diff options
Diffstat (limited to '')
-rw-r--r-- | src/peds/Ped.cpp | 242 |
1 files changed, 171 insertions, 71 deletions
diff --git a/src/peds/Ped.cpp b/src/peds/Ped.cpp index f4cdff70..dcb167f0 100644 --- a/src/peds/Ped.cpp +++ b/src/peds/Ped.cpp @@ -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 PED_SKIN + if(!IsClumpSkinned(GetClump())) +#endif + { #ifdef TOGGLEABLE_BETA_FEATURES - if (bPopHeadsOnHeadshot || nodeId != PED_HEAD) + if (bPopHeadsOnHeadshot || nodeId != PED_HEAD) #else - if (nodeId != PED_HEAD) + if (nodeId != PED_HEAD) #endif - SpawnFlyingComponent(nodeId, direction); + 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(); @@ -12647,8 +12672,66 @@ 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: |