This commit is contained in:
yvt 2017-12-30 21:19:21 +09:00
parent 5948ef1a2a
commit 604d82eee4
3 changed files with 148 additions and 124 deletions

View File

@ -1,25 +1,25 @@
/*
Copyright (c) 2013 yvt
This file is part of OpenSpades.
OpenSpades is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
OpenSpades is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with OpenSpades. If not, see <http://www.gnu.org/licenses/>.
*/
namespace spades {
class ViewBlockSkin:
class ViewBlockSkin:
IToolSkin, IViewToolSkin, IBlockSkin {
private float sprintState;
private float raiseState;
@ -30,57 +30,59 @@
private Vector3 rightHand;
private Vector3 blockColor;
private float readyState;
float SprintState {
private float sprintStateSmooth;
float SprintState {
set { sprintState = value; }
}
float RaiseState {
float RaiseState {
set { raiseState = value; }
}
Vector3 TeamColor {
set { teamColor = value; }
Vector3 TeamColor {
set { teamColor = value; }
}
bool IsMuted {
set {
// nothing to do
}
}
Matrix4 EyeMatrix {
set { eyeMatrix = value; }
}
Vector3 Swing {
set { swing = value; }
}
}
Vector3 LeftHandPosition {
get {
return leftHand;
}
}
Vector3 RightHandPosition {
Vector3 RightHandPosition {
get {
return rightHand;
}
}
Vector3 BlockColor {
set { blockColor = value; }
}
float ReadyState {
set { readyState = value; }
}
private Renderer@ renderer;
private AudioDevice@ audioDevice;
private Model@ model;
private Image@ sightImage;
ViewBlockSkin(Renderer@ r, AudioDevice@ dev) {
@renderer = r;
@audioDevice = dev;
@ -89,10 +91,16 @@
@sightImage = renderer.RegisterImage
("Gfx/Sight.tga");
}
void Update(float dt) {
float sprintStateSS = sprintState * sprintState;
if (sprintStateSS > sprintStateSmooth) {
sprintStateSmooth += (sprintStateSS - sprintStateSmooth) * (1.f - pow(0.001, dt));
} else {
sprintStateSmooth = sprintStateSS;
}
}
void AddToScene() {
if(readyState < .99f){
// not ready
@ -100,32 +108,32 @@
rightHand = Vector3(-0.5f, 0.5f, 0.6f);
return;
}
Matrix4 mat = CreateScaleMatrix(0.033f);
if(sprintState > 0.f) {
if(sprintStateSmooth > 0.f) {
mat = CreateRotateMatrix(Vector3(0.f, 0.f, 1.f),
sprintState * -0.3f) * mat;
mat = CreateTranslateMatrix(Vector3(0.1f, -0.4f, -0.05f) * sprintState)
sprintStateSmooth * -0.3f) * mat;
mat = CreateTranslateMatrix(Vector3(0.1f, -0.4f, -0.05f) * sprintStateSmooth)
* mat;
}
mat = CreateTranslateMatrix(-0.3f, 0.7f, 0.3f) * mat;
mat = CreateTranslateMatrix(swing) * mat;
mat = CreateTranslateMatrix(Vector3(-0.1f, -0.3f, 0.2f) * (1.f - raiseState))
* mat;
leftHand = mat * Vector3(5.f, -1.f, 4.f);
rightHand = mat * Vector3(-5.5f, 3.f, -5.f);
ModelRenderParam param;
param.matrix = eyeMatrix * mat;
param.customColor = blockColor;
param.depthHack = true;
renderer.AddModel(model, param);
}
void Draw2D() {
renderer.ColorNP = (Vector4(1.f, 1.f, 1.f, 1.f));
renderer.DrawImage(sightImage,
@ -133,7 +141,7 @@
(renderer.ScreenHeight - sightImage.Height) * 0.5f));
}
}
IBlockSkin@ CreateViewBlockSkin(Renderer@ r, AudioDevice@ dev) {
return ViewBlockSkin(r, dev);
}

