149 lines
5.5 KiB
C++
149 lines
5.5 KiB
C++
/*
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** Command & Conquer Renegade(tm)
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** Copyright 2025 Electronic Arts Inc.
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**
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** This program is free software: you can redistribute it and/or modify
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** it under the terms of the GNU General Public License as published by
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** the Free Software Foundation, either version 3 of the License, or
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** (at your option) any later version.
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**
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** This program is distributed in the hope that it will be useful,
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** but WITHOUT ANY WARRANTY; without even the implied warranty of
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** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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** GNU General Public License for more details.
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**
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** You should have received a copy of the GNU General Public License
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** along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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/***********************************************************************************************
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*** 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 ***
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***********************************************************************************************
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* *
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* Project Name : Combat *
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* *
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* $Archive:: /Commando/Code/Combat/humanrecoil.cpp $*
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* *
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* Original Author:: Greg Hjelstrom *
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* *
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* $Author:: Byon_g $*
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* *
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* $Modtime:: 9/12/00 5:24p $*
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* *
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* $Revision:: 3 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#include "humanrecoil.h"
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#include "vector3.h"
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#include "wwdebug.h"
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#include "rendobj.h"
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#include "htree.h"
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#include <string.h>
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/*
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** Static members of HumanRecoilClass
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*/
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bool HumanRecoilClass::IsInitted = false;
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/*
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** Recoil Data
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*/
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struct RecoilDataStruct
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{
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RecoilDataStruct(const char * name,const Vector3 & translation) :
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BoneName(name),
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BoneIndex(0),
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Translation(translation)
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{}
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const char * BoneName;
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int BoneIndex;
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Vector3 Translation;
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};
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static RecoilDataStruct _RecoilData[] =
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{
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RecoilDataStruct("C L CLAVICLE",Vector3(-0.025f,0.0f,0.0f)),
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RecoilDataStruct("C L UPPERARM",Vector3(-0.025f,0.0f,0.0f)),
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RecoilDataStruct("C L FOREARM",Vector3(-0.05f,0.0f,0.0f)),
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RecoilDataStruct("C L HAND",Vector3(-0.05f,0.0f,0.0f)),
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RecoilDataStruct("C R CLAVICLE",Vector3(-0.05f,0.0f,0.0f)),
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RecoilDataStruct("C R UPPERARM",Vector3(-0.05f,0.0f,0.0f)),
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RecoilDataStruct("C R FOREARM",Vector3(-0.1f,0.0f,0.0f)),
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RecoilDataStruct("C R HAND",Vector3(-0.1f,0.0f,0.0f)),
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RecoilDataStruct("BACKGUNBONE",Vector3(-0.075f,0.0f,0.0f)),
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};
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const int _RECOIL_BONE_COUNT = sizeof(_RecoilData) / sizeof(RecoilDataStruct);
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/***********************************************************************************************
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**
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** HumanRecoilClass Implementation
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**
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***********************************************************************************************/
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HumanRecoilClass::HumanRecoilClass(void)
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{
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}
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void HumanRecoilClass::Capture_Bones(RenderObjClass * model)
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{
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WWASSERT(model != NULL);
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if (IsInitted == false) {
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Initialize(model);
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}
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for (int recoil_bone = 0; recoil_bone < _RECOIL_BONE_COUNT; recoil_bone++) {
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model->Capture_Bone(_RecoilData[recoil_bone].BoneIndex);
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}
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}
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void HumanRecoilClass::Apply_Recoil(const Matrix3D & recoil_tm,RenderObjClass * model,float scale)
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{
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WWASSERT(model != NULL);
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if (IsInitted == false) {
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Initialize(model);
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}
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Vector3 recoil_offset;
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for (int recoil_bone = 0; recoil_bone < _RECOIL_BONE_COUNT; recoil_bone++) {
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// for each bone to recoil, compute the translation and plug it in
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Matrix3D::Transform_Vector(recoil_tm,scale * _RecoilData[recoil_bone].Translation,&recoil_offset);
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Matrix3D tm(recoil_offset);
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model->Control_Bone(_RecoilData[recoil_bone].BoneIndex,tm,true);
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}
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}
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void HumanRecoilClass::Release_Bones(RenderObjClass * model)
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{
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WWASSERT(model != NULL);
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if (IsInitted == false) {
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Initialize(model);
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}
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for (int recoil_bone = 0; recoil_bone < _RECOIL_BONE_COUNT; recoil_bone++) {
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model->Release_Bone(_RecoilData[recoil_bone].BoneIndex);
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}
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}
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void HumanRecoilClass::Initialize(RenderObjClass * model)
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{
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const HTreeClass * tree = model->Get_HTree();
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for (int recoil_bone = 0; recoil_bone < _RECOIL_BONE_COUNT; recoil_bone++) {
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for (int model_bone = 0; model_bone < tree->Num_Pivots(); model_bone++) {
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if (stricmp(_RecoilData[recoil_bone].BoneName, tree->Get_Bone_Name(model_bone)) == 0) {
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_RecoilData[recoil_bone].BoneIndex = model_bone;
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model_bone = tree->Num_Pivots();
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}
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}
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}
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IsInitted = true;
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}
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