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-rw-r--r--src/animation/AnimBlendClumpData.h4
-rw-r--r--src/animation/Bones.cpp52
-rw-r--r--src/animation/Bones.h24
-rw-r--r--src/animation/FrameUpdate.cpp243
-rw-r--r--src/animation/RpAnimBlend.cpp114
-rw-r--r--src/animation/RpAnimBlend.h5
-rw-r--r--src/control/Script.cpp8
-rw-r--r--src/core/AnimViewer.cpp7
-rw-r--r--src/core/Cam.cpp13
-rw-r--r--src/core/Debug.cpp37
-rw-r--r--src/core/Debug.h11
-rw-r--r--src/core/World.cpp5
-rw-r--r--src/core/common.h11
-rw-r--r--src/core/config.h1
-rw-r--r--src/core/main.cpp1
-rw-r--r--src/entities/Entity.cpp70
-rw-r--r--src/entities/Entity.h4
-rw-r--r--src/fakerw/fake.cpp46
-rw-r--r--src/fakerw/rphanim.h36
-rw-r--r--src/fakerw/rpskin.h18
-rw-r--r--src/fakerw/rtcharse.h14
-rw-r--r--src/fakerw/rtquat.h10
-rw-r--r--src/math/Quaternion.h12
-rw-r--r--src/modelinfo/ClumpModelInfo.cpp72
-rw-r--r--src/modelinfo/PedModelInfo.cpp164
-rw-r--r--src/modelinfo/PedModelInfo.h17
-rw-r--r--src/objects/CutsceneHead.cpp95
-rw-r--r--src/objects/CutsceneHead.h9
-rw-r--r--src/objects/CutsceneObject.cpp65
-rw-r--r--src/objects/CutsceneObject.h16
-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
-rw-r--r--src/render/SpecialFX.cpp10
-rw-r--r--src/rw/RwHelper.cpp179
-rw-r--r--src/rw/RwHelper.h9
-rw-r--r--src/rw/VisibilityPlugins.cpp15
-rw-r--r--src/rw/VisibilityPlugins.h3
-rw-r--r--src/skel/win/win.cpp8
-rw-r--r--src/weapons/Weapon.cpp3
47 files changed, 1864 insertions, 296 deletions
diff --git a/src/animation/AnimBlendClumpData.h b/src/animation/AnimBlendClumpData.h
index 1c8c391d..a537425a 100644
--- a/src/animation/AnimBlendClumpData.h
+++ b/src/animation/AnimBlendClumpData.h
@@ -18,7 +18,7 @@ struct AnimBlendFrameData
#ifdef PED_SKIN
union {
RwFrame *frame;
- RpHAnimStdKeyFrame *hanimframe;
+ RpHAnimStdKeyFrame *hanimFrame;
};
int32 nodeID;
#else
@@ -50,4 +50,6 @@ public:
#endif
void ForAllFrames(void (*cb)(AnimBlendFrameData*, void*), void *arg);
};
+#ifndef PED_SKIN
static_assert(sizeof(CAnimBlendClumpData) == 0x14, "CAnimBlendClumpData: error");
+#endif
diff --git a/src/animation/Bones.cpp b/src/animation/Bones.cpp
new file mode 100644
index 00000000..1608449d
--- /dev/null
+++ b/src/animation/Bones.cpp
@@ -0,0 +1,52 @@
+#include "common.h"
+#include "PedModelInfo.h"
+#include "Bones.h"
+
+#ifdef PED_SKIN
+
+int
+ConvertPedNode2BoneTag(int node)
+{
+ switch(node){
+ case PED_TORSO: return BONE_waist;
+ case PED_MID: return BONE_torso; // this is what Xbox/Mobile use
+ // return BONE_mid; // this is what PS2/PC use
+ case PED_HEAD: return BONE_head;
+ case PED_UPPERARML: return BONE_upperarml;
+ case PED_UPPERARMR: return BONE_upperarmr;
+ case PED_HANDL: return BONE_Lhand;
+ case PED_HANDR: return BONE_Rhand;
+ case PED_UPPERLEGL: return BONE_upperlegl;
+ case PED_UPPERLEGR: return BONE_upperlegr;
+ case PED_FOOTL: return BONE_footl;
+ case PED_FOOTR: return BONE_footr;
+ case PED_LOWERLEGR: return BONE_lowerlegl;
+ }
+ return -1;
+}
+
+const char*
+ConvertBoneTag2BoneName(int tag)
+{
+ switch(tag){
+ case BONE_waist: return "Swaist";
+ case BONE_upperlegr: return "Supperlegr";
+ case BONE_lowerlegr: return "Slowerlegr";
+ case BONE_footr: return "Sfootr";
+ case BONE_upperlegl: return "Supperlegl";
+ case BONE_lowerlegl: return "Slowerlegl";
+ case BONE_footl: return "Sfootl";
+ case BONE_mid: return "Smid";
+ case BONE_torso: return "Storso";
+ case BONE_head: return "Shead";
+ case BONE_upperarmr: return "Supperarmr";
+ case BONE_lowerarmr: return "Slowerarmr";
+ case BONE_Rhand: return "SRhand";
+ case BONE_upperarml: return "Supperarml";
+ case BONE_lowerarml: return "Slowerarml";
+ case BONE_Lhand: return "SLhand";
+ }
+ return nil;
+}
+
+#endif
diff --git a/src/animation/Bones.h b/src/animation/Bones.h
new file mode 100644
index 00000000..38d91ba3
--- /dev/null
+++ b/src/animation/Bones.h
@@ -0,0 +1,24 @@
+#pragma once
+
+enum BoneTag
+{
+ BONE_waist,
+ BONE_upperlegr,
+ BONE_lowerlegr,
+ BONE_footr,
+ BONE_upperlegl,
+ BONE_lowerlegl,
+ BONE_footl,
+ BONE_mid,
+ BONE_torso,
+ BONE_head,
+ BONE_upperarmr,
+ BONE_lowerarmr,
+ BONE_Rhand,
+ BONE_upperarml,
+ BONE_lowerarml,
+ BONE_Lhand,
+};
+
+int ConvertPedNode2BoneTag(int node);
+const char *ConvertBoneTag2BoneName(int tag);
diff --git a/src/animation/FrameUpdate.cpp b/src/animation/FrameUpdate.cpp
index df45bfb5..a38ebc74 100644
--- a/src/animation/FrameUpdate.cpp
+++ b/src/animation/FrameUpdate.cpp
@@ -8,12 +8,18 @@
CAnimBlendClumpData *gpAnimBlendClump;
-void FrameUpdateCallBack(AnimBlendFrameData *frame, void *arg);
-void FrameUpdateCallBackWithVelocityExtraction(AnimBlendFrameData *frame, void *arg);
-void FrameUpdateCallBackWith3dVelocityExtraction(AnimBlendFrameData *frame, void *arg);
+// PS2 names without "NonSkinned"
+void FrameUpdateCallBackNonSkinned(AnimBlendFrameData *frame, void *arg);
+void FrameUpdateCallBackNonSkinnedWithVelocityExtraction(AnimBlendFrameData *frame, void *arg);
+void FrameUpdateCallBackNonSkinnedWith3dVelocityExtraction(AnimBlendFrameData *frame, void *arg);
+
+void FrameUpdateCallBackSkinned(AnimBlendFrameData *frame, void *arg);
+void FrameUpdateCallBackSkinnedWithVelocityExtraction(AnimBlendFrameData *frame, void *arg);
+void FrameUpdateCallBackSkinnedWith3dVelocityExtraction(AnimBlendFrameData *frame, void *arg);
+
void
-FrameUpdateCallBack(AnimBlendFrameData *frame, void *arg)
+FrameUpdateCallBackNonSkinned(AnimBlendFrameData *frame, void *arg)
{
CVector vec, pos(0.0f, 0.0f, 0.0f);
CQuaternion q, rot(0.0f, 0.0f, 0.0f, 0.0f);
@@ -25,9 +31,9 @@ FrameUpdateCallBack(AnimBlendFrameData *frame, void *arg)
if(frame->flag & AnimBlendFrameData::VELOCITY_EXTRACTION &&
gpAnimBlendClump->velocity){
if(frame->flag & AnimBlendFrameData::VELOCITY_EXTRACTION_3D)
- FrameUpdateCallBackWith3dVelocityExtraction(frame, arg);
+ FrameUpdateCallBackNonSkinnedWith3dVelocityExtraction(frame, arg);
else
- FrameUpdateCallBackWithVelocityExtraction(frame, arg);
+ FrameUpdateCallBackNonSkinnedWithVelocityExtraction(frame, arg);
return;
}
@@ -48,12 +54,7 @@ FrameUpdateCallBack(AnimBlendFrameData *frame, void *arg)
if((frame->flag & AnimBlendFrameData::IGNORE_ROTATION) == 0){
RwMatrixSetIdentity(mat);
-
- float norm = rot.MagnitudeSqr();
- if(norm == 0.0f)
- rot.w = 1.0f;
- else
- rot *= 1.0f/Sqrt(norm);
+ rot.Normalise();
rot.Get(mat);
}
@@ -69,7 +70,7 @@ FrameUpdateCallBack(AnimBlendFrameData *frame, void *arg)
}
void
-FrameUpdateCallBackWithVelocityExtraction(AnimBlendFrameData *frame, void *arg)
+FrameUpdateCallBackNonSkinnedWithVelocityExtraction(AnimBlendFrameData *frame, void *arg)
{
CVector vec, pos(0.0f, 0.0f, 0.0f);
CQuaternion q, rot(0.0f, 0.0f, 0.0f, 0.0f);
@@ -122,12 +123,7 @@ FrameUpdateCallBackWithVelocityExtraction(AnimBlendFrameData *frame, void *arg)
if((frame->flag & AnimBlendFrameData::IGNORE_ROTATION) == 0){
RwMatrixSetIdentity(mat);
-
- float norm = rot.MagnitudeSqr();
- if(norm == 0.0f)
- rot.w = 1.0f;
- else
- rot *= 1.0f/Sqrt(norm);
+ rot.Normalise();
rot.Get(mat);
}
@@ -154,7 +150,7 @@ FrameUpdateCallBackWithVelocityExtraction(AnimBlendFrameData *frame, void *arg)
// original code uses do loops?
