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-rw-r--r--src/peds/CivilianPed.h2
-rw-r--r--src/peds/CopPed.cpp3
-rw-r--r--src/peds/CopPed.h2
-rw-r--r--src/peds/EmergencyPed.h2
-rw-r--r--src/peds/Ped.cpp242
-rw-r--r--src/peds/Ped.h57
-rw-r--r--src/peds/PedIK.cpp431
-rw-r--r--src/peds/PedIK.h2
-rw-r--r--src/peds/PlayerPed.cpp6
-rw-r--r--src/peds/PlayerPed.h2
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