jumpartifact.com_demo_0/src/walker.cc

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#include "walker.h"
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// standard library includes
#include <cmath>
// third party includes
#include <raymath.h>
// local includes
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#include "3d_helpers.h"
#include "ems.h"
Walker::Walker(float body_height, float body_feet_radius, float feet_radius)
: body_pos{0.0F, body_height, 0.0F},
target_body_pos{0.0F, body_height, 0.0F},
leg_nw(),
leg_ne(),
leg_sw(),
leg_se(),
target_leg_nw(),
target_leg_ne(),
target_leg_sw(),
target_leg_se(),
nw_flags(0x0),
ne_flags(0x08),
sw_flags(0x10),
se_flags(0x18),
flags(0),
body_height(body_height),
body_feet_radius(body_feet_radius),
feet_radius(feet_radius),
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lift_start_y(0.0F),
rotation(0.0F),
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target_rotation(0.0F),
body_idle_move_timer(0.0F) {
const Vector3 nw = Vector3Normalize(Vector3{-1.0F, 0.0F, -1.0F});
const Vector3 ne = Vector3Normalize(Vector3{1.0F, 0.0F, -1.0F});
const Vector3 sw = Vector3Normalize(Vector3{-1.0F, 0.0F, 1.0F});
const Vector3 se = Vector3Normalize(Vector3{1.0F, 0.0F, 1.0F});
leg_nw = Vector3Add(
Vector3{(call_js_get_random() - 0.5F) / FEET_INIT_POS_VARIANCE_DIV, 0.0F,
(call_js_get_random() - 0.5F) / FEET_INIT_POS_VARIANCE_DIV},
Vector3Scale(nw, body_feet_radius));
target_leg_nw = leg_nw;
leg_ne = Vector3Add(
Vector3{(call_js_get_random() - 0.5F) / FEET_INIT_POS_VARIANCE_DIV, 0.0F,
(call_js_get_random() - 0.5F) / FEET_INIT_POS_VARIANCE_DIV},
Vector3Scale(ne, body_feet_radius));
target_leg_ne = leg_ne;
leg_sw = Vector3Add(
Vector3{(call_js_get_random() - 0.5F) / FEET_INIT_POS_VARIANCE_DIV, 0.0F,
(call_js_get_random() - 0.5F) / FEET_INIT_POS_VARIANCE_DIV},
Vector3Scale(sw, body_feet_radius));
target_leg_sw = leg_sw;
leg_se = Vector3Add(
Vector3{(call_js_get_random() - 0.5F) / FEET_INIT_POS_VARIANCE_DIV, 0.0F,
(call_js_get_random() - 0.5F) / FEET_INIT_POS_VARIANCE_DIV},
Vector3Scale(se, body_feet_radius));
target_leg_se = leg_se;
}
void Walker::draw(const Model &model) {
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const Matrix rotationMatrix = get_rotation_matrix_about_y(rotation);
// draw body
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DrawModel(Model{.transform = model.transform * rotationMatrix,
.meshCount = model.meshCount,
.materialCount = model.materialCount,
.meshes = model.meshes,
.materials = model.materials,
.meshMaterial = model.meshMaterial,
.boneCount = model.boneCount,
.bones = model.bones,
.bindPose = model.bindPose},
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Vector3{body_pos.x,
body_pos.y + BODY_IDLE_MOVE_AMOUNT *
std::sin(body_idle_move_timer + PI),
body_pos.z},
1.0F, WHITE);
// draw legs
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DrawModel(Model{.transform = model.transform * rotationMatrix,
.meshCount = model.meshCount,
.materialCount = model.materialCount,
.meshes = model.meshes,
.materials = model.materials,
.meshMaterial = model.meshMaterial,
.boneCount = model.boneCount,
.bones = model.bones,
.bindPose = model.bindPose},
leg_nw, 1.0F, WHITE);
DrawModel(Model{.transform = model.transform * rotationMatrix,
.meshCount = model.meshCount,
.materialCount = model.materialCount,
.meshes = model.meshes,
.materials = model.materials,
.meshMaterial = model.meshMaterial,
.boneCount = model.boneCount,
.bones = model.bones,
.bindPose = model.bindPose},
leg_ne, 1.0F, WHITE);
DrawModel(Model{.transform = model.transform * rotationMatrix,
.meshCount = model.meshCount,
.materialCount = model.materialCount,
.meshes = model.meshes,
.materials = model.materials,
.meshMaterial = model.meshMaterial,
.boneCount = model.boneCount,
.bones = model.bones,
.bindPose = model.bindPose},
leg_sw, 1.0F, WHITE);
DrawModel(Model{.transform = model.transform * rotationMatrix,
.meshCount = model.meshCount,
.materialCount = model.materialCount,
.meshes = model.meshes,
.materials = model.materials,
.meshMaterial = model.meshMaterial,
.boneCount = model.boneCount,
.bones = model.bones,
.bindPose = model.bindPose},
leg_se, 1.0F, WHITE);
}
void Walker::set_body_pos(Vector3 pos) {
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if (!Vector3Equals(target_body_pos, pos)) {
target_body_pos = pos;
target_body_pos.y += body_height;
Vector3 direction = Vector3Subtract(pos, body_pos);
target_rotation = std::atan2(-direction.z, direction.x);
while (target_rotation < 0.0F) {
target_rotation += PI * 2.0F;
}
while (target_rotation > PI * 2.0F) {
target_rotation -= PI * 2.0F;
}
flags &= ~3;
flags |= 1;
}
}