implemented skinned peds, no cutscene hands yet
This commit is contained in:
@@ -1,5 +1,6 @@
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#include "common.h"
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#include "Bones.h"
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#include "Camera.h"
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#include "PedIK.h"
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#include "Ped.h"
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@@ -12,6 +13,10 @@ LimbMovementInfo CPedIK::ms_headRestoreInfo = { DEGTORAD(90.0f), DEGTORAD(-90.0f
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LimbMovementInfo CPedIK::ms_upperArmInfo = { DEGTORAD(20.0f), DEGTORAD(-100.0f), DEGTORAD(20.0f), DEGTORAD(70.0f), DEGTORAD(-70.0f), DEGTORAD(10.0f) };
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LimbMovementInfo CPedIK::ms_lowerArmInfo = { DEGTORAD(80.0f), DEGTORAD(0.0f), DEGTORAD(20.0f), DEGTORAD(90.0f), DEGTORAD(-90.0f), DEGTORAD(5.0f) };
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const RwV3d XaxisIK = { 1.0f, 0.0f, 0.0f};
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const RwV3d YaxisIK = { 0.0f, 1.0f, 0.0f};
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const RwV3d ZaxisIK = { 0.0f, 0.0f, 1.0f};
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CPedIK::CPedIK(CPed *ped)
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{
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m_ped = ped;
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@@ -26,57 +31,104 @@ CPedIK::CPedIK(CPed *ped)
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m_lowerArmOrient.theta = 0.0f;
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}
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void
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CPedIK::RotateTorso(AnimBlendFrameData *animBlend, LimbOrientation *limb, bool changeRoll)
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#ifdef PED_SKIN
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inline RwMatrix*
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GetComponentMatrix(CPed *ped, int32 node)
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{
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RwFrame *f = animBlend->frame;
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RwMatrix *mat = CPedIK::GetWorldMatrix(RwFrameGetParent(f), RwMatrixCreate());
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RpHAnimHierarchy *hier = GetAnimHierarchyFromSkinClump(ped->GetClump());
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int idx = RpHAnimIDGetIndex(hier, ped->m_pFrames[node]->nodeID);
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RwMatrix *mats = RpHAnimHierarchyGetMatrixArray(hier);
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return &mats[idx];
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}
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#endif
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RwV3d upVector = { mat->right.z, mat->up.z, mat->at.z };
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RwV3d rightVector;
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RwV3d pos = RwFrameGetMatrix(f)->pos;
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void
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CPedIK::RotateTorso(AnimBlendFrameData *node, LimbOrientation *limb, bool changeRoll)
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{
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#ifdef PED_SKIN
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if(IsClumpSkinned(m_ped->GetClump())){
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RtQuat *q = &node->hanimFrame->q;
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#ifndef FIX_BUGS
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// this is what the game does (also VC), but it does not look great
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RtQuatRotate(q, &XaxisIK, RADTODEG(limb->phi), rwCOMBINEPRECONCAT);
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RtQuatRotate(q, &ZaxisIK, RADTODEG(limb->theta), rwCOMBINEPRECONCAT); // pitch
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#else
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// copied the code from the non-skinned case
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// this seems to work ok
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// rotation == 0 -> looking in y direction
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// left? vector
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float c = Cos(m_ped->m_fRotationCur);
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float s = Sin(m_ped->m_fRotationCur);
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rightVector.x = -(c*mat->right.x + s*mat->right.y);
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rightVector.y = -(c*mat->up.x + s*mat->up.y);
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rightVector.z = -(c*mat->at.x + s*mat->at.y);
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// We can't get the parent matrix of an hanim frame but
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// this function is always called with PED_MID, so we know the parent frame.
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// Trouble is that PED_MID is "Smid" on PS2/PC but BONE_torso on mobile/xbox...
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// so this doesn't exactly do what we'd like anyway
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RwMatrix *mat = GetComponentMatrix(m_ped, PED_MID);
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if(changeRoll){
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// Used when aiming only involves over the legs.(canAimWithArm)
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// Automatically changes roll(forward rotation) axis of the parts above upper legs while moving, based on position of upper legs.
