//=======================================================================
void CWeaponAttachmentManager::CreatePlayerProjectedAttachments()
{

	Vec3 c4FrontPos(-0.0105f,0.2233f,1.297f),c4BackPos(0.00281f,-0.2493f,1.325f);
	Quat c4FrontRot(-0.0368f,-0.0278f,0.0783f,-0.9958f),c4BackRot(1,0,0,0);
	//Creates on init c4 face attachments
	if (ICharacterInstance* pCharInstance = m_pOwner->GetEntity()->GetCharacter(0))
	{
		IAttachmentManager* pAttachmentManager = pCharInstance->GetIAttachmentManager(); 
		IAttachment *pAttachment = NULL;
		pAttachment = pAttachmentManager->GetInterfaceByName("c4_front");
		if(!pAttachment)
		{
			//Attachment doesn't exist, create it
			pAttachment= pAttachmentManager->CreateAttachment("c4_front",CA_FACE,0);
			if(pAttachment)
			{
				pAttachment->SetAttAbsoluteDefault( QuatT(c4FrontRot,c4FrontPos) );
				pAttachment->ProjectAttachment();
			}
		}
		pAttachment = NULL;
		pAttachment = pAttachmentManager->GetInterfaceByName("c4_back");
		if(!pAttachment)
		{
			//Attachment doesn't exist, create it
			pAttachment= pAttachmentManager->CreateAttachment("c4_back",CA_FACE,0);
			if(pAttachment)
			{
				pAttachment->SetAttAbsoluteDefault( QuatT(c4BackRot,c4BackPos) );
				pAttachment->ProjectAttachment();
			}
		}
	}
}
//======================================================================
void CWeaponAttachmentManager::CreatePlayerBoneAttachments()
{
		
	if (ICharacterInstance* pCharInstance = m_pOwner->GetEntity()->GetCharacter(0))
	{
		IAttachmentManager* pAttachmentManager = pCharInstance->GetIAttachmentManager(); 
		IAttachment *pAttachment = NULL;
		
		for(int i=0; i<MAX_WEAPON_ATTACHMENTS; i++)
		{
			pAttachment = pAttachmentManager->GetInterfaceByName(gAttachmentTable[i]);
			if(!pAttachment)
			{
				//Attachment doesn't exist, create it
				pAttachment = pAttachmentManager->CreateAttachment(gAttachmentTable[i],CA_BONE,gBoneTable[i]);
				if(pAttachment)
				{
					m_boneAttachmentMap.insert(TBoneAttachmentMap::value_type(gAttachmentTable[i],0));
					if(pAttachment && !gOffsetTable[i].IsZero())
					{
						pAttachment->SetAttAbsoluteDefault( QuatT(gRotationTable[i],gOffsetTable[i]) );
						pAttachment->ProjectAttachment();
					}
				}
			}
		}

	}

}
예제 #3
0
//------------------------------------------------------------------------
bool CItem::CreateCharacterAttachment(int slot, const char *name, int type, const char *bone)
{
	ICharacterInstance *pCharacter = GetEntity()->GetCharacter(slot);

	if(!pCharacter)
		return false;

	IAttachmentManager *pAttachmentManager = pCharacter->GetIAttachmentManager();
	IAttachment *pAttachment = pAttachmentManager->GetInterfaceByName(name);

	if(pAttachment)
	{
//		GameWarning("Item '%s' trying to create attachment '%s' which already exists!", GetEntity()->GetName(), name);
		return false;
	}

	pAttachment = pAttachmentManager->CreateAttachment(name, type, bone);

	if(!pAttachment)
	{
		if(type == CA_BONE)
			GameWarning("Item '%s' failed to create attachment '%s' on bone '%s'!", GetEntity()->GetName(), name, bone);

		return false;
	}

	return true;
}
bool CMFXParticleEffect::AttachToCharacter( IEntity& targetEntity, const SMFXParticleEntry& particleParams, const SMFXRunTimeEffectParams& params, const Vec3& dir, float scale )
{
	if (params.partID >= 0)
	{
		//Assume character is loaded in first slot 
		//We could iterate through all available slots, but first one should be good enough
		ICharacterInstance* pCharacterInstace = targetEntity.GetCharacter(0);
		ISkeletonPose* pSkeletonPose = pCharacterInstace ? pCharacterInstace->GetISkeletonPose() : NULL;
		if (pSkeletonPose)
		{
			IDefaultSkeleton& rIDefaultSkeleton	= pCharacterInstace->GetIDefaultSkeleton();
			//It hit the character, but probably in a physicalized attached part, like armor plates, etc
			if (params.partID >= rIDefaultSkeleton.GetJointCount())
			{
				return false;
			}

