mirror of
https://github.com/TombEngine/TombEngine.git
synced 2025-04-28 07:47:57 +03:00

* Added fog bulbs * WIP raymarch * constant fog formula with simplex noise * Improved fog formula and handling * Raymarch less expansive; Added fog bulbs to sprites; Removed premultiplication of fog density by color at load time; * Avoid raymarch if fog > 1 * Sorting fog bulbs front to back; Performance improvements; * Added frustum culling for fog bulbs * Tryiing without raymarch * Refactored fog code; Added noise and wibble to fog; Fixed sprites; * Disabled wibble for fog * Removed noise * Fof bulbs like TR5 * Fixed Pascal Case in RenderView; Fixed formatting things; Fixed sprites; * Optimizations * Fixed sprites in fog bulbs * Fixed project paths * Fix compiler warning * Fixed repository * Fog bulbs for sky and horizon * Sky tessellation * Update Renderer11Draw.cpp --------- Co-authored-by: MontyTRC89 <montyhammet@hotmail.it> Co-authored-by: Raildex <n@a.com> Co-authored-by: Lwmte <3331699+Lwmte@users.noreply.github.com>
564 lines
16 KiB
C++
564 lines
16 KiB
C++
#include "framework.h"
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#include <algorithm>
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#include "Flow/ScriptInterfaceFlowHandler.h"
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#include "Game/animation.h"
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#include "Game/camera.h"
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#include "Game/collision/sphere.h"
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#include "Game/control/control.h"
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#include "Game/itemdata/creature_info.h"
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#include "Game/items.h"
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#include "Game/Lara/lara.h"
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#include "Game/Setup.h"
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#include "Objects/TR3/Vehicles/big_gun.h"
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#include "Objects/TR3/Vehicles/big_gun_info.h"
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#include "Objects/TR3/Vehicles/quad_bike.h"
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#include "Objects/TR3/Vehicles/quad_bike_info.h"
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#include "Objects/TR3/Vehicles/rubber_boat.h"
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#include "Objects/TR3/Vehicles/rubber_boat_info.h"
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#include "Objects/TR3/Vehicles/upv.h"
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#include "Objects/TR3/Vehicles/upv_info.h"
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#include "Objects/TR4/Vehicles/jeep.h"
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#include "Objects/TR4/Vehicles/jeep_info.h"
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#include "Objects/TR4/Vehicles/motorbike.h"
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#include "Objects/TR4/Vehicles/motorbike_info.h"
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#include "Math/Math.h"
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#include "Renderer/RenderView/RenderView.h"
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#include "Renderer/Renderer11.h"
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#include "Specific/configuration.h"
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#include "Specific/level.h"
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#include "Specific/trutils.h"
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using namespace TEN::Math;
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extern GameConfiguration g_Configuration;
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extern ScriptInterfaceFlowHandler *g_GameFlow;
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namespace TEN::Renderer
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{
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void Renderer11::UpdateAnimation(RendererItem* rItem, RendererObject& rObject, const AnimFrameInterpData& frameData, int mask, bool useObjectWorldRotation)
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{
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static auto boneIndices = std::vector<int>{};
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boneIndices.clear();
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RendererBone* bones[MAX_BONES] = {};
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int nextBone = 0;
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auto* transforms = ((rItem == nullptr) ? rObject.AnimationTransforms.data() : &rItem->AnimationTransforms[0]);
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// Push.
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bones[nextBone++] = rObject.Skeleton;
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while (nextBone != 0)
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{
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// Pop last bone in stack.
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auto* bonePtr = bones[--nextBone];
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// Check nullptr, otherwise inventory crashes.
