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

@@ -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: