static void StoreEntityMovement(Entity * io, Vec3f & ftr, float scale) { if(!io) return; arx_assert(isallfinite(ftr)); ftr *= scale; float temp; if (io == entities.player()) { temp = MAKEANGLE(180.f - player.angle.getYaw()); } else { temp = MAKEANGLE(180.f - io->angle.getYaw()); } Vec3f ftr2 = VRotateY(ftr, temp); // stores Translations for a later use io->move = ftr2; if(io->animlayer[0].cur_anim) { // Use calculated value to notify the Movement engine of the translation to do if(io->ioflags & IO_NPC) { ftr = Vec3f_ZERO; io->move -= io->lastmove; } else if (io->gameFlags & GFLAG_ELEVATOR) { // Must recover translations for NON-NPC IO PushIO_ON_Top(io, io->move.y - io->lastmove.y); } io->lastmove = ftr2; } }
glm::quat angleToQuatForArrow(const Anglef & angle) { float aa = angle.getYaw(); float ab = 90 - angle.getPitch(); Vec3f front(0,0,1); Vec3f up(0,-1,0); front = VRotateZ(front, aa); front = VRotateY(front, ab); up = VRotateZ(up, aa); up = VRotateY(up, ab); glm::mat4x4 tmat; MatrixSetByVectors(tmat, front, up); return glm::toQuat(tmat); }
bool Manage3DCursor(Entity * io, bool simulate) { arx_assert(io); if(BLOCK_PLAYER_CONTROLS) return false; float ag = player.angle.getYaw(); if(ag > 180) ag = ag - 360; float drop_miny = (float)(g_size.center().y) - g_size.center().y * (ag * (1.f/70)); if(DANAEMouse.y < drop_miny) return false; Anglef temp = Anglef::ZERO; if(io->ioflags & IO_INVERTED) { temp.setYaw(180.f); temp.setPitch(-MAKEANGLE(270.f - io->angle.getPitch() - (player.angle.getPitch() - STARTED_ANGLE))); } else { temp.setPitch(MAKEANGLE(270.f - io->angle.getPitch() - (player.angle.getPitch() - STARTED_ANGLE))); } EERIE_3D_BBOX bbox; for(size_t i = 0; i < io->obj->vertexlist.size(); i++) { bbox.add(io->obj->vertexlist[i].v); } Vec3f mvectx = angleToVectorXZ(player.angle.getPitch() - 90.f); Vec2f mod = Vec2f(Vec2i(DANAEMouse) - g_size.center()) / Vec2f(g_size.center()) * Vec2f(160.f, 220.f); mvectx *= mod.x; Vec3f mvecty(0, mod.y, 0); Vec3f orgn = player.pos; orgn += angleToVector(player.angle) * 50.f; orgn += mvectx; orgn.y += mvecty.y; Vec3f dest = player.pos; dest += angleToVector(player.angle) * 10000.f; dest += mvectx; dest.y += mvecty.y * 5.f; Vec3f pos = orgn; Vec3f movev = glm::normalize(dest - orgn); float lastanything = 0.f; float height = -(bbox.max.y - bbox.min.y); if(height > -30.f) height = -30.f; Vec3f objcenter = bbox.min + (bbox.max - bbox.min) * Vec3f(0.5f); Vec3f collidpos = Vec3f_ZERO; bool collidpos_ok = false; { float maxdist = 0.f; for(size_t i = 0; i < io->obj->vertexlist.size(); i++) { const EERIE_VERTEX & vert = io->obj->vertexlist[i]; float dist = glm::distance(Vec2f(objcenter.x, objcenter.z), Vec2f(vert.v.x, vert.v.z)) - 4.f; maxdist = std::max(maxdist, dist); } if(io->obj->pbox) { Vec2f tmpVert(io->obj->pbox->vert[0].initpos.x, io->obj->pbox->vert[0].initpos.z); for(int i = 1; i < io->obj->pbox->nb_physvert; i++) { const PHYSVERT & physVert = io->obj->pbox->vert[i]; float dist = glm::distance(tmpVert, Vec2f(physVert.initpos.x, physVert.initpos.z)) + 14.f; maxdist = std::max(maxdist, dist); } } Cylinder cyl2; const float inc = 10.f; long iterating = 40; cyl2.height = std::min(-30.f, height); cyl2.radius = glm::clamp(maxdist, 20.f, 150.f); while(iterating > 0) { cyl2.origin = pos + movev * inc + Vec3f(0.f, bbox.max.y, 0.f); float anything = CheckAnythingInCylinder(cyl2, io, CFLAG_JUST_TEST | CFLAG_COLLIDE_NOCOL | CFLAG_NO_NPC_COLLIDE); if(anything < 0.f) { if(iterating == 40) { CANNOT_PUT_IT_HERE = 1; // TODO is this correct ? return true; } iterating = 0; collidpos = cyl2.origin; if(lastanything < 0.f) { pos.y += lastanything; collidpos.y += lastanything; } } else { pos = cyl2.origin; lastanything = anything; } iterating--; } collidpos_ok = iterating == -1; } objcenter = VRotateY(objcenter, temp.getPitch()); collidpos.x -= objcenter.x; collidpos.z -= objcenter.z; pos.x -= objcenter.x; pos.z -= objcenter.z; if(!collidpos_ok) { CANNOT_PUT_IT_HERE = 1; return false; } if(collidpos_ok && closerThan(player.pos, pos, 300.f)) { if(simulate) { ARX_INTERACTIVE_Teleport(io, pos, true); io->gameFlags &= ~GFLAG_NOCOMPUTATION; glm::quat rotation = glm::toQuat(toRotationMatrix(temp)); if(SPECIAL_DRAGINTER_RENDER) { if(glm::abs(lastanything) > glm::abs(height)) { TransformInfo t(collidpos, rotation, io->scale); static const float invisibility = 0.5f; DrawEERIEInter(io->obj, t, io, false, invisibility); } else { TransformInfo t(pos, rotation, io->scale); float invisibility = Cedric_GetInvisibility(io); DrawEERIEInter(io->obj, t, io, false, invisibility); } } } else { if(glm::abs(lastanything) > std::min(glm::abs(height), 12.0f)) { Entity * io = DRAGINTER; ARX_PLAYER_Remove_Invisibility(); io->obj->pbox->active = 1; io->obj->pbox->stopcount = 0; io->pos = collidpos; io->velocity = Vec3f_ZERO; io->stopped = 1; movev.x *= 0.0001f; movev.y = 0.1f; movev.z *= 0.0001f; Vec3f viewvector = movev; Anglef angle = temp; io->soundtime = 0; io->soundcount = 0; EERIE_PHYSICS_BOX_Launch(io->obj, io->pos, angle, viewvector); ARX_SOUND_PlaySFX(SND_WHOOSH, &pos); io->show = SHOW_FLAG_IN_SCENE; Set_DragInter(NULL); } else { ARX_PLAYER_Remove_Invisibility(); ARX_SOUND_PlayInterface(SND_INVSTD); ARX_INTERACTIVE_Teleport(io, pos, true); io->angle.setYaw(temp.getYaw()); io->angle.setPitch(270.f - temp.getPitch()); io->angle.setRoll(temp.getRoll()); io->stopped = 0; io->show = SHOW_FLAG_IN_SCENE; io->obj->pbox->active = 0; Set_DragInter(NULL); } } GRenderer->SetCulling(Renderer::CullNone); return true; } else { CANNOT_PUT_IT_HERE=-1; } return false; }