void
-FrameUpdateCallBackWith3dVelocityExtraction(AnimBlendFrameData *frame, void *arg)
+FrameUpdateCallBackNonSkinnedWith3dVelocityExtraction(AnimBlendFrameData *frame, void *arg)
{
CVector vec, pos(0.0f, 0.0f, 0.0f);
CQuaternion q, rot(0.0f, 0.0f, 0.0f, 0.0f);
@@ -201,12 +197,7 @@ FrameUpdateCallBackWith3dVelocityExtraction(AnimBlendFrameData *frame, void *arg
if((frame->flag & AnimBlendFrameData::IGNORE_ROTATION) == 0){
RwMatrixSetIdentity(mat);
-
- float norm = rot.MagnitudeSqr();
- if(norm == 0.0f)
- rot.w = 1.0f;
- else
- rot *= 1.0f/Sqrt(norm);
+ rot.Normalise();
rot.Get(mat);
}
@@ -220,3 +211,203 @@ FrameUpdateCallBackWith3dVelocityExtraction(AnimBlendFrameData *frame, void *arg
}
RwMatrixUpdate(mat);
}
+
+#ifdef PED_SKIN
+
+void
+FrameUpdateCallBackSkinned(AnimBlendFrameData *frame, void *arg)
+{
+ CVector vec, pos(0.0f, 0.0f, 0.0f);
+ CQuaternion q, rot(0.0f, 0.0f, 0.0f, 0.0f);
+ float totalBlendAmount = 0.0f;
+ RpHAnimStdKeyFrame *xform = frame->hanimFrame;
+ CAnimBlendNode **node;
+ AnimBlendFrameUpdateData *updateData = (AnimBlendFrameUpdateData*)arg;
+
+ if(frame->flag & AnimBlendFrameData::VELOCITY_EXTRACTION &&
+ gpAnimBlendClump->velocity){
+ if(frame->flag & AnimBlendFrameData::VELOCITY_EXTRACTION_3D)
+ FrameUpdateCallBackSkinnedWith3dVelocityExtraction(frame, arg);
+ else
+ FrameUpdateCallBackSkinnedWithVelocityExtraction(frame, arg);
+ return;
+ }
+
+ if(updateData->foobar)
+ for(node = updateData->nodes; *node; node++)
+ if((*node)->sequence && (*node)->association->IsPartial())
+ totalBlendAmount += (*node)->association->blendAmount;
+
+ for(node = updateData->nodes; *node; node++){
+ if((*node)->sequence){
+ (*node)->Update(vec, q, 1.0f-totalBlendAmount);
+ if((*node)->sequence->HasTranslation())
+ pos += vec;
+ rot += q;
+ }
+ ++*node;
+ }
+
+ if((frame->flag & AnimBlendFrameData::IGNORE_ROTATION) == 0){
+ rot.Normalise();
+ xform->q.imag.x = rot.x;
+ xform->q.imag.y = rot.y;
+ xform->q.imag.z = rot.z;
+ xform->q.real = rot.w;
+ }
+
+ if((frame->flag & AnimBlendFrameData::IGNORE_TRANSLATION) == 0){
+ xform->t.x = pos.x;
+ xform->t.y = pos.y;
+ xform->t.z = pos.z;
+ xform->t.x += frame->resetPos.x;
+ xform->t.y += frame->resetPos.y;
+ xform->t.z += frame->resetPos.z;
+ }
+}
+
+void
+FrameUpdateCallBackSkinnedWithVelocityExtraction(AnimBlendFrameData *frame, void *arg)
+{
+ CVector vec, pos(0.0f, 0.0f, 0.0f);
+ CQuaternion q, rot(0.0f, 0.0f, 0.0f, 0.0f);
+ float totalBlendAmount = 0.0f;
+ float transx = 0.0f, transy = 0.0f;
+ float curx = 0.0f, cury = 0.0f;
+ float endx = 0.0f, endy = 0.0f;
+ bool looped = false;
+ RpHAnimStdKeyFrame *xform = frame->hanimFrame;
+ CAnimBlendNode **node;
+ AnimBlendFrameUpdateData *updateData = (AnimBlendFrameUpdateData*)arg;
+
+ if(updateData->foobar)
+ for(node = updateData->nodes; *node; node++)
+ if((*node)->sequence && (*node)->association->IsPartial())
+ totalBlendAmount += (*node)->association->blendAmount;
+
+ for(node = updateData->nodes; *node; node++)
+ if((*node)->sequence && (*node)->sequence->HasTranslation()){
+ if((*node)->association->HasTranslation()){
+ (*node)->GetCurrentTranslation(vec, 1.0f-totalBlendAmount);
+ cury += vec.y;
+ if((*node)->association->HasXTranslation())
+ curx += vec.x;
+ }
+ }
+
+ for(node = updateData->nodes; *node; node++){
+ if((*node)->sequence){
+ bool nodelooped = (*node)->Update(vec, q, 1.0f-totalBlendAmount);
+ rot += q;
+ if((*node)->sequence->HasTranslation()){
+ pos += vec;
+ if((*node)->association->HasTranslation()){
+ transy += vec.y;
+ if((*node)->association->HasXTranslation())
+ transx += vec.x;
+ looped |= nodelooped;
+ if(nodelooped){
+ (*node)->GetEndTranslation(vec, 1.0f-totalBlendAmount);
+ endy += vec.y;
+ if((*node)->association->HasXTranslation())
+ endx += vec.x;
+ }
+ }
+ }
+ }
+ ++*node;
+ }
+
+ if((frame->flag & AnimBlendFrameData::IGNORE_ROTATION) == 0){
+ rot.Normalise();
+ xform->q.imag.x = rot.x;
+ xform->q.imag.y = rot.y;
+ xform->q.imag.z = rot.z;
+ xform->q.real = rot.w;
+ }
+
+ if((frame->flag & AnimBlendFrameData::IGNORE_TRANSLATION) == 0){
+ gpAnimBlendClump->velocity->x = transx - curx;
+ gpAnimBlendClump->velocity->y = transy - cury;
+ if(looped){
+ gpAnimBlendClump->velocity->x += endx;
+ gpAnimBlendClump->velocity->y += endy;
+ }
+ xform->t.x = pos.x - transx;
+ xform->t.y = pos.y - transy;
+ xform->t.z = pos.z;
+ if(xform->t.z >= -0.8f)
+ if(xform->t.z < -0.4f)
+ xform->t.z += (2.5f * xform->t.z + 2.0f) * frame->resetPos.z;
+ else
+ xform->t.z += frame->resetPos.z;
+ xform->t.x += frame->resetPos.x;
+ xform->t.y += frame->resetPos.y;
+ }
+}
+
+void
+FrameUpdateCallBackSkinnedWith3dVelocityExtraction(AnimBlendFrameData *frame, void *arg)
+{
+ CVector vec, pos(0.0f, 0.0f, 0.0f);
+ CQuaternion q, rot(0.0f, 0.0f, 0.0f, 0.0f);
+ float totalBlendAmount = 0.0f;
+ CVector trans(0.0f, 0.0f, 0.0f);
+ CVector cur(0.0f, 0.0f, 0.0f);
+ CVector end(0.0f, 0.0f, 0.0f);
+ bool looped = false;
+ RpHAnimStdKeyFrame *xform = frame->hanimFrame;
+ CAnimBlendNode **node;
+ AnimBlendFrameUpdateData *updateData = (AnimBlendFrameUpdateData*)arg;
+
+ if(updateData->foobar)
+ for(node = updateData->nodes; *node; node++)
+ if((*node)->sequence && (*node)->association->IsPartial())
+ totalBlendAmount += (*node)->association->blendAmount;
+
+ for(node = updateData->nodes; *node; node++)
+ if((*node)->sequence && (*node)->sequence->HasTranslation()){
+ if((*node)->association->HasTranslation()){
+ (*node)->GetCurrentTranslation(vec, 1.0f-totalBlendAmount);
+ cur += vec;
+ }
+ }
+
+ for(node = updateData->nodes; *node; node++){
+ if((*node)->sequence){
+ bool nodelooped = (*node)->Update(vec, q, 1.0f-totalBlendAmount);
+ rot += q;
+ if((*node)->sequence->HasTranslation()){
+ pos += vec;
+ if((*node)->association->HasTranslation()){
+ trans += vec;
+ looped |= nodelooped;
+ if(nodelooped){
+ (*node)->GetEndTranslation(vec, 1.0f-totalBlendAmount);
+ end += vec;
+ }
+ }
+ }
+ }
+ ++*node;
+ }
+
+ if((frame->flag & AnimBlendFrameData::IGNORE_ROTATION) == 0){
+ rot.Normalise();
+ xform->q.imag.x = rot.x;
+ xform->q.imag.y = rot.y;
+ xform->q.imag.z = rot.z;
+ xform->q.real = rot.w;
+ }
+
+ if((frame->flag & AnimBlendFrameData::IGNORE_TRANSLATION) == 0){
+ *gpAnimBlendClump->velocity = trans - cur;
+ if(looped)
+ *gpAnimBlendClump->velocity += end;
+ xform->t.x = (pos - trans).x + frame->resetPos.x;
+ xform->t.y = (pos - trans).y + frame->resetPos.y;
+ xform->t.z = (pos - trans).z + frame->resetPos.z;
+ }
+}
+
+#endif
diff --git a/src/animation/RpAnimBlend.cpp b/src/animation/RpAnimBlend.cpp
index 20290666..d3e10889 100644
--- a/src/animation/RpAnimBlend.cpp
+++ b/src/animation/RpAnimBlend.cpp
@@ -1,12 +1,17 @@
#include "common.h"
+#include "RwHelper.h"
#include "General.h"
#include "NodeName.h"
#include "VisibilityPlugins.h"
+#include "Bones.h"
#include "AnimBlendClumpData.h"
#include "AnimBlendHierarchy.h"
#include "AnimBlendAssociation.h"
#include "RpAnimBlend.h"
+#ifdef PED_SKIN
+#include "PedModelInfo.h"
+#endif
RwInt32 ClumpOffset;
@@ -122,19 +127,59 @@ FrameForAllChildrenFillFrameArrayCallBack(RwFrame *frame, void *data)
return frame;
}
+// FrameInitCallBack on PS2
void
-FrameInitCallBack(AnimBlendFrameData *frameData, void*)
+FrameInitCBnonskin(AnimBlendFrameData *frameData, void*)
{
frameData->flag = 0;
frameData->resetPos = *RwMatrixGetPos(RwFrameGetMatrix(frameData->frame));
}
void
-RpAnimBlendClumpInit(RpClump *clump)
+FrameInitCBskin(AnimBlendFrameData *frameData, void*)
{
+ frameData->flag = 0;
+}
+
#ifdef PED_SKIN
- TODO
-#else
+void
+RpAnimBlendClumpInitSkinned(RpClump *clump)
+{
+ int i;
+ RwV3d boneTab[64];
+ CAnimBlendClumpData *clumpData;
+ RpAtomic *atomic;
+ RpSkin *skin;
+ RpHAnimHierarchy *hier;
+ int numBones;
+
+ RpAnimBlendAllocateData(clump);
+ clumpData = *RPANIMBLENDCLUMPDATA(clump);
+ atomic = IsClumpSkinned(clump);
+ assert(atomic);
+ skin = RpSkinGeometryGetSkin(RpAtomicGetGeometry(atomic));
+ assert(skin);
+ numBones = RpSkinGetNumBones(skin);
+ clumpData->SetNumberOfBones(numBones);
+ hier = GetAnimHierarchyFromSkinClump(clump);
+ assert(hier);
+ memset(boneTab, 0, sizeof(boneTab));
+ SkinGetBonePositionsToTable(clump, boneTab);
+
+ AnimBlendFrameData *frames = clumpData->frames;
+ for(i = 0; i < numBones; i++){
+ frames[i].nodeID = HIERNODEID(hier, i);
+ frames[i].resetPos = boneTab[i];
+ frames[i].hanimFrame = (RpHAnimStdKeyFrame*)rpHANIMHIERARCHYGETINTERPFRAME(hier, i);
+ }
+ clumpData->ForAllFrames(FrameInitCBskin, nil);
+ clumpData->frames[0].flag |= AnimBlendFrameData::VELOCITY_EXTRACTION;
+}
+#endif
+
+void
+RpAnimBlendClumpInitNotSkinned(RpClump *clump)
+{
int numFrames = 0;
CAnimBlendClumpData *clumpData;
RwFrame *root;
@@ -147,9 +192,19 @@ RpAnimBlendClumpInit(RpClump *clump)
clumpData->SetNumberOfFrames(numFrames);
frames = clumpData->frames;
RwFrameForAllChildren(root, FrameForAllChildrenFillFrameArrayCallBack, &frames);
- clumpData->ForAllFrames(FrameInitCallBack, nil);
+ clumpData->ForAllFrames(FrameInitCBnonskin, nil);
clumpData->frames[0].flag |= AnimBlendFrameData::VELOCITY_EXTRACTION;
+}
+
+void
+RpAnimBlendClumpInit(RpClump *clump)
+{
+#ifdef PED_SKIN
+ if(IsClumpSkinned(clump))
+ RpAnimBlendClumpInitSkinned(clump);
+ else
#endif
+ RpAnimBlendClumpInitNotSkinned(clump);
}
bool
@@ -298,42 +353,68 @@ RpAnimBlendClumpGetFirstAssociation(RpClump *clump)
return CAnimBlendAssociation::FromLink(clumpData->link.next);
}
+// FillFrameArrayCallBack on PS2
