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author | aap <aap@papnet.eu> | 2020-04-24 13:49:30 +0200 |
---|---|---|
committer | GitHub <noreply@github.com> | 2020-04-24 13:49:30 +0200 |
commit | 17dda21cca625d9c985dded2c3b80746eb937c01 (patch) | |
tree | c4be4fa57b16c61d45e8156a51dd07b11e049bba /src/peds | |
parent | removed fix that made no sense (diff) | |
parent | implemented skinned peds, no cutscene hands yet (diff) | |
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Diffstat (limited to 'src/peds')
-rw-r--r-- | src/peds/CivilianPed.h | 2 | ||||
-rw-r--r-- | src/peds/CopPed.cpp | 3 | ||||
-rw-r--r-- | src/peds/CopPed.h | 2 | ||||
-rw-r--r-- | src/peds/EmergencyPed.h | 2 | ||||
-rw-r--r-- | src/peds/Ped.cpp | 242 | ||||
-rw-r--r-- | src/peds/Ped.h | 57 | ||||
-rw-r--r-- | src/peds/PedIK.cpp | 431 | ||||
-rw-r--r-- | src/peds/PedIK.h | 2 | ||||
-rw-r--r-- | src/peds/PlayerPed.cpp | 6 | ||||
-rw-r--r-- | src/peds/PlayerPed.h | 2 |
10 files changed, 552 insertions, 197 deletions
diff --git a/src/peds/CivilianPed.h b/src/peds/CivilianPed.h index 6082c6ab..88d034c8 100644 --- a/src/peds/CivilianPed.h +++ b/src/peds/CivilianPed.h @@ -11,4 +11,6 @@ public: void CivilianAI(void); void ProcessControl(void); }; +#ifndef PED_SKIN static_assert(sizeof(CCivilianPed) == 0x53C, "CCivilianPed: error"); +#endif diff --git a/src/peds/CopPed.cpp b/src/peds/CopPed.cpp index 98a07316..3fc8b8ca 100644 --- a/src/peds/CopPed.cpp +++ b/src/peds/CopPed.cpp @@ -465,8 +465,7 @@ CCopPed::CopAI(void) if (m_fDistanceToTarget < weaponRange) { CWeaponInfo *weaponInfo = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType); CVector gunPos = weaponInfo->m_vecFireOffset; - for (RwFrame *i = GetNodeFrame(PED_HANDR); i; i = RwFrameGetParent(i)) - RwV3dTransformPoints((RwV3d*)&gunPos, (RwV3d*)&gunPos, 1, RwFrameGetMatrix(i)); + TransformToNode(gunPos, PED_HANDR); CColPoint foundCol; CEntity *foundEnt; diff --git a/src/peds/CopPed.h b/src/peds/CopPed.h index e3454875..e9780035 100644 --- a/src/peds/CopPed.h +++ b/src/peds/CopPed.h @@ -36,4 +36,6 @@ public: void CopAI(void); }; +#ifndef PED_SKIN static_assert(sizeof(CCopPed) == 0x558, "CCopPed: error"); +#endif diff --git a/src/peds/EmergencyPed.h b/src/peds/EmergencyPed.h index 6546e902..6d3dac79 100644 --- a/src/peds/EmergencyPed.h +++ b/src/peds/EmergencyPed.h @@ -36,4 +36,6 @@ public: void FiremanAI(void); void MedicAI(void); }; +#ifndef PED_SKIN static_assert(sizeof(CEmergencyPed) == 0x554, "CEmergencyPed: error"); +#endif 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: diff --git a/src/peds/Ped.h b/src/peds/Ped.h index fd454528..f4caafd8 100644 --- a/src/peds/Ped.h +++ b/src/peds/Ped.h @@ -1,5 +1,6 @@ #pragma once +#include "RwHelper.h" #include "AnimManager.h" #include "Crime.h" #include "EventList.h" @@ -380,9 +381,11 @@ public: uint32 bFallenDown : 1; #ifdef VC_PED_PORTS uint32 bSomeVCflag1 : 1; -#else - uint32 m_ped_flagI20 : 1; #endif +#ifdef PED_SKIN + uint32 bDontAcceptIKLookAts : 1; // TODO: find uses of this +#endif + // our own flags uint32 