bool CStickyProjectile::AttachToCharacter(CProjectile* pProjectile, IEntity& pEntity, ICharacterInstance& pCharacter, const char* boneName)
{
	IEntity* pProjectileEntity = pProjectile->GetEntity();

	char attachName[16] = "";		
	sprintf(attachName, "StickyProj_%d", s_attachNameID++);

	IAttachment* pCharacterAttachment = pCharacter.GetIAttachmentManager()->CreateAttachment(attachName, CA_BONE, boneName, false); 

	if(!pCharacterAttachment)
	{
		CryLogAlways("Could not create attachment for StickyProjectile[%s]. AttachmentName[%s] BoneName[%s]", pProjectileEntity->GetName(), attachName, boneName );
		CRY_ASSERT_MESSAGE(pCharacterAttachment, "Could not create attachment for StickyProjectile. This must be fixed.");
		return false;
	}

	m_characterAttachmentCrC = pCharacterAttachment->GetNameCRC();

	SetProjectilePhysics(pProjectile, ePT_None);

	pCharacterAttachment->SetAttRelativeDefault(QuatT(m_stuckRot, m_stuckPos));

	CEntityAttachment *pEntityAttachment = new CEntityAttachment();
	pEntityAttachment->SetEntityId(pProjectileEntity->GetId());

	pCharacterAttachment->AddBinding(pEntityAttachment);

	return true;
}
bool CMFXParticleEffect::AttachToCharacter( IEntity& targetEntity, const SMFXParticleEntry& particleParams, const SMFXRunTimeEffectParams& params, const Vec3& dir, float scale )
{
	if (params.partID >= 0)
	{
		//Assume character is loaded in first slot 
		//We could iterate through all available slots, but first one should be good enough
		ICharacterInstance* pCharacterInstace = targetEntity.GetCharacter(0);
		ISkeletonPose* pSkeletonPose = pCharacterInstace ? pCharacterInstace->GetISkeletonPose() : NULL;
		if (pSkeletonPose)
		{
			IDefaultSkeleton& rIDefaultSkeleton	= pCharacterInstace->GetIDefaultSkeleton();
			//It hit the character, but probably in a physicalized attached part, like armor plates, etc
			if (params.partID >= rIDefaultSkeleton.GetJointCount())
			{
				return false;
			}

			//It hit some valid joint, create an attachment
			const char* boneName = rIDefaultSkeleton.GetJointNameByID(params.partID);
			TAttachmentName attachmentName;
			GetNextCharacterAttachmentName(attachmentName);

			IAttachmentManager* pAttachmentManager = pCharacterInstace->GetIAttachmentManager();
			CRY_ASSERT(pAttachmentManager);
			
			//Remove the attachment first (in case was created before)
			pAttachmentManager->RemoveAttachmentByName(attachmentName.c_str());

			//Create attachment on nearest hit bone
			IAttachment* pAttachment = pAttachmentManager->CreateAttachment(attachmentName.c_str(), CA_BONE, boneName, false);
			if (pAttachment)
			{
				//Apply relative offsets
				const QuatT boneLocation = pSkeletonPose->GetAbsJointByID(params.partID);
				Matrix34 inverseJointTM = targetEntity.GetWorldTM() * Matrix34(boneLocation);
				inverseJointTM.Invert();
				Vec3 attachmentOffsetPosition = inverseJointTM * params.pos;
				Quat attachmentOffsetRotation = Quat(inverseJointTM) * targetEntity.GetRotation();

				CRY_ASSERT(attachmentOffsetPosition.IsValid());
				//CRY_ASSERT(attachmentOffsetRotation.IsUnit());

				pAttachment->SetAttRelativeDefault(QuatT(attachmentOffsetRotation, attachmentOffsetPosition));

