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https://git.rip/DMCA_FUCKER/re3.git
synced 2024-12-23 12:50:00 +00:00
changed CPedIK names
This commit is contained in:
parent
ec1b91e527
commit
0c23166318
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@ -2514,37 +2514,37 @@ CPed::CalculateNewVelocity(void)
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if ((!idleAssoc || idleAssoc->blendAmount < 0.5f) && !fightAssoc) {
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if ((!idleAssoc || idleAssoc->blendAmount < 0.5f) && !fightAssoc) {
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#endif
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#endif
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LimbOrientation newUpperLegs;
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LimbOrientation newUpperLegs;
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newUpperLegs.phi = localWalkAngle;
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newUpperLegs.yaw = localWalkAngle;
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if (newUpperLegs.phi < -DEGTORAD(100.0f)) {
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if (newUpperLegs.yaw < -DEGTORAD(100.0f)) {
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newUpperLegs.phi += PI;
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newUpperLegs.yaw += PI;
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} else if (newUpperLegs.phi > DEGTORAD(100.0f)) {
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} else if (newUpperLegs.yaw > DEGTORAD(100.0f)) {
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newUpperLegs.phi -= PI;
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newUpperLegs.yaw -= PI;
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}
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}
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if (newUpperLegs.phi > -DEGTORAD(50.0f) && newUpperLegs.phi < DEGTORAD(50.0f)) {
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if (newUpperLegs.yaw > -DEGTORAD(50.0f) && newUpperLegs.yaw < DEGTORAD(50.0f)) {
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#ifdef PED_SKIN
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#ifdef PED_SKIN
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if(IsClumpSkinned(GetClump())){
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if(IsClumpSkinned(GetClump())){
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/*
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/*
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// this looks shit
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// this looks shit
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newUpperLegs.theta = 0.0f;
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newUpperLegs.pitch = 0.0f;
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RwV3d axis = { -1.0f, 0.0f, 0.0f };
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RwV3d axis = { -1.0f, 0.0f, 0.0f };
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RtQuatRotate(&m_pFrames[PED_UPPERLEGL]->hanimFrame->q, &axis, RADTODEG(newUpperLegs.phi), rwCOMBINEPRECONCAT);
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RtQuatRotate(&m_pFrames[PED_UPPERLEGL]->hanimFrame->q, &axis, RADTODEG(newUpperLegs.yaw), rwCOMBINEPRECONCAT);
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RtQuatRotate(&m_pFrames[PED_UPPERLEGR]->hanimFrame->q, &axis, RADTODEG(newUpperLegs.phi), rwCOMBINEPRECONCAT);
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RtQuatRotate(&m_pFrames[PED_UPPERLEGR]->hanimFrame->q, &axis, RADTODEG(newUpperLegs.yaw), rwCOMBINEPRECONCAT);
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*/
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*/
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newUpperLegs.theta = 0.1f;
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newUpperLegs.pitch = 0.1f;
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RwV3d Xaxis = { 1.0f, 0.0f, 0.0f };
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RwV3d Xaxis = { 1.0f, 0.0f, 0.0f };
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RwV3d Zaxis = { 0.0f, 0.0f, 1.0f };
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RwV3d Zaxis = { 0.0f, 0.0f, 1.0f };
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RtQuatRotate(&m_pFrames[PED_UPPERLEGL]->hanimFrame->q, &Zaxis, RADTODEG(newUpperLegs.theta), rwCOMBINEPOSTCONCAT);
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RtQuatRotate(&m_pFrames[PED_UPPERLEGL]->hanimFrame->q, &Zaxis, RADTODEG(newUpperLegs.pitch), rwCOMBINEPOSTCONCAT);
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RtQuatRotate(&m_pFrames[PED_UPPERLEGL]->hanimFrame->q, &Xaxis, RADTODEG(newUpperLegs.phi), rwCOMBINEPOSTCONCAT);
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RtQuatRotate(&m_pFrames[PED_UPPERLEGL]->hanimFrame->q, &Xaxis, RADTODEG(newUpperLegs.yaw), rwCOMBINEPOSTCONCAT);
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RtQuatRotate(&m_pFrames[PED_UPPERLEGR]->hanimFrame->q, &Zaxis, RADTODEG(newUpperLegs.theta), rwCOMBINEPOSTCONCAT);
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RtQuatRotate(&m_pFrames[PED_UPPERLEGR]->hanimFrame->q, &Zaxis, RADTODEG(newUpperLegs.pitch), rwCOMBINEPOSTCONCAT);
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RtQuatRotate(&m_pFrames[PED_UPPERLEGR]->hanimFrame->q, &Xaxis, RADTODEG(newUpperLegs.phi), rwCOMBINEPOSTCONCAT);
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RtQuatRotate(&m_pFrames[PED_UPPERLEGR]->hanimFrame->q, &Xaxis, RADTODEG(newUpperLegs.yaw), rwCOMBINEPOSTCONCAT);
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bDontAcceptIKLookAts = true;
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bDontAcceptIKLookAts = true;
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}else
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}else
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#endif
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#endif
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{
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{
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newUpperLegs.theta = 0.0f;
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newUpperLegs.pitch = 0.0f;
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m_pedIK.RotateTorso(m_pFrames[PED_UPPERLEGL], &newUpperLegs, false);
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m_pedIK.RotateTorso(m_pFrames[PED_UPPERLEGL], &newUpperLegs, false);