void
-FillFrameArrayCallBack(AnimBlendFrameData *frame, void *arg)
+FillFrameArrayCBnonskin(AnimBlendFrameData *frame, void *arg)
{
AnimBlendFrameData **frames = (AnimBlendFrameData**)arg;
frames[CVisibilityPlugins::GetFrameHierarchyId(frame->frame)] = frame;
}
+#ifdef PED_SKIN
+void
+RpAnimBlendClumpFillFrameArraySkin(RpClump *clump, AnimBlendFrameData **frames)
+{
+ int i;
+ CAnimBlendClumpData *clumpData = *RPANIMBLENDCLUMPDATA(clump);
+ RpHAnimHierarchy *hier = GetAnimHierarchyFromSkinClump(clump);
+ for(i = PED_MID; i < PED_NODE_MAX; i++)
+ frames[i] = &clumpData->frames[RpHAnimIDGetIndex(hier, ConvertPedNode2BoneTag(i))];
+}
+#endif
+
void
RpAnimBlendClumpFillFrameArray(RpClump *clump, AnimBlendFrameData **frames)
{
#ifdef PED_SKIN
- TODO
-#else
- (*RPANIMBLENDCLUMPDATA(clump))->ForAllFrames(FillFrameArrayCallBack, frames);
+ if(IsClumpSkinned(clump))
+ RpAnimBlendClumpFillFrameArraySkin(clump, frames);
+ else
#endif
+ (*RPANIMBLENDCLUMPDATA(clump))->ForAllFrames(FillFrameArrayCBnonskin, frames);
}
AnimBlendFrameData *pFrameDataFound;
+// FrameFindCallBack on PS2
void
-FrameFindCallBack(AnimBlendFrameData *frame, void *arg)
+FrameFindByNameCBnonskin(AnimBlendFrameData *frame, void *arg)
{
char *nodename = GetFrameNodeName(frame->frame);
if(!CGeneral::faststricmp(nodename, (char*)arg))
pFrameDataFound = frame;
}
+#ifdef PED_SKIN
+void
+FrameFindByNameCBskin(AnimBlendFrameData *frame, void *arg)
+{
+ const char *name = ConvertBoneTag2BoneName(frame->nodeID);
+ if(name && CGeneral::faststricmp(name, (char*)arg) == 0)
+ pFrameDataFound = frame;
+}
+#endif
+
AnimBlendFrameData*
RpAnimBlendClumpFindFrame(RpClump *clump, const char *name)
{
pFrameDataFound = nil;
#ifdef PED_SKIN
- TODO
-#else
- (*RPANIMBLENDCLUMPDATA(clump))->ForAllFrames(FrameFindCallBack, (void*)name);
+ if(IsClumpSkinned(clump))
+ (*RPANIMBLENDCLUMPDATA(clump))->ForAllFrames(FrameFindByNameCBskin, (void*)name);
+ else
#endif
+ (*RPANIMBLENDCLUMPDATA(clump))->ForAllFrames(FrameFindByNameCBnonskin, (void*)name);
return pFrameDataFound;
}
@@ -369,7 +450,12 @@ RpAnimBlendClumpUpdateAnimations(RpClump *clump, float timeDelta)
}
updateData.nodes[i] = nil;
- clumpData->ForAllFrames(FrameUpdateCallBack, &updateData);
+#ifdef PED_SKIN
+ if(IsClumpSkinned(clump))
+ clumpData->ForAllFrames(FrameUpdateCallBackSkinned, &updateData);
+ else
+#endif
+ clumpData->ForAllFrames(FrameUpdateCallBackNonSkinned, &updateData);
for(link = clumpData->link.next; link; link = link->next){
CAnimBlendAssociation *assoc = CAnimBlendAssociation::FromLink(link);
diff --git a/src/animation/RpAnimBlend.h b/src/animation/RpAnimBlend.h
index ccfa5872..838c8816 100644
--- a/src/animation/RpAnimBlend.h
+++ b/src/animation/RpAnimBlend.h
@@ -7,7 +7,7 @@ struct AnimBlendFrameData;
struct AnimBlendFrameUpdateData
{
- int foobar;
+ int foobar; // TODO: figure out what this actually means
CAnimBlendNode *nodes[16];
};
@@ -38,4 +38,5 @@ void RpAnimBlendClumpUpdateAnimations(RpClump* clump, float timeDelta);
extern CAnimBlendClumpData *gpAnimBlendClump;
-void FrameUpdateCallBack(AnimBlendFrameData *frame, void *arg);
+void FrameUpdateCallBackNonSkinned(AnimBlendFrameData *frame, void *arg);
+void FrameUpdateCallBackSkinned(AnimBlendFrameData *frame, void *arg);
diff --git a/src/control/Script.cpp b/src/control/Script.cpp
index 073cb661..7ab40847 100644
--- a/src/control/Script.cpp
+++ b/src/control/Script.cpp
@@ -6435,9 +6435,7 @@ int8 CRunningScript::ProcessCommands800To899(int32 command)
pPed->FlagToDestroyWhenNextProcessed();
}
else if (CGame::nastyGame && pPed->IsPedInControl()) {
- RwMatrix tmp_rw;
- CPedIK::GetWorldMatrix(pPed->m_pFrames[PED_HEAD]->frame, &tmp_rw);
- pPed->ApplyHeadShot(WEAPONTYPE_SNIPERRIFLE, tmp_rw.pos, true);
+ pPed->ApplyHeadShot(WEAPONTYPE_SNIPERRIFLE, pPed->GetNodePosition(PED_HEAD), true);
}
else {
pPed->SetDie(ANIM_KO_SHOT_FRONT1, 4.0f, 0.0f);
@@ -6450,9 +6448,7 @@ int8 CRunningScript::ProcessCommands800To899(int32 command)
CPed* pPed = CWorld::Players[ScriptParams[0]].m_pPed;
assert(pPed);
if (CGame::nastyGame) {
- RwMatrix tmp_rw;
- CPedIK::GetWorldMatrix(pPed->m_pFrames[PED_HEAD]->frame, &tmp_rw);
- pPed->ApplyHeadShot(WEAPONTYPE_SNIPERRIFLE, tmp_rw.pos, true);
+ pPed->ApplyHeadShot(WEAPONTYPE_SNIPERRIFLE, pPed->GetNodePosition(PED_HEAD), true);
}
else {
pPed->SetDie(ANIM_KO_SHOT_FRONT1, 4.0f, 0.0f);
diff --git a/src/core/AnimViewer.cpp b/src/core/AnimViewer.cpp
index 20e94bf4..cf3ec5bf 100644
--- a/src/core/AnimViewer.cpp
+++ b/src/core/AnimViewer.cpp
@@ -367,7 +367,12 @@ CAnimViewer::Update(void)
} else {
// Originally it was GetPad(1)->LeftShoulder2
if (pad->NewState.Triangle) {
- CPedModelInfo::AnimatePedColModel(((CPedModelInfo*)CModelInfo::GetModelInfo(pTarget->m_modelIndex))->GetHitColModel(), RpClumpGetFrame(pTarget->GetClump()));
+#ifdef PED_SKIN
+ if(IsClumpSkinned(pTarget->GetClump()))
+ ((CPedModelInfo*)CModelInfo::GetModelInfo(pTarget->m_modelIndex))->AnimatePedColModelSkinned(pTarget->GetClump());
+ else
+#endif
+ CPedModelInfo::AnimatePedColModel(((CPedModelInfo*)CModelInfo::GetModelInfo(pTarget->m_modelIndex))->GetHitColModel(), RpClumpGetFrame(pTarget->GetClump()));
AsciiToUnicode("Ped Col model will be animated as long as you hold the button", gUString);
CMessages::AddMessage(gUString, 100, 0);
}
diff --git a/src/core/Cam.cpp b/src/core/Cam.cpp
index f0a60093..5cf1c8f3 100644
--- a/src/core/Cam.cpp
+++ b/src/core/Cam.cpp
@@ -2776,17 +2776,20 @@ CCam::Process_1rstPersonPedOnPC(const CVector&, float TargetOrientation, float,
if(CamTargetEntity->IsPed()){
// static bool FailedTestTwelveFramesAgo = false; // unused
- RwV3d HeadPos = vecHeadCamOffset;
+ CVector HeadPos = vecHeadCamOffset;
CVector TargetCoors;
- // needs fix for SKINNING
- RwFrame *frm = ((CPed*)CamTargetEntity)->GetNodeFrame(PED_HEAD);
+ ((CPed*)CamTargetEntity)->TransformToNode(HeadPos, PED_HEAD);
+ // This is done on PC, but checking for the clump frame is not necessary apparently
+/*
+ RwFrame *frm = ((CPed*)CamTargetEntity)->m_pFrames[PED_HEAD]->frame;
while(frm){
RwV3dTransformPoints(&HeadPos, &HeadPos, 1, RwFrameGetMatrix(frm));
frm = RwFrameGetParent(frm);
if(frm == RpClumpGetFrame(CamTargetEntity->GetClump()))
frm = nil;
}
+*/
if(ResetStatics){
Beta = TargetOrientation;
@@ -2813,13 +2816,13 @@ CCam::Process_1rstPersonPedOnPC(const CVector&, float TargetOrientation, float,
m_vecBufferedPlayerBodyOffset.z =
TheCamera.m_fGaitSwayBuffer * m_vecBufferedPlayerBodyOffset.z +
(1.0f-TheCamera.m_fGaitSwayBuffer) * HeadPos.z;
- HeadPos = (CamTargetEntity->GetMatrix() * m_vecBufferedPlayerBodyOffset).toRwV3d();
+ HeadPos = (CamTargetEntity->GetMatrix() * m_vecBufferedPlayerBodyOffset);
}else{
float HeadDelta = (HeadPos - InitialHeadPos).Magnitude2D();
CVector Fwd = CamTargetEntity->GetForward();
Fwd.z = 0.0f;
Fwd.Normalise();
- HeadPos = (HeadDelta*1.23f*Fwd + CamTargetEntity->GetPosition()).toRwV3d();
+ HeadPos = (HeadDelta*1.23f*Fwd + CamTargetEntity->GetPosition());
HeadPos.z += 0.59f;
}
Source = HeadPos;
diff --git a/src/core/Debug.cpp b/src/core/Debug.cpp
index 917c99ab..e794dcaf 100644
--- a/src/core/Debug.cpp
+++ b/src/core/Debug.cpp
@@ -1,5 +1,7 @@
#include "common.h"
+#include "RwHelper.h"
#include "Debug.h"
+#include "Lines.h"
#include "Font.h"
#include "main.h"
#include "Text.h"
@@ -114,11 +116,14 @@ CDebug::DisplayScreenStrings()
CFont::SetFontStyle(FONT_BANK);
for(i = 0; i < ms_nScreenStrs; i++){
+/*
AsciiToUnicode(ms_aScreenStrs[i].str, gUString);
CFont::SetColor(CRGBA(0, 0, 0, 255));
CFont::PrintString(ms_aScreenStrs[i].x, ms_aScreenStrs[i].y, gUString);
CFont::SetColor(CRGBA(255, 255, 255, 255));
CFont::PrintString(ms_aScreenStrs[i].x+1, ms_aScreenStrs[i].y+1, gUString);
+*/
+ ObrsPrintfString(ms_aScreenStrs[i].str, ms_aScreenStrs[i].x, ms_aScreenStrs[i].y);
}
CFont::DrawFonts();
@@ -131,7 +136,35 @@ CDebug::PrintAt(const char *str, int x, int y)
if(ms_nScreenStrs >= MAX_SCREEN_STRS)
return;
strncpy(ms_aScreenStrs[ms_nScreenStrs].str, str, 256);
- ms_aScreenStrs[ms_nScreenStrs].x = x*12;
- ms_aScreenStrs[ms_nScreenStrs].y = y*22;
+ ms_aScreenStrs[ms_nScreenStrs].x = x;//*12;
+ ms_aScreenStrs[ms_nScreenStrs].y = y;//*22;
ms_nScreenStrs++;
}
+
+CDebug::Line CDebug::ms_aLines[MAX_DEBUG_LINES];
+int CDebug::ms_nLines;
+
+void
+CDebug::AddLine(CVector p1, CVector p2, uint32 c1, uint32 c2)
+{
+ if(ms_nLines >= MAX_DEBUG_LINES)
+ return;
+ ms_aLines[ms_nLines].p1 = p1;
+ ms_aLines[ms_nLines].p2 = p2;
+ ms_aLines[ms_nLines].c1 = c1;
+ ms_aLines[ms_nLines].c2 = c2;
+ ms_nLines++;
+}
+
+void
+CDebug::DrawLines(void)
+{
+ int i;
+ RwRenderStateSet(rwRENDERSTATETEXTURERASTER, nil);
+ RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void*)FALSE);
+ for(i = 0; i < ms_nLines; i++){
+ Line *l = &ms_aLines[i];
+ CLines::RenderLineWithClipping(l->p1.x, l->p1.y, l->p1.z, l->p2.x, l->p2.y, l->p2.z, l->c1, l->c2);
+ }
+ ms_nLines = 0;
+}
diff --git a/src/core/Debug.h b/src/core/Debug.h
index d169a0b4..4a25bf41 100644
--- a/src/core/Debug.h
+++ b/src/core/Debug.h
@@ -8,6 +8,7 @@ class CDebug
MAX_STR_LEN = 80,
MAX_SCREEN_STRS = 100,
+ MAX_DEBUG_LINES = 100,
};
static int16 ms_nCurrentTextLine;
@@ -21,6 +22,13 @@ class CDebug
static ScreenStr ms_aScreenStrs[MAX_SCREEN_STRS];
static int ms_nScreenStrs;
+ struct Line {
+ CVector p1, p2;
+ uint32 c1, c2;
+ };
+ static Line ms_aLines[MAX_DEBUG_LINES];
+ static int ms_nLines;
+
public:
