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- /*
- ===========================================================================
- Doom 3 GPL Source Code
- Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
- This file is part of the Doom 3 GPL Source Code (?Doom 3 Source Code?).
- Doom 3 Source Code is free software: you can redistribute it and/or modify
- it under the terms of the GNU General Public License as published by
- the Free Software Foundation, either version 3 of the License, or
- (at your option) any later version.
- Doom 3 Source Code is distributed in the hope that it will be useful,
- but WITHOUT ANY WARRANTY; without even the implied warranty of
- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- GNU General Public License for more details.
- You should have received a copy of the GNU General Public License
- along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
- In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below.
- If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
- ===========================================================================
- */
- #include "../idlib/precompiled.h"
- #pragma hdrstop
- #include "Game_local.h"
- /*
- ===============================================================================
- idMultiModelAF
- ===============================================================================
- */
- CLASS_DECLARATION( idEntity, idMultiModelAF )
- END_CLASS
- /*
- ================
- idMultiModelAF::Spawn
- ================
- */
- void idMultiModelAF::Spawn( void ) {
- physicsObj.SetSelf( this );
- }
- /*
- ================
- idMultiModelAF::~idMultiModelAF
- ================
- */
- idMultiModelAF::~idMultiModelAF( void ) {
- int i;
- for ( i = 0; i < modelDefHandles.Num(); i++ ) {
- if ( modelDefHandles[i] != -1 ) {
- gameRenderWorld->FreeEntityDef( modelDefHandles[i] );
- modelDefHandles[i] = -1;
- }
- }
- }
- /*
- ================
- idMultiModelAF::SetModelForId
- ================
- */
- void idMultiModelAF::SetModelForId( int id, const idStr &modelName ) {
- modelHandles.AssureSize( id+1, NULL );
- modelDefHandles.AssureSize( id+1, -1 );
- modelHandles[id] = renderModelManager->FindModel( modelName );
- }
- /*
- ================
- idMultiModelAF::Present
- ================
- */
- void idMultiModelAF::Present( void ) {
- int i;
- // don't present to the renderer if the entity hasn't changed
- if ( !( thinkFlags & TH_UPDATEVISUALS ) ) {
- return;
- }
- BecomeInactive( TH_UPDATEVISUALS );
- for ( i = 0; i < modelHandles.Num(); i++ ) {
- if ( !modelHandles[i] ) {
- continue;
- }
- renderEntity.origin = physicsObj.GetOrigin( i );
- renderEntity.axis = physicsObj.GetAxis( i );
- renderEntity.hModel = modelHandles[i];
- renderEntity.bodyId = i;
- // add to refresh list
- if ( modelDefHandles[i] == -1 ) {
- modelDefHandles[i] = gameRenderWorld->AddEntityDef( &renderEntity );
- } else {
- gameRenderWorld->UpdateEntityDef( modelDefHandles[i], &renderEntity );
- }
- }
- }
- /*
- ================
- idMultiModelAF::Think
- ================
- */
- void idMultiModelAF::Think( void ) {
- RunPhysics();
- Present();
- }
- /*
- ===============================================================================
- idChain
- ===============================================================================
- */
- CLASS_DECLARATION( idMultiModelAF, idChain )
- END_CLASS
- /*
- ================
- idChain::BuildChain
- builds a chain hanging down from the ceiling
- the highest link is a child of the link below it etc.
- this allows an object to be attached to multiple chains while keeping a single tree structure
- ================
- */
- void idChain::BuildChain( const idStr &name, const idVec3 &origin, float linkLength, float linkWidth, float density, int numLinks, bool bindToWorld ) {
- int i;
- float halfLinkLength = linkLength * 0.5f;
- idTraceModel trm;
- idClipModel *clip;
- idAFBody *body, *lastBody;
- idAFConstraint_BallAndSocketJoint *bsj;
- idAFConstraint_UniversalJoint *uj;
- idVec3 org;
- // create a trace model
- trm = idTraceModel( linkLength, linkWidth );
- trm.Translate( -trm.offset );
- org = origin - idVec3( 0, 0, halfLinkLength );
- lastBody = NULL;
- for ( i = 0; i < numLinks; i++ ) {
- // add body
- clip = new idClipModel( trm );
- clip->SetContents( CONTENTS_SOLID );
- clip->Link( gameLocal.clip, this, 0, org, mat3_identity );
- body = new idAFBody( name + idStr(i), clip, density );
- physicsObj.AddBody( body );
- // visual model for body
- SetModelForId( physicsObj.GetBodyId( body ), spawnArgs.GetString( "model" ) );
- // add constraint
- if ( bindToWorld ) {
- if ( !lastBody ) {
- uj = new idAFConstraint_UniversalJoint( name + idStr(i), body, lastBody );
- uj->SetShafts( idVec3( 0, 0, -1 ), idVec3( 0, 0, 1 ) );
- //uj->SetConeLimit( idVec3( 0, 0, -1 ), 30.0f );
- //uj->SetPyramidLimit( idVec3( 0, 0, -1 ), idVec3( 1, 0, 0 ), 90.0f, 30.0f );
- }
- else {
- uj = new idAFConstraint_UniversalJoint( name + idStr(i), lastBody, body );
- uj->SetShafts( idVec3( 0, 0, 1 ), idVec3( 0, 0, -1 ) );
- //uj->SetConeLimit( idVec3( 0, 0, 1 ), 30.0f );
- }
- uj->SetAnchor( org + idVec3( 0, 0, halfLinkLength ) );
- uj->SetFriction( 0.9f );
- physicsObj.AddConstraint( uj );
- }
- else {
- if ( lastBody ) {
- bsj = new idAFConstraint_BallAndSocketJoint( "joint" + idStr(i), lastBody, body );
- bsj->SetAnchor( org + idVec3( 0, 0, halfLinkLength ) );
- bsj->SetConeLimit( idVec3( 0, 0, 1 ), 60.0f, idVec3( 0, 0, 1 ) );
- physicsObj.AddConstraint( bsj );
- }
- }
- org[2] -= linkLength;
- lastBody = body;
- }
- }
- /*
- ================
- idChain::Spawn
- ================
- */
- void idChain::Spawn( void ) {
- int numLinks;
- float length, linkLength, linkWidth, density;
- bool drop;
- idVec3 origin;
- spawnArgs.GetBool( "drop", "0", drop );
- spawnArgs.GetInt( "links", "3", numLinks );
- spawnArgs.GetFloat( "length", idStr( numLinks * 32.0f ), length );
- spawnArgs.GetFloat( "width", "8", linkWidth );
- spawnArgs.GetFloat( "density", "0.2", density );
- linkLength = length / numLinks;
- origin = GetPhysics()->GetOrigin();
- // initialize physics
- physicsObj.SetSelf( this );
- physicsObj.SetGravity( gameLocal.GetGravity() );
- physicsObj.SetClipMask( MASK_SOLID | CONTENTS_BODY );
- SetPhysics( &physicsObj );
- BuildChain( "link", origin, linkLength, linkWidth, density, numLinks, !drop );
- }
- /*
- ===============================================================================
- idAFAttachment
- ===============================================================================
- */
- CLASS_DECLARATION( idAnimatedEntity, idAFAttachment )
- END_CLASS
- /*
- =====================
- idAFAttachment::idAFAttachment
- =====================
- */
- idAFAttachment::idAFAttachment( void ) {
- body = NULL;
- combatModel = NULL;
- idleAnim = 0;
- attachJoint = INVALID_JOINT;
- }
- /*
- =====================
- idAFAttachment::~idAFAttachment
- =====================
- */
- idAFAttachment::~idAFAttachment( void ) {
- StopSound( SND_CHANNEL_ANY, false );
- delete combatModel;
- combatModel = NULL;
- }
- /*
- =====================
- idAFAttachment::Spawn
- =====================
- */
- void idAFAttachment::Spawn( void ) {
- idleAnim = animator.GetAnim( "idle" );
- }
- /*
- =====================
- idAFAttachment::SetBody
- =====================
- */
- void idAFAttachment::SetBody( idEntity *bodyEnt, const char *model, jointHandle_t attachJoint ) {
- bool bleed;
- body = bodyEnt;
- this->attachJoint = attachJoint;
- SetModel( model );
- fl.takedamage = true;
- bleed = body->spawnArgs.GetBool( "bleed" );
- spawnArgs.SetBool( "bleed", bleed );
- }
- /*
- =====================
- idAFAttachment::ClearBody
- =====================
- */
- void idAFAttachment::ClearBody( void ) {
- body = NULL;
- attachJoint = INVALID_JOINT;
- Hide();
- }
- /*
- =====================
- idAFAttachment::GetBody
- =====================
- */
- idEntity *idAFAttachment::GetBody( void ) const {
- return body;
- }
- /*
- ================
- idAFAttachment::Save
- archive object for savegame file
- ================
- */
- void idAFAttachment::Save( idSaveGame *savefile ) const {
- savefile->WriteObject( body );
- savefile->WriteInt( idleAnim );
- savefile->WriteJoint( attachJoint );
- }
- /*
- ================
- idAFAttachment::Restore
- unarchives object from save game file
- ================
- */
- void idAFAttachment::Restore( idRestoreGame *savefile ) {
- savefile->ReadObject( reinterpret_cast<idClass *&>( body ) );
- savefile->ReadInt( idleAnim );
- savefile->ReadJoint( attachJoint );
- SetCombatModel();
- LinkCombat();
- }
- /*
- ================
- idAFAttachment::Hide
- ================
- */
- void idAFAttachment::Hide( void ) {
- idEntity::Hide();
- UnlinkCombat();
- }
- /*
- ================
- idAFAttachment::Show
- ================
- */
- void idAFAttachment::Show( void ) {
- idEntity::Show();
- LinkCombat();
- }
- /*
- ============
- idAFAttachment::Damage
- Pass damage to body at the bindjoint
- ============
- */
- void idAFAttachment::Damage( idEntity *inflictor, idEntity *attacker, const idVec3 &dir,
- const char *damageDefName, const float damageScale, const int location ) {
-
- if ( body ) {
- body->Damage( inflictor, attacker, dir, damageDefName, damageScale, attachJoint );
- }
- }
- /*
- ================
- idAFAttachment::AddDamageEffect
- ================
- */
- void idAFAttachment::AddDamageEffect( const trace_t &collision, const idVec3 &velocity, const char *damageDefName ) {
- if ( body ) {
- trace_t c = collision;
- c.c.id = JOINT_HANDLE_TO_CLIPMODEL_ID( attachJoint );
- body->AddDamageEffect( c, velocity, damageDefName );
- }
- }
- /*
- ================
- idAFAttachment::GetImpactInfo
- ================
- */
- void idAFAttachment::GetImpactInfo( idEntity *ent, int id, const idVec3 &point, impactInfo_t *info ) {
- if ( body ) {
- body->GetImpactInfo( ent, JOINT_HANDLE_TO_CLIPMODEL_ID( attachJoint ), point, info );
- } else {
- idEntity::GetImpactInfo( ent, id, point, info );
- }
- }
- /*
- ================
- idAFAttachment::ApplyImpulse
- ================
- */
- void idAFAttachment::ApplyImpulse( idEntity *ent, int id, const idVec3 &point, const idVec3 &impulse ) {
- if ( body ) {
- body->ApplyImpulse( ent, JOINT_HANDLE_TO_CLIPMODEL_ID( attachJoint ), point, impulse );
- } else {
- idEntity::ApplyImpulse( ent, id, point, impulse );
- }
- }
- /*
- ================
- idAFAttachment::AddForce
- ================
- */
- void idAFAttachment::AddForce( idEntity *ent, int id, const idVec3 &point, const idVec3 &force ) {
