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https://github.com/halpz/re3.git
synced 2025-07-04 08:50:47 +00:00
implemented skinned peds, no cutscene hands yet
This commit is contained in:
@ -11,4 +11,6 @@ public:
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void CivilianAI(void);
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void ProcessControl(void);
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};
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#ifndef PED_SKIN
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static_assert(sizeof(CCivilianPed) == 0x53C, "CCivilianPed: error");
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#endif
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@ -465,8 +465,7 @@ CCopPed::CopAI(void)
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if (m_fDistanceToTarget < weaponRange) {
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CWeaponInfo *weaponInfo = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType);
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CVector gunPos = weaponInfo->m_vecFireOffset;
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for (RwFrame *i = GetNodeFrame(PED_HANDR); i; i = RwFrameGetParent(i))
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RwV3dTransformPoints((RwV3d*)&gunPos, (RwV3d*)&gunPos, 1, RwFrameGetMatrix(i));
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TransformToNode(gunPos, PED_HANDR);
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CColPoint foundCol;
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CEntity *foundEnt;
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@ -36,4 +36,6 @@ public:
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void CopAI(void);
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};
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#ifndef PED_SKIN
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static_assert(sizeof(CCopPed) == 0x558, "CCopPed: error");
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#endif
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@ -36,4 +36,6 @@ public:
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void FiremanAI(void);
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void MedicAI(void);
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};
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#ifndef PED_SKIN
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static_assert(sizeof(CEmergencyPed) == 0x554, "CEmergencyPed: error");
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#endif
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246
src/peds/Ped.cpp
246
src/peds/Ped.cpp
@ -6,6 +6,7 @@
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#include "Stats.h"
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#include "World.h"
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#include "RpAnimBlend.h"
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#include "Bones.h"
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#include "Ped.h"
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#include "Wanted.h"
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#include "PlayerPed.h"
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@ -642,6 +643,9 @@ CPed::CPed(uint32 pedType) : m_pedIK(this)
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m_collPoly.valid = false;
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m_fCollisionSpeed = 0.0f;
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m_wepModelID = -1;
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#ifdef PED_SKIN
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m_pWeaponModel = nil;
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#endif
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CPopulation::UpdatePedCount((ePedType)m_nPedType, false);
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}
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@ -818,10 +822,17 @@ CPed::AddWeaponModel(int id)
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RpAtomic *atm;
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if (id != -1) {
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atm = (RpAtomic*)CModelInfo::GetModelInfo(id)->CreateInstance();
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RwFrameDestroy(RpAtomicGetFrame(atm));
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RpAtomicSetFrame(atm, GetNodeFrame(PED_HANDR));
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RpClumpAddAtomic(GetClump(), atm);
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#ifdef PED_SKIN
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if(IsClumpSkinned(GetClump()))
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m_pWeaponModel = (RpAtomic*)CModelInfo::GetModelInfo(id)->CreateInstance();
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else
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#endif
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{
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atm = (RpAtomic*)CModelInfo::GetModelInfo(id)->CreateInstance();
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RwFrameDestroy(RpAtomicGetFrame(atm));
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RpAtomicSetFrame(atm, m_pFrames[PED_HANDR]->frame);
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RpClumpAddAtomic(GetClump(), atm);
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}
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m_wepModelID = id;
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}
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}
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@ -915,25 +926,28 @@ void
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CPed::RemoveBodyPart(PedNode nodeId, int8 direction)
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{
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RwFrame *frame;
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RwV3d pos;
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CVector pos;
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frame = GetNodeFrame(nodeId);
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frame = m_pFrames[nodeId]->frame;
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if (frame) {
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if (CGame::nastyGame) {
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#ifdef TOGGLEABLE_BETA_FEATURES
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if (bPopHeadsOnHeadshot || nodeId != PED_HEAD)
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#else
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if (nodeId != PED_HEAD)
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#ifdef PED_SKIN
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if(!IsClumpSkinned(GetClump()))
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#endif
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SpawnFlyingComponent(nodeId, direction);
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{
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#ifdef TOGGLEABLE_BETA_FEATURES
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if (bPopHeadsOnHeadshot || nodeId != PED_HEAD)
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#else
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if (nodeId != PED_HEAD)
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#endif
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SpawnFlyingComponent(nodeId, direction);
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RecurseFrameChildrenVisibilityCB(frame, nil);
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RecurseFrameChildrenVisibilityCB(frame, nil);
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}
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pos.x = 0.0f;
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pos.y = 0.0f;
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pos.z = 0.0f;
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for (; frame; frame = RwFrameGetParent(frame))
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RwV3dTransformPoints(&pos, &pos, 1, RwFrameGetMatrix(frame));
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TransformToNode(pos, PED_HEAD);
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if (CEntity::GetIsOnScreen()) {
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CParticle::AddParticle(PARTICLE_TEST, pos,
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@ -1102,10 +1116,7 @@ CPed::ClearLookFlag(void) {
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bool
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CPed::IsPedHeadAbovePos(float zOffset)
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{
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RwMatrix mat;
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CPedIK::GetWorldMatrix(GetNodeFrame(PED_HEAD), &mat);
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return zOffset + GetPosition().z < RwMatrixGetPos(&mat)->z;
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return zOffset + GetPosition().z < GetNodePosition(PED_HEAD).z;
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}
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void
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@ -1158,7 +1169,6 @@ CPed::Attack(void)
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CAnimBlendAssociation *weaponAnimAssoc;
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int32 weaponAnim;
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float animStart;
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RwFrame *frame;
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eWeaponType ourWeaponType;
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float weaponAnimTime;
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eWeaponFire ourWeaponFire;
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@ -1260,13 +1270,7 @@ CPed::Attack(void)
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firePos = GetMatrix() * firePos;
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} else if (ourWeaponType != WEAPONTYPE_UNARMED) {
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if (weaponAnimAssoc->animId == ANIM_KICK_FLOOR)
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frame = GetNodeFrame(PED_FOOTR);
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else
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frame = GetNodeFrame(PED_HANDR);
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for (; frame; frame = RwFrameGetParent(frame))
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RwV3dTransformPoints((RwV3d*)firePos, (RwV3d*)firePos, 1, RwFrameGetMatrix(frame));
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TransformToNode(firePos, weaponAnimAssoc->animId == ANIM_KICK_FLOOR ? PED_FOOTR : PED_HANDR);
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} else {
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firePos = GetMatrix() * firePos;
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}
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@ -1314,8 +1318,7 @@ CPed::Attack(void)
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firePos = ourWeapon->m_vecFireOffset;
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if (weaponAnimTime > 1.0f && weaponAnimTime - weaponAnimAssoc->timeStep <= 1.0f && weaponAnimAssoc->IsRunning()) {
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for (frame = GetNodeFrame(PED_HANDR); frame; frame = RwFrameGetParent(frame))
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RwV3dTransformPoints((RwV3d*)firePos, (RwV3d*)firePos, 1, RwFrameGetMatrix(frame));
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TransformToNode(firePos, PED_HANDR);
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CVector gunshellPos(
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firePos.x - 0.6f * GetForward().x,
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@ -1415,7 +1418,17 @@ void
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CPed::RemoveWeaponModel(int modelId)
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{
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// modelId is not used!! This function just removes the current weapon.
