general fixes; tps character script updates;
This commit is contained in:
@@ -247,10 +247,11 @@ A four component floating point vector. Provides efficient calculations with SIM
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- SetY(float value)
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- SetZ(float value)
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- SetW(float value)
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- Transform(Matrix matrix)
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- Length() : float result
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- Normalize() : Vector result
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- QuaternionNormalize() : Vector result
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- Transform(Vector vec, Matrix matrix)
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- TransformNormal(Vector vec, Matrix matrix)
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- Add(Vector v1,v2) : Vector result
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- Subtract(Vector v1,v2) : Vector result
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- Multiply(Vector v1,v2) : Vector result
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+2
-2
@@ -751,12 +751,12 @@ void EditorComponent::Update(float dt)
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xDif = 0.1f*xDif*(1.0f / 60.0f);
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yDif = 0.1f*yDif*(1.0f / 60.0f);
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wiInputManager::setpointer(originalMouse);
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wiInputManager::hidepointer(false);
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wiInputManager::hidepointer(true);
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}
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else
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{
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camControlStart = true;
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wiInputManager::hidepointer(true);
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wiInputManager::hidepointer(false);
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}
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const float buttonrotSpeed = 2.0f / 60.0f;
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@@ -199,12 +199,12 @@ void MainComponent::Run()
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void MainComponent::Update(float dt)
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{
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wiLua::GetGlobal()->Update();
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if (GetActivePath() != nullptr)
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{
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GetActivePath()->Update(dt);
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}
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wiLua::GetGlobal()->Update();
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}
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void MainComponent::FixedUpdate()
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@@ -16,6 +16,7 @@ Luna<Vector_BindLua>::FunctionType Vector_BindLua::methods[] = {
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lunamethod(Vector_BindLua, SetZ),
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lunamethod(Vector_BindLua, SetW),
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lunamethod(Vector_BindLua, Transform),
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lunamethod(Vector_BindLua, TransformNormal),
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lunamethod(Vector_BindLua, Length),
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lunamethod(Vector_BindLua, Normalize),
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lunamethod(Vector_BindLua, QuaternionNormalize),
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@@ -138,19 +139,39 @@ int Vector_BindLua::SetW(lua_State* L)
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int Vector_BindLua::Transform(lua_State* L)
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{
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int argc = wiLua::SGetArgCount(L);
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if (argc > 0)
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if (argc > 1)
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{
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Matrix_BindLua* mat = Luna<Matrix_BindLua>::lightcheck(L, 1);
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if (mat)
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Vector_BindLua* vec = Luna<Vector_BindLua>::lightcheck(L, 1);
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Matrix_BindLua* mat = Luna<Matrix_BindLua>::lightcheck(L, 2);
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if (vec && mat)
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{
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Luna<Vector_BindLua>::push(L, new Vector_BindLua(XMVector4Transform(vector, mat->matrix)));
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Luna<Vector_BindLua>::push(L, new Vector_BindLua(XMVector4Transform(vec->vector, mat->matrix)));
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return 1;
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}
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else
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wiLua::SError(L, "Transform(Matrix matrix) argument is not a Matrix!");
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wiLua::SError(L, "Transform(Vector vec, Matrix matrix) argument types mismatch!");
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}
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else
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wiLua::SError(L, "Transform(Matrix matrix) not enough arguments!");
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wiLua::SError(L, "Transform(Vector vec, Matrix matrix) not enough arguments!");
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return 0;
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}
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int Vector_BindLua::TransformNormal(lua_State* L)
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{
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int argc = wiLua::SGetArgCount(L);
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if (argc > 1)
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{
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Vector_BindLua* vec = Luna<Vector_BindLua>::lightcheck(L, 1);
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Matrix_BindLua* mat = Luna<Matrix_BindLua>::lightcheck(L, 2);
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if (vec && mat)
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{
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Luna<Vector_BindLua>::push(L, new Vector_BindLua(XMVector3TransformNormal(vec->vector, mat->matrix)));
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return 1;
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}
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else
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wiLua::SError(L, "TransformNormal(Vector vec, Matrix matrix) argument types mismatch!");
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}
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else
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wiLua::SError(L, "TransformNormal(Vector vec, Matrix matrix) not enough arguments!");
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return 0;
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}
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int Vector_BindLua::Length(lua_State* L)
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@@ -28,6 +28,7 @@ public:
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int SetW(lua_State* L);
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int Transform(lua_State* L);
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int TransformNormal(lua_State* L);
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int Length(lua_State* L);
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int Normalize(lua_State* L);
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int QuaternionNormalize(lua_State* L);
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@@ -177,11 +177,11 @@ namespace wiInputManager
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#ifndef WINSTORE_SUPPORT