View File

@ -1,25 +1,25 @@
/*
Copyright (c) 2013 yvt
This file is part of OpenSpades.
OpenSpades is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
OpenSpades is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with OpenSpades. If not, see <http://www.gnu.org/licenses/>.
*/
namespace spades {
class ViewGrenadeSkin:
class ViewGrenadeSkin:
IToolSkin, IViewToolSkin, IGrenadeSkin {
private float sprintState;
private float raiseState;
@ -30,57 +30,59 @@
private Vector3 rightHand;
private float cookTime;
private float readyState;
float SprintState {
private float sprintStateSmooth;
float SprintState {
set { sprintState = value; }
}
float RaiseState {
float RaiseState {
set { raiseState = value; }
}
Vector3 TeamColor {
set { teamColor = value; }
Vector3 TeamColor {
set { teamColor = value; }
}
bool IsMuted {
set {
// nothing to do
}
}
Matrix4 EyeMatrix {
set { eyeMatrix = value; }
}
Vector3 Swing {
set { swing = value; }
}
}
Vector3 LeftHandPosition {
get {
return leftHand;
}
}
Vector3 RightHandPosition {
Vector3 RightHandPosition {
get {
return rightHand;
}
}
float CookTime {
set { cookTime = value; }
}
float ReadyState {
set { readyState = value; }
}
private Renderer@ renderer;
private AudioDevice@ audioDevice;
private Model@ model;
private Image@ sightImage;
ViewGrenadeSkin(Renderer@ r, AudioDevice@ dev) {
@renderer = r;
@audioDevice = dev;
@ -89,57 +91,63 @@
@sightImage = renderer.RegisterImage
("Gfx/Sight.tga");
}
void Update(float dt) {
float sprintStateSS = sprintState * sprintState;
if (sprintStateSS > sprintStateSmooth) {
sprintStateSmooth += (sprintStateSS - sprintStateSmooth) * (1.f - pow(0.001, dt));
} else {
sprintStateSmooth = sprintStateSS;
}
}
void AddToScene() {
Matrix4 mat = CreateScaleMatrix(0.033f);
if(readyState > 0.9999) {
float bring = 0.f;
float pin = 0.f;
float side = 0.f;
bring = Min((readyState - 1.f) * 2.f, 1.f);
bring = 1.f - bring;
bring = 1.f - bring * bring;
if(cookTime > 0.0001f) {
pin = Min(cookTime * 8.f, 2.f);
if(pin > 1.f) {
side += pin - 1.f;
bring -= (pin - 1.f) * 2.f;
}
}
if(sprintState > 0.f){
if(sprintStateSmooth > 0.f){
mat = CreateRotateMatrix(Vector3(0.f, 0.f, 1.f),
sprintState * -0.3f) * mat;
mat = CreateTranslateMatrix(Vector3(0.1f, -0.4f, -0.05f)
* sprintState) * mat;
sprintStateSmooth * -0.3f) * mat;
mat = CreateTranslateMatrix(Vector3(0.1f, -0.2f, -0.05f)
* sprintStateSmooth) * mat;
}
mat = CreateTranslateMatrix(-0.3f - side * 0.8f,
0.8f - bring * 0.1f, 0.45f - bring * 0.15f) * mat;
mat = CreateTranslateMatrix(Vector3(-0.1f, -0.3f, 0.1f) * (1.f - raiseState))
* mat;
mat = CreateTranslateMatrix(swing) * mat;
leftHand = mat * Vector3(10.f, -1.f, 10.f);
rightHand = mat * Vector3(-3.f, 1.f, 5.f);
Vector3 leftHand2 = mat * Vector3(2.f, 1.f, -2.f);
Vector3 leftHand3 = mat * Vector3(8.f, -1.f, 10.f);
if(pin < 1.f){
leftHand = Mix(leftHand, leftHand2, pin);
}else{
leftHand = Mix(leftHand2, leftHand3, pin - 1.f);
}
ModelRenderParam param;
param.matrix = eyeMatrix * mat;
param.depthHack = true;
@ -148,15 +156,15 @@
// throwing
float per = readyState;
per = Min(per * 3.f, 1.f);
// left hand shouldn't be visible
leftHand = Vector3(0.5f, 0.5f, 0.6f);
float p2 = per - 0.6f;
p2 = 0.9f - p2 * p2 * 2.5f;
rightHand = Vector3(-0.2f, p2, -0.9f + per * 1.8f);
}
}
void Draw2D() {
renderer.ColorNP = (Vector4(1.f, 1.f, 1.f, 1.f));
@ -165,7 +173,7 @@
(renderer.ScreenHeight - sightImage.Height) * 0.5f));
}
}
IGrenadeSkin@ CreateViewGrenadeSkin(Renderer@ r, AudioDevice@ dev) {
return ViewGrenadeSkin(r, dev);
}

