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#pragma once
#include "common.h"
#include "AnimBlendClumpData.h"
struct LimbOrientation
{
float yaw;
float pitch;
};
struct LimbMovementInfo {
float maxYaw;
float minYaw;
float yawD;
float maxPitch;
float minPitch;
float pitchD;
};
enum LimbMoveStatus {
ANGLES_SET_TO_MAX, // because given angles were unreachable
ONE_ANGLE_COULDNT_BE_SET_EXACTLY, // because it can't be reached in a jiffy
ANGLES_SET_EXACTLY
};
class CPed;
class CPedIK
{
public:
enum {
GUN_POINTED_SUCCESSFULLY = 1, // set but unused
LOOKAROUND_HEAD_ONLY = 2,
AIMS_WITH_ARM = 4,
};
CPed *m_ped;
LimbOrientation m_headOrient;
LimbOrientation m_torsoOrient;
LimbOrientation m_upperArmOrient;
LimbOrientation m_lowerArmOrient;
int32 m_flags;
static LimbMovementInfo ms_torsoInfo;
static LimbMovementInfo ms_headInfo;
static LimbMovementInfo ms_headRestoreInfo;
static LimbMovementInfo ms_upperArmInfo;
static LimbMovementInfo ms_lowerArmInfo;
CPedIK(CPed *ped);
bool PointGunInDirection(float targetYaw, float targetPitch);
bool PointGunInDirectionUsingArm(float targetYaw, float targetPitch);
bool PointGunAtPosition(CVector const& position);
void GetComponentPosition(RwV3d &pos, uint32 node);
void GetComponentPosition(CVector &pos, uint32 node) { GetComponentPosition(*(RwV3d*)pos, node); }
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 targetYaw, float targetPitch, LimbMovementInfo &moveInfo);
bool RestoreGunPosn(void);
bool LookInDirection(float targetYaw, float targetPitch);
bool LookAtPosition(CVector const& pos);
bool RestoreLookAt(void);
};
VALIDATE_SIZE(CPedIK, 0x28);
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