648 lines
20 KiB
C++
648 lines
20 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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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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/*
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* This file is based on WME.
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* http://dead-code.org/redir.php?target=wme
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* Copyright (c) 2003-2013 Jan Nedoma and contributors
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*/
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#include "engines/wintermute/ad/ad_game.h"
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#include "engines/wintermute/ad/ad_object_3d.h"
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#include "engines/wintermute/ad/ad_scene.h"
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#include "engines/wintermute/ad/ad_scene_geometry.h"
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#include "engines/wintermute/base/gfx/base_renderer.h"
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#include "engines/wintermute/base/gfx/3dshadow_volume.h"
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#include "engines/wintermute/base/gfx/opengl/base_render_opengl3d.h"
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#include "engines/wintermute/base/gfx/xmodel.h"
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#include "engines/wintermute/base/scriptables/script_stack.h"
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#include "engines/wintermute/base/scriptables/script_value.h"
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#include "engines/wintermute/dcgf.h"
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#include "engines/wintermute/utils/utils.h"
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namespace Wintermute {
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IMPLEMENT_PERSISTENT(AdObject3D, false)
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//////////////////////////////////////////////////////////////////////////
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AdObject3D::AdObject3D(BaseGame *inGame) : AdObject(inGame) {
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_is3D = true;
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_velocity = 1.0f;
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_angVelocity = 1.0f;
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_lastPosVector = DXVector3(0.0f, 0.0f, 0.0f);
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_state = _nextState = STATE_READY;
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_dropToFloor = true;
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_shadowType = SHADOW_STENCIL;
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_tempSkelAnim = nullptr;
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_shadowVolume = nullptr;
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_ambientLightColor = 0x00000000;
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_hasAmbientLightColor = false;
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}
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//////////////////////////////////////////////////////////////////////////
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AdObject3D::~AdObject3D() {
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_tempSkelAnim = nullptr; // ref only
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SAFE_DELETE(_shadowVolume);
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clearIgnoredLights();
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}
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//////////////////////////////////////////////////////////////////////////
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void AdObject3D::clearIgnoredLights() {
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for (int32 i = 0; i < _ignoredLights.getSize(); ++i) {
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delete _ignoredLights[i];
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}
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_ignoredLights.removeAll();
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}
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//////////////////////////////////////////////////////////////////////////
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bool AdObject3D::addIgnoredLight(const char *lightName) {
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for (int32 i = 0; i < _ignoredLights.getSize(); i++) {
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if (scumm_stricmp(_ignoredLights[i], lightName) == 0) {
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return true;
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}
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}
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size_t tempSize = strlen(lightName) + 1;
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char *temp = new char[tempSize];
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Common::strcpy_s(temp, tempSize, lightName);
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_ignoredLights.add(temp);
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return true;
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}
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//////////////////////////////////////////////////////////////////////////
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bool AdObject3D::removeIgnoredLight(const char *lightName) {
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for (int32 i = 0; i < _ignoredLights.getSize(); i++) {
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if (scumm_stricmp(_ignoredLights[i], lightName) == 0) {
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delete[] _ignoredLights[i];
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_ignoredLights.removeAt(i);
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return true;
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}
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}
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return false;
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}
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//////////////////////////////////////////////////////////////////////////
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bool AdObject3D::update() {
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AdGame *adGame = (AdGame *)_game;
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// drop to floor
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if (_dropToFloor && adGame->_scene && adGame->_scene->_geom) {
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_posVector._y = adGame->_scene->_geom->getHeightAt(_posVector, 5.0f);
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}
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getMatrix(&_worldMatrix);
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// setup 2D position
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if (_posVector != _lastPosVector) {
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_lastPosVector = _posVector;
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convert3DTo2D(&_worldMatrix, &_posX, &_posY);
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}
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return true;
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}
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//////////////////////////////////////////////////////////////////////////
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bool AdObject3D::convert3DTo2D(DXMatrix *worldMat, int32 *posX, int32 *posY) {
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BaseRenderer3D *renderer = _game->_renderer3D;
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DXMatrix viewMat, projMat;
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DXVector3 vec2d(0.0f, 0.0f, 0.0f);
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renderer->getViewTransform(&viewMat);
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renderer->getProjectionTransform(&projMat);
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DXViewport viewport = renderer->getViewPort();
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DXVector3 origin(0.0f, 0.0f, 0.0f);
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DXVec3Project(&vec2d, &origin, &viewport, &projMat, &viewMat, worldMat);
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*posX = vec2d._x + _game->_offsetX - _game->_renderer3D->_drawOffsetX;