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m_pedIK.RotateTorso(m_pFrames[PED_UPPERLEGR], &newUpperLegs, false);
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m_pedIK.RotateTorso(m_pFrames[PED_UPPERLEGR], &newUpperLegs, false);
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}
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}
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@ -21,14 +21,14 @@ CPedIK::CPedIK(CPed *ped)
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{
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{
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m_ped = ped;
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m_ped = ped;
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m_flags = 0;
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m_flags = 0;
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m_headOrient.phi = 0.0f;
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m_headOrient.yaw = 0.0f;
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m_headOrient.theta = 0.0f;
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m_headOrient.pitch = 0.0f;
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m_torsoOrient.phi = 0.0f;
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m_torsoOrient.yaw = 0.0f;
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m_torsoOrient.theta = 0.0f;
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m_torsoOrient.pitch = 0.0f;
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m_upperArmOrient.phi = 0.0f;
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m_upperArmOrient.yaw = 0.0f;
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m_upperArmOrient.theta = 0.0f;
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m_upperArmOrient.pitch = 0.0f;
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m_lowerArmOrient.phi = 0.0f;
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m_lowerArmOrient.yaw = 0.0f;
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m_lowerArmOrient.theta = 0.0f;
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m_lowerArmOrient.pitch = 0.0f;
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}
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}
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#ifdef PED_SKIN
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#ifdef PED_SKIN
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@ -55,8 +55,8 @@ CPedIK::RotateTorso(AnimBlendFrameData *node, LimbOrientation *limb, bool change
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RtQuat *q = &node->hanimFrame->q;
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RtQuat *q = &node->hanimFrame->q;
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#ifndef FIX_BUGS
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#ifndef FIX_BUGS
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// this is what the game does (also VC), but it does not look great
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// this is what the game does (also VC), but it does not look great
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RtQuatRotate(q, &XaxisIK, RADTODEG(limb->phi), rwCOMBINEPRECONCAT);
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RtQuatRotate(q, &XaxisIK, RADTODEG(limb->yaw), rwCOMBINEPRECONCAT);
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RtQuatRotate(q, &ZaxisIK, RADTODEG(limb->theta), rwCOMBINEPRECONCAT); // pitch
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RtQuatRotate(q, &ZaxisIK, RADTODEG(limb->pitch), rwCOMBINEPRECONCAT); // pitch
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#else
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#else
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// copied the code from the non-skinned case
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// copied the code from the non-skinned case
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// this seems to work ok
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// this seems to work ok
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@ -78,8 +78,8 @@ CPedIK::RotateTorso(AnimBlendFrameData *node, LimbOrientation *limb, bool change
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vec2.z = -(c*mat->at.x + s*mat->at.y);
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vec2.z = -(c*mat->at.x + s*mat->at.y);
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// Not sure what exactly to do here
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// Not sure what exactly to do here
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RtQuatRotate(q, &vec1, RADTODEG(limb->phi), rwCOMBINEPRECONCAT);
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RtQuatRotate(q, &vec1, RADTODEG(limb->yaw), rwCOMBINEPRECONCAT);
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RtQuatRotate(q, &vec2, RADTODEG(limb->theta), rwCOMBINEPRECONCAT);
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RtQuatRotate(q, &vec2, RADTODEG(limb->pitch), rwCOMBINEPRECONCAT);
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#endif
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#endif
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m_ped->bDontAcceptIKLookAts = true;
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m_ped->bDontAcceptIKLookAts = true;
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}else
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}else
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@ -122,14 +122,14 @@ CPedIK::RotateTorso(AnimBlendFrameData *node, LimbOrientation *limb, bool change
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float curYaw, curPitch;
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float curYaw, curPitch;
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ExtractYawAndPitchWorld(mat, &curYaw, &curPitch);
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ExtractYawAndPitchWorld(mat, &curYaw, &curPitch);
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RwMatrixRotate(RwFrameGetMatrix(f), &rightVector, RADTODEG(limb->theta), rwCOMBINEPOSTCONCAT);
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RwMatrixRotate(RwFrameGetMatrix(f), &rightVector, RADTODEG(limb->pitch), rwCOMBINEPOSTCONCAT);
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RwMatrixRotate(RwFrameGetMatrix(f), &upVector, RADTODEG(limb->phi - (curYaw - m_ped->m_fRotationCur)), rwCOMBINEPOSTCONCAT);
