Пример #1
0
void initPortal(portal_s* p)
{
	if(!p)return;

	// p->position = vect3Df();
	p->target = NULL;
	updatePortalOrientation(p, vect3Df(0.0f, 0.0f, 1.0f), vect3Df(-1.0f, 0.0f, 0.0f));
	p->color = vect3Df(1.0f, 1.0f, 1.0f);
	p->open = false;
	p->draw = false;
}
Пример #2
0
void shootPlayerGun(player_s* p, room_s* r, portal_s* portal)
{
	if(!p)return;
	if(p->gunInstance.currentAnim == PORTALGUN_SHOOT)return;

	md2InstanceChangeAnimation(&p->gunInstance, PORTALGUN_IDLE, false);
	md2InstanceChangeAnimation(&p->gunInstance, PORTALGUN_SHOOT, true);

	vect3Df_s position;
	rectangle_s* rec = collideLineMapClosest(r, NULL, p->camera.position, vect3Df(-p->camera.orientation[2][0], -p->camera.orientation[2][1], -p->camera.orientation[2][2]), 1000.0f, &position, NULL);
	if(rec && rec->portalable)
	{
		portal_s oldPortal = *portal;
		vect3Df_s normal = rec->normal;
		vect3Df_s plane0 = vect3Df(p->camera.orientation[0][0], p->camera.orientation[0][1], p->camera.orientation[0][2]);
		plane0 = vnormf(vsubf(plane0, vmulf(normal, vdotf(normal, plane0))));

		position = vaddf(position, vmulf(normal, -0.05f));

		portal->position = position;

		updatePortalOrientation(portal, plane0, normal);
		isPortalOnWall(r, portal, true);

		portal->draw = true;
		portal->open = true;

		if(isPortalOnWall(r, portal, false))
		{
			ejectPortalOBBs(portal);
			ejectPortalOBBs(portal->target);
		}else{
			*portal = oldPortal;
		}
	}
}