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RwFrameForAllObjects(GetNodeFrame(PED_HANDR),RemoveAllModelCB,nil);
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#ifdef PED_SKIN
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if(IsClumpSkinned(GetClump())){
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if(m_pWeaponModel){
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RwFrame *frm = RpAtomicGetFrame(m_pWeaponModel);
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RpAtomicDestroy(m_pWeaponModel);
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RwFrameDestroy(frm);
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m_pWeaponModel = nil;
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}
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}else
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#endif
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RwFrameForAllObjects(m_pFrames[PED_HANDR]->frame,RemoveAllModelCB,nil);
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m_wepModelID = -1;
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}
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@ -2106,12 +2119,7 @@ CPed::PlayFootSteps(void)
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{
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{
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CVector pos(0.0f, 0.0f, 0.0f);
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RwFrame *parent = m_pFrames[PED_FOOTL]->frame;
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while( parent )
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{
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RwV3dTransformPoints(pos, pos, 1, RwFrameGetMatrix(parent));
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parent = RwFrameGetParent(parent);
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}
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TransformToNode(pos, PED_FOOTL);
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pos.z -= 0.1f;
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pos += GetForward()*0.2f;
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@ -2120,12 +2128,7 @@ CPed::PlayFootSteps(void)
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{
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CVector pos(0.0f, 0.0f, 0.0f);
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RwFrame *parent = m_pFrames[PED_FOOTR]->frame;
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while( parent )
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{
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RwV3dTransformPoints(pos, pos, 1, RwFrameGetMatrix(parent));
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parent = RwFrameGetParent(parent);
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}
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TransformToNode(pos, PED_FOOTR);
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pos.z -= 0.1f;
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pos += GetForward()*0.2f;
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@ -2149,9 +2152,7 @@ CPed::PlayFootSteps(void)
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if (stepPart != 0) {
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DMAudio.PlayOneShot(m_audioEntityId, stepPart == 1 ? SOUND_STEP_START : SOUND_STEP_END, 1.0f);
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CVector footPos(0.0f, 0.0f, 0.0f);
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for (RwFrame *frame = GetNodeFrame(stepPart == 1 ? PED_FOOTL : PED_FOOTR); frame; frame = RwFrameGetParent(frame))
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RwV3dTransformPoints(footPos, footPos, 1, RwFrameGetMatrix(frame));
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TransformToNode(footPos, stepPart == 1 ? PED_FOOTL : PED_FOOTR);
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CVector forward = GetForward();
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@ -2358,6 +2359,11 @@ CPed::SetModelIndex(uint32 mi)
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// This is a mistake by R*, velocity is CVector, whereas m_vecAnimMoveDelta is CVector2D.
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(*RPANIMBLENDCLUMPDATA(m_rwObject))->velocity = (CVector*) &m_vecAnimMoveDelta;
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#ifdef PED_SKIN
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if(modelInfo->GetHitColModel() == nil)
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modelInfo->CreateHitColModelSkinned(GetClump());
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#endif
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}
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void
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@ -2517,9 +2523,31 @@ CPed::CalculateNewVelocity(void)
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}
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if (newUpperLegs.phi > -DEGTORAD(50.0f) && newUpperLegs.phi < DEGTORAD(50.0f)) {
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newUpperLegs.theta = 0.0f;
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m_pedIK.RotateTorso(m_pFrames[PED_UPPERLEGL], &newUpperLegs, false);
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m_pedIK.RotateTorso(m_pFrames[PED_UPPERLEGR], &newUpperLegs, false);
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#ifdef PED_SKIN
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if(IsClumpSkinned(GetClump())){
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/*
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// this looks shit
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newUpperLegs.theta = 0.0f;
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RwV3d axis = { -1.0f, 0.0f, 0.0f };
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RtQuatRotate(&m_pFrames[PED_UPPERLEGL]->hanimFrame->q, &axis, RADTODEG(newUpperLegs.phi), rwCOMBINEPRECONCAT);
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RtQuatRotate(&m_pFrames[PED_UPPERLEGR]->hanimFrame->q, &axis, RADTODEG(newUpperLegs.phi), rwCOMBINEPRECONCAT);
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*/
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newUpperLegs.theta = 0.1f;
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RwV3d Xaxis = { 1.0f, 0.0f, 0.0f };
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RwV3d Zaxis = { 0.0f, 0.0f, 1.0f };
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RtQuatRotate(&m_pFrames[PED_UPPERLEGL]->hanimFrame->q, &Zaxis, RADTODEG(newUpperLegs.theta), rwCOMBINEPOSTCONCAT);
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RtQuatRotate(&m_pFrames[PED_UPPERLEGL]->hanimFrame->q, &Xaxis, RADTODEG(newUpperLegs.phi), rwCOMBINEPOSTCONCAT);
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RtQuatRotate(&m_pFrames[PED_UPPERLEGR]->hanimFrame->q, &Zaxis, RADTODEG(newUpperLegs.theta), rwCOMBINEPOSTCONCAT);
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RtQuatRotate(&m_pFrames[PED_UPPERLEGR]->hanimFrame->q, &Xaxis, RADTODEG(newUpperLegs.phi), rwCOMBINEPOSTCONCAT);
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bDontAcceptIKLookAts = true;
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}else
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#endif
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{
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newUpperLegs.theta = 0.0f;
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m_pedIK.RotateTorso(m_pFrames[PED_UPPERLEGL], &newUpperLegs, false);
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m_pedIK.RotateTorso(m_pFrames[PED_UPPERLEGR], &newUpperLegs, false);
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}
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}
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}
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}
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@ -5118,6 +5146,12 @@ CPed::FightStrike(CVector &touchedNodePos)
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// He can beat us
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if (sq(maxDistanceToBeBeaten) > potentialAttackDistance.MagnitudeSqr()) {
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#ifdef PED_SKIN
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// Have to animate a skinned clump because the initial col model is useless
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if(IsClumpSkinned(GetClump()))
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ourCol = ((CPedModelInfo*)CModelInfo::GetModelInfo(m_modelIndex))->AnimatePedColModelSkinned(GetClump());
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else
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#endif
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if (nearPed->m_nPedState == PED_FALL
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|| nearPed->m_nPedState == PED_DEAD || nearPed->m_nPedState == PED_DIE
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|| !nearPed->IsPedHeadAbovePos(-0.3f)) {
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@ -6153,11 +6187,9 @@ CPed::Die(void)
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uint8
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CPed::DoesLOSBulletHitPed(CColPoint &colPoint)
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{
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RwMatrix mat;
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uint8 retVal = 2;
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CPedIK::GetWorldMatrix(GetNodeFrame(PED_HEAD), &mat);
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float headZ = RwMatrixGetPos(&mat)->z;