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// Not noticeable in normal conditions...
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RwV3d vec1, vec2;
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vec1.x = mat->right.z;
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vec1.y = mat->up.z;
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vec1.z = mat->at.z;
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float c = Cos(m_ped->m_fRotationCur);
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float s = Sin(m_ped->m_fRotationCur);
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vec2.x = -(c*mat->right.x + s*mat->right.y);
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vec2.y = -(c*mat->up.x + s*mat->up.y);
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vec2.z = -(c*mat->at.x + s*mat->at.y);
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RwV3d forwardVector;
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CVector inversedForward = CrossProduct(CVector(0.0f, 0.0f, 1.0f), mat->up);
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inversedForward.Normalise();
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float dotProduct = DotProduct(mat->at, inversedForward);
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if(dotProduct > 1.0f) dotProduct = 1.0f;
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if(dotProduct < -1.0f) dotProduct = -1.0f;
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float alpha = Acos(dotProduct);
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// Not sure what exactly to do here
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RtQuatRotate(q, &vec1, RADTODEG(limb->phi), rwCOMBINEPRECONCAT);
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RtQuatRotate(q, &vec2, RADTODEG(limb->theta), rwCOMBINEPRECONCAT);
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#endif
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m_ped->bDontAcceptIKLookAts = true;
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}else
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#endif
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{
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RwFrame *f = node->frame;
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RwMatrix *mat = GetWorldMatrix(RwFrameGetParent(f), RwMatrixCreate());
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if(mat->at.z < 0.0f)
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alpha = -alpha;
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RwV3d upVector = { mat->right.z, mat->up.z, mat->at.z };
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RwV3d rightVector;
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RwV3d pos = RwFrameGetMatrix(f)->pos;
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forwardVector.x = s * mat->right.x - c * mat->right.y;
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forwardVector.y = s * mat->up.x - c * mat->up.y;
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forwardVector.z = s * mat->at.x - c * mat->at.y;
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// rotation == 0 -> looking in y direction
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// left? vector
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float c = Cos(m_ped->m_fRotationCur);
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float s = Sin(m_ped->m_fRotationCur);
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rightVector.x = -(c*mat->right.x + s*mat->right.y);
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rightVector.y = -(c*mat->up.x + s*mat->up.y);
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rightVector.z = -(c*mat->at.x + s*mat->at.y);
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float curYaw, curPitch;
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CPedIK::ExtractYawAndPitchWorld(mat, &curYaw, &curPitch);
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RwMatrixRotate(RwFrameGetMatrix(f), &rightVector, RADTODEG(limb->theta), rwCOMBINEPOSTCONCAT);
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RwMatrixRotate(RwFrameGetMatrix(f), &upVector, RADTODEG(limb->phi - (curYaw - m_ped->m_fRotationCur)), rwCOMBINEPOSTCONCAT);
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RwMatrixRotate(RwFrameGetMatrix(f), &forwardVector, RADTODEG(alpha), rwCOMBINEPOSTCONCAT);
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}else{
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// pitch
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RwMatrixRotate(RwFrameGetMatrix(f), &rightVector, RADTODEG(limb->theta), rwCOMBINEPOSTCONCAT);
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// yaw
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RwMatrixRotate(RwFrameGetMatrix(f), &upVector, RADTODEG(limb->phi), rwCOMBINEPOSTCONCAT);
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if(changeRoll){
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// Used when aiming only involves over the legs.(canAimWithArm)
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// Automatically changes roll(forward rotation) axis of the parts above upper legs while moving, based on position of upper legs.
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// Not noticeable in normal conditions...
