mirror of
https://github.com/XProger/OpenLara.git
synced 2025-08-13 16:44:50 +02:00
#52 #3 fix objects interaction offset chaeck and alignment; fix blob shadows for animation with offset cmd; fix "multi-hit" for walls; fix climb on block above ceiling; fix aiming vertical offsets
This commit is contained in:
@@ -250,9 +250,18 @@ struct Animation {
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Box getBoundingBox(const vec3 &pos, int dir) {
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if (!model)
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return Box(pos, pos);
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vec3 min = frameA->box.min().lerp(frameB->box.min(), delta);
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vec3 max = frameA->box.max().lerp(frameB->box.max(), delta);
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return Box(pos, pos);
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vec3 nextMin = frameB->box.min();
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vec3 nextMax = frameB->box.max();
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if (isPrepareToNext) {
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nextMin += offset;
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nextMax += offset;
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}
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vec3 min = frameA->box.min().lerp(nextMin, delta);
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vec3 max = frameA->box.max().lerp(nextMax, delta);
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Box box(min, max);
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box.rotate90(dir);
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box.min += pos;
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@@ -543,19 +543,19 @@ struct Controller {
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if (Core::pass != Core::passCompose || !TR::castShadow(entity.type))
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return;
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Box box = animation.getBoundingBox(pos, 0);
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vec3 center = box.center();
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TR::Level::FloorInfo info;
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level->getFloorInfo(entity.room, entity.x, entity.y, entity.z, info);
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level->getFloorInfo(entity.room, int(center.x), int(center.y), int(center.z), info);
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Box box = animation.getBoundingBox(vec3(0, 0, 0), 0);
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const vec3 fpos = vec3(float(entity.x), info.floor - 16.0f, float(entity.z));
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const vec3 offset = box.center();
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const vec3 size = box.size();
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const vec3 fpos = vec3(pos.x, info.floor - 16.0f, pos.z);
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const vec3 size = box.size();
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mat4 m = Core::mViewProj;
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m.translate(fpos);
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m.rotateY(angle.y);
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m.translate(vec3(offset.x, 0.0f, offset.z));
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m.translate(vec3(center.x - pos.x, 0.0f, center.z - pos.z));
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m.scale(vec3(size.x, 0.0f, size.z) * (1.0f / 1024.0f));
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Basis b;
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@@ -564,7 +564,7 @@ struct Controller {
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game->setShader(Core::pass, Shader::FLASH, false, false);
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Core::active.shader->setParam(uViewProj, m);
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Core::active.shader->setParam(uBasis, b);
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float alpha = lerp(0.7f, 0.90f, clamp((fpos.y - pos.y) / 1024.0f, 0.0f, 1.0f) );
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float alpha = lerp(0.7f, 0.90f, clamp((fpos.y - box.max.y) / 1024.0f, 0.0f, 1.0f) );
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Core::active.shader->setParam(uMaterial, vec4(vec3(0.5f * (1.0f - alpha)), alpha));
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Core::active.shader->setParam(uAmbient, vec3(0.0f));
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36
src/format.h
36
src/format.h
@@ -139,6 +139,42 @@ namespace TR {
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CUTSCENE , // play cutscene
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};
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namespace Limits {
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struct Limit {
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float dy, dz, ay;
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::Box box;
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};
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Limit SWITCH = {
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0, 376, 30, {{-200, 0, 312}, {200, 0, 512}}
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};
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Limit SWITCH_UNDERWATER = {
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0, 100, 80, {{-1024, -1024, -1024}, {1024, 1024, 512}}
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};
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Limit PICKUP = {
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0, -100, 180, {{-256, -100, -256}, {256, 100, 100}}
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};
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Limit PICKUP_UNDERWATER = {
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-200, -350, 45, {{-512, -512, -512}, {512, 512, 512}}
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};
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Limit KEY_HOLE = {
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0, 362, 30, {{-200, 0, 312}, {200, 0, 512}}
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};
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Limit PUZZLE_HOLE = {
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0, 327, 30, {{-200, 0, 312}, {200, 0, 512}}
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};
