CPedIK
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@@ -4,8 +4,8 @@
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struct LimbOrientation
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{
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float phi;
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float theta;
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float yaw;
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float pitch;
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};
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struct LimbMovementInfo {
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@@ -48,19 +48,17 @@ public:
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static LimbMovementInfo ms_lowerArmInfo;
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CPedIK(CPed *ped);
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bool PointGunInDirection(float phi, float theta);
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bool PointGunInDirectionUsingArm(float phi, float theta);
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bool PointGunInDirection(float targetYaw, float targetPitch);
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bool PointGunInDirectionUsingArm(float targetYaw, float targetPitch);
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bool PointGunAtPosition(CVector const& position);
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void GetComponentPosition(RwV3d *pos, uint32 node);
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static RwMatrix *GetWorldMatrix(RwFrame *source, RwMatrix *destination);
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void RotateTorso(AnimBlendFrameData* animBlend, LimbOrientation* limb, bool changeRoll);
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void ExtractYawAndPitchLocal(RwMatrix *mat, float *yaw, float *pitch);
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void ExtractYawAndPitchLocalSkinned(AnimBlendFrameData *node, float *yaw, float *pitch);
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void ExtractYawAndPitchWorld(RwMatrix *mat, float *yaw, float *pitch);
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LimbMoveStatus MoveLimb(LimbOrientation &limb, float approxPhi, float approxTheta, LimbMovementInfo &moveInfo);
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LimbMoveStatus MoveLimb(LimbOrientation &limb, float targetYaw, float targetPitch, LimbMovementInfo &moveInfo);
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bool RestoreGunPosn(void);
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void RotateHead(void);
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bool LookInDirection(float phi, float theta);
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bool LookInDirection(float targetYaw, float targetPitch);
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bool LookAtPosition(CVector const& pos);
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bool RestoreLookAt(void);
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};
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