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*posY = vec2d._y + _game->_offsetY - _game->_renderer3D->_drawOffsetY;
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return true;
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}
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//////////////////////////////////////////////////////////////////////////
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bool AdObject3D::display() {
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return true;
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}
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//////////////////////////////////////////////////////////////////////////
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bool AdObject3D::setupLights() {
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AdGame *adGame = (AdGame *)_game;
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if (adGame->_scene && adGame->_scene->_geom) {
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return adGame->_scene->_geom->enableLights(_posVector, _ignoredLights);
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} else {
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return false;
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}
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}
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//////////////////////////////////////////////////////////////////////////
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// high level scripting interface
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//////////////////////////////////////////////////////////////////////////
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bool AdObject3D::scCallMethod(ScScript *script, ScStack *stack, ScStack *thisStack, const char *name) {
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//////////////////////////////////////////////////////////////////////////
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// SkipTo
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//////////////////////////////////////////////////////////////////////////
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if (strcmp(name, "SkipTo") == 0) {
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stack->correctParams(2);
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int x = stack->pop()->getInt();
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int y = stack->pop()->getInt();
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skipTo(x, y);
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stack->pushNULL();
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return true;
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}
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//////////////////////////////////////////////////////////////////////////
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// SkipTo3D
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//////////////////////////////////////////////////////////////////////////
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else if (strcmp(name, "SkipTo3D") == 0) {
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stack->correctParams(3);
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_posVector._x = stack->pop()->getFloat();
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_posVector._y = stack->pop()->getFloat();
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_posVector._z = stack->pop()->getFloat();
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stack->pushNULL();
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return true;
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}
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//////////////////////////////////////////////////////////////////////////
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// GetBonePosition2D
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//////////////////////////////////////////////////////////////////////////
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else if (strcmp(name, "GetBonePosition2D") == 0) {
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stack->correctParams(1);
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const char *boneName = stack->pop()->getString();
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int32 x = 0, y = 0;
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getBonePosition2D(boneName, &x, &y);
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ScValue *val = stack->getPushValue();
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if (val) {
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val->setProperty("X", x);
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val->setProperty("Y", y);
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}
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return true;
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}
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//////////////////////////////////////////////////////////////////////////
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// GetBonePosition3D
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//////////////////////////////////////////////////////////////////////////
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else if (strcmp(name, "GetBonePosition3D") == 0) {
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stack->correctParams(1);
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const char *boneName = stack->pop()->getString();
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DXVector3 pos(0, 0, 0);
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getBonePosition3D(boneName, &pos);
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ScValue *val = stack->getPushValue();
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if (val) {
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val->setProperty("X", pos._x);
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val->setProperty("Y", pos._y);
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val->setProperty("Z", pos._z);
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}
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return true;
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}
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//////////////////////////////////////////////////////////////////////////
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// AddIgnoredLight
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//////////////////////////////////////////////////////////////////////////
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else if (strcmp(name, "AddIgnoredLight") == 0) {
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stack->correctParams(1);
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const char *lightName = stack->pop()->getString();
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stack->pushBool(addIgnoredLight(lightName));
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return true;
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}
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//////////////////////////////////////////////////////////////////////////
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// RemoveIgnoredLight
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//////////////////////////////////////////////////////////////////////////
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else if (strcmp(name, "RemoveIgnoredLight") == 0) {
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stack->correctParams(1);
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const char *lightName = stack->pop()->getString();
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stack->pushBool(removeIgnoredLight(lightName));
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return true;
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}
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else {
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return AdObject::scCallMethod(script, stack, thisStack, name);
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}
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}
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//////////////////////////////////////////////////////////////////////////
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ScValue *AdObject3D::scGetProperty(const char *name) {
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_scValue->setNULL();
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//////////////////////////////////////////////////////////////////////////
