mirror of https://github.com/AxioDL/metaforce.git
Camera and input fixes
This commit is contained in:
parent
ce6a3aa50c
commit
ce2ed8cec6
|
@ -131,56 +131,79 @@ static void PopulateAreaFields(DEAFBABE& db,
|
||||||
db.memSize = 0;
|
db.memSize = 0;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
class MaterialPool
|
||||||
|
{
|
||||||
|
std::unordered_map<u64, int> m_materials;
|
||||||
|
public:
|
||||||
|
template <class M, class V>
|
||||||
|
int AddOrLookup(const M& mat, V& vec)
|
||||||
|
{
|
||||||
|
auto search = m_materials.find(mat.material);
|
||||||
|
if (search != m_materials.end())
|
||||||
|
return search->second;
|
||||||
|
auto idx = int(vec.size());
|
||||||
|
vec.push_back(mat);
|
||||||
|
m_materials[mat.material] = idx;
|
||||||
|
return idx;
|
||||||
|
}
|
||||||
|
};
|
||||||
|
|
||||||
template<class DEAFBABE>
|
template<class DEAFBABE>
|
||||||
void DeafBabeBuildFromBlender(DEAFBABE& db, const hecl::BlenderConnection::DataStream::ColMesh& colMesh)
|
void DeafBabeBuildFromBlender(DEAFBABE& db, const hecl::BlenderConnection::DataStream::ColMesh& colMesh)
|
||||||
{
|
{
|
||||||
db.materials.reserve(colMesh.materials.size() * 2);
|
using BlendMat = hecl::BlenderConnection::DataStream::ColMesh::Material;
|
||||||
for (const hecl::BlenderConnection::DataStream::ColMesh::Material& mat : colMesh.materials)
|
|
||||||
|
auto MakeMat = [](const BlendMat& mat, bool flipFace) -> typename DEAFBABE::Material
|
||||||
{
|
{
|
||||||
db.materials.emplace_back();
|
typename DEAFBABE::Material dbMat = {};
|
||||||
db.materials.back().setUnknown(mat.unknown);
|
dbMat.setUnknown(mat.unknown);
|
||||||
db.materials.back().setSurfaceStone(mat.surfaceStone);
|
dbMat.setSurfaceStone(mat.surfaceStone);
|
||||||
db.materials.back().setSurfaceMetal(mat.surfaceMetal);
|
dbMat.setSurfaceMetal(mat.surfaceMetal);
|
||||||
db.materials.back().setSurfaceGrass(mat.surfaceGrass);
|
dbMat.setSurfaceGrass(mat.surfaceGrass);
|
||||||
db.materials.back().setSurfaceIce(mat.surfaceIce);
|
dbMat.setSurfaceIce(mat.surfaceIce);
|
||||||
db.materials.back().setPillar(mat.pillar);
|
dbMat.setPillar(mat.pillar);
|
||||||
db.materials.back().setSurfaceMetalGrating(mat.surfaceMetalGrating);
|
dbMat.setSurfaceMetalGrating(mat.surfaceMetalGrating);
|
||||||
db.materials.back().setSurfacePhazon(mat.surfacePhazon);
|
dbMat.setSurfacePhazon(mat.surfacePhazon);
|
||||||
db.materials.back().setSurfaceDirt(mat.surfaceDirt);
|
dbMat.setSurfaceDirt(mat.surfaceDirt);
|
||||||
db.materials.back().setSurfaceLava(mat.surfaceLava);
|
dbMat.setSurfaceLava(mat.surfaceLava);
|
||||||
db.materials.back().setSurfaceSPMetal(mat.surfaceSPMetal);
|
dbMat.setSurfaceSPMetal(mat.surfaceSPMetal);
|
||||||
db.materials.back().setSurfaceStoneRock(mat.surfaceStoneRock);
|
dbMat.setSurfaceStoneRock(mat.surfaceStoneRock);
|
||||||
db.materials.back().setSurfaceSnow(mat.surfaceSnow);
|
dbMat.setSurfaceSnow(mat.surfaceSnow);
|
||||||
db.materials.back().setSurfaceMudSlow(mat.surfaceMudSlow);
|
dbMat.setSurfaceMudSlow(mat.surfaceMudSlow);
|
||||||
db.materials.back().setSurfaceFabric(mat.surfaceFabric);
