diff options
author | aap <aap@papnet.eu> | 2019-07-27 11:53:51 +0200 |
---|---|---|
committer | aap <aap@papnet.eu> | 2019-07-27 11:53:51 +0200 |
commit | 0aaaab3622e36ba24e519f3ff572deabbe9c150e (patch) | |
tree | cdd061aa359ebecf1a496c4da8ea9d76b121b0ed | |
parent | fixed CAutomobile bug (diff) | |
download | re3-0aaaab3622e36ba24e519f3ff572deabbe9c150e.tar re3-0aaaab3622e36ba24e519f3ff572deabbe9c150e.tar.gz re3-0aaaab3622e36ba24e519f3ff572deabbe9c150e.tar.bz2 re3-0aaaab3622e36ba24e519f3ff572deabbe9c150e.tar.lz re3-0aaaab3622e36ba24e519f3ff572deabbe9c150e.tar.xz re3-0aaaab3622e36ba24e519f3ff572deabbe9c150e.tar.zst re3-0aaaab3622e36ba24e519f3ff572deabbe9c150e.zip |
-rw-r--r-- | src/math/Matrix.h | 148 | ||||
-rw-r--r-- | src/math/math.cpp | 139 | ||||
-rw-r--r-- | src/vehicles/Automobile.cpp | 213 | ||||
-rw-r--r-- | src/vehicles/Automobile.h | 2 |
4 files changed, 379 insertions, 123 deletions
diff --git a/src/math/Matrix.h b/src/math/Matrix.h index 05a6eb03..bfe85afa 100644 --- a/src/math/Matrix.h +++ b/src/math/Matrix.h @@ -125,6 +125,24 @@ public: m_matrix.pos.y = 0.0f; m_matrix.pos.z = 0.0f; } + void Scale(float scale) + { + // GTA treats this as 4x4 floats + m_matrix.right.x *= scale; + m_matrix.right.y *= scale; + m_matrix.right.z *= scale; + m_matrix.up.x *= scale; + m_matrix.up.y *= scale; + m_matrix.up.z *= scale; + m_matrix.at.x *= scale; + m_matrix.at.y *= scale; + m_matrix.at.z *= scale; + m_matrix.pos.x *= scale; + m_matrix.pos.y *= scale; + m_matrix.pos.z *= scale; + m_matrix.flags = 0; + } + void SetRotateXOnly(float angle){ float c = Cos(angle); @@ -192,40 +210,10 @@ public: m_matrix.pos.y = 0.0f; m_matrix.pos.z = 0.0f; } - void SetRotate(float xAngle, float yAngle, float zAngle) { - float cX = Cos(xAngle); - float sX = Sin(xAngle); - float cY = Cos(yAngle); - float sY = Sin(yAngle); - float cZ = Cos(zAngle); - float sZ = Sin(zAngle); - - m_matrix.right.x = cZ * cY - (sZ * sX) * sY; - m_matrix.right.y = (cZ * sX) * sY + sZ * cY; - m_matrix.right.z = -cX * sY; + void SetRotate(float xAngle, float yAngle, float zAngle); + void Rotate(float x, float y, float z); - m_matrix.up.x = -sZ * cX; - m_matrix.up.y = cZ * cX; - m_matrix.up.z = sX; - - m_matrix.at.x = (sZ * sX) * cY + cZ * sY; - m_matrix.at.y = sZ * sY - (cZ * sX) * cY; - m_matrix.at.z = cX * cY; - - m_matrix.pos.x = 0.0f; - m_matrix.pos.y = 0.0f; - m_matrix.pos.z = 0.0f; - } - void Reorthogonalise(void){ - CVector &r = GetRight(); - CVector &f = GetForward(); - CVector &u = GetUp(); - u = CrossProduct(r, f); - u.Normalise(); - r = CrossProduct(f, u); - r.Normalise(); - f = CrossProduct(u, r); - } + void Reorthogonalise(void); void CopyOnlyMatrix(CMatrix *other){ m_matrix = other->m_matrix; } @@ -245,35 +233,13 @@ public: } }; -inline CMatrix& -Invert(const CMatrix &src, CMatrix &dst) -{ - // GTA handles this as a raw 4x4 orthonormal matrix - // and trashes the RW flags, let's not do that - // actual copy of librw code: - RwMatrix *d = &dst.m_matrix; - const RwMatrix *s = &src.m_matrix; - d->right.x = s->right.x; - d->right.y = s->up.x; - d->right.z = s->at.x; - d->up.x = s->right.y; - d->up.y = s->up.y; - d->up.z = s->at.y; - d->at.x = s->right.z; - d->at.y = s->up.z; - d->at.z = s->at.z; - d->pos.x = -(s->pos.x*s->right.x + - s->pos.y*s->right.y + - s->pos.z*s->right.z); - d->pos.y = -(s->pos.x*s->up.x + - s->pos.y*s->up.y + - s->pos.z*s->up.z); - d->pos.z = -(s->pos.x*s->at.x + - s->pos.y*s->at.y + - s->pos.z*s->at.z); - d->flags = rwMATRIXTYPEORTHONORMAL; - return dst; -} + +CMatrix &Invert(const CMatrix &src, CMatrix &dst); +CVector operator*(const CMatrix &mat, const CVector &vec); +CMatrix operator*(const CMatrix &m1, const CMatrix &m2); +CVector MultiplyInverse(const CMatrix &mat, const CVector &vec); +CVector Multiply3x3(const CMatrix &mat, const CVector &vec); +CVector Multiply3x3(const CVector &vec, const CMatrix &mat); inline CMatrix Invert(const CMatrix &matrix) @@ -282,64 +248,6 @@ Invert(const CMatrix &matrix) return Invert(matrix, inv); } -inline CVector -operator*(const CMatrix &mat, const CVector &vec) -{ - return CVector( - mat.m_matrix.right.x * vec.x + mat.m_matrix.up.x * vec.y + mat.m_matrix.at.x * vec.z + mat.m_matrix.pos.x, - mat.m_matrix.right.y * vec.x + mat.m_matrix.up.y * vec.y + mat.m_matrix.at.y * vec.z + mat.m_matrix.pos.y, - mat.m_matrix.right.z * vec.x + mat.m_matrix.up.z * vec.y + mat.m_matrix.at.z * vec.z + mat.m_matrix.pos.z); -} - -inline CMatrix -operator*(const CMatrix &m1, const CMatrix &m2) -{ - CMatrix out; - RwMatrix *dst = &out.m_matrix; - const RwMatrix *src1 = &m1.m_matrix; - const RwMatrix *src2 = &m2.m_matrix; - dst->right.x = src1->right.x*src2->right.x + src1->up.x*src2->right.y + src1->at.x*src2->right.z; - dst->right.y = src1->right.y*src2->right.x + src1->up.y*src2->right.y + src1->at.y*src2->right.z; - dst->right.z = src1->right.z*src2->right.x + src1->up.z*src2->right.y + src1->at.z*src2->right.z; - dst->up.x = src1->right.x*src2->up.x + src1->up.x*src2->up.y + src1->at.x*src2->up.z; - dst->up.y = src1->right.y*src2->up.x + src1->up.y*src2->up.y + src1->at.y*src2->up.z; - dst->up.z = src1->right.z*src2->up.x + src1->up.z*src2->up.y + src1->at.z*src2->up.z; - dst->at.x = src1->right.x*src2->at.x + src1->up.x*src2->at.y + src1->at.x*src2->at.z; - dst->at.y = src1->right.y*src2->at.x + src1->up.y*src2->at.y + src1->at.y*src2->at.z; - dst->at.z = src1->right.z*src2->at.x + src1->up.z*src2->at.y + src1->at.z*src2->at.z; - dst->pos.x = src1->right.x*src2->pos.x + src1->up.x*src2->pos.y + src1->at.x*src2->pos.z + src1->pos.x; - dst->pos.y = src1->right.y*src2->pos.x + src1->up.y*src2->pos.y + src1->at.y*src2->pos.z + src1->pos.y; - dst->pos.z = src1->right.z*src2->pos.x + src1->up.z*src2->pos.y + src1->at.z*src2->pos.z + src1->pos.z; - return out; -} - -inline CVector -MultiplyInverse(const CMatrix &mat, const CVector &vec) -{ - CVector v(vec.x - mat.m_matrix.pos.x, vec.y - mat.m_matrix.pos.y, vec.z - mat.m_matrix.pos.z); - return CVector( - mat.m_matrix.right.x * v.x + mat.m_matrix.right.y * v.y + mat.m_matrix.right.z * v.z, - mat.m_matrix.up.x * v.x + mat.m_matrix.up.y * v.y + mat.m_matrix.up.z * v.z, - mat.m_matrix.at.x * v.x + mat.m_matrix.at.y * v.y + mat.m_matrix.at.z * v.z); -} - -inline CVector -Multiply3x3(const CMatrix &mat, const CVector &vec) -{ - return CVector( - mat.m_matrix.right.x * vec.x + mat.m_matrix.up.x * vec.y + mat.m_matrix.at.x * vec.z, - mat.m_matrix.right.y * vec.x + mat.m_matrix.up.y * vec.y + mat.m_matrix.at.y * vec.z, - mat.m_matrix.right.z * vec.x + mat.m_matrix.up.z * vec.y + mat.m_matrix.at.z * vec.z); -} - -inline CVector -Multiply3x3(const CVector &vec, const CMatrix &mat) -{ - return CVector( - mat.m_matrix.right.x * vec.x + mat.m_matrix.right.y * vec.y + mat.m_matrix.right.z * vec.z, - mat.m_matrix.up.x * vec.x + mat.m_matrix.up.y * vec.y + mat.m_matrix.up.z * vec.z, - mat.m_matrix.at.x * vec.x + mat.m_matrix.at.y * vec.y + mat.m_matrix.at.z * vec.z); -} class CCompressedMatrixNotAligned { diff --git a/src/math/math.cpp b/src/math/math.cpp index c1199fcc..e8b7d933 100644 --- a/src/math/math.cpp +++ b/src/math/math.cpp @@ -5,6 +5,145 @@ // TODO: move more stuff into here void +CMatrix::SetRotate(float xAngle, float yAngle, float zAngle) +{ + float cX = Cos(xAngle); + float sX = Sin(xAngle); + float cY = Cos(yAngle); + float sY = Sin(yAngle); + float cZ = Cos(zAngle); + float sZ = Sin(zAngle); + + m_matrix.right.x = cZ * cY - (sZ * sX) * sY; + m_matrix.right.y = (cZ * sX) * sY + sZ * cY; + m_matrix.right.z = -cX * sY; + + m_matrix.up.x = -sZ * cX; + m_matrix.up.y = cZ * cX; + m_matrix.up.z = sX; + + m_matrix.at.x = (sZ * sX) * cY + cZ * sY; + m_matrix.at.y = sZ * sY - (cZ * sX) * cY; + m_matrix.at.z = cX * cY; + + m_matrix.pos.x = 0.0f; + m_matrix.pos.y = 0.0f; + m_matrix.pos.z = 0.0f; +} + +void +CMatrix::Rotate(float x, float y, float z) +{ + // TODO? do this directly without creating another matrix + CMatrix rot; + rot.SetRotate(x, y, z); + *this = rot * *this; +} + +void +CMatrix::Reorthogonalise(void) +{ + CVector &r = GetRight(); + CVector &f = GetForward(); + CVector &u = GetUp(); + u = CrossProduct(r, f); + u.Normalise(); + r = CrossProduct(f, u); + r.Normalise(); + f = CrossProduct(u, r); +} + +CMatrix& +Invert(const CMatrix &src, CMatrix &dst) +{ + // GTA handles this as a raw 4x4 orthonormal matrix + // and trashes the RW flags, let's not do that + // actual copy of librw code: + RwMatrix *d = &dst.m_matrix; + const RwMatrix *s = &src.m_matrix; + d->right.x = s->right.x; + d->right.y = s->up.x; + d->right.z = s->at.x; + d->up.x = s->right.y; + d->up.y = s->up.y; + d->up.z = s->at.y; + d->at.x = s->right.z; + d->at.y = s->up.z; + d->at.z = s->at.z; + d->pos.x = -(s->pos.x*s->right.x + + s->pos.y*s->right.y + + s->pos.z*s->right.z); + d->pos.y = -(s->pos.x*s->up.x + + s->pos.y*s->up.y + + s->pos.z*s->up.z); + d->pos.z = -(s->pos.x*s->at.x + + s->pos.y*s->at.y + + s->pos.z*s->at.z); + d->flags = rwMATRIXTYPEORTHONORMAL; + return dst; +} + +CVector +operator*(const CMatrix &mat, const CVector &vec) +{ + return CVector( + mat.m_matrix.right.x * vec.x + mat.m_matrix.up.x * vec.y + mat.m_matrix.at.x * vec.z + mat.m_matrix.pos.x, + mat.m_matrix.right.y * vec.x + mat.m_matrix.up.y * vec.y + mat.m_matrix.at.y * vec.z + mat.m_matrix.pos.y, + mat.m_matrix.right.z * vec.x + mat.m_matrix.up.z * vec.y + mat.m_matrix.at.z * vec.z + mat.m_matrix.pos.z); +} + +CMatrix +operator*(const CMatrix &m1, const CMatrix &m2) +{ + CMatrix out; + RwMatrix *dst = &out.m_matrix; + const RwMatrix *src1 = &m1.m_matrix; + const RwMatrix *src2 = &m2.m_matrix; + dst->right.x = src1->right.x*src2->right.x + src1->up.x*src2->right.y + src1->at.x*src2->right.z; + dst->right.y = src1->right.y*src2->right.x + src1->up.y*src2->right.y + src1->at.y*src2->right.z; + dst->right.z = src1->right.z*src2->right.x + src1->up.z*src2->right.y + src1->at.z*src2->right.z; + dst->up.x = src1->right.x*src2->up.x + src1->up.x*src2->up.y + src1->at.x*src2->up.z; + dst->up.y = src1->right.y*src2->up.x + src1->up.y*src2->up.y + src1->at.y*src2->up.z; + dst->up.z = src1->right.z*src2->up.x + src1->up.z*src2->up.y + src1->at.z*src2->up.z; + dst->at.x = src1->right.x*src2->at.x + src1->up.x*src2->at.y + src1->at.x*src2->at.z; + dst->at.y = src1->right.y*src2->at.x + src1->up.y*src2->at.y + src1->at.y*src2->at.z; + dst->at.z = src1->right.z*src2->at.x + src1->up.z*src2->at.y + src1->at.z*src2->at.z; + dst->pos.x = src1->right.x*src2->pos.x + src1->up.x*src2->pos.y + src1->at.x*src2->pos.z + src1->pos.x; + dst->pos.y = src1->right.y*src2->pos.x + src1->up.y*src2->pos.y + src1->at.y*src2->pos.z + src1->pos.y; + dst->pos.z = src1->right.z*src2->pos.x + src1->up.z*src2->pos.y + src1->at.z*src2->pos.z + src1->pos.z; + return out; +} + +CVector +MultiplyInverse(const CMatrix &mat, const CVector &vec) +{ + CVector v(vec.x - mat.m_matrix.pos.x, vec.y - mat.m_matrix.pos.y, vec.z - mat.m_matrix.pos.z); + return CVector( + mat.m_matrix.right.x * v.x + mat.m_matrix.right.y * v.y + mat.m_matrix.right.z * v.z, + mat.m_matrix.up.x * v.x + mat.m_matrix.up.y * v.y + mat.m_matrix.up.z * v.z, + mat.m_matrix.at.x * v.x + mat.m_matrix.at.y * v.y + mat.m_matrix.at.z * v.z); +} + +CVector +Multiply3x3(const CMatrix &mat, const CVector &vec) +{ + return CVector( + mat.m_matrix.right.x * vec.x + mat.m_matrix.up.x * vec.y + mat.m_matrix.at.x * vec.z, + mat.m_matrix.right.y * vec.x + mat.m_matrix.up.y * vec.y + mat.m_matrix.at.y * vec.z, + mat.m_matrix.right.z * vec.x + mat.m_matrix.up.z * vec.y + mat.m_matrix.at.z * vec.z); +} + +CVector +Multiply3x3(const CVector &vec, const CMatrix &mat) +{ + return CVector( + mat.m_matrix.right.x * vec.x + mat.m_matrix.right.y * vec.y + mat.m_matrix.right.z * vec.z, + mat.m_matrix.up.x * vec.x + mat.m_matrix.up.y * vec.y + mat.m_matrix.up.z * vec.z, + mat.m_matrix.at.x * vec.x + mat.m_matrix.at.y * vec.y + mat.m_matrix.at.z * vec.z); +} + + +void CQuaternion::Slerp(const CQuaternion &q1, const CQuaternion &q2, float theta, float invSin, float t) { if(theta == 0.0f) diff --git a/src/vehicles/Automobile.cpp b/src/vehicles/Automobile.cpp index 851eaa28..b49bc5e0 100644 --- a/src/vehicles/Automobile.cpp +++ b/src/vehicles/Automobile.cpp @@ -168,7 +168,7 @@ CAutomobile::CAutomobile(int32 id, uint8 CreatedBy) m_fCarGunLR = 0.0f; m_fCarGunUD = 0.05f; - m_fWindScreenRotation = 0.0f; + m_fPropellerRotation = 0.0f; m_weaponDoorTimerLeft = 0.0f; m_weaponDoorTimerRight = m_weaponDoorTimerLeft; @@ -1203,8 +1203,216 @@ CAutomobile::Teleport(CVector pos) } WRAPPER void CAutomobile::PreRender(void) { EAXJMP(0x535B40); } -WRAPPER void CAutomobile::Render(void) { EAXJMP(0x539EA0); } +void +CAutomobile::Render(void) +{ + int i; + CMatrix mat; + CVector pos; + CVehicleModelInfo *mi = (CVehicleModelInfo*)CModelInfo::GetModelInfo(GetModelIndex()); + + if(GetModelIndex() == MI_RHINO && m_aCarNodes[CAR_BONNET]){ + // Rhino has no bonnet...what are we doing here? + CMatrix m; + CVector p; + m.Attach(RwFrameGetMatrix(m_aCarNodes[CAR_BONNET])); + p = m.GetPosition(); + m.SetRotateZ(m_fCarGunLR); + m.Translate(p); + m.UpdateRW(); + } + + CVector contactPoints[4]; // relative to model + CVector contactSpeeds[4]; // speed at contact points + CVector frontWheelFwd = Multiply3x3(GetMatrix(), CVector(-Sin(m_fSteerAngle), Cos(m_fSteerAngle), 0.0f)); + CVector rearWheelFwd = GetForward(); + for(i = 0; i < 4; i++){ + contactPoints[i] = m_aWheelColPoints[i].point - GetPosition(); + contactSpeeds[i] = GetSpeed(contactPoints[i]); + if(i == CARWHEEL_FRONT_LEFT || i == CARWHEEL_FRONT_RIGHT) + m_aWheelSpeed[i] = ProcessWheelRotation(m_aWheelState[i], frontWheelFwd, contactSpeeds[i], 0.5f*mi->m_wheelScale); + else + m_aWheelSpeed[i] = ProcessWheelRotation(m_aWheelState[i], rearWheelFwd, contactSpeeds[i], 0.5f*mi->m_wheelScale); + m_aWheelRotation[i] += m_aWheelSpeed[i]; + } + + // Rear right wheel + mat.Attach(RwFrameGetMatrix(m_aCarNodes[CAR_WHEEL_RB])); + pos.x = mat.GetPosition().x; + pos.y = mat.GetPosition().y; + pos.z = m_aWheelPosition[CARWHEEL_REAR_RIGHT]; + if(Damage.GetWheelStatus(CARWHEEL_REAR_RIGHT) == WHEEL_STATUS_BURST) + mat.SetRotate(m_aWheelRotation[CARWHEEL_REAR_RIGHT], 0.0f, 0.3f*Sin(m_aWheelRotation[CARWHEEL_REAR_RIGHT])); + else + mat.SetRotateX(m_aWheelRotation[CARWHEEL_REAR_RIGHT]); + mat.Scale(mi->m_wheelScale); + mat.Translate(pos); + mat.UpdateRW(); + if(CVehicle::bWheelsOnlyCheat) + RpAtomicRender((RpAtomic*)GetFirstObject(m_aCarNodes[CAR_WHEEL_RB])); + + // Rear left wheel + mat.Attach(RwFrameGetMatrix(m_aCarNodes[CAR_WHEEL_LB])); + pos.x = mat.GetPosition().x; + pos.y = mat.GetPosition().y; + pos.z = m_aWheelPosition[CARWHEEL_REAR_LEFT]; + if(Damage.GetWheelStatus(CARWHEEL_REAR_LEFT) == WHEEL_STATUS_BURST) + mat.SetRotate(-m_aWheelRotation[CARWHEEL_REAR_LEFT], 0.0f, PI+0.3f*Sin(-m_aWheelRotation[CARWHEEL_REAR_LEFT])); + else + mat.SetRotate(-m_aWheelRotation[CARWHEEL_REAR_LEFT], 0.0f, PI); + mat.Scale(mi->m_wheelScale); + mat.Translate(pos); + mat.UpdateRW(); + if(CVehicle::bWheelsOnlyCheat) + RpAtomicRender((RpAtomic*)GetFirstObject(m_aCarNodes[CAR_WHEEL_LB])); + + // Mid right wheel + if(m_aCarNodes[CAR_WHEEL_RM]){ + mat.Attach(RwFrameGetMatrix(m_aCarNodes[CAR_WHEEL_RM])); + pos.x = mat.GetPosition().x; + pos.y = mat.GetPosition().y; + pos.z = m_aWheelPosition[CARWHEEL_REAR_RIGHT]; + if(Damage.GetWheelStatus(CARWHEEL_REAR_RIGHT) == WHEEL_STATUS_BURST) + mat.SetRotate(m_aWheelRotation[CARWHEEL_REAR_RIGHT], 0.0f, 0.3f*Sin(m_aWheelRotation[CARWHEEL_REAR_RIGHT])); + else + mat.SetRotateX(m_aWheelRotation[CARWHEEL_REAR_RIGHT]); + mat.Scale(mi->m_wheelScale); + mat.Translate(pos); + mat.UpdateRW(); + if(CVehicle::bWheelsOnlyCheat) + RpAtomicRender((RpAtomic*)GetFirstObject(m_aCarNodes[CAR_WHEEL_RM])); + } + + // Mid left wheel + if(m_aCarNodes[CAR_WHEEL_LM]){ + mat.Attach(RwFrameGetMatrix(m_aCarNodes[CAR_WHEEL_LM])); + pos.x = mat.GetPosition().x; + pos.y = mat.GetPosition().y; + pos.z = m_aWheelPosition[CARWHEEL_REAR_LEFT]; + if(Damage.GetWheelStatus(CARWHEEL_REAR_LEFT) == WHEEL_STATUS_BURST) + mat.SetRotate(-m_aWheelRotation[CARWHEEL_REAR_LEFT], 0.0f, PI+0.3f*Sin(-m_aWheelRotation[CARWHEEL_REAR_LEFT])); + else + mat.SetRotate(-m_aWheelRotation[CARWHEEL_REAR_LEFT], 