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// Angle
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//////////////////////////////////////////////////////////////////////////
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if (strcmp(name, "Angle") == 0) {
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_scValue->setFloat(_angle);
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return _scValue;
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}
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//////////////////////////////////////////////////////////////////////////
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// PosX
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//////////////////////////////////////////////////////////////////////////
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else if (strcmp(name, "PosX") == 0) {
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_scValue->setFloat(_posVector._x);
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return _scValue;
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}
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//////////////////////////////////////////////////////////////////////////
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// PosY
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//////////////////////////////////////////////////////////////////////////
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else if (strcmp(name, "PosY") == 0) {
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_scValue->setFloat(_posVector._y);
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return _scValue;
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}
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//////////////////////////////////////////////////////////////////////////
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// PosZ
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//////////////////////////////////////////////////////////////////////////
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else if (strcmp(name, "PosZ") == 0) {
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_scValue->setFloat(_posVector._z);
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return _scValue;
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}
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//////////////////////////////////////////////////////////////////////////
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// Velocity
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//////////////////////////////////////////////////////////////////////////
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else if (strcmp(name, "Velocity") == 0) {
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_scValue->setFloat(_velocity);
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return _scValue;
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}
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//////////////////////////////////////////////////////////////////////////
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// AngularVelocity / AngVelocity
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//////////////////////////////////////////////////////////////////////////
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else if (strcmp(name, "AngularVelocity") == 0 || strcmp(name, "AngVelocity") == 0) {
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_scValue->setFloat(_angVelocity);
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return _scValue;
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}
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//////////////////////////////////////////////////////////////////////////
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// DropToFloor
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//////////////////////////////////////////////////////////////////////////
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else if (strcmp(name, "DropToFloor") == 0) {
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_scValue->setBool(_dropToFloor);
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return _scValue;
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}
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//////////////////////////////////////////////////////////////////////////
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// ShadowType
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//////////////////////////////////////////////////////////////////////////
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else if (strcmp(name, "ShadowType") == 0) {
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_scValue->setInt(_shadowType);
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return _scValue;
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}
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//////////////////////////////////////////////////////////////////////////
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// Shadow (obsolete)
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//////////////////////////////////////////////////////////////////////////
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else if (strcmp(name, "Shadow") == 0) {
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_scValue->setBool(_shadowType > SHADOW_NONE);
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return _scValue;
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}
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//////////////////////////////////////////////////////////////////////////
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// SimpleShadow (obsolete)
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//////////////////////////////////////////////////////////////////////////
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else if (strcmp(name, "SimpleShadow") == 0) {
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_scValue->setBool(_shadowType == SHADOW_SIMPLE);
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return _scValue;
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}
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//////////////////////////////////////////////////////////////////////////
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// ShadowColor
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//////////////////////////////////////////////////////////////////////////
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else if (strcmp(name, "ShadowColor") == 0) {
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_scValue->setInt(_shadowColor);
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return _scValue;
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}
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//////////////////////////////////////////////////////////////////////////
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// Scale
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//////////////////////////////////////////////////////////////////////////
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else if (strcmp(name, "Scale") == 0) {
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_scValue->setFloat(_scale3D * 100.0f);
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return _scValue;
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}
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//////////////////////////////////////////////////////////////////////////
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// DrawBackfaces
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//////////////////////////////////////////////////////////////////////////
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else if (strcmp(name, "DrawBackfaces") == 0) {
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_scValue->setBool(_drawBackfaces);
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return _scValue;
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}
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//////////////////////////////////////////////////////////////////////////
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// AmbientLightColor
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//////////////////////////////////////////////////////////////////////////
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else if (strcmp(name, "AmbientLightColor") == 0) {
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if (_hasAmbientLightColor) {
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_scValue->setInt(_ambientLightColor);