|
dbMat.setSurfaceFabric(mat.surfaceFabric);
|
||||||
db.materials.back().setHalfPipe(mat.halfPipe);
|
dbMat.setHalfPipe(mat.halfPipe);
|
||||||
db.materials.back().setSurfaceMud(mat.surfaceMud);
|
dbMat.setSurfaceMud(mat.surfaceMud);
|
||||||
db.materials.back().setSurfaceGlass(mat.surfaceGlass);
|
dbMat.setSurfaceGlass(mat.surfaceGlass);
|
||||||
db.materials.back().setUnused3(mat.unused3);
|
dbMat.setUnused3(mat.unused3);
|
||||||
db.materials.back().setUnused4(mat.unused4);
|
dbMat.setUnused4(mat.unused4);
|
||||||
db.materials.back().setSurfaceShield(mat.surfaceShield);
|
dbMat.setSurfaceShield(mat.surfaceShield);
|
||||||
db.materials.back().setSurfaceSand(mat.surfaceSand);
|
dbMat.setSurfaceSand(mat.surfaceSand);
|
||||||
db.materials.back().setSurfaceMothOrSeedOrganics(mat.surfaceMothOrSeedOrganics);
|
dbMat.setSurfaceMothOrSeedOrganics(mat.surfaceMothOrSeedOrganics);
|
||||||
db.materials.back().setSurfaceWeb(mat.surfaceWeb);
|
dbMat.setSurfaceWeb(mat.surfaceWeb);
|
||||||
db.materials.back().setProjectilePassthrough(mat.projPassthrough);
|
dbMat.setProjectilePassthrough(mat.projPassthrough);
|
||||||
db.materials.back().setSolid(mat.solid);
|
dbMat.setSolid(mat.solid);
|
||||||
db.materials.back().setU20(mat.u20);
|
dbMat.setU20(mat.u20);
|
||||||
db.materials.back().setCameraPassthrough(mat.camPassthrough);
|
dbMat.setCameraPassthrough(mat.camPassthrough);
|
||||||
db.materials.back().setSurfaceWood(mat.surfaceWood);
|
dbMat.setSurfaceWood(mat.surfaceWood);
|
||||||
db.materials.back().setSurfaceOrganic(mat.surfaceOrganic);
|
dbMat.setSurfaceOrganic(mat.surfaceOrganic);
|
||||||
db.materials.back().setU24(mat.u24);
|
dbMat.setU24(mat.u24);
|
||||||
db.materials.back().setSurfaceRubber(mat.surfaceRubber);
|
dbMat.setSurfaceRubber(mat.surfaceRubber);
|
||||||
db.materials.back().setSeeThrough(mat.seeThrough);
|
dbMat.setSeeThrough(mat.seeThrough);
|
||||||
db.materials.back().setScanPassthrough(mat.scanPassthrough);
|
dbMat.setScanPassthrough(mat.scanPassthrough);
|
||||||
db.materials.back().setAiPassthrough(mat.aiPassthrough);
|
dbMat.setAiPassthrough(mat.aiPassthrough);
|
||||||
db.materials.back().setCeiling(mat.ceiling);
|
dbMat.setCeiling(mat.ceiling);
|
||||||
db.materials.back().setWall(mat.wall);
|
dbMat.setWall(mat.wall);
|
||||||
db.materials.back().setFloor(mat.floor);
|
dbMat.setFloor(mat.floor);
|
||||||
db.materials.back().setAiBlock(mat.aiBlock);
|
dbMat.setAiBlock(mat.aiBlock);
|
||||||
db.materials.back().setJumpNotAllowed(mat.jumpNotAllowed);
|
dbMat.setJumpNotAllowed(mat.jumpNotAllowed);
|
||||||
db.materials.back().setSpiderBall(mat.spiderBall);
|
dbMat.setSpiderBall(mat.spiderBall);
|
||||||
db.materials.back().setScrewAttackWallJump(mat.screwAttackWallJump);
|
dbMat.setScrewAttackWallJump(mat.screwAttackWallJump);
|
||||||
}
|
dbMat.setFlipFace(flipFace);
|
||||||
|
return dbMat;
|
||||||
|
};
|
||||||
|
|
||||||
|
MaterialPool matPool;
|
||||||
|
db.materials.reserve(colMesh.materials.size() * 2);
|
||||||
|
|
||||||
zeus::CAABox fullAABB;
|
zeus::CAABox fullAABB;
|
||||||
|
|
||||||
|