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float headZ = GetNodePosition(PED_HEAD).z;
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if (m_nPedState == PED_FALL)
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retVal = 1;
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@ -6579,37 +6611,32 @@ CPed::Fight(void)
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if (curMove.hitLevel != HITLEVEL_NULL && animTime > curMove.startFireTime && animTime <= curMove.endFireTime && m_fightState >= FIGHTSTATE_NO_MOVE) {
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CVector touchingNodePos(0.0f, 0.0f, 0.0f);
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RwFrame *touchingFrame = nil;
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switch (m_lastFightMove) {
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case FIGHTMOVE_STDPUNCH:
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case FIGHTMOVE_PUNCHHOOK:
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case FIGHTMOVE_BODYBLOW:
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touchingFrame = GetNodeFrame(PED_HANDR);
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TransformToNode(touchingNodePos, PED_HANDR);
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break;
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case FIGHTMOVE_IDLE:
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case FIGHTMOVE_SHUFFLE_F:
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break;
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case FIGHTMOVE_KNEE:
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touchingFrame = GetNodeFrame(PED_LOWERLEGR);
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TransformToNode(touchingNodePos, PED_LOWERLEGR);
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break;
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case FIGHTMOVE_HEADBUTT:
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touchingFrame = GetNodeFrame(PED_HEAD);
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TransformToNode(touchingNodePos, PED_HEAD);
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break;
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case FIGHTMOVE_PUNCHJAB:
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touchingFrame = GetNodeFrame(PED_HANDL);
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TransformToNode(touchingNodePos, PED_HANDL);
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break;
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case FIGHTMOVE_KICK:
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case FIGHTMOVE_LONGKICK:
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case FIGHTMOVE_ROUNDHOUSE:
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case FIGHTMOVE_GROUNDKICK:
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touchingFrame = GetNodeFrame(PED_FOOTR);
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TransformToNode(touchingNodePos, PED_FOOTR);
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break;
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}
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while (touchingFrame) {
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RwV3dTransformPoints(touchingNodePos, touchingNodePos, 1, RwFrameGetMatrix(touchingFrame));
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touchingFrame = RwFrameGetParent(touchingFrame);
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}
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if (m_lastFightMove == FIGHTMOVE_PUNCHJAB) {
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touchingNodePos += 0.1f * GetForward();
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@ -7091,8 +7118,7 @@ CPed::FinishLaunchCB(CAnimBlendAssociation *animAssoc, void *arg)
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if (ped->bDoBloodyFootprints) {
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CVector bloodPos(0.0f, 0.0f, 0.0f);
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for (RwFrame *i = ped->GetNodeFrame(PED_FOOTL); i; i = RwFrameGetParent(i))
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RwV3dTransformPoints(bloodPos, bloodPos, 1, RwFrameGetMatrix(i));
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ped->TransformToNode(bloodPos, PED_FOOTL);
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bloodPos.z -= 0.1f;
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bloodPos += 0.2f * ped->GetForward();
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@ -7105,8 +7131,7 @@ CPed::FinishLaunchCB(CAnimBlendAssociation *animAssoc, void *arg)
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255, 255, 0, 0, 4.0f, 3000, 1.0f);
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bloodPos = CVector(0.0f, 0.0f, 0.0f);
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for (RwFrame *j = ped->GetNodeFrame(PED_FOOTR); j; j = RwFrameGetParent(j))
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RwV3dTransformPoints(bloodPos, bloodPos, 1, RwFrameGetMatrix(j));
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ped->TransformToNode(bloodPos, PED_FOOTR);
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bloodPos.z -= 0.1f;
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bloodPos += 0.2f * ped->GetForward();
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@ -12647,9 +12672,67 @@ CPed::Render(void)
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if (!bInVehicle || m_nPedState == PED_EXIT_CAR || m_nPedState == PED_DRAG_FROM_CAR ||
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bRenderPedInCar && sq(25.0f * TheCamera.LODDistMultiplier) >= (TheCamera.GetPosition() - GetPosition()).MagnitudeSqr()) {
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CEntity::Render();
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#ifdef PED_SKIN
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if(IsClumpSkinned(GetClump())){
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renderLimb(PED_HEAD);
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renderLimb(PED_HANDL);
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renderLimb(PED_HANDR);
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}
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if(m_pWeaponModel && IsClumpSkinned(GetClump())){
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RpHAnimHierarchy *hier = GetAnimHierarchyFromSkinClump(GetClump());
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int idx = RpHAnimIDGetIndex(hier, m_pFrames[PED_HANDR]->nodeID);
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RwMatrix *mat = &RpHAnimHierarchyGetMatrixArray(hier)[idx];
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RwFrame *frame = RpAtomicGetFrame(m_pWeaponModel);
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*RwFrameGetMatrix(frame) = *mat;
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RwFrameUpdateObjects(frame);
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RpAtomicRender(m_pWeaponModel);
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}
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#endif
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}
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}
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#ifdef PED_SKIN
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static RpMaterial*
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SetLimbAlphaCB(RpMaterial *material, void *data)
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{
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((RwRGBA*)RpMaterialGetColor(material))->alpha = *(uint8*)data;
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return material;
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}
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void
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CPed::renderLimb(int node)
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{
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RpHAnimHierarchy *hier = GetAnimHierarchyFromSkinClump(GetClump());
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int idx = RpHAnimIDGetIndex(hier, m_pFrames[node]->nodeID);
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RwMatrix *mat = &RpHAnimHierarchyGetMatrixArray(hier)[idx];
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CPedModelInfo *mi = (CPedModelInfo*)CModelInfo::GetModelInfo(m_modelIndex);
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RpAtomic *atomic;
|
||||
switch(node){
|
||||
case PED_HEAD:
|
||||
atomic = mi->getHead();
|
||||
break;
|
||||
case PED_HANDL:
|
||||
atomic = mi->getLeftHand();
|
||||
break;
|
||||
case PED_HANDR:
|
||||
atomic = mi->getRightHand();
|
||||
break;
|
||||
default:
|
||||
return;
|
||||
}
|
||||
if(atomic == nil)
|
||||
return;
|
||||
|
||||
RwFrame *frame = RpAtomicGetFrame(atomic);
|
||||
*RwFrameGetMatrix(frame) = *mat;
|
||||
RwFrameUpdateObjects(frame);
|
||||
int alpha = CVisibilityPlugins::GetClumpAlpha(GetClump());
|
||||
RpGeometryForAllMaterials(RpAtomicGetGeometry(atomic), SetLimbAlphaCB, &alpha);
|
||||
RpAtomicRender(atomic);
|
||||
}
|
||||
#endif
|
||||
|
||||
void
|
||||
CPed::ProcessObjective(void)
|
||||
{
|
||||
@ -15065,12 +15148,26 @@ CPed::PreRender(void)
|
||||
CTimeCycle::m_fShadowFrontX[CTimeCycle::m_CurrentStoredValue], CTimeCycle::m_fShadowFrontY[CTimeCycle::m_CurrentStoredValue],
|
||||
CTimeCycle::m_fShadowSideX[CTimeCycle::m_CurrentStoredValue], CTimeCycle::m_fShadowSideY[CTimeCycle::m_CurrentStoredValue]);
|
||||
|
||||
#ifdef PED_SKIN
|
||||
if(IsClumpSkinned(GetClump())){
|
||||
UpdateRpHAnim();
|
||||
|
||||
if(bBodyPartJustCameOff && m_bodyPartBleeding == PED_HEAD){
|
||||
// scale head to 0 if shot off
|
||||
RpHAnimHierarchy *hier = GetAnimHierarchyFromSkinClump(GetClump());
