTOLS, Weapon::IS_HIDDEN);
wpnSet(Weapon::PISTOLS);
#ifdef _DEBUG
/*
// gym
@@ -211,7 +232,7 @@ struct Lara : Controller {
pos = vec3(75671, -1024, 22862);
angle = vec3(0.0f, -PI * 0.25f, 0.0f);
getEntity().room = 13;
// level 2 (room 1)
pos = vec3(31400, -2560, 25200);
angle = vec3(0.0f, PI, 0.0f);
@@ -241,21 +262,38 @@ struct Lara : Controller {
#endif
}
void setWeapon(Weapon::Type wType, Weapon::State wState, Weapon::Anim wAnim = Weapon::Anim::NONE, float wAnimDir = 0.0f) {
wpnAnimDir = wAnimDir;
void wpnSet(Weapon::Type wType) {
wpnCurrent = wType;
wpnState = Weapon::IS_FIRING;
wpnSetAnim(arms[0], Weapon::IS_HIDDEN, Weapon::Anim::NONE, 0.0f, 0.0f);
wpnSetAnim(arms[1], Weapon::IS_HIDDEN, Weapon::Anim::NONE, 0.0f, 0.0f);
}
if (wAnim != wpnAnim) {
wpnAnim = wAnim;
TR::Animation *anim = &level->anims[getWeaponAnimIndex(wpnAnim)];
wpnAnimTime = wpnAnimDir >= 0.0f ? 0.0f : ((anim->frameEnd - anim->frameStart) / 30.0f);
wpnLastFrame = 0xFFFF;
}
void wpnSetAnim(Arm &arm, Weapon::State wState, Weapon::Anim wAnim, float wAnimTime, float wAnimDir, bool playing = true) {
if (arm.anim != wAnim)
arm.lastFrame = 0xFFFF;
if (wpnCurrent == wType && wpnState == wState)
return;
arm.anim = wAnim;
arm.animIndex = wpnGetAnimIndex(wAnim);
TR::Animation &anim = level->anims[arm.animIndex];
arm.animDir = playing ? wAnimDir : 0.0f;
arm.animMaxTime = (anim.frameEnd - anim.frameStart) / 30.0f;
if (wAnimDir > 0.0f)
arm.animTime = wAnimTime;
else
if (wAnimDir < 0.0f)
arm.animTime = arm.animMaxTime + wAnimTime;
wpnSetState(wState);
}
void wpnSetState(Weapon::State wState) {
if (wpnState == wState) return;
int mask = 0;
switch (wType) {
switch (wpnCurrent) {
case Weapon::EMPTY : break;
case Weapon::PISTOLS :
case Weapon::MAGNUMS :
@@ -280,30 +318,56 @@ struct Lara : Controller {
if (wpnState == Weapon::IS_ARMED && wState == Weapon::IS_HIDDEN) playSound(TR::SND_HOLSTER, pos, Sound::Flags::PAN);
int resetMask = BODY_HEAD | BODY_UPPER | BODY_LOWER;
if (wType == Weapon::SHOTGUN)
if (wpnCurrent == Weapon::SHOTGUN)
resetMask &= ~(BODY_LEG_L1 | BODY_LEG_R1);
// restore original meshes first
meshSwap(level->models[Weapon::EMPTY], resetMask);
// replace some parts
meshSwap(level->models[wType], mask);
meshSwap(level->models[wpnCurrent], mask);
// have a shotgun in inventory place it on the back if another weapon is in use
if (wType != Weapon::SHOTGUN && weapons[Weapon::SHOTGUN].ammo != -1)
if (wpnCurrent != Weapon::SHOTGUN && weapons[Weapon::SHOTGUN].ammo != -1)
meshSwap(level->models[Weapon::SHOTGUN], BODY_CHEST);
// mesh swap to angry Lara's head while firing (from uzis model)
if (wState == Weapon::IS_FIRING)
meshSwap(level->models[Weapon::UZIS], BODY_HEAD);
wpnCurrent = wType;
wpnState = wState;
}
/*