0.0f, PI); + mat.Scale(mi->m_wheelScale); + mat.Translate(pos); + mat.UpdateRW(); + if(CVehicle::bWheelsOnlyCheat) + RpAtomicRender((RpAtomic*)GetFirstObject(m_aCarNodes[CAR_WHEEL_LM])); + } + + if(GetModelIndex() == MI_DODO){ + // Front wheel + mat.Attach(RwFrameGetMatrix(m_aCarNodes[CAR_WHEEL_RF])); + pos.x = mat.GetPosition().x; + pos.y = mat.GetPosition().y; + pos.z = m_aWheelPosition[CARWHEEL_FRONT_RIGHT]; + if(Damage.GetWheelStatus(CARWHEEL_FRONT_RIGHT) == WHEEL_STATUS_BURST) + mat.SetRotate(m_aWheelRotation[CARWHEEL_FRONT_RIGHT], 0.0f, m_fSteerAngle+0.3f*Sin(m_aWheelRotation[CARWHEEL_FRONT_RIGHT])); + else + mat.SetRotate(m_aWheelRotation[CARWHEEL_FRONT_RIGHT], 0.0f, m_fSteerAngle); + mat.Scale(mi->m_wheelScale); + mat.Translate(pos); + mat.UpdateRW(); + if(CVehicle::bWheelsOnlyCheat) + RpAtomicRender((RpAtomic*)GetFirstObject(m_aCarNodes[CAR_WHEEL_RF])); + + // Rotate propeller + if(m_aCarNodes[CAR_WINDSCREEN]){ + mat.Attach(RwFrameGetMatrix(m_aCarNodes[CAR_WINDSCREEN])); + pos = mat.GetPosition(); + mat.SetRotateY(m_fPropellerRotation); + mat.Translate(pos); + mat.UpdateRW(); + + m_fPropellerRotation += m_fGasPedal != 0.0f ? TWOPI/13.0f : TWOPI/26.0f; + if(m_fPropellerRotation > TWOPI) + m_fPropellerRotation -= TWOPI; + } + + // Rudder + if(Damage.GetDoorStatus(DOOR_BOOT) != DOOR_STATUS_MISSING && m_aCarNodes[CAR_BOOT]){ + mat.Attach(RwFrameGetMatrix(m_aCarNodes[CAR_BOOT])); + pos = mat.GetPosition(); + mat.SetRotate(0.0f, 0.0f, -m_fSteerAngle); + mat.Rotate(0.0f, Sin(m_fSteerAngle)*DEGTORAD(22.0f), 0.0f); + mat.Translate(pos); + mat.UpdateRW(); + } + + ProcessSwingingDoor(CAR_DOOR_LF, DOOR_FRONT_LEFT); + ProcessSwingingDoor(CAR_DOOR_RF, DOOR_FRONT_RIGHT); + }else if(GetModelIndex() == MI_RHINO){ + // Front right wheel + mat.Attach(RwFrameGetMatrix(m_aCarNodes[CAR_WHEEL_RF])); + pos.x = mat.GetPosition().x; + pos.y = mat.GetPosition().y; + pos.z = m_aWheelPosition[CARWHEEL_FRONT_RIGHT]; + // no damaged wheels or steering + mat.SetRotate(m_aWheelRotation[CARWHEEL_FRONT_RIGHT], 0.0f, 0.0f); + mat.Scale(mi->m_wheelScale); + mat.Translate(pos); + mat.UpdateRW(); + if(CVehicle::bWheelsOnlyCheat) + RpAtomicRender((RpAtomic*)GetFirstObject(m_aCarNodes[CAR_WHEEL_RF])); + + // Front left wheel + mat.Attach(RwFrameGetMatrix(m_aCarNodes[CAR_WHEEL_LF])); + pos.x = mat.GetPosition().x; + pos.y = mat.GetPosition().y; + pos.z = m_aWheelPosition[CARWHEEL_FRONT_LEFT]; + // no damaged wheels or steering + mat.SetRotate(-m_aWheelRotation[CARWHEEL_FRONT_LEFT], 0.0f, PI); + mat.Scale(mi->m_wheelScale); + mat.Translate(pos); + mat.UpdateRW(); + if(CVehicle::bWheelsOnlyCheat) + RpAtomicRender((RpAtomic*)GetFirstObject(m_aCarNodes[CAR_WHEEL_LF])); + }else{ + // Front right wheel + mat.Attach(RwFrameGetMatrix(m_aCarNodes[CAR_WHEEL_RF])); + pos.x = mat.GetPosition().x; + pos.y = mat.GetPosition().y; + pos.z = m_aWheelPosition[CARWHEEL_FRONT_RIGHT]; + if(Damage.GetWheelStatus(CARWHEEL_FRONT_RIGHT) == WHEEL_STATUS_BURST) + mat.SetRotate(m_aWheelRotation[CARWHEEL_FRONT_RIGHT], 0.0f, m_fSteerAngle+0.3f*Sin(m_aWheelRotation[CARWHEEL_FRONT_RIGHT])); + else + mat.SetRotate(m_aWheelRotation[CARWHEEL_FRONT_RIGHT], 0.0f, m_fSteerAngle); + mat.Scale(mi->m_wheelScale); + mat.Translate(pos); + mat.UpdateRW(); + if(CVehicle::bWheelsOnlyCheat) + RpAtomicRender((RpAtomic*)GetFirstObject(m_aCarNodes[CAR_WHEEL_RF])); + + // Front left wheel + mat.Attach(RwFrameGetMatrix(m_aCarNodes[CAR_WHEEL_LF])); + pos.x = mat.GetPosition().x; + pos.y = mat.GetPosition().y; + pos.z = m_aWheelPosition[CARWHEEL_FRONT_LEFT]; + if(Damage.GetWheelStatus(CARWHEEL_FRONT_LEFT) == WHEEL_STATUS_BURST) + mat.SetRotate(-m_aWheelRotation[CARWHEEL_FRONT_LEFT], 0.0f, PI+m_fSteerAngle+0.3f*Sin(-m_aWheelRotation[CARWHEEL_FRONT_LEFT])); + else + mat.SetRotate(-m_aWheelRotation[CARWHEEL_FRONT_LEFT], 0.0f, PI+m_fSteerAngle); + mat.Scale(mi->m_wheelScale); + mat.Translate(pos); + mat.UpdateRW(); + if(CVehicle::bWheelsOnlyCheat) + RpAtomicRender((RpAtomic*)GetFirstObject(m_aCarNodes[CAR_WHEEL_LF])); + + ProcessSwingingDoor(CAR_DOOR_LF, DOOR_FRONT_LEFT); + ProcessSwingingDoor(CAR_DOOR_RF, DOOR_FRONT_RIGHT); + ProcessSwingingDoor(CAR_DOOR_LR, DOOR_REAR_LEFT); + ProcessSwingingDoor(CAR_DOOR_RR, DOOR_REAR_RIGHT); + ProcessSwingingDoor(CAR_BONNET, DOOR_BONNET); + ProcessSwingingDoor(CAR_BOOT, DOOR_BOOT); + + mi->SetVehicleColour(m_currentColour1, m_currentColour2); + } + + + if(!CVehicle::bWheelsOnlyCheat) + CEntity::Render(); +} int32 CAutomobile::ProcessEntityCollision(CEntity *ent, CColPoint *colpoints) @@ -3600,6 +3808,7 @@ STARTPATCHES InjectHook(0x52D190, &CAutomobile_::SetModelIndex_, PATCH_JUMP); InjectHook(0x531470, &CAutomobile_::ProcessControl_, PATCH_JUMP); InjectHook(0x535180, &CAutomobile_::Teleport_, PATCH_JUMP); + InjectHook(0x539EA0, &CAutomobile_::Render_, PATCH_JUMP); InjectHook(0x53B270, &CAutomobile_::ProcessEntityCollision_, PATCH_JUMP); InjectHook(0x53B660, &CAutomobile_::ProcessControlInputs_, PATCH_JUMP); InjectHook(0x52E5F0, &CAutomobile_::GetComponentWorldPosition_, PATCH_JUMP); diff --git a/src/vehicles/Automobile.h b/src/vehicles/Automobile.h index 959b83e4..618ad079 100644 --- a/src/vehicles/Automobile.h +++ b/src/vehicles/Automobile.h @@ -71,7 +71,7 @@ public: float m_weaponDoorTimerRight; float m_fCarGunLR; float m_fCarGunUD; - float m_fWindScreenRotation; + float m_fPropellerRotation; uint8 stuff4[4]; uint8 m_nWheelsOnGround; uint8 m_nDriveWheelsOnGround; |