|
||||
int32 idx = RpHAnimIDGetIndex(hier, ConvertPedNode2BoneTag(PED_HEAD));
|
||||
RwMatrix *head = &RpHAnimHierarchyGetMatrixArray(hier)[idx];
|
||||
RwV3d zero = { 0.0f, 0.0f, 0.0f };
|
||||
RwMatrixScale(head, &zero, rwCOMBINEPRECONCAT);
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
if (bBodyPartJustCameOff && bIsPedDieAnimPlaying && m_bodyPartBleeding != -1 && (CTimer::GetFrameCounter() & 7) > 3) {
|
||||
CVector bloodDir(0.0f, 0.0f, 0.0f);
|
||||
CVector bloodPos(0.0f, 0.0f, 0.0f);
|
||||
|
||||
for (RwFrame *frame = GetNodeFrame(m_bodyPartBleeding); frame; frame = RwFrameGetParent(frame))
|
||||
RwV3dTransformPoints(bloodPos, bloodPos, 1, RwFrameGetMatrix(frame));
|
||||
TransformToNode(bloodPos, m_bodyPartBleeding);
|
||||
|
||||
switch (m_bodyPartBleeding) {
|
||||
case PED_HEAD:
|
||||
@ -16216,11 +16313,10 @@ CPed::StartFightDefend(uint8 direction, uint8 hitLevel, uint8 unk)
|
||||
}
|
||||
}
|
||||
if (CGame::nastyGame) {
|
||||
RwMatrix headMat;
|
||||
CPedIK::GetWorldMatrix(GetNodeFrame(PED_HEAD), &headMat);
|
||||
CVector headPos = GetNodePosition(PED_HEAD);
|
||||
for(int i = 0; i < 4; ++i) {
|
||||
CVector bloodDir(0.0f, 0.0f, 0.1f);
|
||||
CVector bloodPos = headMat.pos - 0.2f * GetForward();
|
||||
CVector bloodPos = headPos - 0.2f * GetForward();
|
||||
CParticle::AddParticle(PARTICLE_BLOOD, bloodPos, bloodDir, nil, 0.0f, 0, 0, 0, 0);
|
||||
}
|
||||
}
|
||||
@ -16792,6 +16888,10 @@ CPed::SpawnFlyingComponent(int pedNode, int8 direction)
|
||||
if (CObject::nNoTempObjects >= NUMTEMPOBJECTS)
|
||||
return nil;
|
||||
|
||||
#ifdef PED_SKIN
|
||||
assert(!IsClumpSkinned(GetClump()));
|
||||
#endif
|
||||
|
||||
CObject *obj = new CObject();
|
||||
if (!obj)
|
||||
return nil;
|
||||
@ -16799,12 +16899,12 @@ CPed::SpawnFlyingComponent(int pedNode, int8 direction)
|
||||
RwFrame *frame = RwFrameCreate();
|
||||
RpClump *clump = RpClumpCreate();
|
||||
RpClumpSetFrame(clump, frame);
|
||||
RwMatrix *matrix = RwFrameGetLTM(GetNodeFrame(pedNode));
|
||||
RwMatrix *matrix = RwFrameGetLTM(m_pFrames[pedNode]->frame);
|
||||
*RwFrameGetMatrix(frame) = *matrix;
|
||||
|
||||
flyingClumpTemp = clump;
|
||||
RwFrameForAllObjects(GetNodeFrame(pedNode), CloneAtomicToFrameCB, frame);
|
||||
RwFrameForAllChildren(GetNodeFrame(pedNode), RecurseFrameChildrenToCloneCB, frame);
|
||||
RwFrameForAllObjects(m_pFrames[pedNode]->frame, CloneAtomicToFrameCB, frame);
|
||||
RwFrameForAllChildren(m_pFrames[pedNode]->frame, RecurseFrameChildrenToCloneCB, frame);
|
||||
flyingClumpTemp = nil;
|
||||
switch (pedNode) {
|
||||
case PED_HEAD:
|
||||
|
@ -1,5 +1,6 @@
|
||||
#pragma once
|
||||
|
||||
#include "RwHelper.h"
|
||||
#include "AnimManager.h"
|
||||
#include "Crime.h"
|
||||
#include "EventList.h"
|
||||
@ -380,9 +381,11 @@ public:
|
||||
uint32 bFallenDown : 1;
|
||||
#ifdef VC_PED_PORTS
|
||||
uint32 bSomeVCflag1 : 1;
|
||||
#else
|
||||
uint32 m_ped_flagI20 : 1;
|
||||
#endif
|
||||
#ifdef PED_SKIN
|
||||
uint32 bDontAcceptIKLookAts : 1; // TODO: find uses of this
|
||||
#endif
|
||||
// our own flags
|
||||
uint32 m_ped_flagI40 : 1; // bMakePedsRunToPhonesToReportCrimes makes use of this as runover by car indicator
|
||||
uint32 m_ped_flagI80 : 1; // KANGAROO_CHEAT define makes use of this as cheat toggle
|
||||
|
||||
@ -401,6 +404,10 @@ public:
|
||||
CEntity* m_pEventEntity;
|
||||
float m_fAngleToEvent;
|
||||
AnimBlendFrameData *m_pFrames[PED_NODE_MAX];
|
||||
#ifdef PED_SKIN
|
||||
// stored inside the clump with non-skin ped
|
||||
RpAtomic *m_pWeaponModel;
|
||||
#endif
|
||||
AssocGroupId m_animGroup;
|
||||
CAnimBlendAssociation *m_pVehicleAnim;
|
||||
CVector2D m_vecAnimMoveDelta;
|
||||
@ -730,7 +737,6 @@ public:
|
||||
static void PedSetQuickDraggedOutCarPositionCB(CAnimBlendAssociation *assoc, void *arg);
|
||||
static void PedSetDraggedOutCarPositionCB(CAnimBlendAssociation *assoc, void *arg);
|
||||
|
||||
// functions that I see unnecessary to hook
|
||||
bool IsPlayer(void);
|
||||
bool UseGroundColModel(void);
|
||||
bool CanSetPedState(void);
|
||||
@ -780,7 +786,6 @@ public:
|
||||
bool HasWeapon(uint8 weaponType) { return m_weapons[weaponType].m_eWeaponType == weaponType; }
|
||||
CWeapon &GetWeapon(uint8 weaponType) { return m_weapons[weaponType]; }
|
||||
CWeapon *GetWeapon(void) { return &m_weapons[m_currentWeapon]; }
|
||||
RwFrame *GetNodeFrame(int nodeId) { return m_pFrames[nodeId]->frame; }
|
||||
|
||||
PedState GetPedState(void) { return m_nPedState; }
|
||||
void SetPedState(PedState state) { m_nPedState = state; }
|
||||
@ -815,6 +820,44 @@ public:
|
||||
SetMoveState(PEDMOVE_WALK);
|
||||
}
|
||||
|
||||
// Using this to abstract nodes of skinned and non-skinned meshes
|
||||
CVector GetNodePosition(int32 node)
|
||||
{
|
||||
#ifdef PED_SKIN
|
||||
if(IsClumpSkinned(GetClump())){
|
||||
RwV3d pos = { 0.0f, 0.0f, 0.0f };
|
||||
RpHAnimHierarchy *hier = GetAnimHierarchyFromSkinClump(GetClump());
|
||||
int32 idx = RpHAnimIDGetIndex(hier, m_pFrames[node]->nodeID);
|
||||
RwMatrix *mats = RpHAnimHierarchyGetMatrixArray(hier);
|
||||
// this is just stupid
|
||||
//RwV3dTransformPoints(&pos, &pos, 1, &mats[idx]);
|
||||
pos = mats[idx].pos;
|
||||
return pos;
|
||||
}else
|
||||
#endif
|
||||
{
|
||||
RwMatrix mat;
|
||||
CPedIK::GetWorldMatrix(m_pFrames[node]->frame, &mat);
|
||||
return mat.pos;
|
||||
}
|
||||
}
|
||||
void TransformToNode(CVector &pos, int32 node)
|
||||
{
|
||||
#ifdef PED_SKIN
|
||||
if(IsClumpSkinned(GetClump())){
|
||||
RpHAnimHierarchy *hier = GetAnimHierarchyFromSkinClump(GetClump());
|
||||
int32 idx = RpHAnimIDGetIndex(hier, m_pFrames[node]->nodeID);
|
||||
RwMatrix *mats = RpHAnimHierarchyGetMatrixArray(hier);
|
||||
RwV3dTransformPoints((RwV3d*)&pos, (RwV3d*)&pos, 1, &mats[idx]);
|
||||
}else
|
||||
#endif
|
||||
{
|
||||
RwFrame *frame;
|
||||
for (frame = m_pFrames[node]->frame; frame; frame = RwFrameGetParent(frame))
|
||||
RwV3dTransformPoints((RwV3d*)&pos, (RwV3d*)&pos, 1, RwFrameGetMatrix(frame));
|
||||
}
|
||||
}
|
||||
|
||||
// set by 0482:set_threat_reaction_range_multiplier opcode
|
||||
static uint16 nThreatReactionRangeMultiplier;
|
||||
|
||||
@ -836,6 +879,10 @@ public:
|
||||
static void SwitchDebugDisplay(void);
|
||||
void DebugRenderOnePedText(void);
|
||||
#endif
|
||||
|
||||
#ifdef PED_SKIN
|
||||
void renderLimb(int node);
|
||||
#endif
|
||||
};
|
||||
|
||||
class cPedParams
|
||||
@ -849,6 +896,7 @@ public:
|
||||
|
||||
void FinishFuckUCB(CAnimBlendAssociation *assoc, void *arg);
|
||||
|
||||
#ifndef PED_SKIN
|
||||
static_assert(offsetof(CPed, m_nPedState) == 0x224, "CPed: error");
|
||||
static_assert(offsetof(CPed, m_pCurSurface) == 0x2FC, "CPed: error");
|
||||
static_assert(offsetof(CPed, m_pMyVehicle) == 0x310, "CPed: error");
|
||||
@ -861,3 +909,4 @@ static_assert(offsetof(CPed, m_bodyPartBleeding) == 0x4F2, "CPed: error");
|
||||
static_assert(offsetof(CPed, m_pedInObjective) == 0x16C, "CPed: error");
|
||||
static_assert(offsetof(CPed, m_pEventEntity) == 0x19C, "CPed: error");
|
||||
static_assert(sizeof(CPed) == 0x53C, "CPed: error");
|
||||
#endif
|
||||
|
@ -1,5 +1,6 @@
|
||||
#include "common.h"
|
||||
|
||||
#include "Bones.h"
|
||||
#include "Camera.h"
|
||||
#include "PedIK.h"
|
||||
#include "Ped.h"
|
||||
@ -12,6 +13,10 @@ LimbMovementInfo CPedIK::ms_headRestoreInfo = { DEGTORAD(90.0f), DEGTORAD(-90.0f
|
||||
LimbMovementInfo CPedIK::ms_upperArmInfo = { DEGTORAD(20.0f), DEGTORAD(-100.0f), DEGTORAD(20.0f), DEGTORAD(70.0f), DEGTORAD(-70.0f), DEGTORAD(10.0f) };
|
||||
LimbMovementInfo CPedIK::ms_lowerArmInfo = { DEGTORAD(80.0f), DEGTORAD(0.0f), DEGTORAD(20.0f), DEGTORAD(90.0f), DEGTORAD(-90.0f), DEGTORAD(5.0f) };
|
||||
|
||||
const RwV3d XaxisIK = { 1.0f, 0.0f, 0.0f};
|
||||
const RwV3d YaxisIK = { 0.0f, 1.0f, 0.0f};
|
||||
const RwV3d ZaxisIK = { 0.0f, 0.0f, 1.0f};
|
||||
|
||||
CPedIK::CPedIK(CPed *ped)
|
||||
{
|
||||
m_ped = ped;
|
||||
@ -26,57 +31,104 @@ CPedIK::CPedIK(CPed *ped)
|
||||
m_lowerArmOrient.theta = 0.0f;
|
||||
}
|
||||
|
||||
void
|
||||
CPedIK::RotateTorso(AnimBlendFrameData *animBlend, LimbOrientation *limb, bool changeRoll)
|
||||
#ifdef PED_SKIN
|
||||
inline RwMatrix*
|
||||
GetComponentMatrix(CPed *ped, int32 node)
|
||||
{
|
||||
RwFrame *f = animBlend->frame;
|
||||
RwMatrix *mat = CPedIK::GetWorldMatrix(RwFrameGetParent(f), RwMatrixCreate());
|
||||
RpHAnimHierarchy *hier = GetAnimHierarchyFromSkinClump(ped->GetClump());
|
||||
int idx = RpHAnimIDGetIndex(hier, ped->m_pFrames[node]->nodeID);
|
||||
RwMatrix *mats = RpHAnimHierarchyGetMatrixArray(hier);
|
||||
return &mats[idx];
|
||||
}
|
||||
#endif
|
||||
|
||||
RwV3d upVector = { mat->right.z, mat->up.z, mat->at.z };
|
||||
RwV3d rightVector;
|
||||
RwV3d pos = RwFrameGetMatrix(f)->pos;
|
||||
void
|
||||
CPedIK::RotateTorso(AnimBlendFrameData *node, LimbOrientation *limb, bool changeRoll)
|
||||
{
|
||||
#ifdef PED_SKIN
|
||||
if(IsClumpSkinned(m_ped->GetClump())){
|
||||
RtQuat *q = &node->hanimFrame->q;
|
||||
#ifndef FIX_BUGS
|
||||
// this is what the game does (also VC), but it does not look great
|
||||
RtQuatRotate(q, &XaxisIK, RADTODEG(limb->phi), rwCOMBINEPRECONCAT);
|
||||
RtQuatRotate(q, &ZaxisIK, RADTODEG(limb->theta), rwCOMBINEPRECONCAT); // pitch
|
||||
#else
|
||||
// copied the code from the non-skinned case
|
||||
// this seems to work ok
|
||||
|
||||
// rotation == 0 -> looking in y direction
|
||||
// left? vector
|
||||
float c = Cos(m_ped->m_fRotationCur);
|
||||
float s = Sin(m_ped->m_fRotationCur);
|
||||
rightVector.x = -(c*mat->right.x + s*mat->right.y);
|
||||
rightVector.y = -(c*mat->up.x + s*mat->up.y);
|
||||
rightVector.z = -(c*mat->at.x + s*mat->at.y);
|
||||
// We can't get the parent matrix of an hanim frame but
|
||||
// this function is always called with PED_MID, so we know the parent frame.
