3D model rotation, npcs face where they're moving

main
Cameron Murphy Reikes 2 years ago
parent dc731fafeb
commit 300f849d19

BIN
art/art.blend (Stored with Git LFS)

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@ -206,6 +206,22 @@ Vec2 ReflectV2(Vec2 v, Vec2 normal)
return to_return; return to_return;
} }
float AngleOfV2(Vec2 v)
{
return atan2f(v.y, v.x);
}
#define TAU (PI*2.0)
float lerp_angle(float from, float t, float to)
{
double difference = fmod(to - from, TAU);
double distance = fmod(2.0 * difference, TAU) - difference;
return (float)(from + distance * t);
}
typedef struct AABB typedef struct AABB
{ {
Vec2 upper_left; Vec2 upper_left;
@ -1820,15 +1836,18 @@ void initialize_gamestate_from_threedee_level(GameState *gs, ThreeDeeLevel *leve
for(PlacedEntity *cur = level->placed_entity_list; cur; cur = cur->next) for(PlacedEntity *cur = level->placed_entity_list; cur; cur = cur->next)
{ {
Entity *cur_entity = new_entity(gs); Entity *cur_entity = new_entity(gs);
cur_entity->pos = point_plane(cur->t.offset);
cur_entity->npc_kind = cur->npc_kind; cur_entity->npc_kind = cur->npc_kind;
cur_entity->is_npc = true; cur_entity->pos = point_plane(cur->t.offset);
if(cur_entity->npc_kind == NPC_Player) if(cur_entity->npc_kind == NPC_Player)
{ {
found_player = true; found_player = true;
cur_entity->is_character = true; cur_entity->is_character = true;
gs->player = cur_entity; gs->player = cur_entity;
} }
else
{
cur_entity->is_npc = true;
}
} }
assert(found_player); assert(found_player);
@ -4268,6 +4287,20 @@ void draw_item(ItemKind kind, AABB in_aabb, float alpha)
} }
} }
Transform entity_transform(Entity *e)
{
// the mods to e->rotation here are just chosen based on what looks right with model
// facing forward towards
Quat entity_rot = QFromAxisAngle_RH(V3(0,1,0), AngleRad(-e->rotation - PI32/2.0f));
dbgplaneline(e->pos, AddV2(e->pos, RotateV2(V2(5.0f, 0.0), e->rotation)));
return (Transform){.offset = AddV3(plane_point(e->pos), V3(0,0,0)), .rotation = entity_rot, .scale = V3(1, 1, 1)};
/*
(void)entity_rot;
return (Transform){.offset = AddV3(plane_point(e->pos), V3(0,0,0)), .rotation = Make_Q(0,0,0,1), .scale = V3(1, 1, 1)};
*/
}
void frame(void) void frame(void)
{ {
static float speed_factor = 1.0f; static float speed_factor = 1.0f;
@ -4378,16 +4411,17 @@ void frame(void)
draw_placed(view, projection, cur); draw_placed(view, projection, cur);
} }
draw_placed(view, projection, &(PlacedMesh){.draw_with = &mesh_player, .t = (Transform){.offset = AddV3(plane_point(gs.player->pos), V3(0,0,0)), .rotation = Make_Q(0, 0, 0, 1), .scale = V3(1, 1, 1)}, });
ENTITIES_ITER(gs.entities) ENTITIES_ITER(gs.entities)
{ {
if(it->is_npc) if(it->is_npc || it->is_character)
{ {
draw_placed(view, projection, &(PlacedMesh){.draw_with = &mesh_player, .t = (Transform){.offset = AddV3(plane_point(it->pos), V3(0,0,0)), .rotation = Make_Q(0, 0, 0, 1), .scale = V3(1, 1, 1)}, }); Transform draw_with = entity_transform(it);
draw_placed(view, projection, &(PlacedMesh){.draw_with = &mesh_player, .t = draw_with, });
} }
} }
sg_end_pass(); sg_end_pass();
sg_begin_default_pass(&state.clear_depth_buffer_pass_action, sapp_width(), sapp_height()); sg_begin_default_pass(&state.clear_depth_buffer_pass_action, sapp_width(), sapp_height());
@ -4559,7 +4593,7 @@ void frame(void)
} }
} }
