Esempio n. 1
0
  public void update(float delta, Camera c) {

    heal(healthregen * delta);
    regenerateMana(manaregen * delta);

    if (!isJumping && input.isJumpPressed()) {
      characterController.jump();
      animations.setAnimation("Jumping");
      isJumping = true;
    } else {
      isJumping = false;
    }
    if (!isPerformingRightAction && input.isRightHandPressed()) {
      isPerformingRightAction = true;
      rightweapon.onAttackStart();
      rightActionTimer += delta;
    } else if (isPerformingRightAction) {
      rightActionTimer += delta;
      if (rightActionTimer > rightweapon.attacktime) {
        rightActionTimer = 0;
        isPerformingRightAction = false;
        rightweapon.onAttackEnd();
      }
    }
    if (!isPerformingLeftAction && input.isLeftHandPressed()) {
      leftweapon.onAttackStart();
      isPerformingLeftAction = true;
      leftActionTimer += delta;
    } else if (isPerformingLeftAction) {
      leftActionTimer += delta;
      if (leftActionTimer > leftweapon.attacktime) {
        leftActionTimer = 0;
        isPerformingLeftAction = false;
        rightweapon.onAttackEnd();
      }
    }
    Vector3 movement = new Vector3();
    Vector3 back = new Vector3(c.direction.x, c.direction.y, 0).nor();
    back.nor();
    movement.add(back.cpy().scl(input.getForward()));
    movement.add(back.cpy().crs(0, 0, 1).scl(input.getRight()));
    movement.nor();
    movement.scl(input.isSprintPressed() ? 5 : 1);
    characterController.setWalkDirection(movement.cpy().scl(delta * runspeed));

    if (movement.len() != 0) {
      face = movement.cpy().scl(-1);
      if (characterController.canJump()) {
        animations.setAnimation("Walking", -1, 0.4f * movement.len() * runspeed, null);
      }
    } else {
      if (characterController.canJump()) {
        animations.setAnimation(null);
      }
    }
    mi.transform.set(ghostObject.getWorldTransform().translate(0, 0, -0.25f));
    mi.transform.rotate(0, 0, -1, (float) Math.toDegrees(Math.atan2(face.x, face.y)));
    updateWeaponInstances();
    animations.update(delta);
  }
Esempio n. 2
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 /**
  * Handles mouse button input.
  *
  * @param deltaX
  * @param deltaY
  * @param button
  * @return
  */
 protected boolean process(float deltaX, float deltaY, int button) {
   if (button == rotateButton) {
     tmpV1.set(screen.active().direction).crs(screen.active().up).y = 0f;
     screen.active().rotateAround(target, tmpV1.nor(), deltaY * rotateAngle);
     screen.active().rotateAround(target, Vector3.Y, deltaX * -rotateAngle);
   } else if (button == translateButton) {
     screen
         .active()
         .translate(
             tmpV1
                 .set(screen.active().direction)
                 .crs(screen.active().up)
                 .nor()
                 .scl(-deltaX * translateUnits));
     screen.active().translate(tmpV2.set(screen.active().up).scl(-deltaY * translateUnits));
     if (translateTarget) target.add(tmpV1).add(tmpV2);
   } else if (button == interactButton) {
     /**
      * @TODO Make the interact button interact here. No zooming. zoom code.
      * screen.active().translate(tmpV1.set(screen.active().direction).scl(deltaY *
      * translateUnits));
      */
   }
   if (autoUpdate) screen.active().update();
   return true;
 }
Esempio n. 3
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  public void setEnvironmentLights(Array<BaseLight<?>> lights, Vector3 sunDirection) {
    environment = new Environment();
    environment.add(
        (shadowLight =
                new DirectionalShadowLight(
                    GameSettings.SHADOW_MAP_WIDTH,
                    GameSettings.SHADOW_MAP_HEIGHT,
                    GameSettings.SHADOW_VIEWPORT_WIDTH,
                    GameSettings.SHADOW_VIEWPORT_HEIGHT,
                    GameSettings.SHADOW_NEAR,
                    GameSettings.SHADOW_FAR))
            .set(
                GameSettings.SHADOW_INTENSITY,
                GameSettings.SHADOW_INTENSITY,
                GameSettings.SHADOW_INTENSITY,
                sunDirection.nor()));
    environment.shadowMap = shadowLight;