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if (value)
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{
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while (ShowCursor(true) < 0) {};
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while (ShowCursor(false) >= 0) {};
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}
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else
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{
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while (ShowCursor(false) >= 0) {};
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while (ShowCursor(true) < 0) {};
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}
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#endif
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}
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@@ -1965,8 +1965,15 @@ namespace wiSceneSystem
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ForceFieldComponent& force = forces[args.jobIndex];
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Entity entity = forces.GetEntity(args.jobIndex);
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const TransformComponent& transform = *transforms.GetComponent(entity);
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force.position = transform.GetPosition();
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XMStoreFloat3(&force.direction, XMVector3Normalize(XMVector3TransformNormal(XMVectorSet(0, -1, 0, 0), XMLoadFloat4x4(&transform.world))));
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XMMATRIX W = XMLoadFloat4x4(&transform.world);
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XMVECTOR S, R, T;
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XMMatrixDecompose(&S, &R, &T, W);
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XMStoreFloat3(&force.position, T);
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XMStoreFloat3(&force.direction, XMVector3Normalize(XMVector3TransformNormal(XMVectorSet(0, -1, 0, 0), W)));
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force.range = force.range_local * max(XMVectorGetX(S), max(XMVectorGetY(S), XMVectorGetZ(S)));
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});
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}
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void RunLightUpdateSystem(
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@@ -1992,6 +1999,8 @@ namespace wiSceneSystem
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XMStoreFloat4(&light.rotation, R);
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XMStoreFloat3(&light.direction, XMVector3TransformNormal(XMVectorSet(0, 1, 0, 0), W));
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light.range = light.range_local * max(XMVectorGetX(S), max(XMVectorGetY(S), XMVectorGetZ(S)));
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switch (light.type)
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{
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case LightComponent::DIRECTIONAL:
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@@ -651,7 +651,7 @@ namespace wiSceneSystem
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};
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LightType type = POINT;
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float energy = 1.0f;
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float range = 10.0f;
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float range_local = 10.0f;
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float fov = XM_PIDIV4;
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float shadowBias = 0.0001f;
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float radius = 1.0f; // area light
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@@ -662,6 +662,7 @@ namespace wiSceneSystem
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// Non-serialized attributes:
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XMFLOAT3 position;
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float range;
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XMFLOAT3 direction;
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XMFLOAT4 rotation;
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XMFLOAT3 front;
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@@ -789,10 +790,11 @@ namespace wiSceneSystem
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int type = ENTITY_TYPE_FORCEFIELD_POINT;
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float gravity = 0.0f; // negative = deflector, positive = attractor
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float range = 0.0f; // affection range
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float range_local = 0.0f; // affection range
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// Non-serialized attributes:
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XMFLOAT3 position;
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float range;
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XMFLOAT3 direction;
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void Serialize(wiArchive& archive, uint32_t seed = 0);
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@@ -454,7 +454,7 @@ namespace wiSceneSystem
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archive >> color;
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archive >> (uint32_t&)type;
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archive >> energy;
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archive >> range;
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archive >> range_local;
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archive >> fov;
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archive >> shadowBias;
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archive >> radius;
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@@ -469,7 +469,7 @@ namespace wiSceneSystem
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archive << color;
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archive << (uint32_t&)type;
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archive << energy;
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archive << range;
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archive << range_local;
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archive << fov;
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archive << shadowBias;
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archive << radius;
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@@ -522,14 +522,14 @@ namespace wiSceneSystem
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archive >> _flags;
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archive >> type;
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archive >> gravity;
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archive >> range;
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archive >> range_local;
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}
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else
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{
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archive << _flags;
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archive << type;
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archive << gravity;
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archive << range;
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archive << range_local;
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}
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}
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void DecalComponent::Serialize(wiArchive& archive, uint32_t seed)
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@@ -9,7 +9,7 @@ namespace wiVersion
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// minor features, major updates
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const int minor = 26;
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// minor bug fixes, alterations, refactors, updates
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const int revision = 5;
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const int revision = 6;
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long GetVersion()
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@@ -14,8 +14,14 @@ Character = {
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target = INVALID_ENTITY, -- Camera will look at this location, rays will be started from this location, etc.