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Limit BLOCK = {
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0, -612, 30, {{-300, 0, -692}, {300, 0, -512}}
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};
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}
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#pragma pack(push, 1)
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struct fixed {
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162
src/lara.h
162
src/lara.h
@@ -36,7 +36,7 @@
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#define LARA_WET_TIMER (LARA_WET_SPECULAR / 16.0f) // 4 sec
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#define PICKUP_FRAME_GROUND 40
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#define PICKUP_FRAME_UNDERWATER 16
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#define PICKUP_FRAME_UNDERWATER 18
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#define PUZZLE_FRAME 80
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#define MAX_TRIGGER_ACTIONS 64
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@@ -466,8 +466,10 @@ struct Lara : Character {
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if (room == TR::NO_ROOM)
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return;
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if (level->rooms[room].flags.water)
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if (level->rooms[room].flags.water) {
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stand = STAND_UNDERWATER;
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animation.setAnim(ANIM_UNDERWATER);
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}
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velocity = vec3(0.0f);
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@@ -1059,12 +1061,15 @@ struct Lara : Character {
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Character *enemy = (Character*)e.controller;
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if (enemy->health <= 0) continue;
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vec3 p = enemy->getBoundingBox().center();
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Box box = enemy->getBoundingBox();
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vec3 p = box.center();
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p.y = box.min.y + (box.max.y - box.min.y) / 3.0f;
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vec3 v = p - pos;
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if (dir.dot(v.normal()) <= 0.5f) continue; // target is out of sight -60..+60 degrees
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float d = v.length();
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if (d < dist && checkOcclusion(pos - vec3(0, 512, 0), p, d) ) {
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if (d < dist && checkOcclusion(pos - vec3(0, 650, 0), p, d) ) {
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index = i;
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dist = d;
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}
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@@ -1162,35 +1167,40 @@ struct Lara : Character {
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}
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bool doPickUp() {
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if ((state != STATE_STOP && state != STATE_TREAD) || !animation.canSetState(STATE_PICK_UP))
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return false;
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int room = getRoomIndex();
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TR::Entity &e = getEntity();
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TR::Limits::Limit limit = state == STATE_STOP ? TR::Limits::PICKUP : TR::Limits::PICKUP_UNDERWATER;
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for (int i = 0; i < level->entitiesCount; i++) {
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TR::Entity &item = level->entities[i];
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if (item.room == room && !item.flags.invisible) {
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if (abs(item.x - e.x) > 256 || abs(item.z - e.z) > 256)
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if (!item.isItem())
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continue;
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Controller *controller = (Controller*)item.controller;
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if (stand == STAND_UNDERWATER)
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controller->angle.x = -25 * DEG2RAD;
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controller->angle.y = angle.y;
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if (!checkInteraction(controller, limit, (input & ACTION) != 0))
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continue;
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if (item.isItem()) {
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lastPickUp = i;
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angle.x = 0.0f;
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pos = ((Controller*)item.controller)->pos;
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if (stand == STAND_UNDERWATER) { // TODO: lerp to pos/angle
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pos -= getDir() * 256.0f;
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pos.y -= 256;
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}
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updateEntity();
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return true;
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}
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alignByItem(controller, limit, true, false);
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if (stand == STAND_UNDERWATER)
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angle.x = -25 * DEG2RAD;
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lastPickUp = i;
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return true;
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}
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}
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return false;
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}
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bool checkAngle(TR::angle rotation) {
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return fabsf(shortAngle(rotation, getEntity().rotation)) < PI * 0.25f;
