implemented skinned peds, no cutscene hands yet

This commit is contained in:
aap
2020-04-23 22:25:18 +02:00
parent 6467e2003a
commit f03b4eec4c
49 changed files with 1869 additions and 301 deletions

View File

@ -11,4 +11,6 @@ public:
void CivilianAI(void);
void ProcessControl(void);
};
#ifndef PED_SKIN
static_assert(sizeof(CCivilianPed) == 0x53C, "CCivilianPed: error");
#endif

View File

@ -465,8 +465,7 @@ CCopPed::CopAI(void)
if (m_fDistanceToTarget < weaponRange) {
CWeaponInfo *weaponInfo = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType);
CVector gunPos = weaponInfo->m_vecFireOffset;
for (RwFrame *i = GetNodeFrame(PED_HANDR); i; i = RwFrameGetParent(i))
RwV3dTransformPoints((RwV3d*)&gunPos, (RwV3d*)&gunPos, 1, RwFrameGetMatrix(i));
TransformToNode(gunPos, PED_HANDR);
CColPoint foundCol;
CEntity *foundEnt;

View File

@ -36,4 +36,6 @@ public:
void CopAI(void);
};
#ifndef PED_SKIN
static_assert(sizeof(CCopPed) == 0x558, "CCopPed: error");
#endif

View File

@ -36,4 +36,6 @@ public:
void FiremanAI(void);
void MedicAI(void);
};
#ifndef PED_SKIN
static_assert(sizeof(CEmergencyPed) == 0x554, "CEmergencyPed: error");
#endif

