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Renamed many variables and functions to use snake_case instead of camelCase

useful.h -> color_lerp():
- added documentation in comments
- changed default value for gamma from 2.2 to 2.0
hitbox_visualizer.hpp -> ATTACK_replace():
- slightly modified formula for changing effect color based on damage
This commit is contained in:
Shivam Dutt 2019-05-28 13:38:20 -05:00
parent 32ea23682a
commit 080667ae62
3 changed files with 47 additions and 42 deletions

View file

@ -53,43 +53,43 @@ void generate_hitbox_effects(L2CAgent *l2c_agent, L2CValue *bone, L2CValue *size
L2CValue green(color->y);
L2CValue blue(color->z);
float sizeMult = 19.0f / 200.0f;
Hash40 shieldEffectHash = { .hash = 0xAFAE75F05LL };
float size_mult = 19.0f / 200.0f;
Hash40 shield_effect_hash = { .hash = 0xAFAE75F05LL };
L2CValue shieldEffect(shieldEffectHash.hash);
L2CValue xRot(0.0f);
L2CValue yRot(0.0f);
L2CValue zRot(0.0f);
L2CValue shieldEffect(shield_effect_hash.hash);
L2CValue x_rot(0.0f);
L2CValue y_rot(0.0f);
L2CValue z_rot(0.0f);
L2CValue terminate(true);
L2CValue effectSize((float)size->raw_float * sizeMult);
L2CValue effect_size((float)size->raw_float * size_mult);
L2CValue rate(8.0f);
float xDist, yDist, zDist;
int nEffects;
float x_dist, y_dist, z_dist;
int n_effects;
if (x2->type != L2C_void && y2->type != L2C_void && z2->type != L2C_void) { // extended hitbox
xDist = x2->raw_float - x->raw_float;
yDist = y2->raw_float - y->raw_float;
zDist = z2->raw_float - z->raw_float;
float dist = sqrtf(xDist * xDist + yDist * yDist + zDist * zDist);
nEffects = (int)ceilf(dist / (size->raw_float * 1.75f)) + 1; // just enough effects to form a continuous line
if (nEffects < 2)
nEffects = 2;
if (nEffects > MAX_EFFECTS_PER_HITBOX)
nEffects = MAX_EFFECTS_PER_HITBOX;
x_dist = x2->raw_float - x->raw_float;
y_dist = y2->raw_float - y->raw_float;
z_dist = z2->raw_float - z->raw_float;
float dist = sqrtf(x_dist * x_dist + y_dist * y_dist + z_dist * z_dist);
n_effects = (int)ceilf(dist / (size->raw_float * 1.75f)) + 1; // just enough effects to form a continuous line
if (n_effects < 2)
n_effects = 2;
if (n_effects > MAX_EFFECTS_PER_HITBOX)
n_effects = MAX_EFFECTS_PER_HITBOX;
} else { // non-extended hitbox
xDist = yDist = zDist = 0;
nEffects = 1;
x_dist = y_dist = z_dist = 0;
n_effects = 1;
}
for (int i = 0; i < nEffects; i++) {
float t = nEffects <= 1 ? 0 : (float)i / (nEffects - 1);
L2CValue currX(x->raw_float + xDist * t);
L2CValue currY(y->raw_float + yDist * t);
L2CValue currZ(z->raw_float + zDist * t);
for (int i = 0; i < n_effects; i++) {
float t = n_effects <= 1 ? 0 : (float)i / (n_effects - 1);
L2CValue x_curr(x->raw_float + x_dist * t);
L2CValue y_curr(y->raw_float + y_dist * t);
L2CValue z_curr(z->raw_float + z_dist * t);
ACMD acmd(l2c_agent);
acmd.wrap(EFFECT_FOLLOW_NO_SCALE, { shieldEffect, *bone, currX, currY, currZ, xRot, yRot, zRot, effectSize, terminate });
acmd.wrap(EFFECT_FOLLOW_NO_SCALE, { shieldEffect, *bone, x_curr, y_curr, z_curr, x_rot, y_rot, z_rot, effect_size, terminate });
// set to hitbox ID color
acmd.wrap(LAST_EFFECT_SET_COLOR, { red, green, blue });
@ -126,8 +126,8 @@ namespace app::sv_animcmd {
AttackModule_set_attack_lua_state(LOAD64(LOAD64(a1 - 8) + 416LL), a1);
if (HITBOX_VIS && is_training_mode()) { // generate hitbox effect(s)
float colorT = 0.375f + 0.625f * unlerpBounded(1.0f, 17.0f, damage.raw_float);
Vector3f color = colorLerp({ 1.0f, 1.0f, 1.0f }, ID_COLORS[id.raw % 8], colorT, 0.875f); // color saturation scales with hitbox damage
float color_t = 0.5f + 0.5f * powf(unlerp_bounded(1.0f, 18.0f, damage.raw_float), 0.5f); // color scales non-linearly with damage
Vector3f color = color_lerp({ 1.0f, 1.0f, 1.0f }, ID_COLORS[id.raw % 8], color_t);
generate_hitbox_effects(&l2c_agent, &bone, &size, &x, &y, &z, &x2, &y2, &z2, &color);
}

