예제 #1
0
//------------------------------------------------------------------------
void CVehiclePartAnimated::Reset()
{
	CVehiclePartBase::Reset();

	SetDrivingProxy(false);

	if (m_slot > -1 && m_pCharInstance)
	{
		ISkeletonAnim* pSkeletonAnim = m_pCharInstance->GetISkeletonAnim();
		CRY_ASSERT(pSkeletonAnim);
		ISkeletonPose* pSkeletonPose = m_pCharInstance->GetISkeletonPose();
		CRY_ASSERT(pSkeletonPose);
		IDefaultSkeleton &rIDefaultSkeleton = m_pCharInstance->GetIDefaultSkeleton();
		pSkeletonAnim->StopAnimationsAllLayers();
		pSkeletonPose->SetDefaultPose();
		pSkeletonPose->SetForceSkeletonUpdate(0);

		for (int i = 0; i < rIDefaultSkeleton.GetJointCount(); ++i)
		{
			pSkeletonPose->SetMaterialOnJoint(i, NULL);
		}
	}

	m_iRotChangedFrameId = 0;
}
예제 #2
0
//------------------------------------------------------------------------
void CVehiclePartTread::Update(const float frameTime)
{
	FUNCTION_PROFILER( GetISystem(), PROFILE_ACTION );

	if (!m_pCharInstance)
		return;

	if (m_bForceSetU)
	{
		m_bForceSetU = false;
		m_currentU = m_wantedU + 1.0f;
		UpdateU();
	}

	ISkeletonPose* pSkeletonPose = m_pCharInstance->GetISkeletonPose();    

	pSkeletonPose->SetForceSkeletonUpdate(0);

	if (VehicleCVars().v_staticTreadDeform == 0 && m_pVehicle->GetStatus().speed < 0.001f)
	{
		return;
	}

	if (frameTime > 0.f && 
		(m_damageRatio >= 1.f || !m_pVehicle->GetGameObject()->IsProbablyVisible() || m_pVehicle->IsProbablyDistant()))
	{
		return;
	}

	// we need a tread update in next frame
	pSkeletonPose->SetForceSkeletonUpdate(1);
	m_pVehicle->NeedsUpdate();

	// animate the UV texture according to the wheels speed
	if (m_uvSpeedMultiplier != 0.0f && frameTime > 0.0f)
	{
		IPhysicalEntity* pPhysics = GetEntity()->GetPhysics();
		pe_status_wheel wheelStatus;
		wheelStatus.iWheel = m_lastWheelIndex;

		if (pPhysics && pPhysics->GetStatus(&wheelStatus) != 0)
		{
			m_wantedU += m_uvSpeedMultiplier * (wheelStatus.w * wheelStatus.r * frameTime);
			m_wantedU -= std::floor(m_wantedU);
			UpdateU();
		}
	}

	// deform the tread to follow the wheels
	QuatT absRoot = pSkeletonPose->GetAbsJointByID(0);

	for (TWheelInfoVector::const_iterator ite=m_wheels.begin(), end=m_wheels.end(); ite != end; ++ite)
	{
		const SWheelInfo& wheelInfo = *ite;
		const Matrix34& slotTM = GetEntity()->GetSlotLocalTM(wheelInfo.slot, true);
		VALIDATE_MAT(slotTM);	

		if (m_operatorQueue)
		{
			m_operatorQueue->PushPosition(wheelInfo.jointId,
					IAnimationOperatorQueue::eOp_Override, slotTM.GetTranslation());
		}

#if ENABLE_VEHICLE_DEBUG
		if (VehicleCVars().v_debugdraw == 4)
		{ 
			Vec3 local = GetEntity()->GetWorldTM().GetInverted() * slotTM.GetTranslation();        
			gEnv->pRenderer->GetIRenderAuxGeom()->DrawSphere(GetEntity()->GetWorldTM() * (local+Vec3((float)sgn(local.x)*0.5f,0.f,0.f)),0.1f,ColorB(0,0,255,255));
		}
#endif
	}
	ISkeletonAnim* pSkeletonAnim = m_pCharInstance->GetISkeletonAnim();
	pSkeletonAnim->PushPoseModifier(VEH_ANIM_POSE_MODIFIER_LAYER, m_operatorQueue, "VehiclePartAnimatedJoint");
}