@ -209,16 +232,8 @@ void DeafBabeBuildFromBlender(DEAFBABE& db, const hecl::BlenderConnection::DataS
|
||||||
db.triangleEdgeConnections.reserve(colMesh.trianges.size());
|
db.triangleEdgeConnections.reserve(colMesh.trianges.size());
|
||||||
for (const auto& tri : colMesh.trianges)
|
for (const auto& tri : colMesh.trianges)
|
||||||
{
|
{
|
||||||
if (tri.flip)
|
int triMatIdx = matPool.AddOrLookup(MakeMat(colMesh.materials[tri.matIdx], tri.flip), db.materials);
|
||||||
{
|
db.triMats.push_back(triMatIdx);
|
||||||
db.triMats.push_back(db.materials.size());
|
|
||||||
db.materials.push_back(db.materials[tri.matIdx]);
|
|
||||||
db.materials.back().setFlipFace(true);
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
db.triMats.push_back(tri.matIdx);
|
|
||||||
}
|
|
||||||
|
|
||||||
db.triangleEdgeConnections.emplace_back();
|
db.triangleEdgeConnections.emplace_back();
|
||||||
db.triangleEdgeConnections.back().edges[0] = tri.edges[0];
|
db.triangleEdgeConnections.back().edges[0] = tri.edges[0];
|
||||||
|
@ -227,9 +242,9 @@ void DeafBabeBuildFromBlender(DEAFBABE& db, const hecl::BlenderConnection::DataS
|
||||||
|
|
||||||
for (int e=0 ; e<3 ; ++e)
|
for (int e=0 ; e<3 ; ++e)
|
||||||
{
|
{
|
||||||
db.edgeMats[tri.edges[e]] = tri.matIdx;
|
db.edgeMats[tri.edges[e]] = triMatIdx;
|
||||||
for (int v=0 ; v<2 ; ++v)
|
for (int v=0 ; v<2 ; ++v)
|
||||||
db.vertMats[colMesh.edges[e].verts[v]] = tri.matIdx;
|
db.vertMats[colMesh.edges[e].verts[v]] = triMatIdx;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
db.triMatsCount = colMesh.trianges.size();
|
db.triMatsCount = colMesh.trianges.size();
|
||||||
|
|
|
@ -86,7 +86,6 @@ void CFirstPersonCamera::CalculateGunFollowOrientationAndTransform(zeus::CTransf
|
||||||
{
|
{
|
||||||
zeus::CVector3f gunFrontVec = x190_gunFollowXf.frontVector();
|
zeus::CVector3f gunFrontVec = x190_gunFollowXf.frontVector();
|
||||||
gunFrontVec.z = 0.f;
|
gunFrontVec.z = 0.f;
|
||||||
|
|
||||||
if (gunFrontVec.canBeNormalized())
|
if (gunFrontVec.canBeNormalized())
|
||||||
gunFrontVec.normalize();
|
gunFrontVec.normalize();
|
||||||
|
|
||||||
|
@ -95,16 +94,15 @@ void CFirstPersonCamera::CalculateGunFollowOrientationAndTransform(zeus::CTransf
|
||||||
if (rVecNoZ.canBeNormalized())
|
if (rVecNoZ.canBeNormalized())
|
||||||
rVecNoZ.normalize();
|
rVecNoZ.normalize();
|
||||||
|
|
||||||
gunXf = zeus::CQuaternion::lookAt(gunFrontVec, rVecNoZ, zeus::CRelAngle::FromDegrees(360.f)).toTransform() *
|
gunXf = zeus::CQuaternion::lookAt(gunFrontVec, rVecNoZ, 2.f * M_PIF).toTransform() *
|
||||||
x190_gunFollowXf.getRotation();
|
x190_gunFollowXf.getRotation();
|
||||||
|
|
||||||
zeus::CVector3f newgunFront = gunXf.frontVector();
|
zeus::CVector3f newgunFront = gunXf.frontVector();
|
||||||
|
|
||||||
if (newgunFront.canBeNormalized())
|
if (newgunFront.canBeNormalized())
|
||||||
newgunFront.normalize();
|
newgunFront.normalize();
|
||||||
|
|
||||||
float angle = newgunFront.dot(rVec);
|
float angle = newgunFront.dot(rVec);
|
||||||
angle = std::min(angle, 1.f);
|
angle = zeus::clamp(-1.f, angle, 1.f);
|
||||||
