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