void CFlock::CreateBoids(SBoidsCreateContext &ctx ) { m_createContext = ctx; ClearBoids(); if (!m_e_flocks) return; if (!ctx.models.empty()) m_model = ctx.models[0]; static ICVar* e_obj_quality(gEnv->pConsole->GetCVar("e_ObjQuality")); int obj_quality = 0; if (e_obj_quality) obj_quality = e_obj_quality->GetIVal(); ////////////////////////////////////////////////////////////////////////// // Scale boids down depended on spec ////////////////////////////////////////////////////////////////////////// if (obj_quality == CONFIG_LOW_SPEC) { if (ctx.boidsCount > 10) ctx.boidsCount /= 4; if (ctx.boidsCount > 20) ctx.boidsCount = 20; } if (obj_quality == CONFIG_MEDIUM_SPEC) { if (ctx.boidsCount > 10) ctx.boidsCount /= 2; } m_RequestedBoidsCount = ctx.boidsCount; if (ctx.boidsCount == 0) return; ////////////////////////////////////////////////////////////////////////// // precache flock model m_pPrecacheCharacter = 0; if (IsCharacterFile(m_model) && gEnv && gEnv->pCharacterManager) m_pPrecacheCharacter = gEnv->pCharacterManager->CreateInstance(m_model); if (!m_pPrecacheCharacter) return; m_pPrecacheCharacter->GetICharacterModel()->AddRef(); //strange workaround for Decide m_pPrecacheCharacter->GetICharacterModel()->AddRef(); }
void CFlock::CreateBoids(SBoidsCreateContext &ctx ) { m_createContext = ctx; ClearBoids(); if (!m_e_flocks) return; if (!ctx.models.empty()) m_model = ctx.models[0]; static ICVar* e_obj_quality(gEnv->pConsole->GetCVar("e_ObjQuality")); int obj_quality = 0; if (e_obj_quality) obj_quality = e_obj_quality->GetIVal(); ////////////////////////////////////////////////////////////////////////// // Scale boids down depended on spec ////////////////////////////////////////////////////////////////////////// if (obj_quality == CONFIG_LOW_SPEC) { if (ctx.boidsCount > 10) ctx.boidsCount /= 4; if (ctx.boidsCount > 20) ctx.boidsCount = 20; } if (obj_quality == CONFIG_MEDIUM_SPEC) { if (ctx.boidsCount > 10) ctx.boidsCount /= 2; } m_RequestedBoidsCount = ctx.boidsCount; if (ctx.boidsCount == 0) return; ////////////////////////////////////////////////////////////////////////// // precache flock model CGameCache &gameCache = g_pGame->GetGameCache(); if (IsCharacterFile(m_model) || IsStatObjFile(m_model)) { gameCache.CacheGeometry(m_model); } }
bool CFlock::CreateEntities() { if (!m_e_flocks) return false; SEntitySpawnParams spawnParams; spawnParams.pClass = gEnv->pEntitySystem->GetClassRegistry()->FindClass("Boid"); if (!spawnParams.pClass) return false; spawnParams.nFlags = ENTITY_FLAG_CLIENT_ONLY | ENTITY_FLAG_NO_SAVE | ENTITY_FLAG_NO_PROXIMITY | m_nBoidEntityFlagsAdd; spawnParams.sName = m_boidEntityName; m_modelCgf = PathUtil::ReplaceExtension(m_model,"cgf"); bool bHasCgfFile = gEnv->pCryPak->IsFileExist(m_modelCgf) && m_bc.animationMaxDistanceSq > 0; if(!bHasCgfFile) m_bc.animationMaxDistanceSq = 0; bool bAnyCreated = false; for (Boids::iterator it = m_boids.begin(); it != m_boids.end(); ++it) { CBoidObject *boid = *it;/*m_boids[i]*/; if (boid->m_dead || boid->m_dying) continue; spawnParams.vPosition = boid->m_pos; spawnParams.vScale = Vec3(boid->m_scale,boid->m_scale,boid->m_scale); spawnParams.id = 0; IEntity *pBoidEntity = gEnv->pEntitySystem->SpawnEntity( spawnParams ); if (!pBoidEntity) { //delete boid; //it = m_boids.erase(it); continue; } boid->m_noentity = false; boid->m_entity = pBoidEntity->GetId(); CBoidObjectProxyPtr pBoidObjectProxy = ComponentCreateAndRegister_DeleteWithRelease<CBoidObjectProxy>( IComponent::SComponentInitializer(pBoidEntity), true ); pBoidEntity->SetProxy(ENTITY_PROXY_BOID_OBJECT,pBoidObjectProxy); pBoidObjectProxy->SetBoid(boid); // check if character. if (IsCharacterFile(m_model)) { if(bHasCgfFile) pBoidEntity->LoadGeometry(CBoidObject::eSlot_Cgf, m_modelCgf); pBoidEntity->LoadCharacter( CBoidObject::eSlot_Chr,m_model ); boid->m_object = pBoidEntity->GetCharacter(0); if (!boid->m_object) { gEnv->pEntitySystem->RemoveEntity(boid->m_entity,true); boid->m_entity = 0; //delete boid; //it = m_boids.erase(it); continue; } } else { pBoidEntity->LoadGeometry( 0,m_model ); } bAnyCreated = true; // boid->m_object->GetModel()->AddRef(); AABB aabb; if (boid->m_object) { boid->m_object->SetFlags( CS_FLAG_DRAW_MODEL|CS_FLAG_UPDATE ); boid->PlayAnimation( m_boidDefaultAnimName,true ); aabb = boid->m_object->GetAABB(); } else { pBoidEntity->GetLocalBounds(aabb); } float fBBoxRadius = ((aabb.max-aabb.min).GetLength()/2.0f); m_bc.fBoidRadius = max( fBBoxRadius, 0.001f ); m_bc.fBoidThickness = m_bc.fBoidRadius; if (!m_bc.vEntitySlotOffset.IsZero()) { pBoidEntity->SetSlotLocalTM(0,Matrix34::CreateTranslationMat(m_bc.vEntitySlotOffset*fBBoxRadius)); } boid->Physicalize(m_bc); IEntityRenderProxy *pRenderProxy = (IEntityRenderProxy*)pBoidEntity->GetProxy(ENTITY_PROXY_RENDER); if (pRenderProxy != NULL && m_bc.fBoidRadius > 0) { float r = m_bc.fBoidRadius; AABB box; box.min = Vec3(-r,-r,-r); box.max = Vec3(r,r,r); pRenderProxy->SetLocalBounds( box,true ); } IScriptTable *pScriptTable = pBoidEntity->GetScriptTable(); if (pScriptTable) { pScriptTable->SetValue( "flock_entity",m_pEntity->GetScriptTable() ); } } m_bEntityCreated = true; return bAnyCreated; }