Simplify footprint code

This commit is contained in:
Lwmte 2021-11-02 02:01:04 +03:00
parent a3d063ec74
commit 030e096420
4 changed files with 50 additions and 55 deletions

View file

@ -13,7 +13,7 @@ namespace Footprints {
std::deque<FOOTPRINT_STRUCT> footprints = std::deque<FOOTPRINT_STRUCT>();
bool CheckFootOnFloor(ITEM_INFO const & item, int mesh, PHD_3DPOS& outFootprintPosition)
bool CheckFootOnFloor(ITEM_INFO const & item, int mesh, Vector3& outFootprintPosition)
{
int x = item.pos.xPos;
int y = item.pos.yPos;
@ -37,10 +37,9 @@ namespace Footprints {
GetLaraJointPosition(&pos, mesh);
int height = GetFloorHeight(floor, pos.x, pos.y - STEP_SIZE, pos.z);
outFootprintPosition.xPos = pos.x;
outFootprintPosition.zPos = pos.z;
outFootprintPosition.yPos = height - 8;
outFootprintPosition.yRot = item.pos.yRot + ANGLE(180);
outFootprintPosition.x = pos.x;
outFootprintPosition.y = height - 8;
outFootprintPosition.z = pos.z;
return abs(pos.y - height) < 32;
}
@ -55,22 +54,22 @@ namespace Footprints {
for (auto i = footprints.begin(); i != footprints.end(); i++)
{
FOOTPRINT_STRUCT& footprint = *i;
footprint.life--;
footprint.Life--;
if (footprint.life <= 0)
if (footprint.Life <= 0)
{
numInvalidFootprints++;
continue;
}
if (footprint.life > footprint.lifeStartFading)
if (footprint.Life > footprint.LifeStartFading)
{
footprint.opacity = footprint.startOpacity;
footprint.Opacity = footprint.StartOpacity;
}
else
{
float opacity = lerp(0, footprint.startOpacity, fmax(0, fmin(1, footprint.life / (float)footprint.lifeStartFading)));
footprint.opacity = opacity;
float opacity = lerp(0, footprint.StartOpacity, fmax(0, fmin(1, footprint.Life / (float)footprint.LifeStartFading)));
footprint.Opacity = opacity;
}
}

View file

@ -10,19 +10,20 @@ namespace Footprints {
struct FOOTPRINT_STRUCT
{
PHD_3DPOS pos;
int foot;
int life;
int lifeStartFading;
byte startOpacity;
byte opacity;
bool active;
Vector3 Position;
Vector3 Rotation;
bool RightFoot;
int Life;
int LifeStartFading;
float StartOpacity;
float Opacity;
bool Active;
};
extern std::deque<FOOTPRINT_STRUCT> footprints;
constexpr int FOOT_HEIGHT_OFFSET = 64;
bool CheckFootOnFloor(ITEM_INFO const & item, int mesh, PHD_3DPOS& outFootprintPosition);
bool CheckFootOnFloor(ITEM_INFO const & item, int mesh, Vector3& outFootprintPosition);
void UpdateFootprints();
}}}