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}
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bool useItem(TR::Entity::Type item, TR::Entity::Type slot) {
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if (item == TR::Entity::NONE) {
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switch (slot) {
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@@ -1207,6 +1217,33 @@ struct Lara : Character {
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return false;
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}
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void alignByItem(Controller *item, const TR::Limits::Limit &limit, bool dx, bool ay) {
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if (ay)
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angle = item->angle;
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else
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angle.x = angle.z = 0.0f;
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mat4 m = item->getMatrix();
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float fx = 0.0f;
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if (!dx)
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fx = (m.transpose() * vec4(pos - item->pos, 0.0f)).x;
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pos = item->pos + (m * vec4(fx, limit.dy, limit.dz, 0.0f)).xyz;
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velocity = vec3(0.0f);
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speed = 0.0f;
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updateEntity();
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}
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bool checkInteraction(Controller *controller, const TR::Limits::Limit &limit, bool action) {
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if ((state != STATE_STOP && state != STATE_TREAD && state != STATE_PUSH_PULL_READY) || !action || !emptyHands())
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return false;
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vec3 delta = (controller->getMatrix().transpose() * vec4(pos - controller->pos, 0.0f)).xyz; // inverse transform
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return limit.box.contains(delta) && fabsf(shortAngle(angle.y, controller->angle.y)) <= limit.ay * DEG2RAD;
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}
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void checkTrigger() {
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if (actionCommand) return;
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@@ -1226,6 +1263,8 @@ struct Lara : Character {
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if (info.trigInfo.once == 1 && isActive) return; // once trigger is already activated
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TR::Limits::Limit *limit = NULL;
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int actionState = state;
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switch (info.trigger) {
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case TR::Level::Trigger::ACTIVATE :
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@@ -1236,26 +1275,28 @@ struct Lara : Character {
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break;
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case TR::Level::Trigger::SWITCH :
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actionState = (isActive && stand == STAND_GROUND) ? STATE_SWITCH_UP : STATE_SWITCH_DOWN;
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if (!isPressed(ACTION) || state == actionState || !emptyHands())
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return;
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if (!checkAngle(level->entities[info.trigCmd[0].args].rotation))
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if (!animation.canSetState(actionState))
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return;
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limit = state == STATE_STOP ? &TR::Limits::SWITCH : &TR::Limits::SWITCH_UNDERWATER;
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{
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Trigger *controller = (Trigger*)level->entities[info.trigCmd[0].args].controller;
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if (!controller->inState() || !checkInteraction(controller, *limit, isPressed(ACTION)))
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return;
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}
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break;
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case TR::Level::Trigger::KEY :
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if (level->entities[info.trigCmd[0].args].flags.active)
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return;
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actionState = level->entities[info.trigCmd[0].args].type == TR::Entity::HOLE_KEY ? STATE_USE_KEY : STATE_USE_PUZZLE;
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if (isActive || !isPressed(ACTION) || state == actionState || !emptyHands()) // TODO: STATE_USE_PUZZLE
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if (!animation.canSetState(actionState))
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return;
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if (!checkAngle(level->entities[info.trigCmd[0].args].rotation))
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return;
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if (animation.canSetState(actionState)) {
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if (!useItem(TR::Entity::NONE, level->entities[info.trigCmd[0].args].type)) {
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playSound(TR::SND_NO, pos, Sound::PAN);
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return;
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}
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} else
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limit = actionState == STATE_USE_KEY ? &TR::Limits::KEY_HOLE : &TR::Limits::PUZZLE_HOLE;
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if (!checkInteraction((Controller*)level->entities[info.trigCmd[0].args].controller, *limit, isPressed(ACTION)))
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return;
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if (!useItem(TR::Entity::NONE, level->entities[info.trigCmd[0].args].type)) {
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playSound(TR::SND_NO, pos, Sound::PAN);