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RwMatrixRotate(RwFrameGetMatrix(f), &upVector, RADTODEG(limb->yaw - (curYaw - m_ped->m_fRotationCur)), rwCOMBINEPOSTCONCAT);
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RwMatrixRotate(RwFrameGetMatrix(f), &forwardVector, RADTODEG(alpha), rwCOMBINEPOSTCONCAT);
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RwMatrixRotate(RwFrameGetMatrix(f), &forwardVector, RADTODEG(alpha), rwCOMBINEPOSTCONCAT);
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}else{
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}else{
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// pitch
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// pitch
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RwMatrixRotate(RwFrameGetMatrix(f), &rightVector, RADTODEG(limb->theta), rwCOMBINEPOSTCONCAT);
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RwMatrixRotate(RwFrameGetMatrix(f), &rightVector, RADTODEG(limb->pitch), rwCOMBINEPOSTCONCAT);
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// yaw
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// yaw
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RwMatrixRotate(RwFrameGetMatrix(f), &upVector, RADTODEG(limb->phi), rwCOMBINEPOSTCONCAT);
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RwMatrixRotate(RwFrameGetMatrix(f), &upVector, RADTODEG(limb->yaw), rwCOMBINEPOSTCONCAT);
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}
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}
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RwFrameGetMatrix(f)->pos = pos;
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RwFrameGetMatrix(f)->pos = pos;
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RwMatrixDestroy(mat);
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RwMatrixDestroy(mat);
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@ -176,43 +176,43 @@ CPedIK::GetWorldMatrix(RwFrame *source, RwMatrix *destination)
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}
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}
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LimbMoveStatus
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LimbMoveStatus
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CPedIK::MoveLimb(LimbOrientation &limb, float approxPhi, float approxTheta, LimbMovementInfo &moveInfo)
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CPedIK::MoveLimb(LimbOrientation &limb, float targetYaw, float targetPitch, LimbMovementInfo &moveInfo)
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{
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{
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LimbMoveStatus result = ONE_ANGLE_COULDNT_BE_SET_EXACTLY;
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LimbMoveStatus result = ONE_ANGLE_COULDNT_BE_SET_EXACTLY;
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// phi
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// yaw
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if (limb.phi > approxPhi) {
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if (limb.yaw > targetYaw) {
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limb.phi -= moveInfo.yawD;
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limb.yaw -= moveInfo.yawD;
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} else if (limb.phi < approxPhi) {
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} else if (limb.yaw < targetYaw) {
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limb.phi += moveInfo.yawD;
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limb.yaw += moveInfo.yawD;
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}
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}
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if (Abs(limb.phi - approxPhi) < moveInfo.yawD) {
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if (Abs(limb.yaw - targetYaw) < moveInfo.yawD) {
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limb.phi = approxPhi;
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limb.yaw = targetYaw;
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result = ANGLES_SET_EXACTLY;
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result = ANGLES_SET_EXACTLY;
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}
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}
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if (limb.phi > moveInfo.maxYaw || limb.phi < moveInfo.minYaw) {
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if (limb.yaw > moveInfo.maxYaw || limb.yaw < moveInfo.minYaw) {
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limb.phi = clamp(limb.phi, moveInfo.minYaw, moveInfo.maxYaw);
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limb.yaw = clamp(limb.yaw, moveInfo.minYaw, moveInfo.maxYaw);
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result = ANGLES_SET_TO_MAX;
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result = ANGLES_SET_TO_MAX;
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}
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}
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// theta
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// pitch
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if (limb.theta > approxTheta) {
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if (limb.pitch > targetPitch) {
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limb.theta -= moveInfo.pitchD;
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limb.pitch -= moveInfo.pitchD;
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} else if (limb.theta < approxTheta) {
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} else if (limb.pitch < targetPitch) {
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limb.theta += moveInfo.pitchD;
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limb.pitch += moveInfo.pitchD;
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}
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}
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if (Abs(limb.theta - approxTheta) < moveInfo.pitchD)
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if (Abs(limb.pitch - targetPitch) < moveInfo.pitchD)
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limb.theta = approxTheta;
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limb.pitch = targetPitch;
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else