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if (bonePtr == nullptr)
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return;
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if (frameData.FramePtr0->BoneOrientations.size() <= bonePtr->Index ||
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(frameData.Alpha != 0.0f && frameData.FramePtr0->BoneOrientations.size() <= bonePtr->Index))
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{
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TENLog(
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"Attempted to animate object with ID " + GetObjectName((GAME_OBJECT_ID)rItem->ObjectNumber) +
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" using incorrect animation data. Bad animations set for slot?",
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LogLevel::Error);
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return;
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}
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bool calculateMatrix = (mask >> bonePtr->Index) & 1;
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if (calculateMatrix)
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{
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auto offset0 = frameData.FramePtr0->Offset;
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auto rotMatrix = Matrix::CreateFromQuaternion(frameData.FramePtr0->BoneOrientations[bonePtr->Index]);
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if (frameData.Alpha != 0.0f)
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{
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auto offset1 = frameData.FramePtr1->Offset;
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offset0 = Vector3::Lerp(offset0, offset1, frameData.Alpha);
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auto rotMatrix2 = Matrix::CreateFromQuaternion(frameData.FramePtr1->BoneOrientations[bonePtr->Index]);
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auto quat1 = Quaternion::CreateFromRotationMatrix(rotMatrix);
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auto quat2 = Quaternion::CreateFromRotationMatrix(rotMatrix2);
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auto quat3 = Quaternion::Slerp(quat1, quat2, frameData.Alpha);
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rotMatrix = Matrix::CreateFromQuaternion(quat3);
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}
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auto tMatrix = (bonePtr == rObject.Skeleton) ? Matrix::CreateTranslation(offset0) : Matrix::Identity;
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auto extraRotMatrix = Matrix::CreateFromQuaternion(bonePtr->ExtraRotation);
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if (useObjectWorldRotation)
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{
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auto scale = Vector3::Zero;
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auto inverseQuat = Quaternion::Identity;
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auto translation = Vector3::Zero;
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transforms[bonePtr->Parent->Index].Invert().Decompose(scale, inverseQuat, translation);
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rotMatrix = rotMatrix * extraRotMatrix * Matrix::CreateFromQuaternion(inverseQuat);
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}
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else
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{
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rotMatrix = extraRotMatrix * rotMatrix;
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}
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if (bonePtr != rObject.Skeleton)
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transforms[bonePtr->Index] = rotMatrix * bonePtr->Transform;
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else
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transforms[bonePtr->Index] = rotMatrix * tMatrix;
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if (bonePtr != rObject.Skeleton)
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transforms[bonePtr->Index] = transforms[bonePtr->Index] * transforms[bonePtr->Parent->Index];
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}
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boneIndices.push_back(bonePtr->Index);
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// Push.
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for (auto*& child : bonePtr->Children)
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bones[nextBone++] = child;
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}
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// Apply mutators on top.
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if (rItem != nullptr)
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{
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const auto& nativeItem = g_Level.Items[rItem->ItemNumber];
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if (nativeItem.Model.Mutators.size() == boneIndices.size())
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{
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for (const int& i : boneIndices)
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{
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const auto& mutator = nativeItem.Model.Mutators[i];
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if (mutator.IsEmpty())
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continue;
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auto rotMatrix = mutator.Rotation.ToRotationMatrix();
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auto scaleMatrix = Matrix::CreateScale(mutator.Scale);
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auto tMatrix = Matrix::CreateTranslation(mutator.Offset);
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transforms[i] = rotMatrix * scaleMatrix * tMatrix * transforms[i];
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}
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}
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}
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}
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void Renderer11::UpdateItemAnimations(int itemNumber, bool force)
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{
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auto* itemToDraw = &m_items[itemNumber];
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auto* nativeItem = &g_Level.Items[itemNumber];
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// TODO: hack for fixing a bug, check again if needed
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itemToDraw->ItemNumber = itemNumber;
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// Lara has her own routine
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if (nativeItem->ObjectNumber == ID_LARA)
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return;
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// Has been already done?
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if (!force && itemToDraw->DoneAnimations)
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return;
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itemToDraw->DoneAnimations = true;
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auto* obj = &Objects[nativeItem->ObjectNumber];
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auto& moveableObj = *m_moveableObjects[nativeItem->ObjectNumber];
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// Copy meshswaps
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itemToDraw->MeshIndex = nativeItem->Model.MeshIndex;
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if (obj->animIndex == -1)
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return;
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// Apply extra rotations
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int lastJoint = 0;
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for (int j = 0; j < moveableObj.LinearizedBones.size(); j++)
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{
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auto* currentBone = moveableObj.LinearizedBones[j];
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auto prevRotation = currentBone->ExtraRotation;
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currentBone->ExtraRotation = Quaternion::Identity;
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nativeItem->Data.apply(
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[&j, ¤tBone](QuadBikeInfo& quadBike)
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{
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if (j == 3 || j == 4)
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{
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currentBone->ExtraRotation = EulerAngles(quadBike.RearRot, 0, 0).ToQuaternion();