|
||||
// Trouble is that PED_MID is "Smid" on PS2/PC but BONE_torso on mobile/xbox...
|
||||
// so this doesn't exactly do what we'd like anyway
|
||||
RwMatrix *mat = GetComponentMatrix(m_ped, PED_MID);
|
||||
|
||||
if(changeRoll){
|
||||
// Used when aiming only involves over the legs.(canAimWithArm)
|
||||
// Automatically changes roll(forward rotation) axis of the parts above upper legs while moving, based on position of upper legs.
|
||||
// Not noticeable in normal conditions...
|
||||
RwV3d vec1, vec2;
|
||||
vec1.x = mat->right.z;
|
||||
vec1.y = mat->up.z;
|
||||
vec1.z = mat->at.z;
|
||||
float c = Cos(m_ped->m_fRotationCur);
|
||||
float s = Sin(m_ped->m_fRotationCur);
|
||||
vec2.x = -(c*mat->right.x + s*mat->right.y);
|
||||
vec2.y = -(c*mat->up.x + s*mat->up.y);
|
||||
vec2.z = -(c*mat->at.x + s*mat->at.y);
|
||||
|
||||
RwV3d forwardVector;
|
||||
CVector inversedForward = CrossProduct(CVector(0.0f, 0.0f, 1.0f), mat->up);
|
||||
inversedForward.Normalise();
|
||||
float dotProduct = DotProduct(mat->at, inversedForward);
|
||||
if(dotProduct > 1.0f) dotProduct = 1.0f;
|
||||
if(dotProduct < -1.0f) dotProduct = -1.0f;
|
||||
float alpha = Acos(dotProduct);
|
||||
// Not sure what exactly to do here
|
||||
RtQuatRotate(q, &vec1, RADTODEG(limb->phi), rwCOMBINEPRECONCAT);
|
||||
RtQuatRotate(q, &vec2, RADTODEG(limb->theta), rwCOMBINEPRECONCAT);
|
||||
#endif
|
||||
m_ped->bDontAcceptIKLookAts = true;
|
||||
}else
|
||||
#endif
|
||||
{
|
||||
RwFrame *f = node->frame;
|
||||
RwMatrix *mat = GetWorldMatrix(RwFrameGetParent(f), RwMatrixCreate());
|
||||
|
||||
if(mat->at.z < 0.0f)
|
||||
alpha = -alpha;
|
||||
RwV3d upVector = { mat->right.z, mat->up.z, mat->at.z };
|
||||
RwV3d rightVector;
|
||||
RwV3d pos = RwFrameGetMatrix(f)->pos;
|
||||
|
||||
forwardVector.x = s * mat->right.x - c * mat->right.y;
|
||||
forwardVector.y = s * mat->up.x - c * mat->up.y;
|
||||
forwardVector.z = s * mat->at.x - c * mat->at.y;
|
||||
// rotation == 0 -> looking in y direction
|
||||
// left? vector
|
||||
float c = Cos(m_ped->m_fRotationCur);
|
||||
float s = Sin(m_ped->m_fRotationCur);
|
||||
rightVector.x = -(c*mat->right.x + s*mat->right.y);
|
||||
rightVector.y = -(c*mat->up.x + s*mat->up.y);
|
||||
rightVector.z = -(c*mat->at.x + s*mat->at.y);
|
||||
|
||||
float curYaw, curPitch;
|
||||
CPedIK::ExtractYawAndPitchWorld(mat, &curYaw, &curPitch);
|
||||
RwMatrixRotate(RwFrameGetMatrix(f), &rightVector, RADTODEG(limb->theta), rwCOMBINEPOSTCONCAT);
|
||||
RwMatrixRotate(RwFrameGetMatrix(f), &upVector, RADTODEG(limb->phi - (curYaw - m_ped->m_fRotationCur)), rwCOMBINEPOSTCONCAT);
|
||||
RwMatrixRotate(RwFrameGetMatrix(f), &forwardVector, RADTODEG(alpha), rwCOMBINEPOSTCONCAT);
|
||||
}else{
|
||||
// pitch
|
||||
RwMatrixRotate(RwFrameGetMatrix(f), &rightVector, RADTODEG(limb->theta), rwCOMBINEPOSTCONCAT);
|
||||
// yaw
|
||||
RwMatrixRotate(RwFrameGetMatrix(f), &upVector, RADTODEG(limb->phi), rwCOMBINEPOSTCONCAT);
|
||||
if(changeRoll){
|
||||
// Used when aiming only involves over the legs.(canAimWithArm)
|
||||
// Automatically changes roll(forward rotation) axis of the parts above upper legs while moving, based on position of upper legs.
|
||||
// Not noticeable in normal conditions...
|
||||
|
||||
RwV3d forwardVector;
|
||||
CVector inversedForward = CrossProduct(CVector(0.0f, 0.0f, 1.0f), mat->up);
|
||||
inversedForward.Normalise();
|
||||
float dotProduct = DotProduct(mat->at, inversedForward);
|
||||
if(dotProduct > 1.0f) dotProduct = 1.0f;
|
||||
if(dotProduct < -1.0f) dotProduct = -1.0f;
|
||||
float alpha = Acos(dotProduct);
|
||||
|
||||
if(mat->at.z < 0.0f)
|
||||
alpha = -alpha;
|
||||
|
||||
forwardVector.x = s * mat->right.x - c * mat->right.y;
|
||||
forwardVector.y = s * mat->up.x - c * mat->up.y;
|
||||
forwardVector.z = s * mat->at.x - c * mat->at.y;
|
||||
|
||||
float curYaw, curPitch;
|
||||
ExtractYawAndPitchWorld(mat, &curYaw, &curPitch);
|
||||
RwMatrixRotate(RwFrameGetMatrix(f), &rightVector, RADTODEG(limb->theta), rwCOMBINEPOSTCONCAT);
|
||||
RwMatrixRotate(RwFrameGetMatrix(f), &upVector, RADTODEG(limb->phi - (curYaw - m_ped->m_fRotationCur)), rwCOMBINEPOSTCONCAT);
|
||||
RwMatrixRotate(RwFrameGetMatrix(f), &forwardVector, RADTODEG(alpha), rwCOMBINEPOSTCONCAT);
|
||||
}else{
|
||||
// pitch
|
||||
RwMatrixRotate(RwFrameGetMatrix(f), &rightVector, RADTODEG(limb->theta), rwCOMBINEPOSTCONCAT);
|
||||
// yaw
|
||||
RwMatrixRotate(RwFrameGetMatrix(f), &upVector, RADTODEG(limb->phi), rwCOMBINEPOSTCONCAT);
|
||||
}
|
||||
RwFrameGetMatrix(f)->pos = pos;
|
||||
RwMatrixDestroy(mat);
|
||||
}
|
||||
RwFrameGetMatrix(f)->pos = pos;
|
||||
RwMatrixDestroy(mat);
|
||||
}
|
||||
|
||||
void
|
||||
@ -85,12 +137,24 @@ CPedIK::GetComponentPosition(RwV3d *pos, uint32 node)
|
||||
RwFrame *f;
|
||||
RwMatrix *mat;
|
||||
|
||||
f = m_ped->GetNodeFrame(node);
|
||||
mat = RwFrameGetMatrix(f);
|
||||
*pos = mat->pos;
|
||||
#ifdef PED_SKIN
|
||||
if(IsClumpSkinned(m_ped->GetClump())){
|
||||
pos->x = 0.0f;
|
||||
pos->y = 0.0f;
|
||||
pos->z = 0.0f;
|
||||
mat = GetComponentMatrix(m_ped, node);
|
||||
// could just copy the position out of the matrix...
