Implement special case logic when standing close to a portal
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@ -89,7 +89,7 @@ Where `/home/james/Blender/blender-2.93.1-linux-x64` is the folder where Blender
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- Implement loading levels from the cartridge
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- [x] Implement "Emancipation grid"
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- [ ] Change the way player standing logic works
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- [ ] Cut holes in portal walls
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- [x] Cut holes in portal walls
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- [ ] Cube dispenser
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- [ ] NAN in overlap
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- [ ] Get an optimized build working
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@ -27,6 +27,7 @@ extern struct CollisionScene gCollisionScene;
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void collisionSceneInit(struct CollisionScene* scene, struct CollisionObject* quads, int quadCount, struct World* world);
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void collisionObjectCollideWithScene(struct CollisionObject* object, struct CollisionScene* scene, struct ContactSolver* contactSolver);
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int collisionSceneIsTouchingSinglePortal(struct Vector3* contactPoint, struct Vector3* contactNormal, struct Transform* portalTransform, int portalIndex);
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int collisionSceneIsTouchingPortal(struct Vector3* contactPoint, struct Vector3* contactNormal);
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int collisionSceneIsPortalOpen();
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@ -5,7 +5,7 @@
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#include "../graphics/graphics.h"
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int isOutsideFrustrum(struct FrustrumCullingInformation* frustrum, struct BoundingBoxs16* boundingBox) {
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for (int i = 0; i < CLIPPING_PLANE_COUNT; ++i) {
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for (int i = 0; i < frustrum->usedClippingPlaneCount; ++i) {
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struct Vector3 closestPoint;
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struct Vector3* normal = &frustrum->clippingPlanes[i].normal;
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@ -24,7 +24,7 @@ int isOutsideFrustrum(struct FrustrumCullingInformation* frustrum, struct Boundi
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}
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int isSphereOutsideFrustrum(struct FrustrumCullingInformation* frustrum, struct Vector3* scaledCenter, float scaledRadius) {
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for (int i = 0; i < CLIPPING_PLANE_COUNT; ++i) {
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for (int i = 0; i < frustrum->usedClippingPlaneCount; ++i) {
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if (planePointDistance(&frustrum->clippingPlanes[i], scaledCenter) < -scaledRadius) {
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return 1;
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}
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@ -34,7 +34,7 @@ int isSphereOutsideFrustrum(struct FrustrumCullingInformation* frustrum, struct
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}
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int isQuadOutsideFrustrum(struct FrustrumCullingInformation* frustrum, struct CollisionQuad* quad) {
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for (int i = 0; i < CLIPPING_PLANE_COUNT; ++i) {
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for (int i = 0; i < frustrum->usedClippingPlaneCount; ++i) {
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struct Vector3* normal = &frustrum->clippingPlanes[i].normal;
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float aLerp = vector3Dot(normal, &quad->edgeA) < 0.0f ? 0.0f : quad->edgeALength;
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float bLerp = vector3Dot(normal, &quad->edgeB) < 0.0f ? 0.0f : quad->edgeBLength;
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@ -126,6 +126,7 @@ Mtx* cameraSetupMatrices(struct Camera* camera, struct RenderState* renderState,
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cameraExtractClippingPlane(combined, &clippingInfo->clippingPlanes[3], 1, -1.0f);
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cameraExtractClippingPlane(combined, &clippingInfo->clippingPlanes[4], 2, 1.0f);
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clippingInfo->cameraPos = camera->transform.position;
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clippingInfo->usedClippingPlaneCount = 5;
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}
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gSPMatrix(renderState->dl++, osVirtualToPhysical(&viewProjMatrix[1]), G_MTX_PROJECTION | G_MTX_LOAD | G_MTX_NOPUSH);
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@ -11,7 +11,7 @@
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#include "../physics/collision_quad.h"
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#include "../math/boxs16.h"
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#define CLIPPING_PLANE_COUNT 5
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#define MAX_CLIPPING_PLANE_COUNT 6
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struct Camera {
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struct Transform transform;
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@ -21,7 +21,8 @@ struct Camera {
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};