View File

@ -1,25 +1,25 @@
/*
Copyright (c) 2013 yvt
This file is part of OpenSpades.
OpenSpades is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
OpenSpades is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with OpenSpades. If not, see <http://www.gnu.org/licenses/>.
*/
namespace spades {
class ViewSpadeSkin:
class ViewSpadeSkin:
IToolSkin, IViewToolSkin, ISpadeSkin {
private float sprintState;
private float raiseState;
@ -30,57 +30,59 @@
private Vector3 rightHand;
private SpadeActionType actionType;
private float actionProgress;
float SprintState {
private float sprintStateSmooth;
float SprintState {
set { sprintState = value; }
}
float RaiseState {
float RaiseState {
set { raiseState = value; }
}
Vector3 TeamColor {
set { teamColor = value; }
Vector3 TeamColor {
set { teamColor = value; }
}
bool IsMuted {
set {
// nothing to do
}
}
Matrix4 EyeMatrix {
set { eyeMatrix = value; }
}
Vector3 Swing {
set { swing = value; }
}
}
Vector3 LeftHandPosition {
get {
return leftHand;
}
}
Vector3 RightHandPosition {
Vector3 RightHandPosition {
get {
return rightHand;
}
}
SpadeActionType ActionType {
set { actionType = value; }
}
float ActionProgress {
set { actionProgress = value; }
}
private Renderer@ renderer;
private AudioDevice@ audioDevice;
private Model@ model;
private Image@ sightImage;
ViewSpadeSkin(Renderer@ r, AudioDevice@ dev) {
@renderer = r;
@audioDevice = dev;
@ -89,13 +91,19 @@
@sightImage = renderer.RegisterImage
("Gfx/Sight.tga");
}
void Update(float dt) {
float sprintStateSS = sprintState * sprintState;
if (sprintStateSS > sprintStateSmooth) {
sprintStateSmooth += (sprintStateSS - sprintStateSmooth) * (1.f - pow(0.001, dt));
} else {
sprintStateSmooth = sprintStateSS;
}
}
void AddToScene() {
Matrix4 mat = CreateScaleMatrix(0.033f);
if(actionType == spades::SpadeActionType::Bash) {
float per = 1.f - actionProgress;
mat = CreateRotateMatrix(Vector3(1.f, 0.f, 0.f),
@ -106,16 +114,16 @@
actionType == spades::SpadeActionType::Dig) {
bool first = actionType == spades::SpadeActionType::DigStart;
float per = actionProgress;
// some tunes
const float readyFront = -0.8f;
const float digAngle = 0.6f;
const float readyAngle = 0.6f;
float angle;
float front = readyFront;
float side = 1.f;
if(per < 0.5f) {
if(first) {
// bringing to the dig position
@ -137,41 +145,41 @@
angle = readyAngle + per * digAngle;
front += per * 2.f;
}
mat = CreateRotateMatrix(Vector3(1.f, 0.f, 0.f),
angle) * mat;
mat = CreateRotateMatrix(Vector3(0.f, 0.f, 1.f),
front * 0.15f) * mat;
side *= 0.3f;
front *= 0.1f;
mat = CreateTranslateMatrix(side, front, front * 0.2f)
* mat;
}
if(sprintState > 0.f || raiseState < 1.f){
float per = Max(sprintState, 1.f - raiseState);
if(sprintStateSmooth > 0.f || raiseState < 1.f){
float per = Max(sprintStateSmooth, 1.f - raiseState);
mat = CreateRotateMatrix(Vector3(0.f, 1.f, 0.f),
per * 1.3f) * mat;
mat = CreateTranslateMatrix(Vector3(0.3f, -0.4f, -0.1f) * per)
* mat;
}
mat = CreateTranslateMatrix(0.f, (1.f - raiseState) * -0.3f, 0.f) * mat;
mat = CreateTranslateMatrix(-0.3f, 0.7f, 0.3f) * mat;
mat = CreateTranslateMatrix(swing) * mat;
leftHand = mat * Vector3(0.f, 0.f, 7.f);
rightHand = mat * Vector3(0.f, 0.f, -2.f);
ModelRenderParam param;
param.matrix = eyeMatrix * mat;
param.depthHack = true;
renderer.AddModel(model, param);
}
void Draw2D() {
renderer.ColorNP = (Vector4(1.f, 1.f, 1.f, 1.f));
renderer.DrawImage(sightImage,
@ -179,7 +187,7 @@
(renderer.ScreenHeight - sightImage.Height) * 0.5f));
}
}
ISpadeSkin@ CreateViewSpadeSkin(Renderer@ r, AudioDevice@ dev) {
return ViewSpadeSkin(r, dev);
}