|
||||
RwV3dTransformPoints(pos, pos, 1, mat);
|
||||
}else
|
||||
#endif
|
||||
{
|
||||
f = m_ped->m_pFrames[node]->frame;
|
||||
mat = RwFrameGetMatrix(f);
|
||||
*pos = mat->pos;
|
||||
|
||||
for (f = RwFrameGetParent(f); f; f = RwFrameGetParent(f))
|
||||
RwV3dTransformPoints(pos, pos, 1, RwFrameGetMatrix(f));
|
||||
for (f = RwFrameGetParent(f); f; f = RwFrameGetParent(f))
|
||||
RwV3dTransformPoints(pos, pos, 1, RwFrameGetMatrix(f));
|
||||
}
|
||||
}
|
||||
|
||||
RwMatrix*
|
||||
@ -157,50 +221,94 @@ CPedIK::RestoreGunPosn(void)
|
||||
return limbStatus == ANGLES_SET_EXACTLY;
|
||||
}
|
||||
|
||||
#ifdef PED_SKIN
|
||||
void
|
||||
CPedIK::RotateHead(void)
|
||||
{
|
||||
RtQuat *q = &m_ped->m_pFrames[PED_HEAD]->hanimFrame->q;
|
||||
RtQuatRotate(q, &XaxisIK, RADTODEG(m_headOrient.phi), rwCOMBINEREPLACE);
|
||||
RtQuatRotate(q, &ZaxisIK, RADTODEG(m_headOrient.theta), rwCOMBINEPOSTCONCAT);
|
||||
m_ped->bDontAcceptIKLookAts = true;
|
||||
}
|
||||
#endif
|
||||
|
||||
bool
|
||||
CPedIK::LookInDirection(float phi, float theta)
|
||||
{
|
||||
bool success = true;
|
||||
RwFrame *frame = m_ped->GetNodeFrame(PED_HEAD);
|
||||
RwMatrix *frameMat = RwFrameGetMatrix(frame);
|
||||
float yaw, pitch;
|
||||
#ifdef PED_SKIN
|
||||
if(IsClumpSkinned(m_ped->GetClump())){
|
||||
if (!(m_ped->m_pFrames[PED_HEAD]->flag & AnimBlendFrameData::IGNORE_ROTATION)) {
|
||||
m_ped->m_pFrames[PED_HEAD]->flag |= AnimBlendFrameData::IGNORE_ROTATION;
|
||||
ExtractYawAndPitchLocalSkinned(m_ped->m_pFrames[PED_HEAD], &m_headOrient.phi, &m_headOrient.theta);
|
||||
}
|
||||
|
||||
// parent of head is torso
|
||||
RwMatrix worldMat = *GetComponentMatrix(m_ped, BONE_torso);
|
||||
ExtractYawAndPitchWorld(&worldMat, &yaw, &pitch);
|
||||
|
||||
LimbMoveStatus headStatus = MoveLimb(m_headOrient, CGeneral::LimitRadianAngle(phi - yaw),
|
||||
CGeneral::LimitRadianAngle(DEGTORAD(10.0f)), ms_headInfo);
|
||||
if (headStatus == ANGLES_SET_TO_MAX)
|
||||
success = false;
|
||||
|
||||
if (headStatus != ANGLES_SET_EXACTLY){
|
||||
if (!(m_flags & LOOKAROUND_HEAD_ONLY)){
|
||||
if (MoveLimb(m_torsoOrient, CGeneral::LimitRadianAngle(phi), theta, ms_torsoInfo))
|
||||
success = true;
|
||||
}else{
|
||||
RotateHead();
|
||||
return success;
|
||||
}
|
||||
}
|
||||
|
||||
if (!(m_flags & LOOKAROUND_HEAD_ONLY))
|
||||
RotateTorso(m_ped->m_pFrames[PED_MID], &m_torsoOrient, false);
|
||||
RotateHead();
|
||||
}else
|
||||
#endif
|
||||
{
|
||||
RwFrame *frame = m_ped->m_pFrames[PED_HEAD]->frame;
|
||||
RwMatrix *frameMat = RwFrameGetMatrix(frame);
|
||||
|
||||
if (!(m_ped->m_pFrames[PED_HEAD]->flag & AnimBlendFrameData::IGNORE_ROTATION)) {
|
||||
m_ped->m_pFrames[PED_HEAD]->flag |= AnimBlendFrameData::IGNORE_ROTATION;
|
||||
ExtractYawAndPitchLocal(frameMat, &m_headOrient.phi, &m_headOrient.theta);
|
||||
}
|
||||
|
||||
RwMatrix *worldMat = RwMatrixCreate();
|
||||
worldMat = GetWorldMatrix(RwFrameGetParent(frame), worldMat);
|
||||
|
||||
ExtractYawAndPitchWorld(worldMat, &yaw, &pitch);
|
||||
RwMatrixDestroy(worldMat);
|
||||
|
||||
yaw += m_torsoOrient.phi;
|
||||
float neededPhiTurn = CGeneral::LimitRadianAngle(phi - yaw);
|
||||
pitch *= Cos(neededPhiTurn);
|
||||
|
||||
float neededThetaTurn = CGeneral::LimitRadianAngle(theta - pitch);
|
||||
LimbMoveStatus headStatus = MoveLimb(m_headOrient, neededPhiTurn, neededThetaTurn, ms_headInfo);
|
||||
if (headStatus == ANGLES_SET_TO_MAX)
|
||||
success = false;
|
||||
|
||||
if (headStatus != ANGLES_SET_EXACTLY && !(m_flags & LOOKAROUND_HEAD_ONLY)) {
|
||||
float remainingTurn = CGeneral::LimitRadianAngle(phi - m_ped->m_fRotationCur);
|
||||
if (MoveLimb(m_torsoOrient, remainingTurn, theta, ms_torsoInfo))
|
||||
success = true;
|
||||
}
|
||||
CMatrix nextFrame = CMatrix(frameMat);
|
||||
CVector framePos = nextFrame.GetPosition();
|
||||
|
||||
nextFrame.SetRotateZ(m_headOrient.theta);
|
||||
nextFrame.RotateX(m_headOrient.phi);
|
||||
nextFrame.GetPosition() += framePos;
|
||||
nextFrame.UpdateRW();
|
||||
|
||||
if (!(m_flags & LOOKAROUND_HEAD_ONLY))
|
||||
RotateTorso(m_ped->m_pFrames[PED_MID], &m_torsoOrient, false);
|
||||
|
||||
if (!(m_ped->m_pFrames[PED_HEAD]->flag & AnimBlendFrameData::IGNORE_ROTATION)) {
|
||||
m_ped->m_pFrames[PED_HEAD]->flag |= AnimBlendFrameData::IGNORE_ROTATION;
|
||||
CPedIK::ExtractYawAndPitchLocal(frameMat, &m_headOrient.phi, &m_headOrient.theta);
|
||||
}
|
||||
|
||||
RwMatrix *worldMat = RwMatrixCreate();
|
||||
worldMat = CPedIK::GetWorldMatrix(RwFrameGetParent(frame), worldMat);
|
||||
|
||||
float alpha, beta;
|
||||
CPedIK::ExtractYawAndPitchWorld(worldMat, &alpha, &beta);
|
||||