void setWeaponAnim(Weapon::Anim wAnim, float wAnimDir, Arm *arm) {
arm->animDir = wAnimDir;
if (wAnim != arm->anim) {
arm->anim = wAnim;
TR::Animation *anim = &level->anims[getWeaponAnimIndex(arm->anim)];
arm->animTime = arm->animDir >= 0.0f ? 0.0f : ((anim->frameEnd - anim->frameStart) / 30.0f);
arm->lastFrame = 0xFFFF;
}
}
void setWeapon(Weapon::Type wType, Weapon::State wState, Weapon::Anim wAnim = Weapon::Anim::NONE, float wAnimDir = 0.0f, Arm *arm = NULL) {
if (wpnCurrent != Weapon::SHOTGUN && wAnim != Weapon::Anim::HOLD && wAnim != Weapon::Anim::AIM && wAnim != Weapon::Anim::FIRE) {
setWeaponAnim(wAnim, wAnimDir, &arms[0]);
setWeaponAnim(wAnim, wAnimDir, &arms[1]);
} else
setWeaponAnim(wAnim, wAnimDir, !arm ? &arms[1] : arm);
if (wpnCurrent == wType && wpnState == wState)
return;
wpnCurrent = wType;
wpnSetState(wState);
}
*/
bool emptyHands() {
return wpnState == Weapon::IS_HIDDEN;
return arms[0].anim == Weapon::Anim::NONE;
}
bool canDrawWeapon() {
return wpnCurrent != Weapon::EMPTY
&& emptyHands()
&& state != STATE_DEATH
&& state != STATE_HANG
&& state != STATE_REACH
@@ -336,33 +400,39 @@ struct Lara : Controller {
&& state != STATE_WATER_OUT;
}
void drawWeapon() {
bool wpnReady() {
return arms[0].anim != Weapon::Anim::PREPARE && arms[0].anim != Weapon::Anim::UNHOLSTER && arms[0].anim != Weapon::Anim::HOLSTER;
}
void wpnDraw() {
if (!canDrawWeapon()) return;
if (wpnAnim != Weapon::Anim::PREPARE && wpnAnim != Weapon::Anim::UNHOLSTER && wpnAnim != Weapon::Anim::HOLSTER && emptyHands()) {
bool isRifle = wpnCurrent == Weapon::SHOTGUN;
setWeapon(wpnCurrent, wpnState, isRifle ? Weapon::Anim::UNHOLSTER : Weapon::Anim::PREPARE, 1.0f);
if (wpnReady() && emptyHands()) {
if (wpnCurrent != Weapon::SHOTGUN) {
wpnSetAnim(arms[0], wpnState, Weapon::Anim::PREPARE, 0.0f, 1.0f);
wpnSetAnim(arms[1], wpnState, Weapon::Anim::PREPARE, 0.0f, 1.0f);
} else
wpnSetAnim(arms[0], wpnState, Weapon::Anim::UNHOLSTER, 0.0f, 1.0f);
}
}
void hideWeapon() {
if (wpnAnim != Weapon::Anim::PREPARE && wpnAnim != Weapon::Anim::UNHOLSTER && wpnAnim != Weapon::Anim::HOLSTER && !emptyHands()) {
bool isRifle = wpnCurrent == Weapon::SHOTGUN;
if (isRifle)
setWeapon(wpnCurrent, wpnState, Weapon::Anim::HOLSTER, 1.0f);
else
setWeapon(wpnCurrent, wpnState, Weapon::Anim::UNHOLSTER, -1.0f);
void wpnHide() {
if (wpnReady() && !emptyHands()) {
if (wpnCurrent != Weapon::SHOTGUN) {
wpnSetAnim(arms[0], wpnState, Weapon::Anim::UNHOLSTER, 0.0f, -1.0f);
wpnSetAnim(arms[1], wpnState, Weapon::Anim::UNHOLSTER, 0.0f, -1.0f);
} else
wpnSetAnim(arms[0], wpnState, Weapon::Anim::UNHOLSTER, 0.0f, 1.0f);
}
}
void changeWeapon(Weapon::Type wType) {
void wpnChange(Weapon::Type wType) {
if (wpnCurrent == wType) return;
wpnNext = wType;
hideWeapon();
wpnHide();