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RwV3d forwardVector;
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CVector inversedForward = CrossProduct(CVector(0.0f, 0.0f, 1.0f), mat->up);
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inversedForward.Normalise();
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float dotProduct = DotProduct(mat->at, inversedForward);
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if(dotProduct > 1.0f) dotProduct = 1.0f;
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if(dotProduct < -1.0f) dotProduct = -1.0f;
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float alpha = Acos(dotProduct);
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if(mat->at.z < 0.0f)
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alpha = -alpha;
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forwardVector.x = s * mat->right.x - c * mat->right.y;
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forwardVector.y = s * mat->up.x - c * mat->up.y;
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forwardVector.z = s * mat->at.x - c * mat->at.y;
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float curYaw, curPitch;
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ExtractYawAndPitchWorld(mat, &curYaw, &curPitch);
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RwMatrixRotate(RwFrameGetMatrix(f), &rightVector, RADTODEG(limb->theta), rwCOMBINEPOSTCONCAT);
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RwMatrixRotate(RwFrameGetMatrix(f), &upVector, RADTODEG(limb->phi - (curYaw - m_ped->m_fRotationCur)), rwCOMBINEPOSTCONCAT);
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RwMatrixRotate(RwFrameGetMatrix(f), &forwardVector, RADTODEG(alpha), rwCOMBINEPOSTCONCAT);
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}else{
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// pitch
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RwMatrixRotate(RwFrameGetMatrix(f), &rightVector, RADTODEG(limb->theta), rwCOMBINEPOSTCONCAT);
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// yaw
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RwMatrixRotate(RwFrameGetMatrix(f), &upVector, RADTODEG(limb->phi), rwCOMBINEPOSTCONCAT);
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}
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RwFrameGetMatrix(f)->pos = pos;
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RwMatrixDestroy(mat);
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}
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RwFrameGetMatrix(f)->pos = pos;
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RwMatrixDestroy(mat);
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}
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void
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@@ -85,12 +137,24 @@ CPedIK::GetComponentPosition(RwV3d *pos, uint32 node)
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RwFrame *f;
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RwMatrix *mat;
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f = m_ped->GetNodeFrame(node);
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mat = RwFrameGetMatrix(f);
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*pos = mat->pos;
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#ifdef PED_SKIN
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if(IsClumpSkinned(m_ped->GetClump())){
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pos->x = 0.0f;
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pos->y = 0.0f;
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pos->z = 0.0f;
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mat = GetComponentMatrix(m_ped, node);
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// could just copy the position out of the matrix...
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RwV3dTransformPoints(pos, pos, 1, mat);
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}else
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#endif
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{
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f = m_ped->m_pFrames[node]->frame;
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mat = RwFrameGetMatrix(f);
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*pos = mat->pos;
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for (f = RwFrameGetParent(f); f; f = RwFrameGetParent(f))
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RwV3dTransformPoints(pos, pos, 1, RwFrameGetMatrix(f));
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for (f = RwFrameGetParent(f); f; f = RwFrameGetParent(f))
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RwV3dTransformPoints(pos, pos, 1, RwFrameGetMatrix(f));
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}
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}
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RwMatrix*
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@@ -157,50 +221,94 @@ CPedIK::RestoreGunPosn(void)
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return limbStatus == ANGLES_SET_EXACTLY;
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}
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#ifdef PED_SKIN
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void
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CPedIK::RotateHead(void)
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{
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RtQuat *q = &m_ped->m_pFrames[PED_HEAD]->hanimFrame->q;
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RtQuatRotate(q, &XaxisIK, RADTODEG(m_headOrient.phi), rwCOMBINEREPLACE);
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RtQuatRotate(q, &ZaxisIK, RADTODEG(m_headOrient.theta), rwCOMBINEPOSTCONCAT);
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m_ped->bDontAcceptIKLookAts = true;
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}
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#endif
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bool
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CPedIK::LookInDirection(float phi, float theta)
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{
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bool success = true;