View File

@ -6,6 +6,7 @@
#include "Stats.h"
#include "World.h"
#include "RpAnimBlend.h"
#include "Bones.h"
#include "Ped.h"
#include "Wanted.h"
#include "PlayerPed.h"
@ -642,6 +643,9 @@ CPed::CPed(uint32 pedType) : m_pedIK(this)
m_collPoly.valid = false;
m_fCollisionSpeed = 0.0f;
m_wepModelID = -1;
#ifdef PED_SKIN
m_pWeaponModel = nil;
#endif
CPopulation::UpdatePedCount((ePedType)m_nPedType, false);
}
@ -818,10 +822,17 @@ CPed::AddWeaponModel(int id)
RpAtomic *atm;
if (id != -1) {
atm = (RpAtomic*)CModelInfo::GetModelInfo(id)->CreateInstance();
RwFrameDestroy(RpAtomicGetFrame(atm));
RpAtomicSetFrame(atm, GetNodeFrame(PED_HANDR));
RpClumpAddAtomic(GetClump(), atm);
#ifdef PED_SKIN
if(IsClumpSkinned(GetClump()))
m_pWeaponModel = (RpAtomic*)CModelInfo::GetModelInfo(id)->CreateInstance();
else
#endif
{
atm = (RpAtomic*)CModelInfo::GetModelInfo(id)->CreateInstance();
RwFrameDestroy(RpAtomicGetFrame(atm));
RpAtomicSetFrame(atm, m_pFrames[PED_HANDR]->frame);
RpClumpAddAtomic(GetClump(), atm);
}
m_wepModelID = id;
}
}
@ -915,25 +926,28 @@ void
CPed::RemoveBodyPart(PedNode nodeId, int8 direction)
{
RwFrame *frame;
RwV3d pos;
CVector pos;
frame = GetNodeFrame(nodeId);
frame = m_pFrames[nodeId]->frame;
if (frame) {
if (CGame::nastyGame) {
#ifdef TOGGLEABLE_BETA_FEATURES
if (bPopHeadsOnHeadshot || nodeId != PED_HEAD)
#else
if (nodeId != PED_HEAD)
#ifdef PED_SKIN
if(!IsClumpSkinned(GetClump()))
#endif
SpawnFlyingComponent(nodeId, direction);
{
#ifdef TOGGLEABLE_BETA_FEATURES
if (bPopHeadsOnHeadshot || nodeId != PED_HEAD)
#else
if (nodeId != PED_HEAD)
#endif
SpawnFlyingComponent(nodeId, direction);
RecurseFrameChildrenVisibilityCB(frame, nil);
RecurseFrameChildrenVisibilityCB(frame, nil);
}
pos.x = 0.0f;
pos.y = 0.0f;
pos.z = 0.0f;
for (; frame; frame = RwFrameGetParent(frame))
RwV3dTransformPoints(&pos, &pos, 1, RwFrameGetMatrix(frame));
TransformToNode(pos, PED_HEAD);
if (CEntity::GetIsOnScreen()) {
CParticle::AddParticle(PARTICLE_TEST, pos,
@ -1102,10 +1116,7 @@ CPed::ClearLookFlag(void) {
bool
CPed::IsPedHeadAbovePos(float zOffset)
{
RwMatrix mat;
CPedIK::GetWorldMatrix(GetNodeFrame(PED_HEAD), &mat);
return zOffset + GetPosition().z < RwMatrixGetPos(&mat)->z;
return zOffset + GetPosition().z < GetNodePosition(PED_HEAD).z;
}
void
@ -1158,7 +1169,6 @@ CPed::Attack(void)
CAnimBlendAssociation *weaponAnimAssoc;
int32 weaponAnim;
float animStart;
RwFrame *frame;
eWeaponType ourWeaponType;
float weaponAnimTime;
eWeaponFire ourWeaponFire;
@ -1260,13 +1270,7 @@ CPed::Attack(void)
firePos = GetMatrix() * firePos;
} else if (ourWeaponType != WEAPONTYPE_UNARMED) {
if (weaponAnimAssoc->animId == ANIM_KICK_FLOOR)
frame = GetNodeFrame(PED_FOOTR);
else
frame = GetNodeFrame(PED_HANDR);
for (; frame; frame = RwFrameGetParent(frame))
RwV3dTransformPoints((RwV3d*)firePos, (RwV3d*)firePos, 1, RwFrameGetMatrix(frame));
TransformToNode(firePos, weaponAnimAssoc->animId == ANIM_KICK_FLOOR ? PED_FOOTR : PED_HANDR);
} else {
firePos = GetMatrix() * firePos;
}
@ -1314,8 +1318,7 @@ CPed::Attack(void)
firePos = ourWeapon->m_vecFireOffset;
if (weaponAnimTime > 1.0f && weaponAnimTime - weaponAnimAssoc->timeStep <= 1.0f && weaponAnimAssoc->IsRunning()) {
for (frame = GetNodeFrame(PED_HANDR); frame; frame = RwFrameGetParent(frame))
RwV3dTransformPoints((RwV3d*)firePos, (RwV3d*)firePos, 1, RwFrameGetMatrix(frame));
TransformToNode(firePos, PED_HANDR);
CVector gunshellPos(
firePos.x - 0.6f * GetForward().x,
@ -1415,7 +1418,17 @@ void
CPed::RemoveWeaponModel(int modelId)
{
// modelId is not used!! This function just removes the current weapon.
RwFrameForAllObjects(GetNodeFrame(PED_HANDR),RemoveAllModelCB,nil);
#ifdef PED_SKIN
if(IsClumpSkinned(GetClump())){
if(m_pWeaponModel){
RwFrame *frm = RpAtomicGetFrame(m_pWeaponModel);
RpAtomicDestroy(m_pWeaponModel);
RwFrameDestroy(frm);
m_pWeaponModel = nil;
}
}else
#endif
RwFrameForAllObjects(m_pFrames[PED_HANDR]->frame,RemoveAllModelCB,nil);
