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authoreray orçunus <erayorcunus@gmail.com>2019-07-03 18:34:42 +0200
committereray orçunus <erayorcunus@gmail.com>2019-07-04 03:59:29 +0200
commitd4ea6912f5deb303f1ce75acf6c680d00244ea66 (patch)
tree7fd3df91850584be723a8394b6acb7a75ecb7cd6 /src/entities/PedIK.cpp
parentMerge pull request #86 from erorcun/erorcun (diff)
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Diffstat (limited to '')
-rw-r--r--src/entities/PedIK.cpp56
1 files changed, 56 insertions, 0 deletions
diff --git a/src/entities/PedIK.cpp b/src/entities/PedIK.cpp
index fa773bbf..b9baf49c 100644
--- a/src/entities/PedIK.cpp
+++ b/src/entities/PedIK.cpp
@@ -5,6 +5,8 @@
WRAPPER bool CPedIK::PointGunInDirection(float phi, float theta) { EAXJMP(0x4ED9B0); }
WRAPPER bool CPedIK::PointGunAtPosition(CVector *position) { EAXJMP(0x4ED920); }
+WRAPPER void CPedIK::ExtractYawAndPitchLocal(RwMatrixTag*, float*, float*) { EAXJMP(0x4ED2C0); }
+WRAPPER void CPedIK::ExtractYawAndPitchWorld(RwMatrixTag*, float*, float*) { EAXJMP(0x4ED140); }
CPedIK::CPedIK(CPed *ped)
{
@@ -21,6 +23,59 @@ CPedIK::CPedIK(CPed *ped)
}
void
+CPedIK::RotateTorso(AnimBlendFrameData *animBlend, LimbOrientation *limb, bool changeRoll)
+{
+ RwFrame *f = animBlend->frame;
+ RwMatrix *mat = CPedIK::GetWorldMatrix(RwFrameGetParent(f), RwMatrixCreate());
+
+ RwV3d upVector = { mat->right.z, mat->up.z, mat->at.z };
+ RwV3d rightVector;
+ RwV3d pos = RwFrameGetMatrix(f)->pos;
+
+ // rotation == 0 -> looking in y direction
+ // left? vector
+ float c = cos(m_ped->m_fRotationCur);
+ float s = sin(m_ped->m_fRotationCur);
+ rightVector.x = -(c*mat->right.x + s*mat->right.y);
+ rightVector.y = -(c*mat->up.x + s*mat->up.y);
+ rightVector.z = -(c*mat->at.x + s*mat->at.y);
+
+ if(changeRoll){
+ // Used when aiming only involves over the legs.(canAimWithArm)
+ // Automatically changes roll(forward rotation) axis of the parts above upper legs while moving, based on position of upper legs.
+ // Not noticeable in normal conditions...
+
+ RwV3d forwardVector;
+ CVector inversedForward = CrossProduct(CVector(0.0f, 0.0f, 1.0f), mat->up);
+ inversedForward.Normalise();
+ float dotProduct = DotProduct(mat->at, inversedForward);
+ if(dotProduct > 1.0f) dotProduct = 1.0f;
+ if(dotProduct < -1.0f) dotProduct = -1.0f;
+ float alpha = acos(dotProduct);
+
+ if(mat->at.z < 0.0f)
+ alpha = -alpha;
+
+ forwardVector.x = s * mat->right.x - c * mat->right.y;
+ forwardVector.y = s * mat->up.x - c * mat->up.y;
+ forwardVector.z = s * mat->at.x - c * mat->at.y;
+
+ float curYaw, curPitch;
+ CPedIK::ExtractYawAndPitchWorld(mat, &curYaw, &curPitch);
+ RwMatrixRotate(RwFrameGetMatrix(f), &rightVector, RADTODEG(limb->theta), rwCOMBINEPOSTCONCAT);
+ RwMatrixRotate(RwFrameGetMatrix(f), &upVector, RADTODEG(limb->phi - (curYaw - m_ped->m_fRotationCur)), rwCOMBINEPOSTCONCAT);
+ RwMatrixRotate(RwFrameGetMatrix(f), &forwardVector, RADTODEG(alpha), rwCOMBINEPOSTCONCAT);
+ }else{
+ // pitch
+ RwMatrixRotate(RwFrameGetMatrix(f), &rightVector, RADTODEG(limb->theta), rwCOMBINEPOSTCONCAT);
+ // yaw
+ RwMatrixRotate(RwFrameGetMatrix(f), &upVector, RADTODEG(limb->phi), rwCOMBINEPOSTCONCAT);
+ }
+ RwFrameGetMatrix(f)->pos = pos;
+ RwMatrixDestroy(mat);
+}
+
+void
CPedIK::GetComponentPosition(RwV3d *pos, PedNode node)
{
RwFrame *f;
@@ -50,4 +105,5 @@ CPedIK::GetWorldMatrix(RwFrame *source, RwMatrix *destination)
STARTPATCHES
InjectHook(0x4ED0F0, &CPedIK::GetComponentPosition, PATCH_JUMP);
InjectHook(0x4ED060, &CPedIK::GetWorldMatrix, PATCH_JUMP);
+ InjectHook(0x4EDDB0, &CPedIK::RotateTorso, PATCH_JUMP);
ENDPATCHES \ No newline at end of file