예제 #1
0
void CAnimating::GetBoneTransform( int iBone, matrix3x4_t &pBoneToWorld )
{
	CStudioHdr *pStudioHdr = GetModelPtr( );

	if (!pStudioHdr)
	{
		Assert(!"CBaseAnimating::GetBoneTransform: model missing");
		return;
	}

	if (iBone < 0 || iBone >= pStudioHdr->numbones())
	{
		Assert(!"CBaseAnimating::GetBoneTransform: invalid bone index");
		return;
	}

	CBoneCache *pcache = GetBoneCache( );

	matrix3x4_t *pmatrix = pcache->GetCachedBone( iBone );

	if ( !pmatrix )
	{
		MatrixCopy( EntityToWorldTransform(), pBoneToWorld );
		return;
	}

	Assert( pmatrix );
	
	// FIXME
	MatrixCopy( *pmatrix, pBoneToWorld );
}
예제 #2
0
bool CAnimating::ComputeHitboxSurroundingBox( Vector *pVecWorldMins, Vector *pVecWorldMaxs )
{
	// Note that this currently should not be called during Relink because of IK.
	// The code below recomputes bones so as to get at the hitboxes,
	// which causes IK to trigger, which causes raycasts against the other entities to occur,
	// which is illegal to do while in the Relink phase.

	CStudioHdr *pStudioHdr = GetModelPtr();
	if (!pStudioHdr)
		return false;

	mstudiohitboxset_t *set = pStudioHdr->pHitboxSet( m_nHitboxSet );
	if ( !set || !set->numhitboxes )
		return false;

	CBoneCache *pCache = GetBoneCache();

	// Compute a box in world space that surrounds this entity
	pVecWorldMins->Init( FLT_MAX, FLT_MAX, FLT_MAX );
	pVecWorldMaxs->Init( -FLT_MAX, -FLT_MAX, -FLT_MAX );

	Vector vecBoxAbsMins, vecBoxAbsMaxs;
	for ( int i = 0; i < set->numhitboxes; i++ )
	{
		mstudiobbox_t *pbox = set->pHitbox(i);
		matrix3x4_t *pMatrix = pCache->GetCachedBone(pbox->bone);

		if ( pMatrix )
		{
			TransformAABB( *pMatrix, pbox->bbmin, pbox->bbmax, vecBoxAbsMins, vecBoxAbsMaxs );
			VectorMin( *pVecWorldMins, vecBoxAbsMins, *pVecWorldMins );
			VectorMax( *pVecWorldMaxs, vecBoxAbsMaxs, *pVecWorldMaxs );
		}
	}
	return true;
}