}
int getWeaponAnimIndex(Weapon::Anim wAnim) {
int wpnGetAnimIndex(Weapon::Anim wAnim) {
int baseAnim = level->models[wpnCurrent == Weapon::SHOTGUN ? Weapon::SHOTGUN : Weapon::PISTOLS].animation;
if (wpnCurrent == Weapon::SHOTGUN) {
@@ -388,7 +458,7 @@ struct Lara : Controller {
return 0;
}
int getWeaponSound() {
int wpnGetSound() {
switch (wpnCurrent) {
case Weapon::PISTOLS : return TR::SND_PISTOLS_SHOT;
case Weapon::SHOTGUN : return TR::SND_SHOTGUN_SHOT;
@@ -398,23 +468,62 @@ struct Lara : Controller {
}
}
void doShot() {
playSound(getWeaponSound(), pos, Sound::Flags::PAN);
void wpnFire() {
bool armShot[2] = { false, false };
for (int i = 0; i < 2; i++) {
int frameIndex = getFrameIndex(arms[i].animIndex, arms[i].animTime);
if (arms[i].anim == Weapon::Anim::FIRE) {
if (frameIndex < arms[i].lastFrame) {
if (target == -1 || ((mask & ACTION) && arms[i].target > -1)) {
armShot[i] = true;
} else
wpnSetAnim(arms[i], Weapon::IS_ARMED, Weapon::Anim::AIM, 0.0f, -1.0f, target == -1);
}
// shotgun reload sound
if (wpnCurrent == Weapon::SHOTGUN) {
if (frameIndex >= 10 && arms[i].lastFrame < 10)
playSound(TR::SND_SHOTGUN_RELOAD, pos, Sound::Flags::PAN);
}
}
arms[i].lastFrame = frameIndex;
if (wpnCurrent == Weapon::SHOTGUN) break;
}
if (armShot[0] || armShot[1])
doShot(armShot[0], armShot[1]);
}
void doShot(bool rightHand, bool leftHand) {
int count = wpnCurrent == Weapon::SHOTGUN ? 6 : 2;
float nearDist = 32.0f * 1024.0f;
vec3 nearPos;
bool hasShot = false;
for (int i = 0; i < count; i++) {
vec3 p = pos - vec3(0.0f, LARA_HANG_OFFSET, 0.0f);
vec3 d = getDir();
vec3 r = d.cross(vec3(0, -1, 0)); // right dir
if (wpnCurrent != Weapon::SHOTGUN)
p += r.normal() * ((i * 2 - 1) * 48);
Arm *arm;
if (wpnCurrent == Weapon::SHOTGUN) {
if (!rightHand) continue;
arm = &arms[0];
} else {
if (!(i ? leftHand : rightHand)) continue;
arm = &arms[i];
}
vec3 t = p + d * (24.0f * 1024.0f) + ((vec3(randf(), randf(), randf()) * 2.0f) - 1.0f) * 1024.0f;
arm->shotTimer = 0.0f;
hasShot = true;
int joint = wpnCurrent == Weapon::SHOTGUN ? 8 : (i ? 11 : 8);
quat tmp = animOverrides[joint];
animOverrides[joint] = arm->rot * quat(vec3(1, 0, 0), PI * 0.5f) ;
mat4 m = getJoint(joint, true);
animOverrides[joint] = tmp;
vec3 p = m.getPos();
vec3 d = (m * vec4(0, 1, 0, 0)).xyz;
vec3 t = p + d * (24.0f * 1024.0f) + ((vec3(randf(), randf(), randf()) * 2.0f) - vec3(1.0f)) * 1024.0f;
int room;
vec3 hit = trace(getRoomIndex(), p, t, room, false);
@@ -428,155 +537,264 @@ struct Lara : Controller {
}
}
playSound(TR::SND_RICOCHET, nearPos, Sound::Flags::PAN);
wpnShotTime[0] = wpnShotTime[1] = 0.0f;
if (hasShot) {
playSound(wpnGetSound(), pos, Sound::Flags::PAN);
playSound(TR::SND_RICOCHET, nearPos, Sound::Flags::PAN);
}
}
