Fix Beam orientation, remove orientation_behavior

* make old OrientationBehavior::FromOri default behaviour
* use rotation formed from look_dir instead of constructing
ori on the fly (which is altered after normalization).
This commit is contained in:
juliancoffee 2021-08-05 02:14:10 +03:00
parent edd37ad491
commit 8a83ecf57f
16 changed files with 24 additions and 48 deletions

View File

@ -14,7 +14,6 @@ BasicBeam(
))),
energy_regen: 0,
energy_drain: 0,
orientation_behavior: Normal,
ori_rate: 0.3,
specifier: Cultist,
)

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@ -14,7 +14,6 @@ BasicBeam(
))),
energy_regen: 0,
energy_drain: 0,
orientation_behavior: Normal,
ori_rate: 0.3,
specifier: Flamethrower,
)

View File

@ -14,7 +14,6 @@ BasicBeam(
))),
energy_regen: 0,
energy_drain: 0,
orientation_behavior: Normal,
ori_rate: 0.3,
specifier: Flamethrower,
)

View File

@ -14,7 +14,6 @@ BasicBeam(
))),
energy_regen: 50,
energy_drain: 0,
orientation_behavior: FromOri,
ori_rate: 0.07,
specifier: ClayGolem,
)

View File

@ -14,7 +14,6 @@ BasicBeam(
))),
energy_regen: 0,
energy_drain: 0,
orientation_behavior: Normal,
ori_rate: 0.2,
specifier: Flamethrower,
)

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@ -14,7 +14,6 @@ BasicBeam(
))),
energy_regen: 0,
energy_drain: 0,
orientation_behavior: FromOri,
ori_rate: 0.2,
specifier: Cultist,
)

View File

@ -9,7 +9,6 @@ BasicBeam(
damage_effect: Some(Lifesteal(0.15)),
energy_regen: 25,
energy_drain: 0,
orientation_behavior: Normal,
ori_rate: 0.3,
specifier: LifestealBeam,
)

View File

@ -14,7 +14,6 @@ BasicBeam(
))),
energy_regen: 0,
energy_drain: 0,
orientation_behavior: Normal,
ori_rate: 0.3,
specifier: Flamethrower,
)

View File

@ -14,7 +14,6 @@ BasicBeam(
))),
energy_regen: 0,
energy_drain: 0,
orientation_behavior: Normal,
ori_rate: 0.3,
specifier: Bubbles,
)

View File

@ -14,7 +14,6 @@ BasicBeam(
))),
energy_regen: 0,
energy_drain: 0,
orientation_behavior: Normal,
ori_rate: 0.3,
specifier: Flamethrower,
)

View File

@ -14,7 +14,6 @@ BasicBeam(
))),
energy_regen: 0,
energy_drain: 0,
orientation_behavior: FromOri,
ori_rate: 0.1,
specifier: Frost,
)

View File

@ -9,7 +9,6 @@ BasicBeam(
damage_effect: Some(Lifesteal(0.125)),
energy_regen: 50,
energy_drain: 0,
orientation_behavior: Normal,
ori_rate: 0.3,
specifier: LifestealBeam
)

View File

@ -14,7 +14,6 @@ BasicBeam(
))),
energy_regen: 0,
energy_drain: 350,
orientation_behavior: Normal,
ori_rate: 0.3,
specifier: Flamethrower,
)

View File

@ -14,7 +14,6 @@ BasicBeam(
))),
energy_regen: 0,
energy_drain: 350,
orientation_behavior: FromOri,
ori_rate: 0.3,
specifier: Flamethrower,
)

