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- /*
- ** Command & Conquer Renegade(tm)
- ** Copyright 2025 Electronic Arts Inc.
- **
- ** This program 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.
- **
- ** This program 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 this program. If not, see <http://www.gnu.org/licenses/>.
- */
- /***********************************************************************************************
- *** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S ***
- ***********************************************************************************************
- * *
- * Project Name : Combat *
- * *
- * $Archive:: /Commando/Code/Combat/humanrecoil.cpp $*
- * *
- * Original Author:: Greg Hjelstrom *
- * *
- * $Author:: Byon_g $*
- * *
- * $Modtime:: 9/12/00 5:24p $*
- * *
- * $Revision:: 3 $*
- * *
- *---------------------------------------------------------------------------------------------*
- * Functions: *
- * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
- #include "humanrecoil.h"
- #include "vector3.h"
- #include "wwdebug.h"
- #include "rendobj.h"
- #include "htree.h"
- #include <string.h>
- /*
- ** Static members of HumanRecoilClass
- */
- bool HumanRecoilClass::IsInitted = false;
- /*
- ** Recoil Data
- */
- struct RecoilDataStruct
- {
- RecoilDataStruct(const char * name,const Vector3 & translation) :
- BoneName(name),
- BoneIndex(0),
- Translation(translation)
- {}
- const char * BoneName;
- int BoneIndex;
- Vector3 Translation;
- };
- static RecoilDataStruct _RecoilData[] =
- {
- RecoilDataStruct("C L CLAVICLE",Vector3(-0.025f,0.0f,0.0f)),
- RecoilDataStruct("C L UPPERARM",Vector3(-0.025f,0.0f,0.0f)),
- RecoilDataStruct("C L FOREARM",Vector3(-0.05f,0.0f,0.0f)),
- RecoilDataStruct("C L HAND",Vector3(-0.05f,0.0f,0.0f)),
- RecoilDataStruct("C R CLAVICLE",Vector3(-0.05f,0.0f,0.0f)),
- RecoilDataStruct("C R UPPERARM",Vector3(-0.05f,0.0f,0.0f)),
- RecoilDataStruct("C R FOREARM",Vector3(-0.1f,0.0f,0.0f)),
- RecoilDataStruct("C R HAND",Vector3(-0.1f,0.0f,0.0f)),
- RecoilDataStruct("BACKGUNBONE",Vector3(-0.075f,0.0f,0.0f)),
- };
- const int _RECOIL_BONE_COUNT = sizeof(_RecoilData) / sizeof(RecoilDataStruct);
- /***********************************************************************************************
- **
- ** HumanRecoilClass Implementation
- **
- ***********************************************************************************************/
- HumanRecoilClass::HumanRecoilClass(void)
- {
- }
- void HumanRecoilClass::Capture_Bones(RenderObjClass * model)
- {
- WWASSERT(model != NULL);
- if (IsInitted == false) {
- Initialize(model);
- }
- for (int recoil_bone = 0; recoil_bone < _RECOIL_BONE_COUNT; recoil_bone++) {
- model->Capture_Bone(_RecoilData[recoil_bone].BoneIndex);
- }
- }
- void HumanRecoilClass::Apply_Recoil(const Matrix3D & recoil_tm,RenderObjClass * model,float scale)
- {
- WWASSERT(model != NULL);
- if (IsInitted == false) {
- Initialize(model);
- }
- Vector3 recoil_offset;
- for (int recoil_bone = 0; recoil_bone < _RECOIL_BONE_COUNT; recoil_bone++) {
-
- // for each bone to recoil, compute the translation and plug it in
- Matrix3D::Transform_Vector(recoil_tm,scale * _RecoilData[recoil_bone].Translation,&recoil_offset);
- Matrix3D tm(recoil_offset);
- model->Control_Bone(_RecoilData[recoil_bone].BoneIndex,tm,true);
- }
- }
- void HumanRecoilClass::Release_Bones(RenderObjClass * model)
- {
- WWASSERT(model != NULL);
- if (IsInitted == false) {
- Initialize(model);
- }
- for (int recoil_bone = 0; recoil_bone < _RECOIL_BONE_COUNT; recoil_bone++) {
- model->Release_Bone(_RecoilData[recoil_bone].BoneIndex);
- }
- }
- void HumanRecoilClass::Initialize(RenderObjClass * model)
- {
- const HTreeClass * tree = model->Get_HTree();
- for (int recoil_bone = 0; recoil_bone < _RECOIL_BONE_COUNT; recoil_bone++) {
-
- for (int model_bone = 0; model_bone < tree->Num_Pivots(); model_bone++) {
-
- if (stricmp(_RecoilData[recoil_bone].BoneName, tree->Get_Bone_Name(model_bone)) == 0) {
- _RecoilData[recoil_bone].BoneIndex = model_bone;
- model_bone = tree->Num_Pivots();
- }
- }
- }
- IsInitted = true;
- }
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