void CLightning::Render() { if(ulCurrentTime >= ulDuration) return; if(m_iTTL <= 0) { fTotoro = 0; fMySize = 2; ReCreate(8); } Vec3f ePos; float fBeta = 0.f; float falpha = 0.f; if(m_isMassLightning) { ePos = Vec3f_ZERO; } else { ePos = m_pos; fBeta = m_beta; falpha = m_alpha; } float f = 1.5f * fMySize; m_cnodetab[0].f = randomVec(-f, f); RenderMaterial mat; mat.setCulling(Renderer::CullNone); mat.setDepthTest(false); mat.setBlendType(RenderMaterial::Additive); float fbeta = fBeta + rnd() * 2 * fMySize; for(size_t i = 0; i < m_nbtotal && i <= fTotoro; i++) { CLightningNode & node = m_cnodetab[i]; Vec3f astart = m_cnodetab[node.parent].pos + m_cnodetab[node.parent].f; float temp = 1.5f * fMySize; Vec3f z_z = m_cnodetab[node.parent].f + randomVec(-temp, temp); float zz = node.size + node.size * 0.3f * rnd(); float xx = node.size * glm::cos(glm::radians(-fbeta)); node.f = z_z; Vec3f a = node.pos + z_z; if(!m_isMassLightning) { Vec3f vv2; Vec3f vv1 = astart; vv1 = VRotateX(vv1, (falpha)); vv2 = VRotateY(vv1, 180 - MAKEANGLE(fBeta)); astart = vv2; vv1 = a; vv1 = VRotateX(vv1, (falpha)); vv2 = VRotateY(vv1, 180 - MAKEANGLE(fBeta)); a = vv2; astart += ePos; a += ePos; } if(i % 4 == 0) { Sphere sphere; sphere.origin = a; sphere.radius = std::min(node.size, 50.f); if(CheckAnythingInSphere(sphere, m_caster, CAS_NO_SAME_GROUP)) { DamageParameters damage; damage.pos = sphere.origin; damage.radius = sphere.radius; damage.damages = m_fDamage * m_level * ( 1.0f / 3 ); damage.area = DAMAGE_FULL; damage.duration = 1; damage.source = m_caster; damage.flags = DAMAGE_FLAG_DONT_HURT_SOURCE | DAMAGE_FLAG_ADD_VISUAL_FX; damage.type = DAMAGE_TYPE_FAKEFIRE | DAMAGE_TYPE_MAGICAL | DAMAGE_TYPE_LIGHTNING; DamageCreate(damage); } } { TexturedQuad q; q.v[0].color = Color(255, 255, 255, 255).toRGBA(); q.v[1].color = Color(0, 0, 90, 255).toRGBA(); q.v[2].color = Color(0, 0, 90, 255).toRGBA(); q.v[3].color = Color(255, 255, 255, 255).toRGBA(); q.v[0].uv = Vec2f(0.5f, 0.f); q.v[1].uv = Vec2f_ZERO; q.v[2].uv = Vec2f_Y_AXIS; q.v[3].uv = Vec2f(0.5f, 1.f); q.v[0].p = astart; q.v[1].p = astart + Vec3f(0.f, zz, 0.f); q.v[2].p = a + Vec3f(0.f, zz, 0.f); q.v[3].p = a; drawQuadRTP(mat, q); } { TexturedQuad q; q.v[0].color = Color(255, 255, 255, 255).toRGBA(); q.v[1].color = Color(0, 0, 90, 255).toRGBA(); q.v[2].color = Color(0, 0, 90, 255).toRGBA(); q.v[3].color = Color(255, 255, 255, 255).toRGBA(); q.v[0].uv = Vec2f(0.5f, 0.f); q.v[1].uv = Vec2f_X_AXIS; q.v[2].uv = Vec2f_ONE; q.v[3].uv = Vec2f(0.5f, 1.f); q.v[0].p = astart; q.v[1].p = astart - Vec3f(0.f, zz, 0.f); q.v[2].p = a - Vec3f(0.f, zz, 0.f); q.v[3].p = a; drawQuadRTP(mat, q); } zz *= glm::sin(glm::radians(fbeta)); { TexturedQuad q; q.v[0].color = Color(255, 255, 255, 255).toRGBA(); q.v[1].color = Color(0, 0, 90, 255).toRGBA(); q.v[2].color = Color(0, 0, 90, 255).toRGBA(); q.v[3].color = Color(255, 255, 255, 255).toRGBA(); q.v[0].uv = Vec2f(0.5f, 0.f); q.v[1].uv = Vec2f_X_AXIS; q.v[2].uv = Vec2f_ONE; q.v[3].uv = Vec2f(0.5f, 1.f); q.v[0].p = astart; q.v[1].p = astart + Vec3f(xx, 0.f, zz); q.v[2].p = a + Vec3f(xx, 0.f, zz); q.v[3].p = a; drawQuadRTP(mat, q); } { TexturedQuad q; q.v[0].color = Color(255, 255, 255, 255).toRGBA(); q.v[1].color = Color(0, 0, 90, 255).toRGBA(); q.v[2].color = Color(0, 0, 90, 255).toRGBA(); q.v[3].color = Color(255, 255, 255, 255).toRGBA(); q.v[0].uv = Vec2f(0.5f, 0.f); q.v[1].uv = Vec2f_ZERO; q.v[2].uv = Vec2f_Y_AXIS; q.v[3].uv = Vec2f(0.5f, 1.f); q.v[0].p = astart; q.v[1].p = astart - Vec3f(xx, 0.f, zz); q.v[2].p = a - Vec3f(xx, 0.f, zz); q.v[3].p = a; drawQuadRTP(mat, q); } } }
