void CFlashUIGetCompatibleAccessoriesNode ::ProcessEvent( EFlowEvent event, SActivationInfo *pActInfo )
{
	if(event == eFE_Activate && IsPortActive(pActInfo, 0))
	{
		string accessories = "";
		IActor* pActor = GetInputActor( pActInfo );

		if(pActor)
		{
			IInventory* pInventory = pActor->GetInventory();
			if(pInventory)
			{
				//Get the item ID via the Input string
				const string weapon_name = GetPortString(pActInfo, eI_Weapon);
				IEntityClassRegistry *pRegistery = gEnv->pEntitySystem->GetClassRegistry();
				EntityId item = pInventory->GetItemByClass(pRegistery->FindClass(weapon_name));

				//Fetch the actual weapon via the ID
				IEntity* pEntity = gEnv->pEntitySystem->GetEntity(item);
				if(pEntity)
				{

					CGameObject * pGameObject = (CGameObject*)pEntity->GetProxy(ENTITY_PROXY_USER);
					const char* ext = pGameObject->GetEntity()->GetClass()->GetName();
					CWeapon* pWeapon = (CWeapon*)pGameObject->QueryExtension(pGameObject->GetEntity()->GetClass()->GetName());

					//If the weapon exists, ask for all compatible accessories
					if(pWeapon)
					{
						//All compatible accessories for this weapon
						const DynArray<string> pCompatibleAccessoriesVec = pWeapon->GetCompatibleAccessories();

						bool first = true;
						DynArray<string>::const_iterator it;
						for (it = pCompatibleAccessoriesVec.begin(); it != pCompatibleAccessoriesVec.end(); it++)
						{
							if (!first)
								accessories.append(",");
							accessories.append((*it));
							first = false;
						}
					}
				}
			}
		}

		//return, if 'accessories' is empty, it has no compatible attachments, or the weapon/inventory was invalid
		ActivateOutput(pActInfo, eO_OnCall, true);
		ActivateOutput(pActInfo, eO_Args, accessories);
	}
}
void CFlashUIInventoryNode::ProcessEvent( EFlowEvent event, SActivationInfo *pActInfo )
{
	if(event == eFE_Activate && IsPortActive(pActInfo, 0))
	{
		IActor* pActor = GetInputActor( pActInfo );
		if(pActor)
		{
			IInventory* pInventory = pActor->GetInventory();
			if(pInventory)
			{
				string weapons = "";
				bool first = true;
				int inv_cap = gEnv->pConsole->GetCVar("i_inventory_capacity")->GetIVal();
				for (int i = 0; i < inv_cap; i++)
				{
					const char* weaponName = pInventory->GetItemString(i);

					if(strcmp(weaponName, "") != 0)
					{
						bool selectable = false;

						//Get the weapon and check if it is a selectable item
						IEntityClassRegistry *pRegistry = gEnv->pEntitySystem->GetClassRegistry();
						EntityId item = pInventory->GetItemByClass(pRegistry->FindClass(weaponName));
						IEntity* pEntity = gEnv->pEntitySystem->GetEntity(item);

						if(pEntity)
						{
							CGameObject * pGameObject = (CGameObject*)pEntity->GetProxy(ENTITY_PROXY_USER);
							CItem* pItem = (CItem*)pGameObject->QueryExtension(pGameObject->GetEntity()->GetClass()->GetName());
							if(pItem)
							{
								selectable = pItem->CanSelect();
							}
						}
						if(selectable)
						{
							if(!first)
								weapons.append(",");
							first = false;
							weapons.append(weaponName);
						}
					}

				}

				ActivateOutput(pActInfo, eO_OnCall, true);
				ActivateOutput(pActInfo, eO_Args, weapons);
			}
		}
	}
}
void CFlashUIGetEquippedAccessoriesNode::ProcessEvent( EFlowEvent event, SActivationInfo *pActInfo )
{
	if(event == eFE_Activate && IsPortActive(pActInfo, 0))
	{
		string accessories = "";
		IActor* pActor = GetInputActor( pActInfo );

		if(pActor)
		{
			IInventory* pInventory = pActor->GetInventory();
			if(pInventory)
			{