void updateWeapon() {
wpnShotTime[0] += Core::deltaTime;
wpnShotTime[1] += Core::deltaTime;
updateTargets();
updateOverrides();
TR::Animation *anim = &level->anims[getWeaponAnimIndex(wpnAnim)];
if (Input::down[ik1]) wpnChange(Weapon::PISTOLS);
if (Input::down[ik2]) wpnChange(Weapon::SHOTGUN);
if (Input::down[ik3]) wpnChange(Weapon::MAGNUMS);
if (Input::down[ik4]) wpnChange(Weapon::UZIS);
if (Input::down[ik1]) changeWeapon(Weapon::PISTOLS);
if (Input::down[ik2]) changeWeapon(Weapon::SHOTGUN);
if (Input::down[ik3]) changeWeapon(Weapon::MAGNUMS);
if (Input::down[ik4]) changeWeapon(Weapon::UZIS);
if (wpnNext != Weapon::EMPTY && wpnState == Weapon::IS_HIDDEN) {
setWeapon(wpnNext, Weapon::IS_HIDDEN);
drawWeapon();
if (wpnNext != Weapon::EMPTY && emptyHands()) {
wpnSet(wpnNext);
wpnDraw();
wpnNext = Weapon::EMPTY;
}
// apply weapon state changes
if (wpnCurrent == Weapon::EMPTY) {
animOverrideMask &= ~(BODY_ARM_L | BODY_ARM_R);
return;
}
Weapon::Anim nextAnim = wpnAnim;
bool isRifle = wpnCurrent == Weapon::SHOTGUN;
if (mask & WEAPON) {
if (emptyHands())
drawWeapon();
wpnDraw();
else
hideWeapon();
wpnHide();
}
if (!emptyHands()) {
if (mask & ACTION) {
if (wpnAnim == Weapon::Anim::HOLD)
setWeapon(wpnCurrent, wpnState, Weapon::Anim::AIM, 1.0f);
} else
if (wpnAnim == Weapon::Anim::AIM)
wpnAnimDir = -1.0f;
bool isRifle = wpnCurrent == Weapon::SHOTGUN;
for (int i = 0; i < 2; i++) {
if (arms[i].target > -1 || ((mask & ACTION) && target == -1)) {
if (arms[i].anim == Weapon::Anim::HOLD)
wpnSetAnim(arms[i], wpnState, Weapon::Anim::AIM, 0.0f, 1.0f);
} else
if (arms[i].anim == Weapon::Anim::AIM)
arms[i].animDir = -1.0f;
if (isRifle) break;
}
for (int i = 0; i < 2; i++){
arms[i].animTime += Core::deltaTime * arms[i].animDir;
arms[i].shotTimer += Core::deltaTime;
}
if (isRifle)
animateShotgun();
else
animatePistols();
wpnFire(); // make a shot
}
}
anim = &level->anims[getWeaponAnimIndex(wpnAnim)];
float maxTime = (anim->frameEnd - anim->frameStart) / 30.0f;
void animatePistols() {
for (int i = 0; i < 2; i++) {
Arm &arm = arms[i];
if (wpnAnim == Weapon::Anim::NONE) {
animOverrideMask &= ~(BODY_ARM_L | BODY_ARM_R);
return;
}
animOverrideMask |= BODY_ARM_L | BODY_ARM_R;
Weapon::Anim prevAnim = wpnAnim; // cache before changes
wpnAnimTime += Core::deltaTime * wpnAnimDir;
if (isRifle) {
if (wpnAnimDir > 0.0f)
switch (wpnAnim) {
case Weapon::Anim::UNHOLSTER :
if (wpnAnimTime >= maxTime)
setWeapon(wpnCurrent, Weapon::IS_ARMED, Weapon::Anim::HOLD, 0.0f);
else if (wpnAnimTime >= maxTime * 0.3f)
setWeapon(wpnCurrent, Weapon::IS_ARMED, wpnAnim, 1.0f);
if (arm.animDir >= 0.0f && arm.animTime >= arm.animMaxTime)
switch (arm.anim) {
case Weapon::Anim::PREPARE : wpnSetAnim(arm, Weapon::IS_ARMED, Weapon::Anim::UNHOLSTER, arm.animTime - arm.animMaxTime, 1.0f); break;