				//Finally attach the effect
				CEffectAttachment* pEffectAttachment = new CEffectAttachment(particleParams.name.c_str(), Vec3(0,0,0), dir, scale);
				pAttachment->AddBinding(pEffectAttachment);
				
				return true;
			}
		}
	}

	return false;
}
Пример #3
0
	void UpdateOffset(SActivationInfo *pActInfo)
	{
		IAttachment *pAttachment = GetAttachment(pActInfo);
		if (pAttachment)
		{
			const Vec3& rotationOffsetEuler = GetPortVec3(pActInfo, eIP_RotationOffset);
			QuatT offset = QuatT::CreateRotationXYZ(Ang3(DEG2RAD(rotationOffsetEuler)));
			offset.t = GetPortVec3(pActInfo, eIP_TranslationOffset);
			pAttachment->SetAttRelativeDefault(offset);
		}
	}
Пример #4
0
//------------------------------------------------------------------------
void CItem::SetCharacterAttachmentLocalTM(int slot, const char *name, const Matrix34 &tm)
{
	ICharacterInstance *pCharacter = GetEntity()->GetCharacter(slot);
	if (!pCharacter)
		return;

	IAttachmentManager *pAttachmentManager = pCharacter->GetIAttachmentManager();
	IAttachment *pAttachment = pAttachmentManager->GetInterfaceByName(name);

	if (!pAttachment)
	{
		GameWarning("Item '%s' trying to set local TM on attachment '%s' which does not exist!", GetEntity()->GetName(), name);
		return;
	}

	pAttachment->SetAttRelativeDefault( QuatT(tm));
}
Пример #5
0
//------------------------------------------------------------------------
void CItem::SetCharacterAttachmentWorldTM(int slot, const char *name, const Matrix34 &tm)
{
	ICharacterInstance *pCharacter = GetEntity()->GetCharacter(slot);
	if (!pCharacter)
		return;

	IAttachmentManager *pAttachmentManager = pCharacter->GetIAttachmentManager();
	IAttachment *pAttachment = pAttachmentManager->GetInterfaceByName(name);

	if (!pAttachment)
	{
		GameWarning("Item '%s' trying to set world TM on attachment '%s' which does not exist!", GetEntity()->GetName(), name);
		return;
	}

//	Matrix34 boneWorldMatrix = GetEntity()->GetSlotWorldTM(slot) *	pCharacter->GetISkeleton()->GetAbsJMatrixByID(pAttachment->GetBoneID());
	Matrix34 boneWorldMatrix = GetEntity()->GetSlotWorldTM(slot) *	Matrix34(pCharacter->GetISkeletonPose()->GetAbsJointByID(pAttachment->GetBoneID()) );

	Matrix34 localAttachmentMatrix = (boneWorldMatrix.GetInverted()*tm);
	pAttachment->SetAttRelativeDefault(QuatT(localAttachmentMatrix));
}
Пример #6
0
//------------------------------------------------------------------------
//Above function is almost the same, just some special stuff for flashlight
//------------------------------------------------------------------------
uint32 CItem::AttachLightEx(int slot, uint32 id, bool attach, bool fakeLight /*= false */, bool castShadows /*= false*/, IRenderNode* pCasterException, float radius, const Vec3 &color, const float fSpecularMult, const char *projectTexture, float projectFov, const char *helper, const Vec3 &offset, const Vec3 &dir, const char* material, float fHDRDynamic)
{
	if (m_stats.mounted)
		slot=eIGS_FirstPerson;

	if (radius<0.1f)
		return 0;

	if (attach)
	{
		CDLight light;
		light.SetLightColor(ColorF(color.x, color.y, color.z, 1.0f));
		light.SetSpecularMult( fSpecularMult );
		light.m_nLightStyle = 0;
		light.m_fLightFrustumAngle = 45.0f;
		light.m_fRadius = radius;
		light.m_fLightFrustumAngle = projectFov*0.5f;
		light.m_fHDRDynamic = fHDRDynamic;

		if(fakeLight)
			light.m_Flags |= DLF_FAKE;

		//Only on hight/very hight spec
		if(castShadows && (g_pGameCVars->i_lighteffects!=0))
			light.m_Flags |= DLF_CASTSHADOW_MAPS;


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

			if (!light.m_pLightImage || !light.m_pLightImage->IsTextureLoaded())
			{
				GameWarning("Item '%s' failed to load projecting light texture '%s'!", GetEntity()->GetName(), projectTexture);
				return 0;
			}
		}

		if (light.m_fLightFrustumAngle && (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 = 0;
			light.m_Flags |= DLF_POINT;
		}