			//It hit some valid joint, create an attachment
			const char* boneName = rIDefaultSkeleton.GetJointNameByID(params.partID);
			TAttachmentName attachmentName;
			GetNextCharacterAttachmentName(attachmentName);

			IAttachmentManager* pAttachmentManager = pCharacterInstace->GetIAttachmentManager();
			CRY_ASSERT(pAttachmentManager);
			
			//Remove the attachment first (in case was created before)
			pAttachmentManager->RemoveAttachmentByName(attachmentName.c_str());

			//Create attachment on nearest hit bone
			IAttachment* pAttachment = pAttachmentManager->CreateAttachment(attachmentName.c_str(), CA_BONE, boneName, false);
			if (pAttachment)
			{
				//Apply relative offsets
				const QuatT boneLocation = pSkeletonPose->GetAbsJointByID(params.partID);
				Matrix34 inverseJointTM = targetEntity.GetWorldTM() * Matrix34(boneLocation);
				inverseJointTM.Invert();
				Vec3 attachmentOffsetPosition = inverseJointTM * params.pos;
				Quat attachmentOffsetRotation = Quat(inverseJointTM) * targetEntity.GetRotation();

				CRY_ASSERT(attachmentOffsetPosition.IsValid());
				//CRY_ASSERT(attachmentOffsetRotation.IsUnit());

				pAttachment->SetAttRelativeDefault(QuatT(attachmentOffsetRotation, attachmentOffsetPosition));

				//Finally attach the effect
				CEffectAttachment* pEffectAttachment = new CEffectAttachment(particleParams.name.c_str(), Vec3(0,0,0), dir, scale);
				pAttachment->AddBinding(pEffectAttachment);
				
				return true;
			}
		}
	}

	return false;
}
void CLaserBeam::FixAttachment(IEntity* pLaserEntity)
{
	m_usingEntityAttachment = false;

	IItemSystem* pItemSystem = g_pGame->GetIGameFramework()->GetIItemSystem();
	CItem* pOwnerItem = static_cast<CItem*>(pItemSystem->GetItem(m_ownerEntityId));

	if (pOwnerItem)
	{
		IEntity* pOwnerEntity = pOwnerItem->GetEntity();
		IEntity* pAttachedEntity = pOwnerEntity;
		const char* attach_helper = "laser_term";

		Vec3 offset = pOwnerItem->GetSlotHelperPos(m_geometrySlot, attach_helper, false);

		if(m_geometrySlot == eIGS_FirstPerson)
		{
			if(pOwnerItem->IsAccessory())
			{
				EntityId parentId = pOwnerItem->GetParentId();

				if(parentId)
				{
					if(CItem* pParentItem = static_cast<CItem*>(pItemSystem->GetItem(parentId)))
					{
						const SAccessoryParams* pParams = pParentItem->GetAccessoryParams(pAttachedEntity->GetClass());

						attach_helper = pParams->attach_helper.c_str();
						pAttachedEntity = pParentItem->GetEntity();
					}
				}
			}

			if(pAttachedEntity)
			{
				ICharacterInstance *pCharacter = pAttachedEntity->GetCharacter(eIGS_FirstPerson);
				if (pCharacter)
				{
					IAttachmentManager *pAttachmentManager = pCharacter->GetIAttachmentManager();

					IAttachment *pLaserAttachment = pAttachmentManager->GetInterfaceByName(LASER_ATTACH_NAME);

					if(!pLaserAttachment)
					{
						IAttachment *pAttachment = pAttachmentManager->GetInterfaceByName(attach_helper);

						if(pAttachment)
						{
							const char* pBone = pCharacter->GetICharacterModel()->GetICharacterModelSkeleton()->GetJointNameByID(pAttachment->GetJointID());

							pLaserAttachment = pAttachmentManager->CreateAttachment(LASER_ATTACH_NAME, CA_BONE, pBone);

							if(pLaserAttachment)
							{
								QuatT relative = pAttachment->GetAttRelativeDefault();

								if(pOwnerItem->GetEntity() != pAttachedEntity)
								 {
									Matrix34 mtx(relative);
									relative.t = relative * offset;
								}

								pLaserAttachment->SetAttRelativeDefault(relative);
							}
						}
					}

					if(pLaserAttachment)
					{
						CEntityAttachment* pEntAttach = new CEntityAttachment;

						pEntAttach->SetEntityId(m_laserEntityId);
						pLaserAttachment->AddBinding(pEntAttach);
						pLaserAttachment->HideAttachment(0);

