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https://github.com/halpz/re3.git
synced 2025-07-17 00:28:11 +00:00
implemented skinned peds, no cutscene hands yet
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@ -3,16 +3,15 @@
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#include "Timecycle.h"
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#include "skeleton.h"
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#if defined(RWLIBS) && !defined(FINAL)
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#include "Debug.h"
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#ifndef FINAL
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#include "rtcharse.h"
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#pragma comment( lib, "rtcharse.lib" )
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RtCharset *debugCharset;
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#endif
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void CreateDebugFont()
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{
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#if defined(RWLIBS) && !defined(FINAL)
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#ifndef FINAL
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RwRGBA color = { 255, 255, 128, 255 };
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RwRGBA colorbg = { 0, 0, 0, 0 };
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RtCharsetOpen();
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@ -22,7 +21,7 @@ void CreateDebugFont()
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void DestroyDebugFont()
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{
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#if defined(RWLIBS) && !defined(FINAL)
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#ifndef FINAL
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RtCharsetDestroy(debugCharset);
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RtCharsetClose();
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#endif
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@ -30,14 +29,14 @@ void DestroyDebugFont()
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void ObrsPrintfString(const char *str, short x, short y)
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{
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#if defined(RWLIBS) && !defined(FINAL)
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RtCharsetPrintBuffered(debugCharset, str, x, y, true);
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#ifndef FINAL
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RtCharsetPrintBuffered(debugCharset, str, x*8, y*16, true);
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#endif
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}
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void FlushObrsPrintfs()
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{
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#if defined(RWLIBS) && !defined(FINAL)
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#ifndef FINAL
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RtCharsetBufferFlush();
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#endif
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}
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@ -168,6 +167,170 @@ GetFirstTexture(RwTexDictionary *txd)
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return tex;
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}
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#ifdef PED_SKIN
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static RpAtomic*
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isSkinnedCb(RpAtomic *atomic, void *data)
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{
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RpAtomic **pAtomic = (RpAtomic**)data;
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if(*pAtomic)
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return nil; // already found one
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if(RpSkinGeometryGetSkin(atomic->geometry))
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*pAtomic = atomic; // we could just return nil here directly...
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return atomic;
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}
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RpAtomic*
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IsClumpSkinned(RpClump *clump)
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{
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RpAtomic *atomic = nil;
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RpClumpForAllAtomics(clump, isSkinnedCb, &atomic);
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return atomic;
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}
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static RpAtomic*
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GetAnimHierarchyCallback(RpAtomic *atomic, void *data)
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{
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*(RpHAnimHierarchy**)data = RpSkinAtomicGetHAnimHierarchy(atomic);
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return nil;
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}
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RpHAnimHierarchy*
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GetAnimHierarchyFromSkinClump(RpClump *clump)
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{
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RpHAnimHierarchy *hier = nil;
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RpClumpForAllAtomics(clump, GetAnimHierarchyCallback, &hier);
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return hier;
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}
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static RwFrame*
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GetAnimHierarchyFromClumpCB(RwFrame *frame, void *data)
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{
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RpHAnimHierarchy *hier = RpHAnimFrameGetHierarchy(frame);
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if(hier){
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*(RpHAnimHierarchy**)data = hier;
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return nil;
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}
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RwFrameForAllChildren(frame, GetAnimHierarchyFromClumpCB, data);
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return frame;
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}
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RpHAnimHierarchy*
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GetAnimHierarchyFromClump(RpClump *clump)
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{
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RpHAnimHierarchy *hier = nil;
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RwFrameForAllChildren(RpClumpGetFrame(clump), GetAnimHierarchyFromClumpCB, &hier);
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return hier;
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}
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RwFrame*
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GetHierarchyFromChildNodesCB(RwFrame *frame, void *data)
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{
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RpHAnimHierarchy **pHier = (RpHAnimHierarchy**)data;
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RpHAnimHierarchy *hier = RpHAnimFrameGetHierarchy(frame);
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if(hier == nil)
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RwFrameForAllChildren(frame, GetHierarchyFromChildNodesCB, &hier);
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*pHier = hier;
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return nil;
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}
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void
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SkinGetBonePositionsToTable(RpClump *clump, RwV3d *boneTable)
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{
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int i, parent;
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RpAtomic *atomic;
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RpSkin *skin;
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RpHAnimHierarchy *hier;
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int numBones;
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RwMatrix m, invmat;
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int stack[32];
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int sp;
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if(boneTable == nil)
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return;
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// atomic = GetFirstAtomic(clump); // mobile, also VC
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atomic = IsClumpSkinned(clump); // xbox, seems safer
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assert(atomic);
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skin = RpSkinGeometryGetSkin(RpAtomicGetGeometry(atomic));
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assert(skin);
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hier = GetAnimHierarchyFromSkinClump(clump);
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assert(hier);
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boneTable[0].x = 0.0f;
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boneTable[0].y = 0.0f;