case Weapon::Anim::UNHOLSTER : wpnSetAnim(arm, Weapon::IS_ARMED, Weapon::Anim::HOLD, 0.0f, 1.0f, false); break;
case Weapon::Anim::AIM :
if (mask & ACTION)
wpnSetAnim(arm, Weapon::IS_FIRING, Weapon::Anim::FIRE, arm.animTime - arm.animMaxTime, wpnCurrent == Weapon::UZIS ? 2.0f : 1.0f);
else
wpnSetAnim(arm, Weapon::IS_ARMED, Weapon::Anim::AIM, 0.0f, -1.0f, false);
break;
case Weapon::Anim::HOLSTER :
if (wpnAnimTime >= maxTime)
setWeapon(wpnCurrent, Weapon::IS_HIDDEN, Weapon::Anim::NONE, wpnAnimDir);
else if (wpnAnimTime >= maxTime * 0.7f)
setWeapon(wpnCurrent, Weapon::IS_HIDDEN, wpnAnim, 1.0f);
break;
case Weapon::Anim::AIM :
if (wpnAnimTime >= maxTime)
setWeapon(wpnCurrent, Weapon::IS_FIRING, Weapon::Anim::FIRE, wpnAnimDir);
break;
default : ;
};
if (wpnAnimDir < 0.0f && wpnAnimTime <= 0.0f)
if (wpnAnim == Weapon::Anim::AIM) {
setWeapon(wpnCurrent, wpnState, Weapon::Anim::HOLD, 0.0f);
};
} else {
if (wpnAnimDir > 0.0f && wpnAnimTime >= maxTime)
switch (wpnAnim) {
case Weapon::Anim::PREPARE : setWeapon(wpnCurrent, Weapon::IS_ARMED, Weapon::Anim::UNHOLSTER, wpnAnimDir); break;
case Weapon::Anim::UNHOLSTER : setWeapon(wpnCurrent, wpnState, Weapon::Anim::HOLD, 0.0f); break;
case Weapon::Anim::AIM : setWeapon(wpnCurrent, Weapon::IS_FIRING, Weapon::Anim::FIRE, wpnCurrent == Weapon::UZIS ? 2.0f : 1.0f); break;
default : ;
};
if (wpnAnimDir < 0.0f && wpnAnimTime <= 0.0f)
switch (wpnAnim) {
case Weapon::Anim::PREPARE : setWeapon(wpnCurrent, wpnState, Weapon::Anim::NONE, wpnAnimDir); break;
case Weapon::Anim::UNHOLSTER : setWeapon(wpnCurrent, Weapon::IS_HIDDEN, Weapon::Anim::PREPARE, wpnAnimDir); break;
case Weapon::Anim::AIM : setWeapon(wpnCurrent, wpnState, Weapon::Anim::HOLD, 0.0f); break;
if (arm.animDir < 0.0f && arm.animTime <= 0.0f)
switch (arm.anim) {
case Weapon::Anim::PREPARE : wpnSetAnim(arm, Weapon::IS_HIDDEN, Weapon::Anim::NONE, 0.0f, 1.0f, false); break;
case Weapon::Anim::UNHOLSTER : wpnSetAnim(arm, Weapon::IS_HIDDEN, Weapon::Anim::PREPARE, arm.animTime, -1.0f); break;
case Weapon::Anim::AIM : wpnSetAnim(arm, Weapon::IS_ARMED, Weapon::Anim::HOLD, 0.0f, 1.0f, false); break;
default : ;
};
}
}
if (prevAnim != wpnAnim) // check by cache
anim = &level->anims[getWeaponAnimIndex(wpnAnim)];
void animateShotgun() {
/*
float &wpnAnimDir = arms[0].animDir;
float &wpnAnimTime = arms[0].animTime;
Weapon::Anim &wpnAnim = arms[0].anim;
TR::Animation *anim = &level->anims[getWeaponAnimIndex(arms[0].anim)];
float maxTime = (anim->frameEnd - anim->frameStart) / 30.0f;
// make a shot
int frameIndex = int(wpnAnimTime * 30.0f / anim->frameRate) % ((anim->frameEnd - anim->frameStart) / anim->frameRate + 1);
if (wpnAnim == Weapon::Anim::FIRE) {
