mirror of
https://github.com/electronicarts/CnC_Renegade.git
synced 2025-12-15 23:21:40 -05:00
Initial commit of Command & Conquer Renegade source code.
This commit is contained in:
149
Code/Combat/humanrecoil.cpp
Normal file
149
Code/Combat/humanrecoil.cpp
Normal file
@@ -0,0 +1,149 @@
|
||||
/*
|
||||
** 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;
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user