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boneTable[0].z = 0.0f;
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numBones = RpSkinGetNumBones(skin);
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parent = 0;
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sp = 0;
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#ifdef FIX_BUGS
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stack[0] = 0; // i think this is ok
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#endif
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for(i = 1; i < numBones; i++){
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RwMatrixCopy(&m, &RpSkinGetSkinToBoneMatrices(skin)[i]);
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RwMatrixInvert(&invmat, &m);
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const RwMatrix *x = RpSkinGetSkinToBoneMatrices(skin);
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RwV3dTransformPoints(&boneTable[i], &invmat.pos, 1, &x[parent]);
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if(HIERNODEINFO(hier)[i].flags & rpHANIMPUSHPARENTMATRIX)
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stack[++sp] = parent;
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if(HIERNODEINFO(hier)[i].flags & rpHANIMPOPPARENTMATRIX)
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parent = stack[sp--];
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else
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parent = i;
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assert(parent >= 0 && parent < numBones);
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}
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}
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RpHAnimAnimation*
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HAnimAnimationCreateForHierarchy(RpHAnimHierarchy *hier)
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{
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int i;
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#ifdef FIX_BUGS
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int numNodes = hier->numNodes*2; // you're supposed to have at least two KFs per node
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#else
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int numNodes = hier->numNodes;
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#endif
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RpHAnimAnimation *anim = RpHAnimAnimationCreate(rpHANIMSTDKEYFRAMETYPEID, numNodes, 0, 0.0f);
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if(anim == nil)
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return nil;
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RpHAnimStdKeyFrame *frame = (RpHAnimStdKeyFrame*)HANIMFRAMES(anim);
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for(i = 0; i < numNodes; i++){
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frame->q.real = 1.0f;
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frame->q.imag.x = frame->q.imag.y = frame->q.imag.z = 0.0f;
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frame->t.x = frame->t.y = frame->t.z = 0.0f;
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frame->time = 0.0f;
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frame->prevFrame = nil;
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frame++;
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}
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return anim;
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}
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void
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RenderSkeleton(RpHAnimHierarchy *hier)
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{
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int i;
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int sp;
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int stack[32];
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int par;
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CVector p1, p2;
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int numNodes = hier->numNodes;
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RwMatrix *mats = RpHAnimHierarchyGetMatrixArray(hier);
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p1 = mats[0].pos;
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par = 0;
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sp = 0;
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stack[sp++] = par;
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for(i = 1; i < numNodes; i++){
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p1 = mats[par].pos;
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p2 = mats[i].pos;
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CDebug::AddLine(p1, p2, 0xFFFFFFFF, 0xFFFFFFFF);
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if(HIERNODEINFO(hier)[i].flags & rpHANIMPUSHPARENTMATRIX)
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stack[sp++] = par;
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par = i;
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if(HIERNODEINFO(hier)[i].flags & rpHANIMPOPPARENTMATRIX)
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par = stack[--sp];
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}
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}
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#endif
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void
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CameraSize(RwCamera * camera, RwRect * rect,
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RwReal viewWindow, RwReal aspectRatio)
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@ -13,6 +13,15 @@ RwObject *GetFirstObject(RwFrame *frame);
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RpAtomic *GetFirstAtomic(RpClump *clump);
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RwTexture *GetFirstTexture(RwTexDictionary *txd);
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#ifdef PED_SKIN
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RpAtomic *IsClumpSkinned(RpClump *clump);
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RpHAnimHierarchy *GetAnimHierarchyFromSkinClump(RpClump *clump); // get from atomic
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RpHAnimHierarchy *GetAnimHierarchyFromClump(RpClump *clump); // get from frame
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RwFrame *GetHierarchyFromChildNodesCB(RwFrame *frame, void *data);
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void SkinGetBonePositionsToTable(RpClump *clump, RwV3d *boneTable);
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RpHAnimAnimation *HAnimAnimationCreateForHierarchy(RpHAnimHierarchy *hier);
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#endif
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RwTexDictionary *RwTexDictionaryGtaStreamRead(RwStream *stream);
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RwTexDictionary *RwTexDictionaryGtaStreamRead1(RwStream *stream);
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RwTexDictionary *RwTexDictionaryGtaStreamRead2(RwStream *stream, RwTexDictionary *texDict);
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@ -543,6 +543,21 @@ CVisibilityPlugins::RenderPedHiDetailCB(RpAtomic *atomic)
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return atomic;
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}
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// This is needed for peds with only one clump, i.e. skinned models
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// strangely even the xbox version has no such thing
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RpAtomic*
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CVisibilityPlugins::RenderPedCB(RpAtomic *atomic)
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{
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int32 alpha;
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alpha = GetClumpAlpha(RpAtomicGetClump(atomic));
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if(alpha == 255)
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AtomicDefaultRenderCallBack(atomic);
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else
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RenderAlphaAtomic(atomic, alpha);
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return atomic;
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}
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float
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CVisibilityPlugins::GetDistanceSquaredFromCamera(RwFrame *frame)
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{
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static RpAtomic *RenderPlayerCB(RpAtomic *atomic);
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static RpAtomic *RenderPedLowDetailCB(RpAtomic *atomic);
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static RpAtomic *RenderPedHiDetailCB(RpAtomic *atomic);
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static RpAtomic *RenderPedCB(RpAtomic *atomic); // for skinned models with only one clump
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static void RenderAlphaAtomics(void);
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static void RenderFadingEntities(void);
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@ -131,3 +132,5 @@ public:
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static bool PluginAttach(void);
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};
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RpMaterial *SetAlphaCB(RpMaterial *material, void *data);
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