コード例 #1
0
void	imotion_position::rootbone_callback	( CBoneInstance *BI )
{
	imotion_position *im = ( imotion_position* )BI->callback_param();
	VERIFY( im );
	if( !im->update_callback.update )
		return;
	VERIFY( im->shell );
	IKinematics *K  = im->shell->PKinematics( );
	VERIFY( K );
	IKinematicsAnimated *KA = smart_cast<IKinematicsAnimated *>( K );
	VERIFY( KA );
	SKeyTable	keys;
	KA->LL_BuldBoneMatrixDequatize( &K->LL_GetData( 0 ), u8(-1), keys );
	
	CKey *key = 0;
	for( int i = 0; i < keys.chanel_blend_conts[0]; ++i )
	{
		if ( keys.blends[0][i] == im->blend)
			key = &keys.keys[0][i];
	}
	if( key )
	{
		key->Q.rotation( Fvector().set( 0, 1, 0 ), im->angle );
	}
	KA->LL_BoneMatrixBuild( *BI, &Fidentity, keys );

	R_ASSERT2( _valid(BI->mTransform), "imotion_position::rootbone_callback" );
}
コード例 #2
0
ファイル: Explosive.cpp プロジェクト: AntonioModer/xray-16
//проверка на попадание "осколком" по объекту
ICF static BOOL grenade_hit_callback(collide::rq_result& result, LPVOID params)
{
	SExpQParams& ep	= *(SExpQParams*)params;
	u16 mtl_idx			= GAMEMTL_NONE_IDX;
	if(result.O){
		IKinematics* V  = 0;
		if (0!=(V=smart_cast<IKinematics*>(result.O->Visual()))){
			CBoneData& B= V->LL_GetData((u16)result.element);
			mtl_idx		= B.game_mtl_idx;
		}
	}else{
		//получить треугольник и узнать его материал
		CDB::TRI* T		= Level().ObjectSpace.GetStaticTris()+result.element;
		mtl_idx			= T->material;
	}	
	SGameMtl* mtl		= GMLib.GetMaterialByIdx(mtl_idx);
	float shoot_factor = 1.f - mtl->fShootFactor;
	ep.shoot_factor		*=shoot_factor;
#ifdef DEBUG
	if(ph_dbg_draw_mask.test(phDbgDrawExplosions))
	{
		Fvector p;p.set(ep.l_dir);p.mul(result.range);p.add(ep.source_p);
		u8 c	=u8(shoot_factor*255.f);
		DBG_DrawPoint(p,0.1f,D3DCOLOR_XRGB(255-c,0,c));
	}
#endif
	return				(ep.shoot_factor>0.01f);
}
コード例 #3
0
BOOL CWeaponStatMgun::net_Spawn(CSE_Abstract* DC)
{
	if(!inheritedPH::net_Spawn	(DC)) return FALSE;



	IKinematics* K			= smart_cast<IKinematics*>(Visual());
	CInifile* pUserData		= K->LL_UserData(); 

	R_ASSERT2				(pUserData,"Empty WeaponStatMgun user data!");

	m_rotate_x_bone			= K->LL_BoneID	(pUserData->r_string("mounted_weapon_definition","rotate_x_bone"));
	m_rotate_y_bone			= K->LL_BoneID	(pUserData->r_string("mounted_weapon_definition","rotate_y_bone"));
	m_fire_bone				= K->LL_BoneID	(pUserData->r_string("mounted_weapon_definition","fire_bone"));
	m_camera_bone			= K->LL_BoneID	(pUserData->r_string("mounted_weapon_definition","camera_bone"));

	U16Vec fixed_bones;
	fixed_bones.push_back	(K->LL_GetBoneRoot());
	PPhysicsShell()			= P_build_Shell(this,false,fixed_bones);