- if ( body ) {
- body->AddForce( ent, JOINT_HANDLE_TO_CLIPMODEL_ID( attachJoint ), point, force );
- } else {
- idEntity::AddForce( ent, id, point, force );
- }
- }
- /*
- ================
- idAFAttachment::PlayIdleAnim
- ================
- */
- void idAFAttachment::PlayIdleAnim( int blendTime ) {
- if ( idleAnim && ( idleAnim != animator.CurrentAnim( ANIMCHANNEL_ALL )->AnimNum() ) ) {
- animator.CycleAnim( ANIMCHANNEL_ALL, idleAnim, gameLocal.time, blendTime );
- }
- }
- /*
- ================
- idAfAttachment::Think
- ================
- */
- void idAFAttachment::Think( void ) {
- idAnimatedEntity::Think();
- if ( thinkFlags & TH_UPDATEPARTICLES ) {
- UpdateDamageEffects();
- }
- }
- /*
- ================
- idAFAttachment::SetCombatModel
- ================
- */
- void idAFAttachment::SetCombatModel( void ) {
- if ( combatModel ) {
- combatModel->Unlink();
- combatModel->LoadModel( modelDefHandle );
- } else {
- combatModel = new idClipModel( modelDefHandle );
- }
- combatModel->SetOwner( body );
- }
- /*
- ================
- idAFAttachment::GetCombatModel
- ================
- */
- idClipModel *idAFAttachment::GetCombatModel( void ) const {
- return combatModel;
- }
- /*
- ================
- idAFAttachment::LinkCombat
- ================
- */
- void idAFAttachment::LinkCombat( void ) {
- if ( fl.hidden ) {
- return;
- }
- if ( combatModel ) {
- combatModel->Link( gameLocal.clip, this, 0, renderEntity.origin, renderEntity.axis, modelDefHandle );
- }
- }
- /*
- ================
- idAFAttachment::UnlinkCombat
- ================
- */
- void idAFAttachment::UnlinkCombat( void ) {
- if ( combatModel ) {
- combatModel->Unlink();
- }
- }
- /*
- ===============================================================================
- idAFEntity_Base
- ===============================================================================
- */
- const idEventDef EV_SetConstraintPosition( "SetConstraintPosition", "sv" );
- CLASS_DECLARATION( idAnimatedEntity, idAFEntity_Base )
- EVENT( EV_SetConstraintPosition, idAFEntity_Base::Event_SetConstraintPosition )
- END_CLASS
- static const float BOUNCE_SOUND_MIN_VELOCITY = 80.0f;
- static const float BOUNCE_SOUND_MAX_VELOCITY = 200.0f;
- /*
- ================
- idAFEntity_Base::idAFEntity_Base
- ================
- */
- idAFEntity_Base::idAFEntity_Base( void ) {
- combatModel = NULL;
- combatModelContents = 0;
- nextSoundTime = 0;
- spawnOrigin.Zero();
- spawnAxis.Identity();
- }
- /*
- ================
- idAFEntity_Base::~idAFEntity_Base
- ================
- */
- idAFEntity_Base::~idAFEntity_Base( void ) {
- delete combatModel;
- combatModel = NULL;
- }
- /*
- ================
- idAFEntity_Base::Save
- ================
- */
- void idAFEntity_Base::Save( idSaveGame *savefile ) const {
- savefile->WriteInt( combatModelContents );
- savefile->WriteClipModel( combatModel );
- savefile->WriteVec3( spawnOrigin );
- savefile->WriteMat3( spawnAxis );
- savefile->WriteInt( nextSoundTime );
- af.Save( savefile );
- }
- /*
- ================
- idAFEntity_Base::Restore
- ================
- */
- void idAFEntity_Base::Restore( idRestoreGame *savefile ) {
- savefile->ReadInt( combatModelContents );
- savefile->ReadClipModel( combatModel );
- savefile->ReadVec3( spawnOrigin );
- savefile->ReadMat3( spawnAxis );
- savefile->ReadInt( nextSoundTime );
- LinkCombat();
- af.Restore( savefile );
- }
- /*
- ================
- idAFEntity_Base::Spawn
- ================
- */
- void idAFEntity_Base::Spawn( void ) {
- spawnOrigin = GetPhysics()->GetOrigin();
- spawnAxis = GetPhysics()->GetAxis();
- nextSoundTime = 0;
- }
- /*
- ================
- idAFEntity_Base::LoadAF
- ================
- */
- bool idAFEntity_Base::LoadAF( void ) {
- idStr fileName;
- if ( !spawnArgs.GetString( "articulatedFigure", "*unknown*", fileName ) ) {
- return false;
- }
- af.SetAnimator( GetAnimator() );
- if ( !af.Load( this, fileName ) ) {
- gameLocal.Error( "idAFEntity_Base::LoadAF: Couldn't load af file '%s' on entity '%s'", fileName.c_str(), name.c_str() );
- }
- af.Start();
- af.GetPhysics()->Rotate( spawnAxis.ToRotation() );
- af.GetPhysics()->Translate( spawnOrigin );
- LoadState( spawnArgs );
- af.UpdateAnimation();
- animator.CreateFrame( gameLocal.time, true );
- UpdateVisuals();
- return true;
- }
- /*
- ================
- idAFEntity_Base::Think
- ================
- */
- void idAFEntity_Base::Think( void ) {
- RunPhysics();
- UpdateAnimation();
- if ( thinkFlags & TH_UPDATEVISUALS ) {
- Present();
- LinkCombat();
- }
- }
- /*
- ================
- idAFEntity_Base::BodyForClipModelId
- ================
- */
- int idAFEntity_Base::BodyForClipModelId( int id ) const {
- return af.BodyForClipModelId( id );
- }
- /*
- ================
- idAFEntity_Base::SaveState
- ================
- */
- void idAFEntity_Base::SaveState( idDict &args ) const {
- const idKeyValue *kv;
- // save the ragdoll pose
- af.SaveState( args );
- // save all the bind constraints
- kv = spawnArgs.MatchPrefix( "bindConstraint ", NULL );
- while ( kv ) {
- args.Set( kv->GetKey(), kv->GetValue() );
- kv = spawnArgs.MatchPrefix( "bindConstraint ", kv );
- }
- // save the bind if it exists
- kv = spawnArgs.FindKey( "bind" );
- if ( kv ) {
- args.Set( kv->GetKey(), kv->GetValue() );
- }
- kv = spawnArgs.FindKey( "bindToJoint" );
- if ( kv ) {
- args.Set( kv->GetKey(), kv->GetValue() );
- }
- kv = spawnArgs.FindKey( "bindToBody" );
- if ( kv ) {
- args.Set( kv->GetKey(), kv->GetValue() );
- }
- }
- /*
- ================
- idAFEntity_Base::LoadState
- ================
- */
- void idAFEntity_Base::LoadState( const idDict &args ) {
- af.LoadState( args );
- }
- /*
- ================
- idAFEntity_Base::AddBindConstraints
- ================
- */
- void idAFEntity_Base::AddBindConstraints( void ) {
- af.AddBindConstraints();
- }
- /*
- ================
- idAFEntity_Base::RemoveBindConstraints
- ================
- */
- void idAFEntity_Base::RemoveBindConstraints( void ) {
- af.RemoveBindConstraints();
- }
- /*
- ================
- idAFEntity_Base::GetImpactInfo
- ================
- */
- void idAFEntity_Base::GetImpactInfo( idEntity *ent, int id, const idVec3 &point, impactInfo_t *info ) {
- if ( af.IsActive() ) {
- af.GetImpactInfo( ent, id, point, info );
- } else {
- idEntity::GetImpactInfo( ent, id, point, info );
- }
- }
- /*
- ================
- idAFEntity_Base::ApplyImpulse
- ================
- */
- void idAFEntity_Base::ApplyImpulse( idEntity *ent, int id, const idVec3 &point, const idVec3 &impulse ) {
- if ( af.IsLoaded() ) {
- af.ApplyImpulse( ent, id, point, impulse );
- }
- if ( !af.IsActive() ) {
- idEntity::ApplyImpulse( ent, id, point, impulse );
- }
- }
- /*
- ================
- idAFEntity_Base::AddForce
- ================
- */
- void idAFEntity_Base::AddForce( idEntity *ent, int id, const idVec3 &point, const idVec3 &force ) {
- if ( af.IsLoaded() ) {
- af.AddForce( ent, id, point, force );
- }
- if ( !af.IsActive() ) {
- idEntity::AddForce( ent, id, point, force );
- }
- }
- /*
- ================
- idAFEntity_Base::Collide
- ================
- */
- bool idAFEntity_Base::Collide( const trace_t &collision, const idVec3 &velocity ) {
- float v, f;
- if ( af.IsActive() ) {
- v = -( velocity * collision.c.normal );
- if ( v > BOUNCE_SOUND_MIN_VELOCITY && gameLocal.time > nextSoundTime ) {
- f = v > BOUNCE_SOUND_MAX_VELOCITY ? 1.0f : idMath::Sqrt( v - BOUNCE_SOUND_MIN_VELOCITY ) * ( 1.0f / idMath::Sqrt( BOUNCE_SOUND_MAX_VELOCITY - BOUNCE_SOUND_MIN_VELOCITY ) );
- if ( StartSound( "snd_bounce", SND_CHANNEL_ANY, 0, false, NULL ) ) {
- // don't set the volume unless there is a bounce sound as it overrides the entire channel
- // which causes footsteps on ai's to not honor their shader parms
- SetSoundVolume( f );
- }
- nextSoundTime = gameLocal.time + 500;
- }
- }
- return false;
- }
- /*
- ================
- idAFEntity_Base::GetPhysicsToVisualTransform
- ================
- */
- bool idAFEntity_Base::GetPhysicsToVisualTransform( idVec3 &origin, idMat3 &axis ) {
- if ( af.IsActive() ) {
- af.GetPhysicsToVisualTransform( origin, axis );
- return true;
- }
- return idEntity::GetPhysicsToVisualTransform( origin, axis );
- }
- /*
- ================
- idAFEntity_Base::UpdateAnimationControllers
- ================
- */
- bool idAFEntity_Base::UpdateAnimationControllers( void ) {
- if ( af.IsActive() ) {
- if ( af.UpdateAnimation() ) {
- return true;
- }
- }
- return false;
- }
- /*
- ================
- idAFEntity_Base::SetCombatModel
- ================
- */
- void idAFEntity_Base::SetCombatModel( void ) {
- if ( combatModel ) {
- combatModel->Unlink();
- combatModel->LoadModel( modelDefHandle );
- } else {
- combatModel = new idClipModel( modelDefHandle );
- }
- }
- /*
- ================
- idAFEntity_Base::GetCombatModel
- ================
- */
- idClipModel *idAFEntity_Base::GetCombatModel( void ) const {
- return combatModel;
- }
- /*
- ================
- idAFEntity_Base::SetCombatContents
- ================
- */
- void idAFEntity_Base::SetCombatContents( bool enable ) {
- assert( combatModel );
- if ( enable && combatModelContents ) {
- assert( !combatModel->GetContents() );
- combatModel->SetContents( combatModelContents );
- combatModelContents = 0;
- } else if ( !enable && combatModel->GetContents() ) {
- assert( !combatModelContents );
- combatModelContents = combatModel->GetContents();
- combatModel->SetContents( 0 );
- }
- }
- /*
- ================
- idAFEntity_Base::LinkCombat
- ================
- */
- void idAFEntity_Base::LinkCombat( void ) {
- if ( fl.hidden ) {
- return;
- }
- if ( combatModel ) {
- combatModel->Link( gameLocal.clip, this, 0, renderEntity.origin, renderEntity.axis, modelDefHandle );
- }
- }
- /*
- ================
- idAFEntity_Base::UnlinkCombat
- ================
- */
- void idAFEntity_Base::UnlinkCombat( void ) {
- if ( combatModel ) {
- combatModel->Unlink();
- }
- }
- /*
- ================
- idAFEntity_Base::FreeModelDef
- ================
- */
- void idAFEntity_Base::FreeModelDef( void ) {
- UnlinkCombat();
- idEntity::FreeModelDef();
- }
- /*
- ===============
- idAFEntity_Base::ShowEditingDialog
- ===============
- */
- void idAFEntity_Base::ShowEditingDialog( void ) {
- common->InitTool( EDITOR_AF, &spawnArgs );
- }
- /*
- ================
- idAFEntity_Base::DropAFs
- The entity should have the following key/value pairs set:
- "def_drop<type>AF" "af def"
- "drop<type>Skin" "skin name"
- To drop multiple articulated figures the following key/value pairs can be used:
- "def_drop<type>AF*" "af def"
- where * is an aribtrary string.