gunQ = zeus::CQuaternion::lookAt(newgunFront, rVec, zeus::clamp(0.f, std::acos(angle) / dt, 1.f) * dt);
|
gunQ = zeus::CQuaternion::lookAt(newgunFront, rVec, zeus::clamp(0.f, std::acos(angle) / dt, 1.f) * dt);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -136,7 +134,7 @@ void CFirstPersonCamera::UpdateTransform(CStateManager& mgr, float dt)
|
||||||
vec.normalize();
|
vec.normalize();
|
||||||
}
|
}
|
||||||
|
|
||||||
rVec = zeus::CQuaternion::lookAt({0.f, 1.f, 0.f}, rVec, zeus::CRelAngle::FromDegrees(360.f)).transform(vec);
|
rVec = zeus::CQuaternion::lookAt({0.f, 1.f, 0.f}, rVec, 2.f * M_PIF).transform(vec);
|
||||||
}
|
}
|
||||||
|
|
||||||
zeus::CVector3f eyePos = player->GetEyePosition();
|
zeus::CVector3f eyePos = player->GetEyePosition();
|
||||||
|
@ -198,11 +196,11 @@ void CFirstPersonCamera::UpdateTransform(CStateManager& mgr, float dt)
|
||||||
float angle = zeus::clamp(0.f, (player->x29c_fallCameraTimer - g_tweakPlayer->GetFallCameraPitchDownStart()) /
|
float angle = zeus::clamp(0.f, (player->x29c_fallCameraTimer - g_tweakPlayer->GetFallCameraPitchDownStart()) /
|
||||||
g_tweakPlayer->GetFallCameraPitchDownFull(), 1.f) *
|
g_tweakPlayer->GetFallCameraPitchDownFull(), 1.f) *
|
||||||
g_tweakPlayer->GetFallCameraPitchDownAngle();
|
g_tweakPlayer->GetFallCameraPitchDownAngle();
|
||||||
//rVec.x = 0.f;
|
rVec.x = 0.f;
|
||||||
//rVec.y = std::cos(angle);
|
rVec.y = std::cos(angle);
|
||||||
//rVec.z = -std::sin(angle);
|
rVec.z = -std::sin(angle);
|
||||||
|
|
||||||
//rVec = playerXf.rotate(rVec);
|
rVec = playerXf.rotate(rVec);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
break;
|
break;
|
||||||
|
@ -253,7 +251,7 @@ void CFirstPersonCamera::UpdateTransform(CStateManager& mgr, float dt)
|
||||||
angle = zeus::clamp(-1.f, angle, 1.f);
|
angle = zeus::clamp(-1.f, angle, 1.f);
|
||||||
float clampedAngle = zeus::clamp(0.f, std::acos(angle) / scaledDt, 1.f);
|
float clampedAngle = zeus::clamp(0.f, std::acos(angle) / scaledDt, 1.f);
|
||||||
if (angle > 0.999f || x18c_lockCamera || player->x374_orbitLockEstablished)
|
if (angle > 0.999f || x18c_lockCamera || player->x374_orbitLockEstablished)
|
||||||
qGun = zeus::CQuaternion::lookAt(gunFrontVec, rVec, zeus::CRelAngle::FromDegrees(360.f));
|
qGun = zeus::CQuaternion::lookAt(gunFrontVec, rVec, 2.f * M_PIF);
|
||||||
else
|
else
|
||||||
qGun = zeus::CQuaternion::lookAt(gunFrontVec, rVec, scaledDt * clampedAngle);
|
qGun = zeus::CQuaternion::lookAt(gunFrontVec, rVec, scaledDt * clampedAngle);
|
||||||
|
|
||||||
|
@ -271,7 +269,7 @@ void CFirstPersonCamera::UpdateTransform(CStateManager& mgr, float dt)
|
||||||
rVecCpy.normalize();
|
rVecCpy.normalize();
|
||||||
|
|
||||||
gunXf =
|
gunXf =
|
||||||
zeus::CQuaternion::lookAt(gunFrontVec, rVecCpy, zeus::CRelAngle::FromDegrees(360.f)).toTransform() *
|
zeus::CQuaternion::lookAt(gunFrontVec, rVecCpy, 2.f * M_PIF).toTransform() *
|
||||||
x190_gunFollowXf.getRotation();
|
x190_gunFollowXf.getRotation();
|
||||||
|
|
||||||
gunFrontVec = gunXf.frontVector();
|
gunFrontVec = gunXf.frontVector();
|
||||||
|
@ -283,7 +281,7 @@ void CFirstPersonCamera::UpdateTransform(CStateManager& mgr, float dt)