				//Get the item ID via the Input string
				const string weapon_name = GetPortString(pActInfo, eI_Weapon);
				IEntityClassRegistry *pRegistery = gEnv->pEntitySystem->GetClassRegistry();
				EntityId item = pInventory->GetItemByClass(pRegistery->FindClass(weapon_name));

				//Fetch the actual object via the ID
				CGameObject * pGameObject = (CGameObject*)gEnv->pEntitySystem->GetEntity(item)->GetProxy(ENTITY_PROXY_USER);
				const char* ext = pGameObject->GetEntity()->GetClass()->GetName();
				IItem* pWeapon = (IItem*)pGameObject->QueryExtension(pGameObject->GetEntity()->GetClass()->GetName());

				//If the weapon exists, return all equipped attachments in a comma seperated string
				if(pWeapon)
				{
					//All equipped accessories for this weapon weapons
					accessories = static_cast<CItem*>(pWeapon)->GetAttachedAccessoriesString();
				}
			}
		}

		//return, if 'accesories' is empty, it has no attachments, or something was invalid
		ActivateOutput(pActInfo, eO_OnCall, true);
		ActivateOutput(pActInfo, eO_Args, accessories);
	}
}
void CFlashUICheckAccessoryState ::ProcessEvent( EFlowEvent event, SActivationInfo *pActInfo )
{
	if(event == eFE_Activate && IsPortActive(pActInfo, 0))
	{
		IActor* pActor = GetInputActor( pActInfo );
		bool is_equipped = false;
		bool is_inInventory = false;

		if(pActor)
		{
			IInventory* pInventory = pActor->GetInventory();

			if(pInventory)
			{
				IEntityClassRegistry *pRegistry = gEnv->pEntitySystem->GetClassRegistry();

				//Find the accessory's class in the registry
				const string accessory_name = GetPortString(pActInfo, eI_Accessory);				
				IEntityClass* pClass = pRegistry->FindClass(accessory_name);

				//Check if its in inventory
				if(pInventory->HasAccessory(pClass) != 0)
				{
					is_inInventory = true;
				}	

				//if it is, check if its equipped as well
				if(is_inInventory)
				{
					//Get the weapon ID via the Input string
					const char* weapon_name = GetPortString(pActInfo, eI_Weapon).c_str();
					EntityId item = pInventory->GetItemByClass(pRegistry->FindClass(weapon_name));

					//Fetch the actual weapon via the ID
					IEntity* pEntity = gEnv->pEntitySystem->GetEntity(item);
					if(pEntity)
					{

						CGameObject * pGameObject = (CGameObject*)pEntity->GetProxy(ENTITY_PROXY_USER);
						const char* ext = pGameObject->GetEntity()->GetClass()->GetName();
						CWeapon* pWeapon = (CWeapon*)pGameObject->QueryExtension(pGameObject->GetEntity()->GetClass()->GetName());
						bool selectable = pWeapon->CanSelect();
						if(pWeapon)
						{
							if(pWeapon->GetAccessory(pClass->GetName()) != 0)
							{
								is_equipped = true;
							}					
						}
					}
				}
			}
		}

		if(!is_inInventory)
			ActivateOutput(pActInfo, eO_DontHave, true);
		else if(is_equipped)
			ActivateOutput(pActInfo, eO_Equipped, true);
		else
			ActivateOutput(pActInfo, eO_InInventory, true);

	}
}
示例#5
0
文件: View.cpp 项目: joewan/pycmake
//------------------------------------------------------------------------
void CView::Update(float frameTime,bool isActive)
{
	//FIXME:some cameras may need to be updated always
	if (!isActive)
		return;

	CGameObject* pLinkedTo = GetLinkedGameObject();
	if (pLinkedTo && !pLinkedTo->CanUpdateView())
		pLinkedTo = nullptr;
	IEntity* pEntity = pLinkedTo ? 0 : GetLinkedEntity();

	if (pLinkedTo || pEntity)
	{
		m_viewParams.SaveLast();

		CCamera* pSysCam = &m_pSystem->GetViewCamera();

		//process screen shaking
		ProcessShaking(frameTime);

