예제 #1
0
void CCar::SWheelBreak::Load(LPCSTR section)
{
	CKinematics		*K			=PKinematics(pwheel->car->Visual())												;
	CInifile		*ini		=K->LL_UserData()																;
	VERIFY						(ini)																			;
	break_torque		=		ini->r_float("car_definition","break_torque")									;
	hand_break_torque	=		READ_IF_EXISTS(ini,r_float,"car_definition","hand_break_torque",break_torque)	;
	if(ini->section_exist(section))
	{	
		break_torque					=READ_IF_EXISTS(ini,r_float,section,"break_torque",break_torque);
		hand_break_torque				=READ_IF_EXISTS(ini,r_float,section,"hand_break_torque",hand_break_torque);
	}
}
예제 #2
0
CCarWeapon::CCarWeapon(CPhysicsShellHolder* obj)
{
	m_bActive	= false;
	m_bAutoFire	= false;
	m_object	= obj;
	m_Ammo		= xr_new<CCartridge>();

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

	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_min_gun_speed			= pUserData->r_float("mounted_weapon_definition","min_gun_speed");
	m_max_gun_speed			= pUserData->r_float("mounted_weapon_definition","max_gun_speed");
	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);
	m_object->XFORM().transform_dir		(m_destEnemyDir);


	inheritedShooting::Light_Create		();
	Load								(pUserData->r_string("mounted_weapon_definition","wpn_section"));
	SetBoneCallbacks					();
	m_object->processing_activate		();

	m_weapon_h							= matrices[m_rotate_y_bone].c.y;
	m_fire_norm.set						(0,1,0);
	m_fire_dir.set						(0,0,1);
	m_fire_pos.set						(0,0,0);
}
예제 #3
0
void CCar::SWheel::Load(LPCSTR section)
{
	CKinematics		*K			=PKinematics(car->Visual())		;
	CInifile		*ini		=K->LL_UserData()				;
	VERIFY						(ini)							;
	if(ini->section_exist(section))
	{
		collision_params.damping_factor	=READ_IF_EXISTS(ini,r_float,section,"damping_factor",collision_params.damping_factor);
		collision_params.spring_factor	=READ_IF_EXISTS(ini,r_float,section,"spring_factor",collision_params.spring_factor);
		collision_params.mu_factor		=READ_IF_EXISTS(ini,r_float,section,"friction_factor",collision_params.mu_factor);
	} 
	else if(ini->section_exist("wheels_params"))
	{
		collision_params.damping_factor	=ini->r_float("wheels_params","damping_factor")		;	
		collision_params.spring_factor	=ini->r_float("wheels_params","spring_factor")		;
		collision_params.mu_factor		=ini->r_float("wheels_params","friction_factor")	;
	}

}
예제 #4
0
BOOL CHangingLamp::net_Spawn(CSE_Abstract* DC)
{
	CSE_Abstract			*e		= (CSE_Abstract*)(DC);
	CSE_ALifeObjectHangingLamp	*lamp	= smart_cast<CSE_ALifeObjectHangingLamp*>(e);
	R_ASSERT				(lamp);
	inherited::net_Spawn	(DC);
	Fcolor					clr;

	// set bone id
//	CInifile* pUserData		= K->LL_UserData(); 
//	R_ASSERT3				(pUserData,"Empty HangingLamp user data!",lamp->get_visual());
	xr_delete(collidable.model);
	if (Visual()){
		CKinematics* K		= smart_cast<CKinematics*>(Visual());
		R_ASSERT			(Visual()&&smart_cast<CKinematics*>(Visual()));
		light_bone			= K->LL_BoneID	(*lamp->light_main_bone);	VERIFY(light_bone!=BI_NONE);
		ambient_bone		= K->LL_BoneID	(*lamp->light_ambient_bone);VERIFY(ambient_bone!=BI_NONE);
		collidable.model	= xr_new<CCF_Skeleton>				(this);
		// alpet: загрузка иммунитетов из спавн-конфига
		CInifile* ini=K->LL_UserData();
		if(ini && ini->section_exist("immunities"))		CHitImmunity::LoadImmunities("immunities",ini);
	}
	fBrightness				= lamp->brightness;
	clr.set					(lamp->color);						clr.a = 1.f;
	clr.mul_rgb				(fBrightness);

	light_render			= ::Render->light_create();
	light_render->set_shadow(!!lamp->flags.is(CSE_ALifeObjectHangingLamp::flCastShadow));
	light_render->set_type	(lamp->flags.is(CSE_ALifeObjectHangingLamp::flTypeSpot)?IRender_Light::SPOT:IRender_Light::POINT);
	light_render->set_range	(lamp->range);
	light_render->set_color	(clr);
	light_render->set_cone	(lamp->spot_cone_angle);
	light_render->set_texture(*lamp->light_texture);
	light_render->set_virtual_size(lamp->m_virtual_size);

	if (lamp->glow_texture.size())	{
		glow_render				= ::Render->glow_create();
		glow_render->set_texture(*lamp->glow_texture);
		glow_render->set_color	(clr);
		glow_render->set_radius	(lamp->glow_radius);
	}

	if (lamp->flags.is(CSE_ALifeObjectHangingLamp::flPointAmbient)){
		ambient_power			= lamp->m_ambient_power;
		light_ambient			= ::Render->light_create();
		light_ambient->set_type	(IRender_Light::POINT);
		light_ambient->set_shadow(false);
		clr.mul_rgb				(ambient_power);
		light_ambient->set_range(lamp->m_ambient_radius);
		light_ambient->set_color(clr);
		light_ambient->set_texture(*lamp->m_ambient_texture);
		light_ambient->set_virtual_size(lamp->m_virtual_size);
	}

	fHealth					= lamp->m_health;

	lanim					= LALib.FindItem(*lamp->color_animator);

	CPHSkeleton::Spawn(e);
	if (smart_cast<CKinematicsAnimated*>(Visual()))	smart_cast<CKinematicsAnimated*>	(Visual())->PlayCycle("idle");
	if (smart_cast<CKinematics*>(Visual())){
		smart_cast<CKinematics*>			(Visual())->CalculateBones_Invalidate	();
		smart_cast<CKinematics*>			(Visual())->CalculateBones();
		//.intepolate_pos
	}
	if (lamp->flags.is(CSE_ALifeObjectHangingLamp::flPhysic)&&!Visual())
		Msg("! WARNING: lamp, obj name [%s],flag physics set, but has no visual",*cName());
//.	if (lamp->flags.is(CSE_ALifeObjectHangingLamp::flPhysic)&&Visual()&&!guid_physic_bone)	fHealth=0.f;
	if (Alive())			TurnOn	();
	else{
		processing_activate		();	// temporal enable
		TurnOff					();	// -> and here is disable :)
	}
	
	setVisible					((BOOL)!!Visual());
	setEnabled					((BOOL)!!collidable.model);

	return						(TRUE);
}