if (frameIndex < wpnLastFrame) {
if (mask & ACTION) {
doShot();
} else
setWeapon(wpnCurrent, Weapon::IS_ARMED, Weapon::Anim::AIM, -1.0f);
}
// shotgun reload sound
if (isRifle && frameIndex >= 10 && wpnLastFrame < 10)
playSound(TR::SND_SHOTGUN_RELOAD, pos, Sound::Flags::PAN);
if (wpnAnimDir > 0.0f)
switch (wpnAnim) {
case Weapon::Anim::UNHOLSTER :
if (wpnAnimTime >= maxTime)
setWeapon(wpnCurrent, Weapon::IS_ARMED, Weapon::Anim::HOLD, 0.0f);
else if (wpnAnimTime >= maxTime * 0.3f)
setWeapon(wpnCurrent, Weapon::IS_ARMED, wpnAnim, 1.0f);
break;
case Weapon::Anim::HOLSTER :
if (wpnAnimTime >= maxTime)
setWeapon(wpnCurrent, Weapon::IS_HIDDEN, Weapon::Anim::NONE, wpnAnimDir);
else if (wpnAnimTime >= maxTime * 0.7f)
setWeapon(wpnCurrent, Weapon::IS_HIDDEN, wpnAnim, 1.0f);
break;
case Weapon::Anim::AIM :
if (wpnAnimTime >= maxTime)
setWeapon(wpnCurrent, Weapon::IS_FIRING, Weapon::Anim::FIRE, wpnAnimDir);
break;
default : ;
};
if (wpnAnimDir < 0.0f && wpnAnimTime <= 0.0f)
if (wpnAnim == Weapon::Anim::AIM) {
setWeapon(wpnCurrent, wpnState, Weapon::Anim::HOLD, 0.0f);
};
*/
}
void updateOverrides() {
// update animation overrides
TR::AnimFrame *frameA, *frameB;
float t;
// head & chest
animOverrideMask |= BODY_CHEST | BODY_HEAD;
getFrames(&frameA, &frameB, t, animIndex, animTime, true);
animOverrides[ 7] = lerpFrames(frameA, frameB, t, 7);
animOverrides[14] = lerpFrames(frameA, frameB, t, 14);
// right arm
if (arms[0].anim != Weapon::Anim::NONE) {
getFrames(&frameA, &frameB, t, arms[0].animIndex, arms[0].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);
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;
} else
animOverrideMask &= ~BODY_ARM_L;
lookAt(target);
if (wpnCurrent != Weapon::SHOTGUN)
aimPistols();
}
void lookAt(int target) {
float speed = 8.0f * Core::deltaTime;
quat rot;
// chest
if ((stand == STAND_GROUND || stand == STAND_SLIDE) && aim(target, 7, vec4(-PI * 0.4f, PI * 0.4f, -PI * 0.9f, PI * 0.9f), rot))
rotChest = rotChest.slerp(quat(0, 0, 0, 1).slerp(rot, 0.5f), speed);
else
rotChest = rotChest.slerp(quat(0, 0, 0, 1), speed);
animOverrides[7] = rotChest * animOverrides[7];
// head
if (aim(target, 14, vec4(-PI * 0.25f, PI * 0.25f, -PI * 0.5f, PI * 0.5f), rot))
rotHead = rotHead.slerp(rot, speed);
else
rotHead = rotHead.slerp(quat(0, 0, 0, 1), speed);
animOverrides[14] = rotHead * animOverrides[14];
}
void aimPistols() {
float speed = 8.0f * Core::deltaTime;
for (int i = 0; i < 2; i++) {
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];
quat rot;
if (!aim(target, joint, range, rot)) {
arm->target = -1;
rot = quat(0, 0, 0, 1);
} else
arm->target = target;
float t;
if (arm->anim == Weapon::Anim::FIRE)
t = 1.0f;
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);
}
