slash hit detection

This commit is contained in:
ethan merchant 2024-12-19 06:16:12 -05:00
parent dd28bb598d
commit 4992a39ba0
2 changed files with 46 additions and 3 deletions

View file

@ -153,8 +153,8 @@ static class Arts
// enemy
Enemy enemy_test = Mono.enemy_types[(int)(Time.Totalf % Mono.enemy_types.Length)];
Quat enemy_orbit = Quat.FromAngles(0, 0, 45) * Quat.FromAngles(0, (Time.Totalf * 90) % 360, 0);
enemy_test.pose.position = V.XYZ(0, 0, -3.0f) + enemy_orbit * V.XYZ(0, 0, -2);
Quat enemy_orbit = Quat.FromAngles(0, 0, 45) * Quat.FromAngles(0, (Time.Totalf * 30) % 360, 0);
enemy_test.pose.position = V.XYZ(0, 0, -3.0f) + enemy_orbit * V.XYZ(0, 0, -3);
// V.XYZ(SKMath.Sin(Time.Totalf * 1f) * 1.0f, 0.666f, -3.0f);
for (int i = 0; i < enemy_test.cols.Count; i++)
{
@ -196,8 +196,51 @@ static class Arts
Matrix.Identity,
Color.Hex(0xF9BF05FF).ToLinear()
);
Ray slash_ray = new Ray(tip_pos, Vec3.Direction(tip_pos, last_tip_pos));
float ray_dist = Vec3.Distance(tip_pos, last_tip_pos);
last_tip_pos = Vec3.Lerp(last_tip_pos, tip_pos, Time.Stepf / 0.1f);
if (true) // hit test
{
Matrix enemy_m4 = enemy_test.pose.ToMatrix();
Ray local_ray = enemy_m4.Inverse.Transform(slash_ray);
bool hit = false;
float min_dist = ray_dist;
Vec3 min_hit_pos = Vec3.Zero;
for (int i = 0; i < enemy_test.cols.Count; i++)
{
Sphere col = enemy_test.cols[i];
Vec3 hit_pos = Vec3.Zero;
if (col.Intersect(local_ray, out hit_pos))
{
float hit_dist = Vec3.Distance(hit_pos, local_ray.position);
if (hit_dist < min_dist)
{
hit = true;
min_dist = hit_dist;
min_hit_pos = hit_pos;
}
}
}
min_hit_pos = enemy_m4.Transform(min_hit_pos);
if (hit)
{
Mesh.Sphere.Draw(
mat_unlit,
Matrix.TS(
min_hit_pos,
4 * U.cm
),
Color.White
);
if (Rig.btn_select.state)
{
VFX.Play(min_hit_pos);
}
}
}
// revolver
Quat rvolv_ori = Rig.l_aim.orientation;
Vec3 rvolv_pos = Rig.l_aim.position;

View file

@ -37,7 +37,7 @@ static class Rig
Quat.FromAngles(0, 0, 45) * Quat.FromAngles(0, SKMath.Sin(Time.Totalf * 6f) * 60f, 0)
);
l_aim = new Pose(
V.XYZ(0.0f, 0.5f, 0.5f), // V.XYZ(SKMath.Sin(Time.Totalf * 2f) * 0.6f, 0.5f, 0.5f),
V.XYZ(1.0f, 0.5f, 0.5f), // V.XYZ(SKMath.Sin(Time.Totalf * 2f) * 0.6f, 0.5f, 0.5f),
Quat.Identity
);