//------------------------------------------------------------------------ void CDebugGun::Update( SEntityUpdateContext& ctx, int update) { if (!IsSelected()) return; static float drawColor[4] = {1,1,1,1}; static const int dx = 5; static const int dy = 15; static const float font = 1.2f; static const float fontLarge = 1.4f; IRenderer* pRenderer = gEnv->pRenderer; IRenderAuxGeom* pAuxGeom = pRenderer->GetIRenderAuxGeom(); pAuxGeom->SetRenderFlags(e_Def3DPublicRenderflags); pRenderer->Draw2dLabel(pRenderer->GetWidth()/5.f, pRenderer->GetHeight()-35, fontLarge, drawColor, false, "Firemode: %s (%.1f)", m_fireModes[m_fireMode].first.c_str(), m_fireModes[m_fireMode].second); ray_hit rayhit; unsigned int flags = rwi_stop_at_pierceable|rwi_colltype_any; if (m_fireModes[m_fireMode].first == "pierceability") { flags = (unsigned int)m_fireModes[m_fireMode].second & rwi_pierceability_mask; } // use cam, no need for firing pos/dir CCamera& cam = GetISystem()->GetViewCamera(); if (gEnv->pPhysicalWorld->RayWorldIntersection(cam.GetPosition()+cam.GetViewdir(), cam.GetViewdir()*HIT_RANGE, ent_all, flags, &rayhit, 1)) { IMaterialManager* pMatMan = gEnv->p3DEngine->GetMaterialManager(); IActorSystem* pActorSystem = g_pGame->GetIGameFramework()->GetIActorSystem(); IVehicleSystem* pVehicleSystem = g_pGame->GetIGameFramework()->GetIVehicleSystem(); int x = (int)(pRenderer->GetWidth() *0.5f) + dx; int y = (int)(pRenderer->GetHeight()*0.5f) + dx - dy; // draw normal ColorB colNormal(200,0,0,128); Vec3 end = rayhit.pt + 0.75f*rayhit.n; pAuxGeom->DrawLine(rayhit.pt, colNormal, end, colNormal); pAuxGeom->DrawCone(end, rayhit.n, 0.1f, 0.2f, colNormal); IEntity * pEntity = (IEntity*)rayhit.pCollider->GetForeignData(PHYS_FOREIGN_ID_ENTITY); if(pEntity) { pRenderer->Draw2dLabel((float)x, (float)(y+=dy), (float)fontLarge, drawColor, false, pEntity->GetName()); } // material const char* matName = pMatMan->GetSurfaceType(rayhit.surface_idx)->GetName(); if (matName[0]) pRenderer->Draw2dLabel((float)x, (y+=dy), (float)font, drawColor, false, "%s (%i)", matName, rayhit.surface_idx); pRenderer->Draw2dLabel((float)x, (float)(y+=dy), (float)font, drawColor, false, "%.1f m", rayhit.dist); if (pEntity) { IScriptTable* pScriptTable = pEntity->GetScriptTable(); // physics if (IPhysicalEntity* pPhysEnt = pEntity->GetPhysics()) { pe_status_dynamics status; if (pPhysEnt->GetStatus(&status)) { if (status.mass > 0.f) pRenderer->Draw2dLabel((float)x, (float)(y+=dy), (float)font, drawColor, false, "%.1f kg", status.mass); pRenderer->Draw2dLabel((float)x, (float)(y+=dy), (float)font, drawColor, false, "pe_type: %i", pPhysEnt->GetType()); // PartId - Part name ICharacterInstance* pCharacter = pEntity->GetCharacter(0); if (pCharacter) { CryFixedStringT<64> hit_part("unknown part"); const int FIRST_ATTACHMENT_PARTID = 1000; if (rayhit.partid >= FIRST_ATTACHMENT_PARTID) { IAttachmentManager* pAttachmentManager = pCharacter->GetIAttachmentManager(); IAttachment* pAttachment = pAttachmentManager->GetInterfaceByIndex(rayhit.partid - FIRST_ATTACHMENT_PARTID); if (pAttachment) { hit_part = pAttachment->GetName(); } } else { ICharacterModelSkeleton* pICharacterModelSkeleton = pCharacter->GetICharacterModel()->GetICharacterModelSkeleton(); ISkeletonPose* pSkeletonPose = pCharacter->GetISkeletonPose(); const char* szJointName = pICharacterModelSkeleton->GetJointNameByID(pSkeletonPose->getBonePhysParentOrSelfIndex(rayhit.partid)); if (szJointName && *szJointName) hit_part = szJointName; } pRenderer->Draw2dLabel((float)x, (float)(y+=dy), (float)font, drawColor, false, "partId: %i (%s)", rayhit.partid, hit_part.c_str()); } if (status.submergedFraction > 0.f) pRenderer->Draw2dLabel((float)x, (float)(y+=dy), (float)font, drawColor, false, "%.2f submerged", status.submergedFraction); if (status.v.len2() > 0.0001f) pRenderer->Draw2dLabel((float)x, (float)(y+=dy), (float)font, drawColor, false, "%.2f m/s", status.v.len()); } } // class-specific stuff if (IActor* pActor = pActorSystem->GetActor(pEntity->GetId())) { pRenderer->Draw2dLabel((float)x, y+=dy, (float)font, drawColor, false, "%8.2f health", pActor->GetHealth()); } else if (IVehicle* pVehicle = pVehicleSystem->GetVehicle(pEntity->GetId())) { const SVehicleStatus& status = pVehicle->GetStatus(); pRenderer->Draw2dLabel((float)x, y+=dy, (float)font, drawColor, false, "%.0f%% health", 100.f*status.health); pRenderer->Draw2dLabel((float)x, y+=dy, (float)font, drawColor, false, "%i passengers", status.passengerCount); if (pVehicle->GetMovement() && pVehicle->GetMovement()->IsPowered()) { pRenderer->Draw2dLabel((float)x, (float)(y+=dy),(float) font, drawColor, false, "Running"); } } else { if (pScriptTable) { HSCRIPTFUNCTION func = 0; if (pScriptTable->GetValue("GetHealth", func) && func) { float health = 0.f; if (Script::CallReturn(gEnv->pScriptSystem, func, pScriptTable, health)) { pRenderer->Draw2dLabel((float)x, (float)(y+=dy),(float) font, drawColor, false, "%.0f health", health); } } gEnv->pScriptSystem->ReleaseFunc(func); } } } } }
bool CStickyProjectile::StickToEntity( const SStickParams& stickParams, IEntity* pTargetEntity ) { IEntity* pProjectileEntity = stickParams.m_pProjectile->GetEntity(); ICharacterInstance* pCharInstance = pTargetEntity->GetCharacter(0); if( pCharInstance) { IActor* pActor = g_pGame->GetIGameFramework()->GetIActorSystem()->GetActor(pTargetEntity->GetId()); if (!pActor || (stickParams.m_bStickToFriendlies || !pActor->IsFriendlyEntity(stickParams.m_ownerId)) && (gEnv->bMultiplayer || !pActor->IsDead())) { m_stuckJoint = GetJointIdFromPartId(*pTargetEntity, stickParams.m_targetPartId); m_stuckNormal = stickParams.m_stickNormal; m_stuckPartId = stickParams.m_targetPartId; ICharacterModelSkeleton* pICharacterModelSkeleton = pCharInstance->GetICharacterModel()->GetICharacterModelSkeleton(); ISkeletonPose* pSkeleton = pCharInstance->GetISkeletonPose(); const char* boneName = pICharacterModelSkeleton->GetJointNameByID(m_stuckJoint); const QuatT jointWorld = QuatT(pTargetEntity->GetWorldTM()) * pSkeleton->GetAbsJointByID(m_stuckJoint); QuatT loc; CalculateLocationForStick( *pProjectileEntity, stickParams.m_stickPosition, stickParams.m_stickNormal, loc ); pProjectileEntity->SetWorldTM(Matrix34(loc)); // Get the local pos and rot. loc = jointWorld.GetInverted() * loc; m_stuckPos = loc.t; m_stuckRot = loc.q; // Attach. if(AttachToCharacter( stickParams.m_pProjectile, *pTargetEntity, *pCharInstance, boneName)) { m_flags |= eSF_IsStuck; m_flags |= pActor ? pActor->IsPlayer() ? eSF_StuckToPlayer : eSF_StuckToAI : 0; SetParentId(pTargetEntity->GetId()); m_childId = pProjectileEntity->GetId(); return true; } } } else { m_stuckNormal = stickParams.m_stickNormal; m_stuckPartId = stickParams.m_targetPartId; QuatT loc; CalculateLocationForStick( *pProjectileEntity, stickParams.m_stickPosition, stickParams.m_stickNormal, loc ); AttachTo(stickParams.m_pProjectile, pTargetEntity); pProjectileEntity->SetWorldTM(Matrix34(loc)); // Set as Stuck. SetParentId(pTargetEntity->GetId()); m_childId = pProjectileEntity->GetId(); m_flags |= eSF_IsStuck; //Store position and rotation relative to parent entity m_stuckPos = pProjectileEntity->GetPos(); m_stuckRot = pProjectileEntity->GetRotation(); return true; } return false; }