wpnLastFrame = frameIndex;
}
bool aim(int target, int joint, const vec4 &angleRange, quat &rot) {
if (target == -1) return false;
if (wpnAnim == Weapon::Anim::NONE) {
animOverrideMask &= ~(BODY_ARM_L | BODY_ARM_R);
TR::Entity &e = level->entities[target];
vec3 t(e.x, e.y, e.z);
mat4 m = getJoint(joint);
vec3 delta = (m.inverse() * t).normal();
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)
return false;
quat ax(vec3(1, 0, 0), -angleX);
quat ay(vec3(0, 1, 0), angleY);
rot = ay * ax;
return true;
}
void updateTargets() {
if (emptyHands() || !wpnReady()) {
target = arms[0].target = arms[1].target = -1;
return;
}
// update animation overrides
float k = wpnAnimTime * 30.0f / anim->frameRate;
int fIndex = (int)k;
int fCount = (anim->frameEnd - anim->frameStart) / anim->frameRate + 1;
if (!(mask & ACTION) || target == -1) {
target = getTarget();
arms[0].target = target;
arms[1].target = target;
}
}
int fSize = sizeof(TR::AnimFrame) + getModel().mCount * sizeof(uint16) * 2;
k = k - fIndex;
int getTarget() {
int dist = TARGET_MAX_DIST * 3.0f;
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;
int fIndexA = fIndex % fCount, fIndexB = (fIndex + 1) % fCount;
TR::AnimFrame *frameA = (TR::AnimFrame*)&level->frameData[(anim->frameOffset + fIndexA * fSize) >> 1];
TR::AnimFrame *frameB = (TR::AnimFrame*)&level->frameData[(anim->frameOffset + fIndexB * fSize) >> 1];
int d = abs(e.x - entity.x) + abs(e.y - entity.y) + abs(e.z - entity.z);
if (d < dist) {
index = i;
dist = d;
}
}
// left arm
animOverrides[ 8] = lerpFrames(frameA, frameB, k, 8);
animOverrides[ 9] = lerpFrames(frameA, frameB, k, 9);
animOverrides[10] = lerpFrames(frameA, frameB, k, 10);
// right arm
animOverrides[11] = lerpFrames(frameA, frameB, k, 11);
animOverrides[12] = lerpFrames(frameA, frameB, k, 12);
animOverrides[13] = lerpFrames(frameA, frameB, k, 13);
return index;
}
bool waterOut(int &outState) {
@@ -748,49 +966,13 @@ struct Lara : Controller {
}
vec3 getViewOffset() {
TR::Animation *anim = &level->anims[animIndex];
TR::Model &model = getModel();
vec3 offset = vec3(0.0f);
if (stand != STAND_UNDERWATER)
offset.y -= 256.0f;
if (wpnState != Weapon::IS_HIDDEN)
offset.y -= 256.0f;
float k = animTime * 30.0f / anim->frameRate;
int fIndex = (int)k;
int fCount = (anim->frameEnd - anim->frameStart) / anim->frameRate + 1;
int fSize = sizeof(TR::AnimFrame) + model.mCount * sizeof(uint16) * 2;
k = k - fIndex;
int fIndexA = fIndex % fCount, fIndexB = (fIndex + 1) % fCount;
TR::AnimFrame *frameA = (TR::AnimFrame*)&level->frameData[(anim->frameOffset + fIndexA * fSize) >> 1];
TR::Animation *nextAnim = NULL;
vec3 move(0.0f);
if (fIndexB == 0) {
move = getAnimMove();
nextAnim = &level->anims[anim->nextAnimation];
