int CScriptBind_Actor::GetClosestAttachment(IFunctionHandler *pH, int characterSlot, Vec3 testPos, float maxDistance, const char* suffix) { CActor *pActor = GetActor(pH); if (!pActor) return pH->EndFunction(); IEntity* pEntity = pActor->GetEntity(); ICharacterInstance* pChar = pEntity->GetCharacter(characterSlot); if (!pChar) return pH->EndFunction(); //fallback: use nearest attachment float minDiff = maxDistance*maxDistance; IAttachment* pClosestAtt = 0; IAttachmentManager* pMan = pChar->GetIAttachmentManager(); int count = pMan->GetAttachmentCount(); for (int i=0; i<count; ++i) { IAttachment* pAtt = pMan->GetInterfaceByIndex(i); if (pAtt->IsAttachmentHidden() || !pAtt->GetIAttachmentObject()) continue; AABB bbox(AABB::CreateTransformedAABB(Matrix34(pAtt->GetAttWorldAbsolute()),pAtt->GetIAttachmentObject()->GetAABB())); //gEnv->pRenderer->GetIRenderAuxGeom()->DrawAABB(bbox,false,ColorB(255,0,0,100),eBBD_Faceted); //float diff = (testPos - pAtt->GetWMatrix().GetTranslation()).len2(); float diff((testPos - bbox.GetCenter()).len2()); if (diff < minDiff) { //CryLogAlways("%s distance: %.1f", pAtt->GetName(), sqrt(diff)); if (suffix[0] && !strstr(pAtt->GetName(), suffix)) continue; minDiff = diff; pClosestAtt = pAtt; } } if (!pClosestAtt) return pH->EndFunction(); //FIXME FIXME: E3 workaround char attachmentName[64]; strncpy(attachmentName,pClosestAtt->GetName(),63); attachmentName[63] = 0; char *pDotChar = strstr(attachmentName,"."); if (pDotChar) *pDotChar = 0; strlwr(attachmentName); // return pH->EndFunction(attachmentName); }
//------------------------------------------------------------------------ const Matrix33 &CItem::GetSlotHelperRotation(int slot, const char *helper, bool worldSpace, bool relative) { static Matrix33 rotation; rotation.SetIdentity(); IEntity* pEntity = GetEntity(); if(!pEntity) return rotation; SEntitySlotInfo info; if (pEntity->GetSlotInfo(slot, info)) { if (info.pStatObj) { IStatObj *pStatObj = info.pStatObj; rotation = Matrix33(pStatObj->GetHelperTM(helper)); rotation.OrthonormalizeFast(); rotation = Matrix33(GetEntity()->GetSlotLocalTM(slot, false))*rotation; } else if (info.pCharacter) { ICharacterInstance *pCharacter = info.pCharacter; if(!pCharacter) return rotation; IAttachment* pAttachment = pCharacter->GetIAttachmentManager()->GetInterfaceByName(helper); if(pAttachment) { rotation = Matrix33(worldSpace ? pAttachment->GetAttWorldAbsolute().q : pAttachment->GetAttModelRelative().q); return rotation; } else { ICharacterModelSkeleton* pICharacterModelSkeleton = pCharacter->GetICharacterModel()->GetICharacterModelSkeleton(); ISkeletonPose* pSkeletonPose = pCharacter->GetISkeletonPose(); int16 id = pICharacterModelSkeleton->GetJointIDByName(helper); if (id > -1) { rotation = relative ? Matrix33(pSkeletonPose->GetRelJointByID(id).q) : Matrix33(pSkeletonPose->GetAbsJointByID(id).q); } } if (!relative) { rotation = Matrix33(pEntity->GetSlotLocalTM(slot, false)) * rotation; } } } if (worldSpace) { rotation = Matrix33(pEntity->GetWorldTM()) * rotation; } return rotation; }
//------------------------------------------------------------------------ Vec3 CItem::GetSlotHelperPos(int slot, const char *helper, bool worldSpace, bool relative) const { Vec3 position(0,0,0); SEntitySlotInfo info; if (GetEntity()->GetSlotInfo(slot, info)) { if (info.pStatObj) { IStatObj *pStatsObj = info.pStatObj; position = pStatsObj->GetHelperPos(helper); position = GetEntity()->GetSlotLocalTM(slot, false).TransformPoint(position); } else if (info.pCharacter) { ICharacterInstance *pCharacter = info.pCharacter; IAttachment* pAttachment = pCharacter->GetIAttachmentManager()->GetInterfaceByName(helper); if (pAttachment) { position = worldSpace ? pAttachment->GetAttWorldAbsolute().t : pAttachment->GetAttModelRelative().t; return position; } else { ICharacterModelSkeleton* pICharacterModelSkeleton = pCharacter->GetICharacterModel()->GetICharacterModelSkeleton(); ISkeletonPose* pSkeletonPose = pCharacter->GetISkeletonPose(); int16 id = pICharacterModelSkeleton->GetJointIDByName(helper); if (id > -1) { position = relative ? pSkeletonPose->GetRelJointByID(id).t : pSkeletonPose->GetAbsJointByID(id).t; } } if (!relative) { position = GetEntity()->GetSlotLocalTM(slot, false).TransformPoint(position); } } } if (worldSpace) { position = GetWorldTM().TransformPoint(position); } return position; }