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}
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else if (j == 6 || j == 7)
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{
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currentBone->ExtraRotation = EulerAngles(quadBike.FrontRot, quadBike.TurnRate * 2, 0).ToQuaternion();
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}
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},
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[&j, ¤tBone](JeepInfo& jeep)
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{
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switch(j)
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{
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case 9:
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currentBone->ExtraRotation = EulerAngles(jeep.FrontRightWheelRotation, jeep.TurnRate * 4, 0).ToQuaternion();
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break;
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case 10:
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currentBone->ExtraRotation = EulerAngles(jeep.FrontLeftWheelRotation, jeep.TurnRate * 4, 0).ToQuaternion();
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break;
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case 12:
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currentBone->ExtraRotation = EulerAngles(jeep.BackRightWheelRotation, 0, 0).ToQuaternion();
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break;
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case 13:
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currentBone->ExtraRotation = EulerAngles(jeep.BackLeftWheelRotation, 0, 0).ToQuaternion();
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break;
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}
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},
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[&j, ¤tBone](MotorbikeInfo& bike)
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{
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switch (j)
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{
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case 2:
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currentBone->ExtraRotation = EulerAngles(bike.RightWheelsRotation, bike.TurnRate * 8, 0).ToQuaternion();
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break;
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case 4:
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currentBone->ExtraRotation = EulerAngles(bike.RightWheelsRotation, 0, 0).ToQuaternion();
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break;
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case 8:
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currentBone->ExtraRotation = EulerAngles(bike.LeftWheelRotation, 0, 0).ToQuaternion();
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break;
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}
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},
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[&j, ¤tBone, &prevRotation](MinecartInfo& cart)
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{
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switch (j)
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{
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case 1:
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case 2:
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case 3:
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case 4:
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short zRot = (short)std::clamp(cart.Velocity, 0, (int)ANGLE(25.0f)) + EulerAngles(prevRotation).z;
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currentBone->ExtraRotation = EulerAngles(0, 0, zRot).ToQuaternion();
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break;
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}
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},
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[&j, ¤tBone](RubberBoatInfo& boat)
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{
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if (j == 2)
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currentBone->ExtraRotation = EulerAngles(0, 0, boat.PropellerRotation).ToQuaternion();
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},
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[&j, ¤tBone](UPVInfo& upv)
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{
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switch (j)
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{
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case 1:
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currentBone->ExtraRotation = EulerAngles(upv.LeftRudderRotation, 0, 0).ToQuaternion();
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break;
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case 2:
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currentBone->ExtraRotation = EulerAngles(upv.RightRudderRotation, 0, 0).ToQuaternion();
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break;
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case 3:
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currentBone->ExtraRotation = EulerAngles(0, 0, upv.TurbineRotation).ToQuaternion();
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break;
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}
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},
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[&j, ¤tBone](BigGunInfo& bigGun)
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{
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if (j == 2)
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currentBone->ExtraRotation = EulerAngles(0, 0, FROM_RAD(bigGun.BarrelRotation)).ToQuaternion();
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},
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[&j, ¤tBone, &lastJoint](CreatureInfo& creature)
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{
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auto xRot = Quaternion::Identity;
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auto yRot = Quaternion::Identity;
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auto zRot = Quaternion::Identity;
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if (currentBone->ExtraRotationFlags & ROT_Y)
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{
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yRot = EulerAngles(0, creature.JointRotation[lastJoint], 0).ToQuaternion();
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lastJoint++;
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}
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if (currentBone->ExtraRotationFlags & ROT_X)
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{
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xRot = EulerAngles(creature.JointRotation[lastJoint], 0, 0).ToQuaternion();
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lastJoint++;
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}
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if (currentBone->ExtraRotationFlags & ROT_Z)
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{
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zRot = EulerAngles(0, 0, creature.JointRotation[lastJoint]).ToQuaternion();
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lastJoint++;
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}
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currentBone->ExtraRotation = xRot * yRot * zRot;
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});
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}
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auto frameData = GetFrameInterpData(*nativeItem);
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UpdateAnimation(itemToDraw, moveableObj, frameData, UINT_MAX);
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for (int m = 0; m < obj->nmeshes; m++)
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itemToDraw->AnimationTransforms[m] = itemToDraw->AnimationTransforms[m];
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}
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void Renderer11::UpdateItemAnimations(RenderView& view)
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{
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for (const auto* room : view.RoomsToDraw)
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{
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for (const auto* itemToDraw : room->ItemsToDraw)
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{
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const auto& nativeItem = g_Level.Items[itemToDraw->ItemNumber];
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// Player has its own routine.