						m_usingEntityAttachment = true;
					}		
				}
			}
		}	

		if(!m_usingEntityAttachment && pOwnerEntity)
		{
			pOwnerEntity->AttachChild(pLaserEntity);
			pLaserEntity->SetLocalTM(Matrix34::CreateTranslationMat(offset));
		}
	}
}
//======================================================================
void CWeaponAttachmentManager::CreatePlayerBoneAttachments()
{
	if (ICharacterInstance *pCharInstance = m_pOwner->GetEntity()->GetCharacter(0))
	{
		IAttachmentManager *pAttachmentManager = pCharInstance->GetIAttachmentManager();

		if(pAttachmentManager == NULL)
		{
			return;
		}

		const XmlNodeRef rootNode = gEnv->pSystem->LoadXmlFromFile( WEAPON_ATTACHMENTS_FILE );

		if (!rootNode || strcmpi(rootNode->getTag(), "WeaponAttachments"))
		{
			CryWarning(VALIDATOR_MODULE_GAME, VALIDATOR_WARNING, "Could not load Weapon Attachments data. Invalid XML file '%s'! ", WEAPON_ATTACHMENTS_FILE);
			return;
		}

		IAttachment *pAttachment = NULL;
		const int childCount = rootNode->getChildCount();

		for (int i = 0; i < childCount; ++i)
		{
			XmlNodeRef weaponAttachmentNode = rootNode->getChild(i);

			if(weaponAttachmentNode == (IXmlNode *)NULL)
			{
				continue;
			}

			const char *attachmentName = "";
			weaponAttachmentNode->getAttr("name", &attachmentName);

			if(!strcmp(attachmentName, ""))
			{
				CryWarning(VALIDATOR_MODULE_GAME, VALIDATOR_WARNING, "Empty Weapon Attachment name in file: %s! Skipping Weapon Attachment.", WEAPON_ATTACHMENTS_FILE);
				continue;
			}

			pAttachment = pAttachmentManager->GetInterfaceByName(attachmentName);

			if(pAttachment)
			{
				continue;
			}

			//Attachment doesn't exist, create it
			const int weaponAttachmentCount = weaponAttachmentNode->getChildCount();
			const char *boneName = "";
			Vec3 attachmentOffset(ZERO);
			Ang3 attachmentRotation(ZERO);

			for (int a = 0; a < weaponAttachmentCount; ++a)
			{
				const XmlNodeRef childNode = weaponAttachmentNode->getChild(a);

				if(childNode == (IXmlNode *)NULL)
				{
					continue;
				}

				if(!strcmp(childNode->getTag(), "Bone"))
				{
					childNode->getAttr("name", &boneName);
				}
				else if(!strcmp(childNode->getTag(), "Offset"))
				{
					childNode->getAttr("x", attachmentOffset.x);
					childNode->getAttr("y", attachmentOffset.y);
					childNode->getAttr("z", attachmentOffset.z);
				}
				else if(!strcmp(childNode->getTag(), "Rotation"))
				{
					float value = 0.0f;
					childNode->getAttr("x", value);
					attachmentRotation.x = DEG2RAD(value);
					childNode->getAttr("y", value);
					attachmentRotation.y = DEG2RAD(value);
					childNode->getAttr("z", value);
					attachmentRotation.z = DEG2RAD(value);
				}
			}

			const char *attachmentType = "";
			weaponAttachmentNode->getAttr("type", &attachmentType);

			if(!strcmp(attachmentType, ""))
			{
				CryWarning(VALIDATOR_MODULE_GAME, VALIDATOR_WARNING, "No Weapon Attachment type assigned! Skipping Weapon Attachment: %s", attachmentName);
				continue;
			}

			const bool isBoneAttachment = !strcmp(attachmentType, "Bone");
			const bool isFaceAttachment = !strcmp(attachmentType, "Face");