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return;
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}
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lastPickUp = info.trigCmd[0].args; // TODO: it's not pickup, it's key/puzzle hole
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break;
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case TR::Level::Trigger::PICKUP :
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@@ -1270,17 +1311,11 @@ struct Lara : Character {
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// try to activate Lara state
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if (!animation.setState(actionState)) return;
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if (info.trigger == TR::Level::Trigger::SWITCH || info.trigger == TR::Level::Trigger::KEY) {
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if (info.trigger == TR::Level::Trigger::KEY)
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level->entities[info.trigCmd[0].args].flags.active = true;
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if (info.trigger == TR::Level::Trigger::KEY)
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level->entities[info.trigCmd[0].args].flags.active = true;
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TR::Entity &p = level->entities[info.trigCmd[0].args];
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angle.y = p.rotation;
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angle.x = 0;
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pos = ((Controller*)p.controller)->pos + vec3(sinf(angle.y), 0, cosf(angle.y)) * (stand == STAND_GROUND ? 384.0f : 128.0f);
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velocity = vec3(0.0f);
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updateEntity();
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}
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if (limit)
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alignByItem((Controller*)level->entities[info.trigCmd[0].args].controller, *limit, stand != STAND_GROUND || info.trigger != TR::Level::Trigger::SWITCH, true);
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// build trigger activation chain
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ActionCommand *actionItem = &actionList[1];
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@@ -1403,10 +1438,11 @@ struct Lara : Character {
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if (c.side != Collision::FRONT)
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return state;
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int floor = c.info[Collision::FRONT].floor;
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int floor = c.info[Collision::FRONT].floor;
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int ceiling = c.info[Collision::FRONT].ceiling;
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int hands = int(bounds.min.y);
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if (abs(floor - hands) < 128) {
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if (abs(floor - hands) < 64 && floor != ceiling) {
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alignToWall(-LARA_RADIUS);
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pos.y = float(floor + LARA_HANG_OFFSET);
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stand = STAND_HANG;
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@@ -1458,17 +1494,21 @@ struct Lara : Character {
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for (int i = 0; i < level->entitiesCount; i++) {
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TR::Entity &e = level->entities[i];
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if (!e.isBlock())
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continue;
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int q = entityQuadrant(e);
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int dx = abs(int(pos.x) - e.x);
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int dz = abs(int(pos.z) - e.z);
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Block *block = (Block*)e.controller;
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float oldAngle = block->angle.y;
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block->angle.y = angleQuadrant(angle.y) * (PI * 0.5f);
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if (q > -1 && e.isBlock() && dx < 1024 && dz < 1024 && e.y == y && alignToWall(-LARA_RADIUS, q, 64 + int(LARA_RADIUS), 512 - int(LARA_RADIUS))) {
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Block *block = (Block*)e.controller;
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block->angle.y = angle.y;
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block->updateEntity();
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return block;
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if (!checkInteraction(block, TR::Limits::BLOCK, (input & ACTION) != 0)) {
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block->angle.y = oldAngle;
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continue;
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}
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alignByItem(block, TR::Limits::BLOCK, false, true);
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return block;
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}
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return NULL;
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}
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@@ -1476,15 +1516,19 @@ struct Lara : Character {
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virtual int getStateGround() {
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angle.x = 0.0f;
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if ((input & ACTION) && emptyHands() && doPickUp())
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if ((state == STATE_STOP || state == STATE_TREAD) && (input & ACTION) && emptyHands() && doPickUp())
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return STATE_PICK_UP;
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if ((input & (FORTH | ACTION)) == (FORTH | ACTION) && (animation.index == ANIM_STAND || animation.index == ANIM_STAND_NORMAL) && emptyHands() && collision.side == Collision::FRONT) { // TODO: get rid of animation.index
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int floor = collision.info[Collision::FRONT].floor;
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int floor = collision.info[Collision::FRONT].floor;
