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-rw-r--r--src/peds/PedIK.cpp447
1 files changed, 311 insertions, 136 deletions
diff --git a/src/peds/PedIK.cpp b/src/peds/PedIK.cpp
index 8e450ee6..3db3dc0f 100644
--- a/src/peds/PedIK.cpp
+++ b/src/peds/PedIK.cpp
@@ -1,5 +1,6 @@
#include "common.h"
-#include "patcher.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;
}
@@ -363,18 +543,13 @@ CPedIK::ExtractYawAndPitchLocal(RwMatrix *mat, float *yaw, float *pitch)
if (mat->up.x > 0.0f) *pitch = -*pitch;
}
-STARTPATCHES
- InjectHook(0x4ED0F0, &CPedIK::GetComponentPosition, PATCH_JUMP);
- InjectHook(0x4ED060, &CPedIK::GetWorldMatrix, PATCH_JUMP);
- InjectHook(0x4EDDB0, &CPedIK::RotateTorso, PATCH_JUMP);
- InjectHook(0x4ED440, &CPedIK::MoveLimb, PATCH_JUMP);
- InjectHook(0x4EDD70, &CPedIK::RestoreGunPosn, PATCH_JUMP);
- InjectHook(0x4ED620, &CPedIK::LookInDirection, PATCH_JUMP);
- InjectHook(0x4ED590, &CPedIK::LookAtPosition, PATCH_JUMP);
- InjectHook(0x4ED9B0, &CPedIK::PointGunInDirection, PATCH_JUMP);
- InjectHook(0x4EDB20, &CPedIK::PointGunInDirectionUsingArm, PATCH_JUMP);
- InjectHook(0x4ED920, &CPedIK::PointGunAtPosition, PATCH_JUMP);
- InjectHook(0x4ED810, &CPedIK::RestoreLookAt, PATCH_JUMP);
- InjectHook(0x4ED140, &CPedIK::ExtractYawAndPitchWorld, PATCH_JUMP);
- InjectHook(0x4ED2C0, &CPedIK::ExtractYawAndPitchLocal, PATCH_JUMP);
-ENDPATCHES \ No newline at end of file
+#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