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RwFrame *frame = m_ped->GetNodeFrame(PED_HEAD);
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RwMatrix *frameMat = RwFrameGetMatrix(frame);
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float yaw, pitch;
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#ifdef PED_SKIN
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if(IsClumpSkinned(m_ped->GetClump())){
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if (!(m_ped->m_pFrames[PED_HEAD]->flag & AnimBlendFrameData::IGNORE_ROTATION)) {
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m_ped->m_pFrames[PED_HEAD]->flag |= AnimBlendFrameData::IGNORE_ROTATION;
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ExtractYawAndPitchLocalSkinned(m_ped->m_pFrames[PED_HEAD], &m_headOrient.phi, &m_headOrient.theta);
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}
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// parent of head is torso
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RwMatrix worldMat = *GetComponentMatrix(m_ped, BONE_torso);
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ExtractYawAndPitchWorld(&worldMat, &yaw, &pitch);
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LimbMoveStatus headStatus = MoveLimb(m_headOrient, CGeneral::LimitRadianAngle(phi - yaw),
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CGeneral::LimitRadianAngle(DEGTORAD(10.0f)), ms_headInfo);
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if (headStatus == ANGLES_SET_TO_MAX)
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success = false;
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if (headStatus != ANGLES_SET_EXACTLY){
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if (!(m_flags & LOOKAROUND_HEAD_ONLY)){
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if (MoveLimb(m_torsoOrient, CGeneral::LimitRadianAngle(phi), theta, ms_torsoInfo))
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success = true;
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}else{
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RotateHead();
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return success;
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}
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}
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if (!(m_flags & LOOKAROUND_HEAD_ONLY))
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RotateTorso(m_ped->m_pFrames[PED_MID], &m_torsoOrient, false);
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RotateHead();
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}else
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#endif
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{
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RwFrame *frame = m_ped->m_pFrames[PED_HEAD]->frame;
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RwMatrix *frameMat = RwFrameGetMatrix(frame);
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if (!(m_ped->m_pFrames[PED_HEAD]->flag & AnimBlendFrameData::IGNORE_ROTATION)) {
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m_ped->m_pFrames[PED_HEAD]->flag |= AnimBlendFrameData::IGNORE_ROTATION;
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ExtractYawAndPitchLocal(frameMat, &m_headOrient.phi, &m_headOrient.theta);
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}
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RwMatrix *worldMat = RwMatrixCreate();
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worldMat = GetWorldMatrix(RwFrameGetParent(frame), worldMat);
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ExtractYawAndPitchWorld(worldMat, &yaw, &pitch);
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RwMatrixDestroy(worldMat);
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yaw += m_torsoOrient.phi;
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float neededPhiTurn = CGeneral::LimitRadianAngle(phi - yaw);
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pitch *= Cos(neededPhiTurn);
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float neededThetaTurn = CGeneral::LimitRadianAngle(theta - pitch);
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LimbMoveStatus headStatus = MoveLimb(m_headOrient, neededPhiTurn, neededThetaTurn, ms_headInfo);
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if (headStatus == ANGLES_SET_TO_MAX)
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success = false;
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if (headStatus != ANGLES_SET_EXACTLY && !(m_flags & LOOKAROUND_HEAD_ONLY)) {
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float remainingTurn = CGeneral::LimitRadianAngle(phi - m_ped->m_fRotationCur);
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if (MoveLimb(m_torsoOrient, remainingTurn, theta, ms_torsoInfo))
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success = true;
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}
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CMatrix nextFrame = CMatrix(frameMat);
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CVector framePos = nextFrame.GetPosition();
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nextFrame.SetRotateZ(m_headOrient.theta);
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nextFrame.RotateX(m_headOrient.phi);
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nextFrame.GetPosition() += framePos;
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nextFrame.UpdateRW();
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if (!(m_flags & LOOKAROUND_HEAD_ONLY))
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RotateTorso(m_ped->m_pFrames[PED_MID], &m_torsoOrient, false);
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if (!(m_ped->m_pFrames[PED_HEAD]->flag & AnimBlendFrameData::IGNORE_ROTATION)) {
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m_ped->m_pFrames[PED_HEAD]->flag |= AnimBlendFrameData::IGNORE_ROTATION;
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CPedIK::ExtractYawAndPitchLocal(frameMat, &m_headOrient.phi, &m_headOrient.theta);
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}
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RwMatrix *worldMat = RwMatrixCreate();
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worldMat = CPedIK::GetWorldMatrix(RwFrameGetParent(frame), worldMat);