static bool ANCHOR_ARX_COLLISION_Move_Cylinder(IO_PHYSICS * ip, Entity * io, float MOVE_CYLINDER_STEP, CollisionFlags flags) { MOVING_CYLINDER = 1; DIRECT_PATH = true; IO_PHYSICS test; if(ip == NULL) { MOVING_CYLINDER = 0; return false; } float distance = glm::distance(ip->startpos, ip->targetpos); if(distance <= 0.f) { MOVING_CYLINDER = 0; return true; } Vec3f mvector = (ip->targetpos - ip->startpos) / distance; while(distance > 0.f) { // First We compute current increment float curmovedist = std::min(distance, MOVE_CYLINDER_STEP); distance -= curmovedist; //CUR_FRAME_SLICE=curmovedist*onedist; // Store our cylinder desc into a test struct test = *ip; // uses test struct to simulate movement. test.cyl.origin += mvector * curmovedist; vector2D.x = mvector.x * curmovedist; vector2D.y = 0.f; vector2D.z = mvector.z * curmovedist; if ((flags & CFLAG_CHECK_VALID_POS) && (CylinderAboveInvalidZone(test.cyl))) return false; if(ANCHOR_AttemptValidCylinderPos(test.cyl, io, flags)) { *ip = test; } else { if(flags & CFLAG_CLIMBING) { test.cyl = ip->cyl; test.cyl.origin.y += mvector.y * curmovedist; if(ANCHOR_AttemptValidCylinderPos(test.cyl, io, flags)) { *ip = test; goto oki; } } DIRECT_PATH = false; // Must Attempt To Slide along collisions Vec3f vecatt; Vec3f rpos = Vec3f_ZERO; Vec3f lpos = Vec3f_ZERO; long RFOUND = 0; long LFOUND = 0; long maxRANGLE = 90; float ANGLESTEPP; // player sliding in fact... if(flags & CFLAG_EASY_SLIDING) { ANGLESTEPP = 10.f; maxRANGLE = 70; } else { ANGLESTEPP = 30.f; } float rangle = ANGLESTEPP; float langle = 360.f - ANGLESTEPP; //tries on the Right and Left sides while(rangle <= maxRANGLE) { test.cyl = ip->cyl; float t = MAKEANGLE(rangle); vecatt = VRotateY(mvector, t); test.cyl.origin += vecatt * curmovedist; if(ANCHOR_AttemptValidCylinderPos(test.cyl, io, flags)) { rpos = test.cyl.origin; RFOUND = 1; } rangle += ANGLESTEPP; test.cyl = ip->cyl; t = MAKEANGLE(langle); vecatt = VRotateY(mvector, t); test.cyl.origin += vecatt * curmovedist; if(ANCHOR_AttemptValidCylinderPos(test.cyl, io, flags)) { lpos = test.cyl.origin; LFOUND = 1; } langle -= ANGLESTEPP; if(RFOUND || LFOUND) break; } if(LFOUND && RFOUND) { langle = 360.f - langle; if(langle < rangle) { ip->cyl.origin = lpos; distance -= curmovedist; } else { ip->cyl.origin = rpos; distance -= curmovedist; } } else if(LFOUND) { ip->cyl.origin = lpos; distance -= curmovedist; } else if(RFOUND) { ip->cyl.origin = rpos; distance -= curmovedist; } else { //stopped ip->velocity = Vec3f_ZERO; MOVING_CYLINDER = 0; return false; } } oki: ; } MOVING_CYLINDER = 0; return true; }