Beispiel #1
0
//------------------------------------------------------------------------
Matrix34 CVehiclePartAnimated::GetDestroyedGeometryTM(const char* pJointName, unsigned int index)
{
	if (pJointName[0] && m_pCharInstanceDestroyed)
	{
		IDefaultSkeleton &rICharacterModelSkeletonDestroyed = m_pCharInstanceDestroyed->GetIDefaultSkeleton();
		ISkeletonPose*    pSkeletonDestroyed                = m_pCharInstanceDestroyed->GetISkeletonPose();
		CRY_ASSERT(pSkeletonDestroyed);

		char buffer[256];

		const char* pSuffix = !m_pSharedParameters->m_destroyedSuffix.empty() ? m_pSharedParameters->m_destroyedSuffix.c_str() : GetDestroyedGeometrySuffix(eVGS_Destroyed);

		if (index == 0)
		{
			cry_sprintf(buffer, "%s%s", pJointName, pSuffix);
		}
		else
		{
			cry_sprintf(buffer, "%s_debris_%u", pJointName, index);
		}

		buffer[sizeof(buffer) - 1] = '\0';

		int16 jointIdForDestroyed = rICharacterModelSkeletonDestroyed.GetJointIDByName(buffer);
		if (jointIdForDestroyed > -1)
			return Matrix34(pSkeletonDestroyed->GetAbsJointByID(jointIdForDestroyed));
	}

	Matrix34 identTM;
	identTM.SetIdentity();
	return identTM;
}
Vec3 CVehicleSeatActionOrientateBoneToView::GetCurrentLookPosition() const
{
	ISkeletonPose* pSkeleton = GetSkeleton();
	CRY_ASSERT_MESSAGE(pSkeleton, "CVehicleSeatActionOrientateBoneToView::GetCurrentLookPosition - Couldn't get ISkeletonPose from vehicle entity");

	QuatT lookQuat = pSkeleton->GetAbsJointByID(m_LookBoneId);
	return m_pVehicle->GetEntity()->GetWorldPos() + lookQuat.t;
}
Beispiel #3
0
//------------------------------------------------------------------------
const Matrix33 &CItem::GetSlotHelperRotation(int slot, const char *helper, bool worldSpace, bool relative)
{
	static Matrix33 rotation;
	rotation.SetIdentity();

	IEntity* pEntity = GetEntity();
	if(!pEntity)
		return rotation;

	SEntitySlotInfo info;
	if (pEntity->GetSlotInfo(slot, info))
	{
    if (info.pStatObj)
    {
      IStatObj *pStatObj = info.pStatObj;
      rotation = Matrix33(pStatObj->GetHelperTM(helper));
      rotation.OrthonormalizeFast();
      rotation = Matrix33(GetEntity()->GetSlotLocalTM(slot, false))*rotation;        
    }
		else if (info.pCharacter)
		{
			ICharacterInstance *pCharacter = info.pCharacter;
			if(!pCharacter)
				return rotation;

			IAttachment* pAttachment = pCharacter->GetIAttachmentManager()->GetInterfaceByName(helper);
			if(pAttachment)
			{
				rotation = Matrix33(worldSpace ? pAttachment->GetAttWorldAbsolute().q : pAttachment->GetAttModelRelative().q);
				return rotation;
			}
			else
			{
				ICharacterModelSkeleton* pICharacterModelSkeleton = pCharacter->GetICharacterModel()->GetICharacterModelSkeleton();
				ISkeletonPose* pSkeletonPose = pCharacter->GetISkeletonPose();
				int16 id = pICharacterModelSkeleton->GetJointIDByName(helper);
				if (id > -1)
				{
					rotation = relative ? Matrix33(pSkeletonPose->GetRelJointByID(id).q) : Matrix33(pSkeletonPose->GetAbsJointByID(id).q);
				}
			}

			if (!relative)
			{
				rotation = Matrix33(pEntity->GetSlotLocalTM(slot, false)) * rotation;
			}
		}    
	}

	if (worldSpace)
	{
		rotation = Matrix33(pEntity->GetWorldTM()) * rotation;
	}

	return rotation;
}
bool CMFXParticleEffect::AttachToCharacter( IEntity& targetEntity, const SMFXParticleEntry& particleParams, const SMFXRunTimeEffectParams& params, const Vec3& dir, float scale )
{
	if (params.partID >= 0)
	{
		//Assume character is loaded in first slot 
		//We could iterate through all available slots, but first one should be good enough
		ICharacterInstance* pCharacterInstace = targetEntity.GetCharacter(0);
		ISkeletonPose* pSkeletonPose = pCharacterInstace ? pCharacterInstace->GetISkeletonPose() : NULL;
		if (pSkeletonPose)
		{
			IDefaultSkeleton& rIDefaultSkeleton	= pCharacterInstace->GetIDefaultSkeleton();
			//It hit the character, but probably in a physicalized attached part, like armor plates, etc
			if (params.partID >= rIDefaultSkeleton.GetJointCount())
			{
				return false;
			}