- ================
- */
- void idAFEntity_Base::DropAFs( idEntity *ent, const char *type, idList<idEntity *> *list ) {
- const idKeyValue *kv;
- const char *skinName;
- idEntity *newEnt;
- idAFEntity_Base *af;
- idDict args;
- const idDeclSkin *skin;
- // drop the articulated figures
- kv = ent->spawnArgs.MatchPrefix( va( "def_drop%sAF", type ), NULL );
- while ( kv ) {
- args.Set( "classname", kv->GetValue() );
- gameLocal.SpawnEntityDef( args, &newEnt );
- if ( newEnt && newEnt->IsType( idAFEntity_Base::Type ) ) {
- af = static_cast<idAFEntity_Base *>(newEnt);
- af->GetPhysics()->SetOrigin( ent->GetPhysics()->GetOrigin() );
- af->GetPhysics()->SetAxis( ent->GetPhysics()->GetAxis() );
- af->af.SetupPose( ent, gameLocal.time );
- if ( list ) {
- list->Append( af );
- }
- }
- kv = ent->spawnArgs.MatchPrefix( va( "def_drop%sAF", type ), kv );
- }
- // change the skin to hide all the dropped articulated figures
- skinName = ent->spawnArgs.GetString( va( "skin_drop%s", type ) );
- if ( skinName[0] ) {
- skin = declManager->FindSkin( skinName );
- ent->SetSkin( skin );
- }
- }
- /*
- ================
- idAFEntity_Base::Event_SetConstraintPosition
- ================
- */
- void idAFEntity_Base::Event_SetConstraintPosition( const char *name, const idVec3 &pos ) {
- af.SetConstraintPosition( name, pos );
- }
- /*
- ===============================================================================
- idAFEntity_Gibbable
- ===============================================================================
- */
- const idEventDef EV_Gib( "gib", "s" );
- const idEventDef EV_Gibbed( "<gibbed>" );
- CLASS_DECLARATION( idAFEntity_Base, idAFEntity_Gibbable )
- EVENT( EV_Gib, idAFEntity_Gibbable::Event_Gib )
- EVENT( EV_Gibbed, idAFEntity_Base::Event_Remove )
- END_CLASS
- /*
- ================
- idAFEntity_Gibbable::idAFEntity_Gibbable
- ================
- */
- idAFEntity_Gibbable::idAFEntity_Gibbable( void ) {
- skeletonModel = NULL;
- skeletonModelDefHandle = -1;
- gibbed = false;
- }
- /*
- ================
- idAFEntity_Gibbable::~idAFEntity_Gibbable
- ================
- */
- idAFEntity_Gibbable::~idAFEntity_Gibbable() {
- if ( skeletonModelDefHandle != -1 ) {
- gameRenderWorld->FreeEntityDef( skeletonModelDefHandle );
- skeletonModelDefHandle = -1;
- }
- }
- /*
- ================
- idAFEntity_Gibbable::Save
- ================
- */
- void idAFEntity_Gibbable::Save( idSaveGame *savefile ) const {
- savefile->WriteBool( gibbed );
- savefile->WriteBool( combatModel != NULL );
- }
- /*
- ================
- idAFEntity_Gibbable::Restore
- ================
- */
- void idAFEntity_Gibbable::Restore( idRestoreGame *savefile ) {
- bool hasCombatModel;
- savefile->ReadBool( gibbed );
- savefile->ReadBool( hasCombatModel );
- InitSkeletonModel();
- if ( hasCombatModel ) {
- SetCombatModel();
- LinkCombat();
- }
- }
- /*
- ================
- idAFEntity_Gibbable::Spawn
- ================
- */
- void idAFEntity_Gibbable::Spawn( void ) {
- InitSkeletonModel();
- gibbed = false;
- }
- /*
- ================
- idAFEntity_Gibbable::InitSkeletonModel
- ================
- */
- void idAFEntity_Gibbable::InitSkeletonModel( void ) {
- const char *modelName;
- const idDeclModelDef *modelDef;
- skeletonModel = NULL;
- skeletonModelDefHandle = -1;
- modelName = spawnArgs.GetString( "model_gib" );
- modelDef = NULL;
- if ( modelName[0] != '\0' ) {
- modelDef = static_cast<const idDeclModelDef *>( declManager->FindType( DECL_MODELDEF, modelName, false ) );
- if ( modelDef ) {
- skeletonModel = modelDef->ModelHandle();
- } else {
- skeletonModel = renderModelManager->FindModel( modelName );
- }
- if ( skeletonModel != NULL && renderEntity.hModel != NULL ) {
- if ( skeletonModel->NumJoints() != renderEntity.hModel->NumJoints() ) {
- gameLocal.Error( "gib model '%s' has different number of joints than model '%s'",
- skeletonModel->Name(), renderEntity.hModel->Name() );
- }
- }
- }
- }
- /*
- ================
- idAFEntity_Gibbable::Present
- ================
- */
- void idAFEntity_Gibbable::Present( void ) {
- renderEntity_t skeleton;
- if ( !gameLocal.isNewFrame ) {
- return;
- }
- // don't present to the renderer if the entity hasn't changed
- if ( !( thinkFlags & TH_UPDATEVISUALS ) ) {
- return;
- }
- // update skeleton model
- if ( gibbed && !IsHidden() && skeletonModel != NULL ) {
- skeleton = renderEntity;
- skeleton.hModel = skeletonModel;
- // add to refresh list
- if ( skeletonModelDefHandle == -1 ) {
- skeletonModelDefHandle = gameRenderWorld->AddEntityDef( &skeleton );
- } else {
- gameRenderWorld->UpdateEntityDef( skeletonModelDefHandle, &skeleton );
- }
- }
- idEntity::Present();
- }
- /*
- ================
- idAFEntity_Gibbable::Damage
- ================
- */
- void idAFEntity_Gibbable::Damage( idEntity *inflictor, idEntity *attacker, const idVec3 &dir, const char *damageDefName, const float damageScale, const int location ) {
- if ( !fl.takedamage ) {
- return;
- }
- idAFEntity_Base::Damage( inflictor, attacker, dir, damageDefName, damageScale, location );
- if ( health < -20 && spawnArgs.GetBool( "gib" ) ) {
- Gib( dir, damageDefName );
- }
- }
- /*
- =====================
- idAFEntity_Gibbable::SpawnGibs
- =====================
- */
- void idAFEntity_Gibbable::SpawnGibs( const idVec3 &dir, const char *damageDefName ) {
- int i;
- bool gibNonSolid;
- idVec3 entityCenter, velocity;
- idList<idEntity *> list;
- assert( !gameLocal.isClient );
- const idDict *damageDef = gameLocal.FindEntityDefDict( damageDefName );
- if ( !damageDef ) {
- gameLocal.Error( "Unknown damageDef '%s'", damageDefName );
- }
- // spawn gib articulated figures
- idAFEntity_Base::DropAFs( this, "gib", &list );
- // spawn gib items
- idMoveableItem::DropItems( this, "gib", &list );
- // blow out the gibs in the given direction away from the center of the entity
- entityCenter = GetPhysics()->GetAbsBounds().GetCenter();
- gibNonSolid = damageDef->GetBool( "gibNonSolid" );
- for ( i = 0; i < list.Num(); i++ ) {
- if ( gibNonSolid ) {
- list[i]->GetPhysics()->SetContents( 0 );
- list[i]->GetPhysics()->SetClipMask( 0 );
- list[i]->GetPhysics()->UnlinkClip();
- list[i]->GetPhysics()->PutToRest();
- } else {
- list[i]->GetPhysics()->SetContents( CONTENTS_CORPSE );
- list[i]->GetPhysics()->SetClipMask( CONTENTS_SOLID );
- velocity = list[i]->GetPhysics()->GetAbsBounds().GetCenter() - entityCenter;
- velocity.NormalizeFast();
- velocity += ( i & 1 ) ? dir : -dir;
- list[i]->GetPhysics()->SetLinearVelocity( velocity * 75.0f );
- }
- list[i]->GetRenderEntity()->noShadow = true;
- list[i]->GetRenderEntity()->shaderParms[ SHADERPARM_TIME_OF_DEATH ] = gameLocal.time * 0.001f;
- list[i]->PostEventSec( &EV_Remove, 4.0f );
- }
- }
- /*
- ============
- idAFEntity_Gibbable::Gib
- ============
- */
- void idAFEntity_Gibbable::Gib( const idVec3 &dir, const char *damageDefName ) {
- // only gib once
- if ( gibbed ) {
- return;
- }
- const idDict *damageDef = gameLocal.FindEntityDefDict( damageDefName );
- if ( !damageDef ) {
- gameLocal.Error( "Unknown damageDef '%s'", damageDefName );
- }
- if ( damageDef->GetBool( "gibNonSolid" ) ) {
- GetAFPhysics()->SetContents( 0 );
- GetAFPhysics()->SetClipMask( 0 );
- GetAFPhysics()->UnlinkClip();
- GetAFPhysics()->PutToRest();
- } else {
- GetAFPhysics()->SetContents( CONTENTS_CORPSE );
- GetAFPhysics()->SetClipMask( CONTENTS_SOLID );
- }
- UnlinkCombat();
- if ( g_bloodEffects.GetBool() ) {
- if ( gameLocal.time > gameLocal.GetGibTime() ) {
- gameLocal.SetGibTime( gameLocal.time + GIB_DELAY );
- SpawnGibs( dir, damageDefName );
- renderEntity.noShadow = true;
- renderEntity.shaderParms[ SHADERPARM_TIME_OF_DEATH ] = gameLocal.time * 0.001f;
- StartSound( "snd_gibbed", SND_CHANNEL_ANY, 0, false, NULL );
- gibbed = true;
- }
- } else {
- gibbed = true;
- }
- PostEventSec( &EV_Gibbed, 4.0f );
- }
- /*
- ============
- idAFEntity_Gibbable::Event_Gib
- ============
- */
- void idAFEntity_Gibbable::Event_Gib( const char *damageDefName ) {
- Gib( idVec3( 0, 0, 1 ), damageDefName );
- }
- /*
- ===============================================================================
- idAFEntity_Generic
- ===============================================================================
- */
- CLASS_DECLARATION( idAFEntity_Gibbable, idAFEntity_Generic )
- EVENT( EV_Activate, idAFEntity_Generic::Event_Activate )
- END_CLASS
- /*
- ================
- idAFEntity_Generic::idAFEntity_Generic
- ================
- */
- idAFEntity_Generic::idAFEntity_Generic( void ) {
- keepRunningPhysics = false;
- }
- /*
- ================
- idAFEntity_Generic::~idAFEntity_Generic
- ================
- */
- idAFEntity_Generic::~idAFEntity_Generic( void ) {
- }
- /*
- ================
- idAFEntity_Generic::Save
- ================
- */
- void idAFEntity_Generic::Save( idSaveGame *savefile ) const {
- savefile->WriteBool( keepRunningPhysics );
- }
- /*
- ================
- idAFEntity_Generic::Restore
- ================
- */
- void idAFEntity_Generic::Restore( idRestoreGame *savefile ) {
