コード例 #1
0
void calc_cam_diff_rot(Fmatrix item_transform, Fvector diff, Fvector& res)
{
	Fmatrix							cam_m;
	cam_m.i.set						(Device.vCameraRight);
	cam_m.j.set						(Device.vCameraTop);
	cam_m.k.set						(Device.vCameraDirection);
	cam_m.c.set						(Device.vCameraPosition);

	Fmatrix							R;
	R.identity						();
	if(!fis_zero(diff.x))
	{
		R.rotation(cam_m.i,diff.x);
	}else
	if(!fis_zero(diff.y))
	{
		R.rotation(cam_m.j,diff.y);
	}else
	if(!fis_zero(diff.z))
	{
		R.rotation(cam_m.k,diff.z);
	};

	Fmatrix					item_transform_i;
	item_transform_i.invert	(item_transform);
	R.mulB_43(item_transform);
	R.mulA_43(item_transform_i);
	
	R.getHPB	(res);

	res.mul					(180.0f/PI);
}
コード例 #2
0
void CUIArtefactDetectorElite::GetUILocatorMatrix(Fmatrix& _m)
{
	Fmatrix	trans					= m_parent->HudItemData()->m_item_transform;
	u16 bid							= m_parent->HudItemData()->m_model->LL_BoneID("cover");
	Fmatrix cover_bone				= m_parent->HudItemData()->m_model->LL_GetTransform(bid);
	_m.mul							(trans, cover_bone);
	_m.mulB_43						(m_map_attach_offset);
}
コード例 #3
0
ファイル: PHDynamicData.cpp プロジェクト: 2asoft/xray
void PHDynamicData::InterpolateTransform(Fmatrix &transform){
	//DMXPStoFMX(dBodyGetRotation(body),
	//			dBodyGetPosition(body),BoneTransform);
	body_interpolation.InterpolateRotation(transform);
	body_interpolation.InterpolatePosition(transform.c);
	Fmatrix				zero;
	zero.set			(ZeroTransform);
	zero.invert			();
	//BoneTransform.mulB(zero);
	transform.mulB_43	(zero);
}
コード例 #4
0
ファイル: Weapon.cpp プロジェクト: AntonioModer/xray-16
void CWeapon::UpdateHudAdditonal		(Fmatrix& trans)
{
	CActor* pActor	= smart_cast<CActor*>(H_Parent());
	if(!pActor)		return;


	if(		(IsZoomed() && m_zoom_params.m_fZoomRotationFactor<=1.f) ||
			(!IsZoomed() && m_zoom_params.m_fZoomRotationFactor>0.f))
	{
		u8 idx = GetCurrentHudOffsetIdx();
//		if(idx==0)					return;

		attachable_hud_item*		hi = HudItemData();
		R_ASSERT					(hi);
		Fvector						curr_offs, curr_rot;
		curr_offs					= hi->m_measures.m_hands_offset[0][idx];//pos,aim
		curr_rot					= hi->m_measures.m_hands_offset[1][idx];//rot,aim
		curr_offs.mul				(m_zoom_params.m_fZoomRotationFactor);
		curr_rot.mul				(m_zoom_params.m_fZoomRotationFactor);

		Fmatrix						hud_rotation;
		hud_rotation.identity		();
		hud_rotation.rotateX		(curr_rot.x);

		Fmatrix						hud_rotation_y;
		hud_rotation_y.identity		();
		hud_rotation_y.rotateY		(curr_rot.y);
		hud_rotation.mulA_43		(hud_rotation_y);

		hud_rotation_y.identity		();
		hud_rotation_y.rotateZ		(curr_rot.z);
		hud_rotation.mulA_43		(hud_rotation_y);

		hud_rotation.translate_over	(curr_offs);
		trans.mulB_43				(hud_rotation);

		if(pActor->IsZoomAimingMode())
			m_zoom_params.m_fZoomRotationFactor += Device.fTimeDelta/m_zoom_params.m_fZoomRotateTime;
		else
			m_zoom_params.m_fZoomRotationFactor -= Device.fTimeDelta/m_zoom_params.m_fZoomRotateTime;