	CBoneData& bdX			= K->LL_GetData(m_rotate_x_bone); VERIFY(bdX.IK_data.type==jtJoint);
	m_lim_x_rot.set			(bdX.IK_data.limits[0].limit.x,bdX.IK_data.limits[0].limit.y);
	CBoneData& bdY			= K->LL_GetData(m_rotate_y_bone); VERIFY(bdY.IK_data.type==jtJoint);
	m_lim_y_rot.set			(bdY.IK_data.limits[1].limit.x,bdY.IK_data.limits[1].limit.y);
	

	xr_vector<Fmatrix> matrices;
	K->LL_GetBindTransform	(matrices);
	m_i_bind_x_xform.invert	(matrices[m_rotate_x_bone]);
	m_i_bind_y_xform.invert	(matrices[m_rotate_y_bone]);
	m_bind_x_rot			= matrices[m_rotate_x_bone].k.getP();
	m_bind_y_rot			= matrices[m_rotate_y_bone].k.getH();
	m_bind_x.set			(matrices[m_rotate_x_bone].c);
	m_bind_y.set			(matrices[m_rotate_y_bone].c);

	m_cur_x_rot				= m_bind_x_rot;
	m_cur_y_rot				= m_bind_y_rot;
	m_destEnemyDir.setHP	(m_bind_y_rot,m_bind_x_rot);
	XFORM().transform_dir	(m_destEnemyDir);

	inheritedShooting::Light_Create();

	processing_activate		();
	setVisible				(TRUE);
	setEnabled				(TRUE);
	return					TRUE;
}
コード例 #4
0
 void imotion_position::force_calculate_bones( IKinematicsAnimated& KA )
{
	IKinematics *K = shell->PKinematics();
	VERIFY( K );
	VERIFY( K == smart_cast<IKinematics *>( &KA ) );
	disable_bone_calculation( *K, false );

	K->Bone_Calculate( &K->LL_GetData(0), &Fidentity );

	if( saved_visual_callback )
	{
		u16 sv_root = K->LL_GetBoneRoot();
		K->LL_SetBoneRoot( 0 );
		saved_visual_callback( K );
		K->LL_SetBoneRoot( sv_root );
	}
	disable_bone_calculation( *K, true );
}
コード例 #5
0
ファイル: PHSkeleton.cpp プロジェクト: 2asoft/xray
void CPHSkeleton::RecursiveBonesCheck(u16 id)
{
	if(!removable) return;
	CPhysicsShellHolder* obj=PPhysicsShellHolder();
	IKinematics* K		= smart_cast<IKinematics*>(obj->Visual());
	CBoneData& BD		= K->LL_GetData(u16(id));
	//////////////////////////////////////////
	Flags64 mask;
	mask.assign(K->LL_GetBonesVisible());
	///////////////////////////////////////////
	if(
		mask.is(1ui64<<(u64)id)&& 
		!(BD.shape.flags.is(SBoneShape::sfRemoveAfterBreak))
		) {
			removable = false;
			return;
		}
		///////////////////////////////////////////////
		for (vecBonesIt it=BD.children.begin(); BD.children.end() != it; ++it){
			RecursiveBonesCheck		((*it)->GetSelfID());
		}
}
コード例 #6
0
void CCharacterPhysicsSupport::bone_chain_disable(u16 bone, u16 r_bone, IKinematics &K)
{
	VERIFY(&K);
	u16 bid					= bone;
	//K.LL_GetBoneInstance( bid ).set_callback( bctCustom, 0, 0, TRUE );

	while( bid!=r_bone && bid !=  K.LL_GetBoneRoot() )
	{
		CBoneData	&bd =	K.LL_GetData( bid );
		if( K.LL_GetBoneInstance( bid ).callback() != anim_bone_fix::callback )
		{
			m_weapon_bone_fixes.push_back( new anim_bone_fix() );
			m_weapon_bone_fixes.back()->fix( bid, K );
		}
		bid =	bd.GetParentID();
		
		
	

		//K.LL_GetBoneInstance( bid ).set_callback( bctCustom, 0, 0, TRUE );
	}
	
}
コード例 #7
0
ファイル: PhysicObject.cpp プロジェクト: AntonioModer/xray-16
void CPhysicObject::AddElement(CPhysicsElement* root_e, int id)
{
	IKinematics* K		= smart_cast<IKinematics*>(Visual());