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float alpha, beta;
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CPedIK::ExtractYawAndPitchWorld(worldMat, &alpha, &beta);
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RwMatrixDestroy(worldMat);
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alpha += m_torsoOrient.phi;
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float neededPhiTurn = CGeneral::LimitRadianAngle(phi - alpha);
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beta *= cos(neededPhiTurn);
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float neededThetaTurn = CGeneral::LimitRadianAngle(theta - beta);
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LimbMoveStatus headStatus = CPedIK::MoveLimb(m_headOrient, neededPhiTurn, neededThetaTurn, ms_headInfo);
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if (headStatus == ANGLES_SET_TO_MAX)
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success = false;
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if (headStatus != ANGLES_SET_EXACTLY && !(m_flags & LOOKAROUND_HEAD_ONLY)) {
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float remainingTurn = CGeneral::LimitRadianAngle(phi - m_ped->m_fRotationCur);
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if (CPedIK::MoveLimb(m_torsoOrient, remainingTurn, theta, ms_torsoInfo))
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success = true;
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}
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CMatrix nextFrame = CMatrix(frameMat);
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CVector framePos = nextFrame.GetPosition();
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nextFrame.SetRotateZ(m_headOrient.theta);
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nextFrame.RotateX(m_headOrient.phi);
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nextFrame.GetPosition() += framePos;
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nextFrame.UpdateRW();
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if (!(m_flags & LOOKAROUND_HEAD_ONLY))
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RotateTorso(m_ped->m_pFrames[PED_MID], &m_torsoOrient, false);
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return success;
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}
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@@ -234,10 +342,24 @@ CPedIK::PointGunInDirection(float phi, float theta)
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if (m_flags & AIMS_WITH_ARM && m_torsoOrient.phi * m_upperArmOrient.phi < 0.0f)
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MoveLimb(m_torsoOrient, 0.0f, m_torsoOrient.theta, ms_torsoInfo);
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} else {
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RwMatrix *matrix = GetWorldMatrix(RwFrameGetParent(m_ped->GetNodeFrame(PED_UPPERARMR)), RwMatrixCreate());
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// Unused code
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RwMatrix *matrix;
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float yaw, pitch;
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ExtractYawAndPitchWorld(matrix, &yaw, &pitch);
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RwMatrixDestroy(matrix);
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#ifdef PED_SKIN
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if(IsClumpSkinned(m_ped->GetClump())){
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matrix = RwMatrixCreate();
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*matrix = *GetComponentMatrix(m_ped, PED_UPPERARMR);
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ExtractYawAndPitchWorld(matrix, &yaw, &pitch);
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RwMatrixDestroy(matrix);
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}else
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#endif
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{
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matrix = GetWorldMatrix(RwFrameGetParent(m_ped->m_pFrames[PED_UPPERARMR]->frame), RwMatrixCreate());
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ExtractYawAndPitchWorld(matrix, &yaw, &pitch);
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RwMatrixDestroy(matrix);
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}
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//
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LimbMoveStatus status = MoveLimb(m_torsoOrient, angle, theta, ms_torsoInfo);
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if (status == ANGLES_SET_TO_MAX)
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result = false;
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@@ -255,24 +377,56 @@ bool
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CPedIK::PointGunInDirectionUsingArm(float phi, float theta)
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{
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bool result = false;
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RwFrame *frame = m_ped->GetNodeFrame(PED_UPPERARMR);
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RwMatrix *matrix = GetWorldMatrix(RwFrameGetParent(frame), RwMatrixCreate());
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RwV3d upVector = { matrix->right.z, matrix->up.z, matrix->at.z };
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RwV3d upVector; // only for non-skinned
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RwMatrix *matrix;
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float yaw, pitch;
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ExtractYawAndPitchWorld(matrix, &yaw, &pitch);
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RwMatrixDestroy(matrix);
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#ifdef PED_SKIN
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if(IsClumpSkinned(m_ped->GetClump())){
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matrix = RwMatrixCreate();
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*matrix = *GetComponentMatrix(m_ped, PED_UPPERARMR);
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||||
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
|
||||
|
||||
Reference in New Issue
Block a user