RwMatrixDestroy(worldMat);
|
||||
|
||||
alpha += m_torsoOrient.phi;
|
||||
float neededPhiTurn = CGeneral::LimitRadianAngle(phi - alpha);
|
||||
beta *= cos(neededPhiTurn);
|
||||
|
||||
float neededThetaTurn = CGeneral::LimitRadianAngle(theta - beta);
|
||||
LimbMoveStatus headStatus = CPedIK::MoveLimb(m_headOrient, neededPhiTurn, neededThetaTurn, ms_headInfo);
|
||||
if (headStatus == ANGLES_SET_TO_MAX)
|
||||
success = false;
|
||||
|
||||
if (headStatus != ANGLES_SET_EXACTLY && !(m_flags & LOOKAROUND_HEAD_ONLY)) {
|
||||
float remainingTurn = CGeneral::LimitRadianAngle(phi - m_ped->m_fRotationCur);
|
||||
if (CPedIK::MoveLimb(m_torsoOrient, remainingTurn, theta, ms_torsoInfo))
|
||||
success = true;
|
||||
}
|
||||
CMatrix nextFrame = CMatrix(frameMat);
|
||||
CVector framePos = nextFrame.GetPosition();
|
||||
|
||||
nextFrame.SetRotateZ(m_headOrient.theta);
|
||||
nextFrame.RotateX(m_headOrient.phi);
|
||||
nextFrame.GetPosition() += framePos;
|
||||
nextFrame.UpdateRW();
|
||||
|
||||
if (!(m_flags & LOOKAROUND_HEAD_ONLY))
|
||||
RotateTorso(m_ped->m_pFrames[PED_MID], &m_torsoOrient, false);
|
||||
|
||||
return success;
|
||||
}
|
||||
|
||||
@ -234,10 +342,24 @@ CPedIK::PointGunInDirection(float phi, float theta)
|
||||
if (m_flags & AIMS_WITH_ARM && m_torsoOrient.phi * m_upperArmOrient.phi < 0.0f)
|
||||
MoveLimb(m_torsoOrient, 0.0f, m_torsoOrient.theta, ms_torsoInfo);
|
||||
} else {
|
||||
RwMatrix *matrix = GetWorldMatrix(RwFrameGetParent(m_ped->GetNodeFrame(PED_UPPERARMR)), RwMatrixCreate());
|
||||
// Unused code
|
||||
RwMatrix *matrix;
|
||||
float yaw, pitch;
|
||||
ExtractYawAndPitchWorld(matrix, &yaw, &pitch);
|
||||
RwMatrixDestroy(matrix);
|
||||
#ifdef PED_SKIN
|
||||
if(IsClumpSkinned(m_ped->GetClump())){
|
||||
matrix = RwMatrixCreate();
|
||||
*matrix = *GetComponentMatrix(m_ped, PED_UPPERARMR);
|
||||
ExtractYawAndPitchWorld(matrix, &yaw, &pitch);
|
||||
RwMatrixDestroy(matrix);
|
||||
}else
|
||||
#endif
|
||||
{
|
||||
matrix = GetWorldMatrix(RwFrameGetParent(m_ped->m_pFrames[PED_UPPERARMR]->frame), RwMatrixCreate());
|
||||
ExtractYawAndPitchWorld(matrix, &yaw, &pitch);
|
||||
RwMatrixDestroy(matrix);
|
||||
}
|
||||
//
|
||||
|
||||
LimbMoveStatus status = MoveLimb(m_torsoOrient, angle, theta, ms_torsoInfo);
|
||||
if (status == ANGLES_SET_TO_MAX)
|
||||
result = false;
|
||||
@ -255,24 +377,56 @@ bool
|
||||
CPedIK::PointGunInDirectionUsingArm(float phi, float theta)
|
||||
{
|
||||
bool result = false;
|
||||
RwFrame *frame = m_ped->GetNodeFrame(PED_UPPERARMR);
|
||||
RwMatrix *matrix = GetWorldMatrix(RwFrameGetParent(frame), RwMatrixCreate());
|
||||
|
||||
RwV3d upVector = { matrix->right.z, matrix->up.z, matrix->at.z };
|
||||
|
||||
RwV3d upVector; // only for non-skinned
|
||||
RwMatrix *matrix;
|
||||
float yaw, pitch;
|
||||
ExtractYawAndPitchWorld(matrix, &yaw, &pitch);
|
||||
RwMatrixDestroy(matrix);
|
||||
#ifdef PED_SKIN
|
||||
if(IsClumpSkinned(m_ped->GetClump())){
|
||||
matrix = RwMatrixCreate();
|
||||
*matrix = *GetComponentMatrix(m_ped, PED_UPPERARMR);
|
||||
ExtractYawAndPitchWorld(matrix, &yaw, &pitch);
|
||||
RwMatrixDestroy(matrix);
|
||||
}else
|
||||
#endif
|
||||
{
|
||||
RwFrame *frame = m_ped->m_pFrames[PED_UPPERARMR]->frame;
|
||||
matrix = GetWorldMatrix(RwFrameGetParent(frame), RwMatrixCreate());
|
||||
|
||||
// with PED_SKIN this is actually done below (with a memory leak)
|
||||
upVector.x = matrix->right.z;
|
||||
upVector.y = matrix->up.z;
|
||||
upVector.z = matrix->at.z;
|
||||
|
||||
ExtractYawAndPitchWorld(matrix, &yaw, &pitch);
|
||||
RwMatrixDestroy(matrix);
|
||||
}
|
||||
|
||||
RwV3d rightVector = { 0.0f, 0.0f, 1.0f };
|
||||
RwV3d forwardVector = { 1.0f, 0.0f, 0.0f };
|
||||
|
||||
float uaPhi = phi - m_torsoOrient.phi - DEGTORAD(15.0f);
|
||||
LimbMoveStatus uaStatus = MoveLimb(m_upperArmOrient, uaPhi, CGeneral::LimitRadianAngle(theta - pitch), ms_upperArmInfo);
|
||||
float uaPhi, uaTheta;
|
||||
#ifdef PED_SKIN
|
||||
if(IsClumpSkinned(m_ped->GetClump())){
|
||||
uaPhi = phi;
|
||||
uaTheta = theta + DEGTORAD(10.0f);
|
||||
}else
|
||||
#endif
|
||||
{
|
||||
uaPhi = phi - m_torsoOrient.phi - DEGTORAD(15.0f);
|
||||
uaTheta = CGeneral::LimitRadianAngle(theta - pitch);
|
||||
}
|
||||
LimbMoveStatus uaStatus = MoveLimb(m_upperArmOrient, uaPhi, uaTheta, ms_upperArmInfo);
|
||||
if (uaStatus == ANGLES_SET_EXACTLY) {
|
||||
m_flags |= GUN_POINTED_SUCCESSFULLY;
|
||||
result = true;
|
||||
}
|
||||
|
||||
#ifdef PED_SKIN
|
||||
// this code is completely missing on xbox & android, but we can keep it with the check
|
||||
// TODO? implement it for skinned geometry?