	CPhysicsElement* E	= P_create_Element();
	CBoneInstance& B	= K->LL_GetBoneInstance(u16(id));
	E->mXFORM.set		(K->LL_GetTransform(u16(id)));
	Fobb bb			= K->LL_GetBox(u16(id));


	if(bb.m_halfsize.magnitude()<0.05f)
	{
		bb.m_halfsize.add(0.05f);

	}
	E->add_Box			(bb);
	E->setMass			(10.f);
	E->set_ParentElement(root_e);
	B.set_callback		(bctPhysics,m_pPhysicsShell->GetBonesCallback(),E);
	m_pPhysicsShell->add_Element	(E);
	if( !(m_type==epotFreeChain && root_e==0) )
	{		
		CPhysicsJoint* J= P_create_Joint(CPhysicsJoint::full_control,root_e,E);
		J->SetAnchorVsSecondElement	(0,0,0);
		J->SetAxisDirVsSecondElement	(1,0,0,0);
		J->SetAxisDirVsSecondElement	(0,1,0,2);
		J->SetLimits				(-M_PI/2,M_PI/2,0);
		J->SetLimits				(-M_PI/2,M_PI/2,1);
		J->SetLimits				(-M_PI/2,M_PI/2,2);
		m_pPhysicsShell->add_Joint	(J);	
	}

	CBoneData& BD		= K->LL_GetData(u16(id));
	for (vecBonesIt it=BD.children.begin(); BD.children.end() != it; ++it){
		AddElement		(E,(*it)->GetSelfID());
	}
}
コード例 #8
0
void type_motion_diagnostic( LPCSTR message, type_motion::edirection dr, const CEntityAlive& ea, const SHit& H, const MotionID &m )
{
#ifdef DEBUG

	if(! death_anim_debug )
		return;
	
	IKinematicsAnimated *KA = smart_cast<IKinematicsAnimated*>( ea.Visual() );
	VERIFY( KA );
	IKinematics *K  = smart_cast<IKinematics*>( ea.Visual() );
	LPCSTR bone_name = "not_definite";
	if( H.bone() != BI_NONE )
	{
		CBoneData& bd = K->LL_GetData( H.bone() );
		bone_name = bd.name.c_str();
	}
	LPCSTR motion_name = "not_set";
	if( m.valid() )
		motion_name = KA->LL_MotionDefName_dbg( m ).first;

	Msg( "death anims: %s, dir: %s, motion: %s,  obj: %s, model: %s, bone: %s " ,message ,motion_dirs[ dr ].name, motion_name, ea.cName().c_str(), ea.cNameVisual().c_str(), bone_name );

#endif
}
コード例 #9
0
ファイル: PhysicObject.cpp プロジェクト: AntonioModer/xray-16
bool	CPhysicObject::get_door_vectors	( Fvector& closed, Fvector& open ) const
{
	VERIFY(Visual());
	IKinematics *K = Visual()->dcast_PKinematics();
	VERIFY(K);
	u16 door_bone = K->LL_BoneID("door");
	if( door_bone==BI_NONE )
		return false;
	const CBoneData &bd = K->LL_GetData( door_bone );
	const SBoneShape &shape = bd.shape;
	if( shape.type != SBoneShape::stBox )
		return false;

	if( shape.flags.test( SBoneShape::sfNoPhysics ) )
		return false;
	
	Fmatrix start_bone_pos;
	K->Bone_GetAnimPos( start_bone_pos, door_bone, u8(-1), true );
	
	Fmatrix start_pos = Fmatrix().mul_43( XFORM(), start_bone_pos );
	
	const Fobb &box = shape.box;

	Fvector center_pos;
	start_pos.transform_tiny( center_pos, box.m_translate );