static void DebugInitTextBuffer();
static void DebugDisplayTextBuffer();
@@ -29,6 +37,9 @@ public:
// custom
static void PrintAt(const char *str, int x, int y);
static void DisplayScreenStrings();
+
+ static void AddLine(CVector p1, CVector p2, uint32 c1, uint32 c2);
+ static void DrawLines(void);
};
extern bool gbDebugStuffInRelease;
diff --git a/src/core/World.cpp b/src/core/World.cpp
index 404b92c0..b2a01b80 100644
--- a/src/core/World.cpp
+++ b/src/core/World.cpp
@@ -339,6 +339,11 @@ CWorld::ProcessLineOfSightSectorList(CPtrList &list, const CColLine &line, CColP
if(e->IsPed()) {
if(e->bUsesCollision || deadPeds && ((CPed *)e)->m_nPedState == PED_DEAD) {
+#ifdef PED_SKIN
+ if(IsClumpSkinned(e->GetClump()))
+ colmodel = ((CPedModelInfo *)CModelInfo::GetModelInfo(e->GetModelIndex()))->AnimatePedColModelSkinned(e->GetClump());
+ else
+#endif
if(((CPed *)e)->UseGroundColModel())
colmodel = &CTempColModels::ms_colModelPedGroundHit;
else
diff --git a/src/core/common.h b/src/core/common.h
index 46b4d03a..8b057efa 100644
--- a/src/core/common.h
+++ b/src/core/common.h
@@ -27,9 +27,15 @@
#ifdef LIBRW
#define STREAMPOS(str) ((str)->tell())
#define STREAMFILE(str) (((rw::StreamFile*)(str))->file)
+#define HIERNODEINFO(hier) ((hier)->nodeInfo)
+#define HIERNODEID(hier, i) ((hier)->nodeInfo[i].id)
+#define HANIMFRAMES(anim) ((anim)->keyframes)
#else
#define STREAMPOS(str) ((str)->Type.memory.position)
#define STREAMFILE(str) ((str)->Type.file.fpFile)
+#define HIERNODEINFO(hier) ((hier)->pNodeInfo)
+#define HIERNODEID(hier, i) ((hier)->pNodeInfo[i].nodeID)
+#define HANIMFRAMES(anim) ((anim)->pFrames)
#endif
#define rwVENDORID_ROCKSTAR 0x0253F2
@@ -63,6 +69,11 @@ typedef uint16_t wchar;
#include "config.h"
+#ifdef PED_SKIN
+#include <rphanim.h>
+#include <rpskin.h>
+#endif
+
#define ALIGNPTR(p) (void*)((((uintptr)(void*)p) + sizeof(void*)-1) & ~(sizeof(void*)-1))
// PDP-10 like byte functions
diff --git a/src/core/config.h b/src/core/config.h
index c52a708d..84712af3 100644
--- a/src/core/config.h
+++ b/src/core/config.h
@@ -234,6 +234,7 @@ enum Config {
#define CAMERA_PICKUP
// Peds
+#define PED_SKIN // support for skinned geometry on peds
#define ANIMATE_PED_COL_MODEL
#define VC_PED_PORTS // various ports from VC's CPed, mostly subtle
// #define NEW_WALK_AROUND_ALGORITHM // to make walking around vehicles/objects less awkward
diff --git a/src/core/main.cpp b/src/core/main.cpp
index 77daaa01..7013b10f 100644
--- a/src/core/main.cpp
+++ b/src/core/main.cpp
@@ -794,6 +794,7 @@ RenderDebugShit(void)
if(gbShowCollisionLines)
CRenderer::RenderCollisionLines();
ThePaths.DisplayPathData();
+ CDebug::DrawLines();
#endif
}
diff --git a/src/entities/Entity.cpp b/src/entities/Entity.cpp
index 3dce53da..756e1232 100644
--- a/src/entities/Entity.cpp
+++ b/src/entities/Entity.cpp
@@ -1,6 +1,7 @@
#include "common.h"
#include "General.h"
+#include "RwHelper.h"
#include "ModelIndices.h"
#include "Timer.h"
#include "Placeable.h"
@@ -24,6 +25,8 @@
#include "References.h"
#include "TxdStore.h"
#include "Zones.h"
+#include "Bones.h"
+#include "Debug.h"
int gBuildings;
@@ -282,6 +285,28 @@ CEntity::CreateRwObject(void)
}
}
+#ifdef PED_SKIN
+RpAtomic*
+AtomicRemoveAnimFromSkinCB(RpAtomic *atomic, void *data)
+{
+ if(RpSkinGeometryGetSkin(RpAtomicGetGeometry(atomic))){
+ RpHAnimHierarchy *hier = RpSkinAtomicGetHAnimHierarchy(atomic);
+#ifdef LIBRW
+ if(hier && hier->interpolator->currentAnim){
+ RpHAnimAnimationDestroy(hier->interpolator->currentAnim);
+ hier->interpolator->currentAnim = nil;
+ }
+#else
+ if(hier && hier->pCurrentAnim){
+ RpHAnimAnimationDestroy(hier->pCurrentAnim);
+ hier->pCurrentAnim = nil;
+ }
+#endif
+ }
+ return atomic;
+}
+#endif
+
void
CEntity::DeleteRwObject(void)
{
@@ -293,8 +318,13 @@ CEntity::DeleteRwObject(void)
f = RpAtomicGetFrame((RpAtomic*)m_rwObject);
RpAtomicDestroy((RpAtomic*)m_rwObject);
RwFrameDestroy(f);
- }else if(RwObjectGetType(m_rwObject) == rpCLUMP)
+ }else if(RwObjectGetType(m_rwObject) == rpCLUMP){
+#ifdef PED_SKIN
+ if(IsClumpSkinned((RpClump*)m_rwObject))
+ RpClumpForAllAtomics((RpClump*)m_rwObject, AtomicRemoveAnimFromSkinCB, nil);
+#endif
RpClumpDestroy((RpClump*)m_rwObject);
+ }
m_rwObject = nil;
CModelInfo::GetModelInfo(m_modelIndex)->RemoveRef();
if(IsBuilding())
@@ -558,6 +588,44 @@ CEntity::PruneReferences(void)
}
}
+#ifdef PED_SKIN
+void
+CEntity::UpdateRpHAnim(void)
+{
+ RpHAnimHierarchy *hier = GetAnimHierarchyFromSkinClump(GetClump());
+ RpHAnimHierarchyUpdateMatrices(hier);
+
+#if 0
+ int i;
+ char buf[256];
+ if(this == (CEntity*)FindPlayerPed())
+ for(i = 0; i < hier->numNodes; i++){
+ RpHAnimStdKeyFrame *kf = (RpHAnimStdKeyFrame*)rpHANIMHIERARCHYGETINTERPFRAME(hier, i);
+ sprintf(buf, "%6.3f %6.3f %6.3f %6.3f %6.3f %6.3f %6.3f %d %s",
+ kf->q.imag.x, kf->q.imag.y, kf->q.imag.z, kf->q.real,
+ kf->t.x, kf->t.y, kf->t.z,
+ HIERNODEID(hier, i),
+ ConvertBoneTag2BoneName(HIERNODEID(hier, i)));
+ CDebug::PrintAt(buf, 10, 1+i*3);
+
+ RwMatrix *m = &RpHAnimHierarchyGetMatrixArray(hier)[i];
+ sprintf(buf, "%6.3f %6.3f %6.3f %6.3f",
+ m->right.x, m->up.x, m->at.x, m->pos.x);
+ CDebug::PrintAt(buf, 80, 1+i*3+0);
+ sprintf(buf, "%6.3f %6.3f %6.3f %6.3f",
+ m->right.y, m->up.y, m->at.y, m->pos.y);
+ CDebug::PrintAt(buf, 80, 1+i*3+1);
+ sprintf(buf, "%6.3f %6.3f %6.3f %6.3f",
+ m->right.z, m->up.z, m->at.z, m->pos.z);
+ CDebug::PrintAt(buf, 80, 1+i*3+2);
+ }
+
+ void RenderSkeleton(RpHAnimHierarchy *hier);
+ RenderSkeleton(hier);
+#endif
+}
+#endif
+
void
CEntity::AddSteamsFromGround(CVector *unused)
{
diff --git a/src/entities/Entity.h b/src/entities/Entity.h
index 8c2634f3..ee9e6490 100644
--- a/src/entities/Entity.h
+++ b/src/entities/Entity.h
@@ -148,6 +148,10 @@ public:
void ResolveReferences(void);
void PruneReferences(void);
+#ifdef PED_SKIN
+ void UpdateRpHAnim(void);
+#endif
+
void PreRenderForGlassWindow(void);
void AddSteamsFromGround(CVector *unused);
void ModifyMatrixForTreeInWind(void);
diff --git a/src/fakerw/fake.cpp b/src/fakerw/fake.cpp
index 3977007f..59c01c91 100644
--- a/src/fakerw/fake.cpp
+++ b/src/fakerw/fake.cpp
@@ -4,14 +4,10 @@
#include <rpworld.h>
#include <rpmatfx.h>
#include <rphanim.h>
+#include <rpskin.h>
#include <assert.h>
#include <string.h>
-// TODO: split image<->raster functions in two
-// implement raster context
-// BMP reader
-// geometry locking
-
using namespace rw;
RwUInt8 RwObjectGetType(const RwObject *obj) { return obj->type; }
@@ -55,7 +51,7 @@ RwMatrix *RwMatrixMultiply(RwMatrix * matrixOut, const RwMatrix * MatrixIn1, con
RwMatrix *RwMatrixTransform(RwMatrix * matrix, const RwMatrix * transform, RwOpCombineType combineOp)
{ matrix->transform(transform, (rw::CombineOp)combineOp); return matrix; }
//RwMatrix *RwMatrixOrthoNormalize(RwMatrix * matrixOut, const RwMatrix * matrixIn);
-//RwMatrix *RwMatrixInvert(RwMatrix * matrixOut, const RwMatrix * matrixIn);
+RwMatrix *RwMatrixInvert(RwMatrix * matrixOut, const RwMatrix * matrixIn) { Matrix::invert(matrixOut, matrixIn); return matrixOut; }
RwMatrix *RwMatrixScale(RwMatrix * matrix, const RwV3d * scale, RwOpCombineType combineOp)
{ matrix->scale(scale, (rw::CombineOp)combineOp); return matrix; }
RwMatrix *RwMatrixTranslate(RwMatrix * matrix, const RwV3d * translation, RwOpCombineType combineOp)
@@ -742,14 +738,24 @@ RwBool RpHAnimPluginAttach(void) {
return true;
}
+RwInt32 RpHAnimFrameGetID(RwFrame *frame) { return HAnimData::get(frame)->id; }
+
+RwInt32 RpHAnimIDGetIndex(RpHAnimHierarchy *hierarchy, RwInt32 ID) { return hierarchy->getIndex(ID); }
+
RwBool RpHAnimFrameSetHierarchy(RwFrame *frame, RpHAnimHierarchy *hierarchy) { HAnimData::get(frame)->hierarchy = hierarchy; return true; }
RpHAnimHierarchy *RpHAnimFrameGetHierarchy(RwFrame *frame) { return HAnimHierarchy::get(frame); }
-RwBool RpHAnimHierarchySetCurrentAnim(RpHAnimHierarchy *hierarchy, RpHAnimAnimation *anim) { hierarchy->currentAnim->setCurrentAnim(anim); return true; }
-RwBool RpHAnimHierarchyAddAnimTime(RpHAnimHierarchy *hierarchy, RwReal time) { hierarchy->currentAnim->addTime(time); return true; }
+RpHAnimHierarchy *RpHAnimHierarchySetFlags(RpHAnimHierarchy *hierarchy, RpHAnimHierarchyFlag flags) { hierarchy->flags = flags; return hierarchy; }
+RwBool RpHAnimHierarchySetCurrentAnim(RpHAnimHierarchy *hierarchy, RpHAnimAnimation *anim) { hierarchy->interpolator->setCurrentAnim(anim); return true; }
+RwBool RpHAnimHierarchyAddAnimTime(RpHAnimHierarchy *hierarchy, RwReal time) { hierarchy->interpolator->addTime(time); return true; }
+
+RwMatrix *RpHAnimHierarchyGetMatrixArray(RpHAnimHierarchy *hierarchy) { return hierarchy->matrices; }
RwBool RpHAnimHierarchyUpdateMatrices(RpHAnimHierarchy *hierarchy) { hierarchy->updateMatrices(); return true; }
+RpHAnimAnimation *RpHAnimAnimationCreate(RwInt32 typeID, RwInt32 numFrames, RwInt32 flags, RwReal duration)
+ { return Animation::create(AnimInterpolatorInfo::find(typeID), numFrames, flags, duration); }
+RpHAnimAnimation *RpHAnimAnimationDestroy(RpHAnimAnimation *animation) { animation->destroy(); return animation; }
RpHAnimAnimation *RpHAnimAnimationStreamRead(RwStream *stream) { return Animation::streamRead(stream); }
@@ -762,6 +768,13 @@ RwBool RpSkinPluginAttach(void) {
return true;
}
+RwUInt32 RpSkinGetNumBones( RpSkin *skin ) { return skin->numBones; }
+const RwMatrixWeights *RpSkinGetVertexBoneWeights( RpSkin *skin ) { return (RwMatrixWeights*)skin->weights; }