- savefile->ReadBool( keepRunningPhysics );
- }
- /*
- ================
- idAFEntity_Generic::Think
- ================
- */
- void idAFEntity_Generic::Think( void ) {
- idAFEntity_Base::Think();
- if ( keepRunningPhysics ) {
- BecomeActive( TH_PHYSICS );
- }
- }
- /*
- ================
- idAFEntity_Generic::Spawn
- ================
- */
- void idAFEntity_Generic::Spawn( void ) {
- if ( !LoadAF() ) {
- gameLocal.Error( "Couldn't load af file on entity '%s'", name.c_str() );
- }
- SetCombatModel();
- SetPhysics( af.GetPhysics() );
- af.GetPhysics()->PutToRest();
- if ( !spawnArgs.GetBool( "nodrop", "0" ) ) {
- af.GetPhysics()->Activate();
- }
- fl.takedamage = true;
- }
- /*
- ================
- idAFEntity_Generic::Event_Activate
- ================
- */
- void idAFEntity_Generic::Event_Activate( idEntity *activator ) {
- float delay;
- idVec3 init_velocity, init_avelocity;
- Show();
- af.GetPhysics()->EnableImpact();
- af.GetPhysics()->Activate();
- spawnArgs.GetVector( "init_velocity", "0 0 0", init_velocity );
- spawnArgs.GetVector( "init_avelocity", "0 0 0", init_avelocity );
- delay = spawnArgs.GetFloat( "init_velocityDelay", "0" );
- if ( delay == 0.0f ) {
- af.GetPhysics()->SetLinearVelocity( init_velocity );
- } else {
- PostEventSec( &EV_SetLinearVelocity, delay, init_velocity );
- }
- delay = spawnArgs.GetFloat( "init_avelocityDelay", "0" );
- if ( delay == 0.0f ) {
- af.GetPhysics()->SetAngularVelocity( init_avelocity );
- } else {
- PostEventSec( &EV_SetAngularVelocity, delay, init_avelocity );
- }
- }
- /*
- ===============================================================================
- idAFEntity_WithAttachedHead
- ===============================================================================
- */
- CLASS_DECLARATION( idAFEntity_Gibbable, idAFEntity_WithAttachedHead )
- EVENT( EV_Gib, idAFEntity_WithAttachedHead::Event_Gib )
- EVENT( EV_Activate, idAFEntity_WithAttachedHead::Event_Activate )
- END_CLASS
- /*
- ================
- idAFEntity_WithAttachedHead::idAFEntity_WithAttachedHead
- ================
- */
- idAFEntity_WithAttachedHead::idAFEntity_WithAttachedHead() {
- head = NULL;
- }
- /*
- ================
- idAFEntity_WithAttachedHead::~idAFEntity_WithAttachedHead
- ================
- */
- idAFEntity_WithAttachedHead::~idAFEntity_WithAttachedHead() {
- if ( head.GetEntity() ) {
- head.GetEntity()->ClearBody();
- head.GetEntity()->PostEventMS( &EV_Remove, 0 );
- }
- }
- /*
- ================
- idAFEntity_WithAttachedHead::Spawn
- ================
- */
- void idAFEntity_WithAttachedHead::Spawn( void ) {
- SetupHead();
- LoadAF();
- SetCombatModel();
- SetPhysics( af.GetPhysics() );
- af.GetPhysics()->PutToRest();
- if ( !spawnArgs.GetBool( "nodrop", "0" ) ) {
- af.GetPhysics()->Activate();
- }
- fl.takedamage = true;
- if ( head.GetEntity() ) {
- int anim = head.GetEntity()->GetAnimator()->GetAnim( "dead" );
- if ( anim ) {
- head.GetEntity()->GetAnimator()->SetFrame( ANIMCHANNEL_ALL, anim, 0, gameLocal.time, 0 );
- }
- }
- }
- /*
- ================
- idAFEntity_WithAttachedHead::Save
- ================
- */
- void idAFEntity_WithAttachedHead::Save( idSaveGame *savefile ) const {
- head.Save( savefile );
- }
- /*
- ================
- idAFEntity_WithAttachedHead::Restore
- ================
- */
- void idAFEntity_WithAttachedHead::Restore( idRestoreGame *savefile ) {
- head.Restore( savefile );
- }
- /*
- ================
- idAFEntity_WithAttachedHead::SetupHead
- ================
- */
- void idAFEntity_WithAttachedHead::SetupHead( void ) {
- idAFAttachment *headEnt;
- idStr jointName;
- const char *headModel;
- jointHandle_t joint;
- idVec3 origin;
- idMat3 axis;
- headModel = spawnArgs.GetString( "def_head", "" );
- if ( headModel[ 0 ] ) {
- jointName = spawnArgs.GetString( "head_joint" );
- joint = animator.GetJointHandle( jointName );
- if ( joint == INVALID_JOINT ) {
- gameLocal.Error( "Joint '%s' not found for 'head_joint' on '%s'", jointName.c_str(), name.c_str() );
- }
- headEnt = static_cast<idAFAttachment *>( gameLocal.SpawnEntityType( idAFAttachment::Type, NULL ) );
- headEnt->SetName( va( "%s_head", name.c_str() ) );
- headEnt->SetBody( this, headModel, joint );
- headEnt->SetCombatModel();
- head = headEnt;
- animator.GetJointTransform( joint, gameLocal.time, origin, axis );
- origin = renderEntity.origin + origin * renderEntity.axis;
- headEnt->SetOrigin( origin );
- headEnt->SetAxis( renderEntity.axis );
- headEnt->BindToJoint( this, joint, true );
- }
- }
- /*
- ================
- idAFEntity_WithAttachedHead::Think
- ================
- */
- void idAFEntity_WithAttachedHead::Think( void ) {
- idAFEntity_Base::Think();
- }
- /*
- ================
- idAFEntity_WithAttachedHead::LinkCombat
- ================
- */
- void idAFEntity_WithAttachedHead::LinkCombat( void ) {
- idAFAttachment *headEnt;
- if ( fl.hidden ) {
- return;
- }
- if ( combatModel ) {
- combatModel->Link( gameLocal.clip, this, 0, renderEntity.origin, renderEntity.axis, modelDefHandle );
- }
- headEnt = head.GetEntity();
- if ( headEnt ) {
- headEnt->LinkCombat();
- }
- }
- /*
- ================
- idAFEntity_WithAttachedHead::UnlinkCombat
- ================
- */
- void idAFEntity_WithAttachedHead::UnlinkCombat( void ) {
- idAFAttachment *headEnt;
- if ( combatModel ) {
- combatModel->Unlink();
- }
- headEnt = head.GetEntity();
- if ( headEnt ) {
- headEnt->UnlinkCombat();
- }
- }
- /*
- ================
- idAFEntity_WithAttachedHead::Hide
- ================
- */
- void idAFEntity_WithAttachedHead::Hide( void ) {
- idAFEntity_Base::Hide();
- if ( head.GetEntity() ) {
- head.GetEntity()->Hide();
- }
- UnlinkCombat();
- }
- /*
- ================
- idAFEntity_WithAttachedHead::Show
- ================
- */
- void idAFEntity_WithAttachedHead::Show( void ) {
- idAFEntity_Base::Show();
- if ( head.GetEntity() ) {
- head.GetEntity()->Show();
- }
- LinkCombat();
- }
- /*
- ================
- idAFEntity_WithAttachedHead::ProjectOverlay
- ================
- */
- void idAFEntity_WithAttachedHead::ProjectOverlay( const idVec3 &origin, const idVec3 &dir, float size, const char *material ) {
- idEntity::ProjectOverlay( origin, dir, size, material );
- if ( head.GetEntity() ) {
- head.GetEntity()->ProjectOverlay( origin, dir, size, material );
- }
- }
- /*
- ============
- idAFEntity_WithAttachedHead::Gib
- ============
- */
- void idAFEntity_WithAttachedHead::Gib( const idVec3 &dir, const char *damageDefName ) {
- // only gib once
- if ( gibbed ) {
- return;
- }
- idAFEntity_Gibbable::Gib( dir, damageDefName );
- if ( head.GetEntity() ) {
- head.GetEntity()->Hide();
- }
- }
- /*
- ============
- idAFEntity_WithAttachedHead::Event_Gib
- ============
- */
- void idAFEntity_WithAttachedHead::Event_Gib( const char *damageDefName ) {
- Gib( idVec3( 0, 0, 1 ), damageDefName );
- }
- /*
- ================
- idAFEntity_WithAttachedHead::Event_Activate
- ================
- */
- void idAFEntity_WithAttachedHead::Event_Activate( idEntity *activator ) {
- float delay;
- idVec3 init_velocity, init_avelocity;
- Show();
- af.GetPhysics()->EnableImpact();
- af.GetPhysics()->Activate();
- spawnArgs.GetVector( "init_velocity", "0 0 0", init_velocity );
- spawnArgs.GetVector( "init_avelocity", "0 0 0", init_avelocity );
- delay = spawnArgs.GetFloat( "init_velocityDelay", "0" );
- if ( delay == 0.0f ) {
- af.GetPhysics()->SetLinearVelocity( init_velocity );
- } else {
- PostEventSec( &EV_SetLinearVelocity, delay, init_velocity );
- }
- delay = spawnArgs.GetFloat( "init_avelocityDelay", "0" );
- if ( delay == 0.0f ) {
- af.GetPhysics()->SetAngularVelocity( init_avelocity );
- } else {
- PostEventSec( &EV_SetAngularVelocity, delay, init_avelocity );
- }
- }
- /*
- ===============================================================================
- idAFEntity_Vehicle
- ===============================================================================
- */
- CLASS_DECLARATION( idAFEntity_Base, idAFEntity_Vehicle )
- END_CLASS
- /*
- ================
- idAFEntity_Vehicle::idAFEntity_Vehicle
- ================
- */
- idAFEntity_Vehicle::idAFEntity_Vehicle( void ) {
- player = NULL;
- eyesJoint = INVALID_JOINT;
- steeringWheelJoint = INVALID_JOINT;
- wheelRadius = 0.0f;
- steerAngle = 0.0f;
- steerSpeed = 0.0f;
- dustSmoke = NULL;
- }
- /*
- ================
- idAFEntity_Vehicle::Spawn
- ================
- */
- void idAFEntity_Vehicle::Spawn( void ) {
- const char *eyesJointName = spawnArgs.GetString( "eyesJoint", "eyes" );
- const char *steeringWheelJointName = spawnArgs.GetString( "steeringWheelJoint", "steeringWheel" );
- LoadAF();
- SetCombatModel();
- SetPhysics( af.GetPhysics() );
- fl.takedamage = true;
- if ( !eyesJointName[0] ) {
- gameLocal.Error( "idAFEntity_Vehicle '%s' no eyes joint specified", name.c_str() );
- }
- eyesJoint = animator.GetJointHandle( eyesJointName );
- if ( !steeringWheelJointName[0] ) {
- gameLocal.Error( "idAFEntity_Vehicle '%s' no steering wheel joint specified", name.c_str() );
- }
- steeringWheelJoint = animator.GetJointHandle( steeringWheelJointName );