m_ped_flagI40 : 1; // bMakePedsRunToPhonesToReportCrimes makes use of this as runover by car indicator uint32 m_ped_flagI80 : 1; // KANGAROO_CHEAT define makes use of this as cheat toggle @@ -401,6 +404,10 @@ public: CEntity* m_pEventEntity; float m_fAngleToEvent; AnimBlendFrameData *m_pFrames[PED_NODE_MAX]; +#ifdef PED_SKIN + // stored inside the clump with non-skin ped + RpAtomic *m_pWeaponModel; +#endif AssocGroupId m_animGroup; CAnimBlendAssociation *m_pVehicleAnim; CVector2D m_vecAnimMoveDelta; @@ -730,7 +737,6 @@ public: static void PedSetQuickDraggedOutCarPositionCB(CAnimBlendAssociation *assoc, void *arg); static void PedSetDraggedOutCarPositionCB(CAnimBlendAssociation *assoc, void *arg); - // functions that I see unnecessary to hook bool IsPlayer(void); bool UseGroundColModel(void); bool CanSetPedState(void); @@ -780,7 +786,6 @@ public: bool HasWeapon(uint8 weaponType) { return m_weapons[weaponType].m_eWeaponType == weaponType; } CWeapon &GetWeapon(uint8 weaponType) { return m_weapons[weaponType]; } CWeapon *GetWeapon(void) { return &m_weapons[m_currentWeapon]; } - RwFrame *GetNodeFrame(int nodeId) { return m_pFrames[nodeId]->frame; } PedState GetPedState(void) { return m_nPedState; } void SetPedState(PedState state) { m_nPedState = state; } @@ -815,6 +820,44 @@ public: SetMoveState(PEDMOVE_WALK); } + // Using this to abstract nodes of skinned and non-skinned meshes + CVector GetNodePosition(int32 node) + { +#ifdef PED_SKIN + if(IsClumpSkinned(GetClump())){ + RwV3d pos = { 0.0f, 0.0f, 0.0f }; + RpHAnimHierarchy *hier = GetAnimHierarchyFromSkinClump(GetClump()); + int32 idx = RpHAnimIDGetIndex(hier, m_pFrames[node]->nodeID); + RwMatrix *mats = RpHAnimHierarchyGetMatrixArray(hier); + // this is just stupid + //RwV3dTransformPoints(&pos, &pos, 1, &mats[idx]); + pos = mats[idx].pos; + return pos; + }else +#endif + { + RwMatrix mat; + CPedIK::GetWorldMatrix(m_pFrames[node]->frame, &mat); + return mat.pos; + } + } + void TransformToNode(CVector &pos, int32 node) + { +#ifdef PED_SKIN + if(IsClumpSkinned(GetClump())){ + RpHAnimHierarchy *hier = GetAnimHierarchyFromSkinClump(GetClump()); + int32 idx = RpHAnimIDGetIndex(hier, m_pFrames[node]->nodeID); + RwMatrix *mats = RpHAnimHierarchyGetMatrixArray(hier); + RwV3dTransformPoints((RwV3d*)&pos, (RwV3d*)&pos, 1, &mats[idx]); + }else +#endif + { + RwFrame *frame; + for (frame = m_pFrames[node]->frame; frame; frame = RwFrameGetParent(frame)) + RwV3dTransformPoints((RwV3d*)&pos, (RwV3d*)&pos, 1, RwFrameGetMatrix(frame)); + } + } + // set by 0482:set_threat_reaction_range_multiplier opcode static uint16 nThreatReactionRangeMultiplier; @@ -836,6 +879,10 @@ public: static void SwitchDebugDisplay(void); void DebugRenderOnePedText(void); #endif + +#ifdef PED_SKIN + void renderLimb(int node); +#endif }; class cPedParams @@ -849,6 +896,7 @@ public: void FinishFuckUCB(CAnimBlendAssociation *assoc, void *arg); +#ifndef PED_SKIN static_assert(offsetof(CPed, m_nPedState) == 0x224, "CPed: error"); static_assert(offsetof(CPed, m_pCurSurface) == 0x2FC, "CPed: