gun hit test

This commit is contained in:
ethan merchant 2024-12-03 02:04:21 -05:00
parent f5cbacd62e
commit c4dc1e079f
3 changed files with 58 additions and 12 deletions

View file

@ -55,6 +55,7 @@ static class Arts
Matrix m4_world = Mono.world_pose.ToMatrix();
Hierarchy.Push(m4_world);
// mesh test
meshes["Food"].Draw(
mat_mono,
Matrix.TRS(
@ -64,6 +65,7 @@ static class Arts
)
);
// bamboo
Mesh.Cube.Draw(
mat_unlit,
Matrix.TS(
@ -73,19 +75,30 @@ static class Arts
Color.Hex(0xB9E7AFFF)
);
// unit cube
Mesh.Cube.Draw(
mat_unlit,
Matrix.Identity,
Color.Hex(0x13180AFF).ToLinear()
);
// enemy
Vec3 enemy_pos = V.XYZ(SKMath.Sin(Time.Totalf * 1f) * 1.0f, 0.5f, -1.0f);
float enemy_rad = 0.5f;
Mesh.Sphere.Draw(
mat_unlit,
Matrix.TS(enemy_pos, enemy_rad * 2.0f),
Color.Hex(0x13180AFF).ToLinear()
);
// blade
Mesh mesh = new();
Quat hand_rot = Quat.FromAngles(0, 0, SKMath.Sin(Time.Totalf * 6f) * 30f);
Vec3 hand_pos = V.XYZ(SKMath.Sin(Time.Totalf * 1f) * 0.1f, 0.5f, 1.0f);
Vec3 tip_pos = hand_pos + hand_rot * V.XYZ(0, 1, 0);
Quat blade_ori = Quat.FromAngles(0, 0, SKMath.Sin(Time.Totalf * 6f) * 30f);
Vec3 blade_pos = V.XYZ(SKMath.Sin(Time.Totalf * 1f) * 0.1f, 0.5f, 1.0f);
Vec3 tip_pos = blade_pos + blade_ori * V.XYZ(0, 1, 0);
mesh.SetData(
new Vertex[] {
new( hand_pos, V.XYZ(0,0,1)),
new( blade_pos, V.XYZ(0,0,1)),
new( tip_pos, V.XYZ(0,0,1)),
new(last_tip_pos, V.XYZ(0,0,1))
},
@ -100,6 +113,44 @@ static class Arts
);
last_tip_pos = Vec3.Lerp(last_tip_pos, tip_pos, Time.Stepf / 0.1f);
// revolver
Quat rvolv_ori = Quat.Identity;
Vec3 rvolv_pos = V.XYZ(SKMath.Sin(Time.Totalf * 2f) * 0.6f, 0.5f, 0.5f);
Lines.Add(
rvolv_pos,
rvolv_pos + rvolv_ori * V.XYZ(0, 0, -10),
Color.Hex(0xF9BF05FF).ToLinear(),
U.cm
);
if (true) // hit test
{
Vec3 hit_delta = rvolv_ori.Inverse * (enemy_pos - rvolv_pos);
float flat_z = hit_delta.z;
hit_delta.z = 0;
float hit_mag = hit_delta.Magnitude;
bool hit = hit_mag < enemy_rad;
if (hit)
{
Log.Info("" + hit_mag);
float hit_dist = flat_z + (Maths.smooth_stop((enemy_rad - hit_mag) / enemy_rad) * enemy_rad);
Vec3 hit_pos = rvolv_pos + rvolv_ori * V.XYZ(0, 0, hit_dist);
Mesh.Sphere.Draw(
mat_unlit,
Matrix.TS(
hit_pos,
4 * U.cm
),
Color.White
);
if (Rig.btn_select.delta == +1)
{
VFX.Play(hit_pos);
}
}
}
// particles
Particle[] particles = VFX.particles;
for (int i = 0; i < particles.Length; i++)

View file

@ -64,11 +64,6 @@ static class Mono
// orbital_view
// box_pose.position = Input.Head.position + Input.Head.orientation * V.XYZ(0, -0 * U.cm, -10 * U.cm);
}
if (Rig.btn_select.delta == +1)
{
VFX.Play(new XYZi(0, 1, 1));
}
}
else
{

View file

@ -16,14 +16,14 @@ static class VFX
}
}
public static void Play(XYZi pos)
public static void Play(Vec3 pos)
{
for (int i = 0; i < 8; i++)
{
index = (index + 1) % particles.Length;
Particle particle = particles[index];
particle.pos = pos.ToVec3;
particle.vel = Quat.FromAngles(Random.Shared.NextSingle() * 360, 0, 0) * Quat.FromAngles(0, Random.Shared.NextSingle() * 360, 0) * Vec3.Forward * 6.0f;
particle.pos = pos;
particle.vel = Quat.FromAngles(Random.Shared.NextSingle() * 360, 0, 0) * Quat.FromAngles(0, Random.Shared.NextSingle() * 360, 0) * Vec3.Forward * 1.0f;
particle.ori = Quat.Identity;
particle.scl = (1.0f / 3) * Maths.smooth_start(Random.Shared.NextSingle());
}