virtual CMatrix3D GetInterpolatedTransform(float frameOffset, bool forceFloating) { if (!m_InWorld) { LOGERROR(L"CCmpPosition::GetInterpolatedTransform called on entity when IsInWorld is false"); CMatrix3D m; m.SetIdentity(); return m; } float x, z, rotY; GetInterpolatedPosition2D(frameOffset, x, z, rotY); float baseY = 0; if (m_RelativeToGround) { CmpPtr<ICmpTerrain> cmpTerrain(GetSimContext(), SYSTEM_ENTITY); if (cmpTerrain) baseY = cmpTerrain->GetExactGroundLevel(x, z); if (m_Floating || forceFloating) { CmpPtr<ICmpWaterManager> cmpWaterManager(GetSimContext(), SYSTEM_ENTITY); if (cmpWaterManager) baseY = std::max(baseY, cmpWaterManager->GetExactWaterLevel(x, z)); } } float y = baseY + m_YOffset.ToFloat(); // TODO: do something with m_AnchorType CMatrix3D m; CMatrix3D mXZ; float Cos = cosf(rotY); float Sin = sinf(rotY); m.SetIdentity(); m._11 = -Cos; m._13 = -Sin; m._31 = Sin; m._33 = -Cos; mXZ.SetIdentity(); mXZ.SetXRotation(m_RotX.ToFloat()); mXZ.RotateZ(m_RotZ.ToFloat()); // TODO: is this all done in the correct order? mXZ = m * mXZ; mXZ.Translate(CVector3D(x, y, z)); return mXZ; }
virtual CMatrix3D GetInterpolatedTransform(float frameOffset, bool forceFloating) { if (!m_InWorld) { LOGERROR(L"CCmpPosition::GetInterpolatedTransform called on entity when IsInWorld is false"); CMatrix3D m; m.SetIdentity(); return m; } float x, z, rotY; GetInterpolatedPosition2D(frameOffset, x, z, rotY); float baseY = 0; if (m_RelativeToGround) { CmpPtr<ICmpTerrain> cmpTerrain(GetSimContext(), SYSTEM_ENTITY); if (cmpTerrain) baseY = cmpTerrain->GetExactGroundLevel(x, z); if (m_Floating || forceFloating) { CmpPtr<ICmpWaterManager> cmpWaterManager(GetSimContext(), SYSTEM_ENTITY); if (cmpWaterManager) baseY = std::max(baseY, cmpWaterManager->GetExactWaterLevel(x, z)); } } float y = baseY + m_YOffset.ToFloat(); CMatrix3D m; // linear interpolation is good enough (for RotX/Z). // As you always stay close to zero angle. m.SetXRotation(Interpolate(m_LastInterpolatedRotX, m_InterpolatedRotX, frameOffset)); m.RotateZ(Interpolate(m_LastInterpolatedRotZ, m_InterpolatedRotZ, frameOffset)); m.RotateY(rotY + (float)M_PI); m.Translate(CVector3D(x, y, z)); return m; }
virtual CMatrix3D GetInterpolatedTransform(float frameOffset) { if (m_TurretParent != INVALID_ENTITY) { CmpPtr<ICmpPosition> cmpPosition(GetSimContext(), m_TurretParent); if (!cmpPosition) { LOGERROR("Turret with parent without position component"); CMatrix3D m; m.SetIdentity(); return m; } if (!cmpPosition->IsInWorld()) { LOGERROR("CCmpPosition::GetInterpolatedTransform called on turret entity when IsInWorld is false"); CMatrix3D m; m.SetIdentity(); return m; } else { CMatrix3D parentTransformMatrix = cmpPosition->GetInterpolatedTransform(frameOffset); CMatrix3D ownTransformation = CMatrix3D(); ownTransformation.SetYRotation(m_InterpolatedRotY); ownTransformation.Translate(-m_TurretPosition.X.ToFloat(), m_TurretPosition.Y.ToFloat(), -m_TurretPosition.Z.ToFloat()); return parentTransformMatrix * ownTransformation; } } if (!m_InWorld) { LOGERROR("CCmpPosition::GetInterpolatedTransform called on entity when IsInWorld is false"); CMatrix3D m; m.SetIdentity(); return m; } float x, z, rotY; GetInterpolatedPosition2D(frameOffset, x, z, rotY); float baseY = 0; if (m_RelativeToGround) { CmpPtr<ICmpTerrain> cmpTerrain(GetSystemEntity()); if (cmpTerrain) baseY = cmpTerrain->GetExactGroundLevel(x, z); if (m_Floating || m_ActorFloating) { CmpPtr<ICmpWaterManager> cmpWaterManager(GetSystemEntity()); if (cmpWaterManager) baseY = std::max(baseY, cmpWaterManager->GetExactWaterLevel(x, z)); } } float y = baseY + m_Y.ToFloat() + Interpolate(-1 * m_LastYDifference.ToFloat(), 0.f, frameOffset); CMatrix3D m; // linear interpolation is good enough (for RotX/Z). // As you always stay close to zero angle. m.SetXRotation(Interpolate(m_LastInterpolatedRotX, m_InterpolatedRotX, frameOffset)); m.RotateZ(Interpolate(m_LastInterpolatedRotZ, m_InterpolatedRotZ, frameOffset)); CVector3D pos(x, y, z); pos.Y += GetConstructionProgressOffset(pos); m.RotateY(rotY + (float)M_PI); m.Translate(pos); return m; }