			//It hit some valid joint, create an attachment
			const char* boneName = rIDefaultSkeleton.GetJointNameByID(params.partID);
			TAttachmentName attachmentName;
			GetNextCharacterAttachmentName(attachmentName);

			IAttachmentManager* pAttachmentManager = pCharacterInstace->GetIAttachmentManager();
			CRY_ASSERT(pAttachmentManager);
			
			//Remove the attachment first (in case was created before)
			pAttachmentManager->RemoveAttachmentByName(attachmentName.c_str());

			//Create attachment on nearest hit bone
			IAttachment* pAttachment = pAttachmentManager->CreateAttachment(attachmentName.c_str(), CA_BONE, boneName, false);
			if (pAttachment)
			{
				//Apply relative offsets
				const QuatT boneLocation = pSkeletonPose->GetAbsJointByID(params.partID);
				Matrix34 inverseJointTM = targetEntity.GetWorldTM() * Matrix34(boneLocation);
				inverseJointTM.Invert();
				Vec3 attachmentOffsetPosition = inverseJointTM * params.pos;
				Quat attachmentOffsetRotation = Quat(inverseJointTM) * targetEntity.GetRotation();

				CRY_ASSERT(attachmentOffsetPosition.IsValid());
				//CRY_ASSERT(attachmentOffsetRotation.IsUnit());

				pAttachment->SetAttRelativeDefault(QuatT(attachmentOffsetRotation, attachmentOffsetPosition));

				//Finally attach the effect
				CEffectAttachment* pEffectAttachment = new CEffectAttachment(particleParams.name.c_str(), Vec3(0,0,0), dir, scale);
				pAttachment->AddBinding(pEffectAttachment);
				
				return true;
			}
		}
	}

	return false;
}
Beispiel #5
0
//------------------------------------------------------------------------
Vec3 CItem::GetSlotHelperPos(int slot, const char *helper, bool worldSpace, bool relative) const
{
	Vec3 position(0,0,0);

	SEntitySlotInfo info;
	if (GetEntity()->GetSlotInfo(slot, info))
	{
		if (info.pStatObj)
		{
			IStatObj *pStatsObj = info.pStatObj;
			position = pStatsObj->GetHelperPos(helper);
			position = GetEntity()->GetSlotLocalTM(slot, false).TransformPoint(position);
		}
		else if (info.pCharacter)
		{
			ICharacterInstance *pCharacter = info.pCharacter;
			IAttachment* pAttachment = pCharacter->GetIAttachmentManager()->GetInterfaceByName(helper);
			if (pAttachment)
			{
				position = worldSpace ? pAttachment->GetAttWorldAbsolute().t : pAttachment->GetAttModelRelative().t;
				return position;
			}
			else
			{
				ICharacterModelSkeleton* pICharacterModelSkeleton = pCharacter->GetICharacterModel()->GetICharacterModelSkeleton();
				ISkeletonPose* pSkeletonPose = pCharacter->GetISkeletonPose();
				int16 id = pICharacterModelSkeleton->GetJointIDByName(helper);
				if (id > -1)
				{
					position = relative ? pSkeletonPose->GetRelJointByID(id).t : pSkeletonPose->GetAbsJointByID(id).t;
				}
			}

			if (!relative)
			{
				position = GetEntity()->GetSlotLocalTM(slot, false).TransformPoint(position);
			}
		}
	}

	if (worldSpace)
	{
		position = GetWorldTM().TransformPoint(position);
	}

	return position;
}
Beispiel #6
0
QuatT CScriptbind_Entity::GetJointAbsolute(IEntity *pEntity, mono::string jointName, int characterSlot)
{
	if(ICharacterInstance *pCharacter = pEntity->GetCharacter(characterSlot))
	{
		const IDefaultSkeleton *pDefaultSkeleton = &pCharacter->GetIDefaultSkeleton();
		ISkeletonPose *pSkeletonPose = pCharacter->GetISkeletonPose();