//------------------------------------------------------------------------ Matrix34 CItem::GetCharacterAttachmentWorldTM(int slot, const char *name) { ICharacterInstance *pCharacter = GetEntity()->GetCharacter(slot); if (!pCharacter) return Matrix34::CreateIdentity(); IAttachmentManager *pAttachmentManager = pCharacter->GetIAttachmentManager(); IAttachment *pAttachment = pAttachmentManager->GetInterfaceByName(name); if (!pAttachment) { GameWarning("Item '%s' trying to get local TM on attachment '%s' which does not exist!", GetEntity()->GetName(), name); return Matrix34::CreateIdentity(); } return Matrix34(pAttachment->GetAttWorldAbsolute()); }
//------------------------------------------------------------------------ int CScriptBind_Actor::AttachVulnerabilityEffect(IFunctionHandler *pH, int characterSlot, int partid, Vec3 hitPos, float radius, const char* effect, const char* attachmentIdentifier) { CActor *pActor = GetActor(pH); if (!pActor) return pH->EndFunction(); IEntity* pEntity = pActor->GetEntity(); ICharacterInstance* pChar = pEntity->GetCharacter(characterSlot); if (!pChar || !effect) return pH->EndFunction(); //fallback: use nearest attachment float minDiff = radius*radius; IAttachment* pClosestAtt = 0; IAttachmentManager* pMan = pChar->GetIAttachmentManager(); for (int i=0; i<pMan->GetAttachmentCount(); ++i) { IAttachment* pAtt = pMan->GetInterfaceByIndex(i); float diff = (hitPos - pAtt->GetAttWorldAbsolute().t).len2(); if (diff < minDiff) { // only use specified attachments if (attachmentIdentifier[0] && !strstr(pAtt->GetName(), attachmentIdentifier)) continue; minDiff = diff; pClosestAtt = pAtt; } //CryLog("diff: %.2f, att: %s", diff, attName.c_str()); } if (!pClosestAtt) return pH->EndFunction(); //CryLog("AttachVulnerabilityEffect: closest att %s, attaching effect %s", pClosestAtt->GetName(), effect); CEffectAttachment *pEffectAttachment = new CEffectAttachment(effect, Vec3(ZERO), Vec3(0,1,0), 1.f); pClosestAtt->AddBinding(pEffectAttachment); pClosestAtt->HideAttachment(0); return pH->EndFunction(pClosestAtt->GetName()); }
//------------------------------------------------------------------------ void CItem::SpawnEffect(int slot, const char *effectName, const char *helper, const Vec3 &offset, const Vec3 &dir, float scale) { if (m_stats.mounted) slot=eIGS_FirstPerson; Vec3 position(0,0,0); Vec3 finalOffset = offset; SEntitySlotInfo slotInfo; if (GetEntity()->GetSlotInfo(slot, slotInfo)) { if (slotInfo.pStatObj) // entity slot { // get helper position IStatObj *pStatsObj = slotInfo.pStatObj; position = pStatsObj->GetHelperPos(helper); position = GetEntity()->GetSlotWorldTM(slot).TransformPoint(position); } else if (slotInfo.pCharacter) // bone attachment { ICharacterInstance *pCharacter = slotInfo.pCharacter; IAttachmentManager *pAttachmentManager = pCharacter->GetIAttachmentManager(); IAttachment *pAttachment = pAttachmentManager->GetInterfaceByName(helper); if (pAttachment) { const Matrix34 m = Matrix34(pAttachment->GetAttWorldAbsolute()); position = m.GetTranslation(); } else { int16 id = pCharacter->GetISkeletonPose()->GetJointIDByName(helper); if (id>=0) position = pCharacter->GetISkeletonPose()->GetAbsJointByID(id).t; position = GetEntity()->GetSlotWorldTM(slot).TransformPoint(position); } } } else if(m_stats.mounted && !m_stats.fp) { if(GetIWeapon()) { // if no helper specified, try getting pos from firing locator IWeaponFiringLocator *pLocator = GetIWeapon()->GetFiringLocator(); if (pLocator) { if(!pLocator->GetFiringPos(GetEntityId(), NULL, position)) position.Set(0.0f,0.0f,0.0f); else finalOffset = GetEntity()->GetWorldTM().TransformVector(finalOffset); } } } position += finalOffset; IParticleEffect *pParticleEffect = gEnv->pParticleManager->FindEffect(effectName); if (pParticleEffect) pParticleEffect->Spawn(true, IParticleEffect::ParticleLoc(position, dir, scale)); }