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idle_anim = INVALID_ENTITY,
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walk_anim = INVALID_ENTITY,
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head = INVALID_ENTITY,
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left_hand = INVALID_ENTITY,
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right_hand = INVALID_ENTITY,
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left_foot = INVALID_ENTITY,
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right_foot = INVALID_ENTITY,
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face = Vector(0,0,1), -- forward direction
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velocity = Vector(),
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velocityPrev = Vector(),
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ray = Ray(Vector(),Vector()),
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o = INVALID_ENTITY, -- collision prop with scene (entity)
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p,n = Vector(), -- collision props with scene (position,normal)
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@@ -39,6 +45,11 @@ Character = {
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self.idle_anim = scene.Entity_FindByName("idle")
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self.walk_anim = scene.Entity_FindByName("walk")
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self.head = scene.Entity_FindByName("testa")
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self.left_hand = scene.Entity_FindByName("mano_L")
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self.right_hand = scene.Entity_FindByName("mano_R")
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self.left_foot = scene.Entity_FindByName("avampiede_L")
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self.right_foot = scene.Entity_FindByName("avampiede_R")
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local model_transform = scene.Component_GetTransform(self.model)
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model_transform.ClearTransform()
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@@ -54,37 +65,6 @@ Character = {
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scene.Component_Attach(self.target, self.model)
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end,
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MoveForward = function(self,f)
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local model_transform = scene.Component_GetTransform(self.model)
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local target_transform = scene.Component_GetTransform(self.target)
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-- avoid falling outside the world
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local velocityPrev = self.velocity;
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self.velocity = self.face:Multiply(Vector(f,f,f))
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self.velocity.SetY(velocityPrev.GetY())
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self.ray = Ray(target_transform.GetPosition():Add(self.velocity),Vector(0,-1,0))
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self.o,self.p,self.n = Pick(self.ray, PICK_OPAQUE, ~self.layerMask)
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if(self.o ~= INVALID_ENTITY) then
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self.state = self.states.WALK
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else
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self.state = self.states.STAND
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self.velocity = velocityPrev
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end
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-- front block
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local ray2 = Ray(target_transform.GetPosition(),self.face)
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local o2,p2,n2 = Pick(ray2, PICK_OPAQUE, ~self.layerMask)
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local dist = vector.Subtract(target_transform.GetPosition(),p2):Length()
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if(o2 ~= INVALID_ENTITY and dist < 1.5) then
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-- run along wall instead of going through it
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local velocityLen = self.velocity.Length()
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local velocityNormalized = self.velocity.Normalize()
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local undesiredMotion = n2:Multiply(vector.Dot(velocityNormalized, n2))
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local desiredMotion = vector.Subtract(velocityNormalized, undesiredMotion)
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self.velocity = vector.Multiply(desiredMotion, velocityLen)
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end
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end,
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Jump = function(self,f)
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self.velocity = self.velocity:Add(Vector(0,f,0))
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self.state = self.states.JUMP
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@@ -94,7 +74,7 @@ Character = {
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local target_transform = scene.Component_GetTransform(self.target)
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local savedPos = model_transform.GetPosition()
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model_transform.ClearTransform()
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self.face = dir:Normalize().Transform(target_transform.GetMatrix())
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self.face = vector.Transform(dir:Normalize(), target_transform.GetMatrix())
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self.face.SetY(0)
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self.face = self.face.Normalize()
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model_transform.MatrixTransform(matrix.LookTo(Vector(),self.face):Inverse())
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@@ -104,7 +84,10 @@ Character = {
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model_transform.UpdateTransform()
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scene.Component_Detach(self.target)
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scene.Component_Attach(self.target, self.model)
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self:MoveForward(f)
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self.velocityPrev = self.velocity;
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self.velocity = self.face:Multiply(Vector(f,f,f))
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self.velocity.SetY(self.velocityPrev.GetY())
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self.state = self.states.WALK
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end,
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Input = function(self)
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@@ -149,8 +132,10 @@ Character = {
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self.face.SetY(0)
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self.face=self.face:Normalize()