		//FIXME:to let the updateView implementation use the correct shakeVector
		m_viewParams.currentShakeShift = m_viewParams.rotation * m_viewParams.currentShakeShift;

		m_viewParams.frameTime = frameTime;
		//update view position/rotation
		if (pLinkedTo)
		{
			pLinkedTo->UpdateView(m_viewParams);
			if (!m_viewParams.position.IsValid())
			{
				m_viewParams.position = m_viewParams.GetPositionLast();
				CRY_ASSERT_MESSAGE(0, "Camera position is invalid, reverting to old position");
			}
			if (!m_viewParams.rotation.IsValid())
			{
				m_viewParams.rotation = m_viewParams.GetRotationLast();
				CRY_ASSERT_MESSAGE(0, "Camera rotation is invalid, reverting to old rotation");
			}
		}
		else
		{
			Matrix34 mat = pEntity->GetWorldTM();
			mat.OrthonormalizeFast();
			m_viewParams.position = mat.GetTranslation();
			m_viewParams.rotation = Quat(mat);
		}

		ApplyFrameAdditiveAngles(m_viewParams.rotation);

		if (pLinkedTo)
		{
			pLinkedTo->PostUpdateView(m_viewParams);
		}

		const float fNearZ = gEnv->pGame->GetIGameFramework()->GetIViewSystem()->GetDefaultZNear();

		//see if the view have to use a custom near clipping plane
		const float nearPlane = (m_viewParams.nearplane >= 0.01f) ? (m_viewParams.nearplane) : fNearZ;
		const float farPlane  = gEnv->p3DEngine->GetMaxViewDistance();
		float       fov       = (m_viewParams.fov < 0.001f) ? DEFAULT_FOV : m_viewParams.fov;

		// [VR] specific
		// Modify FOV based on the HDM device configuration
		IHmdManager* pHmdManager         = gEnv->pSystem->GetHmdManager();
		IHmdDevice*  pHmdDevice          = nullptr;
		bool         bHmdTrackingEnabled = false;
		if (pHmdManager)
		{
			pHmdDevice = pHmdManager->GetHmdDevice();
			if (pHmdDevice)
			{
				const HmdTrackingState &sensorState = pHmdDevice->GetLocalTrackingState();
				if (sensorState.CheckStatusFlags(eHmdStatus_IsUsable))
				{
					bHmdTrackingEnabled = true;
				}
			}
		}

		if (pHmdManager->IsStereoSetupOk())
		{
			const IHmdDevice*       pDev        = pHmdManager->GetHmdDevice();
			const HmdTrackingState &sensorState = pDev->GetLocalTrackingState();
			if (sensorState.CheckStatusFlags(eHmdStatus_IsUsable))
			{
				float arf_notUsed;
				pDev->GetCameraSetupInfo(fov, arf_notUsed);
			}
		}

		m_camera.SetFrustum(pSysCam->GetViewSurfaceX(), pSysCam->GetViewSurfaceZ(), fov, nearPlane, farPlane, pSysCam->GetPixelAspectRatio());

		//TODO: (14, 06, 2010, "the player view should always get updated, this due to the hud being visable, without shocking, in cutscenes - todo is to see if we can optimise this code");
		IActor* pActor = gEnv->pGame->GetIGameFramework()->GetClientActor();
		if (pActor)
		{
			CGameObject* const linkToObj = static_cast<CGameObject*>(pActor->GetEntity()->GetProxy(ENTITY_PROXY_USER));

			if (linkToObj && linkToObj != pLinkedTo)
			{
				linkToObj->PostUpdateView(m_viewParams);
			}
		}

		//apply shake & set the view matrix
		m_viewParams.rotation *= m_viewParams.currentShakeQuat;
		m_viewParams.rotation.NormalizeSafe();
		m_viewParams.position += m_viewParams.currentShakeShift;

		// Camera space Rendering calculations on Entity
		if (pLinkedTo)
		{
			IEntity* pLinkedToEntity = pLinkedTo->GetEntity();
			if (pLinkedToEntity)
			{
				const int slotIndex   = 0;
				uint32    entityFlags = pLinkedToEntity->GetSlotFlags(slotIndex);
				if (entityFlags & ENTITY_SLOT_RENDER_NEAREST)
				{
					// Get camera pos relative to entity
					const Vec3 cameraLocalPos = m_viewParams.position;

