Add CSamusFaceReflection

This commit is contained in:
Henrique Gemignani Passos Lima 2022-11-26 15:51:04 +02:00
parent bf3c6af2a0
commit ef3779ac51
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GPG Key ID: E224F951761145F8
11 changed files with 208 additions and 12 deletions

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@ -222,7 +222,7 @@ LIBS = [
["MetroidPrime/Player/CFidget", True], ["MetroidPrime/Player/CFidget", True],
"MetroidPrime/Enemies/CSpankWeed", "MetroidPrime/Enemies/CSpankWeed",
"MetroidPrime/Enemies/CParasite", "MetroidPrime/Enemies/CParasite",
"MetroidPrime/Player/CSamusFaceReflection", ["MetroidPrime/Player/CSamusFaceReflection", False],
["MetroidPrime/ScriptObjects/CScriptPlayerHint", True], ["MetroidPrime/ScriptObjects/CScriptPlayerHint", True],
"MetroidPrime/Enemies/CRipper", "MetroidPrime/Enemies/CRipper",
"MetroidPrime/Cameras/CCameraShakeData", "MetroidPrime/Cameras/CCameraShakeData",

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@ -149,6 +149,7 @@ public:
static const CTransform4f& GetModelMatrix() { return mModelMatrix; } static const CTransform4f& GetModelMatrix() { return mModelMatrix; }
static void SetViewPointMatrix(const CTransform4f&); static void SetViewPointMatrix(const CTransform4f&);
static void SetBrightness(float b) { mBrightness = b; } static void SetBrightness(float b) { mBrightness = b; }
static void SetOrtho(float left, float right, float top, float bottom, float znear, float zfar);
static float GetSecondsMod900(); static float GetSecondsMod900();
static void SetExternalTimeProvider(CTimeProvider* provider); static void SetExternalTimeProvider(CTimeProvider* provider);

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@ -102,8 +102,8 @@ public:
static CModelFlags Normal() { return CModelFlags(kT_Opaque, 1.f); } static CModelFlags Normal() { return CModelFlags(kT_Opaque, 1.f); }
static CModelFlags AlphaBlended(float alpha) { return CModelFlags(kT_Blend, alpha); } static CModelFlags AlphaBlended(float alpha) { return CModelFlags(kT_Blend, alpha); }
static CModelFlags AlphaBlended(const CColor& color) { return CModelFlags(kT_Blend, color); } static CModelFlags AlphaBlended(const CColor& color) { return CModelFlags(kT_Blend, color); }
static CModelFlags Additive(float f); static CModelFlags Additive(float f) { return CModelFlags(CModelFlags::kT_Additive, f); }
static CModelFlags Additive(const CColor& color); static CModelFlags Additive(const CColor& color) { return CModelFlags(CModelFlags::kT_Additive, color); }
static CModelFlags AdditiveRGB(const CColor& color); static CModelFlags AdditiveRGB(const CColor& color);
static CModelFlags ColorModulate(const CColor& color); static CModelFlags ColorModulate(const CColor& color);

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@ -21,6 +21,8 @@ public:
inline const CVector3f& GetRow(EDimY dim) const { return m1; } inline const CVector3f& GetRow(EDimY dim) const { return m1; }
inline const CVector3f& GetRow(EDimZ dim) const { return m2; } inline const CVector3f& GetRow(EDimZ dim) const { return m2; }
inline CVector3f GetColumn(EDimY dim) const { return CVector3f(m0.GetY(), m1.GetY(), m2.GetY()); }
private: private:
// TODO maybe individual floats // TODO maybe individual floats
CVector3f m0; CVector3f m0;

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@ -36,7 +36,7 @@ public:
static CQuaternion LookAt(const CUnitVector3f&, const CUnitVector3f&, const CRelAngle&); static CQuaternion LookAt(const CUnitVector3f&, const CUnitVector3f&, const CRelAngle&);
// normalize_angle__Ff // normalize_angle__Ff
// IsValidQuaternion__11CQuaternionCFf // IsValidQuaternion__11CQuaternionCFf
// SlerpLocal__11CQuaternionFRC11CQuaternionRC11CQuaternionf static CQuaternion SlerpLocal(const CQuaternion& from, const CQuaternion& to, float t);
// AngleFrom__11CQuaternionCFRC11CQuaternion // AngleFrom__11CQuaternionCFRC11CQuaternion
// BuildEquivalent__11CQuaternionCFv // BuildEquivalent__11CQuaternionCFv
// BuildNormalized__11CQuaternionCFv // BuildNormalized__11CQuaternionCFv

