Handle stairs better

This commit is contained in:
2025-11-11 23:40:50 -06:00
parent 84593867dc
commit 542aeadf0f
4 changed files with 67 additions and 21 deletions

View File

@@ -51,12 +51,19 @@ void sceneMapGetWorldPosition(const worldpos_t pos, vec3 outPosition) {
outPosition[0] = pos.x * TILE_WIDTH;
outPosition[1] = pos.y * TILE_HEIGHT;
outPosition[2] = pos.z * TILE_DEPTH;
// Handle stair tiles.
tile_t tile = mapGetTile(pos);
if(tileIsStairs(tile)) {
outPosition[2] += TILE_DEPTH / 2.0f;
}
}
void sceneMapEntityGetPosition(const entity_t *entity, vec3 outPosition) {
assertNotNull(entity, "Entity cannot be NULL");
assertNotNull(outPosition, "Output position cannot be NULL");
// Get position
sceneMapGetWorldPosition(entity->position, outPosition);
// Add animation offset(s)
@@ -64,20 +71,12 @@ void sceneMapEntityGetPosition(const entity_t *entity, vec3 outPosition) {
case ENTITY_ANIM_WALK:
float_t animPercentage = entity->animTime / ENTITY_ANIM_WALK_DURATION;
// Get facing rel, we know we moved from the inverse direction.
vec3 lastPosition;
sceneMapGetWorldPosition(entity->lastPosition, lastPosition);
// Add tile size times percentage to posMin/max
vec3 offset = {
(
(float_t)entity->position.x - (float_t)entity->lastPosition.x
) * TILE_WIDTH * -animPercentage,
(
(float_t)entity->position.y - (float_t)entity->lastPosition.y
) * TILE_HEIGHT * -animPercentage,
(
(float_t)entity->position.z - (float_t)entity->lastPosition.z
) * TILE_DEPTH * -animPercentage
};
vec3 offset;
glm_vec3_sub(outPosition, lastPosition, offset);
glm_vec3_scale(offset, -animPercentage, offset);
glm_vec3_add(outPosition, offset, outPosition);
break;