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} else {
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_scValue->setNULL();
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}
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return _scValue;
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}
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else {
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return AdObject::scGetProperty(name);
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}
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}
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//////////////////////////////////////////////////////////////////////////
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bool AdObject3D::scSetProperty(const char *name, ScValue *value) {
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//////////////////////////////////////////////////////////////////////////
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// Angle
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//////////////////////////////////////////////////////////////////////////
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if (strcmp(name, "Angle") == 0) {
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_angle = value->getFloat();
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return true;
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}
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//////////////////////////////////////////////////////////////////////////
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// PosX
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//////////////////////////////////////////////////////////////////////////
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else if (strcmp(name, "PosX") == 0) {
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_posVector._x = value->getFloat();
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return true;
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}
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//////////////////////////////////////////////////////////////////////////
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// PosY
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//////////////////////////////////////////////////////////////////////////
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else if (strcmp(name, "PosY") == 0) {
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_posVector._y = value->getFloat();
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return true;
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}
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//////////////////////////////////////////////////////////////////////////
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// PosZ
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//////////////////////////////////////////////////////////////////////////
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else if (strcmp(name, "PosZ") == 0) {
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_posVector._z = value->getFloat();
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return true;
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}
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//////////////////////////////////////////////////////////////////////////
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// X
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//////////////////////////////////////////////////////////////////////////
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else if (strcmp(name, "X") == 0) {
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_posX = value->getInt();
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AdGame *adGame = (AdGame *)_game;
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DXVector3 pos;
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if (adGame->_scene->_geom && adGame->_scene->_geom->convert2Dto3D(_posX, _posY, &pos)) {
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_posVector = pos;
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}
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return true;
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}
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//////////////////////////////////////////////////////////////////////////
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// Y
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//////////////////////////////////////////////////////////////////////////
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else if (strcmp(name, "Y") == 0) {
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_posY = value->getInt();
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AdGame *adGame = (AdGame *)_game;
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DXVector3 pos;
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if (adGame->_scene->_geom && adGame->_scene->_geom->convert2Dto3D(_posX, _posY, &pos)) {
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_posVector = pos;
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}
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return true;
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}
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//////////////////////////////////////////////////////////////////////////
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// Velocity
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//////////////////////////////////////////////////////////////////////////
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else if (strcmp(name, "Velocity") == 0) {
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_velocity = value->getFloat();
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return true;
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}
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//////////////////////////////////////////////////////////////////////////
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// AngularVelocity / AngVelocity
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//////////////////////////////////////////////////////////////////////////
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else if (strcmp(name, "AngularVelocity") == 0 || strcmp(name, "AngVelocity") == 0) {
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_angVelocity = value->getFloat();
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return true;
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}
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//////////////////////////////////////////////////////////////////////////
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// DropToFloor
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//////////////////////////////////////////////////////////////////////////
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else if (strcmp(name, "DropToFloor") == 0) {
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_dropToFloor = value->getBool();
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return true;
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}
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//////////////////////////////////////////////////////////////////////////
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// Shadow (obsolete)
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//////////////////////////////////////////////////////////////////////////
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else if (strcmp(name, "Shadow") == 0) {
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if (value->getBool()) {
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_shadowType = SHADOW_STENCIL;
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} else {
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_shadowType = SHADOW_NONE;
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}
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return true;
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}
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//////////////////////////////////////////////////////////////////////////
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// ShadowType
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//////////////////////////////////////////////////////////////////////////
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else if (strcmp(name, "ShadowType") == 0) {
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_shadowType = (TShadowType)value->getInt();
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if (_shadowType < 0) {