- spawnArgs.GetFloat( "wheelRadius", "20", wheelRadius );
- spawnArgs.GetFloat( "steerSpeed", "5", steerSpeed );
- player = NULL;
- steerAngle = 0.0f;
- const char *smokeName = spawnArgs.GetString( "smoke_vehicle_dust", "muzzlesmoke" );
- if ( *smokeName != '\0' ) {
- dustSmoke = static_cast<const idDeclParticle *>( declManager->FindType( DECL_PARTICLE, smokeName ) );
- }
- }
- /*
- ================
- idAFEntity_Vehicle::Use
- ================
- */
- void idAFEntity_Vehicle::Use( idPlayer *other ) {
- idVec3 origin;
- idMat3 axis;
- if ( player ) {
- if ( player == other ) {
- other->Unbind();
- player = NULL;
- af.GetPhysics()->SetComeToRest( true );
- }
- }
- else {
- player = other;
- animator.GetJointTransform( eyesJoint, gameLocal.time, origin, axis );
- origin = renderEntity.origin + origin * renderEntity.axis;
- player->GetPhysics()->SetOrigin( origin );
- player->BindToBody( this, 0, true );
- af.GetPhysics()->SetComeToRest( false );
- af.GetPhysics()->Activate();
- }
- }
- /*
- ================
- idAFEntity_Vehicle::GetSteerAngle
- ================
- */
- float idAFEntity_Vehicle::GetSteerAngle( void ) {
- float idealSteerAngle, angleDelta;
- idealSteerAngle = player->usercmd.rightmove * ( 30.0f / 128.0f );
- angleDelta = idealSteerAngle - steerAngle;
- if ( angleDelta > steerSpeed ) {
- steerAngle += steerSpeed;
- } else if ( angleDelta < -steerSpeed ) {
- steerAngle -= steerSpeed;
- } else {
- steerAngle = idealSteerAngle;
- }
- return steerAngle;
- }
- /*
- ===============================================================================
- idAFEntity_VehicleSimple
- ===============================================================================
- */
- CLASS_DECLARATION( idAFEntity_Vehicle, idAFEntity_VehicleSimple )
- END_CLASS
- /*
- ================
- idAFEntity_VehicleSimple::idAFEntity_VehicleSimple
- ================
- */
- idAFEntity_VehicleSimple::idAFEntity_VehicleSimple( void ) {
- int i;
- for ( i = 0; i < 4; i++ ) {
- suspension[i] = NULL;
- }
- }
- /*
- ================
- idAFEntity_VehicleSimple::~idAFEntity_VehicleSimple
- ================
- */
- idAFEntity_VehicleSimple::~idAFEntity_VehicleSimple( void ) {
- delete wheelModel;
- wheelModel = NULL;
- }
- /*
- ================
- idAFEntity_VehicleSimple::Spawn
- ================
- */
- void idAFEntity_VehicleSimple::Spawn( void ) {
- static const char *wheelJointKeys[] = {
- "wheelJointFrontLeft",
- "wheelJointFrontRight",
- "wheelJointRearLeft",
- "wheelJointRearRight"
- };
- static idVec3 wheelPoly[4] = { idVec3( 2, 2, 0 ), idVec3( 2, -2, 0 ), idVec3( -2, -2, 0 ), idVec3( -2, 2, 0 ) };
- int i;
- idVec3 origin;
- idMat3 axis;
- idTraceModel trm;
- trm.SetupPolygon( wheelPoly, 4 );
- trm.Translate( idVec3( 0, 0, -wheelRadius ) );
- wheelModel = new idClipModel( trm );
- for ( i = 0; i < 4; i++ ) {
- const char *wheelJointName = spawnArgs.GetString( wheelJointKeys[i], "" );
- if ( !wheelJointName[0] ) {
- gameLocal.Error( "idAFEntity_VehicleSimple '%s' no '%s' specified", name.c_str(), wheelJointKeys[i] );
- }
- wheelJoints[i] = animator.GetJointHandle( wheelJointName );
- if ( wheelJoints[i] == INVALID_JOINT ) {
- gameLocal.Error( "idAFEntity_VehicleSimple '%s' can't find wheel joint '%s'", name.c_str(), wheelJointName );
- }
- GetAnimator()->GetJointTransform( wheelJoints[i], 0, origin, axis );
- origin = renderEntity.origin + origin * renderEntity.axis;
- suspension[i] = new idAFConstraint_Suspension();
- suspension[i]->Setup( va( "suspension%d", i ), af.GetPhysics()->GetBody( 0 ), origin, af.GetPhysics()->GetAxis( 0 ), wheelModel );
- suspension[i]->SetSuspension( g_vehicleSuspensionUp.GetFloat(),
- g_vehicleSuspensionDown.GetFloat(),
- g_vehicleSuspensionKCompress.GetFloat(),
- g_vehicleSuspensionDamping.GetFloat(),
- g_vehicleTireFriction.GetFloat() );
- af.GetPhysics()->AddConstraint( suspension[i] );
- }
- memset( wheelAngles, 0, sizeof( wheelAngles ) );
- BecomeActive( TH_THINK );
- }
- /*
- ================
- idAFEntity_VehicleSimple::Think
- ================
- */
- void idAFEntity_VehicleSimple::Think( void ) {
- int i;
- float force = 0.0f, velocity = 0.0f, steerAngle = 0.0f;
- idVec3 origin;
- idMat3 axis;
- idRotation wheelRotation, steerRotation;
- if ( thinkFlags & TH_THINK ) {
- if ( player ) {
- // capture the input from a player
- velocity = g_vehicleVelocity.GetFloat();
- if ( player->usercmd.forwardmove < 0 ) {
- velocity = -velocity;
- }
- force = idMath::Fabs( player->usercmd.forwardmove * g_vehicleForce.GetFloat() ) * (1.0f / 128.0f);
- steerAngle = GetSteerAngle();
- }
- // update the wheel motor force and steering
- for ( i = 0; i < 2; i++ ) {
- // front wheel drive
- if ( velocity != 0.0f ) {
- suspension[i]->EnableMotor( true );
- } else {
- suspension[i]->EnableMotor( false );
- }
- suspension[i]->SetMotorVelocity( velocity );
- suspension[i]->SetMotorForce( force );
- // update the wheel steering
- suspension[i]->SetSteerAngle( steerAngle );
- }
- // adjust wheel velocity for better steering because there are no differentials between the wheels
- if ( steerAngle < 0.0f ) {
- suspension[0]->SetMotorVelocity( velocity * 0.5f );
- } else if ( steerAngle > 0.0f ) {
- suspension[1]->SetMotorVelocity( velocity * 0.5f );
- }
- // update suspension with latest cvar settings
- for ( i = 0; i < 4; i++ ) {
- suspension[i]->SetSuspension( g_vehicleSuspensionUp.GetFloat(),
- g_vehicleSuspensionDown.GetFloat(),
- g_vehicleSuspensionKCompress.GetFloat(),
- g_vehicleSuspensionDamping.GetFloat(),
- g_vehicleTireFriction.GetFloat() );
- }
- // run the physics
- RunPhysics();
- // move and rotate the wheels visually
- for ( i = 0; i < 4; i++ ) {
- idAFBody *body = af.GetPhysics()->GetBody( 0 );
- origin = suspension[i]->GetWheelOrigin();
- velocity = body->GetPointVelocity( origin ) * body->GetWorldAxis()[0];
- wheelAngles[i] += velocity * MS2SEC( gameLocal.msec ) / wheelRadius;
- // additional rotation about the wheel axis
- wheelRotation.SetAngle( RAD2DEG( wheelAngles[i] ) );
- wheelRotation.SetVec( 0, -1, 0 );
- if ( i < 2 ) {
- // rotate the wheel for steering
- steerRotation.SetAngle( steerAngle );
- steerRotation.SetVec( 0, 0, 1 );
- // set wheel rotation
- animator.SetJointAxis( wheelJoints[i], JOINTMOD_WORLD, wheelRotation.ToMat3() * steerRotation.ToMat3() );
- } else {
- // set wheel rotation
- animator.SetJointAxis( wheelJoints[i], JOINTMOD_WORLD, wheelRotation.ToMat3() );
- }
- // set wheel position for suspension
- origin = ( origin - renderEntity.origin ) * renderEntity.axis.Transpose();
- GetAnimator()->SetJointPos( wheelJoints[i], JOINTMOD_WORLD_OVERRIDE, origin );
- }
- /*
- // spawn dust particle effects
- if ( force != 0.0f && !( gameLocal.framenum & 7 ) ) {
- int numContacts;
- idAFConstraint_Contact *contacts[2];
- for ( i = 0; i < 4; i++ ) {
- numContacts = af.GetPhysics()->GetBodyContactConstraints( wheels[i]->GetClipModel()->GetId(), contacts, 2 );
- for ( int j = 0; j < numContacts; j++ ) {
- gameLocal.smokeParticles->EmitSmoke( dustSmoke, gameLocal.time, gameLocal.random.RandomFloat(), contacts[j]->GetContact().point, contacts[j]->GetContact().normal.ToMat3() );
- }
- }
- }
- */
- }
- UpdateAnimation();
- if ( thinkFlags & TH_UPDATEVISUALS ) {
- Present();
- LinkCombat();
- }
- }
- /*
- ===============================================================================
- idAFEntity_VehicleFourWheels
- ===============================================================================
- */
- CLASS_DECLARATION( idAFEntity_Vehicle, idAFEntity_VehicleFourWheels )
- END_CLASS
- /*
- ================
- idAFEntity_VehicleFourWheels::idAFEntity_VehicleFourWheels
- ================
- */
- idAFEntity_VehicleFourWheels::idAFEntity_VehicleFourWheels( void ) {
- int i;
- for ( i = 0; i < 4; i++ ) {
- wheels[i] = NULL;
- wheelJoints[i] = INVALID_JOINT;
- wheelAngles[i] = 0.0f;
- }
- steering[0] = NULL;
- steering[1] = NULL;
- }
- /*
- ================
- idAFEntity_VehicleFourWheels::Spawn
- ================
- */
- void idAFEntity_VehicleFourWheels::Spawn( void ) {
- int i;
- static const char *wheelBodyKeys[] = {
- "wheelBodyFrontLeft",
- "wheelBodyFrontRight",
- "wheelBodyRearLeft",
- "wheelBodyRearRight"
- };
- static const char *wheelJointKeys[] = {
- "wheelJointFrontLeft",
- "wheelJointFrontRight",
- "wheelJointRearLeft",
- "wheelJointRearRight"
- };
- static const char *steeringHingeKeys[] = {
- "steeringHingeFrontLeft",
- "steeringHingeFrontRight",
- };
- const char *wheelBodyName, *wheelJointName, *steeringHingeName;
- for ( i = 0; i < 4; i++ ) {
- wheelBodyName = spawnArgs.GetString( wheelBodyKeys[i], "" );
- if ( !wheelBodyName[0] ) {
- gameLocal.Error( "idAFEntity_VehicleFourWheels '%s' no '%s' specified", name.c_str(), wheelBodyKeys[i] );
- }
- wheels[i] = af.GetPhysics()->GetBody( wheelBodyName );
- if ( !wheels[i] ) {
- gameLocal.Error( "idAFEntity_VehicleFourWheels '%s' can't find wheel body '%s'", name.c_str(), wheelBodyName );
- }
- wheelJointName = spawnArgs.GetString( wheelJointKeys[i], "" );