+const RwUInt32 *RpSkinGetVertexBoneIndices( RpSkin *skin ) { return (RwUInt32*)skin->indices; }
+const RwMatrix *RpSkinGetSkinToBoneMatrices( RpSkin *skin ) { return (const RwMatrix*)skin->inverseMatrices; }
+
+RpSkin *RpSkinGeometryGetSkin( RpGeometry *geometry ) { return Skin::get(geometry); }
+
RpAtomic *RpSkinAtomicSetHAnimHierarchy( RpAtomic *atomic, RpHAnimHierarchy *hierarchy ) { Skin::setHierarchy(atomic, hierarchy); return atomic; }
RpHAnimHierarchy *RpSkinAtomicGetHAnimHierarchy( const RpAtomic *atomic ) { return Skin::getHierarchy(atomic); }
@@ -772,6 +785,23 @@ RpHAnimHierarchy *RpSkinAtomicGetHAnimHierarchy( const RpAtomic *atomic ) { retu
RwImage *RtBMPImageWrite(RwImage * image, const RwChar * imageName) { rw::writeBMP(image, imageName); return image; }
RwImage *RtBMPImageRead(const RwChar * imageName) { return rw::readBMP(imageName); }
+#include "rtquat.h"
+
+RtQuat *RtQuatRotate(RtQuat * quat, const RwV3d * axis, RwReal angle, RwOpCombineType combineOp) { return quat->rotate(axis, angle/180.0f*3.14159f, (CombineOp)combineOp); }
+void RtQuatConvertToMatrix(const RtQuat * const qpQuat, RwMatrix * const mpMatrix) { mpMatrix->rotate(*qpQuat, COMBINEREPLACE); }
+
+
+#include "rtcharse.h"
+
+RwBool RtCharsetOpen(void) { return Charset::open(); }
+void RtCharsetClose(void) { return Charset::close(); }
+RtCharset *RtCharsetPrint(RtCharset * charSet, const RwChar * string, RwInt32 x, RwInt32 y) { charSet->print(string, x, y, true); return charSet; }
+RtCharset *RtCharsetPrintBuffered(RtCharset * charSet, const RwChar * string, RwInt32 x, RwInt32 y, RwBool hideSpaces) { charSet->printBuffered(string, x, y, hideSpaces); return charSet; }
+RwBool RtCharsetBufferFlush(void) { Charset::flushBuffer(); return true; }
+RtCharset *RtCharsetSetColors(RtCharset * charSet, const RwRGBA * foreGround, const RwRGBA * backGround) { return charSet->setColors(foreGround, backGround); }
+RtCharset *RtCharsetGetDesc(RtCharset * charset, RtCharsetDesc * desc) { *desc = charset->desc; return charset; }
+RtCharset *RtCharsetCreate(const RwRGBA * foreGround, const RwRGBA * backGround) { return Charset::create(foreGround, backGround); }
+RwBool RtCharsetDestroy(RtCharset * charSet) { charSet->destroy(); return true; }
diff --git a/src/fakerw/rphanim.h b/src/fakerw/rphanim.h
index 665e03f8..34dfeb09 100644
--- a/src/fakerw/rphanim.h
+++ b/src/fakerw/rphanim.h
@@ -1,20 +1,56 @@
#pragma once
+#include "rtquat.h"
+
//struct RpHAnimHierarchy;
typedef rw::HAnimHierarchy RpHAnimHierarchy;
//struct RpHAnimAnimation;
typedef rw::Animation RpHAnimAnimation;
+#define rpHANIMSTDKEYFRAMETYPEID 0x1
+
+typedef rw::HAnimKeyFrame RpHAnimStdKeyFrame;
+
+enum RpHAnimHierarchyFlag
+{
+ rpHANIMHIERARCHYSUBHIERARCHY = rw::HAnimHierarchy::SUBHIERARCHY,
+ rpHANIMHIERARCHYNOMATRICES = rw::HAnimHierarchy::NOMATRICES,
+
+ rpHANIMHIERARCHYUPDATEMODELLINGMATRICES = rw::HAnimHierarchy::UPDATEMODELLINGMATRICES,
+ rpHANIMHIERARCHYUPDATELTMS = rw::HAnimHierarchy::UPDATELTMS,
+ rpHANIMHIERARCHYLOCALSPACEMATRICES = rw::HAnimHierarchy::LOCALSPACEMATRICES
+};
+
+#define rpHANIMPOPPARENTMATRIX rw::HAnimHierarchy::POP
+#define rpHANIMPUSHPARENTMATRIX rw::HAnimHierarchy::PUSH
+
RwBool RpHAnimPluginAttach(void);
+RwBool RpHAnimFrameSetID(RwFrame *frame, RwInt32 id);
+RwInt32 RpHAnimFrameGetID(RwFrame *frame);
+
+RwInt32 RpHAnimIDGetIndex(RpHAnimHierarchy *hierarchy, RwInt32 ID);
+
RwBool RpHAnimFrameSetHierarchy(RwFrame *frame, RpHAnimHierarchy *hierarchy);
RpHAnimHierarchy *RpHAnimFrameGetHierarchy(RwFrame *frame);
+RpHAnimHierarchy *RpHAnimHierarchySetFlags(RpHAnimHierarchy *hierarchy, RpHAnimHierarchyFlag flags);
+RpHAnimHierarchyFlag RpHAnimHierarchyGetFlags(RpHAnimHierarchy *hierarchy);
+
RwBool RpHAnimHierarchySetCurrentAnim(RpHAnimHierarchy *hierarchy, RpHAnimAnimation *anim);
RwBool RpHAnimHierarchySetCurrentAnimTime(RpHAnimHierarchy *hierarchy, RwReal time);
RwBool RpHAnimHierarchySubAnimTime(RpHAnimHierarchy *hierarchy, RwReal time);
RwBool RpHAnimHierarchyAddAnimTime(RpHAnimHierarchy *hierarchy, RwReal time);
+RwMatrix *RpHAnimHierarchyGetMatrixArray(RpHAnimHierarchy *hierarchy);
RwBool RpHAnimHierarchyUpdateMatrices(RpHAnimHierarchy *hierarchy);
+#define rpHANIMHIERARCHYGETINTERPFRAME( hierarchy, nodeIndex ) \
+ ( (void *)( ( (RwUInt8 *)&(hierarchy->interpolator[1]) + \
+ ((nodeIndex) * \
+ hierarchy->interpolator->currentAnimKeyFrameSize) ) ) )
+
+
+RpHAnimAnimation *RpHAnimAnimationCreate(RwInt32 typeID, RwInt32 numFrames, RwInt32 flags, RwReal duration);
+RpHAnimAnimation *RpHAnimAnimationDestroy(RpHAnimAnimation *animation);
RpHAnimAnimation *RpHAnimAnimationStreamRead(RwStream *stream);
diff --git a/src/fakerw/rpskin.h b/src/fakerw/rpskin.h
index dd8551ae..1ffc9f27 100644
--- a/src/fakerw/rpskin.h
+++ b/src/fakerw/rpskin.h
@@ -2,7 +2,25 @@
#include <rphanim.h>
+//struct RpSkin;
+typedef rw::Skin RpSkin;
+
+struct RwMatrixWeights
+{
+ RwReal w0;
+ RwReal w1;
+ RwReal w2;
+ RwReal w3;
+};
+
RwBool RpSkinPluginAttach(void);
+RwUInt32 RpSkinGetNumBones( RpSkin *skin );
+const RwMatrixWeights *RpSkinGetVertexBoneWeights( RpSkin *skin );
+const RwUInt32 *RpSkinGetVertexBoneIndices( RpSkin *skin );
+const RwMatrix *RpSkinGetSkinToBoneMatrices( RpSkin *skin );
+
+RpSkin *RpSkinGeometryGetSkin( RpGeometry *geometry );
+
RpAtomic *RpSkinAtomicSetHAnimHierarchy( RpAtomic *atomic, RpHAnimHierarchy *hierarchy );
RpHAnimHierarchy *RpSkinAtomicGetHAnimHierarchy( const RpAtomic *atomic );
diff --git a/src/fakerw/rtcharse.h b/src/fakerw/rtcharse.h
new file mode 100644
index 00000000..10eb1f32
--- /dev/null
+++ b/src/fakerw/rtcharse.h
@@ -0,0 +1,14 @@
+#pragma once
+
+typedef rw::Charset RtCharset;
+typedef rw::Charset::Desc RtCharsetDesc;
+
+RwBool RtCharsetOpen(void);
+void RtCharsetClose(void);
+RtCharset *RtCharsetPrint(RtCharset * charSet, const RwChar * string, RwInt32 x, RwInt32 y);
+RtCharset *RtCharsetPrintBuffered(RtCharset * charSet, const RwChar * string, RwInt32 x, RwInt32 y, RwBool hideSpaces);
+RwBool RtCharsetBufferFlush(void);
+RtCharset *RtCharsetSetColors(RtCharset * charSet, const RwRGBA * foreGround, const RwRGBA * backGround);
+RtCharset *RtCharsetGetDesc(RtCharset * charset, RtCharsetDesc * desc);
+RtCharset *RtCharsetCreate(const RwRGBA * foreGround, const RwRGBA * backGround);
+RwBool RtCharsetDestroy(RtCharset * charSet);
diff --git a/src/fakerw/rtquat.h b/src/fakerw/rtquat.h
new file mode 100644
index 00000000..3cf15f5a
--- /dev/null
+++ b/src/fakerw/rtquat.h
@@ -0,0 +1,10 @@
+#pragma once
+
+typedef rw::Quat RtQuat;
+
+RwBool RtQuatConvertFromMatrix(RtQuat * const qpQuat, const RwMatrix * const mpMatrix);
+RtQuat *RtQuatRotate(RtQuat * quat, const RwV3d * axis, RwReal angle, RwOpCombineType combineOp);
+const RtQuat *RtQuatQueryRotate(const RtQuat *quat, RwV3d * unitAxis, RwReal * angle);
+RwV3d *RtQuatTransformVectors(RwV3d * vectorsOut, const RwV3d * vectorsIn, const RwInt32 numPoints, const RtQuat *quat);
+
+void RtQuatConvertToMatrix(const RtQuat * const qpQuat, RwMatrix * const mpMatrix);
diff --git a/src/math/Quaternion.h b/src/math/Quaternion.h
index fb37dc10..1d04bdff 100644
--- a/src/math/Quaternion.h
+++ b/src/math/Quaternion.h
@@ -10,6 +10,18 @@ public:
float Magnitude(void) const { return Sqrt(x*x + y*y + z*z + w*w); }
float MagnitudeSqr(void) const { return x*x + y*y + z*z + w*w; }
+ void Normalise(void) {
+ float sq = MagnitudeSqr();
+ if(sq == 0.0f)
+ w = 1.0f;
+ else{
+ float invsqrt = RecipSqrt(sq);
+ x *= invsqrt;
+ y *= invsqrt;
+ z *= invsqrt;
+ w *= invsqrt;
+ }
+ }
const CQuaternion &operator+=(CQuaternion const &right) {
x += right.x;
diff --git a/src/modelinfo/ClumpModelInfo.cpp b/src/modelinfo/ClumpModelInfo.cpp
index 464bda61..44faf3c5 100644
--- a/src/modelinfo/ClumpModelInfo.cpp
+++ b/src/modelinfo/ClumpModelInfo.cpp
@@ -1,5 +1,6 @@
#include "common.h"
+#include "RwHelper.h"
#include "General.h"
#include "NodeName.h"
#include "VisibilityPlugins.h"
@@ -15,12 +16,40 @@ CClumpModelInfo::DeleteRwObject(void)
}
}
+#ifdef PED_SKIN
+static RpAtomic*
+SetHierarchyForSkinAtomic(RpAtomic *atomic, void *data)
+{
+ RpSkinAtomicSetHAnimHierarchy(atomic, (RpHAnimHierarchy*)data);
+ return nil;
+}
+#endif
+
RwObject*
CClumpModelInfo::CreateInstance(void)
{
- if(m_clump)
- return (RwObject*)RpClumpClone(m_clump);
- return nil;
+ if(m_clump == nil)
+ return nil;
+ RpClump *clone = RpClumpClone(m_clump);
+#ifdef PED_SKIN
+ if(IsClumpSkinned(clone)){
+ RpHAnimHierarchy *hier;
+ RpHAnimAnimation *anim;
+
+ hier = GetAnimHierarchyFromClump(clone);
+ assert(hier);
+ // This seems dangerous as only the first atomic will get a hierarchy
+ // can we guarantee this if hands and head are also in the clump?
+ RpClumpForAllAtomics(clone, SetHierarchyForSkinAtomic, hier);
+ anim = HAnimAnimationCreateForHierarchy(hier);
+ RpHAnimHierarchySetCurrentAnim(hier, anim);
+// RpHAnimHierarchySetFlags(hier, (RpHAnimHierarchyFlag)(rpHANIMHIERARCHYUPDATEMODELLINGMATRICES|rpHANIMHIERARCHYUPDATELTMS));
+ // the rest is xbox only:
+ // RpSkinGetNumBones(RpSkinGeometryGetSkin(RpAtomicGetGeometry(IsClumpSkinned(clone))));
+ RpHAnimHierarchyUpdateMatrices(hier);
+ }
+#endif
+ return (RwObject*)clone;
}
RwObject*
@@ -48,8 +77,45 @@ CClumpModelInfo::SetClump(RpClump *clump)
CVisibilityPlugins::SetClumpModelInfo(m_clump, this);
AddTexDictionaryRef();
RpClumpForAllAtomics(clump, SetAtomicRendererCB, nil);
+
+ // TODO: also set for player?