error"); static_assert(offsetof(CPed, m_pMyVehicle) == 0x310, "CPed: error"); @@ -861,3 +909,4 @@ static_assert(offsetof(CPed, m_bodyPartBleeding) == 0x4F2, "CPed: error"); static_assert(offsetof(CPed, m_pedInObjective) == 0x16C, "CPed: error"); static_assert(offsetof(CPed, m_pEventEntity) == 0x19C, "CPed: error"); static_assert(sizeof(CPed) == 0x53C, "CPed: error"); +#endif diff --git a/src/peds/PedIK.cpp b/src/peds/PedIK.cpp index 1464c4e8..3db3dc0f 100644 --- a/src/peds/PedIK.cpp +++ b/src/peds/PedIK.cpp @@ -1,5 +1,6 @@ #include "common.h" +#include "Bones.h" #include "Camera.h" #include "PedIK.h" #include "Ped.h" @@ -12,6 +13,10 @@ LimbMovementInfo CPedIK::ms_headRestoreInfo = { DEGTORAD(90.0f), DEGTORAD(-90.0f LimbMovementInfo CPedIK::ms_upperArmInfo = { DEGTORAD(20.0f), DEGTORAD(-100.0f), DEGTORAD(20.0f), DEGTORAD(70.0f), DEGTORAD(-70.0f), DEGTORAD(10.0f) }; LimbMovementInfo CPedIK::ms_lowerArmInfo = { DEGTORAD(80.0f), DEGTORAD(0.0f), DEGTORAD(20.0f), DEGTORAD(90.0f), DEGTORAD(-90.0f), DEGTORAD(5.0f) }; +const RwV3d XaxisIK = { 1.0f, 0.0f, 0.0f}; +const RwV3d YaxisIK = { 0.0f, 1.0f, 0.0f}; +const RwV3d ZaxisIK = { 0.0f, 0.0f, 1.0f}; + CPedIK::CPedIK(CPed *ped) { m_ped = ped; @@ -26,57 +31,104 @@ CPedIK::CPedIK(CPed *ped) m_lowerArmOrient.theta = 0.0f; } +#ifdef PED_SKIN +inline RwMatrix* +GetComponentMatrix(CPed *ped, int32 node) +{ + RpHAnimHierarchy *hier = GetAnimHierarchyFromSkinClump(ped->GetClump()); + int idx = RpHAnimIDGetIndex(hier, ped->m_pFrames[node]->nodeID); + RwMatrix *mats = RpHAnimHierarchyGetMatrixArray(hier); + return &mats[idx]; +} +#endif + void -CPedIK::RotateTorso(AnimBlendFrameData *animBlend, LimbOrientation *limb, bool changeRoll) +CPedIK::RotateTorso(AnimBlendFrameData *node, 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); +#ifdef PED_SKIN + if(IsClumpSkinned(m_ped->GetClump())){ + RtQuat *q = &node->hanimFrame->q; +#ifndef FIX_BUGS + // this is what the game does (also VC), but it does not look great + RtQuatRotate(q, &XaxisIK, RADTODEG(limb->phi), rwCOMBINEPRECONCAT); + RtQuatRotate(q, &ZaxisIK, RADTODEG(limb->theta), rwCOMBINEPRECONCAT); // pitch +#else + // copied the code from the non-skinned case + // this seems to work ok + + // We can't get the parent matrix of an hanim frame but + // this function is always called with PED_MID, so we know the parent frame. + // Trouble is that PED_MID is "Smid" on PS2/PC but BONE_torso on mobile/xbox... + // so this doesn't exactly do what we'd like anyway + RwMatrix *mat = GetComponentMatrix(m_ped, PED_MID); + + RwV3d vec1, vec2; + vec1.x = mat->right.z; + vec1.y = mat->up.z; + vec1.z = mat->at.z; + float c = Cos(m_ped->m_fRotationCur); + float s = Sin(m_ped->m_fRotationCur); + vec2.x = -(c*mat->right.x + s*mat->right.y); + vec2.y = -(c*mat->up.x + s*mat->up.y); + vec2.z = -(c*mat->at.x + s*mat->at.y); + + // Not sure what exactly to do here + RtQuatRotate(q, &vec1, RADTODEG(limb->phi), rwCOMBINEPRECONCAT); + RtQuatRotate(q, &vec2, RADTODEG(limb->theta), rwCOMBINEPRECONCAT); +#endif + m_ped->bDontAcceptIKLookAts = true; + }else +#endif + { + RwFrame *f = node->frame; + RwMatrix *mat = 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; + 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); } - RwFrameGetMatrix(f)->pos = pos; - RwMatrixDestroy(mat); } void @@ -85,12 +137,24 @@ CPedIK::GetComponentPosition(RwV3d *pos, uint32 node) RwFrame *f; RwMatrix *mat; - f = m_ped->GetNodeFrame(node); - mat = RwFrameGetMatrix(f); - *pos = mat->pos; - - for (f = RwFrameGetParent(f); f; f = RwFrameGetParent(f)) - RwV3dTransformPoints(pos, pos, 1, RwFrameGetMatrix(f)); +#ifdef PED_SKIN + if(IsClumpSkinned(m_ped->GetClump())){ + pos->x = 0.0f; + pos->y = 0.0f; + pos->z = 0.0f; + mat = GetComponentMatrix(m_ped, node); + // could just copy the position out of the matrix... + RwV3dTransformPoints(pos, pos, 1, mat); + }else +#endif + { + f = m_ped->m_pFrames[node]->frame; + mat = RwFrameGetMatrix(f); + *pos = mat->pos; + + for (f = RwFrameGetParent(f); f; f = RwFrameGetParent(f)) + RwV3dTransformPoints(pos, pos, 1, RwFrameGetMatrix(f)); + } } RwMatrix* @@ -157,50 +221,94 @@ CPedIK::RestoreGunPosn(void) return limbStatus == ANGLES_SET_EXACTLY; } +#ifdef PED_SKIN +void +CPedIK::RotateHead(void) +{ + RtQuat *q = &m_ped->m_pFrames[PED_HEAD]->hanimFrame->q; + RtQuatRotate(q, &XaxisIK, RADTODEG(m_headOrient.phi), rwCOMBINEREPLACE); + RtQuatRotate(q, &ZaxisIK, RADTODEG(m_headOrient.theta), rwCOMBINEPOSTCONCAT); + m_ped->bDontAcceptIKLookAts = true; +} +#endif + bool CPedIK::LookInDirection(float phi, float theta) { bool success = true; - RwFrame *frame = m_ped->GetNodeFrame(PED_HEAD); - RwMatrix *frameMat = RwFrameGetMatrix(frame); + 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; + ExtractYawAndPitchLocalSkinned(m_ped->m_pFrames[PED_HEAD], &m_headOrient.phi, &m_headOrient.theta); + } - if (!(m_ped->m_pFrames[PED_HEAD]->flag & AnimBlendFrameData::IGNORE_ROTATION)) { - m_ped->m_pFrames[PED_HEAD]->flag |= AnimBlendFrameData::IGNORE_ROTATION; - CPedIK::ExtractYawAndPitchLocal(frameMat, &m_headOrient.phi, &m_headOrient.theta); - } + // parent of head is torso + RwMatrix worldMat = *GetComponentMatrix(m_ped, BONE_torso); + ExtractYawAndPitchWorld(&worldMat, &yaw, &pitch); + + LimbMoveStatus headStatus = MoveLimb(m_headOrient, CGeneral::LimitRadianAngle(phi - yaw), + CGeneral::LimitRadianAngle(DEGTORAD(10.0f)), ms_headInfo); + if (headStatus == ANGLES_SET_TO_MAX) + success = false; + + if (headStatus != ANGLES_SET_EXACTLY){ + if (!(m_flags & LOOKAROUND_HEAD_ONLY)){ + if (MoveLimb(m_torsoOrient, CGeneral::LimitRadianAngle(phi), theta, ms_torsoInfo)) + success = true; + }else{ + RotateHead(); + return success; + } + } - RwMatrix *worldMat = RwMatrixCreate(); - worldMat = CPedIK::GetWorldMatrix(RwFrameGetParent(frame), worldMat); + if (!(m_flags & LOOKAROUND_HEAD_ONLY)) + RotateTorso(m_ped->m_pFrames[PED_MID], &m_torsoOrient, false); + RotateHead(); + }else +#endif + { + RwFrame *frame = m_ped->m_pFrames[PED_HEAD]->frame; + RwMatrix *frameMat = RwFrameGetMatrix(frame); + + if (!