fIndexB = (anim->nextFrame - nextAnim->frameStart) / nextAnim->frameRate;
} else
nextAnim = anim;
TR::AnimFrame *frameB = (TR::AnimFrame*)&level->frameData[(nextAnim->frameOffset + fIndexB * fSize) >> 1];
float h = ((vec3)frameA->pos).lerp(move + frameB->pos, k).y;
switch (stand) {
case Controller::STAND_AIR :
case Controller::STAND_GROUND :
case Controller::STAND_SLIDE :
case Controller::STAND_HANG :
h -= 256.0f;
if (wpnState != Weapon::IS_HIDDEN)
h -= 256.0f;
break;
case Controller::STAND_UNDERWATER :
case Controller::STAND_ONWATER :
h -= 128.0f;
break;
}
return vec3(0.0f, h, 0.0f);
return chestOffset - pos + offset;
}
virtual Stand getStand() {
@@ -811,7 +993,7 @@ struct Lara : Controller {
return stand;
if (getRoom().flags.water) {
hideWeapon();
wpnHide();
return STAND_UNDERWATER;
}
@@ -1173,8 +1355,8 @@ struct Lara : Controller {
if (!lState) {
lState = true;
static int snd_id = 0;
//playSound(snd_id, pos, 0);
static int snd_id = 81;
playSound(snd_id, pos, 0);
LOG("sound: %d\n", snd_id++);
/*
@@ -1536,7 +1718,7 @@ struct Lara : Controller {
}
void renderMuzzleFlash(MeshBuilder *mesh, const mat4 &matrix, const vec3 &offset, float time) {
if (time > 0.1f) return;
if (time > MUZZLE_FLASH_TIME) return;
float alpha = min(1.0f, (0.1f - time) * 20.0f);
float lum = 3.0f;
@@ -1552,9 +1734,11 @@ struct Lara : Controller {
virtual void render(Frustum *frustum, MeshBuilder *mesh) {
Controller::render(frustum, mesh);
chestOffset = joints[7].getPos();
if (wpnCurrent != Weapon::SHOTGUN) {
renderMuzzleFlash(mesh, joints[10], vec3(-10, -50, 150), wpnShotTime[0]);
renderMuzzleFlash(mesh, joints[13], vec3( 10, -50, 150), wpnShotTime[1]);
renderMuzzleFlash(mesh, joints[10], vec3(-10, -50, 150), arms[0].shotTimer);
renderMuzzleFlash(mesh, joints[13], vec3( 10, -50, 150), arms[1].shotTimer);
}
}
};

View File

@@ -141,6 +141,10 @@ struct vec3 {
float s = sinf(angle), c = cosf(angle);
return vec3(x*c - z*s, y, x*s + z*c);
}
float angle(const vec3 &v) {
return dot(v) / (length() * v.length());
}
};
struct vec4 {
@@ -158,7 +162,10 @@ struct vec4 {
};
struct quat {
float x, y, z, w;
union {
struct { float x, y, z, w; };
struct { vec3 xyz; };
};
quat() {}
quat(float x, float y, float z, float w) : x(x), y(y), z(z), w(w) {}
@@ -492,20 +499,17 @@ struct mat4 {
}
};
quat rotYXZ(const vec3 &a) {
mat4 m;
m.identity();
m.rotateY(a.y);
m.rotateX(a.x);
m.rotateZ(a.z);
return m.getRot();
}
quat lerpAngle(const vec3 &a, const vec3 &b, float t) { // TODO: optimization
mat4 ma, mb;
ma.identity();
mb.identity();
ma.rotateY(a.y);
ma.rotateX(a.x);
ma.rotateZ(a.z);
mb.rotateY(b.y);
mb.rotateX(b.x);
mb.rotateZ(b.z);
return ma.getRot().slerp(mb.getRot(), t).normal();
return rotYXZ(a).slerp(rotYXZ(b), t).normal();
}
vec3 boxNormal(int x, int z) {