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@ -28,8 +28,10 @@ public:
bool BuildAreaLightList(const CStateManager& mgr, const CGameArea& area, const CAABox& bounds); bool BuildAreaLightList(const CStateManager& mgr, const CGameArea& area, const CAABox& bounds);
void BuildDynamicLightList(const CStateManager& mgr, const CAABox& bounds); void BuildDynamicLightList(const CStateManager& mgr, const CAABox& bounds);
void BuildFakeLightList(const rstl::vector<CLight>&, const CColor&); void BuildFakeLightList(const rstl::vector<CLight>&, const CColor&);
void BuildFaceLightList(const CStateManager& mgr, const CGameArea& area, const CAABox& aabb);
void ActivateLights() const; void ActivateLights() const;
uint GetActiveLightCount() const;
bool GetNeedsRelight() const { return x298_24_dirty == TRUE; } bool GetNeedsRelight() const { return x298_24_dirty == TRUE; }
bool HasShadowLight() const { return x29c_shadowLightArrIdx != -1; } bool HasShadowLight() const { return x29c_shadowLightArrIdx != -1; }

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@ -28,7 +28,7 @@ public:
, x18_defaultAnim(defaultAnim) {} , x18_defaultAnim(defaultAnim) {}
// name? // name?
static int kDefaultCharIdx; static const int kDefaultCharIdx;
}; };
CHECK_SIZEOF(CAnimRes, 0x1c) CHECK_SIZEOF(CAnimRes, 0x1c)

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@ -5,6 +5,7 @@
#include "MetroidPrime/TGameTypes.hpp" #include "MetroidPrime/TGameTypes.hpp"
#include "Kyoto/Animation/IAnimReader.hpp"
#include "Kyoto/Graphics/CColor.hpp" #include "Kyoto/Graphics/CColor.hpp"
#include "Kyoto/Math/CTransform4f.hpp" #include "Kyoto/Math/CTransform4f.hpp"
#include "Kyoto/Math/CVector3f.hpp" #include "Kyoto/Math/CVector3f.hpp"
@ -24,6 +25,7 @@ class CModel;
class CModelFlags; class CModelFlags;
class CStateManager; class CStateManager;
class CSkinnedModel; class CSkinnedModel;
class CRandom16;
// TODO move // TODO move
#include "Kyoto/Math/CQuaternion.hpp" #include "Kyoto/Math/CQuaternion.hpp"
@ -76,12 +78,12 @@ public:
const CModelFlags& flags) const; const CModelFlags& flags) const;
void Render(const CStateManager&, const CTransform4f&, const CActorLights*, void Render(const CStateManager&, const CTransform4f&, const CActorLights*,
const CModelFlags&) const; const CModelFlags&) const;
void Render(EWhichModel, const CTransform4f&, const CActorLights*, void Render(EWhichModel, const CTransform4f&, const CActorLights*, const CModelFlags&) const;
const CModelFlags&) const;
void FlatDraw(EWhichModel which, const CTransform4f& xf, bool unsortedOnly, void FlatDraw(EWhichModel which, const CTransform4f& xf, bool unsortedOnly,
const CModelFlags& flags) const; const CModelFlags& flags) const;
CSkinnedModel& PickAnimatedModel(EWhichModel which) const; CSkinnedModel& PickAnimatedModel(EWhichModel which) const;
void Touch(const CStateManager& mgr, int) const; void Touch(const CStateManager& mgr, int) const;
SAdvancementDeltas AdvanceAnimationIgnoreParticles(float dt, CRandom16& rand, bool advTree);
const CAnimData* GetAnimationData() const { return xc_animData.get(); } const CAnimData* GetAnimationData() const { return xc_animData.get(); }
CAnimData* AnimationData() { return xc_animData.get(); } CAnimData* AnimationData() { return xc_animData.get(); }

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@ -0,0 +1,33 @@
#ifndef _CSAMUSFACEREFLECTION
#define _CSAMUSFACEREFLECTION
#include "MetroidPrime/CModelData.hpp"
#include "Kyoto/Math/CQuaternion.hpp"
#include "Kyoto/Math/CVector3f.hpp"
#include "rstl/single_ptr.hpp"
class CStateManager;
class CRandom16;
class CActorLights;
class CSamusFaceReflection {
public:
explicit CSamusFaceReflection(const CStateManager& stateMgr);
void PreDraw(const CStateManager& stateMgr);
void Draw(const CStateManager& stateMgr) const;
void Update(float dt, const CStateManager& stateMgr, CRandom16& rand);
private:
CModelData x0_modelData;
rstl::single_ptr< CActorLights > x4c_lights;
CQuaternion x50_lookRot;
CVector3f x60_lookDir;
int x6c_;
bool x70_hidden;
};
#endif // _CSAMUSFACEREFLECTION

