dhewm3/neo/game/AFEntity.cpp
dhewg 736ec20d4d Untangle the epic precompiled.h mess
Don't include the lazy precompiled.h everywhere, only what's
required for the compilation unit.
platform.h needs to be included instead to provide all essential
defines and types.
All includes use the relative path to the neo or the game
specific root.
Move all idlib related includes from idlib/Lib.h to precompiled.h.
precompiled.h still exists for the MFC stuff in tools/.
Add some missing header guards.
2011-12-19 23:21:47 +01:00

2884 lines
72 KiB
C++

/*
===========================================================================
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 "sys/platform.h"
#include "idlib/geometry/JointTransform.h"
#include "renderer/ModelManager.h"
#include "gamesys/SysCvar.h"
#include "Item.h"
#include "Player.h"
#include "SmokeParticles.h"
#include "AFEntity.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 );
}