		if (pSkeletonPose != nullptr)
		{
			int16 id = pDefaultSkeleton->GetJointIDByName(ToCryString(jointName));
			if(id > -1)
				return pSkeletonPose->GetAbsJointByID(id);
		}
	}

	return QuatT();
}
void EntityEffects::SpawnParticleWithEntity( const IEntity* pTargetEntity, const int targetSlot, IParticleEffect* pParticleEffect, const char* helperName, const EntityEffects::SEffectSpawnParams& spawnParams )
{
	SEffectSpawnParams newSpawnParams = spawnParams;

	if (pTargetEntity)
	{
		SEntitySlotInfo slotInfo;
		if (pTargetEntity->GetSlotInfo(targetSlot, slotInfo))
		{
			if (slotInfo.pStatObj)	
			{
				//Get helper position from static object
				const Vec3 localHelperPosition = slotInfo.pStatObj->GetHelperPos(helperName);
				newSpawnParams.position = pTargetEntity->GetSlotWorldTM(targetSlot).TransformPoint(localHelperPosition);
			}
			else if (slotInfo.pCharacter)	
			{
				//Get helper position from character
				IAttachmentManager *pAttachmentManager = slotInfo.pCharacter->GetIAttachmentManager();
				
				if (IAttachment *pAttachment = pAttachmentManager->GetInterfaceByName(helperName))
				{
					newSpawnParams.position = pAttachment->GetAttWorldAbsolute().t;
				}
				else
				{
					ICharacterModelSkeleton* pICharacterModelSkeleton = slotInfo.pCharacter->GetICharacterModel()->GetICharacterModelSkeleton();
					ISkeletonPose* pSkeletonPose = slotInfo.pCharacter->GetISkeletonPose();
					
					Vec3 localJointPosition = ZERO;
					const int16 jointId = pICharacterModelSkeleton->GetJointIDByName(helperName);
					if (jointId >= 0)
					{
						localJointPosition = pSkeletonPose->GetAbsJointByID(jointId).t;
					}

					newSpawnParams.position = pTargetEntity->GetSlotWorldTM(targetSlot).TransformPoint(localJointPosition);
				}
			}
		}
	}

	SpawnParticleFX(pParticleEffect, newSpawnParams);
}
Beispiel #8
0
//--------------------------------------------------------------------------------------------------
// Name: SpawnParticlesOnSkeleton
// Desc: Spawn particles on Skeleton
//--------------------------------------------------------------------------------------------------
void CGameEffect::SpawnParticlesOnSkeleton(IEntity* pEntity, IParticleEmitter* pParticleEmitter, uint32 numParticles,float maxHeightScale) const
{
	if((pEntity) && (numParticles>0) && (pParticleEmitter) && (maxHeightScale>0.0f))
	{
		ICharacterInstance* pCharacter = pEntity->GetCharacter(0);
		if(pCharacter)
		{
			IDefaultSkeleton& rIDefaultSkeleton = pCharacter->GetIDefaultSkeleton();
			ISkeletonPose* pPose = pCharacter->GetISkeletonPose();
			if(pPose)
			{
				Vec3 animPos;
				Quat animRot;

				IActor* pActor = gEnv->pGame->GetIGameFramework()->GetIActorSystem()->GetActor(pEntity->GetId());
				if(pActor) // First try to get animation data
				{
					QuatT animLoc = pActor->GetAnimatedCharacter()->GetAnimLocation();
					animPos = animLoc.t;
					animRot = animLoc.q;
				}
				else // If no actor, then use entity data
				{
					animPos = pEntity->GetWorldPos();
					animRot = pEntity->GetWorldRotation();
				}

				animRot.Invert();

				AABB bbox;
				pEntity->GetLocalBounds(bbox);
				float bbHeight = bbox.max.z - bbox.min.z;
				// Avoid division by 0
				if(bbHeight == 0)
				{
					bbHeight = 0.0001f;
				}

				const uint32 numJoints = rIDefaultSkeleton.GetJointCount();

				for (uint32 i = 0; i < numParticles; ++i)
				{
					int id = cry_random(0U, numJoints - 1);
					int parentId = rIDefaultSkeleton.GetJointParentIDByID(id);

					if(parentId>0)
					{
						QuatT boneQuat = pPose->GetAbsJointByID(id);
						QuatT parentBoneQuat= pPose->GetAbsJointByID(parentId);
						float lerpScale = cry_random(0.0f, 1.0f);