	Fvector door_dir;  start_pos.transform_dir(door_dir, box.m_rotate.i );
	Fvector door_dir_local =  box.m_rotate.i ;
	//Fvector door_dir_bone; start_bone_pos.transform_dir(door_dir_bone, box.m_rotate.i );

	
	const Fvector det_vector = Fvector().sub( center_pos, start_pos.c  );
	
	if( door_dir.dotproduct( det_vector ) < 0.f )
	{
		door_dir.invert();
		door_dir_local.invert();
		//door_dir_bone.invert();
	}

	const SJointIKData &joint = bd.IK_data;

	if( joint.type != jtJoint )
		return false;
	const Fvector2& limits = joint.limits[1].limit;

	//if( limits.y < EPS ) //limits.y - limits.x < EPS
	//	return false;

	if( M_PI - limits.y < EPS && M_PI + limits.x < EPS )
		return false;

	Fmatrix to_hi = Fmatrix().rotateY( -limits.x  ); 
	to_hi.transform_dir( open, door_dir_local );

	Fmatrix to_lo = Fmatrix().rotateY(  -limits.y  );
	to_lo.transform_dir( closed, door_dir_local );

	start_pos.transform_dir(open);
	start_pos.transform_dir(closed);

	//DBG_OpenCashedDraw( );

#ifdef	DEBUG
if(dbg_draw_doors)
{
	DBG_DrawMatrix( Fidentity, 10.0f );

	DBG_DrawMatrix( XFORM(), .5f, 100 );

	DBG_DrawMatrix( start_pos, 0.2f,100 );

	const Fvector pos = start_pos.c.add( Fvector().set(0,0.2f,0) );
	const Fvector pos1 = start_pos.c.add( Fvector().set(0,0.3f,0) );

	DBG_DrawLine( pos, Fvector( ).add( pos, open ), D3DCOLOR_XRGB( 0, 255, 0 ) );
	DBG_DrawLine( pos, Fvector( ).add( pos, closed ), D3DCOLOR_XRGB( 255, 0, 0 ) );

	DBG_DrawLine( pos1, Fvector( ).add( pos1, det_vector ), D3DCOLOR_XRGB( 255, 255, 0 ) );
}
#endif
	//DBG_ClosedCashedDraw( 50000000 );

	return true;
}
コード例 #10
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);
}
コード例 #11
0
ファイル: Helicopter.cpp プロジェクト: Zen13L/xray-16
BOOL CHelicopter::net_Spawn(CSE_Abstract*	DC)
{

    SetfHealth(100.0f);
    setState(CHelicopter::eAlive);
    m_flame_started					=false;
    m_light_started					=false;
    m_exploded						=false;
    m_ready_explode					=false;
    m_dead							=false;

    if (!inherited::net_Spawn(DC))
        return			(FALSE);

    CPHSkeleton::Spawn((CSE_Abstract*)(DC));
    for(u32 i=0; i<4; ++i)
        CRocketLauncher::SpawnRocket(*m_sRocketSection, smart_cast<CGameObject*>(this));

    // assigning m_animator here
    CSE_Abstract		*abstract	=(CSE_Abstract*)(DC);
    CSE_ALifeHelicopter	*heli		= smart_cast<CSE_ALifeHelicopter*>(abstract);
    VERIFY				(heli);

    R_ASSERT						(Visual()&&smart_cast<IKinematics*>(Visual()));
    IKinematics* K					= smart_cast<IKinematics*>(Visual());
    CInifile* pUserData				= K->LL_UserData();

    m_rotate_x_bone			= K->LL_BoneID	(pUserData->r_string("helicopter_definition","wpn_rotate_x_bone"));
    m_rotate_y_bone			= K->LL_BoneID	(pUserData->r_string("helicopter_definition","wpn_rotate_y_bone"));
    m_fire_bone				= K->LL_BoneID	(pUserData->r_string("helicopter_definition","wpn_fire_bone"));
    m_death_bones_to_hide	= pUserData->r_string("on_death_mode","scale_bone");
    m_left_rocket_bone		= K->LL_BoneID	(pUserData->r_string("helicopter_definition","left_rocket_bone"));
    m_right_rocket_bone		= K->LL_BoneID	(pUserData->r_string("helicopter_definition","right_rocket_bone"));

    m_smoke_bone 			= K->LL_BoneID	(pUserData->r_string("helicopter_definition","smoke_bone"));
    m_light_bone 			= K->LL_BoneID	(pUserData->r_string("helicopter_definition","light_bone"));