if(strncmp(GetName(), "playerh", 8) == 0)
RpClumpForAllAtomics(clump, SetAtomicRendererCB, (void*)CVisibilityPlugins::RenderPlayerCB);
+
+#ifdef PED_SKIN
+ if(IsClumpSkinned(clump)){
+ int i;
+ RpHAnimHierarchy *hier;
+ RpAtomic *skinAtomic;
+ RpSkin *skin;
+
+ // mobile:
+// hier = nil;
+// RwFrameForAllChildren(RpClumpGetFrame(clump), GetHierarchyFromChildNodesCB, &hier);
+// assert(hier);
+// RpClumpForAllAtomics(clump, SetHierarchyForSkinAtomic, hier);
+// skinAtomic = GetFirstAtomic(clump);
+
+ // xbox:
+ hier = GetAnimHierarchyFromClump(clump);
+ assert(hier);
+ RpSkinAtomicSetHAnimHierarchy(IsClumpSkinned(clump), hier);
+ skinAtomic = IsClumpSkinned(clump);
+
+ assert(skinAtomic);
+ skin = RpSkinGeometryGetSkin(RpAtomicGetGeometry(skinAtomic));
+ // ignore const
+ for(i = 0; i < RpGeometryGetNumVertices(RpAtomicGetGeometry(skinAtomic)); i++){
+ RwMatrixWeights *weights = (RwMatrixWeights*)&RpSkinGetVertexBoneWeights(skin)[i];
+ float sum = weights->w0 + weights->w1 + weights->w2 + weights->w3;
+ weights->w0 /= sum;
+ weights->w1 /= sum;
+ weights->w2 /= sum;
+ weights->w3 /= sum;
+ }
+// RpHAnimHierarchySetFlags(hier, (RpHAnimHierarchyFlag)(rpHANIMHIERARCHYUPDATEMODELLINGMATRICES|rpHANIMHIERARCHYUPDATELTMS));
+ }
+#endif
}
void
diff --git a/src/modelinfo/PedModelInfo.cpp b/src/modelinfo/PedModelInfo.cpp
index 5c801a2b..47080e23 100644
--- a/src/modelinfo/PedModelInfo.cpp
+++ b/src/modelinfo/PedModelInfo.cpp
@@ -1,6 +1,9 @@
#include "common.h"
+#include "RwHelper.h"
#include "General.h"
+#include "Bones.h"
+#include "SurfaceTable.h"
#include "Ped.h"
#include "NodeName.h"
#include "VisibilityPlugins.h"
@@ -9,13 +12,31 @@
void
CPedModelInfo::DeleteRwObject(void)
{
- CClumpModelInfo::DeleteRwObject();
if(m_hitColModel)
delete m_hitColModel;
m_hitColModel = nil;
+#ifdef PED_SKIN
+ RwFrame *frame;
+ if(m_head){
+ frame = RpAtomicGetFrame(m_head);
+ RpAtomicDestroy(m_head);
+ RwFrameDestroy(frame);
+ }
+ if(m_lhand){
+ frame = RpAtomicGetFrame(m_lhand);
+ RpAtomicDestroy(m_lhand);
+ RwFrameDestroy(frame);
+ }
+ if(m_rhand){
+ frame = RpAtomicGetFrame(m_rhand);
+ RpAtomicDestroy(m_rhand);
+ RwFrameDestroy(frame);
+ }
+#endif
+ CClumpModelInfo::DeleteRwObject(); // PC calls this first
}
-RwObjectNameIdAssocation CPedModelInfo::m_pPedIds[12] = {
+RwObjectNameIdAssocation CPedModelInfo::m_pPedIds[PED_NODE_MAX] = {
{ "Smid", PED_MID, 0, }, // that is strange...
{ "Shead", PED_HEAD, 0, },
{ "Supperarml", PED_UPPERARML, 0, },
@@ -30,15 +51,70 @@ RwObjectNameIdAssocation CPedModelInfo::m_pPedIds[12] = {
{ nil, 0, 0, },
};
+#ifdef PED_SKIN
+struct LimbCBarg
+{
+ CPedModelInfo *mi;
+ RpClump *clump;
+ int32 frameIDs[3];
+};
+
+RpAtomic*
+CPedModelInfo::findLimbsCb(RpAtomic *atomic, void *data)
+{
+ LimbCBarg *limbs = (LimbCBarg*)data;
+ RwFrame *frame = RpAtomicGetFrame(atomic);
+ const char *name = GetFrameNodeName(frame);
+ if(CGeneral::faststricmp(name, "Shead01") == 0){
+ limbs->frameIDs[0] = RpHAnimFrameGetID(frame);
+ limbs->mi->m_head = atomic;
+ RpClumpRemoveAtomic(limbs->clump, atomic);
+ RwFrameRemoveChild(frame);
+ }else if(CGeneral::faststricmp(name, "SLhand01") == 0){
+ limbs->frameIDs[1] = RpHAnimFrameGetID(frame);
+ limbs->mi->m_lhand = atomic;
+ RpClumpRemoveAtomic(limbs->clump, atomic);
+ RwFrameRemoveChild(frame);
+ }else if(CGeneral::faststricmp(name, "SRhand01") == 0){
+ limbs->frameIDs[2] = RpHAnimFrameGetID(frame);
+ limbs->mi->m_rhand = atomic;
+ RpClumpRemoveAtomic(limbs->clump, atomic);
+ RwFrameRemoveChild(frame);
+ }
+ return atomic;
+}
+#endif
+
void
CPedModelInfo::SetClump(RpClump *clump)
{
+#ifdef PED_SKIN
+
+ // CB has to be set here before atomics are detached from clump
+ if(strncmp(GetName(), "player", 7) == 0)
+ RpClumpForAllAtomics(clump, SetAtomicRendererCB, (void*)CVisibilityPlugins::RenderPlayerCB);
+ if(IsClumpSkinned(clump)){
+ LimbCBarg limbs = { this, clump, { 0, 0, 0 } };
+ RpClumpForAllAtomics(clump, findLimbsCb, &limbs);
+ }
+ CClumpModelInfo::SetClump(clump);
+ SetFrameIds(m_pPedIds);
+ if(m_hitColModel == nil && !IsClumpSkinned(clump))
+ CreateHitColModel();
+ // And again because CClumpModelInfo resets it
+ if(strncmp(GetName(), "player", 7) == 0)
+ RpClumpForAllAtomics(m_clump, SetAtomicRendererCB, (void*)CVisibilityPlugins::RenderPlayerCB);
+ else if(IsClumpSkinned(clump))
+ // skinned peds have no low detail version, so they don't have the right render Cb
+ RpClumpForAllAtomics(m_clump, SetAtomicRendererCB, (void*)CVisibilityPlugins::RenderPedCB);
+#else
CClumpModelInfo::SetClump(clump);
SetFrameIds(m_pPedIds);
if(m_hitColModel == nil)
CreateHitColModel();
if(strncmp(GetName(), "player", 7) == 0)
RpClumpForAllAtomics(m_clump, SetAtomicRendererCB, (void*)CVisibilityPlugins::RenderPlayerCB);
+#endif
}
RpAtomic*
@@ -157,7 +233,7 @@ CPedModelInfo::CreateHitColModel(void)
}
if(nodeFrame){
float radius = m_pColNodeInfos[i].radius;
- if(m_pColNodeInfos[i].pieceType == 6)
+ if(m_pColNodeInfos[i].pieceType == PEDPIECE_HEAD)
RwFrameForAllObjects(nodeFrame, FindHeadRadiusCB, &radius);
RwMatrixTransform(mat, RwFrameGetMatrix(nodeFrame), rwCOMBINEREPLACE);
const char *name = GetFrameNodeName(nodeFrame);
@@ -172,7 +248,7 @@ CPedModelInfo::CreateHitColModel(void)
center.x = mat->pos.x + m_pColNodeInfos[i].x;
center.y = mat->pos.y + 0.0f;
center.z = mat->pos.z + m_pColNodeInfos[i].z;
- spheres[i].Set(radius, center, 17, m_pColNodeInfos[i].pieceType);
+ spheres[i].Set(radius, center, SURFACE_FLESH, m_pColNodeInfos[i].pieceType);
}
}
RwMatrixDestroy(mat);
@@ -186,7 +262,7 @@ CPedModelInfo::CreateHitColModel(void)
max.x = max.y = 0.5f;
max.z = 1.2f;
colmodel->boundingBox.Set(min, max, 0, 0);
- colmodel->level = 0;
+ colmodel->level = LEVEL_NONE;
m_hitColModel = colmodel;
}
@@ -229,3 +305,81 @@ CPedModelInfo::AnimatePedColModel(CColModel* colmodel, RwFrame* frame)
return colmodel;
}
+
+#ifdef PED_SKIN
+void
+CPedModelInfo::CreateHitColModelSkinned(RpClump *clump)
+{
+ CVector center;
+ RpHAnimHierarchy *hier = GetAnimHierarchyFromSkinClump(clump);
+ CColModel *colmodel = new CColModel;
+ CColSphere *spheres = (CColSphere*)RwMalloc(NUMPEDINFONODES*sizeof(CColSphere));
+ RwFrame *root = RpClumpGetFrame(m_clump);
+ RwMatrix *invmat = RwMatrixCreate();
+ RwMatrix *mat = RwMatrixCreate();
+ RwMatrixInvert(invmat, RwFrameGetMatrix(RpClumpGetFrame(clump)));
+
+ for(int i = 0; i < NUMPEDINFONODES; i++){
+ *mat = *invmat;
+ int id = ConvertPedNode2BoneTag(m_pColNodeInfos[i].pedNode); // this is wrong, wtf R* ???
+ int idx = RpHAnimIDGetIndex(hier, id);
+
+ // This doesn't really work as the positions are not initialized yet
+ RwMatrixTransform(mat, &RpHAnimHierarchyGetMatrixArray(hier)[idx], rwCOMBINEPRECONCAT);
+ RwV3d pos = { 0.0f, 0.0f, 0.0f };
+ RwV3dTransformPoints(&pos, &pos, 1, mat);
+
+ center.x = pos.x + m_pColNodeInfos[i].x;
+ center.y = pos.y + 0.0f;
+ center.z = pos.z + m_pColNodeInfos[i].z;
+ spheres[i].Set(m_pColNodeInfos[i].radius, center, SURFACE_FLESH, m_pColNodeInfos[i].pieceType);
+ }
+ RwMatrixDestroy(invmat);
+ RwMatrixDestroy(mat);
+ colmodel->spheres = spheres;
+ colmodel->numSpheres = NUMPEDINFONODES;
+ center.x = center.y = center.z = 0.0f;
+ colmodel->boundingSphere.Set(2.0f, center, 0, 0);
+ CVector min, max;
+ min.x = min.y = -0.5f;
+ min.z = -1.2f;
+ max.x = max.y = 0.5f;
+ max.z = 1.2f;
+ colmodel->boundingBox.Set(min, max, 0, 0);
+ colmodel->level = LEVEL_NONE;
+ m_hitColModel = colmodel;
+}
+
+CColModel*
+CPedModelInfo::AnimatePedColModelSkinned(RpClump *clump)
+{
+ if(m_hitColModel == nil){
+ CreateHitColModelSkinned(clump);
+ return m_hitColModel;
+ }
+ RwMatrix *invmat, *mat;
+ CColSphere *spheres = m_hitColModel->spheres;
+ RpHAnimHierarchy *hier = GetAnimHierarchyFromSkinClump(clump);
+ invmat = RwMatrixCreate();
+ mat = RwMatrixCreate();
+ RwMatrixInvert(invmat, RwFrameGetMatrix(RpClumpGetFrame(clump)));
+
+ for(int i = 0; i < NUMPEDINFONODES; i++){
+ *mat = *invmat;
+ int id = ConvertPedNode2BoneTag(m_pColNodeInfos[i].pedNode);
+ int idx = RpHAnimIDGetIndex(hier, id);
+
+ RwMatrixTransform(mat, &RpHAnimHierarchyGetMatrixArray(hier)[idx], rwCOMBINEPRECONCAT);
+ RwV3d pos = { 0.0f, 0.0f, 0.0f };
+ RwV3dTransformPoints(&pos, &pos, 1, mat);
+
+ spheres[i].center.x = pos.x + m_pColNodeInfos[i].x;
+ spheres[i].center.y = pos.y + 0.0f;
+ spheres[i].center.z = pos.z + m_pColNodeInfos[i].z;
+ }
+ RwMatrixDestroy(invmat);
+ RwMatrixDestroy(mat);
+ return m_hitColModel;
+}
+
+#endif
diff --git a/src/modelinfo/PedModelInfo.h b/src/modelinfo/PedModelInfo.h
index 0336fa9b..a2bfd122 100644
--- a/src/modelinfo/PedModelInfo.h
+++ b/src/modelinfo/PedModelInfo.h
@@ -28,11 +28,13 @@ public:
ePedStats m_pedStatType;
uint32 m_carsCanDrive;
CColModel *m_hitColModel;
+#ifdef PED_SKIN
RpAtomic *m_head;
RpAtomic *m_lhand;
RpAtomic *m_rhand;
+#endif
- static RwObjectNameIdAssocation m_pPedIds[12];
+ static RwObjectNameIdAssocation m_pPedIds[PED_NODE_MAX];
CPedModelInfo(void) : CClumpModelInfo(MITYPE_PED) { }
void DeleteRwObject(void);
@@ -40,7 +42,18 @@ public:
void SetLowDetailClump(RpClump*);
void CreateHitColModel(void);
+ void CreateHitColModelSkinned(RpClump *clump);
CColModel *GetHitColModel(void) { return m_hitColModel; }
static CColModel *AnimatePedColModel(CColModel* colmodel, RwFrame* frame);
+ CColModel *AnimatePedColModelSkinned(RpClump *clump);
+
+#ifdef PED_SKIN
+ static RpAtomic *findLimbsCb(RpAtomic *atomic, void *data);
+ RpAtomic *getHead(void) { return m_head; }
+ RpAtomic *getLeftHand(void) { return m_lhand; }
+ RpAtomic *getRightHand(void) { return m_rhand; }
+#endif
};
-static_assert(sizeof(CPedModelInfo) == 0x54, "CPedModelInfo: error");
+#ifndef PED_SKIN
+static_assert(sizeof(CPedModelInfo) == 0x48, "CPedModelInfo: error");
+#endif \ No newline at end of file
diff --git a/src/objects/CutsceneHead.cpp b/src/objects/CutsceneHead.cpp
index b716e17e..3ef257d2 100644
--- a/src/objects/CutsceneHead.cpp
+++ b/src/objects/CutsceneHead.cpp
@@ -5,6 +5,7 @@
#include "RwHelper.h"
#include "RpAnimBlend.h"
#include "AnimBlendClumpData.h"
+#include "Bones.h"
#include "Directory.h"
#include "CutsceneMgr.h"
#include "Streaming.h"
@@ -17,11 +18,23 @@ CCutsceneHead::CCutsceneHead(CObject *obj)
RpAtomic *atm;
assert(RwObjectGetType(obj->m_rwObject) == rpCLUMP);
- m_pHeadNode = RpAnimBlendClumpFindFrame((RpClump*)obj->m_rwObject, "Shead")->frame;