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@ -142,6 +142,13 @@ public:
const CColor& GetCreditsTextFontColor() const { return x300_; } const CColor& GetCreditsTextFontColor() const { return x300_; }
const CColor& GetCreditsTextBorderColor() const { return x304_; } const CColor& GetCreditsTextBorderColor() const { return x304_; }
static float FaceReflectionDistanceDebugValueToActualValue(float v);
static float FaceReflectionHeightDebugValueToActualValue(float v);
static float FaceReflectionAspectDebugValueToActualValue(float v);
static float FaceReflectionOrthoWidthDebugValueToActualValue(float v);
static float FaceReflectionOrthoHeightDebugValueToActualValue(float v);
private: private:
bool x4_; bool x4_;
float x8_mapAlphaInterp; float x8_mapAlphaInterp;
@ -217,11 +224,11 @@ private:
bool x130_noAbsoluteFreeLookSfxPitch; bool x130_noAbsoluteFreeLookSfxPitch;
float x134_; float x134_;
float x138_; float x138_;
uint x13c_faceReflectionOrthoWidth; float x13c_faceReflectionOrthoWidth;
uint x140_faceReflectionOrthoHeight; float x140_faceReflectionOrthoHeight;
uint x144_faceReflectionDistance; float x144_faceReflectionDistance;
uint x148_faceReflectionHeight; float x148_faceReflectionHeight;
uint x14c_faceReflectionAspect; float x14c_faceReflectionAspect;
rstl::string x150_; rstl::string x150_;
rstl::string x160_; rstl::string x160_;
rstl::string x170_; rstl::string x170_;

