1
0
mirror of https://github.com/XProger/OpenLara.git synced 2025-02-24 15:32:30 +01:00

#3 tilt control

This commit is contained in:
XProger 2016-11-17 00:36:59 +03:00
parent ff6e3f8ece
commit f9324e6543
2 changed files with 52 additions and 47 deletions

View File

@ -31,7 +31,7 @@ struct Controller {
DEATH = 1 << 9 }; DEATH = 1 << 9 };
float animTime; float animTime;
int animIndex; int animIndex, animPrev;
int animPrevFrame; int animPrevFrame;
vec3 pos, velocity; vec3 pos, velocity;
@ -61,6 +61,7 @@ struct Controller {
angle = vec3(0.0f, e.rotation, 0.0f); angle = vec3(0.0f, e.rotation, 0.0f);
stand = STAND_GROUND; stand = STAND_GROUND;
animIndex = e.modelIndex > 0 ? getModel().animation : 0; animIndex = e.modelIndex > 0 ? getModel().animation : 0;
animPrev = animIndex;
state = level->anims[animIndex].state; state = level->anims[animIndex].state;
TR::Model &model = getModel(); TR::Model &model = getModel();
} }
@ -92,6 +93,11 @@ struct Controller {
} }
} }
int getFramesCount(int animIndex) {
TR::Animation &anim = level->anims[animIndex];
return (anim.frameEnd - anim.frameStart) / anim.frameRate + 1;
}
int getFrameIndex(int animIndex, float t) { int getFrameIndex(int animIndex, float t) {
TR::Animation &anim = level->anims[animIndex]; TR::Animation &anim = level->anims[animIndex];
return int(t * 30.0f / anim.frameRate) % ((anim.frameEnd - anim.frameStart) / anim.frameRate + 1); return int(t * 30.0f / anim.frameRate) % ((anim.frameEnd - anim.frameStart) / anim.frameRate + 1);
@ -214,6 +220,7 @@ struct Controller {
} }
int setAnimation(int index, int frame = 0) { int setAnimation(int index, int frame = 0) {
animPrev = animIndex;
animIndex = index; animIndex = index;
TR::Animation &anim = level->anims[animIndex]; TR::Animation &anim = level->anims[animIndex];
animTime = (frame <= 0 ? -frame : (frame - anim.frameStart)) / 30.0f; animTime = (frame <= 0 ? -frame : (frame - anim.frameStart)) / 30.0f;