m_wepModelID = -1;
}
@ -2106,12 +2119,7 @@ CPed::PlayFootSteps(void)
{
{
CVector pos(0.0f, 0.0f, 0.0f);
RwFrame *parent = m_pFrames[PED_FOOTL]->frame;
while( parent )
{
RwV3dTransformPoints(pos, pos, 1, RwFrameGetMatrix(parent));
parent = RwFrameGetParent(parent);
}
TransformToNode(pos, PED_FOOTL);
pos.z -= 0.1f;
pos += GetForward()*0.2f;
@ -2120,12 +2128,7 @@ CPed::PlayFootSteps(void)
{
CVector pos(0.0f, 0.0f, 0.0f);
RwFrame *parent = m_pFrames[PED_FOOTR]->frame;
while( parent )
{
RwV3dTransformPoints(pos, pos, 1, RwFrameGetMatrix(parent));
parent = RwFrameGetParent(parent);
}
TransformToNode(pos, PED_FOOTR);
pos.z -= 0.1f;
pos += GetForward()*0.2f;
@ -2149,9 +2152,7 @@ CPed::PlayFootSteps(void)
if (stepPart != 0) {
DMAudio.PlayOneShot(m_audioEntityId, stepPart == 1 ? SOUND_STEP_START : SOUND_STEP_END, 1.0f);
CVector footPos(0.0f, 0.0f, 0.0f);
for (RwFrame *frame = GetNodeFrame(stepPart == 1 ? PED_FOOTL : PED_FOOTR); frame; frame = RwFrameGetParent(frame))
RwV3dTransformPoints(footPos, footPos, 1, RwFrameGetMatrix(frame));
TransformToNode(footPos, stepPart == 1 ? PED_FOOTL : PED_FOOTR);
CVector forward = GetForward();
@ -2358,6 +2359,11 @@ CPed::SetModelIndex(uint32 mi)
// This is a mistake by R*, velocity is CVector, whereas m_vecAnimMoveDelta is CVector2D.
(*RPANIMBLENDCLUMPDATA(m_rwObject))->velocity = (CVector*) &m_vecAnimMoveDelta;
#ifdef PED_SKIN
if(modelInfo->GetHitColModel() == nil)
modelInfo->CreateHitColModelSkinned(GetClump());
#endif
}
void
@ -2517,9 +2523,31 @@ CPed::CalculateNewVelocity(void)
}
if (newUpperLegs.phi > -DEGTORAD(50.0f) && newUpperLegs.phi < DEGTORAD(50.0f)) {
newUpperLegs.theta = 0.0f;
m_pedIK.RotateTorso(m_pFrames[PED_UPPERLEGL], &newUpperLegs, false);
m_pedIK.RotateTorso(m_pFrames[PED_UPPERLEGR], &newUpperLegs, false);
#ifdef PED_SKIN
if(IsClumpSkinned(GetClump())){
/*
// this looks shit
newUpperLegs.theta = 0.0f;
RwV3d axis = { -1.0f, 0.0f, 0.0f };
RtQuatRotate(&m_pFrames[PED_UPPERLEGL]->hanimFrame->q, &axis, RADTODEG(newUpperLegs.phi), rwCOMBINEPRECONCAT);
RtQuatRotate(&m_pFrames[PED_UPPERLEGR]->hanimFrame->q, &axis, RADTODEG(newUpperLegs.phi), rwCOMBINEPRECONCAT);
*/
newUpperLegs.theta = 0.1f;
RwV3d Xaxis = { 1.0f, 0.0f, 0.0f };
RwV3d Zaxis = { 0.0f, 0.0f, 1.0f };
RtQuatRotate(&m_pFrames[PED_UPPERLEGL]->hanimFrame->q, &Zaxis, RADTODEG(newUpperLegs.theta), rwCOMBINEPOSTCONCAT);
RtQuatRotate(&m_pFrames[PED_UPPERLEGL]->hanimFrame->q, &Xaxis, RADTODEG(newUpperLegs.phi), rwCOMBINEPOSTCONCAT);
RtQuatRotate(&m_pFrames[PED_UPPERLEGR]->hanimFrame->q, &Zaxis, RADTODEG(newUpperLegs.theta), rwCOMBINEPOSTCONCAT);
RtQuatRotate(&m_pFrames[PED_UPPERLEGR]->hanimFrame->q, &Xaxis, RADTODEG(newUpperLegs.phi), rwCOMBINEPOSTCONCAT);
bDontAcceptIKLookAts = true;
}else
#endif
{
newUpperLegs.theta = 0.0f;
m_pedIK.RotateTorso(m_pFrames[PED_UPPERLEGL], &newUpperLegs, false);
m_pedIK.RotateTorso(m_pFrames[PED_UPPERLEGR], &newUpperLegs, false);
}
}
}
}
@ -5118,6 +5146,12 @@ CPed::FightStrike(CVector &touchedNodePos)
// He can beat us
if (sq(maxDistanceToBeBeaten) > potentialAttackDistance.MagnitudeSqr()) {
#ifdef PED_SKIN
// Have to animate a skinned clump because the initial col model is useless
if(IsClumpSkinned(GetClump()))
ourCol = ((CPedModelInfo*)CModelInfo::GetModelInfo(m_modelIndex))->AnimatePedColModelSkinned(GetClump());
else
#endif
if (nearPed->m_nPedState == PED_FALL
|| nearPed->m_nPedState == PED_DEAD || nearPed->m_nPedState == PED_DIE
|| !nearPed->IsPedHeadAbovePos(-0.3f)) {
@ -6153,11 +6187,9 @@ CPed::Die(void)
uint8
CPed::DoesLOSBulletHitPed(CColPoint &colPoint)
{
RwMatrix mat;
uint8 retVal = 2;
CPedIK::GetWorldMatrix(GetNodeFrame(PED_HEAD), &mat);
float headZ = RwMatrixGetPos(&mat)->z;
float headZ = GetNodePosition(PED_HEAD).z;
if (m_nPedState == PED_FALL)
retVal = 1;
@ -6579,37 +6611,32 @@ CPed::Fight(void)