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@ -251,7 +251,6 @@ pub enum CharacterAbility {
damage_effect: Option<CombatEffect>,
energy_regen: f32,
energy_drain: f32,
orientation_behavior: basic_beam::OrientationBehavior,
ori_rate: f32,
specifier: beam::FrontendSpecifier,
},
@ -745,7 +744,6 @@ impl CharacterAbility {
ref mut damage_effect,
energy_regen: _,
ref mut energy_drain,
orientation_behavior: _,
ori_rate: _,
specifier: _,
} => {
@ -1878,7 +1876,6 @@ impl From<(&CharacterAbility, AbilityInfo, &JoinData<'_>)> for CharacterState {
damage_effect,
energy_regen,
energy_drain,
orientation_behavior,
ori_rate,
specifier,
} => CharacterState::BasicBeam(basic_beam::Data {
@ -1894,7 +1891,6 @@ impl From<(&CharacterAbility, AbilityInfo, &JoinData<'_>)> for CharacterState {
energy_regen: *energy_regen,
energy_drain: *energy_drain,
ability_info,
orientation_behavior: *orientation_behavior,
ori_rate: *ori_rate,
specifier: *specifier,
},

View File

@ -10,6 +10,7 @@ use crate::{
utils::*,
},
uid::Uid,
util::Dir,
};
use serde::{Deserialize, Serialize};
use std::time::Duration;
@ -38,8 +39,6 @@ pub struct StaticData {
pub energy_regen: f32,
/// Energy drained per second
pub energy_drain: f32,
/// Used to dictate how orientation functions in this state
pub orientation_behavior: OrientationBehavior,
/// How fast enemy can rotate with beam
pub ori_rate: f32,
/// What key is used to press ability
@ -64,9 +63,6 @@ impl CharacterBehavior for Data {
let mut update = StateUpdate::from(data);
let ori_rate = self.static_data.ori_rate;
if self.static_data.orientation_behavior == OrientationBehavior::Turret {
update.ori = Ori::from(data.inputs.look_dir);
}
handle_orientation(data, &mut update, ori_rate);
handle_move(data, &mut update, 0.4);
@ -142,16 +138,25 @@ impl CharacterBehavior for Data {
Body::Golem(_) => data.body.height() * 0.9 + data.inputs.look_dir.z * 3.0,
_ => data.body.height() * 0.5,
};
let (body_offsets, ori) = match self.static_data.orientation_behavior {
OrientationBehavior::Normal | OrientationBehavior::Turret => (
Vec3::new(
body_offsets_r * data.inputs.look_dir.x,
body_offsets_r * data.inputs.look_dir.y,
body_offsets_z,
),
Ori::from(data.inputs.look_dir),
),
OrientationBehavior::FromOri => (
let (body_offsets, ori) = {
// We want Beam to use Ori.
// But we also want beam to use Z part of where you look.
// This means that we need to merge this data to one Ori.
//
// This code just gets look_dir without Z part
// and normalizes it. This is what `xy_dir is`.
//
// Then we find rotation between xy_dir and look_dir
// which gives us quaternion how of what rotation we need
// to do to get Z part we want.
//
// Then we construct Ori without Z part
// and applying `pitch` to get needed orientation.
let look_dir = data.inputs.look_dir;
let xy_dir = Dir::from_unnormalized(Vec3::new(look_dir.x, look_dir.y, 0.0))
.unwrap_or_else(Dir::default);
let pitch = xy_dir.rotation_between(look_dir);
(
Vec3::new(
body_offsets_r * update.ori.look_vec().x,
body_offsets_r * update.ori.look_vec().y,
@ -160,9 +165,10 @@ impl CharacterBehavior for Data {
Ori::from(Vec3::new(
update.ori.look_vec().x,
update.ori.look_vec().y,
data.inputs.look_dir.z,
)),
),
0.0,
))
.prerotated(pitch),
)
};
let pos = Pos(data.pos.0 + body_offsets);
// Create beam segment
@ -218,15 +224,3 @@ impl CharacterBehavior for Data {
update
}
}
#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize)]
pub enum OrientationBehavior {
/// Uses look_dir as direction of beam
Normal,
/// Uses look_dir as direction of beam, sets orientation to same direction
/// as look_dir
Turret,
/// Uses orientation x and y and look_dir z as direction of beam (z from
/// look_dir as orientation will only go through 2d rotations naturally)
FromOri,
}