(m_ped->m_pFrames[PED_HEAD]->flag & AnimBlendFrameData::IGNORE_ROTATION)) { + m_ped->m_pFrames[PED_HEAD]->flag |= AnimBlendFrameData::IGNORE_ROTATION; + ExtractYawAndPitchLocal(frameMat, &m_headOrient.phi, &m_headOrient.theta); + } - float alpha, beta; - CPedIK::ExtractYawAndPitchWorld(worldMat, &alpha, &beta); - RwMatrixDestroy(worldMat); + RwMatrix *worldMat = RwMatrixCreate(); + worldMat = GetWorldMatrix(RwFrameGetParent(frame), worldMat); - alpha += m_torsoOrient.phi; - float neededPhiTurn = CGeneral::LimitRadianAngle(phi - alpha); - beta *= cos(neededPhiTurn); + ExtractYawAndPitchWorld(worldMat, &yaw, &pitch); + RwMatrixDestroy(worldMat); - float neededThetaTurn = CGeneral::LimitRadianAngle(theta - beta); - LimbMoveStatus headStatus = CPedIK::MoveLimb(m_headOrient, neededPhiTurn, neededThetaTurn, ms_headInfo); - if (headStatus == ANGLES_SET_TO_MAX) - success = false; + yaw += m_torsoOrient.phi; + float neededPhiTurn = CGeneral::LimitRadianAngle(phi - yaw); + pitch *= Cos(neededPhiTurn); - if (headStatus != ANGLES_SET_EXACTLY && !(m_flags & LOOKAROUND_HEAD_ONLY)) { - float remainingTurn = CGeneral::LimitRadianAngle(phi - m_ped->m_fRotationCur); - if (CPedIK::MoveLimb(m_torsoOrient, remainingTurn, theta, ms_torsoInfo)) - success = true; - } - CMatrix nextFrame = CMatrix(frameMat); - CVector framePos = nextFrame.GetPosition(); + float neededThetaTurn = CGeneral::LimitRadianAngle(theta - pitch); + LimbMoveStatus headStatus = MoveLimb(m_headOrient, neededPhiTurn, neededThetaTurn, ms_headInfo); + if (headStatus == ANGLES_SET_TO_MAX) + success = false; - nextFrame.SetRotateZ(m_headOrient.theta); - nextFrame.RotateX(m_headOrient.phi); - nextFrame.GetPosition() += framePos; - nextFrame.UpdateRW(); + if (headStatus != ANGLES_SET_EXACTLY && !(m_flags & LOOKAROUND_HEAD_ONLY)) { + float remainingTurn = CGeneral::LimitRadianAngle(phi - m_ped->m_fRotationCur); + if (MoveLimb(m_torsoOrient, remainingTurn, theta, ms_torsoInfo)) + success = true; + } + CMatrix nextFrame = CMatrix(frameMat); + CVector framePos = nextFrame.GetPosition(); - if (!(m_flags & LOOKAROUND_HEAD_ONLY)) - RotateTorso(m_ped->m_pFrames[PED_MID], &m_torsoOrient, false); + nextFrame.SetRotateZ(m_headOrient.theta); + nextFrame.RotateX(m_headOrient.phi); + nextFrame.GetPosition() += framePos; + nextFrame.UpdateRW(); + + if (!(m_flags & LOOKAROUND_HEAD_ONLY)) + RotateTorso(m_ped->m_pFrames[PED_MID], &m_torsoOrient, false); + } return success; } @@ -234,10 +342,24 @@ CPedIK::PointGunInDirection(float phi, float theta) if (m_flags & AIMS_WITH_ARM && m_torsoOrient.phi * m_upperArmOrient.phi < 0.0f) MoveLimb(m_torsoOrient, 0.0f, m_torsoOrient.theta, ms_torsoInfo); } else { - RwMatrix *matrix = GetWorldMatrix(RwFrameGetParent(m_ped->GetNodeFrame(PED_UPPERARMR)), RwMatrixCreate()); + // Unused code + RwMatrix *matrix; float yaw, pitch; - ExtractYawAndPitchWorld(matrix, &yaw, &pitch); - RwMatrixDestroy(matrix); +#ifdef PED_SKIN + if(IsClumpSkinned(m_ped->GetClump())){ + matrix = RwMatrixCreate(); + *matrix = *GetComponentMatrix(m_ped, PED_UPPERARMR); + ExtractYawAndPitchWorld(matrix, &yaw, &pitch); + RwMatrixDestroy(matrix); + }else +#endif + { + matrix = GetWorldMatrix(RwFrameGetParent(m_ped->m_pFrames[PED_UPPERARMR]->frame), RwMatrixCreate()); + ExtractYawAndPitchWorld(matrix, &yaw, &pitch); + RwMatrixDestroy(matrix); + } + // + LimbMoveStatus status = MoveLimb(m_torsoOrient, angle, theta, ms_torsoInfo); if (status == ANGLES_SET_TO_MAX) result = false; @@ -255,24 +377,56 @@ bool CPedIK::PointGunInDirectionUsingArm(float phi, float theta) { bool result = false; - RwFrame *frame = m_ped->GetNodeFrame(PED_UPPERARMR); - RwMatrix *matrix = GetWorldMatrix(RwFrameGetParent(frame), RwMatrixCreate()); - - RwV3d upVector = { matrix->right.z, matrix->up.z, matrix->at.z }; + RwV3d upVector; // only for non-skinned + RwMatrix *matrix; float yaw, pitch; - ExtractYawAndPitchWorld(matrix, &yaw, &pitch); - RwMatrixDestroy(matrix); +#ifdef PED_SKIN + if(IsClumpSkinned(m_ped->GetClump())){ + matrix = RwMatrixCreate(); + *matrix = *GetComponentMatrix(m_ped, PED_UPPERARMR); + 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; - CMatrix matrix(mat); - CVector pos = matrix.GetPosition(); - matrix.SetRotateZ(m_headOrient.theta); - matrix.RotateX(m_headOrient.phi); - matrix.Translate(pos); - matrix.UpdateRW(); +#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; + } - if (!(m_flags & LOOKAROUND_HEAD_ONLY)) + 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)){ 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 diff --git a/src/peds/PedIK.h b/src/peds/PedIK.h index 7b82d1ac..fd9e4702 100644 --- a/src/peds/PedIK.h +++ b/src/peds/PedIK.h @@ -55,9 +55,11 @@ public: static RwMatrix *GetWorldMatrix(RwFrame *source, RwMatrix *destination); void RotateTorso(AnimBlendFrameData* animBlend, LimbOrientation* limb, bool changeRoll); void ExtractYawAndPitchLocal(RwMatrix *mat, float *yaw, float *pitch); + void ExtractYawAndPitchLocalSkinned(AnimBlendFrameData *node, float *yaw, float *pitch); void ExtractYawAndPitchWorld(RwMatrix *mat, float *yaw, float *pitch); LimbMoveStatus MoveLimb(LimbOrientation &limb, float approxPhi, float approxTheta, LimbMovementInfo &moveInfo); bool RestoreGunPosn(void); + void RotateHead(void); bool LookInDirection(float phi, float theta); bool LookAtPosition(CVector const& pos); bool RestoreLookAt(void); diff --git a/src/peds/PlayerPed.cpp b/src/peds/PlayerPed.cpp index 0163c12c..664fff18 100644 --- a/src/peds/PlayerPed.cpp +++ b/src/peds/PlayerPed.cpp @@ -1,5 +1,6 @@ #include "common.h" +#include "RwHelper.h" #include "PlayerPed.h" #include "Wanted.h" #include "Fire.h" @@ -1497,4 +1498,9 @@ CPlayerPed::ProcessControl(void) m_nSpeedTimer = 0; m_bSpeedTimerFlag = false; } + +#ifdef PED_SKIN + if (!bIsVisible && IsClumpSkinned(GetClump())) + UpdateRpHAnim(); +#endif } diff --git a/src/peds/PlayerPed.h b/src/peds/PlayerPed.h index 81f8e4d7..b8bd57e4 100644 --- a/src/peds/PlayerPed.h +++ b/src/peds/PlayerPed.h @@ -77,4 +77,6 @@ public: static void ReactivatePlayerPed(int32); }; +#ifndef PED_SKIN static_assert(sizeof(CPlayerPed) == 0x5F0, "CPlayerPed: error"); +#endif |