View File

@ -6,13 +6,12 @@
#include "controller.h" #include "controller.h"
#include "trigger.h" #include "trigger.h"
#define FAST_TURN_TIME 1.0f
#define TURN_FAST PI #define TURN_FAST PI
#define TURN_FAST_BACK PI * 3.0f / 4.0f #define TURN_FAST_BACK PI * 3.0f / 4.0f
#define TURN_NORMAL PI / 2.0f #define TURN_NORMAL PI / 2.0f
#define TURN_SLOW PI / 3.0f #define TURN_SLOW PI / 3.0f
#define TURN_TILT PI / 18.0f #define TILT_MAX (PI / 18.0f)
#define TILT_SPEED TILT_MAX
#define TURN_WATER_FAST PI * 3.0f / 4.0f #define TURN_WATER_FAST PI * 3.0f / 4.0f
#define TURN_WATER_SLOW PI * 2.0f / 3.0f #define TURN_WATER_SLOW PI * 2.0f / 3.0f
#define GLIDE_SPEED 50.0f #define GLIDE_SPEED 50.0f
@ -196,9 +195,9 @@ struct Lara : Controller {
quat rotHead, rotChest; quat rotHead, rotChest;
int health; int health;
float turnTime; float tilt;
Lara(TR::Level *level, int entity) : Controller(level, entity), wpnCurrent(Weapon::EMPTY), wpnNext(Weapon::EMPTY), chestOffset(pos), target(-1), health(100), turnTime(0.0f) { Lara(TR::Level *level, int entity) : Controller(level, entity), wpnCurrent(Weapon::EMPTY), wpnNext(Weapon::EMPTY), chestOffset(pos), target(-1), health(100), tilt(0.0f) {
initMeshOverrides(); initMeshOverrides();
for (int i = 0; i < 2; i++) { for (int i = 0; i < 2; i++) {
arms[i].shotTimer = MUZZLE_FLASH_TIME + 1.0f; arms[i].shotTimer = MUZZLE_FLASH_TIME + 1.0f;
@ -1176,18 +1175,6 @@ struct Lara : Controller {
} }
} }
/*
// hit test
if (animIndex != ANIM_HIT_FRONT)
for (int i = 0; i < level->entitiesCount; i++) {
TR::Entity &e = level->entities[i];
if (e.id != ENTITY_ENEMY_WOLF) continue;
vec3 v = vec3(e.x, e.y, e.z) - pos;
if (v.length2() < 128 * 128) {
return setAnimation(ANIM_HIT_FRONT);
}
}
*/
if ( (mask & (FORTH | BACK)) == (FORTH | BACK) && (state == STATE_STOP || state == STATE_RUN) ) if ( (mask & (FORTH | BACK)) == (FORTH | BACK) && (state == STATE_STOP || state == STATE_RUN) )
return setAnimation(ANIM_STAND_ROLL_BEGIN); return setAnimation(ANIM_STAND_ROLL_BEGIN);
@ -1239,8 +1226,14 @@ struct Lara : Controller {
// only dpad buttons pressed // only dpad buttons pressed
if (mask & FORTH) return STATE_RUN; if (mask & FORTH) return STATE_RUN;
if (mask & BACK) return STATE_FAST_BACK; if (mask & BACK) return STATE_FAST_BACK;
if (mask & LEFT) return turnTime < FAST_TURN_TIME ? STATE_TURN_LEFT : STATE_FAST_TURN; if (mask & (LEFT | RIGHT)) {
if (mask & RIGHT) return turnTime < FAST_TURN_TIME ? STATE_TURN_RIGHT : STATE_FAST_TURN; if (state == STATE_FAST_TURN)
return state;
if (mask & LEFT) return (state == STATE_TURN_LEFT && animPrev == animIndex) ? STATE_FAST_TURN : STATE_TURN_LEFT;
if (mask & RIGHT) return (state == STATE_TURN_RIGHT && animPrev == animIndex) ? STATE_FAST_TURN : STATE_TURN_RIGHT;
}
return STATE_STOP; return STATE_STOP;
} }
@ -1411,44 +1404,49 @@ struct Lara : Controller {
lState = false; lState = false;
#endif #endif
// calculate turn tilt // calculate turn tilt
if (state == STATE_RUN && (mask & (LEFT | RIGHT))) { if (state == STATE_RUN && (mask & (LEFT | RIGHT)) && (tilt == 0.0f || (tilt < 0.0f && (mask & LEFT)) || (tilt > 0.0f && (mask & RIGHT)))) {
if (mask & LEFT) angle.z -= Core::deltaTime * TURN_TILT; if (mask & LEFT) tilt -= TILT_SPEED * Core::deltaTime;
if (mask & RIGHT) angle.z += Core::deltaTime * TURN_TILT; if (mask & RIGHT) tilt += TILT_SPEED * Core::deltaTime;
angle.z = clamp(angle.z, -TURN_TILT, TURN_TILT);
} else } else
angle.z -= angle.z * min(Core::deltaTime * 8.0f, 1.0f); if (fabsf(tilt) > 0.01f)
tilt -= sign(tilt) * TILT_SPEED * 4.0f * Core::deltaTime;
if (state == STATE_TURN_LEFT || state == STATE_TURN_RIGHT || state == STATE_FAST_TURN) else
turnTime += Core::deltaTime; tilt = 0.0f;
else tilt = clamp(tilt, -TILT_MAX, TILT_MAX);
turnTime = 0.0f;
angle.z = tilt;
// get turning angle // get turning angle
float w = 0.0f; float w = (mask & LEFT) ? -1.0f : ((mask & RIGHT) ? 1.0f : 0.0f);
if (state == STATE_SWIM || state == STATE_GLIDE) if (state == STATE_SWIM || state == STATE_GLIDE)
w = TURN_WATER_FAST; w *= TURN_WATER_FAST;
else if (state == STATE_TREAD || state == STATE_SURF_TREAD || state == STATE_SURF_SWIM || state == STATE_SURF_BACK) else if (state == STATE_TREAD || state == STATE_SURF_TREAD || state == STATE_SURF_SWIM || state == STATE_SURF_BACK)
w = TURN_WATER_SLOW; w *= TURN_WATER_SLOW;
else if (state == STATE_RUN || state == STATE_FAST_TURN) else if (state == STATE_RUN)
w = TURN_FAST; // TODO: modulate angular speed by turnTime factor w *= sign(w) != sign(tilt) ? 0.0f : w * TURN_FAST * tilt / TILT_MAX;
else if (state == STATE_FAST_TURN)
w *= TURN_FAST;
else if (state == STATE_FAST_BACK) else if (state == STATE_FAST_BACK)
w = TURN_FAST_BACK; w *= TURN_FAST_BACK;
else if (state == STATE_TURN_LEFT || state == STATE_TURN_RIGHT || state == STATE_WALK) else if (state == STATE_TURN_LEFT || state == STATE_TURN_RIGHT || state == STATE_WALK)
w = TURN_NORMAL; w *= TURN_NORMAL;
else if (state == STATE_FORWARD_JUMP || state == STATE_BACK) else if (state == STATE_FORWARD_JUMP || state == STATE_BACK)
w = TURN_SLOW; w *= TURN_SLOW;
else
w = 0.0f;
if (w != 0.0f) { if (w != 0.0f) {
w *= Core::deltaTime; w *= Core::deltaTime;
// yaw angle.y += w;
if (mask & LEFT) { angle.y -= w; velocity = velocity.rotateY(+w); } velocity = velocity.rotateY(-w);
if (mask & RIGHT) { angle.y += w; velocity = velocity.rotateY(-w); } }
// pitch (underwater only)
if (stand == STAND_UNDERWATER && (mask & (FORTH | BACK)) ) { // pitch (underwater only)
angle.x += ((mask & FORTH) ? -w : w) * 0.5f; if (stand == STAND_UNDERWATER && (mask & (FORTH | BACK)) ) {
angle.x = clamp(angle.x, -PI * 0.5f, PI * 0.5f); angle.x += ((mask & FORTH) ? -TURN_WATER_SLOW : TURN_WATER_SLOW) * 0.5f * Core::deltaTime;
} angle.x = clamp(angle.x, -PI * 0.5f, PI * 0.5f);
} }
// get animation direction // get animation direction