View file

@ -190,45 +190,40 @@ void AddFootprint(ITEM_INFO* item)
if (fx != sound_effects::SFX_TR4_LARA_FEET)
SoundEffect(fx, &item->pos, 0);
FOOTPRINT_STRUCT footprint;
auto plane = floor->FloorCollision.Planes[floor->SectorPlane(position.x, position.z)];
auto yRot = item->pos.yRot;
auto c = phd_cos(yRot);
auto s = phd_sin(yRot);
auto xRot = FROM_RAD(plane.x * s + plane.y * c);
auto zRot = FROM_RAD(plane.y * s - plane.x * c);
auto c = phd_cos(item->pos.yRot + ANGLE(180));
auto s = phd_sin(item->pos.yRot + ANGLE(180));
auto yRot = TO_RAD(item->pos.yRot);
auto xRot = plane.x * s + plane.y * c;
auto zRot = plane.y * s - plane.x * c;
auto footprintPosition = PHD_3DPOS(position.x, position.y, position.z, xRot, yRot, zRot);
FOOTPRINT_STRUCT footprint = {};
auto preciseFootPosition = Vector3();
if (CheckFootOnFloor(*item, LM_LFOOT, footprintPosition))
footprint.Rotation = Vector3(xRot, yRot, zRot);
footprint.LifeStartFading = 30 * 10;
footprint.StartOpacity = 0.25f;
footprint.Life = 30 * 20;
footprint.Active = true;
if (CheckFootOnFloor(*item, LM_LFOOT, preciseFootPosition))
{
if (footprints.size() >= MAX_FOOTPRINTS)
footprints.pop_back();
memset(&footprint, 0, sizeof(FOOTPRINT_STRUCT));
footprint.pos = footprintPosition;
footprint.foot = 0;
footprint.lifeStartFading = 30 * 10;
footprint.startOpacity = 64;
footprint.life = 30 * 20;
footprint.active = true;
footprint.Position = preciseFootPosition;
footprint.RightFoot = false;
footprints.push_front(footprint);
}
if (CheckFootOnFloor(*item, LM_RFOOT, footprintPosition))
if (CheckFootOnFloor(*item, LM_RFOOT, preciseFootPosition))
{
if (footprints.size() >= MAX_FOOTPRINTS)
footprints.pop_back();
memset(&footprint, 0, sizeof(FOOTPRINT_STRUCT));
footprint.pos = footprintPosition;
footprint.foot = 1;
footprint.lifeStartFading = 30*10;
footprint.startOpacity = 64;
footprint.life = 30 * 20;
footprint.active = true;
footprint.Position = preciseFootPosition;
footprint.RightFoot = true;
footprints.push_front(footprint);
}
}

View file

@ -607,24 +607,24 @@ namespace TEN::Renderer
for (auto i = footprints.begin(); i != footprints.end(); i++)
{
FOOTPRINT_STRUCT& footprint = *i;
auto spriteIndex = Objects[ID_MISC_SPRITES].meshIndex + 1 + footprint.foot;
auto spriteIndex = Objects[ID_MISC_SPRITES].meshIndex + 1 + (int)footprint.RightFoot;
if (footprint.active && g_Level.Sprites.size() > spriteIndex)
if (footprint.Active && g_Level.Sprites.size() > spriteIndex)
{
Matrix rot = Matrix::CreateFromYawPitchRoll(TO_RAD(footprint.pos.yRot), TO_RAD(footprint.pos.xRot), TO_RAD(footprint.pos.zRot));
Vector3 p1 = Vector3(-64, 0, -64);
Vector3 p2 = Vector3(64, 0, -64);
Vector3 p3 = Vector3(64, 0, 64);
Vector3 p4 = Vector3(-64, 0, 64);
Matrix rot = Matrix::CreateFromYawPitchRoll(footprint.Rotation.y, footprint.Rotation.x, footprint.Rotation.z);
Vector3 p1 = Vector3( 64, 0, 64);
Vector3 p2 = Vector3(-64, 0, 64);
Vector3 p3 = Vector3(-64, 0, -64);
Vector3 p4 = Vector3( 64, 0, -64);
p1 = XMVector3Transform(p1, rot);
p2 = XMVector3Transform(p2, rot);
p3 = XMVector3Transform(p3, rot);
p4 = XMVector3Transform(p4, rot);
p1 += Vector3(footprint.pos.xPos, footprint.pos.yPos, footprint.pos.zPos);
p2 += Vector3(footprint.pos.xPos, footprint.pos.yPos, footprint.pos.zPos);
p3 += Vector3(footprint.pos.xPos, footprint.pos.yPos, footprint.pos.zPos);
p4 += Vector3(footprint.pos.xPos, footprint.pos.yPos, footprint.pos.zPos);
addSprite3D(&m_sprites[spriteIndex], p1, p2, p3, p4, Vector4(footprint.opacity / 255.0f, footprint.opacity / 255.0f, footprint.opacity / 255.0f, footprint.opacity / 255.0f), 0, 1, {1,1}, BLENDMODE_SUBTRACTIVE, view);
p1 += Vector3(footprint.Position.x, footprint.Position.y, footprint.Position.z);
p2 += Vector3(footprint.Position.x, footprint.Position.y, footprint.Position.z);
p3 += Vector3(footprint.Position.x, footprint.Position.y, footprint.Position.z);
p4 += Vector3(footprint.Position.x, footprint.Position.y, footprint.Position.z);
addSprite3D(&m_sprites[spriteIndex], p1, p2, p3, p4, Vector4(footprint.Opacity), 0, 1, {1,1}, BLENDMODE_SUBTRACTIVE, view);
}
}
}