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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/muzzlerecoil.cpp $*
- * *
- * Original Author:: Greg Hjelstrom *
- * *
- * $Author:: Greg_h $*
- * *
- * $Modtime:: 8/22/00 8:31a $*
- * *
- * $Revision:: 1 $*
- * *
- *---------------------------------------------------------------------------------------------*
- * Functions: *
- * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
- #include "muzzlerecoil.h"
- #include "timemgr.h"
- #include "rendobj.h"
- #include "wwdebug.h"
- MuzzleRecoilClass::MuzzleRecoilClass(void)
- {
- Init(0);
- }
- void MuzzleRecoilClass::Init(int bone_index)
- {
- BoneIndex = bone_index;
- RecoilScale = 1.0f;
- RecoilTimer = 0.0f;
- OORecoilTime = 0.0f;
- }
- void MuzzleRecoilClass::Start_Recoil(float recoil_scale,float recoil_time)
- {
- RecoilScale = recoil_scale;
- RecoilTimer = recoil_time;
- if (RecoilTimer > 0.0f) {
- OORecoilTime = 1.0f / RecoilTimer;
- }
- }
- void MuzzleRecoilClass::Update(RenderObjClass * model)
- {
- WWASSERT(model != NULL);
- if ((RecoilTimer <= 0.0f) || (BoneIndex <= 0)) {
- return;
- }
- // Since our timer is active, go ahead and capture the bone
- model->Capture_Bone(BoneIndex);
- // Apply the recoil effect.
- float recoil_scale = RecoilScale * RecoilTimer * OORecoilTime;
- Matrix3D recoil_tm(1);
- recoil_tm.Translate_X(-recoil_scale);
- model->Control_Bone(BoneIndex,recoil_tm);
- // Decrement the recoil timer and release the bone if it expires
- RecoilTimer -= TimeManager::Get_Frame_Seconds();
- if (RecoilTimer <= 0.0f) {
- RecoilTimer = 0.0f;
- model->Release_Bone(BoneIndex);
- }
- }
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