// process gs.entities // process gs.entities process entities
player_in_combat = false; // in combat set by various enemies when they fight the player player_in_combat = false; // in combat set by various enemies when they fight the player
PROFILE_SCOPE("entity processing") PROFILE_SCOPE("entity processing")
{ {
@ -4570,8 +4604,16 @@ void frame(void)
ENTITIES_ITER(gs.entities) ENTITIES_ITER(gs.entities)
{ {
assert(!(it->exists && it->generation == 0)); assert(!(it->exists && it->generation == 0));
if (it->is_npc || it->is_character)
{
if(LenV2(it->last_moved) > 0.0f)
it->rotation = lerp_angle(it->rotation, dt * 8.0f, AngleOfV2(it->last_moved));
}
if (it->is_npc) if (it->is_npc)
{ {
// @Place(entity processing) // @Place(entity processing)
if (it->gen_request_id != 0) if (it->gen_request_id != 0)
{ {
@ -4735,9 +4777,14 @@ void frame(void)
} }
} }
Vec2 target = get_point_along_trail(BUFF_MAKEREF(&gs.player->position_history), (float)place_in_line * TILE_SIZE); Vec2 target = get_point_along_trail(BUFF_MAKEREF(&gs.player->position_history), (float)place_in_line * 1.0f);
Vec2 last_pos = it->pos;
it->pos = LerpV2(it->pos, dt*5.0f, target); it->pos = LerpV2(it->pos, dt*5.0f, target);
if(LenV2(SubV2(it->pos, last_pos)) > 0.01f)
{
it->last_moved = NormV2(SubV2(it->pos, last_pos));
}
} }
@ -5212,7 +5259,8 @@ void frame(void)
} }
else else
{ {
ai_response = MD_S8Lit(" Within the player's party, while the player is talking to Meld, you hear: ACT_none \"Better have a good reason for bothering me. fjdskfjdsakfjsdakf\""); //ai_response = MD_S8Lit(" Within the player's party, while the player is talking to Meld, you hear: ACT_none \"Better have a good reason for bothering me. fjdskfjdsakfjsdakf\"");
ai_response = MD_S8Fmt(frame_arena, "{who_i_am: \"%s\", talking_to: nobody, action: joins_player, thoughts: \"I'm thinking...\", mood: Happy}", characters[it->npc_kind].name);
} }
} }
else else
@ -5416,6 +5464,7 @@ void frame(void)
// velocity processing // velocity processing
{ {
gs.player->last_moved = NormV2(movement);
Vec2 target_vel = MulV2F(movement, pixels_per_meter * speed); Vec2 target_vel = MulV2F(movement, pixels_per_meter * speed);
gs.player->vel = LerpV2(gs.player->vel, dt * 15.0f, target_vel); gs.player->vel = LerpV2(gs.player->vel, dt * 15.0f, target_vel);
gs.player->pos = move_and_slide((MoveSlideParams) { gs.player, gs.player->pos, MulV2F(gs.player->vel, dt) }); gs.player->pos = move_and_slide((MoveSlideParams) { gs.player, gs.player->pos, MulV2F(gs.player->vel, dt) });

@ -250,6 +250,8 @@ typedef struct Entity
// fields for all gs.entities // fields for all gs.entities
Vec2 pos; Vec2 pos;
Vec2 last_moved;
float rotation;
Vec2 vel; // only used sometimes, like in old man and bullet Vec2 vel; // only used sometimes, like in old man and bullet
float damage; // at 1.0, dead! zero initialized float damage; // at 1.0, dead! zero initialized
bool facing_left; bool facing_left;

@ -17,7 +17,7 @@
#ifdef DEVTOOLS #ifdef DEVTOOLS
// server url cannot have trailing slash // server url cannot have trailing slash
//#define MOCK_AI_RESPONSE #define MOCK_AI_RESPONSE
#define SERVER_DOMAIN "localhost" #define SERVER_DOMAIN "localhost"
#define SERVER_PORT 8090 #define SERVER_PORT 8090
#define IS_SERVER_SECURE 0 #define IS_SERVER_SECURE 0

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