						QuatTS loc(IDENTITY);
						loc.t = LERP(boneQuat.t,parentBoneQuat.t,lerpScale);

						float heightScale = ((loc.t.z - bbox.min.z) / bbHeight);
						if(heightScale < maxHeightScale)
						{
							loc.t = loc.t * animRot;
							loc.t = loc.t + animPos;

							pParticleEmitter->EmitParticle(NULL, NULL, &loc);
						}
					}
				}
			}
		}
	}
}//-------------------------------------------------------------------------------------------------
Beispiel #9
0
//------------------------------------------------------------------------
void CVehiclePartTread::Update(const float frameTime)
{
	FUNCTION_PROFILER( GetISystem(), PROFILE_ACTION );

	if (!m_pCharInstance)
		return;

	if (m_bForceSetU)
	{
		m_bForceSetU = false;
		m_currentU = m_wantedU + 1.0f;
		UpdateU();
	}

	ISkeletonPose* pSkeletonPose = m_pCharInstance->GetISkeletonPose();    

	pSkeletonPose->SetForceSkeletonUpdate(0);

	if (VehicleCVars().v_staticTreadDeform == 0 && m_pVehicle->GetStatus().speed < 0.001f)
	{
		return;
	}

	if (frameTime > 0.f && 
		(m_damageRatio >= 1.f || !m_pVehicle->GetGameObject()->IsProbablyVisible() || m_pVehicle->IsProbablyDistant()))
	{
		return;
	}

	// we need a tread update in next frame
	pSkeletonPose->SetForceSkeletonUpdate(1);
	m_pVehicle->NeedsUpdate();

	// animate the UV texture according to the wheels speed
	if (m_uvSpeedMultiplier != 0.0f && frameTime > 0.0f)
	{
		IPhysicalEntity* pPhysics = GetEntity()->GetPhysics();
		pe_status_wheel wheelStatus;
		wheelStatus.iWheel = m_lastWheelIndex;

		if (pPhysics && pPhysics->GetStatus(&wheelStatus) != 0)
		{
			m_wantedU += m_uvSpeedMultiplier * (wheelStatus.w * wheelStatus.r * frameTime);
			m_wantedU -= std::floor(m_wantedU);
			UpdateU();
		}
	}

	// deform the tread to follow the wheels
	QuatT absRoot = pSkeletonPose->GetAbsJointByID(0);

	for (TWheelInfoVector::const_iterator ite=m_wheels.begin(), end=m_wheels.end(); ite != end; ++ite)
	{
		const SWheelInfo& wheelInfo = *ite;
		const Matrix34& slotTM = GetEntity()->GetSlotLocalTM(wheelInfo.slot, true);
		VALIDATE_MAT(slotTM);	

		if (m_operatorQueue)
		{
			m_operatorQueue->PushPosition(wheelInfo.jointId,
					IAnimationOperatorQueue::eOp_Override, slotTM.GetTranslation());
		}

#if ENABLE_VEHICLE_DEBUG
		if (VehicleCVars().v_debugdraw == 4)
		{ 
			Vec3 local = GetEntity()->GetWorldTM().GetInverted() * slotTM.GetTranslation();        
			gEnv->pRenderer->GetIRenderAuxGeom()->DrawSphere(GetEntity()->GetWorldTM() * (local+Vec3((float)sgn(local.x)*0.5f,0.f,0.f)),0.1f,ColorB(0,0,255,255));
		}
#endif
	}
	ISkeletonAnim* pSkeletonAnim = m_pCharInstance->GetISkeletonAnim();
	pSkeletonAnim->PushPoseModifier(VEH_ANIM_POSE_MODIFIER_LAYER, m_operatorQueue, "VehiclePartAnimatedJoint");
}
Beispiel #10
0
void CAutoAimManager::UpdateTargetInfo(SAutoaimTarget& aaTarget, float fFrameTime)
{
	IEntity * pTargetEntity = gEnv->pEntitySystem->GetEntity(aaTarget.entityId);
	if(pTargetEntity)
	{
		CActorPtr pTargetActor = aaTarget.pActorWeak.lock();
		if (pTargetActor)
		{
			Vec3 characterPos;
			Quat characterRot;

			//Need this because of decouple catch-up movement 
			if (IAnimatedCharacter* pAnimatedCharacter = pTargetActor->GetAnimatedCharacter())
			{
				const QuatT& animationLocation = pAnimatedCharacter->GetAnimLocation();
				characterPos = animationLocation.t;
				characterRot = animationLocation.q;
			}
			else
			{
				const Matrix34& targetWorldTM = pTargetEntity->GetWorldTM();

