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https://github.com/XProger/OpenLara.git
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#8 fix cutscene (TR2 CUT1)
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@@ -16,13 +16,14 @@ struct Animation {
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TR::AnimFrame *frameA, *frameB;
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vec3 offset, jump;
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bool isEnded, isPrepareToNext, flip;
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bool smooth;
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quat *overrides; // left & right arms animation frames
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int overrideMask;
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Animation() : overrides(NULL) {}
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Animation(TR::Level *level, const TR::Model *model) : level(level), overrides(NULL), overrideMask(0) {
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Animation(TR::Level *level, const TR::Model *model, bool smooth = true) : level(level), smooth(smooth), overrides(NULL), overrideMask(0) {
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setModel(model);
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}
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@@ -90,7 +91,7 @@ struct Animation {
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}
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void playNext() {
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setAnim(next, anims[index].nextFrame);
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setAnim(next, anims[index].nextFrame, false);
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}
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TR::AnimFrame* getFrame(TR::Animation *anim, int index) {
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@@ -121,7 +122,6 @@ struct Animation {
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int k = fIndex * anim->frameRate;
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delta = (time * 30.0f - k) / min((int)anim->frameRate, max(1, framesCount - k)); // min is because in some cases framesCount > realFramesCount / frameRate * frameRate
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// size of frame (in bytes)
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int fIndexA = fIndex % fCount,
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fIndexB = (fIndex + 1) % fCount;
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@@ -138,7 +138,10 @@ struct Animation {
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getCommand(anim, frameNext, NULL, NULL, &flip);
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if (smooth)
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frameB = getFrame(anim, fIndexB);
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else
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frameB = frameA;
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}
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bool isFrameActive(int index) {
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@@ -332,9 +332,12 @@ struct Camera : ICamera {
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TR::CameraFrame *frameA = &level->cameraFrames[indexA];
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TR::CameraFrame *frameB = &level->cameraFrames[indexB];
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const int eps = 512;
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const float maxDelta = 256 * 256;
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if (abs(frameA->pos.x - frameB->pos.x) > eps || abs(frameA->pos.y - frameB->pos.y) > eps || abs(frameA->pos.z - frameB->pos.z) > eps) {
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float dp = (vec3(frameA->pos) - vec3(frameB->pos)).length2();
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float dt = (vec3(frameA->target) - vec3(frameB->target)).length2();
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if (dp > maxDelta || dt > maxDelta) {
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eye.pos = frameA->pos;
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target.pos = frameA->target;
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fov = frameA->fov / 32767.0f * 120.0f;
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@@ -144,7 +144,7 @@ struct Controller {
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vec3 lastPos;
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bool invertAim;
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Controller(IGame *game, int entity) : next(NULL), game(game), level(game->getLevel()), entity(entity), animation(level, getModel()), state(animation.state), layers(0), explodeMask(0), explodeParts(0), lastPos(0), invertAim(false) {
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Controller(IGame *game, int entity) : next(NULL), game(game), level(game->getLevel()), entity(entity), animation(level, getModel(), level->entities[entity].flags.smooth), state(animation.state), layers(0), explodeMask(0), explodeParts(0), lastPos(0), invertAim(false) {
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const 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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@@ -977,8 +977,13 @@ struct Controller {
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}
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case TR::Effect::INV_ON : flags.invisible = true; break;
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case TR::Effect::INV_OFF : flags.invisible = false; break;
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case TR::Effect::DYN_ON : break; // TODO TR2
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case TR::Effect::DYN_OFF : break; // TODO TR2
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case TR::Effect::DYN_ON :
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Core::lightColor[1] = vec4(0.6f, 0.5f, 0.1f, 1.0f / 4096.0f);
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Core::lightPos[1] = getPos();
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break;
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case TR::Effect::DYN_OFF :
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Core::lightColor[1] = vec4(0, 0, 0, 1);
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break;
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case TR::Effect::FOOTPRINT : break; // TODO TR3
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default : ASSERT(false);
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}
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@@ -1043,7 +1048,7 @@ struct Controller {
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if (animation.isEnded) { // if animation is end - switch to next
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if (animation.offset != 0.0f) cmdOffset(animation.offset);
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if (animation.jump != 0.0f) cmdJump(animation.jump);
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animation.playNext();
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// animation.playNext();
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} else
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animation.framePrev = animation.frameIndex;
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}
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@@ -48,6 +48,7 @@ namespace Debug {
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}
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void begin() {
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glActiveTexture(GL_TEXTURE0);
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glDisable(GL_TEXTURE_2D);
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glMatrixMode(GL_PROJECTION);
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glLoadMatrixf((GLfloat*)&Core::mProj);
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@@ -484,7 +485,7 @@ namespace Debug {
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if (!controller) continue;
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sprintf(buf, "%s (%d) %s", getEntityName(level, e), i, controller->flags.invisible ? "INVISIBLE" : "");
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Debug::Draw::text(controller->getPos() + randf() * 64, controller->flags.active ? vec4(0, 0, 0.8f, 1) : vec4(0.8f, 0, 0, 1), buf);
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Debug::Draw::text(controller->getPos() + randf() * 64.0f, controller->flags.active ? vec4(0, 0, 0.8f, 1) : vec4(0.8f, 0, 0, 1), buf);
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}
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for (int i = 0; i < level.camerasCount; i++) {
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12
src/format.h
12
src/format.h
@@ -1480,7 +1480,7 @@ namespace TR {
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int16 intensity2;
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union Flags {
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struct {
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uint16 state:2, unused:4, collision:1, invisible:1, once:1, active:5, reverse:1, rendered:1;
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uint16 state:2, unused:3, smooth:1, collision:1, invisible:1, once:1, active:5, reverse:1, rendered:1;
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};
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uint16 value;
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} flags;
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@@ -2897,6 +2897,15 @@ namespace TR {
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cutMatrix.rotateY(e.rotation);
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}
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}
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// turn off interpolation for some entities
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if (id == LVL_TR2_CUT_1)
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for (int i = 0; i < entitiesBaseCount; i++) {
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Entity &e = entities[i];
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if (e.type == Entity::CUT_6 || e.type == Entity::CUT_8 || e.type == Entity::CUT_9) {
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e.flags.smooth = false;
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}
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}
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}
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LevelID getTitleId() const {
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@@ -3557,6 +3566,7 @@ namespace TR {
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if (version & (VER_TR2 | VER_TR3))
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stream.read(e.intensity2);
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stream.read(e.flags.value);
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e.flags.smooth = true;
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e.type = Entity::remap(version, e.type);
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@@ -2029,16 +2029,19 @@ struct Level : IGame {
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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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Controller *controller = (Controller*)e.controller;
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if (controller && controller->isActive() && e.isEnemy() && e.castShadow() && controller != players[0] && controller != players[1]) {
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if (controller && e.castShadow() && controller != players[0] && controller != players[1]) {
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int pIndex = 0;
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float dist = (players[0]->pos - controller->pos).length2();
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float dist = (players[0]->getPos() - controller->getPos()).length2();
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if (players[1]) {
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float dist2 = (players[1]->pos - controller->pos).length2();
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float dist2 = (players[1]->getPos() - controller->getPos()).length2();
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if (dist2 < dist) {
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dist = dist2;
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pIndex = 1;
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}
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}
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if (dist > 8192 * 8192) continue;
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// get index to insert
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int index = base;
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while (index < count) {
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