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struct FrustrumCullingInformation {
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struct Plane clippingPlanes[CLIPPING_PLANE_COUNT];
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struct Plane clippingPlanes[MAX_CLIPPING_PLANE_COUNT];
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short usedClippingPlaneCount;
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struct Vector3 cameraPos;
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};
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@ -6,6 +6,7 @@
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#include "../defs.h"
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#include "dynamic_scene.h"
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#include "../physics/collision_scene.h"
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#include "../math/mathf.h"
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#define CALC_SCREEN_SPACE(clip_space, screen_size) ((clip_space + 1.0f) * ((screen_size) / 2))
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@ -48,6 +49,8 @@ struct Quaternion gVerticalFlip = {0.0f, 1.0f, 0.0f, 0.0f};
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#define PORTAL_CLIPPING_PLANE_BIAS (SCENE_SCALE * 0.25f)
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#define CAMERA_CLIPPING_RADIUS 0.2f
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void renderPropsInit(struct RenderProps* props, struct Camera* camera, float aspectRatio, struct RenderState* renderState, u16 roomIndex) {
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props->camera = *camera;
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props->aspectRatio = aspectRatio;
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@ -66,6 +69,40 @@ void renderPropsInit(struct RenderProps* props, struct Camera* camera, float asp
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props->perspectiveMatrix = cameraSetupMatrices(&externalCamera, renderState, aspectRatio, &props->perspectiveCorrect, &fullscreenViewport, NULL, 0.0f);
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#endif
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props->clippingPortalIndex = -1;
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if (collisionSceneIsPortalOpen()) {
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for (int i = 0; i < 2; ++i) {
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struct Vector3 portalOffset;
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vector3Sub(&camera->transform.position, &gCollisionScene.portalTransforms[i]->position, &portalOffset);
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struct Vector3 portalNormal;
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quatMultVector(&gCollisionScene.portalTransforms[i]->rotation, &gForward, &portalNormal);
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struct Vector3 projectedPoint;
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if (i == 0) {
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vector3Negate(&portalNormal, &portalNormal);
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}
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float clippingDistnace = vector3Dot(&portalNormal, &portalOffset);
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if (fabsf(clippingDistnace) > CAMERA_CLIPPING_RADIUS) {
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continue;
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}
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vector3AddScaled(&camera->transform.position, &portalNormal, -clippingDistnace, &projectedPoint);
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if (collisionSceneIsTouchingSinglePortal(&projectedPoint, &portalNormal, gCollisionScene.portalTransforms[i], i)) {
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vector3Negate(&portalNormal, &portalNormal);
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planeInitWithNormalAndPoint(&props->cullingInfo.clippingPlanes[5], &portalNormal, &gCollisionScene.portalTransforms[i]->position);
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++props->cullingInfo.usedClippingPlaneCount;
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props->clippingPortalIndex = i;
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break;
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}
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}
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}
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props->minX = 0;
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props->minY = 0;
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props->maxX = SCREEN_WD;
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@ -149,12 +186,15 @@ void renderPropsNext(struct RenderProps* current, struct RenderProps* next, stru
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next->perspectiveMatrix = cameraSetupMatrices(&externalCamera, renderState, (float)SCREEN_WD / (float)SCREEN_HT, &next->perspectiveCorrect, &fullscreenViewport, NULL, zBias);
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#endif
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// set the near clipping plane to be the exit portal surface
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quatMultVector(&toPortal->rotation, &gForward, &next->cullingInfo.clippingPlanes[4].normal);
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if (toPortal < fromPortal) {
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vector3Negate(&next->cullingInfo.clippingPlanes[4].normal, &next->cullingInfo.clippingPlanes[4].normal);
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if (current->clippingPortalIndex != -1) {
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// set the near clipping plane to be the exit portal surface