				//Fallback to entity position
				characterPos = targetWorldTM.GetTranslation();
				characterRot = Quat(targetWorldTM);
			}

			Vec3 primaryOffset(0.0f, 0.0f, aaTarget.fallbackOffset);
			Vec3 secondaryOffset(0.0f, 0.0f, aaTarget.fallbackOffset);

			if (aaTarget.primaryBoneId >= 0)
			{
				if (pTargetActor->HasBoneID(aaTarget.primaryBoneId))
				{
					primaryOffset = pTargetActor->GetBoneTransform(aaTarget.primaryBoneId).t;
				}
				else
				{		
					GameWarning("CAutoAimManager: Character %s missing primary boneID: %s", pTargetEntity->GetName(), s_BONE_ID_NAME[aaTarget.primaryBoneId]);
					aaTarget.primaryBoneId = -1;
				}
			}
			if (aaTarget.secondaryBoneId >= 0)
			{
				if (pTargetActor->HasBoneID(aaTarget.secondaryBoneId))
				{
					secondaryOffset = pTargetActor->GetBoneTransform(aaTarget.secondaryBoneId).t;
				}
				else
				{		
					GameWarning("CAutoAimManager: Character %s missing secondary boneID: %s", pTargetEntity->GetName(), s_BONE_ID_NAME[aaTarget.secondaryBoneId]);
					aaTarget.secondaryBoneId = -1;
				}
			}

			aaTarget.primaryAimPosition = characterPos + (characterRot * primaryOffset);
			aaTarget.secondaryAimPosition = characterPos + (characterRot * secondaryOffset);

			//Update hostility (changes during gameplay)
			if (!gEnv->bMultiplayer)
			{
				uint8 targetFaction = (aaTarget.aiFaction != IFactionMap::InvalidFactionID) ? aaTarget.aiFaction : GetTargetFaction(*pTargetEntity);

				if (gEnv->pAISystem->GetFactionMap().GetReaction(GetLocalPlayerFaction(), aaTarget.aiFaction) == IFactionMap::Hostile)
				{
					aaTarget.SetFlag(eAATF_AIHostile);
				}
				else
				{
					aaTarget.RemoveFlag(eAATF_AIHostile);
				}

				aaTarget.aiFaction = targetFaction;
			}
		}
		else if(aaTarget.hasSkeleton)
		{
			//Not an actor but has a skeleton (and so can use bone offsets)
			ISkeletonPose* pSkeletonPose = pTargetEntity->GetCharacter(0)->GetISkeletonPose();

			const Matrix34& characterMat = pTargetEntity->GetWorldTM();
			const Vec3 characterPos = characterMat.GetTranslation();
			const Quat characterRot(characterMat);

			Vec3 primaryOffset(0.0f, 0.0f, aaTarget.fallbackOffset);
			Vec3 secondaryOffset(0.0f, 0.0f, aaTarget.fallbackOffset);

			if (aaTarget.primaryBoneId >= 0)
			{
				primaryOffset = pSkeletonPose->GetAbsJointByID(aaTarget.primaryBoneId).t;
			}
			if (aaTarget.secondaryBoneId >= 0)
			{
				secondaryOffset = pSkeletonPose->GetAbsJointByID(aaTarget.secondaryBoneId).t;
			}

			aaTarget.primaryAimPosition = characterPos + (characterRot * primaryOffset);
			aaTarget.secondaryAimPosition = characterPos + (characterRot * secondaryOffset);
		}
		else
		{
			//Must be an object
			const Matrix34& entityWorldTM = pTargetEntity->GetWorldTM(); 
			Vec3 primaryPosition = entityWorldTM.GetTranslation();
			Vec3 secondaryPosition = entityWorldTM.TransformPoint(Vec3(0.0f, 0.0f, 0.5f));

			AABB entityLocalBBox;
			pTargetEntity->GetLocalBounds(entityLocalBBox);
			if (!entityLocalBBox.IsEmpty())
			{
				const Vec3 offset (0.0f, 0.0f, entityLocalBBox.GetRadius() * 0.2f);
				const Vec3 objectCenter = entityLocalBBox.GetCenter();
				primaryPosition = entityWorldTM.TransformPoint((objectCenter - offset));
				secondaryPosition = entityWorldTM.TransformPoint((objectCenter + offset));
			}

			aaTarget.primaryAimPosition = primaryPosition;
			aaTarget.secondaryAimPosition = secondaryPosition;
		}

