implemented skinned peds, no cutscene hands yet
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@@ -5,6 +5,7 @@
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#include "RwHelper.h"
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#include "RpAnimBlend.h"
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#include "AnimBlendClumpData.h"
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#include "Bones.h"
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#include "Directory.h"
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#include "CutsceneMgr.h"
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#include "Streaming.h"
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@@ -17,11 +18,23 @@ CCutsceneHead::CCutsceneHead(CObject *obj)
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RpAtomic *atm;
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assert(RwObjectGetType(obj->m_rwObject) == rpCLUMP);
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m_pHeadNode = RpAnimBlendClumpFindFrame((RpClump*)obj->m_rwObject, "Shead")->frame;
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atm = (RpAtomic*)GetFirstObject(m_pHeadNode);
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if(atm){
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assert(RwObjectGetType((RwObject*)atm) == rpATOMIC);
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RpAtomicSetFlags(atm, RpAtomicGetFlags(atm) & ~rpATOMICRENDER);
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#ifdef PED_SKIN
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unk1 = 0;
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bIsSkinned = false;
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m_parentObject = (CCutsceneObject*)obj;
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// Hide original head
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if(IsClumpSkinned(obj->GetClump())){
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m_parentObject->SetRenderHead(false);
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bIsSkinned = true;
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}else
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#endif
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{
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m_pHeadNode = RpAnimBlendClumpFindFrame((RpClump*)obj->m_rwObject, "Shead")->frame;
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atm = (RpAtomic*)GetFirstObject(m_pHeadNode);
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if(atm){
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assert(RwObjectGetType((RwObject*)atm) == rpATOMIC);
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RpAtomicSetFlags(atm, RpAtomicGetFlags(atm) & ~rpATOMICRENDER);
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}
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}
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}
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@@ -48,11 +61,28 @@ CCutsceneHead::ProcessControl(void)
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RpAtomic *atm;
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RpHAnimHierarchy *hier;
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// android/xbox calls is at the end
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CPhysical::ProcessControl();
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m_matrix.SetRotateY(PI/2);
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m_matrix = CMatrix(RwFrameGetLTM(m_pHeadNode)) * m_matrix;
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UpdateRwFrame();
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#ifdef PED_SKIN
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if(bIsSkinned){
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UpdateRpHAnim();
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UpdateRwFrame();
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RpHAnimHierarchy *hier = GetAnimHierarchyFromSkinClump(m_parentObject->GetClump());
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int idx = RpHAnimIDGetIndex(hier, BONE_head);
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RwMatrix *mat = &RpHAnimHierarchyGetMatrixArray(hier)[idx];
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if(RwV3dLength(&mat->pos) > 100.0f){
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m_matrix.SetRotateY(PI/2);
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m_matrix = CMatrix(mat) * m_matrix;
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}
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}else
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#endif
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{
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m_matrix.SetRotateY(PI/2);
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m_matrix = CMatrix(RwFrameGetLTM(m_pHeadNode)) * m_matrix;
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UpdateRwFrame(); // android/xbox don't call this
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}
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assert(RwObjectGetType(m_rwObject) == rpCLUMP);
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atm = GetFirstAtomic((RpClump*)m_rwObject);
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@@ -65,8 +95,25 @@ CCutsceneHead::Render(void)
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{
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RpAtomic *atm;
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m_matrix.SetRotateY(PI/2);
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m_matrix = CMatrix(RwFrameGetLTM(m_pHeadNode)) * m_matrix;
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#ifdef PED_SKIN
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if(bIsSkinned){
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RpHAnimHierarchy *hier = GetAnimHierarchyFromSkinClump(m_parentObject->GetClump());
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RpHAnimHierarchyUpdateMatrices(hier);
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int idx = RpHAnimIDGetIndex(hier, BONE_head);
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RwMatrix *mat = &RpHAnimHierarchyGetMatrixArray(hier)[idx];
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if(RwV3dLength(&mat->pos) > 100.0f){
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m_matrix.SetRotateY(PI/2);
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m_matrix = CMatrix(mat) * m_matrix;
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}
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RenderLimb(BONE_Lhand);
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RenderLimb(BONE_Rhand);
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}else
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#endif
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{
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m_matrix.SetRotateY(PI/2);
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m_matrix = CMatrix(RwFrameGetLTM(m_pHeadNode)) * m_matrix;
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}
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UpdateRwFrame();
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assert(RwObjectGetType(m_rwObject) == rpCLUMP);
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@@ -76,6 +123,34 @@ CCutsceneHead::Render(void)
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CObject::Render();
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}
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#ifdef PED_SKIN
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void
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CCutsceneHead::RenderLimb(int32 bone)
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{
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RpAtomic *atomic;
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RpHAnimHierarchy *hier = GetAnimHierarchyFromSkinClump(m_parentObject->GetClump());
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int idx = RpHAnimIDGetIndex(hier, bone);
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RwMatrix *mats = RpHAnimHierarchyGetMatrixArray(hier);
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CPedModelInfo *mi = (CPedModelInfo*)CModelInfo::GetModelInfo(m_modelIndex);
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switch(bone){
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case BONE_Lhand:
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atomic = mi->getLeftHand();
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break;
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case BONE_Rhand:
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atomic = mi->getRightHand();
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break;
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default:
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return;
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}
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if(atomic){
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RwFrame *frame = RpAtomicGetFrame(atomic);
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RwMatrixTransform(RwFrameGetMatrix(frame), &mats[idx], rwCOMBINEREPLACE);
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RwFrameUpdateObjects(frame);
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RpAtomicRender(atomic);
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}
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}
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#endif
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void
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CCutsceneHead::PlayAnimation(const char *animName)
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{
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