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@ -0,0 +1,149 @@
#include "MetroidPrime/Player/CSamusFaceReflection.hpp"
#include "MetroidPrime/CActorLights.hpp"
#include "MetroidPrime/CAnimData.hpp"
#include "MetroidPrime/CAnimPlaybackParms.hpp"
#include "MetroidPrime/CAnimRes.hpp"
#include "MetroidPrime/CStateManager.hpp"
#include "MetroidPrime/CWorld.hpp"
#include "MetroidPrime/Cameras/CCameraManager.hpp"
#include "MetroidPrime/Cameras/CFirstPersonCamera.hpp"
#include "MetroidPrime/Player/CPlayer.hpp"
#include "MetroidPrime/TCastTo.hpp"
#include "MetroidPrime/Tweaks/CTweakGui.hpp"
#include "MetroidPrime/Tweaks/CTweakPlayer.hpp"
#include "Kyoto/CResFactory.hpp"
#include "Kyoto/Graphics/CGraphics.hpp"
#include "Kyoto/Graphics/CModelFlags.hpp"
#include "Kyoto/Math/CRelAngle.hpp"
static const CTransform4f PreXf =
CTransform4f::Scale(0.3f) * CTransform4f::Translate(CVector3f(0.f, 0.5f, 0.f));
CSamusFaceReflection::CSamusFaceReflection(const CStateManager& stateMgr)
: x0_modelData(CModelData(CAnimRes(gpResourceFactory->GetResourceIdByName("ACS_SamusFace")->id,
CAnimRes::kDefaultCharIdx, CVector3f(1.f, 1.f, 1.f), 0, true)))
, x4c_lights(new CActorLights(8, CVector3f::Zero(), 4, 4, 0.1f, false, false, false))
, x50_lookRot(CQuaternion::NoRotation())
, x60_lookDir(CVector3f::Forward())
, x6c_(0)
, x70_hidden(true) {
CAnimPlaybackParms parms(0, -1, 1.f, true);
x0_modelData.AnimationData()->SetAnimation(parms, false);
}
void CSamusFaceReflection::Update(float dt, const CStateManager& mgr, CRandom16& rand) {
if (const CFirstPersonCamera* fpCam =
TCastToConstPtr< CFirstPersonCamera >(mgr.GetCameraManager()->GetCurrentCamera(mgr))) {
CVector3f camTrans = fpCam->GetTranslation();
x0_modelData.AdvanceAnimationIgnoreParticles(dt, rand, true);
x4c_lights->SetFindShadowLight(false);
TAreaId areaId = mgr.GetPlayer()->GetCurrentAreaId();
if (areaId == kInvalidAreaId)
return;
CAABox aabb(
CVector3f(camTrans.GetX() - 0.125f, camTrans.GetY() - 0.125f, camTrans.GetZ() - 0.125f),
CVector3f(camTrans.GetX() + 0.125f, camTrans.GetY() + 0.125f, camTrans.GetZ() + 0.125f));
const CGameArea& area = mgr.GetWorld()->GetAreaAlways(areaId);
x4c_lights->BuildFaceLightList(mgr, area, aabb);
CMatrix3f matrix = fpCam->GetTransform().BuildMatrix3f();
CUnitVector3f lookDir(matrix.GetColumn(kDY));
CQuaternion xfLook1 = CQuaternion::LookAt(CUnitVector3f(lookDir), CUnitVector3f::Forward(),
CRelAngle::FromRadians(M_2PIF));
CQuaternion xfLook2 = CQuaternion::LookAt(
CUnitVector3f::Forward(), xfLook1.Transform(x60_lookDir), CRelAngle::FromRadians(M_2PIF));
xfLook2 = xfLook2 * xfLook2;
CVector3f lookCenter = xfLook2.BuildTransform().GetColumn(kDY);
CVector3f lookRotCenter = x50_lookRot.BuildTransform().GetColumn(kDY);
float lookDot = CVector3f::Dot(lookCenter, lookRotCenter);
float freeLookSpeed = dt * gpTweakPlayer->GetFreeLookSpeed() * 0.5f;
if (fabsf(lookDot) >= 1.f)
lookDot = 1.f;
float lookAng = acos(lookDot);
float f = 0.0f;
if (lookAng > 0.0f) {
f = freeLookSpeed / lookAng;
}
x50_lookRot =
CQuaternion::SlerpLocal(x50_lookRot, xfLook2, CMath::Clamp(0.0f, dt * 18.0f * f, 1.0f));
x60_lookDir = lookDir;
}
}
void CSamusFaceReflection::PreDraw(const CStateManager& mgr) {
if ((x6c_ == 2 || (x4c_lights->GetActiveLightCount() < 1 && (x6c_ == 0 || x6c_ == 3))) ||
!TCastToConstPtr< CFirstPersonCamera >(mgr.GetCameraManager()->GetCurrentCamera(mgr))) {
x70_hidden = true;
} else {
x70_hidden = false;
x0_modelData.AnimationData()->PreRender();
}
}
void CSamusFaceReflection::Draw(const CStateManager& mgr) const {
if (x70_hidden)
return;
if (const CFirstPersonCamera* fpCam =
TCastToConstPtr< CFirstPersonCamera >(mgr.GetCameraManager()->GetCurrentCamera(mgr))) {
CVector3f camTranslation = fpCam->GetTransform().GetTranslation();
CVector3f camYcol = fpCam->GetTransform().GetColumn(kDY);
CVector3f camZcol = fpCam->GetTransform().GetColumn(kDZ);
CQuaternion camRot(CQuaternion::FromMatrix(fpCam->GetTransform()));
float dist = CTweakGui::FaceReflectionDistanceDebugValueToActualValue(
gpTweakGui->GetFaceReflectionDistance());
float height = CTweakGui::FaceReflectionHeightDebugValueToActualValue(
gpTweakGui->GetFaceReflectionHeight());
float aspect = CTweakGui::FaceReflectionAspectDebugValueToActualValue(
gpTweakGui->GetFaceReflectionAspect());
float orthoWidth = CTweakGui::FaceReflectionOrthoWidthDebugValueToActualValue(
gpTweakGui->GetFaceReflectionOrthoWidth());
float orthoHeight = CTweakGui::FaceReflectionOrthoHeightDebugValueToActualValue(
gpTweakGui->GetFaceReflectionOrthoHeight());
CVector3f camZHeight = height * camZcol;
CVector3f camYDist = dist * camYcol;
CVector3f vec1(
camTranslation.GetX() + camYDist.GetX() + camZHeight.GetX(),
camTranslation.GetY() + camYDist.GetY() + camZHeight.GetY(),
camTranslation.GetZ() + camYDist.GetZ() + camZHeight.GetZ());
;
CTransform4f modelXf = CTransform4f((camRot * x50_lookRot).BuildTransform(), vec1) * PreXf;
CGraphics::SetViewPointMatrix(fpCam->GetTransform());
CGraphics::SetOrtho(aspect * -orthoWidth, aspect * orthoWidth, orthoHeight, -orthoHeight, -10.f,
10.f);
CActorLights* lights = x6c_ == 1 ? nullptr : x4c_lights.get();
if (x6c_ == 3) {
x0_modelData.Render(mgr, modelXf, lights, CModelFlags::Normal());
} else {
CPlayerState::EPlayerVisor visor = mgr.GetPlayerState()->GetActiveVisor(mgr);
float transFactor;
if (visor == CPlayerState::kPV_Combat)
transFactor = mgr.GetPlayerState()->GetVisorTransitionFactor();
else
transFactor = 0.f;
if (transFactor > 0.f) {
x0_modelData.Render(mgr, modelXf, nullptr, CModelFlags::Additive(CColor::Black()).DepthCompareUpdate(true, true));
x0_modelData.Render(mgr, modelXf, lights, CModelFlags::Additive(transFactor).DepthCompareUpdate(true, false));
}
}
}
}