		//The physics drags the render proxy and entity behind it. If we auto aim at the render position,
		//	we will handicap the console players by failing to let them aim ahead of the target.
		if(IPhysicalEntity * pPhysicalEntity = pTargetEntity->GetPhysics())
		{
			pe_status_dynamics dyn;
			if(pPhysicalEntity->GetStatus(&dyn))
			{
				Vec3 lookAhead = (dyn.v * fFrameTime);
				aaTarget.primaryAimPosition = aaTarget.primaryAimPosition + lookAhead;
				aaTarget.secondaryAimPosition = aaTarget.secondaryAimPosition + lookAhead;
			}
		}
	}
}
//------------------------------------------------------------------------
void CReplayActor::ProcessEvent(SEntityEvent &event)
{
	switch (event.event)
	{
	case ENTITY_EVENT_PREPHYSICSUPDATE:
		{
			const int currentFrameId = gEnv->pRenderer->GetFrameID();
			if(currentFrameId==m_lastFrameUpdated)
				return;
			m_lastFrameUpdated = currentFrameId;

			if (m_pActionController)
			{
				float frameTime = gEnv->pTimer->GetFrameTime();
				m_pActionController->Update(frameTime);
			}

			ICharacterInstance* pShadowCharacter = GetShadowCharacter();
			if (pShadowCharacter)
			{
				QuatTS pose = (QuatTS)GetEntity()->GetWorldTM();
				SAnimationProcessParams params;
				params.locationAnimation = pose;
				params.bOnRender = 1;
				params.zoomAdjustedDistanceFromCamera = (GetISystem()->GetViewCamera().GetPosition()-pose.t).GetLength();
				pShadowCharacter->StartAnimationProcessing(params);
				//--- Ensure that we disable the automatic update if we're doing it explicitly
				pShadowCharacter->SetFlags( pShadowCharacter->GetFlags()&(~CS_FLAG_UPDATE) );
			}

			ICharacterInstance *pCharacter = GetEntity()->GetCharacter(0);
			ISkeletonPose *pSkelPose = pCharacter ? pCharacter->GetISkeletonPose() : NULL;

			if(pSkelPose)
			{
				ICharacterModelSkeleton* pICharacterModelSkeleton = pCharacter->GetICharacterModel()->GetICharacterModelSkeleton();

				// GetJointIDByName() returns -1 if it fails; m_headBoneID is initialised to -2
				// since -1 is failure and 0+ are valid bone indices.
				if (m_headBoneID == -2)
				{
					// TODO: Should move this to an initialisation function
					m_headBoneID = pICharacterModelSkeleton->GetJointIDByName("Bip01 Head");
					m_cameraBoneID = pICharacterModelSkeleton->GetJointIDByName("Bip01 Camera");
				}

				if (m_headBoneID > -1)
				{
					m_headPos = pSkelPose->GetAbsJointByID(m_headBoneID);
				}
				if (m_cameraBoneID > -1)
				{
					m_cameraPos = pSkelPose->GetAbsJointByID(m_cameraBoneID);
				}
			}
		}
		break;
	case ENTITY_EVENT_DONE:
	case ENTITY_EVENT_RETURNING_TO_POOL:
		{
			SAFE_RELEASE(m_pActionController);
			SAFE_DELETE(m_pAnimContext);
			m_itemList.OnActionControllerDeleted();
		}
		break;
	}
}
bool CStickyProjectile::StickToEntity( const SStickParams& stickParams, IEntity* pTargetEntity )
{
	IEntity* pProjectileEntity = stickParams.m_pProjectile->GetEntity();
	ICharacterInstance* pCharInstance = pTargetEntity->GetCharacter(0);
	if( pCharInstance)	
	{
		IActor* pActor = g_pGame->GetIGameFramework()->GetIActorSystem()->GetActor(pTargetEntity->GetId());
		if (!pActor || (stickParams.m_bStickToFriendlies || !pActor->IsFriendlyEntity(stickParams.m_ownerId)) && (gEnv->bMultiplayer || !pActor->IsDead()))
		{
			m_stuckJoint = GetJointIdFromPartId(*pTargetEntity, stickParams.m_targetPartId);
			m_stuckNormal = stickParams.m_stickNormal;
			m_stuckPartId = stickParams.m_targetPartId;

