bool RagdollGetBoneMatrix( const ragdoll_t &ragdoll, CBoneAccessor &pBoneToWorld, int objectIndex ) { int boneIndex = ragdoll.boneIndex[objectIndex]; if ( boneIndex < 0 ) return false; const ragdollelement_t &element = ragdoll.list[objectIndex]; // during restore if a model has changed since the file was saved, this could be NULL if ( !element.pObject ) return false; element.pObject->GetPositionMatrix( &pBoneToWorld.GetBoneForWrite( boneIndex ) ); if ( element.parentIndex >= 0 && !ragdoll.allowStretch ) { // overwrite the position from physics to force rigid attachment // NOTE: On the client we actually override this with the proper parent bone in each LOD int parentBoneIndex = ragdoll.boneIndex[element.parentIndex]; Vector out; VectorTransform( element.originParentSpace, pBoneToWorld.GetBone( parentBoneIndex ), out ); MatrixSetColumn( out, 3, pBoneToWorld.GetBoneForWrite( boneIndex ) ); } return true; }
bool RagdollGetBoneMatrix( const ragdoll_t &ragdoll, CBoneAccessor &pBoneToWorld, int objectIndex ) { int boneIndex = ragdoll.boneIndex[objectIndex]; if ( boneIndex < 0 ) return false; const ragdollelement_t &element = ragdoll.list[objectIndex]; // during restore if a model has changed since the file was saved, this could be NULL if ( !element.pObject ) return false; element.pObject->GetPositionMatrix( &pBoneToWorld.GetBoneForWrite( boneIndex ) ); if ( element.parentIndex >= 0 && !ragdoll.allowStretch ) { // overwrite the position from physics to force rigid attachment // UNDONE: If we support other types of constraints (or multiple constraints per object) // make sure these don't fight ! int parentBoneIndex = ragdoll.boneIndex[element.parentIndex]; Vector out; VectorTransform( element.originParentSpace, pBoneToWorld.GetBone( parentBoneIndex ), out ); MatrixSetColumn( out, 3, pBoneToWorld.GetBoneForWrite( boneIndex ) ); } return true; }