			//Bone attachment needs the bone name
			if (!strcmp(boneName, "") && isBoneAttachment)
			{
				CryWarning(VALIDATOR_MODULE_GAME, VALIDATOR_WARNING, "Bone Attachment with no bone name assigned! Skipping Weapon Attachment: %s", attachmentName);
				continue;
			}

			if(isBoneAttachment)
			{
				pAttachment = pAttachmentManager->CreateAttachment(attachmentName, CA_BONE, boneName);
			}
			else if(isFaceAttachment)
			{
				pAttachment = pAttachmentManager->CreateAttachment(attachmentName, CA_FACE, 0);
			}

			if(pAttachment)
			{
				if(isBoneAttachment)
				{
					m_boneAttachmentMap.insert(TBoneAttachmentMap::value_type(attachmentName, 0));
				}

				if(pAttachment && !attachmentOffset.IsZero())
				{
					QuatT attachmentQuat(IDENTITY);
					attachmentQuat.SetRotationXYZ(attachmentRotation, attachmentOffset);
					pAttachment->SetAttAbsoluteDefault( attachmentQuat );
					pAttachment->ProjectAttachment();
				}
			}
		}
	}
}
예제 #7
0
//------------------------------------------------------------------------
EntityEffects::TAttachedEffectId CItem::AttachEffect(int slot, bool attachToAccessory, const char *effectName, const char *helper, const Vec3 &offset, const Vec3 &dir, float scale, bool prime)
{
	if(!g_pGameCVars->i_particleeffects)
	{
		return 0;
	}
	
	Vec3 finalOffset(offset);
	string helperName(helper);

	if(attachToAccessory)
	{
		SEntitySlotInfo slotInfo;
		QuatT accessoryOffset;

		accessoryOffset.SetIdentity();
		const char* accessoryHelper = "";
		const char* accessoryName = NULL;

		const int numAccessories = m_accessories.size();

		for (int curIndex = 0; curIndex < numAccessories; curIndex++)
		{
			IEntity* pAccessory = gEnv->pEntitySystem->GetEntity(m_accessories[curIndex].accessoryId);

			if(pAccessory && pAccessory->GetSlotInfo(slot, slotInfo))
			{
				if(slotInfo.pStatObj)
				{
					accessoryOffset.t = slotInfo.pStatObj->GetHelperPos(helper);

					if(!accessoryOffset.t.IsZero())
					{
						accessoryOffset.q = pAccessory->GetRotation();
						accessoryOffset.t += pAccessory->GetPos();

						accessoryName = m_accessories[curIndex].pClass->GetName();
						break;
					}
				}

				if(slotInfo.pCharacter)
				{
					IAttachmentManager *pAttachmentManager = slotInfo.pCharacter->GetIAttachmentManager();
					IAttachment *pAttachment = pAttachmentManager->GetInterfaceByName(helper);

					if(pAttachment)
					{
						accessoryHelper = GetAccessoryParams(m_accessories[curIndex].pClass)->attach_helper.c_str();
						accessoryName = m_accessories[curIndex].pClass->GetName();

						accessoryOffset = pAttachment->GetAttAbsoluteDefault();

						break;
					}
				}
			}
		}

		if(accessoryName)
		{
			bool validSlot = GetEntity()->GetSlotInfo(slot, slotInfo) && (slotInfo.pCharacter || slotInfo.pStatObj);

			if (!validSlot || slotInfo.pStatObj)
			{
				if (validSlot)
				{
					Matrix34 mtx = GetEntity()->GetSlotLocalTM(slot, false) * Matrix34(accessoryOffset);
					finalOffset += mtx.GetTranslation();				
				}
			
				EntityEffects::SEffectAttachParams attachParams(finalOffset, dir, scale, prime, eIGS_Last);

				return m_effectsController.AttachParticleEffect(effectName, attachParams);
			}
			else if (slotInfo.pCharacter)	// bone attachment
			{
				ICharacterInstance *pCharacter = slotInfo.pCharacter;
				IAttachmentManager *pAttachmentManager = pCharacter->GetIAttachmentManager();
				IAttachment *pAttachment = NULL; 

				helperName = string().Format("%s_%s", helper, accessoryName);
				pAttachment = pAttachmentManager->GetInterfaceByName(helperName.c_str());

				if(!pAttachment)
				{
					IAttachment* pAccessoryAttachment = pAttachmentManager->GetInterfaceByName(accessoryHelper);

					if(pAccessoryAttachment)
					{
						const char* bone = pCharacter->GetIDefaultSkeleton().GetJointNameByID(pAccessoryAttachment->GetJointID());
						pAttachment = pAttachmentManager->CreateAttachment(helperName.c_str(), CA_BONE, bone);
						if (pAttachment)
						{
							QuatT relative = pAccessoryAttachment->GetAttRelativeDefault();
							relative = relative * accessoryOffset;
							relative.t = relative * finalOffset;

							finalOffset.zero();

							pAttachment->SetAttRelativeDefault(relative);
						}
					}
				}
			}
		}
	}

	EntityEffects::SEffectAttachParams attachParams(finalOffset, dir, scale, prime, eIGS_Last);
	return m_effectsController.AttachParticleEffect(effectName, slot, helperName, attachParams);
}