					// Set entity's camera space position
					const Vec3 cameraSpacePos(-cameraLocalPos * m_viewParams.rotation);
					pLinkedToEntity->SetSlotCameraSpacePos(slotIndex,cameraSpacePos);

					// Add world pos onto camera local pos
					m_viewParams.position = pLinkedToEntity->GetWorldPos() + cameraLocalPos;
				}
			}
		}

		// Blending between cameras needs to happen after Camera space rendering calculations have been applied
		// so that the m_viewParams.position is in World Space again
		m_viewParams.UpdateBlending(frameTime);

		// [VR] specific
		// Add HMD's pose tracking on top of current camera pose
		// Each game-title can decide whether to keep this functionality here or (most likely)
		// move it somewhere else.

		Quat q   = m_viewParams.rotation;
		Vec3 pos = m_viewParams.position;
		Vec3 p   = Vec3(ZERO);

		// Uses the recorded tracking if time demo is on playback
		// Otherwise uses real tracking from device
		ITimeDemoRecorder* pTimeDemoRecorder = gEnv->pGame->GetIGameFramework()->GetITimeDemoRecorder();

		if (pTimeDemoRecorder && pTimeDemoRecorder->IsPlaying())
		{
			STimeDemoFrameRecord record;
			pTimeDemoRecorder->GetCurrentFrameRecord(record);

			p = q * record.hmdPositionOffset;
			q = q * record.hmdViewRotation;
		}
		else if (bHmdTrackingEnabled)
		{
			pHmdDevice->SetAsynCameraCallback(this);
			if (pHmdReferencePoint && pHmdReferencePoint->GetIVal() == 1) // actor-centered HMD offset
			{
				const IEntity* pEnt = GetLinkedEntity();
				if (const IActor* pActor = gEnv->pGame->GetIGameFramework()->GetClientActor())
				{
					if (pEnt && pActor->GetEntity() == pEnt)
					{
						q   = pEnt->GetWorldRotation();
						pos = pEnt->GetWorldPos();
					}
				}
			}

			const HmdTrackingState &sensorState = pHmdDevice->GetLocalTrackingState();
			p = q * sensorState.pose.position;
			q = q * sensorState.pose.orientation;
		}

		Matrix34 viewMtx(q);
		viewMtx.SetTranslation(pos + p);
		m_camera.SetMatrix(viewMtx);
	}
	else
	{
		m_linkedTo = 0;

		CCryAction* pCryAction = CCryAction::GetCryAction();
		if (!pCryAction->IsGameSessionMigrating())    // If we're host migrating, leave the camera where it was
		{
			// Check if we're leaving a game mid way through - if we are then stop the camera from being reset for a frame or 2 before the unload happens
			if (!pCryAction->GetIGameSessionHandler()->IsMidGameLeaving())
			{
				m_camera.SetPosition(Vec3(1,1,1));
			}
		}
	}
}
示例#6
0
文件: View.cpp 项目: aronarts/FireNET
//------------------------------------------------------------------------
void CView::Update(float frameTime,bool isActive)
{
	//FIXME:some cameras may need to be updated always
	if (!isActive)
		return;

	CGameObject * pLinkedTo = GetLinkedGameObject();
	if (pLinkedTo && !pLinkedTo->CanUpdateView())
	  pLinkedTo = NULL;
	IEntity* pEntity = pLinkedTo ? 0 : GetLinkedEntity();

	if (pLinkedTo || pEntity)
	{
		m_viewParams.SaveLast();

		CCamera *pSysCam = &m_pSystem->GetViewCamera();

		//process screen shaking
		ProcessShaking(frameTime);
		
