//------------------------------------------------------------------------ bool CVehiclePartAnimated::ChangeState(EVehiclePartState state, int flags) { if ((state == eVGS_Default) && m_initialiseOnChangeState) { // Initialise! // Having to do this because of the way the glass code // swaps a cstatobj. The way the vehicle code stores its // statobj in m_intactStatObjs is going to need reviewing if (m_pCharInstance) { ISkeletonPose* pSkeletonPose = m_pCharInstance->GetISkeletonPose(); IDefaultSkeleton &rIDefaultSkeleton = m_pCharInstance->GetIDefaultSkeleton(); ISkeletonPose* pSkeletonPoseDestroyed = m_pCharInstanceDestroyed ? m_pCharInstanceDestroyed->GetISkeletonPose() : NULL; IDefaultSkeleton* pICharacterModelSkeletonDestroyed = m_pCharInstanceDestroyed ? &m_pCharInstanceDestroyed->GetIDefaultSkeleton() : NULL; if (pSkeletonPose) { const bool bDestroyedSkelExists = pSkeletonPoseDestroyed && pICharacterModelSkeletonDestroyed; for (uint32 i = 0; i < rIDefaultSkeleton.GetJointCount(); i++) { if (IStatObj* pStatObjIntact = pSkeletonPose->GetStatObjOnJoint(i)) { const char* jointName = rIDefaultSkeleton.GetJointNameByID(i); if (m_intactStatObjs.find(CONST_TEMP_STRING(jointName)) == m_intactStatObjs.end()) { m_intactStatObjs.insert(TStringStatObjMap::value_type(jointName, pStatObjIntact)); } // tell the streaming engine to stream destroyed version together with non destroyed if (bDestroyedSkelExists && i < pICharacterModelSkeletonDestroyed->GetJointCount()) { if (IStatObj* pStatObjIntactDestroyed = pSkeletonPoseDestroyed->GetStatObjOnJoint(i)) { pStatObjIntact->SetStreamingDependencyFilePath(pStatObjIntactDestroyed->GetFilePath()); } } } } } } m_initialiseOnChangeState = false; } bool change = CVehiclePartBase::ChangeState(state, flags); if (state == eVGS_Default && !change) { // need to restore state if one of the children is in higher state EVehiclePartState maxState = GetMaxState(); if (maxState > m_state) change = true; } if (!change) { return false; } if (state == eVGS_Destroyed) { if (m_ignoreDestroyedState) return false; if (m_pCharInstance && m_pCharInstanceDestroyed) { ISkeletonPose* pSkeletonPose = m_pCharInstance->GetISkeletonPose(); IDefaultSkeleton &rIDefaultSkeleton = m_pCharInstance->GetIDefaultSkeleton(); if (pSkeletonPose) { IMaterial* pDestroyedMaterial = m_pVehicle->GetDestroyedMaterial(); for (uint32 i = 0; i < rIDefaultSkeleton.GetJointCount(); i++) { if (IStatObj* pStatObjIntact = pSkeletonPose->GetStatObjOnJoint(i)) { const char* jointName = rIDefaultSkeleton.GetJointNameByID(i); IStatObj* pStatObj = GetDestroyedGeometry(jointName); // sets new StatObj to joint, if null, removes it. // object whose name includes "proxy" are not removed. if (pStatObj || !strstr(jointName, "proxy")) { SetCGASlot(i, pStatObj); if (pStatObj && !pDestroyedMaterial) { if (IMaterial* pMaterial = pStatObj->GetMaterial()) SetMaterial(pMaterial); } #if ENABLE_VEHICLE_DEBUG if (IsDebugParts()) { CryLog("swapping StatObj on joint %u (%s) -> %s", i, jointName, pStatObj ? pStatObj->GetGeoName() : "<NULL>"); } #endif } } } FlagSkeleton(pSkeletonPose, rIDefaultSkeleton); for (TStringVehiclePartMap::iterator ite = m_jointParts.begin(); ite != m_jointParts.end(); ++ite) { IVehiclePart* pPart = ite->second; pPart->ChangeState(state, flags | eVPSF_Physicalize); } CryCharAnimationParams animParams; animParams.m_nFlags |= CA_LOOP_ANIMATION; // pSkeleton->SetRedirectToLayer0(1); // pSkeleton->StartAnimation("Default",0, 0,0, animParams); // [MR: commented out on Ivos request] if (pDestroyedMaterial) { SetMaterial(pDestroyedMaterial); } } } } else if (state == eVGS_Default) { if (m_pCharInstance && m_pCharInstanceDestroyed) { // reset material (in case we replaced it with the destroyed material) IMaterial* pMaterial = m_pVehicle->GetPaintMaterial(); if (!pMaterial) { // no paint, so revert to the material already set on the character pMaterial = m_pCharInstance->GetIMaterial(); } if (pMaterial) { SetMaterial(pMaterial); } IDefaultSkeleton &rIDefaultSkeleton = m_pCharInstance->GetIDefaultSkeleton(); { for (TStringStatObjMap::iterator ite = m_intactStatObjs.begin(); ite != m_intactStatObjs.end(); ++ite) { const string &jointName = ite->first; IStatObj* pStatObj = ite->second; int16 jointId = rIDefaultSkeleton.GetJointIDByName(jointName.c_str()); if (jointId > -1) { // if compound StatObj (from deformation), use first SubObj for restoring if (pStatObj != NULL) { if (!pStatObj->GetRenderMesh() && pStatObj->GetSubObjectCount() > 0) { pStatObj = pStatObj->GetSubObject(0)->pStatObj; } SetCGASlot(jointId, pStatObj); #if ENABLE_VEHICLE_DEBUG if (IsDebugParts()) CryLog("restoring StatObj on joint %i (%s) -> %s", jointId, jointName.c_str(), pStatObj ? pStatObj->GetGeoName() : "<NULL>"); #endif } TStringVehiclePartMap::iterator it = m_jointParts.find(jointName); if (it != m_jointParts.end()) { it->second->ChangeState(state, flags & ~eVPSF_Physicalize | eVPSF_Force); } } } flags |= eVPSF_Physicalize; } } } m_state = state; // physicalize after all parts have been restored if (flags & eVPSF_Physicalize && GetEntity()->GetPhysics()) { Physicalize(); for (TStringVehiclePartMap::iterator it = m_jointParts.begin(); it != m_jointParts.end(); ++it) { it->second->Physicalize(); } } return true; }
virtual void ProcessEvent( EFlowEvent event, SActivationInfo *pActInfo ) { switch (event) { case eFE_Initialize: break; case eFE_Activate: IGameFramework* pGameFramework = gEnv->pGame->GetIGameFramework(); if(IsPortActive(pActInfo, EIP_Cast)) { // setup ray + optionally skip 1 entity ray_hit rayHit; static const float maxRayDist = 100.f; const unsigned int flags = rwi_stop_at_pierceable|rwi_colltype_any; IPhysicalEntity *skipList[1]; int skipCount = 0; IEntity* skipEntity = gEnv->pEntitySystem->GetEntity(GetPortEntityId(pActInfo, EIP_SkipEntity)); if(skipEntity) { skipList[0] = skipEntity->GetPhysics(); skipCount = 1; } Vec3 rayPos = GetPortVec3(pActInfo, EIP_RayPos); Vec3 rayDir = GetPortVec3(pActInfo, EIP_RayDir); // Check if the ray hits an entity if(gEnv->pSystem->GetIPhysicalWorld()->RayWorldIntersection(rayPos, rayDir * 100, ent_all, flags, &rayHit, 1, skipList, skipCount)) { int type = rayHit.pCollider->GetiForeignData(); if (type == PHYS_FOREIGN_ID_ENTITY) { IEntity* pEntity = (IEntity*)rayHit.pCollider->GetForeignData(PHYS_FOREIGN_ID_ENTITY); IEntityRenderProxy* pRenderProxy = pEntity ? (IEntityRenderProxy*)pEntity->GetProxy(ENTITY_PROXY_RENDER) : 0; // Get the renderproxy, and use it to check if the material is a DynTex, and get the UIElement if so if(pRenderProxy) { IRenderNode *pRenderNode = pRenderProxy->GetRenderNode(); IMaterial* pMaterial = pRenderProxy->GetRenderMaterial(); SEfResTexture* texture = 0; if(pMaterial && pMaterial->GetShaderItem().m_pShaderResources) texture= pMaterial->GetShaderItem().m_pShaderResources->GetTexture(EFTT_DIFFUSE); IUIElement* pElement = texture ? gEnv->pFlashUI->GetUIElementByInstanceStr(texture->m_Name) : 0; if(pElement && pRenderNode) { int m_dynTexGeomSlot = 0; IStatObj* pObj = pRenderNode->GetEntityStatObj(m_dynTexGeomSlot); // result bool hasHit = false; Vec2 uv0, uv1, uv2; Vec3 p0, p1, p2; Vec3 hitpos; // calculate ray dir CCamera cam = gEnv->pRenderer->GetCamera(); if (pEntity->GetSlotFlags(m_dynTexGeomSlot) & ENTITY_SLOT_RENDER_NEAREST) { ICVar *r_drawnearfov = gEnv->pConsole->GetCVar("r_DrawNearFoV"); assert(r_drawnearfov); cam.SetFrustum(cam.GetViewSurfaceX(),cam.GetViewSurfaceZ(),DEG2RAD(r_drawnearfov->GetFVal()),cam.GetNearPlane(),cam.GetFarPlane(), cam.GetPixelAspectRatio()); } Vec3 vPos0 = rayPos; Vec3 vPos1 = rayPos + rayDir; // translate into object space const Matrix34 m = pEntity->GetWorldTM().GetInverted(); vPos0 = m * vPos0; vPos1 = m * vPos1; // walk through all sub objects const int objCount = pObj->GetSubObjectCount(); for (int obj = 0; obj <= objCount && !hasHit; ++obj) { Vec3 vP0, vP1; IStatObj* pSubObj = NULL; if (obj == objCount) { vP0 = vPos0; vP1 = vPos1; pSubObj = pObj; } else { IStatObj::SSubObject* pSub = pObj->GetSubObject(obj); const Matrix34 mm = pSub->tm.GetInverted(); vP0 = mm * vPos0; vP1 = mm * vPos1; pSubObj = pSub->pStatObj; } IRenderMesh* pMesh = pSubObj ? pSubObj->GetRenderMesh() : NULL; if (pMesh) { const Ray ray(vP0, (vP1-vP0).GetNormalized() * maxRayDist); hasHit = RayIntersectMesh(pMesh, pMaterial, pElement, ray, hitpos, p0, p1, p2, uv0, uv1, uv2); } } // skip if not hit if (!hasHit) { ActivateOutput(pActInfo, EOP_Failed, 1); return; } // calculate vectors from hitpos to vertices p0, p1 and p2: const Vec3 v0 = p0-hitpos; const Vec3 v1 = p1-hitpos; const Vec3 v2 = p2-hitpos; // calculate factors const float h = (p0-p1).Cross(p0-p2).GetLength(); const float f0 = v1.Cross(v2).GetLength() / h; const float f1 = v2.Cross(v0).GetLength() / h; const float f2 = v0.Cross(v1).GetLength() / h; // find the uv corresponding to hitpos Vec3 uv = uv0 * f0 + uv1 * f1 + uv2 * f2; // translate to flash space int x, y, width, height; float aspect; pElement->GetFlashPlayer()->GetViewport(x, y, width, height, aspect); int iX = int_round(uv.x * (float)width); int iY = int_round(uv.y * (float)height); // call the function provided if it is present in the UIElement description string funcName = GetPortString(pActInfo, EIP_CallFunction); const SUIEventDesc* eventDesc = pElement->GetFunctionDesc(funcName); if(eventDesc) { SUIArguments arg; arg.AddArgument(iX); arg.AddArgument(iY); pElement->CallFunction(eventDesc->sName, arg); } ActivateOutput(pActInfo, EOP_Success, 1); } } } } ActivateOutput(pActInfo, EOP_Failed, 1); } break; } }