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Re-implement vehicle parts for changed frame interfaces
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@ -280,18 +280,23 @@ VehicleObject* GameWorld::createVehicle(const uint16_t id, const glm::vec3& pos,
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auto model = vti->getModel();
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auto info = data->vehicleInfo.find(vti->handling_);
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if (model && info != data->vehicleInfo.end()) {
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if (info->second->wheels.size() == 0 &&
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info->second->seats.size() == 0) {
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for (const ModelFrame* f : model->frames) {
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const std::string& name = f->getName();
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if (model && info != data->vehicleInfo.end() &&
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info->second->wheels.size() == 0 && info->second->seats.size() == 0) {
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auto root = model->getFrame();
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for (const auto& frame : root->getChildren()) {
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const std::string& name = frame->getName();
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if (name.size() > 5 && name.substr(0, 5) == "wheel") {
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auto frameTrans = f->getMatrix();
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info->second->wheels.push_back({glm::vec3(frameTrans[3])});
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}
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if (name == "ped_frontseat") {
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auto p = f->getDefaultTranslation();
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if (name.size() > 5 && name.substr(0, 5) == "wheel") {
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auto frameTrans = frame->getMatrix();
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info->second->wheels.push_back({glm::vec3(frameTrans[3])});
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}
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if (name == "chassis_dummy") {
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// These are nested within chassis_dummy
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auto frontseat = frame->findDescendant("ped_frontseat");
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auto backseat = frame->findDescendant("ped_backseat");
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if (frontseat) {
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auto p = frontseat->getDefaultTranslation();
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// Left seat
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p.x = -p.x;
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info->second->seats.front.push_back({p});
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@ -299,10 +304,10 @@ VehicleObject* GameWorld::createVehicle(const uint16_t id, const glm::vec3& pos,
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p.x = -p.x;
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info->second->seats.front.push_back({p});
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}
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if (name == "ped_backseat") {
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if (backseat) {
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// @todo how does this work for the barracks, ambulance
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// or coach?
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auto p = f->getDefaultTranslation();
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auto p = backseat->getDefaultTranslation();
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// Left seat
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p.x = -p.x;
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info->second->seats.back.push_back({p});
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@ -1,6 +1,6 @@
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#include <BulletDynamics/Vehicle/btRaycastVehicle.h>
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#include <data/CollisionModel.hpp>
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#include <data/Clump.hpp>
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#include <data/CollisionModel.hpp>
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#include <data/Skeleton.hpp>
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#include <dynamics/CollisionInstance.hpp>
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#include <dynamics/RaycastCallbacks.hpp>
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@ -153,18 +153,13 @@ VehicleObject::VehicleObject(GameWorld* engine, const glm::vec3& pos,
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setModel(getVehicle()->getModel());
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for (ModelFrame* frame : getModel()->frames) {
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// Create meta-data for dummy parts
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auto chassisframe = getModel()->findFrame("chassis_dummy");
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for (auto& frame : chassisframe->getChildren()) {
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auto& name = frame->getName();
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bool isDam = name.find("_dam") != name.npos;
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bool isLod = name.find("lo") != name.npos;
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bool isDum = name.find("_dummy") != name.npos;
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/*bool isOk = name.find("_ok") != name.npos;*/
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if (isDam || isLod || isDum) {
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skeleton->setEnabled(frame, false);
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}
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if (isDum) {
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registerPart(frame);
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registerPart(frame.get());
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}
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}
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}
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@ -551,13 +546,11 @@ bool VehicleObject::takeDamage(const GameObject::DamageInfo& dmg) {
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if (p->normal == nullptr) continue;
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if (skeleton->getData(p->normal->getIndex()).enabled) {
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auto& geom =
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getModel()->geometries[p->normal->getGeometries()[0]];
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auto pp =
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p->normal->getMatrix() * glm::vec4(0.f, 0.f, 0.f, 1.f);
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float td = glm::distance(
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glm::vec3(pp) + geom->geometryBounds.center, dpoint);
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if (td < geom->geometryBounds.radius * 1.2f) {
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/// @todo correct logic
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float damageradius = 0.1f;
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auto center = glm::vec3(p->normal->getMatrix()[3]);
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float td = glm::distance(center, dpoint);
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if (td < damageradius * 1.2f) {
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setPartState(p, DAM);
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}
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/// @todo determine when doors etc. should un-latch
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@ -638,20 +631,13 @@ VehicleObject::Part* VehicleObject::getPart(const std::string& name) {
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return nullptr;
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}
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ModelFrame* findStateFrame(ModelFrame* f, const std::string& state) {
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auto it = std::find_if(
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f->getChildren().begin(), f->getChildren().end(), [&](ModelFrame* c) {
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return c->getName().find(state) != std::string::npos;
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});
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if (it != f->getChildren().end()) {
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return *it;
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}
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return nullptr;
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}
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void VehicleObject::registerPart(ModelFrame* mf) {
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auto normal = findStateFrame(mf, "_ok");
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auto damage = findStateFrame(mf, "_dam");
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auto dummynameend = mf->getName().find("_dummy");
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RW_CHECK(dummynameend != std::string::npos,
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"Can't create part from non-dummy");
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auto dummyname = mf->getName().substr(0, dummynameend);
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auto normal = mf->findDescendant(dummyname + "_hi_ok");
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auto damage = mf->findDescendant(dummyname + "_hi_dam");
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if (normal == nullptr && damage == nullptr) {
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// Not actually a useful part, just a dummy.
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@ -672,20 +658,12 @@ void VehicleObject::createObjectHinge(Part* part) {
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auto& fn = part->dummy->getName();
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ModelFrame* okframe = part->normal;
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if (okframe->getGeometries().size() == 0) return;
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auto& geom = getModel()->geometries[okframe->getGeometries()[0]];
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auto gbounds = geom->geometryBounds;
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if (fn.find("door") != fn.npos) {
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hingeAxis = {0.f, 0.f, 1.f};
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// hingePosition = {0.f, 0.2f, 0.f};
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boxSize = {0.15f, 0.5f, 0.6f};
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// boxOffset = {0.f,-0.2f, gbounds.center.z/2.f};
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auto tf = gbounds.center;
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boxOffset = btVector3(tf.x, tf.y, tf.z);
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boxOffset = btVector3(0.f, -0.25f, 0.f);
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hingePosition = -boxOffset;
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if (sign < 0.f) {
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