|
||||||
|
|
||||||
//angle = zeus::clamp(-1.f, angle, 1.f);
|
//angle = zeus::clamp(-1.f, angle, 1.f);
|
||||||
//angle = zeus::clamp(0.f, std::acos(angle) / sdt, 1.f);
|
//angle = zeus::clamp(0.f, std::acos(angle) / sdt, 1.f);
|
||||||
qGun = zeus::CQuaternion::lookAt(gunFrontVec, rVecCpy, zeus::CRelAngle::FromDegrees(360.f));
|
qGun = zeus::CQuaternion::lookAt(gunFrontVec, rVecCpy, 2.f * M_PIF);
|
||||||
}
|
}
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
|
@ -301,7 +299,7 @@ void CFirstPersonCamera::UpdateTransform(CStateManager& mgr, float dt)
|
||||||
if (rVecCpy.canBeNormalized())
|
if (rVecCpy.canBeNormalized())
|
||||||
rVecCpy.normalize();
|
rVecCpy.normalize();
|
||||||
|
|
||||||
gunXf = zeus::CQuaternion::lookAt(gunFront, rVecCpy, zeus::CRelAngle::FromDegrees(360.f)).toTransform() *
|
gunXf = zeus::CQuaternion::lookAt(gunFront, rVecCpy, 2.f * M_PIF).toTransform() *
|
||||||
x190_gunFollowXf.getRotation();
|
x190_gunFollowXf.getRotation();
|
||||||
gunFront = gunXf.frontVector();
|
gunFront = gunXf.frontVector();
|
||||||
if (gunFront.canBeNormalized())
|
if (gunFront.canBeNormalized())
|
||||||
|
@ -328,8 +326,7 @@ void CFirstPersonCamera::UpdateTransform(CStateManager& mgr, float dt)
|
||||||
}
|
}
|
||||||
|
|
||||||
x190_gunFollowXf = qGun.toTransform() * gunXf;
|
x190_gunFollowXf = qGun.toTransform() * gunXf;
|
||||||
//SetTransform(x190_gunFollowXf * bobXf.getRotation());
|
SetTransform(x190_gunFollowXf * bobXf.getRotation());
|
||||||
SetTransform(playerXf);
|
|
||||||
x190_gunFollowXf.origin = eyePos;
|
x190_gunFollowXf.origin = eyePos;
|
||||||
CActor::SetTranslation(eyePos + player->GetTransform().rotate(bobXf.origin));
|
CActor::SetTranslation(eyePos + player->GetTransform().rotate(bobXf.origin));
|
||||||
x190_gunFollowXf.orthonormalize();
|
x190_gunFollowXf.orthonormalize();
|
||||||
|
|
|
@ -55,6 +55,12 @@ public:
|
||||||
m_leftDiv(leftDiv),
|
m_leftDiv(leftDiv),
|
||||||
m_rightDiv(rightDiv) {}
|
m_rightDiv(rightDiv) {}
|
||||||
|
|
||||||
|
~CInputGenerator()
|
||||||
|
{
|
||||||
|
if (smashAdapter)
|
||||||
|
smashAdapter->setCallback(nullptr);
|
||||||
|
}
|
||||||
|
|
||||||
/* Keyboard and mouse events are delivered on the main game
|
/* Keyboard and mouse events are delivered on the main game
|
||||||
* thread as part of the app's main event loop. The OS is responsible
|
* thread as part of the app's main event loop. The OS is responsible
|
||||||
* for buffering events in its own way, then boo flushes the buffer
|
* for buffering events in its own way, then boo flushes the buffer
|
||||||
|
|
2
amuse
2
amuse
|
@ -1 +1 @@
|
||||||
Subproject commit 91b88c0568334c49a22c8f7bcc94f35e495f9a00
|
Subproject commit 3eba4cc1ac7cf08c23107302807e6d1adf9087db
|
2
hecl
2
hecl
|
@ -1 +1 @@
|
||||||
Subproject commit a7310a277f6c225dc6731b13a915b6cd1129ab24
|
Subproject commit 8e1909115231a7d83bf348d5afcc813180b77634
|
2
specter
2
specter
|
@ -1 +1 @@
|
||||||
Subproject commit 654374c1f28180b47f96a1524662756adfb1ac9c
|
Subproject commit 0e4c7e20eab7e737fa114dab7fdeb5d54497fd5f
|
Loading…
Reference in New Issue