		IMaterial* pMaterial = 0;
		if (material && material[0])
			pMaterial = gEnv->p3DEngine->GetMaterialManager()->LoadMaterial(material);

		// generate id
		++m_effectGenId;
		while (!m_effectGenId || (m_effects.find(m_effectGenId) != m_effects.end()))
			++m_effectGenId;

		SEntitySlotInfo slotInfo;
		SEffectInfo effectInfo;
		effectInfo.slot = -1;

		bool validSlot = GetEntity()->GetSlotInfo(slot, slotInfo) && (slotInfo.pCharacter || slotInfo.pStatObj);

		if (!validSlot || slotInfo.pStatObj)
		{
			// get helper position
			Vec3 position(0,0,0);
			if (validSlot)
			{
				IStatObj *pStatsObj = slotInfo.pStatObj;
				position = pStatsObj->GetHelperPos(helper);
				position = GetEntity()->GetSlotLocalTM(slot, false).TransformPoint(position);
			}
			position+=offset;

			// find a free slot
			SEntitySlotInfo dummy;
			int i=0;
			while (GetEntity()->GetSlotInfo(eIGS_Last+i, dummy))
				i++;

			// move light slot to the helper position+offset
			effectInfo.helper = helper;
			effectInfo.slot = GetEntity()->LoadLight(eIGS_Last+i, &light);

			if (effectInfo.slot != -1 && pMaterial)
				GetEntity()->SetSlotMaterial(effectInfo.slot, pMaterial);

			Matrix34 tm = Matrix34(Matrix33::CreateRotationVDir(dir));
			tm.SetTranslation(position);
			GetEntity()->SetSlotLocalTM(effectInfo.slot, tm);
		}
		else if (slotInfo.pCharacter)	// bone attachment
		{
			effectInfo.helper = helper;
			effectInfo.characterSlot = slot;
			ICharacterInstance *pCharacter = slotInfo.pCharacter;
			IAttachmentManager *pAttachmentManager = pCharacter->GetIAttachmentManager();
			IAttachment *pAttachment = pAttachmentManager->GetInterfaceByName(helper);

			if (!pAttachment)
			{
				GameWarning("Item '%s' trying to attach light to attachment '%s' which does not exist!", GetEntity()->GetName(), helper);
				return 0;
			}

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

			if (pMaterial)
			{
				if (ILightSource* pLightSource = pLightAttachment->GetLightSource())
					pLightSource->SetMaterial(pMaterial);        
			}
			if(light.m_Flags&DLF_CASTSHADOW_MAPS)
			{
				if (ILightSource* pLightSource = pLightAttachment->GetLightSource())
					pLightSource->SetCastingException(pCasterException);
			}

			Matrix34 tm =Matrix34(Matrix33::CreateRotationVDir(dir));
			tm.SetTranslation(offset);
			pAttachment->AddBinding(pLightAttachment);
			pAttachment->SetAttRelativeDefault(QuatT(tm));
		}

		m_effects.insert(TEffectInfoMap::value_type(m_effectGenId, effectInfo));
		return m_effectGenId;
	}
	else if (id)
	{
		TEffectInfoMap::iterator it = m_effects.find(id);
		if (it == m_effects.end())
			return 0;

		SEffectInfo &info = it->second;
		if (info.slot>-1) 
		{
			GetEntity()->FreeSlot(info.slot);
		}
		else
		{
			ICharacterInstance *pCharacter = GetEntity()->GetCharacter(info.characterSlot);
			if (pCharacter)
			{
				IAttachmentManager *pAttachmentManager = pCharacter->GetIAttachmentManager();
				IAttachment *pAttachment = pAttachmentManager->GetInterfaceByName(info.helper.c_str());

				pAttachment->ClearBinding();
			}
		}
		m_effects.erase(it);
	}

	return 0;
}
Пример #7
0
//------------------------------------------------------------------------
uint32 CItem::AttachEffect(int slot, uint32 id, bool attach, const char *effectName, const char *helper, const Vec3 &offset, const Vec3 &dir, float scale, bool prime)
{
	if (m_stats.mounted)
		slot=eIGS_FirstPerson;

	if (attach)
	{
		if (!g_pGameCVars->i_particleeffects)
			return 0;