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if (nativeItem.ObjectNumber == ID_LARA)
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continue;
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UpdateItemAnimations(itemToDraw->ItemNumber, false);
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}
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}
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}
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void Renderer11::BuildHierarchyRecursive(RendererObject *obj, RendererBone *node, RendererBone *parentNode)
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{
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node->GlobalTransform = node->Transform * parentNode->GlobalTransform;
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obj->BindPoseTransforms[node->Index] = node->GlobalTransform;
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obj->Skeleton->GlobalTranslation = Vector3::Zero;
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node->GlobalTranslation = node->Translation + parentNode->GlobalTranslation;
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for (auto* childNode : node->Children)
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BuildHierarchyRecursive(obj, childNode, node);
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}
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void Renderer11::BuildHierarchy(RendererObject *obj)
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{
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obj->Skeleton->GlobalTransform = obj->Skeleton->Transform;
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obj->BindPoseTransforms[obj->Skeleton->Index] = obj->Skeleton->GlobalTransform;
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obj->Skeleton->GlobalTranslation = Vector3::Zero;
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for (auto* childNode : obj->Skeleton->Children)
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BuildHierarchyRecursive(obj, childNode, obj->Skeleton);
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}
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bool Renderer11::IsFullsScreen()
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{
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return (!m_windowed);
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}
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void Renderer11::UpdateCameraMatrices(CAMERA_INFO *cam, float roll, float fov, float farView)
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{
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if (farView < MIN_FAR_VIEW)
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farView = DEFAULT_FAR_VIEW;
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m_farView = farView;
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gameCamera = RenderView(cam, roll, fov, 32, farView, g_Configuration.Width, g_Configuration.Height);
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}
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bool Renderer11::SphereBoxIntersection(BoundingBox box, Vector3 sphereCentre, float sphereRadius)
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{
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if (sphereRadius == 0.0f)
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{
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return box.Contains(sphereCentre);
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}
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else
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{
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BoundingSphere sphere = BoundingSphere(sphereCentre, sphereRadius);
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return box.Intersects(sphere);
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}
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}
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void Renderer11::FlipRooms(short roomNumber1, short roomNumber2)
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{
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std::swap(m_rooms[roomNumber1], m_rooms[roomNumber2]);
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m_rooms[roomNumber1].RoomNumber = roomNumber1;
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m_rooms[roomNumber2].RoomNumber = roomNumber2;
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m_invalidateCache = true;
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}
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RendererObject& Renderer11::GetRendererObject(GAME_OBJECT_ID id)
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{
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if (id == GAME_OBJECT_ID::ID_LARA || id == GAME_OBJECT_ID::ID_LARA_SKIN)
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{
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if (m_moveableObjects[GAME_OBJECT_ID::ID_LARA_SKIN].has_value())
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return m_moveableObjects[GAME_OBJECT_ID::ID_LARA_SKIN].value();
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else
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return m_moveableObjects[GAME_OBJECT_ID::ID_LARA].value();
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}
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else
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{
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return m_moveableObjects[id].value();
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}
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}
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RendererMesh* Renderer11::GetMesh(int meshIndex)
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{
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return m_meshes[meshIndex];
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}
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int Renderer11::GetSpheres(short itemNumber, BoundingSphere* spheres, char worldSpace, Matrix local)
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{
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auto* itemToDraw = &m_items[itemNumber];
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auto* nativeItem = &g_Level.Items[itemNumber];
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itemToDraw->ItemNumber = itemNumber;
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if (!nativeItem)
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return 0;
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if (!itemToDraw->DoneAnimations)
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{
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if (itemNumber == Lara.ItemNumber)
