Exemplo n.º 1
0
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->GetIDefaultSkeleton().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));
		}
	}
}
	TAttachedEffectId CEffectsController::AttachLight(const int targetSlot, const char *helperName, const SLightAttachParams &attachParams)
	{
		CRY_ASSERT(m_pOwnerEntity);

		CDLight light;
		light.SetLightColor(ColorF(attachParams.color.x * attachParams.diffuseMultiplier, attachParams.color.y * attachParams.diffuseMultiplier, attachParams.color.z * attachParams.diffuseMultiplier, 1.0f));
		light.SetSpecularMult( (float)__fsel( -attachParams.diffuseMultiplier, attachParams.specularMultiplier, (attachParams.specularMultiplier / (attachParams.diffuseMultiplier + FLT_EPSILON)) ) );
		light.m_nLightStyle = attachParams.style;
		light.SetAnimSpeed(attachParams.animSpeed);
		light.m_fLightFrustumAngle = 45.0f;
		light.m_fRadius = attachParams.radius;
		light.m_fLightFrustumAngle = attachParams.projectFov * 0.5f;
		light.m_fHDRDynamic = attachParams.hdrDynamic;
		light.m_Flags |= attachParams.deferred ? DLF_DEFERRED_LIGHT : 0;
		light.m_Flags |= attachParams.castShadows ?  DLF_CASTSHADOW_MAPS : 0;
		light.m_nEntityId = m_pOwnerEntity->GetId();

		if (attachParams.projectTexture && attachParams.projectTexture[0])
		{
			light.m_pLightImage = gEnv->pRenderer->EF_LoadTexture(attachParams.projectTexture);

			if (!light.m_pLightImage || !light.m_pLightImage->IsTextureLoaded())
			{
				GameWarning("[EntityEffects] Entity '%s' failed to load projecting light texture '%s'!", m_pOwnerEntity->GetName(), attachParams.projectTexture);
				return 0;
			}
		}

		if ((light.m_pLightImage != NULL) && light.m_pLightImage->IsTextureLoaded())
		{
			light.m_Flags |= DLF_PROJECT;
		}
		else
		{
			if (light.m_pLightImage)
			{
				light.m_pLightImage->Release();
			}
			light.m_pLightImage = NULL;
			light.m_Flags |= DLF_POINT;
		}

		IMaterial* pMaterial = NULL;
		if (attachParams.material && attachParams.material[0])
		{
			pMaterial = gEnv->p3DEngine->GetMaterialManager()->LoadMaterial(attachParams.material);
		}

		SEntitySlotInfo slotInfo;
		SEffectInfo effectInfo;

		const bool validSlot = m_pOwnerEntity->GetSlotInfo(targetSlot, slotInfo);

		if (!validSlot || slotInfo.pStatObj)
		{
			//Get helper position on static object (if any)
			Vec3 helperPos(ZERO);
			Vec3 localHelperPosition = attachParams.offset;

			if (validSlot)
			{
				helperPos = slotInfo.pStatObj->GetHelperPos(helperName);
				
				if (helperPos.IsZero())
				{
					const int childCount = m_pOwnerEntity->GetChildCount();

					for (int i=0;i<childCount;++i)
					{
						if (IEntity* pChild = m_pOwnerEntity->GetChild(i))
						{
							if (IStatObj* statObj = pChild->GetStatObj(targetSlot))
							{
								helperPos = statObj->GetHelperPos(helperName);

								if (!helperPos.IsZero())
								{
									helperPos += pChild->GetPos();
									break;
								}
							}
						}
					}
				}

				localHelperPosition = helperPos + attachParams.offset;
				localHelperPosition = m_pOwnerEntity->GetSlotLocalTM(targetSlot, false).TransformPoint(localHelperPosition);
			}

			int attachSlot = FindSafeSlot(attachParams.firstSafeSlot);

			++m_effectGeneratorId;
			effectInfo.id = m_effectGeneratorId;
			effectInfo.entityEffectSlot = m_pOwnerEntity->LoadLight(attachSlot, &light);

			if ((effectInfo.entityEffectSlot >= 0) && pMaterial)
			{
				m_pOwnerEntity->SetSlotMaterial(effectInfo.entityEffectSlot, pMaterial);
			}

			Matrix34 localEffectMtx = Matrix34(Matrix33::CreateRotationVDir(attachParams.direction));
			localEffectMtx.SetTranslation(localHelperPosition);
			m_pOwnerEntity->SetSlotLocalTM(effectInfo.entityEffectSlot, localEffectMtx);

			m_attachedEffects.push_back(effectInfo);

			return m_effectGeneratorId;
		}
		else if (slotInfo.pCharacter)
		{
			IAttachmentManager *pAttachmentManager = slotInfo.pCharacter->GetIAttachmentManager();
			IAttachment *pAttachment = pAttachmentManager->GetInterfaceByName(helperName);

			if (pAttachment)
			{
				CLightAttachment *pLightAttachment = new CLightAttachment();
				pLightAttachment->LoadLight(light);