View file

@ -4,8 +4,8 @@
#include "l2c.hpp"
float round_to(float val, float to) {
return roundf(val / to) * to;
float round_to(float val, float align) {
return roundf(val / align) * align;
}
float lerp(float min, float max, float t) {
@ -16,20 +16,20 @@ float unlerp(float min, float max, float val) {
return (val - min) / (max - min);
}
float lerpBounded(float min, float max, float t) {
float lerp_bounded(float min, float max, float t) {
return t <= 0 ? min : t >= 1 ? max : lerp(min, max, t);
}
float unlerpBounded(float min, float max, float val) {
float unlerp_bounded(float min, float max, float val) {
return val <= min ? 0 : val >= max ? 1 : unlerp(min, max, val);
}
Vector3f colorLerp(Vector3f minColor, Vector3f maxColor, float t, float gamma) {
float gammaInv = 1.0f / gamma;
float roundTo = 1.0f / 255.0f; // color components must be a multiple of 1/255
Vector3f color_lerp(Vector3f min_color, Vector3f max_color, float t, float gamma) {
float gamma_inv = 1.0f / gamma;
float align = 1.0f / 255.0f; // color components must be a multiple of 1/255
return {
round_to(powf(lerpBounded(powf(minColor.x, gamma), powf(maxColor.x, gamma), t), gammaInv), roundTo),
round_to(powf(lerpBounded(powf(minColor.y, gamma), powf(maxColor.y, gamma), t), gammaInv), roundTo),
round_to(powf(lerpBounded(powf(minColor.z, gamma), powf(maxColor.z, gamma), t), gammaInv), roundTo)
round_to(powf(lerp_bounded(powf(min_color.x, gamma), powf(max_color.x, gamma), t), gamma_inv), align),
round_to(powf(lerp_bounded(powf(min_color.y, gamma), powf(max_color.y, gamma), t), gamma_inv), align),
round_to(powf(lerp_bounded(powf(min_color.z, gamma), powf(max_color.z, gamma), t), gamma_inv), align)
};
}

View file

@ -16,7 +16,7 @@
/**
* Rounds a number to the nearest multiple of another number.
*/
float round_to(float val, float to);
float round_to(float val, float align);
/**
* Linearly interpolates between two numbers, without bounds checking.
@ -26,12 +26,17 @@ float unlerp(float min, float max, float val);
/**
* Linearly interpolates between two numbers, with bounds checking.
*/
float lerpBounded(float min, float max, float t);
float unlerpBounded(float min, float max, float val);
float lerp_bounded(float min, float max, float t);
float unlerp_bounded(float min, float max, float val);
/**
* Linearly nterpolates between two colors, with bounds checking, accounting for gamma.
* arguments:
* - min_color (Vector3f) -- xyz maps to rgb, components are usually in the range [0.0f, 1.0f] but can go beyond to account for super-bright or super-dark colors
* - max_Color (Vector3f) -- same as minColor
* - t (float) -- how far to interpolate between the colors
* - gamma (float = 2.0f) -- used for color correction, helps avoid ugly dark colors when interpolating b/t bright colors
*/
Vector3f colorLerp(Vector3f minColor, Vector3f maxColor, float t, float gamma = 2.2f);
Vector3f color_lerp(Vector3f min_color, Vector3f max_color, float t, float gamma = 2.0f);
#endif // USEFUL_H