- if ( !wheelJointName[0] ) {
- gameLocal.Error( "idAFEntity_VehicleFourWheels '%s' no '%s' specified", name.c_str(), wheelJointKeys[i] );
- }
- wheelJoints[i] = animator.GetJointHandle( wheelJointName );
- if ( wheelJoints[i] == INVALID_JOINT ) {
- gameLocal.Error( "idAFEntity_VehicleFourWheels '%s' can't find wheel joint '%s'", name.c_str(), wheelJointName );
- }
- }
- for ( i = 0; i < 2; i++ ) {
- steeringHingeName = spawnArgs.GetString( steeringHingeKeys[i], "" );
- if ( !steeringHingeName[0] ) {
- gameLocal.Error( "idAFEntity_VehicleFourWheels '%s' no '%s' specified", name.c_str(), steeringHingeKeys[i] );
- }
- steering[i] = static_cast<idAFConstraint_Hinge *>(af.GetPhysics()->GetConstraint( steeringHingeName ));
- if ( !steering[i] ) {
- gameLocal.Error( "idAFEntity_VehicleFourWheels '%s': can't find steering hinge '%s'", name.c_str(), steeringHingeName );
- }
- }
- memset( wheelAngles, 0, sizeof( wheelAngles ) );
- BecomeActive( TH_THINK );
- }
- /*
- ================
- idAFEntity_VehicleFourWheels::Think
- ================
- */
- void idAFEntity_VehicleFourWheels::Think( void ) {
- int i;
- float force = 0.0f, velocity = 0.0f, steerAngle = 0.0f;
- idVec3 origin;
- idMat3 axis;
- idRotation rotation;
- if ( thinkFlags & TH_THINK ) {
- if ( player ) {
- // capture the input from a player
- velocity = g_vehicleVelocity.GetFloat();
- if ( player->usercmd.forwardmove < 0 ) {
- velocity = -velocity;
- }
- force = idMath::Fabs( player->usercmd.forwardmove * g_vehicleForce.GetFloat() ) * (1.0f / 128.0f);
- steerAngle = GetSteerAngle();
- }
- // update the wheel motor force
- for ( i = 0; i < 2; i++ ) {
- wheels[2+i]->SetContactMotorVelocity( velocity );
- wheels[2+i]->SetContactMotorForce( force );
- }
- // adjust wheel velocity for better steering because there are no differentials between the wheels
- if ( steerAngle < 0.0f ) {
- wheels[2]->SetContactMotorVelocity( velocity * 0.5f );
- }
- else if ( steerAngle > 0.0f ) {
- wheels[3]->SetContactMotorVelocity( velocity * 0.5f );
- }
- // update the wheel steering
- steering[0]->SetSteerAngle( steerAngle );
- steering[1]->SetSteerAngle( steerAngle );
- for ( i = 0; i < 2; i++ ) {
- steering[i]->SetSteerSpeed( 3.0f );
- }
- // update the steering wheel
- animator.GetJointTransform( steeringWheelJoint, gameLocal.time, origin, axis );
- rotation.SetVec( axis[2] );
- rotation.SetAngle( -steerAngle );
- animator.SetJointAxis( steeringWheelJoint, JOINTMOD_WORLD, rotation.ToMat3() );
- // run the physics
- RunPhysics();
- // rotate the wheels visually
- for ( i = 0; i < 4; i++ ) {
- if ( force == 0.0f ) {
- velocity = wheels[i]->GetLinearVelocity() * wheels[i]->GetWorldAxis()[0];
- }
- wheelAngles[i] += velocity * MS2SEC( gameLocal.msec ) / wheelRadius;
- // give the wheel joint an additional rotation about the wheel axis
- rotation.SetAngle( RAD2DEG( wheelAngles[i] ) );
- axis = af.GetPhysics()->GetAxis( 0 );
- rotation.SetVec( (wheels[i]->GetWorldAxis() * axis.Transpose())[2] );
- animator.SetJointAxis( wheelJoints[i], JOINTMOD_WORLD, rotation.ToMat3() );
- }
- // spawn dust particle effects
- if ( force != 0.0f && !( gameLocal.framenum & 7 ) ) {
- int numContacts;
- idAFConstraint_Contact *contacts[2];
- for ( i = 0; i < 4; i++ ) {
- numContacts = af.GetPhysics()->GetBodyContactConstraints( wheels[i]->GetClipModel()->GetId(), contacts, 2 );
- for ( int j = 0; j < numContacts; j++ ) {
- gameLocal.smokeParticles->EmitSmoke( dustSmoke, gameLocal.time, gameLocal.random.RandomFloat(), contacts[j]->GetContact().point, contacts[j]->GetContact().normal.ToMat3() );
- }
- }
- }
- }
- UpdateAnimation();
- if ( thinkFlags & TH_UPDATEVISUALS ) {
- Present();
- LinkCombat();
- }
- }
- /*
- ===============================================================================
- idAFEntity_VehicleSixWheels
- ===============================================================================
- */
- CLASS_DECLARATION( idAFEntity_Vehicle, idAFEntity_VehicleSixWheels )
- END_CLASS
- /*
- ================
- idAFEntity_VehicleSixWheels::idAFEntity_VehicleSixWheels
- ================
- */
- idAFEntity_VehicleSixWheels::idAFEntity_VehicleSixWheels( void ) {
- int i;
- for ( i = 0; i < 6; i++ ) {
- wheels[i] = NULL;
- wheelJoints[i] = INVALID_JOINT;
- wheelAngles[i] = 0.0f;
- }
- steering[0] = NULL;
- steering[1] = NULL;
- steering[2] = NULL;
- steering[3] = NULL;
- }
- /*
- ================
- idAFEntity_VehicleSixWheels::Spawn
- ================
- */
- void idAFEntity_VehicleSixWheels::Spawn( void ) {
- int i;
- static const char *wheelBodyKeys[] = {
- "wheelBodyFrontLeft",
- "wheelBodyFrontRight",
- "wheelBodyMiddleLeft",
- "wheelBodyMiddleRight",
- "wheelBodyRearLeft",
- "wheelBodyRearRight"
- };
- static const char *wheelJointKeys[] = {
- "wheelJointFrontLeft",
- "wheelJointFrontRight",
- "wheelJointMiddleLeft",
- "wheelJointMiddleRight",
- "wheelJointRearLeft",
- "wheelJointRearRight"
- };
- static const char *steeringHingeKeys[] = {
- "steeringHingeFrontLeft",
- "steeringHingeFrontRight",
- "steeringHingeRearLeft",
- "steeringHingeRearRight"
- };
- const char *wheelBodyName, *wheelJointName, *steeringHingeName;
- for ( i = 0; i < 6; i++ ) {
- wheelBodyName = spawnArgs.GetString( wheelBodyKeys[i], "" );
- if ( !wheelBodyName[0] ) {
- gameLocal.Error( "idAFEntity_VehicleSixWheels '%s' no '%s' specified", name.c_str(), wheelBodyKeys[i] );
- }
- wheels[i] = af.GetPhysics()->GetBody( wheelBodyName );
- if ( !wheels[i] ) {
- gameLocal.Error( "idAFEntity_VehicleSixWheels '%s' can't find wheel body '%s'", name.c_str(), wheelBodyName );
- }
- wheelJointName = spawnArgs.GetString( wheelJointKeys[i], "" );
- if ( !wheelJointName[0] ) {
- gameLocal.Error( "idAFEntity_VehicleSixWheels '%s' no '%s' specified", name.c_str(), wheelJointKeys[i] );
- }
- wheelJoints[i] = animator.GetJointHandle( wheelJointName );
- if ( wheelJoints[i] == INVALID_JOINT ) {
- gameLocal.Error( "idAFEntity_VehicleSixWheels '%s' can't find wheel joint '%s'", name.c_str(), wheelJointName );
- }
- }
- for ( i = 0; i < 4; i++ ) {
- steeringHingeName = spawnArgs.GetString( steeringHingeKeys[i], "" );
- if ( !steeringHingeName[0] ) {
- gameLocal.Error( "idAFEntity_VehicleSixWheels '%s' no '%s' specified", name.c_str(), steeringHingeKeys[i] );
- }
- steering[i] = static_cast<idAFConstraint_Hinge *>(af.GetPhysics()->GetConstraint( steeringHingeName ));
- if ( !steering[i] ) {
- gameLocal.Error( "idAFEntity_VehicleSixWheels '%s': can't find steering hinge '%s'", name.c_str(), steeringHingeName );
- }
- }
- memset( wheelAngles, 0, sizeof( wheelAngles ) );
- BecomeActive( TH_THINK );
- }
- /*
- ================
- idAFEntity_VehicleSixWheels::Think
- ================
- */
- void idAFEntity_VehicleSixWheels::Think( void ) {
- int i;
- float force = 0.0f, velocity = 0.0f, steerAngle = 0.0f;
- idVec3 origin;
- idMat3 axis;
- idRotation rotation;
- if ( thinkFlags & TH_THINK ) {
- if ( player ) {
- // capture the input from a player
- velocity = g_vehicleVelocity.GetFloat();
- if ( player->usercmd.forwardmove < 0 ) {
- velocity = -velocity;
- }
- force = idMath::Fabs( player->usercmd.forwardmove * g_vehicleForce.GetFloat() ) * (1.0f / 128.0f);
- steerAngle = GetSteerAngle();
- }
- // update the wheel motor force
- for ( i = 0; i < 6; i++ ) {
- wheels[i]->SetContactMotorVelocity( velocity );
- wheels[i]->SetContactMotorForce( force );
- }
- // adjust wheel velocity for better steering because there are no differentials between the wheels
- if ( steerAngle < 0.0f ) {
- for ( i = 0; i < 3; i++ ) {
- wheels[(i<<1)]->SetContactMotorVelocity( velocity * 0.5f );
- }
- }
- else if ( steerAngle > 0.0f ) {
- for ( i = 0; i < 3; i++ ) {
- wheels[1+(i<<1)]->SetContactMotorVelocity( velocity * 0.5f );
- }
- }
- // update the wheel steering
- steering[0]->SetSteerAngle( steerAngle );
- steering[1]->SetSteerAngle( steerAngle );
- steering[2]->SetSteerAngle( -steerAngle );
- steering[3]->SetSteerAngle( -steerAngle );
- for ( i = 0; i < 4; i++ ) {
- steering[i]->SetSteerSpeed( 3.0f );
- }
- // update the steering wheel
- animator.GetJointTransform( steeringWheelJoint, gameLocal.time, origin, axis );
- rotation.SetVec( axis[2] );
- rotation.SetAngle( -steerAngle );
- animator.SetJointAxis( steeringWheelJoint, JOINTMOD_WORLD, rotation.ToMat3() );
- // run the physics
- RunPhysics();
- // rotate the wheels visually
- for ( i = 0; i < 6; i++ ) {
- if ( force == 0.0f ) {
- velocity = wheels[i]->GetLinearVelocity() * wheels[i]->GetWorldAxis()[0];
- }
- wheelAngles[i] += velocity * MS2SEC( gameLocal.msec ) / wheelRadius;
- // give the wheel joint an additional rotation about the wheel axis
- rotation.SetAngle( RAD2DEG( wheelAngles[i] ) );
- axis = af.GetPhysics()->GetAxis( 0 );
- rotation.SetVec( (wheels[i]->GetWorldAxis() * axis.Transpose())[2] );
- animator.SetJointAxis( wheelJoints[i], JOINTMOD_WORLD, rotation.ToMat3() );
- }
- // spawn dust particle effects
- if ( force != 0.0f && !( gameLocal.framenum & 7 ) ) {
- int numContacts;
