DarkflameServer/dGame/dBehaviors/ChangeOrientationBehavior.cpp

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#include "ChangeOrientationBehavior.h"
#include "BehaviorBranchContext.h"
#include "BehaviorContext.h"
#include "EntityManager.h"
void ChangeOrientationBehavior::Calculate(BehaviorContext* context, RakNet::BitStream& bitStream, BehaviorBranchContext branch) {
Entity* sourceEntity;
if (this->m_orientCaster) sourceEntity = Game::entityManager->GetEntity(context->originator);
else sourceEntity = Game::entityManager->GetEntity(branch.target);
if (!sourceEntity) return;
if (this->m_toTarget) {
Entity* destinationEntity;
if (this->m_orientCaster) destinationEntity = Game::entityManager->GetEntity(branch.target);
else destinationEntity = Game::entityManager->GetEntity(context->originator);
if (!destinationEntity) return;
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sourceEntity->SetRotation(
NiQuaternion::LookAt(sourceEntity->GetPosition(), destinationEntity->GetPosition())
);
} else if (this->m_toAngle){
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auto baseAngle = NiPoint3(0, 0, this->m_angle);
if (this->m_relative) baseAngle += sourceEntity->GetRotation().GetForwardVector();
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sourceEntity->SetRotation(NiQuaternion::FromEulerAngles(baseAngle));
} else return;
Game::entityManager->SerializeEntity(sourceEntity);
return;
}
void ChangeOrientationBehavior::Load() {
this->m_orientCaster = GetBoolean("orient_caster", true);
this->m_toTarget = GetBoolean("to_target", false);
this->m_toAngle = GetBoolean("to_angle", false);
this->m_angle = GetFloat("angle", 0.0f);
this->m_relative = GetBoolean("relative", false);
}