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CnC_Renegade/Code/Combat/humanrecoil.cpp

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C++

/*
** 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;
}