			ICharacterModelSkeleton* pICharacterModelSkeleton = pCharInstance->GetICharacterModel()->GetICharacterModelSkeleton();
			ISkeletonPose* pSkeleton = pCharInstance->GetISkeletonPose();
			const char* boneName = pICharacterModelSkeleton->GetJointNameByID(m_stuckJoint);
			const QuatT jointWorld = QuatT(pTargetEntity->GetWorldTM()) * pSkeleton->GetAbsJointByID(m_stuckJoint);
			QuatT loc;
			CalculateLocationForStick( *pProjectileEntity, stickParams.m_stickPosition, stickParams.m_stickNormal, loc );
			pProjectileEntity->SetWorldTM(Matrix34(loc));

			// Get the local pos and rot.
			loc = jointWorld.GetInverted() * loc;
			m_stuckPos = loc.t;
			m_stuckRot = loc.q;

			// Attach.
			if(AttachToCharacter( stickParams.m_pProjectile, *pTargetEntity, *pCharInstance, boneName))
			{
				m_flags |= eSF_IsStuck;
				m_flags |= pActor ? pActor->IsPlayer() ? eSF_StuckToPlayer : eSF_StuckToAI : 0;
				SetParentId(pTargetEntity->GetId());
				m_childId = pProjectileEntity->GetId();
				return true;
			}
		}
	}
	else
	{
		m_stuckNormal = stickParams.m_stickNormal;
		m_stuckPartId = stickParams.m_targetPartId;

		QuatT loc;
		CalculateLocationForStick( *pProjectileEntity, stickParams.m_stickPosition, stickParams.m_stickNormal, loc );

		AttachTo(stickParams.m_pProjectile, pTargetEntity);

		pProjectileEntity->SetWorldTM(Matrix34(loc));

		// Set as Stuck.
		SetParentId(pTargetEntity->GetId());
		m_childId = pProjectileEntity->GetId();
		m_flags |= eSF_IsStuck;

		//Store position and rotation relative to parent entity
		m_stuckPos = pProjectileEntity->GetPos();
		m_stuckRot = pProjectileEntity->GetRotation();
		return true;
	}

	return false;
}
const Vec3& CTacticalManager::GetTacticalIconWorldPos(const EntityId tacticalEntityId, IEntity* pTacticalEntity, bool& inOutIsHeadBone)
{
	CRY_ASSERT(tacticalEntityId != 0);
	CRY_ASSERT(pTacticalEntity != NULL);
	if (pTacticalEntity == NULL)
	{
		return m_tempVec3.Set(0.0f,0.0f,0.0f);
	}

	// Try to get pos from headbone if don't have an override pos
	TTacticalEntityToOverrideEntities::const_iterator iter = m_tacEntityToOverrideEntities.find(tacticalEntityId);
	if (iter == m_tacEntityToOverrideEntities.end()) 
	{
		static IEntityClass* s_pTurretEntityClass = gEnv->pEntitySystem->GetClassRegistry()->FindClass("Turret");

		IEntityClass* pEntityClass = pTacticalEntity->GetClass();
		if (pEntityClass != NULL && pEntityClass == s_pTurretEntityClass)
		{
			ICharacterInstance* pCharacterInstance = pTacticalEntity->GetCharacter(0);
			if (pCharacterInstance != NULL)
			{
				ICharacterModelSkeleton* pICharacterModelSkeleton = pCharacterInstance->GetICharacterModel()->GetICharacterModelSkeleton();
				ISkeletonPose* pSkeletonPose = pCharacterInstance->GetISkeletonPose();
				CRY_ASSERT(pSkeletonPose != NULL);

				const int16 jointId = pICharacterModelSkeleton->GetJointIDByName("arcjoint");
				if (0 <= jointId)
				{
					QuatT boneLocation = pSkeletonPose->GetAbsJointByID(jointId);
					m_tempVec3 = pTacticalEntity->GetWorldTM().TransformPoint(boneLocation.t);
					return m_tempVec3;
				}
			}
		}