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int ceiling = collision.info[Collision::FRONT].ceiling;
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int h = (int)pos.y - floor;
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int aIndex = animation.index;
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if (h <= 2 * 256 + 128) {
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if (floor == ceiling)
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;// do nothing
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else if (h <= 2 * 256 + 128) {
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aIndex = ANIM_CLIMB_2;
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pos.y = floor + 512.0f;
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} else if (h <= 3 * 256 + 128) {
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@@ -1539,10 +1583,8 @@ struct Lara : Character {
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if (state == STATE_PUSH_PULL_READY && (input & (FORTH | BACK))) {
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int pushState = (input & FORTH) ? STATE_PUSH_BLOCK : STATE_PULL_BLOCK;
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Block *block = getBlock();
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if (block && animation.canSetState(pushState) && block->doMove((input & FORTH) != 0)) {
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alignToWall(-LARA_RADIUS);
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if (block && animation.canSetState(pushState) && block->doMove((input & FORTH) != 0))
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return pushState;
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}
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}
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if (state == STATE_PUSH_PULL_READY || getBlock())
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@@ -2113,7 +2155,9 @@ struct Lara : Character {
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break;
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case STAND_GROUND :
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case STAND_HANG :
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if (opos.y - floor > (256 * 3 - 128) && state == STATE_RUN)
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if (stand == STAND_GROUND && (pos - opos).length2() < 16)
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animation.setAnim(ANIM_STAND_NORMAL);
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else if (opos.y - floor > (256 * 3 - 128) && state == STATE_RUN)
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animation.setAnim(isLeftFoot ? ANIM_SMASH_RUN_LEFT : ANIM_SMASH_RUN_RIGHT);
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else if (stand == STAND_HANG)
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animation.setAnim(ANIM_HANG, -21);
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@@ -492,8 +492,9 @@ struct Level : IGame {
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TR::Room &room = level.rooms[entity.room];
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if (!room.flags.rendered || entity.flags.invisible || entity.flags.rendered)
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return;
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if (entity.type != TR::Entity::LARA) // TODO: remove this hack (collect conjugate room entities)
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if (!room.flags.rendered || entity.flags.invisible || entity.flags.rendered)
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return;
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int16 lum = entity.intensity == -1 ? room.ambient : entity.intensity;
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@@ -140,6 +140,8 @@ struct vec2 {
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inline bool operator != (const vec2 &v) const { return !(*this == v); }
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inline bool operator == (float s) const { return x == s && y == s; }
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inline bool operator != (float s) const { return !(*this == s); }
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inline bool operator < (const vec2 &v) const { return x < v.x && y < v.y; }
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inline bool operator > (const vec2 &v) const { return x > v.x && y > v.y; }
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inline vec2 operator - () const { return vec2(-x, -y); }
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vec2& operator += (const vec2 &v) { x += v.x; y += v.y; return *this; }
|
||||
@@ -165,6 +167,7 @@ struct vec2 {
|
||||
|
||||
float length2() const { return dot(*this); }
|
||||
float length() const { return sqrtf(length2()); }
|
||||
vec2 abs() const { return vec2(fabsf(x), fabsf(y)); }
|
||||
vec2 normal() const { float s = length(); return s == 0.0 ? (*this) : (*this)*(1.0f/s); }
|
||||
float angle() const { return atan2f(y, x); }
|
||||
vec2& rotate(const vec2 &cs) { *this = vec2(x*cs.x - y*cs.y, x*cs.y + y*cs.x); return *this; }
|
||||
@@ -189,6 +192,8 @@ struct vec3 {
|
||||
inline bool operator != (const vec3 &v) const { return !(*this == v); }
|
||||
inline bool operator == (float s) const { return x == s && y == s && z == s; }
|
||||
inline bool operator != (float s) const { return !(*this == s); }
|
||||
inline bool operator < (const vec3 &v) const { return x < v.x && y < v.y && z < v.z; }
|
||||
inline bool operator > (const vec3 &v) const { return x > v.x && y > v.y && z > v.z; }
|
||||
inline vec3 operator - () const { return vec3(-x, -y, -z); }
|
||||
|
||||
vec3& operator += (const vec3 &v) { x += v.x; y += v.y; z += v.z; return *this; }
|
||||
@@ -214,6 +219,7 @@ struct vec3 {
|
||||
|
||||
float length2() const { return dot(*this); }
|
||||
float length() const { return sqrtf(length2()); }
|
||||
vec3 abs() const { return vec3(fabsf(x), fabsf(y), fabsf(z)); }
|
||||
vec3 normal() const { float s = length(); return s == 0.0f ? (*this) : (*this)*(1.0f/s); }
|
||||
vec3 axisXZ() const { return (fabsf(x) > fabsf(z)) ? vec3(float(sign(x)), 0, 0) : vec3(0, 0, float(sign(z))); }
|
||||
|
||||
@@ -814,7 +820,7 @@ struct Box {
|
||||
}
|
||||
|
||||
bool contains(const vec3 &v) const {
|
||||
return v.x >= min.x && v.x <= max.x && v.y >= min.y && v.y <= max.x && v.z >= min.z && v.z <= max.z;
|
||||
return v.x >= min.x && v.x <= max.x && v.y >= min.y && v.y <= max.y && v.z >= min.z && v.z <= max.z;
|
||||
}
|
||||
|
||||
vec3 pushOut2D(const vec3 &v) const {
|
||||
|
Reference in New Issue
Block a user