- idAFConstraint_Contact *contacts[2];
- for ( i = 0; i < 6; i++ ) {
- numContacts = af.GetPhysics()->GetBodyContactConstraints( wheels[i]->GetClipModel()->GetId(), contacts, 2 );
- for ( int j = 0; j < numContacts; j++ ) {
- gameLocal.smokeParticles->EmitSmoke( dustSmoke, gameLocal.time, gameLocal.random.RandomFloat(), contacts[j]->GetContact().point, contacts[j]->GetContact().normal.ToMat3() );
- }
- }
- }
- }
- UpdateAnimation();
- if ( thinkFlags & TH_UPDATEVISUALS ) {
- Present();
- LinkCombat();
- }
- }
- /*
- ===============================================================================
- idAFEntity_SteamPipe
- ===============================================================================
- */
- CLASS_DECLARATION( idAFEntity_Base, idAFEntity_SteamPipe )
- END_CLASS
- /*
- ================
- idAFEntity_SteamPipe::idAFEntity_SteamPipe
- ================
- */
- idAFEntity_SteamPipe::idAFEntity_SteamPipe( void ) {
- steamBody = 0;
- steamForce = 0.0f;
- steamUpForce = 0.0f;
- steamModelDefHandle = -1;
- memset( &steamRenderEntity, 0, sizeof( steamRenderEntity ) );
- }
- /*
- ================
- idAFEntity_SteamPipe::~idAFEntity_SteamPipe
- ================
- */
- idAFEntity_SteamPipe::~idAFEntity_SteamPipe( void ) {
- if ( steamModelDefHandle >= 0 ){
- gameRenderWorld->FreeEntityDef( steamModelDefHandle );
- }
- }
- /*
- ================
- idAFEntity_SteamPipe::Save
- ================
- */
- void idAFEntity_SteamPipe::Save( idSaveGame *savefile ) const {
- }
- /*
- ================
- idAFEntity_SteamPipe::Restore
- ================
- */
- void idAFEntity_SteamPipe::Restore( idRestoreGame *savefile ) {
- Spawn();
- }
- /*
- ================
- idAFEntity_SteamPipe::Spawn
- ================
- */
- void idAFEntity_SteamPipe::Spawn( void ) {
- idVec3 steamDir;
- const char *steamBodyName;
- LoadAF();
- SetCombatModel();
- SetPhysics( af.GetPhysics() );
- fl.takedamage = true;
- steamBodyName = spawnArgs.GetString( "steamBody", "" );
- steamForce = spawnArgs.GetFloat( "steamForce", "2000" );
- steamUpForce = spawnArgs.GetFloat( "steamUpForce", "10" );
- steamDir = af.GetPhysics()->GetAxis( steamBody )[2];
- steamBody = af.GetPhysics()->GetBodyId( steamBodyName );
- force.SetPosition( af.GetPhysics(), steamBody, af.GetPhysics()->GetOrigin( steamBody ) );
- force.SetForce( steamDir * -steamForce );
- InitSteamRenderEntity();
- BecomeActive( TH_THINK );
- }
- /*
- ================
- idAFEntity_SteamPipe::InitSteamRenderEntity
- ================
- */
- void idAFEntity_SteamPipe::InitSteamRenderEntity( void ) {
- const char *temp;
- const idDeclModelDef *modelDef;
- memset( &steamRenderEntity, 0, sizeof( steamRenderEntity ) );
- steamRenderEntity.shaderParms[ SHADERPARM_RED ] = 1.0f;
- steamRenderEntity.shaderParms[ SHADERPARM_GREEN ] = 1.0f;
- steamRenderEntity.shaderParms[ SHADERPARM_BLUE ] = 1.0f;
- modelDef = NULL;
- temp = spawnArgs.GetString ( "model_steam" );
- if ( *temp != '\0' ) {
- if ( !strstr( temp, "." ) ) {
- modelDef = static_cast<const idDeclModelDef *>( declManager->FindType( DECL_MODELDEF, temp, false ) );
- if ( modelDef ) {
- steamRenderEntity.hModel = modelDef->ModelHandle();
- }
- }
- if ( !steamRenderEntity.hModel ) {
- steamRenderEntity.hModel = renderModelManager->FindModel( temp );
- }
- if ( steamRenderEntity.hModel ) {
- steamRenderEntity.bounds = steamRenderEntity.hModel->Bounds( &steamRenderEntity );
- } else {
- steamRenderEntity.bounds.Zero();
- }
- steamRenderEntity.origin = af.GetPhysics()->GetOrigin( steamBody );
- steamRenderEntity.axis = af.GetPhysics()->GetAxis( steamBody );
- steamModelDefHandle = gameRenderWorld->AddEntityDef( &steamRenderEntity );
- }
- }
- /*
- ================
- idAFEntity_SteamPipe::Think
- ================
- */
- void idAFEntity_SteamPipe::Think( void ) {
- idVec3 steamDir;
- if ( thinkFlags & TH_THINK ) {
- steamDir.x = gameLocal.random.CRandomFloat() * steamForce;
- steamDir.y = gameLocal.random.CRandomFloat() * steamForce;
- steamDir.z = steamUpForce;
- force.SetForce( steamDir );
- force.Evaluate( gameLocal.time );
- //gameRenderWorld->DebugArrow( colorWhite, af.GetPhysics()->GetOrigin( steamBody ), af.GetPhysics()->GetOrigin( steamBody ) - 10.0f * steamDir, 4 );
- }
- if ( steamModelDefHandle >= 0 ){
- steamRenderEntity.origin = af.GetPhysics()->GetOrigin( steamBody );
- steamRenderEntity.axis = af.GetPhysics()->GetAxis( steamBody );
- gameRenderWorld->UpdateEntityDef( steamModelDefHandle, &steamRenderEntity );
- }
- idAFEntity_Base::Think();
- }
- /*
- ===============================================================================
- idAFEntity_ClawFourFingers
- ===============================================================================
- */
- const idEventDef EV_SetFingerAngle( "setFingerAngle", "f" );
- const idEventDef EV_StopFingers( "stopFingers" );
- CLASS_DECLARATION( idAFEntity_Base, idAFEntity_ClawFourFingers )
- EVENT( EV_SetFingerAngle, idAFEntity_ClawFourFingers::Event_SetFingerAngle )
- EVENT( EV_StopFingers, idAFEntity_ClawFourFingers::Event_StopFingers )
- END_CLASS
- static const char *clawConstraintNames[] = {
- "claw1", "claw2", "claw3", "claw4"
- };
- /*
- ================
- idAFEntity_ClawFourFingers::idAFEntity_ClawFourFingers
- ================
- */
- idAFEntity_ClawFourFingers::idAFEntity_ClawFourFingers( void ) {
- fingers[0] = NULL;
- fingers[1] = NULL;
- fingers[2] = NULL;
- fingers[3] = NULL;
- }
- /*
- ================
- idAFEntity_ClawFourFingers::Save
- ================
- */
- void idAFEntity_ClawFourFingers::Save( idSaveGame *savefile ) const {
- int i;
- for ( i = 0; i < 4; i++ ) {
- fingers[i]->Save( savefile );
- }
- }
- /*
- ================
- idAFEntity_ClawFourFingers::Restore
- ================
- */
- void idAFEntity_ClawFourFingers::Restore( idRestoreGame *savefile ) {
- int i;
- for ( i = 0; i < 4; i++ ) {
- fingers[i] = static_cast<idAFConstraint_Hinge *>(af.GetPhysics()->GetConstraint( clawConstraintNames[i] ));
- fingers[i]->Restore( savefile );
- }
- SetCombatModel();
- LinkCombat();
- }
- /*
- ================
- idAFEntity_ClawFourFingers::Spawn
- ================
- */
- void idAFEntity_ClawFourFingers::Spawn( void ) {
- int i;
- LoadAF();
- SetCombatModel();
- af.GetPhysics()->LockWorldConstraints( true );
- af.GetPhysics()->SetForcePushable( true );
- SetPhysics( af.GetPhysics() );
- fl.takedamage = true;
- for ( i = 0; i < 4; i++ ) {
- fingers[i] = static_cast<idAFConstraint_Hinge *>(af.GetPhysics()->GetConstraint( clawConstraintNames[i] ));
- if ( !fingers[i] ) {
- gameLocal.Error( "idClaw_FourFingers '%s': can't find claw constraint '%s'", name.c_str(), clawConstraintNames[i] );
- }
- }
- }
- /*
- ================
- idAFEntity_ClawFourFingers::Event_SetFingerAngle
- ================
- */
- void idAFEntity_ClawFourFingers::Event_SetFingerAngle( float angle ) {
- int i;
- for ( i = 0; i < 4; i++ ) {
- fingers[i]->SetSteerAngle( angle );
- fingers[i]->SetSteerSpeed( 0.5f );
- }
- af.GetPhysics()->Activate();
- }
- /*
- ================
- idAFEntity_ClawFourFingers::Event_StopFingers
- ================
- */
- void idAFEntity_ClawFourFingers::Event_StopFingers( void ) {
- int i;
- for ( i = 0; i < 4; i++ ) {
- fingers[i]->SetSteerAngle( fingers[i]->GetAngle() );
- }
- }
- /*
- ===============================================================================
- editor support routines
- ===============================================================================
- */
- /*
- ================
- idGameEdit::AF_SpawnEntity
- ================
- */
- bool idGameEdit::AF_SpawnEntity( const char *fileName ) {
- idDict args;
- idPlayer *player;
- idAFEntity_Generic *ent;
- const idDeclAF *af;
- idVec3 org;
- float yaw;
- player = gameLocal.GetLocalPlayer();
- if ( !player || !gameLocal.CheatsOk( false ) ) {
- return false;
- }
- af = static_cast<const idDeclAF *>( declManager->FindType( DECL_AF, fileName ) );
- if ( !af ) {
- return false;
- }
- yaw = player->viewAngles.yaw;
- args.Set( "angle", va( "%f", yaw + 180 ) );
- org = player->GetPhysics()->GetOrigin() + idAngles( 0, yaw, 0 ).ToForward() * 80 + idVec3( 0, 0, 1 );
- args.Set( "origin", org.ToString() );
- args.Set( "spawnclass", "idAFEntity_Generic" );
- if ( af->model[0] ) {
- args.Set( "model", af->model.c_str() );
- } else {
- args.Set( "model", fileName );
- }
- if ( af->skin[0] ) {
- args.Set( "skin", af->skin.c_str() );
- }
- args.Set( "articulatedFigure", fileName );
- args.Set( "nodrop", "1" );
- ent = static_cast<idAFEntity_Generic *>(gameLocal.SpawnEntityType( idAFEntity_Generic::Type, &args));
- // always update this entity
- ent->BecomeActive( TH_THINK );
- ent->KeepRunningPhysics();
- ent->fl.forcePhysicsUpdate = true;
- player->dragEntity.SetSelected( ent );
- return true;
- }
- /*
- ================
- idGameEdit::AF_UpdateEntities
- ================
- */
- void idGameEdit::AF_UpdateEntities( const char *fileName ) {
- idEntity *ent;
- idAFEntity_Base *af;
- idStr name;
- name = fileName;
- name.StripFileExtension();
