large worlds engine compat refactor, change vector -> float

This commit is contained in:
2022-06-13 22:06:37 +03:00
parent 3b6b5686d0
commit a0d2b127de
18 changed files with 389 additions and 389 deletions

View File

@@ -34,7 +34,7 @@ namespace Game
public override void OnStart()
{
Vector3 initialEulerAngles = Actor.Orientation.EulerAngles;
Float3 initialEulerAngles = Actor.Orientation.EulerAngles;
viewPitch = initialEulerAngles.X;
viewYaw = initialEulerAngles.Y;
viewRoll = initialEulerAngles.Z;
@@ -62,7 +62,7 @@ namespace Game
float inputH = InputManager.GetAxis("Horizontal");
float inputV = InputManager.GetAxis("Vertical");
Vector3 move = new Vector3(inputH, 0.0f, inputV);
Float3 move = new Float3(inputH, 0.0f, inputV);
if (!move.IsZero)
{
@@ -70,7 +70,7 @@ namespace Game
move = camera.Transform.TransformDirection(move) * MoveSpeed;
{
Vector3 delta = move * Time.UnscaledDeltaTime;
Float3 delta = move * Time.UnscaledDeltaTime;
float movementLeft = delta.Length;
// TODO: check multiple times in case we get stuck in walls
@@ -83,7 +83,7 @@ namespace Game
//bool nohit = true;
float hitDistance = moveDist;
Vector3 hitNormal = move.Normalized;
Float3 hitNormal = move.Normalized;
foreach (RayCastHit hitInfo in hitInfos)
{
if (hitInfo.Collider.Parent == Parent)
@@ -99,7 +99,7 @@ namespace Game
}
if (hitDistance != moveDist)
//camTrans.Translation = Vector3.Lerp(Actor.Transform.Translation, camTrans.Translation, hitDistance);
//camTrans.Translation = Float3.Lerp(Actor.Transform.Translation, camTrans.Translation, hitDistance);
//projected = normal * dot(direction, normal);
//direction = direction - projected
@@ -107,7 +107,7 @@ namespace Game
//camTrans.Translation += hitNormal * (moveDist - hitDistance); // correct?
//camTrans.Translation = hitNormal * (move * hitNormal); // correct?
//camTrans.Translation = Actor.Transform.Translation;
delta += -Vector3.Dot(delta, hitNormal) * hitNormal; // correct?
delta += -Float3.Dot(delta, hitNormal) * hitNormal; // correct?
camTrans.Translation += delta;
}

View File

@@ -141,9 +141,9 @@ namespace Game
{
lastRescale = rescaleModel;
if (rescaleModel)
viewModelHolder.Scale = new Vector3(0.75f);
viewModelHolder.Scale = new Float3(0.75f);
else
viewModelHolder.Scale = new Vector3(1.0f);
viewModelHolder.Scale = new Float3(1.0f);
}
if (!camera.IsActive)

View File

@@ -5,14 +5,14 @@ namespace Game
public class CameraSpring : Script
{
private bool lastGround;
private Vector3 lastPosition;
private Float3 lastPosition;
public float percY;
private Actor playerActor;
private PlayerMovement playerMovement;
public float speed = 240f;
private Vector3 targetOffset;
private Float3 targetOffset;
private Actor viewModelHolder;
public override void OnStart()
@@ -25,7 +25,7 @@ namespace Game
targetOffset = Actor.LocalPosition;
}
private void UpdatePosition(Vector3 position)
private void UpdatePosition(Float3 position)
{
Actor.Position = position;
viewModelHolder.Position = position;
@@ -33,8 +33,8 @@ namespace Game
public override void OnUpdate()
{
Vector3 position = Actor.Parent.Position + targetOffset;
Vector3 targetPosition = position;
Float3 position = Actor.Parent.Position + targetOffset;
Float3 targetPosition = position;
if (playerMovement.onGround)
{

View File

@@ -30,8 +30,8 @@ namespace Game
{
Quaternion rotation = GetRotation();
Vector3 targetAngles = rotation.EulerAngles;
Vector3 angles = Actor.LocalOrientation.EulerAngles;
Float3 targetAngles = rotation.EulerAngles;
Float3 angles = Actor.LocalOrientation.EulerAngles;
// Ensure the swaying is smooth when framerate fluctuates slightly
float remaining = Time.DeltaTime + timeRemainder;