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input.SetPointer(self.savedPointerPos)
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input.HidePointer(true)
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else
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self.savedPointerPos = input.GetPointer()
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input.HidePointer(false)
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end
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end,
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@@ -174,6 +159,24 @@ Character = {
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self.state = self.states.STAND
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end
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-- front block shoots multiple rays in front to try to find obstruction
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local rotations = {0, 3.1415*0.3, -3.1415*0.3}
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for i,rot in ipairs(rotations) do
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local origin = target_transform.GetPosition()
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local dir = vector.Transform(self.face, matrix.RotationY(rot))
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local ray2 = Ray(origin,dir)
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local o2,p2,n2 = Pick(ray2, PICK_OPAQUE, ~self.layerMask)
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local dist = vector.Subtract(origin,p2):Length()
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if(o2 ~= INVALID_ENTITY and dist < 1) then
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-- run along wall instead of going through it
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local velocityLen = self.velocity.Length()
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local velocityNormalized = self.velocity.Normalize()
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local undesiredMotion = n2:Multiply(vector.Dot(velocityNormalized, n2))
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local desiredMotion = vector.Subtract(velocityNormalized, undesiredMotion)
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self.velocity = vector.Multiply(desiredMotion, velocityLen)
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end
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end
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-- check what is below the character
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self.ray = Ray(target_transform.GetPosition(),Vector(0,-1,0))
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local pPrev = self.p
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@@ -182,8 +185,10 @@ Character = {
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self.p=pPrev -- if nothing, go back to previous position
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end
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-- try to put water ripple if character is directly above water
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local w,wp,wn = Pick(self.ray,PICK_WATER)
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-- try to put water ripple if character head is directly above water
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local head_transform = scene.Component_GetTransform(self.head)
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local waterRay = Ray(head_transform.GetPosition(),Vector(0,-1,0))
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local w,wp,wn = Pick(waterRay,PICK_WATER)
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if(w ~= INVALID_ENTITY and self.velocity.Length()>0.1) then
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PutWaterRipple("../Editor/images/ripple.png",wp)
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end
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@@ -191,10 +196,10 @@ Character = {
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-- add gravity:
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self.velocity = vector.Add(self.velocity, Vector(0,-0.04,0))
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-- check if we are below the ground:
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-- check if we are below or on the ground:
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if(model_transform.GetPosition().GetY() <= self.p.GetY() and self.velocity.GetY()<=0) then
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self.state = self.states.STAND
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model_transform.Translate(vector.Subtract(self.p,model_transform.GetPosition()))
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model_transform.Translate(vector.Subtract(self.p,model_transform.GetPosition())) -- snap back to last succesfully traced position
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self.velocity.SetY(0) -- don't fall below ground
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self.velocity = vector.Multiply(self.velocity, 0.8) -- slow down gradually on ground
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end
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@@ -220,7 +225,7 @@ ThirdPersonCamera = {
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self.camera = CreateEntity()
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local camera_transform = scene.Component_CreateTransform(self.camera)
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camera_transform.ClearTransform()
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camera_transform.Translate(Vector(self.side_offset,self.height,-self.rest_distance))
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camera_transform.Translate(Vector(self.side_offset,self.height))
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scene.Component_Attach(self.camera, character.target)
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end,
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@@ -228,30 +233,27 @@ ThirdPersonCamera = {
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if(self.character ~= nil) then
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local camera_transform = scene.Component_GetTransform(self.camera)
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local target_transform = scene.Component_GetTransform(self.character.target)
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local camTargetDiff = vector.Subtract(target_transform.GetPosition(), camera_transform.GetPosition())
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-- Keep distance from player
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local camPos = camera_transform.GetPosition()
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local camTargetDiff = vector.Subtract(target_transform.GetPosition(), camPos)
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local camTargetDistance = camTargetDiff.Length()
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local use_correction = true
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if(camTargetDistance < self.rest_distance) then
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camera_transform.Translate(Vector(0,0,-(self.rest_distance - camTargetDistance)))
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end
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-- Cast a ray from the camera eye and check if it hits something other than the player...