- // reload any idAFEntity_Generic which uses the given articulated figure file
- for( ent = gameLocal.spawnedEntities.Next(); ent != NULL; ent = ent->spawnNode.Next() ) {
- if ( ent->IsType( idAFEntity_Base::Type ) ) {
- af = static_cast<idAFEntity_Base *>(ent);
- if ( name.Icmp( af->GetAFName() ) == 0 ) {
- af->LoadAF();
- af->GetAFPhysics()->PutToRest();
- }
- }
- }
- }
- /*
- ================
- idGameEdit::AF_UndoChanges
- ================
- */
- void idGameEdit::AF_UndoChanges( void ) {
- int i, c;
- idEntity *ent;
- idAFEntity_Base *af;
- idDeclAF *decl;
- c = declManager->GetNumDecls( DECL_AF );
- for ( i = 0; i < c; i++ ) {
- decl = static_cast<idDeclAF *>( const_cast<idDecl *>( declManager->DeclByIndex( DECL_AF, i, false ) ) );
- if ( !decl->modified ) {
- continue;
- }
- decl->Invalidate();
- declManager->FindType( DECL_AF, decl->GetName() );
- // reload all AF entities using the file
- for( ent = gameLocal.spawnedEntities.Next(); ent != NULL; ent = ent->spawnNode.Next() ) {
- if ( ent->IsType( idAFEntity_Base::Type ) ) {
- af = static_cast<idAFEntity_Base *>(ent);
- if ( idStr::Icmp( decl->GetName(), af->GetAFName() ) == 0 ) {
- af->LoadAF();
- }
- }
- }
- }
- }
- /*
- ================
- GetJointTransform
- ================
- */
- typedef struct {
- renderEntity_t *ent;
- const idMD5Joint *joints;
- } jointTransformData_t;
- static bool GetJointTransform( void *model, const idJointMat *frame, const char *jointName, idVec3 &origin, idMat3 &axis ) {
- int i;
- jointTransformData_t *data = reinterpret_cast<jointTransformData_t *>(model);
- for ( i = 0; i < data->ent->numJoints; i++ ) {
- if ( data->joints[i].name.Icmp( jointName ) == 0 ) {
- break;
- }
- }
- if ( i >= data->ent->numJoints ) {
- return false;
- }
- origin = frame[i].ToVec3();
- axis = frame[i].ToMat3();
- return true;
- }
- /*
- ================
- GetArgString
- ================
- */
- static const char *GetArgString( const idDict &args, const idDict *defArgs, const char *key ) {
- const char *s;
- s = args.GetString( key );
- if ( !s[0] && defArgs ) {
- s = defArgs->GetString( key );
- }
- return s;
- }
- /*
- ================
- idGameEdit::AF_CreateMesh
- ================
- */
- idRenderModel *idGameEdit::AF_CreateMesh( const idDict &args, idVec3 &meshOrigin, idMat3 &meshAxis, bool &poseIsSet ) {
- int i, jointNum;
- const idDeclAF *af;
- const idDeclAF_Body *fb;
- renderEntity_t ent;
- idVec3 origin, *bodyOrigin, *newBodyOrigin, *modifiedOrigin;
- idMat3 axis, *bodyAxis, *newBodyAxis, *modifiedAxis;
- declAFJointMod_t *jointMod;
- idAngles angles;
- const idDict *defArgs;
- const idKeyValue *arg;
- idStr name;
- jointTransformData_t data;
- const char *classname, *afName, *modelName;
- idRenderModel *md5;
- const idDeclModelDef *modelDef;
- const idMD5Anim *MD5anim;
- const idMD5Joint *MD5joint;
- const idMD5Joint *MD5joints;
- int numMD5joints;
- idJointMat *originalJoints;
- int parentNum;
- poseIsSet = false;
- meshOrigin.Zero();
- meshAxis.Identity();
- classname = args.GetString( "classname" );
- defArgs = gameLocal.FindEntityDefDict( classname );
- // get the articulated figure
- afName = GetArgString( args, defArgs, "articulatedFigure" );
- af = static_cast<const idDeclAF *>( declManager->FindType( DECL_AF, afName ) );
- if ( !af ) {
- return NULL;
- }
- // get the md5 model
- modelName = GetArgString( args, defArgs, "model" );
- modelDef = static_cast< const idDeclModelDef *>( declManager->FindType( DECL_MODELDEF, modelName, false ) );
- if ( !modelDef ) {
- return NULL;
- }
- // make sure model hasn't been purged
- if ( modelDef->ModelHandle() && !modelDef->ModelHandle()->IsLoaded() ) {
- modelDef->ModelHandle()->LoadModel();
- }
- // get the md5
- md5 = modelDef->ModelHandle();
- if ( !md5 || md5->IsDefaultModel() ) {
- return NULL;
- }
- // get the articulated figure pose anim
- int animNum = modelDef->GetAnim( "af_pose" );
- if ( !animNum ) {
- return NULL;
- }
- const idAnim *anim = modelDef->GetAnim( animNum );
- if ( !anim ) {
- return NULL;
- }
- MD5anim = anim->MD5Anim( 0 );
- MD5joints = md5->GetJoints();
- numMD5joints = md5->NumJoints();
- // setup a render entity
- memset( &ent, 0, sizeof( ent ) );
- ent.customSkin = modelDef->GetSkin();
- ent.bounds.Clear();
- ent.numJoints = numMD5joints;
- ent.joints = ( idJointMat * )_alloca16( ent.numJoints * sizeof( *ent.joints ) );
- // create animation from of the af_pose
- ANIM_CreateAnimFrame( md5, MD5anim, ent.numJoints, ent.joints, 1, modelDef->GetVisualOffset(), false );
- // buffers to store the initial origin and axis for each body
- bodyOrigin = (idVec3 *) _alloca16( af->bodies.Num() * sizeof( idVec3 ) );
- bodyAxis = (idMat3 *) _alloca16( af->bodies.Num() * sizeof( idMat3 ) );
- newBodyOrigin = (idVec3 *) _alloca16( af->bodies.Num() * sizeof( idVec3 ) );
- newBodyAxis = (idMat3 *) _alloca16( af->bodies.Num() * sizeof( idMat3 ) );
- // finish the AF positions
- data.ent = &ent;
- data.joints = MD5joints;
- af->Finish( GetJointTransform, ent.joints, &data );
- // get the initial origin and axis for each AF body
- for ( i = 0; i < af->bodies.Num(); i++ ) {
- fb = af->bodies[i];
- if ( fb->modelType == TRM_BONE ) {
- // axis of bone trace model
- axis[2] = fb->v2.ToVec3() - fb->v1.ToVec3();
- axis[2].Normalize();
- axis[2].NormalVectors( axis[0], axis[1] );
- axis[1] = -axis[1];
- } else {
- axis = fb->angles.ToMat3();
- }
- newBodyOrigin[i] = bodyOrigin[i] = fb->origin.ToVec3();
- newBodyAxis[i] = bodyAxis[i] = axis;
- }
- // get any new body transforms stored in the key/value pairs
- for ( arg = args.MatchPrefix( "body ", NULL ); arg; arg = args.MatchPrefix( "body ", arg ) ) {
- name = arg->GetKey();
- name.Strip( "body " );
- for ( i = 0; i < af->bodies.Num(); i++ ) {
- fb = af->bodies[i];
- if ( fb->name.Icmp( name ) == 0 ) {
- break;
- }
- }
- if ( i >= af->bodies.Num() ) {
- continue;
- }
- sscanf( arg->GetValue(), "%f %f %f %f %f %f", &origin.x, &origin.y, &origin.z, &angles.pitch, &angles.yaw, &angles.roll );
- if ( fb->jointName.Icmp( "origin" ) == 0 ) {
- meshAxis = bodyAxis[i].Transpose() * angles.ToMat3();
- meshOrigin = origin - bodyOrigin[i] * meshAxis;
- poseIsSet = true;
- } else {
- newBodyOrigin[i] = origin;
- newBodyAxis[i] = angles.ToMat3();
- }
- }
- // save the original joints
- originalJoints = ( idJointMat * )_alloca16( numMD5joints * sizeof( originalJoints[0] ) );
- memcpy( originalJoints, ent.joints, numMD5joints * sizeof( originalJoints[0] ) );
- // buffer to store the joint mods
- jointMod = (declAFJointMod_t *) _alloca16( numMD5joints * sizeof( declAFJointMod_t ) );
- memset( jointMod, -1, numMD5joints * sizeof( declAFJointMod_t ) );
- modifiedOrigin = (idVec3 *) _alloca16( numMD5joints * sizeof( idVec3 ) );
- memset( modifiedOrigin, 0, numMD5joints * sizeof( idVec3 ) );
- modifiedAxis = (idMat3 *) _alloca16( numMD5joints * sizeof( idMat3 ) );
- memset( modifiedAxis, 0, numMD5joints * sizeof( idMat3 ) );
- // get all the joint modifications
- for ( i = 0; i < af->bodies.Num(); i++ ) {
- fb = af->bodies[i];
- if ( fb->jointName.Icmp( "origin" ) == 0 ) {
- continue;
- }
- for ( jointNum = 0; jointNum < numMD5joints; jointNum++ ) {
- if ( MD5joints[jointNum].name.Icmp( fb->jointName ) == 0 ) {
- break;
- }
- }
- if ( jointNum >= 0 && jointNum < ent.numJoints ) {
- jointMod[ jointNum ] = fb->jointMod;
- modifiedAxis[ jointNum ] = ( bodyAxis[i] * originalJoints[jointNum].ToMat3().Transpose() ).Transpose() * ( newBodyAxis[i] * meshAxis.Transpose() );
- // FIXME: calculate correct modifiedOrigin
- modifiedOrigin[ jointNum ] = originalJoints[ jointNum ].ToVec3();
- }
- }
- // apply joint modifications to the skeleton
- MD5joint = MD5joints + 1;
- for( i = 1; i < numMD5joints; i++, MD5joint++ ) {
- parentNum = MD5joint->parent - MD5joints;
- idMat3 parentAxis = originalJoints[ parentNum ].ToMat3();
- idMat3 localm = originalJoints[i].ToMat3() * parentAxis.Transpose();
- idVec3 localt = ( originalJoints[i].ToVec3() - originalJoints[ parentNum ].ToVec3() ) * parentAxis.Transpose();
- switch( jointMod[i] ) {
- case DECLAF_JOINTMOD_ORIGIN: {
- ent.joints[ i ].SetRotation( localm * ent.joints[ parentNum ].ToMat3() );
- ent.joints[ i ].SetTranslation( modifiedOrigin[ i ] );
- break;
- }
- case DECLAF_JOINTMOD_AXIS: {
- ent.joints[ i ].SetRotation( modifiedAxis[ i ] );
- ent.joints[ i ].SetTranslation( ent.joints[ parentNum ].ToVec3() + localt * ent.joints[ parentNum ].ToMat3() );
- break;
- }
- case DECLAF_JOINTMOD_BOTH: {
- ent.joints[ i ].SetRotation( modifiedAxis[ i ] );
- ent.joints[ i ].SetTranslation( modifiedOrigin[ i ] );
- break;
- }
- default: {
- ent.joints[ i ].SetRotation( localm * ent.joints[ parentNum ].ToMat3() );
- ent.joints[ i ].SetTranslation( ent.joints[ parentNum ].ToVec3() + localt * ent.joints[ parentNum ].ToMat3() );
- break;
- }
- }
- }
- // instantiate a mesh using the joint information from the render entity
- return md5->InstantiateDynamicModel( &ent, NULL, NULL );
- }
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