/* ** 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 . */ /*********************************************************************************************** *** 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 /* ** 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; }