		clamp(m_zoom_params.m_fZoomRotationFactor, 0.f, 1.f);
	}
}
コード例 #5
0
ファイル: player_hud.cpp プロジェクト: AntonioModer/xray-16
void player_hud::calc_transform(u16 attach_slot_idx, const Fmatrix& offset, Fmatrix& result)
{
	Fmatrix ancor_m			= m_model->dcast_PKinematics()->LL_GetTransform(m_ancors[attach_slot_idx]);
	result.mul				(m_transform, ancor_m);
	result.mulB_43			(offset);
}
コード例 #6
0
ファイル: GameObject.cpp プロジェクト: AntonioModer/xray-16
void render_box						(IRenderVisual *visual, const Fmatrix &xform, const Fvector &additional, bool draw_child_boxes, const u32 &color)
{
	CDebugRenderer			&renderer = Level().debug_renderer();
	IKinematics				*kinematics = smart_cast<IKinematics*>(visual);
	VERIFY					(kinematics);
	u16						bone_count = kinematics->LL_BoneCount();
	VERIFY					(bone_count);
	u16						visible_bone_count = kinematics->LL_VisibleBoneCount();
	if (!visible_bone_count)
		return;

	Fmatrix					matrix;
	Fvector					*points = (Fvector*)_alloca(visible_bone_count*8*sizeof(Fvector));
	Fvector					*I = points;
	for (u16 i=0; i<bone_count; ++i) {
		if (!kinematics->LL_GetBoneVisible(i))
			continue;
		
		const Fobb			&obb = kinematics->LL_GetData(i).obb;
		if (fis_zero(obb.m_halfsize.square_magnitude())) {
			VERIFY			(visible_bone_count > 1);
			--visible_bone_count;
			continue;
		}

		Fmatrix				Mbox;
		obb.xform_get		(Mbox);

		const Fmatrix		&Mbone = kinematics->LL_GetBoneInstance(i).mTransform;
		Fmatrix				X;
		matrix.mul_43		(xform,X.mul_43(Mbone,Mbox));

		Fvector				half_size = Fvector().add(obb.m_halfsize,additional);
		matrix.mulB_43		(Fmatrix().scale(half_size));

		if (draw_child_boxes)
			renderer.draw_obb	(matrix,color);

		static const Fvector	local_points[8] = {
			Fvector().set(-1.f,-1.f,-1.f),
			Fvector().set(-1.f,-1.f,+1.f),
			Fvector().set(-1.f,+1.f,+1.f),
			Fvector().set(-1.f,+1.f,-1.f),
			Fvector().set(+1.f,+1.f,+1.f),
			Fvector().set(+1.f,+1.f,-1.f),
			Fvector().set(+1.f,-1.f,+1.f),
			Fvector().set(+1.f,-1.f,-1.f)
		};
		
		for (u32 i=0; i<8; ++i, ++I)
			matrix.transform_tiny	(*I,local_points[i]);
	}

	VERIFY						(visible_bone_count);
	if (visible_bone_count == 1) {
		renderer.draw_obb		(matrix,color);
		return;
	}

	VERIFY						((I - points) == (visible_bone_count*8));
	MagicBox3					box = MagicMinBox(visible_bone_count*8,points);
	box.ComputeVertices			(points);
	
	Fmatrix						result;
	result.identity				();

	result.c					= box.Center();

	result.i.sub(points[3],points[2]).normalize();
	result.j.sub(points[2],points[1]).normalize();
	result.k.sub(points[2],points[6]).normalize();

	Fvector						scale;
	scale.x						= points[3].distance_to(points[2])*.5f;
	scale.y						= points[2].distance_to(points[1])*.5f;
	scale.z						= points[2].distance_to(points[6])*.5f;
	result.mulB_43				(Fmatrix().scale(scale));

	renderer.draw_obb			(result,color);
}