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#include "maresciallo.h"
#include "assets.h"
#include "game.h"
#include "PID.h"
void initMaresciallo(Entity * entity, Game * game) {
entity->model = &game->assets.models[MARESCIALLO_ASSET];
entity->collisionModel = entityCreateCollisionModel(*entity->model);
entity->transformedCollisionModel = entityCreateCollisionModel(*entity->model);
setEntityRadius(entity);
// Allocate data.
entity->data = KF_MALLOC(sizeof(Maresciallo));
if (entity->data == NULL) {
ALLOCATION_ERROR;
return;
}
Maresciallo * data = (Maresciallo*)entity->data;
PIDConfig flyToPointPID = (PIDConfig){
.kP = 1.1, // 1.1
.kI = 0.0,
.kD = 0.0,
.angleMode = false,
.doClamp = true,
.min = 0.0,
.max = 210.0
};
data->flyToPoint = (EntityFlyToPointInfo){
.controller.speedPID = createPID(flyToPointPID),
.controlType = ENTITY_FLY_TO_POINT_PID,
.rotationSpeed = MARESCIALLO_ROTATION_SPEED,
.applyRotation = true
};
}
void closeMaresciallo(Entity * entity) {
if (entity->data != NULL)
KF_FREE(entity->data);
entityFreeCollisionModel(entity->collisionModel);
entityFreeCollisionModel(entity->transformedCollisionModel);
}
void flyToPointMaresciallo(Game * game, Entity * entity) {
Maresciallo * data = (Maresciallo*)entity->data;
Entity * player = getEntityFromWorld(game->world, 0);
// Get target.
Vector3 target = Vector3Subtract(entity->position, player->position);
target = Vector3Normalize(target);
target = Vector3Scale(target, MARESCIALLO_CIRCLE_AT_DIS);
target = Vector3Add(player->position, target);
// Fucking fly.
entityFlyToPoint(entity, target, &data->flyToPoint);
}
void circlePlayerMaresciallo(Game * game, Entity * entity) {
float t = GetFrameTime();
Maresciallo * data = (Maresciallo*)entity->data;
Entity * player = getEntityFromWorld(game->world, 0);
Vector3 axis = (Vector3){1.0, 1.0, 1.0};
float angle = t * MARESCIALLO_CIRCLE_PLAYER_SPEED;
Vector3 oldPos = entity->position;
// Get position.
entity->position = Vector3Add(
Vector3RotateByAxisAngle(
Vector3Subtract(entity->position, player->position),
axis,
angle
),
player->position
);
Vector3 direction = Vector3Subtract(oldPos, entity->position);
direction = Vector3Normalize(direction);
// Get rotation.
Matrix matrix = MatrixLookAt(Vector3Zero(), direction, (Vector3){0.0, 1.0, 0.0});
Quaternion rotation = QuaternionInvert(QuaternionFromMatrix(matrix));
entity->rotation = QuaternionSlerp(entity->rotation, rotation, t * MARESCIALLO_ROTATION_SPEED);
}
void updateMaresciallo(Game * game, Entity * entity) {
entityUpdateLastValues(entity);
Maresciallo * data = (Maresciallo*)entity->data;
Entity * player = getEntityFromWorld(game->world, 0);
float dis = Vector3Distance(entity->position, player->position);
// Fly away if to close to player.
if (dis < MARESCIALLO_CIRCLE_AT_DIS - 1 || dis >= MARESCIALLO_COME_BACK_AT_DIS) {
flyToPointMaresciallo(game, entity);
} else {
circlePlayerMaresciallo(game, entity);
}
entityCheckTransformedCollisionModel(entity);
}
void drawMaresciallo(Game * game, Entity * entity) {
entityDraw(entity);
Entity * player = getEntityFromWorld(game->world, 0);
DrawLine3D(entity->position, player->position, BLUE);
}
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