    float ambientLight = GameSettings.SCENE_AMBIENT_LIGHT;
    environment.set(
        new ColorAttribute(
            ColorAttribute.AmbientLight, ambientLight, ambientLight, ambientLight, 1));
    for (BaseLight<?> light : lights) {
      environment.add(light);
    }
  }
Esempio n. 4
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  public Projectile(
      Vector3 startingPosition, Vector3 direction, float msSpeed, btCollisionWorld world) {
    btCollisionShape sphere = new btSphereShape(0.5f);
    collisionObject = new btCollisionObject();
    collisionObject.setCollisionShape(sphere);
    collisionObject.userData = this;
    world.addCollisionObject(collisionObject);

    position = new Vector3(startingPosition);
    /*
    acceleration = new Vector3(direction);
    acceleration.nor().scl(msSpeed);*/

    velocity = new Vector3(direction);
    velocity.nor().scl(msSpeed);
    transform = new Matrix4();
    transform.setTranslation(position);
    collisionObject.setWorldTransform(transform);
  }
Esempio n. 5
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 @Override
 public void circle(
     float width,
     float height,
     float centerX,
     float centerY,
     float centerZ,
     float normalX,
     float normalY,
     float normalZ,
     int divisions,
     float angleFrom,
     float angleTo) {
   tempV1.set(normalX, normalY, normalZ).crs(0, 0, 1);
   tempV2.set(normalX, normalY, normalZ).crs(0, 1, 0);
   if (tempV2.len2() > tempV1.len2()) tempV1.set(tempV2);
   tempV2.set(tempV1.nor()).crs(normalX, normalY, normalZ).nor();
   circle(
       width, height, centerX, centerY, centerZ, normalX, normalY, normalZ, tempV1.x, tempV1.y,
       tempV1.z, tempV2.x, tempV2.y, tempV2.z, divisions, angleFrom, angleTo);
 }
Esempio n. 6
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  public static void calculateVerticesN(
      MD5Joints skeleton,
      float[] weights,
      float vertices[],
      float[] verts,
      int vstride,
      int wstride,
      BoundingBox bbox) {
    for (int vertexOffset = 2, k = 0; vertexOffset < vertices.length; vertexOffset += vstride) {
      float finalX = 0;
      float finalY = 0;
      float finalZ = 0;

      int weightOffset = (int) vertices[vertexOffset];
      int weightCount = (int) vertices[vertexOffset + 1];
      weightOffset = weightOffset * wstride;

      // get the bind pose normal
      bn.set(vertices[vertexOffset + 2], vertices[vertexOffset + 3], vertices[vertexOffset + 4]);
      /*
       * float bnx = vertices[vertexOffset+2]; float bny = vertices[vertexOffset+3]; float bnz = vertices[vertexOffset+4];
       */

      for (int j = 0; j < weightCount; j++) {
        int jointOffset = (int) weights[weightOffset++] << 3;
        float bias = weights[weightOffset++];
        float vx = weights[weightOffset++];
        float vy = weights[weightOffset++];
        float vz = weights[weightOffset++];
        // weightOffset += 3;
        // get the weight normal
        vn.set(weights[weightOffset++], weights[weightOffset++], weights[weightOffset++]);

        float qx = skeleton.joints[jointOffset + 4];
        float qy = skeleton.joints[jointOffset + 5];
        float qz = skeleton.joints[jointOffset + 6];
        float qw = skeleton.joints[jointOffset + 7];

