Merge pull request #86 from westonCoder/wall-ground-portal-bug

Wall Ground Portal Bug Fix
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lambertjamesd 2023-04-01 21:37:24 -06:00 committed by GitHub
commit 2542711c21
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3 changed files with 32 additions and 5 deletions

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@ -125,11 +125,9 @@ Where `/home/james/Blender/blender-2.93.1-linux-x64` is the folder where Blender
- [ ] Ambient background loop
## Current Bug TODO List (Hardware Verified) (High->Low priority)
- [ ] Player can clip through any level by placing one portal on wall and another portal right next to it on ground. #13
- [ ] Player can clip through chamber 7 by walking back up the stairs (near the top).
- [ ] player can clip through back of elevator by jumping and strafeing at the back corners while inside.
- [ ] Player can strap themselves in chamber 5 by following instructions issue #75
- [ ] Any grabbable object can be clipped through level by wall/floor portals method.
- [ ] Player can trap themselves in chamber 5 by following instructions issue #75
- [ ] Two wall portals next to eachother can be used to clip any object out of any level by pushing it into corner, then dropping.
- [ ] Glass can be walked through from one side on multiple levels (0,1,4,...)
- [ ] Passing into a ceiling portal can sometimes mess with the player rotation
@ -139,5 +137,6 @@ Where `/home/james/Blender/blender-2.93.1-linux-x64` is the folder where Blender
- [ ] Door at end of room 2, chamber 10 isnt rendered properly
- [ ] various visual glitches when running NTSC on PAL console #65
- [ ] various visual glitches when running PAL on NTSC console #65
- [x] Can shoot portals while holding an object
- [x] Any grabbable object can be clipped through level by wall/floor portals method.
- [x] Player can clip through any level by placing one portal on wall and another portal right next to it on ground. #13
- [x] Can shoot portals while holding an object

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@ -82,6 +82,24 @@ float rigidBodyMassInverseAtLocalPoint(struct RigidBody* rigidBody, struct Vecto
return rigidBody->massInv + rigidBody->momentOfInertiaInv * vector3MagSqrd(&crossPoint);
}
void rigidBodyClampToPortal(struct RigidBody* rigidBody, struct Transform* portal) {
struct Vector3 localPoint;
transformPointInverseNoScale(portal, &rigidBody->transform.position, &localPoint);
//clamping the x and y of local point to a slightly smaller oval on the output portal
struct Vector3 clampedLocalPoint;
clampedLocalPoint = localPoint;
clampedLocalPoint.y /= 2.0f;
clampedLocalPoint.z = 0.0f;
while(sqrtf(vector3MagSqrd(&clampedLocalPoint))>PORTAL_EXIT_XY_CLAMP_DISTANCE){
vector3Scale(&clampedLocalPoint, &clampedLocalPoint, 0.90f);
}
clampedLocalPoint.y *= 2.0f;
localPoint.x = clampedLocalPoint.x;
localPoint.y = clampedLocalPoint.y;
transformPoint(portal, &localPoint, &rigidBody->transform.position);
}
int rigidBodyCheckPortals(struct RigidBody* rigidBody) {
if (!gCollisionScene.portalTransforms[0] || !gCollisionScene.portalTransforms[1]) {
@ -94,6 +112,14 @@ int rigidBodyCheckPortals(struct RigidBody* rigidBody) {
enum RigidBodyFlags newFlags = 0;
//if only touching one portal, clamp object to edges of that portal
if ((rigidBody->flags & RigidBodyIsTouchingPortalA) && !(rigidBody->flags & RigidBodyIsTouchingPortalB)){
rigidBodyClampToPortal(rigidBody, gCollisionScene.portalTransforms[0]);
}
else if ((rigidBody->flags & RigidBodyIsTouchingPortalB) && !(rigidBody->flags & RigidBodyIsTouchingPortalA)){
rigidBodyClampToPortal(rigidBody, gCollisionScene.portalTransforms[1]);
}
if (rigidBody->flags & RigidBodyIsTouchingPortalA) {
newFlags |= RigidBodyWasTouchingPortalA;
}

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@ -3,6 +3,7 @@
#include "../math/basis.h"
#include "../math/transform.h"
#include "../math/mathf.h"
#include "./collision.h"
#define KILL_PLANE_Y -10.0f
@ -10,6 +11,7 @@
#define RIGID_BODY_NO_ROOM 0xFFFF
#define MAX_PORTAL_SPEED (1000.0f / 64.0f)
#define PORTAL_EXIT_XY_CLAMP_DISTANCE (0.15f)
enum RigidBodyFlags {
RigidBodyFlagsInFrontPortal0 = (1 << 0),