Beispiel #1
0
	virtual CMatrix3D GetInterpolatedTransform(float frameOffset, bool forceFloating)
	{
		if (!m_InWorld)
		{
			LOGERROR(L"CCmpPosition::GetInterpolatedTransform called on entity when IsInWorld is false");
			CMatrix3D m;
			m.SetIdentity();
			return m;
		}

		float x, z, rotY;
		GetInterpolatedPosition2D(frameOffset, x, z, rotY);

		float baseY = 0;
		if (m_RelativeToGround)
		{
			CmpPtr<ICmpTerrain> cmpTerrain(GetSimContext(), SYSTEM_ENTITY);
			if (cmpTerrain)
				baseY = cmpTerrain->GetExactGroundLevel(x, z);

			if (m_Floating || forceFloating)
			{
				CmpPtr<ICmpWaterManager> cmpWaterManager(GetSimContext(), SYSTEM_ENTITY);
				if (cmpWaterManager)
					baseY = std::max(baseY, cmpWaterManager->GetExactWaterLevel(x, z));
			}
		}

		float y = baseY + m_YOffset.ToFloat();

		CMatrix3D m;
		
		// linear interpolation is good enough (for RotX/Z). 
		// As you always stay close to zero angle.	
		m.SetXRotation(Interpolate(m_LastInterpolatedRotX, m_InterpolatedRotX, frameOffset));
		m.RotateZ(Interpolate(m_LastInterpolatedRotZ, m_InterpolatedRotZ, frameOffset));
	
		m.RotateY(rotY + (float)M_PI);
		m.Translate(CVector3D(x, y, z));
		
		return m;
	}
Beispiel #2
0
	virtual CMatrix3D GetInterpolatedTransform(float frameOffset, bool forceFloating)
	{
		if (!m_InWorld)
		{
			LOGERROR(L"CCmpPosition::GetInterpolatedTransform called on entity when IsInWorld is false");
			CMatrix3D m;
			m.SetIdentity();
			return m;
		}

		float x, z, rotY;
		GetInterpolatedPosition2D(frameOffset, x, z, rotY);

		float baseY = 0;
		if (m_RelativeToGround)
		{
			CmpPtr<ICmpTerrain> cmpTerrain(GetSimContext(), SYSTEM_ENTITY);
			if (cmpTerrain)
				baseY = cmpTerrain->GetExactGroundLevel(x, z);

			if (m_Floating || forceFloating)
			{
				CmpPtr<ICmpWaterManager> cmpWaterManager(GetSimContext(), SYSTEM_ENTITY);
				if (cmpWaterManager)
					baseY = std::max(baseY, cmpWaterManager->GetExactWaterLevel(x, z));
			}
		}

		float y = baseY + m_YOffset.ToFloat();

		// TODO: do something with m_AnchorType

        CMatrix3D m;
		m.SetXRotation(m_RotX.ToFloat());
		m.RotateZ(m_RotZ.ToFloat());
		m.RotateY(rotY + (float)M_PI);
		m.Translate(CVector3D(x, y, z));
		
		return m;
	}
Beispiel #3
0
void CGameView::ResetCameraTarget(const CVector3D& target)
{
	CMatrix3D orientation;
	orientation.SetIdentity();
	orientation.RotateX(DEGTORAD(m->ViewRotateXDefault));
	orientation.RotateY(DEGTORAD(m->ViewRotateYDefault));

	CVector3D delta = orientation.GetIn() * m->ViewZoomDefault;
	m->PosX.SetValue(target.X - delta.X);
	m->PosY.SetValue(target.Y - delta.Y);
	m->PosZ.SetValue(target.Z - delta.Z);
	m->RotateX.SetValue(DEGTORAD(m->ViewRotateXDefault));
	m->RotateY.SetValue(DEGTORAD(m->ViewRotateYDefault));
	m->Zoom.SetValue(m->ViewZoomDefault);

	FocusHeight(m, false);

	SetupCameraMatrixSmooth(m, &m->ViewCamera.m_Orientation);
	m->ViewCamera.UpdateFrustum();

	// Break out of following mode so the camera really moves to the target
	m->FollowEntity = INVALID_ENTITY;
}
Beispiel #4
0
	virtual CMatrix3D GetInterpolatedTransform(float frameOffset)
	{
		if (m_TurretParent != INVALID_ENTITY)
		{
			CmpPtr<ICmpPosition> cmpPosition(GetSimContext(), m_TurretParent);
			if (!cmpPosition)
			{
				LOGERROR("Turret with parent without position component");
				CMatrix3D m;
				m.SetIdentity();
				return m;
			}
			if (!cmpPosition->IsInWorld())
			{
				LOGERROR("CCmpPosition::GetInterpolatedTransform called on turret entity when IsInWorld is false");
				CMatrix3D m;
				m.SetIdentity();
				return m;
			}
			else
			{
				CMatrix3D parentTransformMatrix = cmpPosition->GetInterpolatedTransform(frameOffset);
				CMatrix3D ownTransformation = CMatrix3D();
				ownTransformation.SetYRotation(m_InterpolatedRotY);
				ownTransformation.Translate(-m_TurretPosition.X.ToFloat(), m_TurretPosition.Y.ToFloat(), -m_TurretPosition.Z.ToFloat());
				return parentTransformMatrix * ownTransformation;
			}
		}
		if (!m_InWorld)
		{
			LOGERROR("CCmpPosition::GetInterpolatedTransform called on entity when IsInWorld is false");
			CMatrix3D m;
			m.SetIdentity();
			return m;
		}

		float x, z, rotY;
		GetInterpolatedPosition2D(frameOffset, x, z, rotY);


		float baseY = 0;
		if (m_RelativeToGround)
		{
			CmpPtr<ICmpTerrain> cmpTerrain(GetSystemEntity());
			if (cmpTerrain)
				baseY = cmpTerrain->GetExactGroundLevel(x, z);

			if (m_Floating || m_ActorFloating)
			{
				CmpPtr<ICmpWaterManager> cmpWaterManager(GetSystemEntity());
				if (cmpWaterManager)
					baseY = std::max(baseY, cmpWaterManager->GetExactWaterLevel(x, z));
			}
		}

		float y = baseY + m_Y.ToFloat() + Interpolate(-1 * m_LastYDifference.ToFloat(), 0.f, frameOffset);

		CMatrix3D m;

		// linear interpolation is good enough (for RotX/Z).
		// As you always stay close to zero angle.
		m.SetXRotation(Interpolate(m_LastInterpolatedRotX, m_InterpolatedRotX, frameOffset));
		m.RotateZ(Interpolate(m_LastInterpolatedRotZ, m_InterpolatedRotZ, frameOffset));

		CVector3D pos(x, y, z);

		pos.Y += GetConstructionProgressOffset(pos);

		m.RotateY(rotY + (float)M_PI);
		m.Translate(pos);

		return m;
	}