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local camRay = Ray(camera_transform.GetPosition(),camTargetDiff.Normalize())
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local camCollObj,camCollPos,camCollNor = Pick(camRay, PICK_OPAQUE, ~self.character.layerMask)
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if(camCollObj ~= INVALID_ENTITY) then
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-- It hit something, see if it is between the player and camera:
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local camCollDiff = vector.Subtract(camCollPos, camera_transform.GetPosition())
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local camCollDistance = camCollDiff.Length()
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if(camCollDistance < camTargetDistance) then
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-- If there was something between player and camera, clamp camera position inside:
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camera_transform.Translate(Vector(0,0,camCollDistance-0.1))
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use_correction = false
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-- Cast ray from the camera eye and check if it hits something other than the player...
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local rayDir = camTargetDiff.Normalize()
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local camRay = Ray(camPos, rayDir)
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local camCollObj,camCollPos,camCollNor = Pick(camRay, PICK_OPAQUE, ~self.character.layerMask)
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if(camCollObj ~= INVALID_ENTITY) then
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-- It hit something, see if it is between the player and camera:
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local camCollDiff = vector.Subtract(camCollPos, camPos)
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local camCollDistance = camCollDiff.Length()
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if(camCollDistance < camTargetDistance) then
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camera_transform.Translate(Vector(0,0,camCollDistance))
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end
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end
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end
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if(use_correction and camTargetDistance < self.rest_distance) then
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-- Camera is closer to target than rest distance, push it back some amount...
|
||||
camera_transform.Translate(vector.Multiply(getDeltaTime() * 60, Vector(0,0,-self.correction_speed)))
|
||||
end
|
||||
|
||||
local cam = GetCamera()
|
||||
cam.TransformCamera(camera_transform)
|
||||
@@ -319,11 +321,6 @@ end
|
||||
|
||||
-- Draw
|
||||
runProcess(function()
|
||||
local head = scene.Entity_FindByName("testa")
|
||||
local left_hand = scene.Entity_FindByName("mano_L")
|
||||
local right_hand = scene.Entity_FindByName("mano_R")
|
||||
local left_foot = scene.Entity_FindByName("avampiede_L")
|
||||
local right_foot = scene.Entity_FindByName("avampiede_R")
|
||||
|
||||
while true do
|
||||
|
||||
@@ -347,15 +344,15 @@ runProcess(function()
|
||||
DrawBox(target_transform.GetMatrix())
|
||||
|
||||
-- Head bone
|
||||
DrawPoint(scene.Component_GetTransform(head).GetPosition(),0.2, Vector(0,1,1,1))
|
||||
DrawPoint(scene.Component_GetTransform(player.head).GetPosition(),0.2, Vector(0,1,1,1))
