From 47b158cce9663665b770fe08d83782b7d40a42bf Mon Sep 17 00:00:00 2001 From: MysterD Date: Wed, 14 Oct 2020 23:18:05 -0700 Subject: [PATCH] Bubbled visual improvements (pitch to player) --- src/game/behaviors/water_objs.inc.c | 17 +++------- src/game/mario_actions_automatic.c | 50 +++++++++++++++++++++++++++-- src/game/object_helpers.c | 12 +++++++ src/game/object_helpers.h | 1 + 4 files changed, 65 insertions(+), 15 deletions(-) diff --git a/src/game/behaviors/water_objs.inc.c b/src/game/behaviors/water_objs.inc.c index 5701bfb9..c8b48916 100644 --- a/src/game/behaviors/water_objs.inc.c +++ b/src/game/behaviors/water_objs.inc.c @@ -73,19 +73,10 @@ void bhv_small_water_wave_loop(void) { void bhv_bubble_player_loop(void) { struct MarioState* marioState = &gMarioStates[o->heldByPlayerIndex]; - // grab positions to find the mid-point - f32* torsoPos = marioState->marioBodyState->torsoPos; - f32* pos = marioState->pos; - - // sanity check torsoPos - if (marioState->marioObj->header.gfx.node.flags & GRAPH_RENDER_INVISIBLE) { - torsoPos = marioState->pos; - } - - // set the position + offset - o->oPosX = (torsoPos[0] + pos[0]) / 2; - o->oPosY = (torsoPos[1] + pos[1]) / 2 + 30.0f; - o->oPosZ = (torsoPos[2] + pos[2]) / 2; + // set position + o->oPosX = marioState->pos[0]; + o->oPosY = marioState->pos[1] + 35; + o->oPosZ = marioState->pos[2]; // slowly rotate the bubble o->oFaceAnglePitch += 300; diff --git a/src/game/mario_actions_automatic.c b/src/game/mario_actions_automatic.c index 45105614..be3a824f 100644 --- a/src/game/mario_actions_automatic.c +++ b/src/game/mario_actions_automatic.c @@ -865,10 +865,49 @@ s32 act_tornado_twirling(struct MarioState *m) { return FALSE; } + +static void bubbled_offset_visual(struct MarioState* m) { + // scary 3d trig ahead + + f32 forwardOffset = 25; + f32 upOffset = -35; + + // figure out forward vector + Vec3f forward = { + sins(m->faceAngle[1]) * coss(m->faceAngle[0]), + -sins(m->faceAngle[0]), + coss(m->faceAngle[1]) * coss(m->faceAngle[0]), + }; + vec3f_normalize(forward); + + // figure out right vector + Vec3f globalUp = { 0, 1, 0 }; + Vec3f right = { 0 }; + vec3f_cross(right, forward, globalUp); + vec3f_normalize(right); + + // figure out up vector + Vec3f up = { 0 }; + vec3f_cross(up, right, forward); + vec3f_normalize(up); + + // offset forward direction + vec3f_mul(forward, forwardOffset); + vec3f_add(m->marioObj->header.gfx.pos, forward); + + // offset up direction + vec3f_mul(up, upOffset); + vec3f_add(m->marioObj->header.gfx.pos, up); + + // offset global up direction + m->marioObj->header.gfx.pos[1] -= upOffset; +} + s32 act_bubbled(struct MarioState* m) { struct MarioState* targetMarioState = nearest_mario_state_to_object(m->marioObj); struct Object* target = targetMarioState->marioObj; int angleToPlayer = obj_angle_to_object(m->marioObj, target); + int pitchToPlayer = obj_pitch_to_object(m->marioObj, target); int distanceToPlayer = dist_between_objects(m->marioObj, target); // trigger warp if all are bubbled @@ -901,6 +940,8 @@ s32 act_bubbled(struct MarioState* m) { set_mario_animation(m, MARIO_ANIM_SLEEP_IDLE); // force inputs + f32 oldPitch = m->faceAngle[0]; + f32 oldYaw = m->faceAngle[1]; m->faceAngle[0] = 0; m->faceAngle[1] = m->intendedYaw; m->forwardVel = m->intendedMag; @@ -928,8 +969,13 @@ s32 act_bubbled(struct MarioState* m) { } // always look toward target - m->faceAngle[1] = angleToPlayer; - m->marioObj->header.gfx.angle[1] = angleToPlayer; + m->faceAngle[0] = pitchToPlayer - approach_s32((s16)(pitchToPlayer - oldPitch), 0, 0x600, 0x600); + m->faceAngle[1] = angleToPlayer - approach_s32((s16)(angleToPlayer - oldYaw ), 0, 0x600, 0x600); + m->marioObj->header.gfx.angle[0] = m->faceAngle[0]; + m->marioObj->header.gfx.angle[1] = m->faceAngle[1]; + + // offset the player model to be in the center of the bubble + bubbled_offset_visual(m); // make invisible on -1 lives if (m->playerIndex == 0) { diff --git a/src/game/object_helpers.c b/src/game/object_helpers.c index f18d0176..3b9daa1f 100644 --- a/src/game/object_helpers.c +++ b/src/game/object_helpers.c @@ -430,6 +430,18 @@ s16 obj_angle_to_object(struct Object *obj1, struct Object *obj2) { return angle; } +s16 obj_pitch_to_object(struct Object* obj, struct Object* target) { + f32 a, b, c, d; + a = target->oPosX - obj->oPosX; + c = target->oPosZ - obj->oPosZ; + a = sqrtf(a * a + c * c); + + b = -obj->oPosY; + d = -target->oPosY; + + return atan2s(a, d - b); +} + s16 obj_angle_to_point(struct Object *obj, f32 pointX, f32 pointZ) { f32 z1, x1, z2, x2; s16 angle; diff --git a/src/game/object_helpers.h b/src/game/object_helpers.h index 7a64c1ee..477871de 100644 --- a/src/game/object_helpers.h +++ b/src/game/object_helpers.h @@ -92,6 +92,7 @@ f32 approach_f32_symmetric(f32 value, f32 target, f32 increment); s16 approach_s16_symmetric(s16 value, s16 target, s16 increment); s32 cur_obj_rotate_yaw_toward(s16 target, s16 increment); s16 obj_angle_to_object(struct Object *obj1, struct Object *obj2); +s16 obj_pitch_to_object(struct Object* obj, struct Object* target); s16 obj_angle_to_point(struct Object *obj, f32 pointX, f32 pointZ); s16 obj_turn_toward_object(struct Object *obj, struct Object *target, s16 angleIndex, s16 turnAmount); void obj_set_parent_relative_pos(struct Object *obj, s16 relX, s16 relY, s16 relZ);