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https://github.com/TheRedShip/RT_GPU.git
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~ | Modified portal map and portal
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@ -79,13 +79,17 @@ void Camera::update(Scene *scene, float delta_time, Renderer &renderer)
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int Camera::portalTeleport(Scene *scene, float delta_time, Renderer &renderer)
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{
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static bool tp_last_frame = false;
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if (tp_last_frame)
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static int max_cooldown = 10;
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static int tp_cooldown = max_cooldown;
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if (tp_cooldown > 0)
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{
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tp_last_frame = false;
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tp_cooldown -= 1;
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return (0);
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}
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GPUObject portal;
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float min_distance = std::numeric_limits<float>::max();
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for (const GPUObject &obj : scene->getObjectData())
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{
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if (obj.type != (int)Object::Type::PORTAL)
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@ -112,53 +116,64 @@ int Camera::portalTeleport(Scene *scene, float delta_time, Renderer &renderer)
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float distance_future_pos = glm::length(future_pos - _position);
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float distance_portal = glm::length(point_projected - _position);
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float imprecision = 0.1f;
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if (distance_portal <= distance_future_pos && glm::dot(glm::normalize(future_pos - _position), obj.normal) > 0.0f)
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{
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std::cout << "Teleport" << std::endl;
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tp_last_frame = true;
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GPUObject linked_portal = scene->getObjectData()[obj.radius];
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glm::mat3 portal_transform = glm::mat3(linked_portal.transform) * glm::inverse(glm::mat3(obj.transform));
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if (dot(obj.normal, linked_portal.normal) > 0.0)
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if (distance_portal < min_distance)
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{
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glm::mat3 reflection = glm::mat3(1.0) - 2.0f * glm::outerProduct(linked_portal.normal, linked_portal.normal);
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portal_transform *= reflection;
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min_distance = distance_portal;
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portal = obj;
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}
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//teleportation
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glm::vec3 previous_position = _position;
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glm::vec3 relative_pos = _position - obj.position;
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glm::vec3 transformed_relative_pos = portal_transform * relative_pos;
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float remaining_distance = distance_future_pos - distance_portal + imprecision;
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glm::vec3 new_movement = remaining_distance * portal_transform * linked_portal.normal;
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_position = linked_portal.position + transformed_relative_pos - new_movement;
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// _position = (linked_portal.position) + (_position - obj.position) - (((distance_future_pos - distance_portal + imprecision)) * linked_portal.normal);
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// view direction
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glm::vec2 previous_direction = getDirection();
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_forward = glm::vec3(portal_transform * glm::vec4(_forward, 1.0f));
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_up = glm::vec3(portal_transform * glm::vec4(_up, 1.0f));
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_right = glm::vec3(portal_transform * glm::vec4(_right, 1.0f));
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updateCameraDirections();
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_velocity = glm::vec3(portal_transform * glm::vec4(_velocity, 0.0f));
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renderer.addTeleport(previous_position, previous_direction, linked_portal.position + transformed_relative_pos, getDirection());
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return (1);
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}
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}
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}
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return (0);
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if (min_distance == std::numeric_limits<float>::max())
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return (0);
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std::cout << "Teleport" << std::endl;
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float imprecision = 0.1f;
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tp_cooldown = max_cooldown;
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glm::vec3 future_pos = _position + _velocity * delta_time;
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float distance_future_pos = glm::length(future_pos - _position);
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GPUObject linked_portal = scene->getObjectData()[portal.radius];
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glm::mat3 portal_transform = glm::mat3(linked_portal.transform) * glm::inverse(glm::mat3(portal.transform));
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if (dot(portal.normal, linked_portal.normal) > 0.0)
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{
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glm::mat3 reflection = glm::mat3(1.0) - 2.0f * glm::outerProduct(linked_portal.normal, linked_portal.normal);
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portal_transform *= reflection;
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}
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//teleportation
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glm::vec3 previous_position = _position;
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glm::vec3 relative_pos = _position - portal.position;
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glm::vec3 transformed_relative_pos = portal_transform * relative_pos;
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float remaining_distance = distance_future_pos - min_distance + imprecision;
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glm::vec3 new_movement = remaining_distance * portal_transform * linked_portal.normal;
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_position = linked_portal.position + transformed_relative_pos - new_movement;
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// _position = (linked_portal.position) + (_position - portal.position) - (((distance_future_pos - distance_portal + imprecision)) * linked_portal.normal);
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// view direction
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glm::vec2 previous_direction = getDirection();
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_forward = glm::vec3(portal_transform * glm::vec4(_forward, 1.0f));
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_up = glm::vec3(portal_transform * glm::vec4(_up, 1.0f));
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_right = glm::vec3(portal_transform * glm::vec4(_right, 1.0f));
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updateCameraDirections();
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_velocity = glm::vec3(portal_transform * glm::vec4(_velocity, 0.0f));
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renderer.addTeleport(previous_position, previous_direction, linked_portal.position + transformed_relative_pos, getDirection());
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return (1);
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}
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void Camera::processMouse(float xoffset, float yoffset, bool constraint_pitch = true)
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