		IParticleEffect *pParticleEffect = gEnv->pParticleManager->FindEffect(effectName);
		if (!pParticleEffect)
			return 0;

		// generate id
		++m_effectGenId;
		while (!m_effectGenId || (m_effects.find(m_effectGenId) != m_effects.end()))
			++m_effectGenId;
	
		SEntitySlotInfo slotInfo;
		SEffectInfo effectInfo;
		
		bool validSlot = GetEntity()->GetSlotInfo(slot, slotInfo) && (slotInfo.pCharacter || slotInfo.pStatObj);

		if (!validSlot || slotInfo.pStatObj || (!helper || !helper[0]))
		{
			// get helper position
			Vec3 position(0,0,0);
			if (validSlot && helper && helper[0])
			{
				IStatObj *pStatsObj = slotInfo.pStatObj;
				position = pStatsObj->GetHelperPos(helper);
				position = GetEntity()->GetSlotLocalTM(slot, false).TransformPoint(position);
			}      
			position+=offset;

			// find a free slot
			SEntitySlotInfo dummy;
			int i=0;
			while (GetEntity()->GetSlotInfo(eIGS_Last+i, dummy))
				i++;

			// move particle slot to the helper position+offset
      effectInfo.helper = helper;
			effectInfo.slot = GetEntity()->LoadParticleEmitter(eIGS_Last+i, pParticleEffect, 0, prime, true);
			Matrix34 tm = IParticleEffect::ParticleLoc(position, dir, scale);
			GetEntity()->SetSlotLocalTM(effectInfo.slot, tm);
		}
		else if (slotInfo.pCharacter)	// bone attachment
		{
			effectInfo.helper = helper;
			effectInfo.characterSlot = slot;
			ICharacterInstance *pCharacter = slotInfo.pCharacter;
			IAttachmentManager *pAttachmentManager = pCharacter->GetIAttachmentManager();
			IAttachment *pAttachment = pAttachmentManager->GetInterfaceByName(helper);

			if (!pAttachment)
			{
				GameWarning("Item '%s' trying to attach effect '%s' to attachment '%s' which does not exist!", GetEntity()->GetName(), effectName, helper);
				return 0;
			}

			CEffectAttachment *pEffectAttachment = new CEffectAttachment(effectName, Vec3(0,0,0), Vec3(0,1,0), scale);
			Matrix34 tm = Matrix34(Matrix33::CreateRotationVDir(dir));
			tm.SetTranslation(offset);
			pAttachment->AddBinding(pEffectAttachment);
			pAttachment->SetAttRelativeDefault(QuatT(tm));
			pEffectAttachment->UpdateAttachment(pAttachment);
			if (pEffectAttachment->GetEmitter())
			{
				if (prime)
					pEffectAttachment->GetEmitter()->Prime();
			}
		}

		m_effects.insert(TEffectInfoMap::value_type(m_effectGenId, effectInfo));
		return m_effectGenId;
	}
	else if (id)
	{
		TEffectInfoMap::iterator it = m_effects.find(id);
		if (it == m_effects.end())
			return 0;

		SEffectInfo &info = it->second;
		if (info.slot>-1)
		{
			GetEntity()->FreeSlot(info.slot);
		}
		else
		{
			ICharacterInstance *pCharacter = GetEntity()->GetCharacter(info.characterSlot);
			if (pCharacter)
			{
				IAttachmentManager *pAttachmentManager = pCharacter->GetIAttachmentManager();
				IAttachment *pAttachment = pAttachmentManager->GetInterfaceByName(info.helper.c_str());
				if(pAttachment)
					pAttachment->ClearBinding();
			}
		}
		m_effects.erase(it);
	}

	return 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->GetICharacterModel()->GetICharacterModelSkeleton()->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;
	}
Пример #10
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);
}
Пример #11
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);
}