|
||||
if(!IsClumpSkinned(m_ped->GetClump()))
|
||||
#endif
|
||||
if (uaStatus == ANGLES_SET_TO_MAX) {
|
||||
float laPhi = uaPhi - m_upperArmOrient.phi;
|
||||
|
||||
@ -286,17 +440,29 @@ CPedIK::PointGunInDirectionUsingArm(float phi, float theta)
|
||||
m_flags |= GUN_POINTED_SUCCESSFULLY;
|
||||
result = true;
|
||||
}
|
||||
RwFrame *child = GetFirstChild(frame);
|
||||
RwFrame *child = GetFirstChild(m_ped->m_pFrames[PED_UPPERARMR]->frame);
|
||||
RwV3d pos = RwFrameGetMatrix(child)->pos;
|
||||
RwMatrixRotate(RwFrameGetMatrix(child), &forwardVector, RADTODEG(m_lowerArmOrient.theta), rwCOMBINEPOSTCONCAT);
|
||||
RwMatrixRotate(RwFrameGetMatrix(child), &rightVector, RADTODEG(-m_lowerArmOrient.phi), rwCOMBINEPOSTCONCAT);
|
||||
RwFrameGetMatrix(child)->pos = pos;
|
||||
}
|
||||
|
||||
RwV3d pos = RwFrameGetMatrix(frame)->pos;
|
||||
RwMatrixRotate(RwFrameGetMatrix(frame), &rightVector, RADTODEG(m_upperArmOrient.theta), rwCOMBINEPOSTCONCAT);
|
||||
RwMatrixRotate(RwFrameGetMatrix(frame), &upVector, RADTODEG(m_upperArmOrient.phi), rwCOMBINEPOSTCONCAT);
|
||||
RwFrameGetMatrix(frame)->pos = pos;
|
||||
#ifdef PED_SKIN
|
||||
if(IsClumpSkinned(m_ped->GetClump())){
|
||||
RtQuat *q = &m_ped->m_pFrames[PED_UPPERARMR]->hanimFrame->q;
|
||||
RtQuatRotate(q, &XaxisIK, RADTODEG(m_upperArmOrient.phi), rwCOMBINEPOSTCONCAT);
|
||||
RtQuatRotate(q, &ZaxisIK, RADTODEG(m_upperArmOrient.theta), rwCOMBINEPOSTCONCAT);
|
||||
m_ped->bDontAcceptIKLookAts = true;
|
||||
}else
|
||||
#endif
|
||||
{
|
||||
RwFrame *frame = m_ped->m_pFrames[PED_UPPERARMR]->frame;
|
||||
// with PED_SKIN we're also getting upVector here
|
||||
RwV3d pos = RwFrameGetMatrix(frame)->pos;
|
||||
RwMatrixRotate(RwFrameGetMatrix(frame), &rightVector, RADTODEG(m_upperArmOrient.theta), rwCOMBINEPOSTCONCAT);
|
||||
RwMatrixRotate(RwFrameGetMatrix(frame), &upVector, RADTODEG(m_upperArmOrient.phi), rwCOMBINEPOSTCONCAT);
|
||||
RwFrameGetMatrix(frame)->pos = pos;
|
||||
}
|
||||
return result;
|
||||
}
|
||||
|
||||
@ -314,28 +480,42 @@ bool
|
||||
CPedIK::RestoreLookAt(void)
|
||||
{
|
||||
bool result = false;
|
||||
RwMatrix *mat = RwFrameGetMatrix(m_ped->GetNodeFrame(PED_HEAD));
|
||||
if (m_ped->m_pFrames[PED_HEAD]->flag & AnimBlendFrameData::IGNORE_ROTATION) {
|
||||
m_ped->m_pFrames[PED_HEAD]->flag &= (~AnimBlendFrameData::IGNORE_ROTATION);
|
||||
} else {
|
||||
float yaw, pitch;
|
||||
ExtractYawAndPitchLocal(mat, &yaw, &pitch);
|
||||
if (MoveLimb(m_headOrient, yaw, pitch, ms_headRestoreInfo) == ANGLES_SET_EXACTLY)
|
||||
result = true;
|
||||
float yaw, pitch;
|
||||
|
||||
#ifdef PED_SKIN
|
||||
if(IsClumpSkinned(m_ped->GetClump())){
|
||||
if (m_ped->m_pFrames[PED_HEAD]->flag & AnimBlendFrameData::IGNORE_ROTATION) {
|
||||
m_ped->m_pFrames[PED_HEAD]->flag &= (~AnimBlendFrameData::IGNORE_ROTATION);
|
||||
} else {
|
||||
ExtractYawAndPitchLocalSkinned(m_ped->m_pFrames[PED_HEAD], &yaw, &pitch);
|
||||
if (MoveLimb(m_headOrient, yaw, pitch, ms_headRestoreInfo) == ANGLES_SET_EXACTLY)
|
||||
result = true;
|
||||
}
|
||||
RotateHead();
|
||||
}else
|
||||
#endif
|
||||
{
|
||||
RwMatrix *mat = RwFrameGetMatrix(m_ped->m_pFrames[PED_HEAD]->frame);
|
||||
if (m_ped->m_pFrames[PED_HEAD]->flag & AnimBlendFrameData::IGNORE_ROTATION) {
|
||||
m_ped->m_pFrames[PED_HEAD]->flag &= (~AnimBlendFrameData::IGNORE_ROTATION);
|
||||
} else {
|
||||
ExtractYawAndPitchLocal(mat, &yaw, &pitch);
|
||||
if (MoveLimb(m_headOrient, yaw, pitch, ms_headRestoreInfo) == ANGLES_SET_EXACTLY)
|
||||
result = true;
|
||||
}
|
||||
|
||||
CMatrix matrix(mat);
|
||||
CVector pos = matrix.GetPosition();
|
||||
matrix.SetRotateZ(m_headOrient.theta);
|
||||
matrix.RotateX(m_headOrient.phi);
|
||||
matrix.Translate(pos);
|
||||
matrix.UpdateRW();
|
||||
}
|
||||
|
||||
CMatrix matrix(mat);
|
||||
CVector pos = matrix.GetPosition();
|
||||
matrix.SetRotateZ(m_headOrient.theta);
|
||||
matrix.RotateX(m_headOrient.phi);
|
||||
matrix.Translate(pos);
|
||||
matrix.UpdateRW();
|
||||
|
||||
if (!(m_flags & LOOKAROUND_HEAD_ONLY))
|
||||
if (!(m_flags & LOOKAROUND_HEAD_ONLY)){
|
||||
MoveLimb(m_torsoOrient, 0.0f, 0.0f, ms_torsoInfo);
|
||||
if (!(m_flags & LOOKAROUND_HEAD_ONLY))
|
||||
RotateTorso(m_ped->m_pFrames[PED_MID], &m_torsoOrient, false);
|
||||
|
||||
if (!(m_flags & LOOKAROUND_HEAD_ONLY))
|
||||
RotateTorso(m_ped->m_pFrames[PED_MID], &m_torsoOrient, false);
|
||||
}
|
||||
return result;
|
||||
}
|
||||
|
||||
@ -362,3 +542,14 @@ CPedIK::ExtractYawAndPitchLocal(RwMatrix *mat, float *yaw, float *pitch)
|
||||
*pitch = Acos(f);
|
||||
if (mat->up.x > 0.0f) *pitch = -*pitch;
|
||||
}
|
||||
|
||||
#ifdef PED_SKIN
|
||||
void
|
||||
CPedIK::ExtractYawAndPitchLocalSkinned(AnimBlendFrameData *node, float *yaw, float *pitch)
|
||||
{
|
||||
RwMatrix *mat = RwMatrixCreate();
|
||||
RtQuatConvertToMatrix(&node->hanimFrame->q, mat);
|
||||
ExtractYawAndPitchLocal(mat, yaw, pitch);
|
||||
RwMatrixDestroy(mat);
|
||||
}
|
||||
#endif
|
||||
|
@ -55,9 +55,11 @@ public:
|
||||
static RwMatrix *GetWorldMatrix(RwFrame *source, RwMatrix *destination);
|
||||
void RotateTorso(AnimBlendFrameData* animBlend, LimbOrientation* limb, bool changeRoll);
|
||||
void ExtractYawAndPitchLocal(RwMatrix *mat, float *yaw, float *pitch);
|
||||
void ExtractYawAndPitchLocalSkinned(AnimBlendFrameData *node, float *yaw, float *pitch);
|
||||
void ExtractYawAndPitchWorld(RwMatrix *mat, float *yaw, float *pitch);
|
||||
LimbMoveStatus MoveLimb(LimbOrientation &limb, float approxPhi, float approxTheta, LimbMovementInfo &moveInfo);
|
||||
bool RestoreGunPosn(void);
|
||||
void RotateHead(void);
|
||||
bool LookInDirection(float phi, float theta);
|
||||
bool LookAtPosition(CVector const& pos);
|
||||
bool RestoreLookAt(void);
|
||||
|
@ -1,5 +1,6 @@
|
||||
#include "common.h"
|
||||
|
||||
#include "RwHelper.h"
|
||||
#include "PlayerPed.h"
|
||||
#include "Wanted.h"
|
||||
#include "Fire.h"
|
||||
@ -1497,4 +1498,9 @@ CPlayerPed::ProcessControl(void)
|
||||
m_nSpeedTimer = 0;
|
||||
m_bSpeedTimerFlag = false;
|
||||
}
|
||||
|
||||
#ifdef PED_SKIN
|
||||
if (!bIsVisible && IsClumpSkinned(GetClump()))
|
||||
UpdateRpHAnim();
|
||||
#endif
|
||||
}
|
||||
|
@ -77,4 +77,6 @@ public:
|
||||
static void ReactivatePlayerPed(int32);
|
||||
};
|
||||
|
||||
#ifndef PED_SKIN
|
||||
static_assert(sizeof(CPlayerPed) == 0x5F0, "CPlayerPed: error");
|
||||
#endif
|
||||
|
Reference in New Issue
Block a user