        // add to the bind pose normal:
        quat.x = qx;
        quat.y = qy;
        quat.z = qz;
        quat.w = qw;
        quat.rotate(vn);
        vn.mul(bias);
        bn.add(vn);
        // bnx += vn.x; bny += vn.y; bnz += vn.z;

        float ix = -qx, iy = -qy, iz = -qz, iw = qw;

        float tw = -qx * vx - qy * vy - qz * vz;
        float tx = qw * vx + qy * vz - qz * vy;
        float ty = qw * vy + qz * vx - qx * vz;
        float tz = qw * vz + qx * vy - qy * vx;

        vx = tx * iw + tw * ix + ty * iz - tz * iy;
        vy = ty * iw + tw * iy + tz * ix - tx * iz;
        vz = tz * iw + tw * iz + tx * iy - ty * ix;

        finalX += (skeleton.joints[jointOffset + 1] + vx) * bias;
        finalY += (skeleton.joints[jointOffset + 2] + vy) * bias;
        finalZ += (skeleton.joints[jointOffset + 3] + vz) * bias;
      }

      bbox.ext(finalX, finalY, finalZ);

      verts[k++] = finalX;
      verts[k++] = finalY;
      verts[k++] = finalZ;
      k += 2;

      // normals
      bn.nor();

      verts[k++] = bn.x; // bnx;
      verts[k++] = bn.y; // bny;
      verts[k++] = bn.z; // bnz;

      // For each weight of a vertex, transform the vertex normal by the inverse joint's orientation
      // quaternion of the weight. You now have the normal in joint's local space.

      // Then when calculating the final vertex positions, you will be able to do the same for the
      // normals, except you won't have to translate from the joint's position when converting from
      // joint's local space to object space.
    }
  }
Esempio n. 7
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  public static void calculateNormalsBind(
      MD5Joints skeleton,
      float[] weights,
      float vertices[],
      short indices[],
      float verts[],
      int vstride,
      int wstride) {
    for (int vertexOffset = 2, k = 0; vertexOffset < vertices.length; vertexOffset += vstride) {
      float finalX = 0;
      float finalY = 0;
      float finalZ = 0;

      int weightOffset = (int) vertices[vertexOffset];
      int weightCount = (int) vertices[vertexOffset + 1];
      weightOffset = weightOffset * wstride;

      for (int j = 0; j < weightCount; j++) {
        int jointOffset = (int) weights[weightOffset++] << 3;
        float bias = weights[weightOffset++];
        float vx = weights[weightOffset++];
        float vy = weights[weightOffset++];
        float vz = weights[weightOffset++];
        weightOffset += 3; // skip normal

        float qx = skeleton.joints[jointOffset + 4];
        float qy = skeleton.joints[jointOffset + 5];
        float qz = skeleton.joints[jointOffset + 6];
        float qw = skeleton.joints[jointOffset + 7];

        float ix = -qx, iy = -qy, iz = -qz, iw = qw;

        float tw = -qx * vx - qy * vy - qz * vz;
        float tx = qw * vx + qy * vz - qz * vy;
        float ty = qw * vy + qz * vx - qx * vz;
        float tz = qw * vz + qx * vy - qy * vx;

        vx = tx * iw + tw * ix + ty * iz - tz * iy;
        vy = ty * iw + tw * iy + tz * ix - tx * iz;
        vz = tz * iw + tw * iz + tx * iy - ty * ix;

        finalX += (skeleton.joints[jointOffset + 1] + vx) * bias;
        finalY += (skeleton.joints[jointOffset + 2] + vy) * bias;
        finalZ += (skeleton.joints[jointOffset + 3] + vz) * bias;
      }

      verts[k++] = finalX;
      verts[k++] = finalY;
      verts[k++] = finalZ;
      k += 2;

      k += 3;
    }
    // compute normals in bind pose
    for (int i = 0; i < indices.length; i += 3) {
      // only doing this once so let's use data structures
      short i1 = indices[i];
      short i2 = indices[i + 1];
      short i3 = indices[i + 2];
      int vo1 = i1 * 8;
      int vo2 = i2 * 8;
      int vo3 = i3 * 8;