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UpdateLaraAnimations(false);
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else
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UpdateItemAnimations(itemNumber, false);
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}
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Matrix world;
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if (worldSpace & SPHERES_SPACE_WORLD)
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world = Matrix::CreateTranslation(nativeItem->Pose.Position.x, nativeItem->Pose.Position.y, nativeItem->Pose.Position.z) * local;
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else
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world = Matrix::Identity * local;
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world = nativeItem->Pose.Orientation.ToRotationMatrix() * world;
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auto& moveable = GetRendererObject(nativeItem->ObjectNumber);
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for (int i = 0; i< moveable.ObjectMeshes.size();i++)
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{
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auto mesh = moveable.ObjectMeshes[i];
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auto pos = (Vector3)mesh->Sphere.Center;
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if (worldSpace & SPHERES_SPACE_BONE_ORIGIN)
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pos += moveable.LinearizedBones[i]->Translation;
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spheres[i].Center = Vector3::Transform(pos, (itemToDraw->AnimationTransforms[i] * world));
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spheres[i].Radius = mesh->Sphere.Radius;
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// Spheres debug
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// auto v1 = Vector3(spheres[i].Center.x - spheres[i].Radius, spheres[i].Center.y, spheres[i].Center.z);
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// auto v2 = Vector3(spheres[i].Center.x + spheres[i].Radius, spheres[i].Center.y, spheres[i].Center.z);
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// AddLine3D(v1, v2, Vector4::One);
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}
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return (int)moveable.ObjectMeshes.size();
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}
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void Renderer11::GetBoneMatrix(short itemNumber, int jointIndex, Matrix* outMatrix)
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{
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if (itemNumber == Lara.ItemNumber)
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{
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auto& object = *m_moveableObjects[ID_LARA];
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*outMatrix = object.AnimationTransforms[jointIndex] * m_LaraWorldMatrix;
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}
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else
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{
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UpdateItemAnimations(itemNumber, true);
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auto* rendererItem = &m_items[itemNumber];
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auto* nativeItem = &g_Level.Items[itemNumber];
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auto& obj = *m_moveableObjects[nativeItem->ObjectNumber];
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*outMatrix = obj.AnimationTransforms[jointIndex] * rendererItem->World;
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}
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}
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Vector4 Renderer11::GetPortalRect(Vector4 v, Vector4 vp)
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{
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auto sp = (v * Vector4(0.5f, 0.5f, 0.5f, 0.5f)
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+ Vector4(0.5f, 0.5f, 0.5f, 0.5f))
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* Vector4(vp.z, vp.w, vp.z, vp.w);
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Vector4 s(sp.x + vp.x, sp.y + vp.y, sp.z + vp.x, sp.w + vp.y);
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// expand
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s.x -= 2;
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s.y -= 2;
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|
s.z += 2;
|
|
s.w += 2;
|
|
|
|
// clamp
|
|
s.x = std::max(s.x, vp.x);
|
|
s.y = std::max(s.y, vp.y);
|
|
s.z = std::min(s.z, vp.x + vp.z);
|
|
s.w = std::min(s.w, vp.y + vp.w);
|
|
|
|
// convert from bounds to x,y,w,h
|
|
s.z -= s.x;
|
|
s.w -= s.y;
|
|
|
|
// Use the viewport rect if one of the dimensions is the same size
|
|
// as the viewport. This may fix clipping bugs while still allowing
|
|
// impossible geometry tricks.
|
|
if (s.z - s.x >= vp.z - vp.x || s.w - s.y >= vp.w - vp.y)
|
|
return vp;
|
|
|
|
return s;
|
|
}
|
|
|
|
Vector2i Renderer11::GetScreenResolution() const
|
|
{
|
|
return Vector2i(m_screenWidth, m_screenHeight);
|
|
}
|
|
|
|
std::optional<Vector2> Renderer11::Get2DPosition(const Vector3& pos) const
|
|
{
|
|
auto point = Vector4(pos.x, pos.y, pos.z, 1.0f);
|
|
auto cameraPos = Vector4(
|
|
gameCamera.Camera.WorldPosition.x,
|
|
gameCamera.Camera.WorldPosition.y,
|
|
gameCamera.Camera.WorldPosition.z,
|
|
1.0f);
|
|
auto cameraDirection = Vector4(
|
|
gameCamera.Camera.WorldDirection.x,
|
|
gameCamera.Camera.WorldDirection.y,
|
|
gameCamera.Camera.WorldDirection.z,
|
|
1.0f);
|
|
|
|
// Point is behind camera; return nullopt.
|
|
if ((point - cameraPos).Dot(cameraDirection) < 0.0f)
|
|
return std::nullopt;
|
|
|
|
// Calculate clip space coords.
|
|
point = Vector4::Transform(point, gameCamera.Camera.ViewProjection);
|
|
|
|
// Calculate NDC.
|
|
point /= point.w;
|
|
|
|
// Calculate and return 2D position.
|
|
return TEN::Utils::ConvertNDCTo2DPosition(Vector2(point));
|
|
}
|
|
|
|
Vector3 Renderer11::GetAbsEntityBonePosition(int itemNumber, int jointIndex, const Vector3& relOffset)
|
|
{
|
|
auto* rendererItem = &m_items[itemNumber];
|
|
|
|
rendererItem->ItemNumber = itemNumber;
|
|
|
|
if (!rendererItem)
|
|
return Vector3::Zero;
|
|
|
|
if (!rendererItem->DoneAnimations)
|
|
{
|
|
if (itemNumber == Lara.ItemNumber)
|
|
UpdateLaraAnimations(false);
|
|
else
|
|
UpdateItemAnimations(itemNumber, false);
|
|
}
|
|
|
|
if (jointIndex >= MAX_BONES)
|
|
jointIndex = 0;
|
|
|
|
auto world = rendererItem->AnimationTransforms[jointIndex] * rendererItem->World;
|
|
return Vector3::Transform(relOffset, world);
|
|
}
|
|
}
|