				ILightSource* pLightSource = pLightAttachment->GetLightSource();
				if (pLightSource)
				{
					pLightSource->SetMaterial(pMaterial);       
					pLightSource->SetCastingException(attachParams.pCasterException);
				}
				pAttachment->AddBinding(pLightAttachment);
				
				const bool customOffset = (attachParams.offset != Vec3Constants<float>::fVec3_Zero) || (attachParams.direction != Vec3Constants<float>::fVec3_OneY);
				if (customOffset)
				{
					pAttachment->SetAttRelativeDefault(QuatT(Quat::CreateRotationVDir(attachParams.direction), attachParams.offset));
				}
			}
			else
			{
				GameWarning("[EntityEffects] Entity '%s' trying to attach light to attachment '%s' which does not exist!", m_pOwnerEntity->GetName(), helperName);
				return 0;
			}

			++m_effectGeneratorId;
			effectInfo.id = m_effectGeneratorId;
			effectInfo.helperName = helperName;
			effectInfo.characterEffectSlot = targetSlot;

			m_attachedEffects.push_back(effectInfo);

			return m_effectGeneratorId;
		}

		return 0;
	}
	TAttachedEffectId CEffectsController::AttachParticleEffect(IParticleEffect* pParticleEffect, const int targetSlot, const char *helperName, const SEffectAttachParams &attachParams)
	{
		CRY_ASSERT(m_pOwnerEntity);

		if (pParticleEffect)
		{
			SEntitySlotInfo slotInfo;
			SEffectInfo effectInfo;

			const bool validSlot = m_pOwnerEntity->GetSlotInfo(targetSlot, slotInfo);

			if (!validSlot || slotInfo.pStatObj)
			{
				//Get helper position on static object (if any)
				Vec3 localHelperPosition = attachParams.offset;
				if (validSlot)
				{
					const Matrix34& localSlotMtx = m_pOwnerEntity->GetSlotLocalTM(targetSlot, false);

					localHelperPosition = slotInfo.pStatObj->GetHelperPos(helperName) + attachParams.offset;
					localHelperPosition = localSlotMtx.TransformPoint(localHelperPosition);
				}

				int attachSlot = FindSafeSlot(attachParams.firstSafeSlot);

				//Offset particle to desired location
				effectInfo.entityEffectSlot = m_pOwnerEntity->LoadParticleEmitter(attachSlot, pParticleEffect, 0, attachParams.prime, false);
				Matrix34 localEffectMtx(IParticleEffect::ParticleLoc(localHelperPosition, attachParams.direction, attachParams.scale));
				m_pOwnerEntity->SetSlotLocalTM(effectInfo.entityEffectSlot, localEffectMtx);

				++m_effectGeneratorId;
				effectInfo.id = m_effectGeneratorId;
				m_attachedEffects.push_back(effectInfo);

				return m_effectGeneratorId;
			}
			else if (slotInfo.pCharacter)
			{
				IAttachmentManager *pAttachmentManager = slotInfo.pCharacter->GetIAttachmentManager();
				IAttachment *pAttachment = pAttachmentManager->GetInterfaceByName(helperName);

				if (pAttachment)
				{
					CEffectAttachment *pEffectAttachment = new CEffectAttachment(pParticleEffect, attachParams.offset, attachParams.direction, attachParams.scale);
					if (attachParams.prime)
					{
						if (IParticleEmitter* pEmitter = pEffectAttachment->GetEmitter())
						{
							pEmitter->Prime();
						}
					}
					pAttachment->AddBinding(pEffectAttachment);
					pEffectAttachment->ProcessAttachment(pAttachment);
				}
				else
				{
					GameWarning("[EntityEffects] Can not attach '%s' to entity '%s', attachment point helper '%s' does not exist", pParticleEffect->GetName(), m_pOwnerEntity->GetName(), helperName); 
					return 0;
				}

				++m_effectGeneratorId;
				effectInfo.id = m_effectGeneratorId;
				effectInfo.characterEffectSlot = targetSlot;
				effectInfo.helperName = helperName;
				m_attachedEffects.push_back(effectInfo);

				return m_effectGeneratorId;
			}
		}

		return 0;
	}
Exemplo n.º 4
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);
}
Exemplo n.º 5
0
void CFlashLight::EnableFogVolume(CWeapon* pWeapon, int slot, bool enable)
{
	if (!g_pGameCVars->i_flashlight_has_fog_volume)
	{
		return;
	}

	if (!m_sharedparams->pFlashLightParams)
	{
		return;
	}

	IEntity* pFogVolume = 0;

	if (m_fogVolume == 0)
	{
		const Vec3 size = Vec3(
		                    m_sharedparams->pFlashLightParams->fogVolumeRadius,
		                    m_sharedparams->pFlashLightParams->fogVolumeSize,
		                    m_sharedparams->pFlashLightParams->fogVolumeRadius);