|
||||
-- Left hand bone
|
||||
DrawPoint(scene.Component_GetTransform(left_hand).GetPosition(),0.2, Vector(0,1,1,1))
|
||||
DrawPoint(scene.Component_GetTransform(player.left_hand).GetPosition(),0.2, Vector(0,1,1,1))
|
||||
-- Right hand bone
|
||||
DrawPoint(scene.Component_GetTransform(right_hand).GetPosition(),0.2, Vector(0,1,1,1))
|
||||
DrawPoint(scene.Component_GetTransform(player.right_hand).GetPosition(),0.2, Vector(0,1,1,1))
|
||||
-- Left foot bone
|
||||
DrawPoint(scene.Component_GetTransform(left_foot).GetPosition(),0.2, Vector(0,1,1,1))
|
||||
DrawPoint(scene.Component_GetTransform(player.left_foot).GetPosition(),0.2, Vector(0,1,1,1))
|
||||
-- Right foot bone
|
||||
DrawPoint(scene.Component_GetTransform(right_foot).GetPosition(),0.2, Vector(0,1,1,1))
|
||||
DrawPoint(scene.Component_GetTransform(player.right_foot).GetPosition(),0.2, Vector(0,1,1,1))
|
||||
|
||||
|
||||
-- Wait for the engine to render the scene
|
||||
|
||||
@@ -62,7 +62,7 @@ dungeon={
|
||||
local function GenerateDungeon(remaining, pos, rotY)
|
||||
remaining = remaining - 1
|
||||
local rotMat = matrix.RotationY(rotY)
|
||||
local transformMat = matrix.Multiply( rotMat, matrix.Multiply( matrix.Translation(pos), scalingMat ) )
|
||||
local transformMat = matrix.Multiply(rotMat, matrix.Multiply(matrix.Translation(pos), scalingMat))
|
||||
|
||||
-- Mark exit point if the generation ended and return from recursion
|
||||
if (remaining < 0) then
|
||||
@@ -77,14 +77,14 @@ dungeon={
|
||||
if(select2 < 1) then --left turn
|
||||
if CheckSegmentCanBePlaced(AABB(Vector(-1,0,0),Vector(1,2,2)).Transform(transformMat)) then
|
||||
LoadModel(modelpath .. "dungeon/turnleft.wiscene",transformMat)
|
||||
GenerateDungeon(remaining,pos:Add(Vector(-1,0,1).Transform(rotMat)),rotY-0.5*math.pi)
|
||||
GenerateDungeon(remaining,pos:Add(Vector(-1,0,1):Transform(rotMat)),rotY-0.5*math.pi)
|
||||
else
|
||||
GenerateDungeon(remaining,pos,rotY)
|
||||
end
|
||||
elseif(select2 < 2) then --right turn
|
||||
if CheckSegmentCanBePlaced(AABB(Vector(-1,0,0),Vector(1,2,2)).Transform(transformMat)) then
|
||||
LoadModel(modelpath .. "dungeon/turnright.wiscene",transformMat)
|
||||
GenerateDungeon(remaining,pos:Add(Vector(1,0,1).Transform(rotMat)),rotY+0.5*math.pi)
|
||||
GenerateDungeon(remaining,pos:Add(Vector(1,0,1):Transform(rotMat)),rotY+0.5*math.pi)
|
||||
else
|
||||
GenerateDungeon(remaining,pos,rotY)
|
||||
end
|
||||
@@ -92,9 +92,9 @@ dungeon={
|
||||
if CheckSegmentCanBePlaced(AABB(Vector(-1,0,0),Vector(1,2,2)).Transform(transformMat)) then
|
||||
LoadModel(modelpath .. "dungeon/tjunction.wiscene",transformMat)
|
||||
-- right
|
||||
GenerateDungeon(remaining,pos:Add(Vector(1,0,1).Transform(rotMat)),rotY+0.5*math.pi)
|
||||
GenerateDungeon(remaining,pos:Add(Vector(1,0,1):Transform(rotMat)),rotY+0.5*math.pi)
|
||||
-- left
|
||||
GenerateDungeon(remaining,pos:Add(Vector(-1,0,1).Transform(rotMat)),rotY-0.5*math.pi)
|
||||
GenerateDungeon(remaining,pos:Add(Vector(-1,0,1):Transform(rotMat)),rotY-0.5*math.pi)
|
||||
else
|
||||
GenerateDungeon(remaining,pos,rotY)
|
||||
end
|
||||
@@ -102,18 +102,18 @@ dungeon={
|
||||
if CheckSegmentCanBePlaced(AABB(Vector(-1,0,0),Vector(1,2,2)).Transform(transformMat)) then
|
||||
LoadModel(modelpath .. "dungeon/crossjunction.wiscene",transformMat)
|
||||
-- right
|
||||
GenerateDungeon(remaining,pos:Add(Vector(1,0,1).Transform(rotMat)),rotY+0.5*math.pi)
|
||||
GenerateDungeon(remaining,pos:Add(Vector(1,0,1):Transform(rotMat)),rotY+0.5*math.pi)
|
||||
-- left
|
||||