    CExplosive::Load		(pUserData,"explosion");
    CExplosive::SetInitiator(ID());

    LPCSTR s = pUserData->r_string("helicopter_definition","hit_section");

    if( pUserData->section_exist(s) ) {
        int lc = pUserData->line_count(s);
        LPCSTR name;
        LPCSTR value;
        s16 boneID;
        for (int i=0 ; i<lc; ++i) {
            pUserData->r_line( s, i, &name, &value);
            boneID	=K->LL_BoneID(name);
            m_hitBones.insert( std::make_pair(boneID, (float)atof(value)) );
        }
    }

    CBoneInstance& biX		= smart_cast<IKinematics*>(Visual())->LL_GetBoneInstance(m_rotate_x_bone);
    biX.set_callback		(bctCustom,BoneMGunCallbackX,this);
    CBoneInstance& biY		= smart_cast<IKinematics*>(Visual())->LL_GetBoneInstance(m_rotate_y_bone);
    biY.set_callback		(bctCustom,BoneMGunCallbackY,this);
    CBoneData& bdX			= K->LL_GetData(m_rotate_x_bone);
    VERIFY(bdX.IK_data.type==jtJoint);
    m_lim_x_rot.set			(bdX.IK_data.limits[0].limit.x,bdX.IK_data.limits[0].limit.y);
    CBoneData& bdY			= K->LL_GetData(m_rotate_y_bone);
    VERIFY(bdY.IK_data.type==jtJoint);
    m_lim_y_rot.set			(bdY.IK_data.limits[1].limit.x,bdY.IK_data.limits[1].limit.y);

    xr_vector<Fmatrix> matrices;
    K->LL_GetBindTransform	(matrices);
    m_i_bind_x_xform.invert	(matrices[m_rotate_x_bone]);
    m_i_bind_y_xform.invert	(matrices[m_rotate_y_bone]);
    m_bind_rot.x			= matrices[m_rotate_x_bone].k.getP();
    m_bind_rot.y			= matrices[m_rotate_y_bone].k.getH();
    m_bind_x.set			(matrices[m_rotate_x_bone].c);
    m_bind_y.set			(matrices[m_rotate_y_bone].c);

    IKinematicsAnimated	*A	= smart_cast<IKinematicsAnimated*>(Visual());
    if (A) {
        A->PlayCycle		(*heli->startup_animation);
        K->CalculateBones	(TRUE);
    }

    m_engineSound.create			(*heli->engine_sound,st_Effect,sg_SourceType);
    m_engineSound.play_at_pos		(0,XFORM().c,sm_Looped);

    CShootingObject::Light_Create	();


    setVisible						(TRUE);
    setEnabled						(TRUE);



    m_stepRemains						= 0.0f;

//lighting
    m_light_render						= ::Render->light_create();
    m_light_render->set_shadow			(false);
    m_light_render->set_type			(IRender_Light::POINT);
    m_light_render->set_range			(m_light_range);
    m_light_render->set_color			(m_light_color);

    if(g_Alive())processing_activate	();
    TurnEngineSound(false);
    if(pUserData->section_exist("destroyed"))
        CPHDestroyable::Load(pUserData,"destroyed");
#ifdef DEBUG
    Device.seqRender.Add(this,REG_PRIORITY_LOW-1);
#endif

    return TRUE;
}
コード例 #12
0
ファイル: PhysicsShell.cpp プロジェクト: 2asoft/xray
bool bone_has_pysics( IKinematics& K, u16 bone_id )
{
	return K.LL_GetBoneVisible( bone_id ) && shape_is_physic(K.LL_GetData( bone_id ).shape);
}