		SEntitySpawnParams fogVolumeParams;
		fogVolumeParams.pClass = gEnv->pEntitySystem->GetClassRegistry()->FindClass("FogVolume");
		fogVolumeParams.nFlags = ENTITY_FLAG_NO_SAVE;
		fogVolumeParams.vPosition = Vec3(ZERO);

		pFogVolume = gEnv->pEntitySystem->SpawnEntity(fogVolumeParams);

		if (!pFogVolume)
		{
			return;
		}

		m_fogVolume = pFogVolume->GetId();

		SmartScriptTable pProperties;
		pFogVolume->GetScriptTable()->GetValue("Properties", pProperties);

		if (pProperties)
		{
			pProperties->SetValue("color_Color", m_sharedparams->pFlashLightParams->fogVolumeColor);
			pProperties->SetValue("GlobalDensity", m_sharedparams->pFlashLightParams->fogVolumeDensity);
			pProperties->SetValue("Size", size);
			pProperties->SetValue("FallOffScale", 0.0f);
		}

		EntityScripts::CallScriptFunction(pFogVolume, pFogVolume->GetScriptTable(), "OnPropertyChange");

		pFogVolume->Activate(true);
	}
	else
	{
		pFogVolume = gEnv->pEntitySystem->GetEntity(m_fogVolume);
	}

	if (!pFogVolume)
	{
		return;
	}

	const char* attachHelper = "lightFog_term";
	const float distance = m_sharedparams->pFlashLightParams->fogVolumeSize * 0.5f;
	ICharacterInstance* pCharacter = pWeapon->GetEntity()->GetCharacter(slot);

	if (enable && pCharacter)
	{
		IAttachmentManager* pAttachmentManager = pCharacter->GetIAttachmentManager();
		IAttachment* pAttachment = pAttachmentManager->GetInterfaceByName(attachHelper);

		if (pAttachment)
		{
			CEntityAttachment* pEntityAttachment = new CEntityAttachment();
			pEntityAttachment->SetEntityId(m_fogVolume);
			pAttachment->AddBinding(pEntityAttachment);
			QuatT relative(IDENTITY);
			relative.t.y = distance;
			pAttachment->SetAttRelativeDefault(relative);
		}
	}

	pFogVolume->Hide(!enable);
}
Exemplo n.º 6
0
//------------------------------------------------------------------------
bool CC4Projectile::StickToCharacter(bool stick,IEntity *pActor)
{
	if(!pActor)
		return false;

	//Check for friendly AI
	if(pActor->GetAI())
	{
		if(CWeapon *pWeapon = GetWeapon())
		{
			if(CActor *pPlayer = pWeapon->GetOwnerActor())
			{
				if(IAIObject *pPlayerAI = pPlayer->GetEntity()->GetAI())
				{
					if(pActor->GetAI()->IsFriendly(pPlayerAI, false))
					{
						return false;
					}
				}
			}
		}
	}

	ICharacterInstance *pCharacter = pActor->GetCharacter(0);

	if(!pCharacter)
		return false;

	//Actors doesn't support constraints, try to stick as character attachment
	IAttachmentManager *pAttachmentManager = pCharacter->GetIAttachmentManager();
	IAttachment *pAttachment = NULL;

	//Select one of the attachment points
	Vec3 charOrientation = pActor->GetRotation().GetColumn1();
	Vec3 c4ToChar = pActor->GetWorldPos() - GetEntity()->GetWorldPos();
	c4ToChar.Normalize();

	//if(c4ToChar.Dot(charOrientation)>0.0f)
	//pAttachment = pAttachmentManager->GetInterfaceByName("c4_back");
	//else
	pAttachment = pAttachmentManager->GetInterfaceByName("c4_front");

	if(!pAttachment)
	{
		GameWarning("No c4 face attachment found in actor");

		if(!pAttachment)
			return false;
	}

	if(stick)
	{
		//Check if there's already one
		if(IAttachmentObject *pAO = pAttachment->GetIAttachmentObject())
			return false;

		CEntityAttachment *pEntityAttachment = new CEntityAttachment();
		pEntityAttachment->SetEntityId(GetEntityId());

		pAttachment->AddBinding(pEntityAttachment);
		pAttachment->HideAttachment(0);

		m_stuck = true;
	}
	else
	{
		pAttachment->ClearBinding();
		m_stuck = false;
	}

	return true;

}