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

View file

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

View file

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

View file

@ -607,24 +607,24 @@ namespace TEN::Renderer
for (auto i = footprints.begin(); i != footprints.end(); i++) for (auto i = footprints.begin(); i != footprints.end(); i++)
{ {
FOOTPRINT_STRUCT& footprint = *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)); Matrix rot = Matrix::CreateFromYawPitchRoll(footprint.Rotation.y, footprint.Rotation.x, footprint.Rotation.z);
Vector3 p1 = Vector3(-64, 0, -64); Vector3 p1 = Vector3( 64, 0, 64);
Vector3 p2 = Vector3(64, 0, -64); Vector3 p2 = Vector3(-64, 0, 64);
Vector3 p3 = Vector3(64, 0, 64); Vector3 p3 = Vector3(-64, 0, -64);
Vector3 p4 = Vector3(-64, 0, 64); Vector3 p4 = Vector3( 64, 0, -64);
p1 = XMVector3Transform(p1, rot); p1 = XMVector3Transform(p1, rot);
p2 = XMVector3Transform(p2, rot); p2 = XMVector3Transform(p2, rot);
p3 = XMVector3Transform(p3, rot); p3 = XMVector3Transform(p3, rot);
p4 = XMVector3Transform(p4, rot); p4 = XMVector3Transform(p4, rot);
p1 += Vector3(footprint.pos.xPos, footprint.pos.yPos, footprint.pos.zPos); p1 += Vector3(footprint.Position.x, footprint.Position.y, footprint.Position.z);
p2 += Vector3(footprint.pos.xPos, footprint.pos.yPos, footprint.pos.zPos); p2 += Vector3(footprint.Position.x, footprint.Position.y, footprint.Position.z);
p3 += Vector3(footprint.pos.xPos, footprint.pos.yPos, footprint.pos.zPos); p3 += Vector3(footprint.Position.x, footprint.Position.y, footprint.Position.z);
p4 += Vector3(footprint.pos.xPos, footprint.pos.yPos, footprint.pos.zPos); p4 += Vector3(footprint.Position.x, footprint.Position.y, footprint.Position.z);
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); addSprite3D(&m_sprites[spriteIndex], p1, p2, p3, p4, Vector4(footprint.Opacity), 0, 1, {1,1}, BLENDMODE_SUBTRACTIVE, view);
} }
} }
} }