void BMaxObject::UpdateGeometry() { SetGeometryDirty(false); if (m_pAnimatedMesh && m_pAnimatedMesh->IsLoaded()) { Vector3 vMin, vMax; if (m_pAnimatedMesh->GetBoundingBox(&vMin, &vMax)) { Matrix4 mat; GetLocalTransform(&mat); CShapeOBB obb(CShapeBox(vMin, vMax), mat); CShapeBox minmaxBox; minmaxBox.Extend(obb); if (GetScaling()!= 1.0){ minmaxBox.SetMinMax(minmaxBox.GetMin() * GetScaling(), minmaxBox.GetMax() * GetScaling()); } SetAABB(&minmaxBox.GetMin(), &minmaxBox.GetMax()); } UnloadPhysics(); if (m_dwPhysicsMethod == 0) m_dwPhysicsMethod = PHYSICS_LAZY_LOAD; else if (IsPhysicsEnabled() && ((m_dwPhysicsMethod&PHYSICS_ALWAYS_LOAD)>0)) { LoadPhysics(); } } }
void SAmmoParams::Init(const XmlNodeRef& ammoParamsNode, const IEntityClass* pEntityClass_) { pEntityClass = pEntityClass_; fpGeometryName = ""; if (!ammoParamsNode || !pEntityClass) { CRY_ASSERT(0); return; } LoadFlagsAndParams(ammoParamsNode); LoadPhysics(ammoParamsNode); LoadGeometry(ammoParamsNode); LoadCollision(ammoParamsNode); LoadExplosion(ammoParamsNode); LoadFlashbang(ammoParamsNode); LoadTrailsAndWhizzes(ammoParamsNode); LoadLTagGrenadeParams(ammoParamsNode); LoadHomingSwarmParams(ammoParamsNode); LoadMikeBulletParams(ammoParamsNode); LoadGrenadeParams(ammoParamsNode); LoadHomingMissileParams(ammoParamsNode); LoadKVoltParams(ammoParamsNode); LoadBulletTimeParams(ammoParamsNode); LoadLightningBoltParams(ammoParamsNode); LoadC4ExplosiveParams(ammoParamsNode); LoadHazardParams(ammoParamsNode); LoadElectriProjectileParams(ammoParamsNode); }
void BMaxObject::EnablePhysics(bool bEnable) { if (!bEnable){ UnloadPhysics(); m_dwPhysicsMethod |= PHYSICS_FORCE_NO_PHYSICS; } else { m_dwPhysicsMethod &= (~PHYSICS_FORCE_NO_PHYSICS); if ((m_dwPhysicsMethod&PHYSICS_ALWAYS_LOAD)>0) LoadPhysics(); } }
void SAmmoParams::Init(const IItemParamsNode *pItemParams_, const IEntityClass *pEntityClass_) { pItemParams = pItemParams_; pEntityClass = pEntityClass_; fpGeometryName = ""; if (!pItemParams || !pEntityClass) { assert(0); return; } pItemParams->AddRef(); LoadFlagsAndParams(); LoadPhysics(); LoadGeometry(); LoadScaledEffect(); LoadCollision(); LoadExplosion(); LoadFlashbang(); LoadTrailsAndWhizzes(); }
bool StudioModel::LoadModel( const char *pModelName ) { MDLCACHE_CRITICAL_SECTION_( g_pMDLCache ); if (!pModelName) return 0; // In the case of restore, m_pModelName == modelname if (m_pModelName != pModelName) { // Copy over the model name; we'll need it later... if (m_pModelName) { delete[] m_pModelName; } m_pModelName = new char[Q_strlen(pModelName) + 1]; strcpy( m_pModelName, pModelName ); } m_MDLHandle = g_pMDLCache->FindMDL( pModelName ); // allocate a pool for a studiohdr cache if (m_pStudioHdr != NULL) { delete m_pStudioHdr; } m_pStudioHdr = new CStudioHdr( g_pMDLCache->GetStudioHdr( m_MDLHandle ), g_pMDLCache ); // manadatory to access correct verts SetCurrentModel(); m_pPhysics = LoadPhysics( m_MDLHandle ); // Copy over all of the hitboxes; we may add and remove elements m_HitboxSets.RemoveAll(); CStudioHdr *pStudioHdr = GetStudioHdr(); int i; for ( int s = 0; s < pStudioHdr->numhitboxsets(); s++ ) { mstudiohitboxset_t *set = pStudioHdr->pHitboxSet( s ); if ( !set ) continue; m_HitboxSets.AddToTail(); for ( i = 0; i < set->numhitboxes; ++i ) { mstudiobbox_t *pHit = set->pHitbox(i); int nIndex = m_HitboxSets[ s ].AddToTail( ); m_HitboxSets[s][nIndex] = *pHit; } // Set the name hbsetname_s *n = &m_HitboxSetNames[ m_HitboxSetNames.AddToTail() ]; strcpy( n->name, set->pszName() ); } // Copy over all of the surface props; we may change them... for ( i = 0; i < pStudioHdr->numbones(); ++i ) { mstudiobone_t* pBone = pStudioHdr->pBone(i); CUtlSymbol prop( pBone->pszSurfaceProp() ); m_SurfaceProps.AddToTail( prop ); } m_physPreviewBone = -1; bool forceOpaque = (pStudioHdr->flags() & STUDIOHDR_FLAGS_FORCE_OPAQUE) != 0; bool vertexLit = false; m_bIsTransparent = false; m_bHasProxy = false; studiohwdata_t *pHardwareData = g_pMDLCache->GetHardwareData( m_MDLHandle ); if ( !pHardwareData ) { Assert( 0 ); return false; } for( int lodID = pHardwareData->m_RootLOD; lodID < pHardwareData->m_NumLODs; lodID++ ) { studioloddata_t *pLODData = &pHardwareData->m_pLODs[lodID]; for ( i = 0; i < pLODData->numMaterials; ++i ) { if (pLODData->ppMaterials[i]->IsVertexLit()) { vertexLit = true; } if ((!forceOpaque) && pLODData->ppMaterials[i]->IsTranslucent()) { m_bIsTransparent = true; //Msg("Translucent material %s for model %s\n", pLODData->ppMaterials[i]->GetName(), pStudioHdr->name ); } if (pLODData->ppMaterials[i]->HasProxy()) { m_bHasProxy = true; } } } return true; }