~ | Modified portal map and portal

This commit is contained in:
TheRedShip
2025-02-22 23:24:43 +01:00
parent aead7501f1
commit d3229df002
2 changed files with 90 additions and 70 deletions

View File

@ -3,21 +3,22 @@ CAM -3.31413 5.09653 9.67312 -19.6 -74.7992 0 1 90 5
MAT 100 200 100 0.0 0.0 0.0 CHK 10.0 // 0
MAT 200 200 200 0.0 0.0 0.0 // 1
MAT 255 255 255 0 1 0 DIE -1 // 2 portal
MAT 255 255 255 0 1 0 DIE -1 // 3 portal
MAT 200 100 100 0 1 0 LAM -1 // 2 portal
MAT 100 200 100 0 1 0 LAM -1 // 3 portal
MAT 200 100 200 0 1 0 LAM -1 // 4 portal
MAT 100 100 200 0 1 0 LAM -1 // 5 portal
MAT 255 255 255 0 1 0 DIE -1 // 4 portal
MAT 255 255 255 0 1 0 DIE -1 // 5 portal
MAT 255 255 255 0 1 0 DIE -1 // 6 portal void
qu -15 0 -15 30 0 0 0 0 30 0 0
# long tunnel entrance
po -9 0 3.0 3 0 0 0 3 0 0 2
po 6 0 0 3 0 0 0 3 0 1 2
po -9 0 3 3 0 0 0 3 0 0 6
po 6 0 0 3 0 0 0 3 0 1 6
# long tunnel entrance behind
po -9 0 -6 3 0 0 0 3 0 1 3
po 6 0 -3 3 0 0 0 3 0 0 3
po -9 0 -6 3 0 0 0 3 0 1 6
po 6 0 -3 3 0 0 0 3 0 0 6
# long tunnel
qu -9.0 0 -6 0 3 0 0 0 9 0 1
@ -30,30 +31,30 @@ qu 6 0 -3 0 3 0 0 0 3 0 1
qu 6 3 -3 3 0 0 0 0 3 0 1
#small tunnel entrance
po 6 0 0 3 0 0 0 3 0 0 4
po -9 0 3 3 0 0 0 3 0 1 4
po 6 0 0 3 0 0 0 3 0 0 6
po -9 0 3 3 0 0 0 3 0 1 6
#small tunnel entrance behind
po 6 0 -3 3 0 0 0 3 0 1 5
po -9 0 -6 3 0 0 0 3 0 0 5
po 6 0 -3 3 0 0 0 3 0 1 6
po -9 0 -6 3 0 0 0 3 0 0 6
##############
MAT 200 100 100 0.0 0.0 0.0 CHK 5.0 // 6
MAT 200 100 100 0.0 0.0 0.0 CHK 5.0 // 7
#floor 1
qu 15 0 15 15 0 0 0 0 -15 0 6
qu 27 0 15 15 0 0 0 0 -15 0 6
qu 15 0 15 15 0 0 0 0 -15 0 7
qu 27 0 15 15 0 0 0 0 -15 0 7
#upstairs
qu 15 0 0 15 0 0 0 5 -15 0 6
qu 27 0 0 15 0 0 0 5 -15 0 6
qu 15 0 0 15 0 0 0 5 -15 0 7
qu 27 0 0 15 0 0 0 5 -15 0 7
#floor 2
qu 15 5 -15 15 0 0 0 0 -15 0 6
qu 27 5 -15 15 0 0 0 0 -15 0 6
qu 15 5 -15 15 0 0 0 0 -15 0 7
qu 27 5 -15 15 0 0 0 0 -15 0 7
#upward tunnel
qu 21 -7.5 -15 0 0 15 0 15 5 0 1
@ -66,16 +67,20 @@ qu 36 -7.5 -15 0 0 15 0 15 5 0 1
qu 33 9.165 -15 0 -5 15 3 0 0 0 1
#upward tunnel entrance
po 21 0 0 0 4.165 0 3 0 0 1 2
po 36 5 -15 0 4.165 0 -3 0 0 1 2
po 21 0 0 0 4.165 0 3 0 0 1 6
po 36 5 -15 0 4.165 0 -3 0 0 1 6
#upward tunnel entrance behind
po 21 5 -15 0 4.165 0 3 0 0 0 3
po 33 0 0 0 4.165 0 3 0 0 0 3
# po 24 5 -15 0 4.165 0 -3 0 0 0 3
# po 33 0 0 0 4.165 0 3 0 0 0 3
upward tunnel entrance behind
po 24 5 -15 0 4.165 0 -3 0 0 0 6
po 33 0 0 0 4.165 0 3 0 0 0 6
po 33 5 -15 0 4.165 0 3 0 0 1 6
po 24 0 0 0 4.165 0 -3 0 0 1 6
po 21 5 -15 0 4.165 0 3 0 0 0 6
po 36 0 0 0 4.165 0 -3 0 0 0 6
sp 34.5 7.5 -18 1 2
sp 22.5 2.5 3 1 3
sp 22.5 7.5 -18 1 4
sp 34.5 2.5 3 1 5

View File

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