		//FIXME:to let the updateView implementation use the correct shakeVector
		m_viewParams.currentShakeShift = m_viewParams.rotation * m_viewParams.currentShakeShift;
		
    m_viewParams.frameTime=frameTime;
		//update view position/rotation
		if (pLinkedTo)
		{
			pLinkedTo->UpdateView(m_viewParams);
			if (!m_viewParams.position.IsValid())
			{
				m_viewParams.position = m_viewParams.GetPositionLast();
				CRY_ASSERT_MESSAGE(0, "Camera position is invalid, reverting to old position");
			}
			if (!m_viewParams.rotation.IsValid())
			{
				m_viewParams.rotation = m_viewParams.GetRotationLast();
				CRY_ASSERT_MESSAGE(0, "Camera rotation is invalid, reverting to old rotation");
			}
		}
		else
		{
			Matrix34 mat = pEntity->GetWorldTM();
			mat.OrthonormalizeFast();
			m_viewParams.position = mat.GetTranslation();
			m_viewParams.rotation = Quat(mat);
		}

		ApplyFrameAdditiveAngles(m_viewParams.rotation);

    if (pLinkedTo)
    {
      pLinkedTo->PostUpdateView(m_viewParams);
    }

		float fNearZ  = gEnv->pGame->GetIGameFramework()->GetIViewSystem()->GetDefaultZNear();
		
		//see if the view have to use a custom near clipping plane
		float nearPlane = (m_viewParams.nearplane > 0.01f)?(m_viewParams.nearplane):(fNearZ/*pSysCam->GetNearPlane()*/);
		float farPlane = gEnv->p3DEngine->GetMaxViewDistance();
		float fov = m_viewParams.fov < 0.001 ? DEFAULT_FOV : m_viewParams.fov;
		
		m_camera.SetFrustum(pSysCam->GetViewSurfaceX(),pSysCam->GetViewSurfaceZ(),fov,nearPlane,farPlane, pSysCam->GetPixelAspectRatio());

    //TODO: (14, 06, 2010, "the player view should always get updated, this due to the hud being visable, without shocking, in cutscenes - todo is to see if we can optimise this code");
    IActor * pActor = gEnv->pGame->GetIGameFramework()->GetClientActor();
    if (pActor)
    {
      CGameObject * linkToObj = (CGameObject*)pActor->GetEntity()->GetProxy( ENTITY_PROXY_USER );
      if (linkToObj && linkToObj != pLinkedTo)
      {
        linkToObj->PostUpdateView(m_viewParams);
      }
    }

		//apply shake & set the view matrix
		m_viewParams.rotation *= m_viewParams.currentShakeQuat;
		m_viewParams.rotation.NormalizeSafe();
		m_viewParams.position += m_viewParams.currentShakeShift;

		// Camera space Rendering calculations on Entity
		if(pLinkedTo)
		{
			IEntity* pLinkedToEntity = pLinkedTo->GetEntity();
			if(pLinkedToEntity)
			{
				const int slotIndex = 0;
				uint32 entityFlags = pLinkedToEntity->GetSlotFlags(slotIndex);
				if(entityFlags & ENTITY_SLOT_RENDER_NEAREST)
				{
					// Get camera pos relative to entity
					const Vec3 cameraLocalPos = m_viewParams.position;

					// Set entity's camera space position
					const Vec3 cameraSpacePos(-cameraLocalPos * m_viewParams.rotation);
					pLinkedToEntity->SetSlotCameraSpacePos(slotIndex,cameraSpacePos);

					// Add world pos onto camera local pos
					m_viewParams.position = pLinkedToEntity->GetWorldPos() + cameraLocalPos;
				}
			}
		}

		// Blending between cameras needs to happen after Camera space rendering calculations have been applied
		// so that the m_viewParams.position is in World Space again
		m_viewParams.UpdateBlending(frameTime);

		Matrix34 viewMtx(m_viewParams.rotation);
		viewMtx.SetTranslation(m_viewParams.position);
		m_camera.SetMatrix(viewMtx);
	}
	else
	{
		m_linkedTo = 0;

		CCryAction *pCryAction = CCryAction::GetCryAction();
		if (!pCryAction->IsGameSessionMigrating())		// If we're host migrating, leave the camera where it was
		{
			// Check if we're leaving a game mid way through - if we are then stop the camera from being reset for a frame or 2 before the unload happens
			if (!pCryAction->GetIGameSessionHandler()->IsMidGameLeaving())
			{
				m_camera.SetPosition(Vec3(1,1,1));
			}
		}
	}
}