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PlayerHands.h
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PlayerHands.h
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/*
* Copyright (C) 2006-2010 - Frictional Games
*
* This file is part of Penumbra Overture.
*
* Penumbra Overture 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.
*
* Penumbra Overture 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 Penumbra Overture. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef GAME_PLAYER_HANDS_H
#define GAME_PLAYER_HANDS_H
#include "StdAfx.h"
#include "GameTypes.h"
using namespace hpl;
class cInit;
//------------------------------------------------
class cHudModelPose
{
public:
cHudModelPose(){}
cHudModelPose(const cVector3f& avPos,const cVector3f& avRot)
{
mvPos = avPos;
mvRot = avRot;
}
cMatrixf ToMatrix()
{
cMatrixf mtxPose = cMath::MatrixRotate(mvRot,eEulerRotationOrder_XYZ);
mtxPose.SetTranslation(mvPos);
return mtxPose;
}
cVector3f mvPos;
cVector3f mvRot;
};
//------------------------------------------------
enum eHudModelState
{
eHudModelState_Idle,
eHudModelState_Equip,
eHudModelState_Unequip
};
//------------------------------------------------
cHudModelPose GetPoseFromElem(const tString &asName, TiXmlElement *apElem);
cMatrixf InterpolatePosesToMatrix(float afT, const cHudModelPose& aPoseA, const cHudModelPose& aPoseB);
//------------------------------------------------
class iHudModel
{
friend class cPlayerHands;
public:
iHudModel(ePlayerHandType aType);
cMeshEntity *GetEntity(){return mpEntity;}
void LoadEntities();
void DestroyEntities();
void EquipEffect(bool abJustCreated);
void UnequipEffect();
void Reset();
tString msName;
tString msModelFile;
cHudModelPose mEquipPose;
cHudModelPose mUnequipPose;
tString msEquipSound;
tString msUnequipSound;
float mfEquipTime;
float mfUnequipTime;
eHudModelState GetState(){ return mState;}
std::vector<cParticleSystem3D*> mvParticleSystems;
std::vector<cBillboard*> mvBillboards;
std::vector<iLight3D*> mvLights;
std::vector<cColor> mvLightColors;
std::vector<float> mvLightRadii;
std::vector<cSoundEntity*> mvSoundEntities;
virtual void LoadData(TiXmlElement *apRootElem)=0;
protected:
virtual void ResetExtraData()=0;
virtual bool UpdatePoseMatrix(cMatrixf& aPoseMtx, float afTimeStep){return false;}
virtual void LoadExtraEntites(){}
virtual void DestroyExtraEntities(){}
virtual void PostSceneDraw(){}
ePlayerHandType mType;
cInit *mpInit;
cMesh *mpMesh;
cMeshEntity *mpEntity;
eHudModelState mState;
float mfTime;
tString msNextModel;
};
//------------------------------------------------
class cHudModel_Normal : iHudModel
{
friend class cPlayerHands;
public:
cHudModel_Normal() : iHudModel(ePlayerHandType_Normal){}
void LoadData(TiXmlElement *apRootElem){}
void ResetExtraData(){}
};
//------------------------------------------------
typedef std::map<tString,iHudModel*> tHudModelMap;
typedef tHudModelMap::iterator tHudModelMapIt;
//------------------------------------------------
class cPlayerHands : public iUpdateable
{
public:
cPlayerHands(cInit *apInit);
~cPlayerHands();
void OnStart();
void Update(float afTimeStep);
void Reset();
void OnDraw();
void OnWorldExit();
void OnWorldLoad();
void AddHudModel(iHudModel* apHudModel);
bool AddModelFromFile(const tString &asFile);
iHudModel* GetModel(const tString& asName);
void SetCurrentModel(int alNum, const tString& asName);
iHudModel* GetCurrentModel(int alNum){ return mvCurrentHudModels[alNum];}
private:
void UpdatePrevPostions();
cInit *mpInit;
cMeshManager *mpMeshManager;
tVector3fList mlstPositions;
tVector3fList mlstRotations;
int mlMaxPositions;
int mlMaxRotations;
cVector3f mvSmoothCameraPos;
cVector3f mvSmoothCameraRot;
tHudModelMap m_mapHudModels;
iHudModel* mvCurrentHudModels[2];
int mlCurrentModelNum;
};
#endif // GAME_PLAYER_HANDS_H