- atm = (RpAtomic*)GetFirstObject(m_pHeadNode);
- if(atm){
- assert(RwObjectGetType((RwObject*)atm) == rpATOMIC);
- RpAtomicSetFlags(atm, RpAtomicGetFlags(atm) & ~rpATOMICRENDER);
+#ifdef PED_SKIN
+ unk1 = 0;
+ bIsSkinned = false;
+ m_parentObject = (CCutsceneObject*)obj;
+ // Hide original head
+ if(IsClumpSkinned(obj->GetClump())){
+ m_parentObject->SetRenderHead(false);
+ bIsSkinned = true;
+ }else
+#endif
+ {
+ m_pHeadNode = RpAnimBlendClumpFindFrame((RpClump*)obj->m_rwObject, "Shead")->frame;
+ atm = (RpAtomic*)GetFirstObject(m_pHeadNode);
+ if(atm){
+ assert(RwObjectGetType((RwObject*)atm) == rpATOMIC);
+ RpAtomicSetFlags(atm, RpAtomicGetFlags(atm) & ~rpATOMICRENDER);
+ }
}
}
@@ -48,11 +61,28 @@ CCutsceneHead::ProcessControl(void)
RpAtomic *atm;
RpHAnimHierarchy *hier;
+ // android/xbox calls is at the end
CPhysical::ProcessControl();
- m_matrix.SetRotateY(PI/2);
- m_matrix = CMatrix(RwFrameGetLTM(m_pHeadNode)) * m_matrix;
- UpdateRwFrame();
+#ifdef PED_SKIN
+ if(bIsSkinned){
+ UpdateRpHAnim();
+ UpdateRwFrame();
+
+ RpHAnimHierarchy *hier = GetAnimHierarchyFromSkinClump(m_parentObject->GetClump());
+ int idx = RpHAnimIDGetIndex(hier, BONE_head);
+ RwMatrix *mat = &RpHAnimHierarchyGetMatrixArray(hier)[idx];
+ if(RwV3dLength(&mat->pos) > 100.0f){
+ m_matrix.SetRotateY(PI/2);
+ m_matrix = CMatrix(mat) * m_matrix;
+ }
+ }else
+#endif
+ {
+ m_matrix.SetRotateY(PI/2);
+ m_matrix = CMatrix(RwFrameGetLTM(m_pHeadNode)) * m_matrix;
+ UpdateRwFrame(); // android/xbox don't call this
+ }
assert(RwObjectGetType(m_rwObject) == rpCLUMP);
atm = GetFirstAtomic((RpClump*)m_rwObject);
@@ -65,8 +95,25 @@ CCutsceneHead::Render(void)
{
RpAtomic *atm;
- m_matrix.SetRotateY(PI/2);
- m_matrix = CMatrix(RwFrameGetLTM(m_pHeadNode)) * m_matrix;
+#ifdef PED_SKIN
+ if(bIsSkinned){
+ RpHAnimHierarchy *hier = GetAnimHierarchyFromSkinClump(m_parentObject->GetClump());
+ RpHAnimHierarchyUpdateMatrices(hier);
+ int idx = RpHAnimIDGetIndex(hier, BONE_head);
+ RwMatrix *mat = &RpHAnimHierarchyGetMatrixArray(hier)[idx];
+ if(RwV3dLength(&mat->pos) > 100.0f){
+ m_matrix.SetRotateY(PI/2);
+ m_matrix = CMatrix(mat) * m_matrix;
+ }
+ RenderLimb(BONE_Lhand);
+ RenderLimb(BONE_Rhand);
+ }else
+#endif
+ {
+ m_matrix.SetRotateY(PI/2);
+ m_matrix = CMatrix(RwFrameGetLTM(m_pHeadNode)) * m_matrix;
+ }
+
UpdateRwFrame();
assert(RwObjectGetType(m_rwObject) == rpCLUMP);
@@ -76,6 +123,34 @@ CCutsceneHead::Render(void)
CObject::Render();
}
+#ifdef PED_SKIN
+void
+CCutsceneHead::RenderLimb(int32 bone)
+{
+ RpAtomic *atomic;
+ RpHAnimHierarchy *hier = GetAnimHierarchyFromSkinClump(m_parentObject->GetClump());
+ int idx = RpHAnimIDGetIndex(hier, bone);
+ RwMatrix *mats = RpHAnimHierarchyGetMatrixArray(hier);
+ CPedModelInfo *mi = (CPedModelInfo*)CModelInfo::GetModelInfo(m_modelIndex);
+ switch(bone){
+ case BONE_Lhand:
+ atomic = mi->getLeftHand();
+ break;
+ case BONE_Rhand:
+ atomic = mi->getRightHand();
+ break;
+ default:
+ return;
+ }
+ if(atomic){
+ RwFrame *frame = RpAtomicGetFrame(atomic);
+ RwMatrixTransform(RwFrameGetMatrix(frame), &mats[idx], rwCOMBINEREPLACE);
+ RwFrameUpdateObjects(frame);
+ RpAtomicRender(atomic);
+ }
+}
+#endif
+
void
CCutsceneHead::PlayAnimation(const char *animName)
{
diff --git a/src/objects/CutsceneHead.h b/src/objects/CutsceneHead.h
index 52b66ede..0a70353d 100644
--- a/src/objects/CutsceneHead.h
+++ b/src/objects/CutsceneHead.h
@@ -6,6 +6,12 @@ class CCutsceneHead : public CCutsceneObject
{
public:
RwFrame *m_pHeadNode;
+#ifdef PED_SKIN
+ int32 unk1;
+ CCutsceneObject *m_parentObject;
+ int32 unk2;
+ int32 bIsSkinned;
+#endif
CCutsceneHead(CObject *obj);
@@ -13,7 +19,10 @@ public:
void DeleteRwObject(void);
void ProcessControl(void);
void Render(void);
+ void RenderLimb(int32 bone);
void PlayAnimation(const char *animName);
};
+#ifndef PED_SKIN
static_assert(sizeof(CCutsceneHead) == 0x19C, "CCutsceneHead: error");
+#endif
diff --git a/src/objects/CutsceneObject.cpp b/src/objects/CutsceneObject.cpp
index cee83848..7b4ae02b 100644
--- a/src/objects/CutsceneObject.cpp
+++ b/src/objects/CutsceneObject.cpp
@@ -1,10 +1,12 @@
#include "common.h"
#include "main.h"
+#include "RwHelper.h"
#include "Lights.h"
#include "PointLights.h"
#include "RpAnimBlend.h"
#include "AnimBlendClumpData.h"
+#include "Bones.h"
#include "Renderer.h"
#include "ModelIndices.h"
#include "Shadows.h"
@@ -19,6 +21,12 @@ CCutsceneObject::CCutsceneObject(void)
ObjectCreatedBy = CUTSCENE_OBJECT;
m_fMass = 1.0f;
m_fTurnMass = 1.0f;
+
+#ifdef PED_SKIN
+ bRenderHead = true;
+ bRenderRightHand = true;
+ bRenderLeftHand = true;
+#endif
}
void
@@ -42,12 +50,24 @@ CCutsceneObject::ProcessControl(void)
m_vecMoveSpeed *= 1.0f/CTimer::GetTimeStep();
ApplyMoveSpeed();
+
+#ifdef PED_SKIN
+ if(IsClumpSkinned(GetClump()))
+ UpdateRpHAnim();
+#endif
+}
+
+static RpMaterial*
+MaterialSetAlpha(RpMaterial *material, void *data)
+{
+ ((RwRGBA*)RpMaterialGetColor(material))->alpha = (uint8)(uintptr)data;
+ return material;
}
void
CCutsceneObject::PreRender(void)
{
- if(IsPedModel(GetModelIndex()))
+ if(IsPedModel(GetModelIndex())){
CShadows::StoreShadowForPedObject(this,
CTimeCycle::m_fShadowDisplacementX[CTimeCycle::m_CurrentStoredValue],
CTimeCycle::m_fShadowDisplacementY[CTimeCycle::m_CurrentStoredValue],
@@ -55,14 +75,57 @@ CCutsceneObject::PreRender(void)
CTimeCycle::m_fShadowFrontY[CTimeCycle::m_CurrentStoredValue],
CTimeCycle::m_fShadowSideX[CTimeCycle::m_CurrentStoredValue],
CTimeCycle::m_fShadowSideY[CTimeCycle::m_CurrentStoredValue]);
+ // For some reason xbox/android limbs are transparent here...
+ RpGeometry *geometry = RpAtomicGetGeometry(GetFirstAtomic(GetClump()));
+ RpGeometrySetFlags(geometry, RpGeometryGetFlags(geometry) | rpGEOMETRYMODULATEMATERIALCOLOR);
+ RpGeometryForAllMaterials(geometry, MaterialSetAlpha, (void*)255);
+ }
}
void
CCutsceneObject::Render(void)
{
+#ifdef PED_SKIN
+ if(IsClumpSkinned(GetClump())){
+ if(bRenderLeftHand) RenderLimb(BONE_Lhand);
+ if(bRenderRightHand) RenderLimb(BONE_Rhand);
+ if(bRenderHead) RenderLimb(BONE_head);
+ }
+#endif
CObject::Render();
}
+#ifdef PED_SKIN
+void
+CCutsceneObject::RenderLimb(int32 bone)
+{
+ RpAtomic *atomic;
+ CPedModelInfo *mi = (CPedModelInfo*)CModelInfo::GetModelInfo(m_modelIndex);
+ switch(bone){
+ case BONE_head:
+ atomic = mi->getHead();
+ break;
+ case BONE_Lhand:
+ atomic = mi->getLeftHand();
+ break;
+ case BONE_Rhand:
+ atomic = mi->getRightHand();
+ break;
+ default:
+ return;
+ }
+ if(atomic){
+ RpHAnimHierarchy *hier = GetAnimHierarchyFromSkinClump(GetClump());
+ int idx = RpHAnimIDGetIndex(hier, bone);
+ RwMatrix *mat = &RpHAnimHierarchyGetMatrixArray(hier)[idx];
+ RwFrame *frame = RpAtomicGetFrame(atomic);
+ *RwFrameGetMatrix(frame) = *mat;
+ RwFrameUpdateObjects(frame);
+ RpAtomicRender(atomic);
+ }
+}
+#endif
+
bool
CCutsceneObject::SetupLighting(void)
{
diff --git a/src/objects/CutsceneObject.h b/src/objects/CutsceneObject.h
index 31c3a528..9c4036bf 100644
--- a/src/objects/CutsceneObject.h
+++ b/src/objects/CutsceneObject.h
@@ -5,13 +5,29 @@
class CCutsceneObject : public CObject
{
public:
+#ifdef PED_SKIN
+ bool bRenderHead;
+ bool bRenderRightHand;
+ bool bRenderLeftHand;
+
+ bool GetRenderHead(void) { return bRenderHead; }
+ bool GetRenderRightHand(void) { return bRenderRightHand; }
+ bool GetRenderLeftHand(void) { return bRenderLeftHand; }
+ void SetRenderHead(bool render) { bRenderHead = render; }
+ void SetRenderRightHand(bool render) { bRenderRightHand = render; }
+ void SetRenderLeftHand(bool render) { bRenderLeftHand = render; }
+#endif
+
CCutsceneObject(void);
void SetModelIndex(uint32 id);
void ProcessControl(void);
void PreRender(void);
void Render(void);
+ void RenderLimb(int32 bone);
bool SetupLighting(void);
void RemoveLighting(bool reset);
};
+#ifndef PED_SKIN
static_assert(sizeof(CCutsceneObject) == 0x198, "CCutsceneObject: error");
+#endif
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
diff --git a/src/render/SpecialFX.cpp b/src/render/SpecialFX.cpp
index 16057420..fc081fa3 100644
--- a/src/render/SpecialFX.cpp
+++ b/src/render/SpecialFX.cpp
@@ -117,8 +117,14 @@ CSpecialFX::Update(void)
if(FindPlayerPed() &&
FindPlayerPed()->GetWeapon()->m_eWeaponType == WEAPONTYPE_BASEBALLBAT &&
- FindPlayerPed()->GetWeapon()->m_eWeaponState == WEAPONSTATE_FIRING)
- RwFrameForAllObjects(FindPlayerPed()->GetNodeFrame(PED_HANDR), LookForBatCB, CModelInfo::GetModelInfo(MI_BASEBALL_BAT));
+ FindPlayerPed()->GetWeapon()->m_eWeaponState == WEAPONSTATE_FIRING){
+#ifdef PED_SKIN
+ if(IsClumpSkinned(FindPlayerPed()->GetClump())){
+ LookForBatCB((RwObject*)FindPlayerPed()->m_pWeaponModel, CModelInfo::GetModelInfo(MI_BASEBALL_BAT));
+ }else
+#endif
+ RwFrameForAllObjects(FindPlayerPed()->m_pFrames[PED_HANDR]->frame, LookForBatCB, CModelInfo::GetModelInfo(MI_BASEBALL_BAT));
+ }
}
void
diff --git a/src/rw/RwHelper.cpp b/src/rw/RwHelper.cpp
index acf811ad..5aa4475f 100644
--- a/src/rw/RwHelper.cpp
+++ b/src/rw/RwHelper.cpp
@@ -3,16 +3,15 @@
#include "Timecycle.h"
#include "skeleton.h"
-#if defined(RWLIBS) && !defined(FINAL)
+#include "Debug.h"
+#ifndef FINAL
#include "rtcharse.h"
-#pragma comment( lib, "rtcharse.lib" )
-
RtCharset *debugCharset;
#endif
void CreateDebugFont()
{
-#if defined(RWLIBS) && !defined(FINAL)
+#ifndef FINAL
RwRGBA color = { 255, 255, 128, 255 };
RwRGBA colorbg = { 0, 0, 0, 0 };
RtCharsetOpen();
@@ -22,7 +21,7 @@ void CreateDebugFont()
void DestroyDebugFont()
{
-#if defined(RWLIBS) && !defined(FINAL)
+#ifndef FINAL
RtCharsetDestroy(debugCharset);
RtCharsetClose();
#endif
@@ -30,14 +29,14 @@ void DestroyDebugFont()
void ObrsPrintfString(const char *str, short x, short y)
{
-#if defined(RWLIBS) && !defined(FINAL)
- RtCharsetPrintBuffered(debugCharset, str, x, y, true);
+#ifndef FINAL
+ RtCharsetPrintBuffered(debugCharset, str, x*8, y*16, true);
#endif
}
void FlushObrsPrintfs()
{
-#if defined(RWLIBS) && !defined(FINAL)
+#ifndef FINAL
RtCharsetBufferFlush();
#endif
}
@@ -168,6 +167,170 @@ GetFirstTexture(RwTexDictionary *txd)
return tex;
}
+#ifdef PED_SKIN
+static RpAtomic*
+isSkinnedCb(RpAtomic *atomic, void *data)
+{
+ RpAtomic **pAtomic = (RpAtomic**)data;
+ if(*pAtomic)
+ return nil; // already found one
+ if(RpSkinGeometryGetSkin(atomic->geometry))
+ *pAtomic = atomic; // we could just return nil here directly...
