#include "walker.h" // standard library includes #include // third party includes #include // local includes #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), lift_start_y(0.0F), rotation(0.0F), target_rotation(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) { const Matrix rotationMatrix = get_rotation_matrix_about_y(rotation); // draw body 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}, body_pos, 1.0F, WHITE); // draw legs 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) { 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; } }