GenerateDungeon(remaining,pos:Add(Vector(-1,0,1).Transform(rotMat)),rotY-0.5*math.pi)
|
||||
GenerateDungeon(remaining,pos:Add(Vector(-1,0,1):Transform(rotMat)),rotY-0.5*math.pi)
|
||||
-- straight
|
||||
GenerateDungeon(remaining,pos:Add(Vector(0,0,2).Transform(rotMat)),rotY)
|
||||
GenerateDungeon(remaining,pos:Add(Vector(0,0,2):Transform(rotMat)),rotY)
|
||||
else
|
||||
GenerateDungeon(remaining,pos,rotY)
|
||||
end
|
||||
else --straight block
|
||||
if CheckSegmentCanBePlaced(AABB(Vector(-1,0,0),Vector(1,2,2)).Transform(transformMat)) then
|
||||
LoadModel(modelpath .. "dungeon/block.wiscene",transformMat)
|
||||
GenerateDungeon(remaining,pos:Add(Vector(0,0,2).Transform(rotMat)),rotY)
|
||||
GenerateDungeon(remaining,pos:Add(Vector(0,0,2):Transform(rotMat)),rotY)
|
||||
else
|
||||
GenerateDungeon(remaining,pos,rotY)
|
||||
end
|
||||
@@ -123,28 +123,28 @@ dungeon={
|
||||
if( select2 < 20 ) then --small room left
|
||||
if CheckSegmentCanBePlaced(AABB(Vector(-5,0,0),Vector(1,2,6)).Transform(transformMat)) then
|
||||
LoadModel(modelpath .. "dungeon/smallroomleft.wiscene",transformMat )
|
||||
GenerateDungeon(remaining,pos:Add(Vector(-5,0,5).Transform(rotMat)),rotY-0.5*math.pi)
|
||||
GenerateDungeon(remaining,pos:Add(Vector(-5,0,5):Transform(rotMat)),rotY-0.5*math.pi)
|
||||
else
|
||||
GenerateDungeon(remaining,pos,rotY)
|
||||
end
|
||||
elseif( select2 < 30 ) then --odd corridor
|
||||
if CheckSegmentCanBePlaced(AABB(Vector(-1,0,0),Vector(3,2,8)).Transform(transformMat)) then
|
||||
LoadModel(modelpath .. "dungeon/oddcorridor.wiscene",transformMat )
|
||||
GenerateDungeon(remaining,pos:Add(Vector(2,0,8).Transform(rotMat)),rotY)
|
||||
GenerateDungeon(remaining,pos:Add(Vector(2,0,8):Transform(rotMat)),rotY)
|
||||
else
|
||||
GenerateDungeon(remaining,pos,rotY)
|
||||
end
|
||||
elseif( select2 < 60 ) then --up corridor
|
||||
if CheckSegmentCanBePlaced(AABB(Vector(-1,0,0),Vector(1,4,6)).Transform(transformMat)) then
|
||||
LoadModel(modelpath .. "dungeon/upcorridor.wiscene",transformMat )
|
||||
GenerateDungeon(remaining,pos:Add(Vector(0,2,6).Transform(rotMat)),rotY)
|
||||
GenerateDungeon(remaining,pos:Add(Vector(0,2,6):Transform(rotMat)),rotY)
|
||||
else
|
||||
GenerateDungeon(remaining,pos,rotY)
|
||||
end
|
||||
else --corridor
|
||||
if CheckSegmentCanBePlaced(AABB(Vector(-1,0,0),Vector(1,2,6)).Transform(transformMat)) then
|
||||
LoadModel(modelpath .. "dungeon/corridor.wiscene",transformMat )
|
||||
GenerateDungeon(remaining,pos:Add(Vector(0,0,6).Transform(rotMat)),rotY)
|
||||
GenerateDungeon(remaining,pos:Add(Vector(0,0,6):Transform(rotMat)),rotY)
|
||||
else
|
||||
GenerateDungeon(remaining,pos,rotY)
|
||||
end
|
||||
@@ -153,11 +153,11 @@ dungeon={
|
||||
if CheckSegmentCanBePlaced(AABB(Vector(-4,0,0),Vector(4,8,8)).Transform(transformMat)) then
|
||||
LoadModel(modelpath .. "dungeon/room.wiscene",transformMat )
|
||||
-- right
|
||||
GenerateDungeon(remaining,pos:Add(Vector(4,0,4).Transform(rotMat)),rotY + 0.5*math.pi)
|
||||
GenerateDungeon(remaining,pos:Add(Vector(4,0,4):Transform(rotMat)),rotY + 0.5*math.pi)
|
||||
-- left
|
||||
GenerateDungeon(remaining,pos:Add(Vector(-4,0,4).Transform(rotMat)),rotY - 0.5*math.pi)
|
||||
GenerateDungeon(remaining,pos:Add(Vector(-4,0,4):Transform(rotMat)),rotY - 0.5*math.pi)
|
||||
-- straight
|
||||
GenerateDungeon(remaining,pos:Add(Vector(0,0,8).Transform(rotMat)),rotY)
|
||||
GenerateDungeon(remaining,pos:Add(Vector(0,0,8):Transform(rotMat)),rotY)
|
||||
else
|
||||
GenerateDungeon(remaining,pos,rotY)
|
||||
end
|
||||
|
||||
Reference in New Issue
Block a user