+ return atomic;
+}
+
+RpAtomic*
+IsClumpSkinned(RpClump *clump)
+{
+ RpAtomic *atomic = nil;
+ RpClumpForAllAtomics(clump, isSkinnedCb, &atomic);
+ return atomic;
+}
+
+static RpAtomic*
+GetAnimHierarchyCallback(RpAtomic *atomic, void *data)
+{
+ *(RpHAnimHierarchy**)data = RpSkinAtomicGetHAnimHierarchy(atomic);
+ return nil;
+}
+
+RpHAnimHierarchy*
+GetAnimHierarchyFromSkinClump(RpClump *clump)
+{
+ RpHAnimHierarchy *hier = nil;
+ RpClumpForAllAtomics(clump, GetAnimHierarchyCallback, &hier);
+ return hier;
+}
+
+static RwFrame*
+GetAnimHierarchyFromClumpCB(RwFrame *frame, void *data)
+{
+ RpHAnimHierarchy *hier = RpHAnimFrameGetHierarchy(frame);
+ if(hier){
+ *(RpHAnimHierarchy**)data = hier;
+ return nil;
+ }
+ RwFrameForAllChildren(frame, GetAnimHierarchyFromClumpCB, data);
+ return frame;
+}
+
+RpHAnimHierarchy*
+GetAnimHierarchyFromClump(RpClump *clump)
+{
+ RpHAnimHierarchy *hier = nil;
+ RwFrameForAllChildren(RpClumpGetFrame(clump), GetAnimHierarchyFromClumpCB, &hier);
+ return hier;
+}
+
+RwFrame*
+GetHierarchyFromChildNodesCB(RwFrame *frame, void *data)
+{
+ RpHAnimHierarchy **pHier = (RpHAnimHierarchy**)data;
+ RpHAnimHierarchy *hier = RpHAnimFrameGetHierarchy(frame);
+ if(hier == nil)
+ RwFrameForAllChildren(frame, GetHierarchyFromChildNodesCB, &hier);
+ *pHier = hier;
+ return nil;
+}
+
+void
+SkinGetBonePositionsToTable(RpClump *clump, RwV3d *boneTable)
+{
+ int i, parent;
+ RpAtomic *atomic;
+ RpSkin *skin;
+ RpHAnimHierarchy *hier;
+ int numBones;
+ RwMatrix m, invmat;
+ int stack[32];
+ int sp;
+
+ if(boneTable == nil)
+ return;
+
+// atomic = GetFirstAtomic(clump); // mobile, also VC
+ atomic = IsClumpSkinned(clump); // xbox, seems safer
+ assert(atomic);
+ skin = RpSkinGeometryGetSkin(RpAtomicGetGeometry(atomic));
+ assert(skin);
+ hier = GetAnimHierarchyFromSkinClump(clump);
+ assert(hier);
+ boneTable[0].x = 0.0f;
+ boneTable[0].y = 0.0f;
+ boneTable[0].z = 0.0f;
+ numBones = RpSkinGetNumBones(skin);
+ parent = 0;
+ sp = 0;
+#ifdef FIX_BUGS
+ stack[0] = 0; // i think this is ok
+#endif
+ for(i = 1; i < numBones; i++){
+ RwMatrixCopy(&m, &RpSkinGetSkinToBoneMatrices(skin)[i]);
+ RwMatrixInvert(&invmat, &m);
+ const RwMatrix *x = RpSkinGetSkinToBoneMatrices(skin);
+ RwV3dTransformPoints(&boneTable[i], &invmat.pos, 1, &x[parent]);
+ if(HIERNODEINFO(hier)[i].flags & rpHANIMPUSHPARENTMATRIX)
+ stack[++sp] = parent;
+ if(HIERNODEINFO(hier)[i].flags & rpHANIMPOPPARENTMATRIX)
+ parent = stack[sp--];
+ else
+ parent = i;
+ assert(parent >= 0 && parent < numBones);
+ }
+}
+
+RpHAnimAnimation*
+HAnimAnimationCreateForHierarchy(RpHAnimHierarchy *hier)
+{
+ int i;
+#ifdef FIX_BUGS
+ int numNodes = hier->numNodes*2; // you're supposed to have at least two KFs per node
+#else
+ int numNodes = hier->numNodes;
+#endif
+ RpHAnimAnimation *anim = RpHAnimAnimationCreate(rpHANIMSTDKEYFRAMETYPEID, numNodes, 0, 0.0f);
+ if(anim == nil)
+ return nil;
+ RpHAnimStdKeyFrame *frame = (RpHAnimStdKeyFrame*)HANIMFRAMES(anim);
+ for(i = 0; i < numNodes; i++){
+ frame->q.real = 1.0f;
+ frame->q.imag.x = frame->q.imag.y = frame->q.imag.z = 0.0f;
+ frame->t.x = frame->t.y = frame->t.z = 0.0f;
+ frame->time = 0.0f;
+ frame->prevFrame = nil;
+ frame++;
+ }
+ return anim;
+}
+
+void
+RenderSkeleton(RpHAnimHierarchy *hier)
+{
+ int i;
+ int sp;
+ int stack[32];
+ int par;
+ CVector p1, p2;
+ int numNodes = hier->numNodes;
+ RwMatrix *mats = RpHAnimHierarchyGetMatrixArray(hier);
+ p1 = mats[0].pos;
+
+ par = 0;
+ sp = 0;
+ stack[sp++] = par;
+ for(i = 1; i < numNodes; i++){
+ p1 = mats[par].pos;
+ p2 = mats[i].pos;
+ CDebug::AddLine(p1, p2, 0xFFFFFFFF, 0xFFFFFFFF);
+ if(HIERNODEINFO(hier)[i].flags & rpHANIMPUSHPARENTMATRIX)
+ stack[sp++] = par;
+ par = i;
+ if(HIERNODEINFO(hier)[i].flags & rpHANIMPOPPARENTMATRIX)
+ par = stack[--sp];
+ }
+}
+#endif
+
void
CameraSize(RwCamera * camera, RwRect * rect,
RwReal viewWindow, RwReal aspectRatio)
diff --git a/src/rw/RwHelper.h b/src/rw/RwHelper.h
index 5b47cb6f..9f178ec2 100644
--- a/src/rw/RwHelper.h
+++ b/src/rw/RwHelper.h
@@ -13,6 +13,15 @@ RwObject *GetFirstObject(RwFrame *frame);
RpAtomic *GetFirstAtomic(RpClump *clump);
RwTexture *GetFirstTexture(RwTexDictionary *txd);
+#ifdef PED_SKIN
+RpAtomic *IsClumpSkinned(RpClump *clump);
+RpHAnimHierarchy *GetAnimHierarchyFromSkinClump(RpClump *clump); // get from atomic
+RpHAnimHierarchy *GetAnimHierarchyFromClump(RpClump *clump); // get from frame
+RwFrame *GetHierarchyFromChildNodesCB(RwFrame *frame, void *data);
+void SkinGetBonePositionsToTable(RpClump *clump, RwV3d *boneTable);
+RpHAnimAnimation *HAnimAnimationCreateForHierarchy(RpHAnimHierarchy *hier);
+#endif
+
RwTexDictionary *RwTexDictionaryGtaStreamRead(RwStream *stream);
RwTexDictionary *RwTexDictionaryGtaStreamRead1(RwStream *stream);
RwTexDictionary *RwTexDictionaryGtaStreamRead2(RwStream *stream, RwTexDictionary *texDict);
diff --git a/src/rw/VisibilityPlugins.cpp b/src/rw/VisibilityPlugins.cpp
index 89bd13a6..7dc27f48 100644
--- a/src/rw/VisibilityPlugins.cpp
+++ b/src/rw/VisibilityPlugins.cpp
@@ -543,6 +543,21 @@ CVisibilityPlugins::RenderPedHiDetailCB(RpAtomic *atomic)
return atomic;
}
+// This is needed for peds with only one clump, i.e. skinned models
+// strangely even the xbox version has no such thing
+RpAtomic*
+CVisibilityPlugins::RenderPedCB(RpAtomic *atomic)
+{
+ int32 alpha;
+
+ alpha = GetClumpAlpha(RpAtomicGetClump(atomic));
+ if(alpha == 255)
+ AtomicDefaultRenderCallBack(atomic);
+ else
+ RenderAlphaAtomic(atomic, alpha);
+ return atomic;
+}
+
float
CVisibilityPlugins::GetDistanceSquaredFromCamera(RwFrame *frame)
{
diff --git a/src/rw/VisibilityPlugins.h b/src/rw/VisibilityPlugins.h
index 63bc95e4..b367d7ee 100644
--- a/src/rw/VisibilityPlugins.h
+++ b/src/rw/VisibilityPlugins.h
@@ -63,6 +63,7 @@ public:
static RpAtomic *RenderPlayerCB(RpAtomic *atomic);
static RpAtomic *RenderPedLowDetailCB(RpAtomic *atomic);
static RpAtomic *RenderPedHiDetailCB(RpAtomic *atomic);
+ static RpAtomic *RenderPedCB(RpAtomic *atomic); // for skinned models with only one clump
static void RenderAlphaAtomics(void);
static void RenderFadingEntities(void);
@@ -131,3 +132,5 @@ public:
static bool PluginAttach(void);
};
+
+RpMaterial *SetAlphaCB(RpMaterial *material, void *data);
diff --git a/src/skel/win/win.cpp b/src/skel/win/win.cpp
index d13d3c52..cde9f9e5 100644
--- a/src/skel/win/win.cpp
+++ b/src/skel/win/win.cpp
@@ -1766,6 +1766,14 @@ WinMain(HINSTANCE instance,
StaticPatcher::Apply();
SystemParametersInfo(SPI_SETFOREGROUNDLOCKTIMEOUT, 0, nil, SPIF_SENDCHANGE);
+/*
+ // TODO: make this an option somewhere
+ AllocConsole();
+ freopen("CONIN$", "r", stdin);
+ freopen("CONOUT$", "w", stdout);
+ freopen("CONOUT$", "w", stderr);
+*/
+
/*
* Initialize the platform independent data.
* This will in turn initialize the platform specific data...
diff --git a/src/weapons/Weapon.cpp b/src/weapons/Weapon.cpp
index b7ccb455..54e73a41 100644
--- a/src/weapons/Weapon.cpp
+++ b/src/weapons/Weapon.cpp
@@ -566,8 +566,7 @@ CWeapon::FireInstantHit(CEntity *shooter, CVector *fireSource)
target.y = 0.0f;
target.z = 0.0f;
- for (RwFrame *i = shooterPed->GetNodeFrame(PED_HANDR); i; i = RwFrameGetParent(i))
- RwV3dTransformPoints(target, target, 1, RwFrameGetMatrix(i));
+ shooterPed->TransformToNode(target, PED_HANDR);
ProcessLineOfSight(*fireSource, target, point, victim, m_eWeaponType, shooter, true, true, true, true, true, true, false);
}