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_shadowType = SHADOW_NONE;
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}
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if (_shadowType > SHADOW_STENCIL) {
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_shadowType = SHADOW_STENCIL;
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}
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return true;
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}
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//////////////////////////////////////////////////////////////////////////
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// SimpleShadow (obsolete)
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//////////////////////////////////////////////////////////////////////////
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else if (strcmp(name, "SimpleShadow") == 0) {
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if (value->getBool()) {
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_shadowType = SHADOW_SIMPLE;
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} else {
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_shadowType = SHADOW_STENCIL;
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}
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return true;
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}
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//////////////////////////////////////////////////////////////////////////
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// ShadowColor
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//////////////////////////////////////////////////////////////////////////
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else if (strcmp(name, "ShadowColor") == 0) {
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_shadowColor = value->getInt();
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return true;
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}
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//////////////////////////////////////////////////////////////////////////
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// Scale
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//////////////////////////////////////////////////////////////////////////
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else if (strcmp(name, "Scale") == 0) {
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_scale3D = value->getFloat() / 100.0f;
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return true;
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}
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//////////////////////////////////////////////////////////////////////////
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// DrawBackfaces
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//////////////////////////////////////////////////////////////////////////
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else if (strcmp(name, "DrawBackfaces") == 0) {
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_drawBackfaces = value->getBool();
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return true;
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}
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//////////////////////////////////////////////////////////////////////////
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// AmbientLightColor
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//////////////////////////////////////////////////////////////////////////
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else if (strcmp(name, "AmbientLightColor") == 0) {
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if (value->isNULL()) {
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_ambientLightColor = 0x00000000;
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_hasAmbientLightColor = false;
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} else {
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_ambientLightColor = value->getInt();
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_hasAmbientLightColor = true;
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}
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return true;
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}
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else {
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return AdObject::scSetProperty(name, value);
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}
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}
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//////////////////////////////////////////////////////////////////////////
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const char *AdObject3D::scToString() {
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return "[ad object3d]";
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}
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//////////////////////////////////////////////////////////////////////////
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bool AdObject3D::persist(BasePersistenceManager *persistMgr) {
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AdObject::persist(persistMgr);
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persistMgr->transferFloat(TMEMBER(_angVelocity));
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persistMgr->transferBool(TMEMBER(_dropToFloor));
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persistMgr->transferCharPtr(TMEMBER(_tempSkelAnim));
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persistMgr->transferVector3d(TMEMBER(_lastPosVector));
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persistMgr->transferFloat(TMEMBER(_velocity));
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if (!persistMgr->getIsSaving()) {
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_shadowVolume = nullptr;
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}
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_ignoredLights.persist(persistMgr);
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persistMgr->transferUint32(TMEMBER(_ambientLightColor));
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persistMgr->transferBool(TMEMBER(_hasAmbientLightColor));
|
|
|
|
return true;
|
|
}
|
|
|
|
//////////////////////////////////////////////////////////////////////////
|
|
bool AdObject3D::skipTo(int x, int y, bool tolerant) {
|
|
AdGame *adGame = (AdGame *)_game;
|
|
DXVector3 pos;
|
|
|
|
bool success;
|
|
if (tolerant) {
|
|
success = adGame->_scene->_geom && adGame->_scene->_geom->convert2Dto3DTolerant(x, y, &pos);
|
|
} else {
|
|
success = adGame->_scene->_geom && adGame->_scene->_geom->convert2Dto3D(x, y, &pos);
|
|
}
|
|
|
|
if (success) {
|
|
_posVector = pos;
|
|
_posX = x;
|
|
_posY = y;
|
|
return true;
|
|
} else {
|
|
return false;
|
|
}
|
|
}
|
|
|
|
//////////////////////////////////////////////////////////////////////////
|
|
ShadowVolume *AdObject3D::getShadowVolume() {
|
|
if (_shadowVolume == nullptr)
|
|
_shadowVolume = _game->_renderer3D->createShadowVolume();
|
|
return _shadowVolume;
|
|
}
|
|
|
|
//////////////////////////////////////////////////////////////////////////
|
|
bool AdObject3D::getBonePosition2D(const char *boneName, int32 *x, int32 *y) {
|
|
if (!_xmodel) {
|
|
return false;
|
|
}
|
|
|
|
AdGame *adGame = (AdGame *)_game;
|
|
if (!adGame->_scene || !adGame->_scene->_geom)
|
|
return false;
|
|
|
|
DXMatrix *boneMat = _xmodel->getBoneMatrix(boneName);
|
|
if (!boneMat) {
|
|
return false;
|
|
}
|
|
|
|
DXMatrix bonePosMat;
|
|
DXMatrixMultiply(&bonePosMat, boneMat, &_worldMatrix);
|
|
|
|
DXVector4 vectBone4;
|
|
DXVector3 vectBone3(0, 0, 0);
|
|
DXVec3Transform(&vectBone4, &vectBone3, &bonePosMat);
|
|
DXVector3 vectBone(vectBone4._x, vectBone4._y, vectBone4._z);
|
|
|
|
adGame->_scene->_geom->convert3Dto2D(&vectBone, x, y);
|
|
return true;
|
|
}
|
|
|
|
//////////////////////////////////////////////////////////////////////////
|
|
bool AdObject3D::getBonePosition3D(const char *boneName, DXVector3 *pos, DXVector3 *offset) {
|
|
if (!_xmodel) {
|
|
return false;
|
|
}
|
|
|
|
DXMatrix *boneMat = _xmodel->getBoneMatrix(boneName);
|
|
if (!boneMat) {
|
|
return false;
|
|
}
|
|
|
|
DXVector3 vz(0, 0, 0);
|
|
if (!offset) {
|
|
offset = &vz;
|
|
}
|
|
|
|
DXMatrix bonePosMat;
|
|
DXMatrixMultiply(&bonePosMat, boneMat, &_worldMatrix);
|
|
|
|
DXVector4 vectBone4;
|
|
DXVec3Transform(&vectBone4, offset, &bonePosMat);
|
|
|
|
pos->_x = vectBone4._x;
|
|
pos->_y = vectBone4._y;
|
|
pos->_z = vectBone4._z;
|
|
|
|
return true;
|
|
}
|
|
|
|
} // namespace Wintermute
|