if (curMove.hitLevel != HITLEVEL_NULL && animTime > curMove.startFireTime && animTime <= curMove.endFireTime && m_fightState >= FIGHTSTATE_NO_MOVE) {
CVector touchingNodePos(0.0f, 0.0f, 0.0f);
RwFrame *touchingFrame = nil;
switch (m_lastFightMove) {
case FIGHTMOVE_STDPUNCH:
case FIGHTMOVE_PUNCHHOOK:
case FIGHTMOVE_BODYBLOW:
touchingFrame = GetNodeFrame(PED_HANDR);
TransformToNode(touchingNodePos, PED_HANDR);
break;
case FIGHTMOVE_IDLE:
case FIGHTMOVE_SHUFFLE_F:
break;
case FIGHTMOVE_KNEE:
touchingFrame = GetNodeFrame(PED_LOWERLEGR);
TransformToNode(touchingNodePos, PED_LOWERLEGR);
break;
case FIGHTMOVE_HEADBUTT:
touchingFrame = GetNodeFrame(PED_HEAD);
TransformToNode(touchingNodePos, PED_HEAD);
break;
case FIGHTMOVE_PUNCHJAB:
touchingFrame = GetNodeFrame(PED_HANDL);
TransformToNode(touchingNodePos, PED_HANDL);
break;
case FIGHTMOVE_KICK:
case FIGHTMOVE_LONGKICK:
case FIGHTMOVE_ROUNDHOUSE:
case FIGHTMOVE_GROUNDKICK:
touchingFrame = GetNodeFrame(PED_FOOTR);
TransformToNode(touchingNodePos, PED_FOOTR);
break;
}
while (touchingFrame) {
RwV3dTransformPoints(touchingNodePos, touchingNodePos, 1, RwFrameGetMatrix(touchingFrame));
touchingFrame = RwFrameGetParent(touchingFrame);
}
if (m_lastFightMove == FIGHTMOVE_PUNCHJAB) {
touchingNodePos += 0.1f * GetForward();
@ -7091,8 +7118,7 @@ CPed::FinishLaunchCB(CAnimBlendAssociation *animAssoc, void *arg)
if (ped->bDoBloodyFootprints) {
CVector bloodPos(0.0f, 0.0f, 0.0f);
for (RwFrame *i = ped->GetNodeFrame(PED_FOOTL); i; i = RwFrameGetParent(i))
RwV3dTransformPoints(bloodPos, bloodPos, 1, RwFrameGetMatrix(i));
ped->TransformToNode(bloodPos, PED_FOOTL);
bloodPos.z -= 0.1f;
bloodPos += 0.2f * ped->GetForward();
@ -7105,8 +7131,7 @@ CPed::FinishLaunchCB(CAnimBlendAssociation *animAssoc, void *arg)
255, 255, 0, 0, 4.0f, 3000, 1.0f);
bloodPos = CVector(0.0f, 0.0f, 0.0f);
for (RwFrame *j = ped->GetNodeFrame(PED_FOOTR); j; j = RwFrameGetParent(j))
RwV3dTransformPoints(bloodPos, bloodPos, 1, RwFrameGetMatrix(j));
ped->TransformToNode(bloodPos, PED_FOOTR);
bloodPos.z -= 0.1f;
bloodPos += 0.2f * ped->GetForward();
@ -12647,9 +12672,67 @@ CPed::Render(void)
if (!bInVehicle || m_nPedState == PED_EXIT_CAR || m_nPedState == PED_DRAG_FROM_CAR ||
bRenderPedInCar && sq(25.0f * TheCamera.LODDistMultiplier) >= (TheCamera.GetPosition() - GetPosition()).MagnitudeSqr()) {
CEntity::Render();
#ifdef PED_SKIN
if(IsClumpSkinned(GetClump())){
renderLimb(PED_HEAD);
renderLimb(PED_HANDL);
renderLimb(PED_HANDR);
}
if(m_pWeaponModel && IsClumpSkinned(GetClump())){
RpHAnimHierarchy *hier = GetAnimHierarchyFromSkinClump(GetClump());
int idx = RpHAnimIDGetIndex(hier, m_pFrames[PED_HANDR]->nodeID);
RwMatrix *mat = &RpHAnimHierarchyGetMatrixArray(hier)[idx];
RwFrame *frame = RpAtomicGetFrame(m_pWeaponModel);
*RwFrameGetMatrix(frame) = *mat;
RwFrameUpdateObjects(frame);
RpAtomicRender(m_pWeaponModel);
}
#endif
}
}
#ifdef PED_SKIN
static RpMaterial*
SetLimbAlphaCB(RpMaterial *material, void *data)
{
((RwRGBA*)RpMaterialGetColor(material))->alpha = *(uint8*)data;
return material;
}
void
CPed::renderLimb(int node)
{
RpHAnimHierarchy *hier = GetAnimHierarchyFromSkinClump(GetClump());
int idx = RpHAnimIDGetIndex(hier, m_pFrames[node]->nodeID);
RwMatrix *mat = &RpHAnimHierarchyGetMatrixArray(hier)[idx];
CPedModelInfo *mi = (CPedModelInfo*)CModelInfo::GetModelInfo(m_modelIndex);
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:

View File

@ -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

View File

@ -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

View File

@ -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);

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@ -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
}

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@ -77,4 +77,6 @@ public:
static void ReactivatePlayerPed(int32);
};
#ifndef PED_SKIN
static_assert(sizeof(CPlayerPed) == 0x5F0, "CPlayerPed: error");
#endif