void CLocalPlayerComponent::UpdateFPBodyPartsVisibility()
{
	if (m_rPlayer.m_stats.isThirdPerson == false)
	{
		ICharacterInstance *pMainCharacter	= m_rPlayer.GetEntity()->GetCharacter(0);
		IAttachmentManager *pAttachmentManager		= pMainCharacter ? pMainCharacter->GetIAttachmentManager() : NULL;

		if (pAttachmentManager)
		{
			CRY_ASSERT(m_rPlayer.HasBoneID(BONE_CALF_L));
			CRY_ASSERT(m_rPlayer.HasBoneID(BONE_CALF_R));

			const CCamera& camera = gEnv->p3DEngine->GetRenderingCamera();
			const Matrix34& playerWorldTM = m_rPlayer.GetEntity()->GetWorldTM();

			bool visible = true;
			if (m_rPlayer.m_linkStats.linkID == 0)
			{
				//volatile static float radius = 0.475f;
				const float radius = 0.16f;
				const Sphere calfSphereL(playerWorldTM.TransformPoint(m_rPlayer.GetBoneTransform(BONE_CALF_L).t), radius);
				const Sphere calfSpehreR(playerWorldTM.TransformPoint(m_rPlayer.GetBoneTransform(BONE_CALF_R).t), radius);

				visible = camera.IsSphereVisible_F(calfSphereL) || camera.IsSphereVisible_F(calfSpehreR);
			}

			//const float white[4] = {1.0f, 1.0f, 1.0f, 1.0f};
			//gEnv->pRenderer->Draw2dLabel(50.0f, 50.0f, 2.0f, white, false, visible ? "Rendering complete FP body" : "Rendering only arms");

			//Early out if no change
			if (m_fpCompleteBodyVisible == visible)
				return;

			//Hide/Unhide certain parts depending on visibility
			const int kNumParstToToggle = 2;
			const char *tooglePartsTable[kNumParstToToggle] = {"lower_body", "upper_body"};
			for (int i=0; i<kNumParstToToggle; i++)
			{
				IAttachment* pAttachment = pAttachmentManager->GetInterfaceByName(tooglePartsTable[i]);
				if (pAttachment)
				{
					pAttachment->HideAttachment(!visible);
					pAttachment->HideInShadow(1);
				}
			}

			m_fpCompleteBodyVisible = visible;
		}
	}
}
Пример #2
0
void CHandGrenades::UpdateStowedWeapons()
{
	CActor *pOwnerActor = GetOwnerActor();
	if (!pOwnerActor)
		return;

	ICharacterInstance *pOwnerCharacter = pOwnerActor->GetEntity()->GetCharacter(0);
	if (!pOwnerCharacter)
		return;

	IStatObj *pTPObj = GetEntity()->GetStatObj(eIGS_ThirdPerson);
	if (!pTPObj)
		return;


	int ammoCount = m_fm ? pOwnerActor->GetInventory()->GetAmmoCount(m_fm->GetAmmoType()) : 0;
	if (IsSelected() && (ammoCount > 0))
	{
		ammoCount--;
	}
	if (!pOwnerActor->IsThirdPerson())
	{
		ammoCount = 0;
	}

	int numGrenDiff = ammoCount - m_numStowedCopies;
	if(numGrenDiff != 0)
	{
		if (m_stowSlot < 0)
		{
			m_stowSlot = PickStowSlot(pOwnerCharacter->GetIAttachmentManager(), m_sharedparams->params.bone_attachment_01.c_str(), m_sharedparams->params.bone_attachment_02.c_str());
		}

		if (m_stowSlot >= 0)
		{
			bool attach = numGrenDiff > 0;
			int tot = abs(numGrenDiff);

			IAttachmentManager *pAttachmentManager = pOwnerCharacter->GetIAttachmentManager();
			IAttachment *pAttachment = NULL;

			for (int i=0; i<tot; i++)
			{
				//--- Generate the secondary slot from the first by adding one to the attachment name, is all we need at present...
				const char *attach1 = (m_stowSlot == 0) ? m_sharedparams->params.bone_attachment_01.c_str() : m_sharedparams->params.bone_attachment_02.c_str();
				int lenAttachName = strlen(attach1);
				stack_string attach2(attach1, lenAttachName-1);
				attach2 += (attach1[lenAttachName-1]+1);

				if (attach)
				{
					pAttachment = pAttachmentManager->GetInterfaceByName(attach1);
					if(pAttachment && pAttachment->GetIAttachmentObject())
					{
						pAttachment = pAttachmentManager->GetInterfaceByName(attach2);
					}

					if (pAttachment && !pAttachment->GetIAttachmentObject())
					{
						CCGFAttachment *pCGFAttachment = new CCGFAttachment();
						pCGFAttachment->pObj = pTPObj;
						pAttachment->AddBinding(pCGFAttachment);
						pAttachment->HideAttachment(0);
						pAttachment->HideInShadow(0);

						m_numStowedCopies++;
					}
				}
				else
				{
					pAttachment = pAttachmentManager->GetInterfaceByName(attach2);
					if(!pAttachment || !pAttachment->GetIAttachmentObject())
					{
						pAttachment = pAttachmentManager->GetInterfaceByName(attach1);
					}

					if (pAttachment && pAttachment->GetIAttachmentObject())
					{
						pAttachment->ClearBinding();
						m_numStowedCopies--;					
					}
				}
			}
		}
	}
}