      Vector3 v1 = new Vector3(verts[vo1], verts[vo1 + 1], verts[vo1 + 2]);
      Vector3 v2 = new Vector3(verts[vo2], verts[vo2 + 1], verts[vo2 + 2]);
      Vector3 v3 = new Vector3(verts[vo3], verts[vo3 + 1], verts[vo3 + 2]);

      // calculate face normal. Clockwise winding.
      Vector3 fn = calcNor(v1, v2, v3);

      // store them back in the mesh's vertex array.
      int ovo1 = i1 * 7;
      int ovo2 = i2 * 7;
      int ovo3 = i3 * 7;

      vertices[ovo1 + 4] += fn.x;
      vertices[ovo1 + 5] += fn.y;
      vertices[ovo1 + 6] += fn.z;
      vertices[ovo2 + 4] += fn.x;
      vertices[ovo2 + 5] += fn.y;
      vertices[ovo2 + 6] += fn.z;
      vertices[ovo3 + 4] += fn.x;
      vertices[ovo3 + 5] += fn.y;
      vertices[ovo3 + 6] += fn.z;
    }

    for (int i = 0; i < indices.length; i += 3) {
      short i1 = indices[i];
      short i2 = indices[i + 1];
      short i3 = indices[i + 2];
      int ovo1 = i1 * 7;
      int ovo2 = i2 * 7;
      int ovo3 = i3 * 7;

      vn.set(vertices[ovo1 + 4], vertices[ovo1 + 5], vertices[ovo1 + 6]);
      vn.nor();
      vertices[ovo1 + 4] = vn.x;
      vertices[ovo1 + 5] = vn.y;
      vertices[ovo1 + 6] = vn.z;

      vn.set(vertices[ovo2 + 4], vertices[ovo2 + 5], vertices[ovo2 + 6]);
      vn.nor();
      vertices[ovo2 + 4] = vn.x;
      vertices[ovo2 + 5] = vn.y;
      vertices[ovo2 + 6] = vn.z;

      vn.set(vertices[ovo3 + 4], vertices[ovo3 + 5], vertices[ovo3 + 6]);
      vn.nor();
      vertices[ovo3 + 4] = vn.x;
      vertices[ovo3 + 5] = vn.y;
      vertices[ovo3 + 6] = vn.z;
    }

    // calculate weight normals
    for (int vertexOffset = 2; vertexOffset < vertices.length; vertexOffset += vstride) {
      int weightOffset = (int) vertices[vertexOffset];
      int weightCount = (int) vertices[vertexOffset + 1];
      weightOffset = weightOffset * wstride;

      for (int j = 0; j < weightCount; j++) {
        int jointOffset = (int) weights[weightOffset++] << 3;
        // FIXME why aren't these used?
        // float bias = weights[weightOffset++];
        // float vx = weights[weightOffset++];
        // float vy = weights[weightOffset++];
        // float vz = weights[weightOffset++];

        float qx = skeleton.joints[jointOffset + 4];
        float qy = skeleton.joints[jointOffset + 5];
        float qz = skeleton.joints[jointOffset + 6];
        float qw = skeleton.joints[jointOffset + 7];

        float vnx = vertices[vertexOffset + 2];
        float vny = vertices[vertexOffset + 3];
        float vnz = vertices[vertexOffset + 4];

        vn.set(vnx, vny, vnz);
        quat.x = qx;
        quat.y = qy;
        quat.z = qz;
        quat.w = qw;
        quat.invert();
        quat.rotate(vn);

        weights[weightOffset++] += vn.x;
        weights[weightOffset++] += vn.y;
        weights[weightOffset++] += vn.z;
      }
    }
    // normalize weight normals
    for (int i = 0; i < weights.length; i += wstride) {
      vn.set(weights[i + 5], weights[i + 6], weights[i + 7]);
      vn.nor();
      weights[i + 5] = vn.x;
      weights[i + 6] = vn.y;
      weights[i + 7] = vn.z;
    }
  }