		CUICVars* pCVars = g_pGame->GetUI()->GetCVars();
		if (pCVars->hud_InterestPointsAtActorsHeads == 1)
		{
			CActor* pActor = static_cast<CActor*>(g_pGame->GetIGameFramework()->GetIActorSystem()->GetActor(tacticalEntityId)); // Only want units to go from headbone, since vehicles have headbone as well
			if(pActor)
			{
				if(pActor->HasBoneID(BONE_HEAD))
				{
					QuatT boneLocation = pActor->GetBoneTransform(BONE_HEAD);
					m_tempVec3 = pTacticalEntity->GetWorldTM().TransformPoint(boneLocation.t) + Vec3(0.0f, 0.0f, 0.25f);
					inOutIsHeadBone = true;
					return m_tempVec3;
				}
				else if(pActor->HasBoneID(BONE_SPINE))
				{
					QuatT boneLocation = pActor->GetBoneTransform(BONE_SPINE);
					m_tempVec3 = pTacticalEntity->GetWorldTM().TransformPoint(boneLocation.t);
					return m_tempVec3;
				}
			}
		}

		return GetTacticalIconCenterBBoxWorldPos(pTacticalEntity);
	}
	else // Override entity exists so it determines position
	{
		IEntity* pOverrideEntity = gEnv->pEntitySystem->GetEntity(iter->second);
		if (pOverrideEntity)
		{
			m_tempVec3 = pOverrideEntity->GetWorldPos();
			return m_tempVec3;
		}
		else
		{
			GameWarning("CTacticalManager::GetTacticalIconWorldPos: ID exists in mapping but failed to find entity, defaulting to center bounding box position");
			return GetTacticalIconCenterBBoxWorldPos(pTacticalEntity);
		}
	}
}
Beispiel #14
0
void CHUDTagNames::DrawTagName(IActor *pActor,bool bLocalVehicle)
{
	CRY_ASSERT(pActor);
	if(!pActor)
		return;

	IActor *pClientActor = g_pGame->GetIGameFramework()->GetClientActor();
	CGameRules *pGameRules = g_pGame->GetGameRules();
	int iClientTeam = pGameRules->GetTeam(pClientActor->GetEntityId());

	if(!bLocalVehicle && pActor->GetLinkedVehicle())
		return;
	
	const char *szRank = GetPlayerRank(pActor->GetEntityId());

	IEntity *pEntity = pActor->GetEntity();
	if(!pEntity)
		return;

	char szText[HUD_MAX_STRING_SIZE];
	if(szRank)
	{
		sprintf(szText,"%s %s",szRank,pEntity->GetName());
	}
	else
	{
		sprintf(szText,"%s",pEntity->GetName());
	}

	ICharacterInstance *pCharacterInstance = pEntity->GetCharacter(0);
	if(!pCharacterInstance)
		return;

	ISkeletonPose *pSkeletonPose = pCharacterInstance->GetISkeletonPose();
	if(!pSkeletonPose)
		return;

	int16 sHeadID = pSkeletonPose->GetJointIDByName("Bip01 Head");
	if(-1 == sHeadID)
		return;

	Matrix34 matWorld = pEntity->GetWorldTM() * Matrix34(pSkeletonPose->GetAbsJointByID(sHeadID));

	Vec3 vWorldPos = matWorld.GetTranslation();

	// Who has a bigger head? :)
	vWorldPos.z += 0.4f;

	AABB box; 
	pEntity->GetWorldBounds(box);

	bool bDrawOnTop = bLocalVehicle;

	if(ProjectOnSphere(vWorldPos,box))
	{
		bDrawOnTop = true;
	}

	ColorF rgbTagName = COLOR_ENEMY;

	if(0 == iClientTeam)
	{
		if(IsFriendlyToClient(pActor->GetEntityId()))
		{
			rgbTagName = COLOR_FRIEND;
		}
	}
	else if(pGameRules->GetTeam(pActor->GetEntityId()) == iClientTeam)
	{
		rgbTagName = COLOR_FRIEND;
	}

	if(pActor->GetHealth() <= 0)
	{
		rgbTagName = COLOR_DEAD;
	}

	m_tagNamesVector.resize(1);

	for(std::vector<EntityId>::iterator iter=SAFE_HUD_FUNC_RET(GetRadar()->GetSelectedTeamMates())->begin(); iter!=SAFE_HUD_FUNC_RET(GetRadar()->GetSelectedTeamMates())->end(); ++iter)
	{
		if(pActor->GetEntityId() == *iter)
		{
			// Teammate is selected in radar, force the visibility of that name					
			bDrawOnTop = true;
			break;
		}
	}

	STagName *pTagName = &m_tagNamesVector[0];

	pTagName->strName			= szText;
	pTagName->vWorld			= vWorldPos;
	pTagName->bDrawOnTop	= bDrawOnTop;
	pTagName->rgb					= rgbTagName;

	DrawTagNames();
}