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quatMultVector(&toPortal->rotation, &gForward, &next->cullingInfo.clippingPlanes[4].normal);
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if (toPortal < fromPortal) {
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vector3Negate(&next->cullingInfo.clippingPlanes[4].normal, &next->cullingInfo.clippingPlanes[4].normal);
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}
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next->cullingInfo.clippingPlanes[4].d = -vector3Dot(&next->cullingInfo.clippingPlanes[4].normal, &toPortal->position) * SCENE_SCALE - PORTAL_CLIPPING_PLANE_BIAS;
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}
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next->cullingInfo.clippingPlanes[4].d = -vector3Dot(&next->cullingInfo.clippingPlanes[4].normal, &toPortal->position) * SCENE_SCALE - PORTAL_CLIPPING_PLANE_BIAS;
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next->clippingPortalIndex = -1;
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next->currentDepth = current->currentDepth - 1;
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next->fromPortalIndex = toPortal < fromPortal ? 0 : 1;
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@ -219,26 +259,35 @@ void portalRender(struct Portal* portal, struct Portal* otherPortal, struct Rend
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return;
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}
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screenClipperInitWithCamera(&clipper, &props->camera, (float)SCREEN_WD / (float)SCREEN_HT, portalTransform);
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struct Box2D clippingBounds;
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screenClipperBoundingPoints(&clipper, gPortalOutline, sizeof(gPortalOutline) / sizeof(*gPortalOutline), &clippingBounds);
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struct RenderProps nextProps;
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nextProps.minX = CALC_SCREEN_SPACE(clippingBounds.min.x, SCREEN_WD);
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nextProps.maxX = CALC_SCREEN_SPACE(clippingBounds.max.x, SCREEN_WD);
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nextProps.minY = CALC_SCREEN_SPACE(-clippingBounds.max.y, SCREEN_HT);
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nextProps.maxY = CALC_SCREEN_SPACE(-clippingBounds.min.y, SCREEN_HT);
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int portalIndex = portal < otherPortal ? 0 : 1;
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nextProps.minX = MAX(nextProps.minX, props->minX);
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nextProps.maxX = MIN(nextProps.maxX, props->maxX);
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nextProps.minY = MAX(nextProps.minY, props->minY);
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nextProps.maxY = MIN(nextProps.maxY, props->maxY);
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if (props->clippingPortalIndex == portalIndex) {
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nextProps.minX = props->minX;
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nextProps.maxX = props->maxX;
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nextProps.minY = props->minY;
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nextProps.maxY = props->maxY;
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} else {
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screenClipperInitWithCamera(&clipper, &props->camera, (float)SCREEN_WD / (float)SCREEN_HT, portalTransform);
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struct Box2D clippingBounds;
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screenClipperBoundingPoints(&clipper, gPortalOutline, sizeof(gPortalOutline) / sizeof(*gPortalOutline), &clippingBounds);
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nextProps.minX = CALC_SCREEN_SPACE(clippingBounds.min.x, SCREEN_WD);
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nextProps.maxX = CALC_SCREEN_SPACE(clippingBounds.max.x, SCREEN_WD);
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nextProps.minY = CALC_SCREEN_SPACE(-clippingBounds.max.y, SCREEN_HT);
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nextProps.maxY = CALC_SCREEN_SPACE(-clippingBounds.min.y, SCREEN_HT);
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nextProps.minX = MAX(nextProps.minX, props->minX);
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nextProps.maxX = MIN(nextProps.maxX, props->maxX);
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nextProps.minY = MAX(nextProps.minY, props->minY);
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nextProps.maxY = MIN(nextProps.maxY, props->maxY);
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}
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if (nextProps.minX < nextProps.maxX && nextProps.minY < nextProps.maxY) {
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renderPropsNext(props, &nextProps, &portal->transform, &otherPortal->transform, renderState);
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sceneRenderer(data, &nextProps, renderState);
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@ -44,6 +44,8 @@ struct RenderProps {
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short minY;
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short maxX;
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short maxY;
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s8 clippingPortalIndex;
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};
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void renderPropsInit(struct RenderProps* props, struct Camera* camera, float aspectRatio, struct RenderState* renderState, u16 roomIndex);
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