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else
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result = ONE_ANGLE_COULDNT_BE_SET_EXACTLY;
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result = ONE_ANGLE_COULDNT_BE_SET_EXACTLY;
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if (limb.theta > moveInfo.maxPitch || limb.theta < moveInfo.minPitch) {
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if (limb.pitch > moveInfo.maxPitch || limb.pitch < moveInfo.minPitch) {
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limb.theta = clamp(limb.theta, moveInfo.minPitch, moveInfo.maxPitch);
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limb.pitch = clamp(limb.pitch, moveInfo.minPitch, moveInfo.maxPitch);
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result = ANGLES_SET_TO_MAX;
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result = ANGLES_SET_TO_MAX;
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}
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}
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return result;
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return result;
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@ -231,14 +231,14 @@ void
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CPedIK::RotateHead(void)
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CPedIK::RotateHead(void)
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{
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{
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RtQuat *q = &m_ped->m_pFrames[PED_HEAD]->hanimFrame->q;
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RtQuat *q = &m_ped->m_pFrames[PED_HEAD]->hanimFrame->q;
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RtQuatRotate(q, &XaxisIK, RADTODEG(m_headOrient.phi), rwCOMBINEREPLACE);
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RtQuatRotate(q, &XaxisIK, RADTODEG(m_headOrient.yaw), rwCOMBINEREPLACE);
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RtQuatRotate(q, &ZaxisIK, RADTODEG(m_headOrient.theta), rwCOMBINEPOSTCONCAT);
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RtQuatRotate(q, &ZaxisIK, RADTODEG(m_headOrient.pitch), rwCOMBINEPOSTCONCAT);
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m_ped->bDontAcceptIKLookAts = true;
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m_ped->bDontAcceptIKLookAts = true;
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}
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}
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#endif
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#endif
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bool
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bool
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CPedIK::LookInDirection(float phi, float theta)
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CPedIK::LookInDirection(float targetYaw, float targetPitch)
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{
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{
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bool success = true;
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bool success = true;
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float yaw, pitch;
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float yaw, pitch;
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@ -246,21 +246,21 @@ CPedIK::LookInDirection(float phi, float theta)
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if(IsClumpSkinned(m_ped->GetClump())){
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if(IsClumpSkinned(m_ped->GetClump())){
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if (!(m_ped->m_pFrames[PED_HEAD]->flag & AnimBlendFrameData::IGNORE_ROTATION)) {
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if (!(m_ped->m_pFrames[PED_HEAD]->flag & AnimBlendFrameData::IGNORE_ROTATION)) {
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m_ped->m_pFrames[PED_HEAD]->flag |= AnimBlendFrameData::IGNORE_ROTATION;
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m_ped->m_pFrames[PED_HEAD]->flag |= AnimBlendFrameData::IGNORE_ROTATION;
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ExtractYawAndPitchLocalSkinned(m_ped->m_pFrames[PED_HEAD], &m_headOrient.phi, &m_headOrient.theta);
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ExtractYawAndPitchLocalSkinned(m_ped->m_pFrames[PED_HEAD], &m_headOrient.yaw, &m_headOrient.pitch);
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}
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}
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// parent of head is torso
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// parent of head is torso
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RwMatrix worldMat = *GetBoneMatrix(m_ped, BONE_torso);
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RwMatrix worldMat = *GetBoneMatrix(m_ped, BONE_torso);
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ExtractYawAndPitchWorld(&worldMat, &yaw, &pitch);
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ExtractYawAndPitchWorld(&worldMat, &yaw, &pitch);
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LimbMoveStatus headStatus = MoveLimb(m_headOrient, CGeneral::LimitRadianAngle(phi - yaw),
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LimbMoveStatus headStatus = MoveLimb(m_headOrient, CGeneral::LimitRadianAngle(targetYaw - yaw),
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CGeneral::LimitRadianAngle(DEGTORAD(10.0f)), ms_headInfo);
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CGeneral::LimitRadianAngle(DEGTORAD(10.0f)), ms_headInfo);
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if (headStatus == ANGLES_SET_TO_MAX)
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if (headStatus == ANGLES_SET_TO_MAX)
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success = false;
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success = false;
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if (headStatus != ANGLES_SET_EXACTLY){
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if (headStatus != ANGLES_SET_EXACTLY){
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if (!(m_flags & LOOKAROUND_HEAD_ONLY)){
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if (!(m_flags & LOOKAROUND_HEAD_ONLY)){
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if (MoveLimb(m_torsoOrient, CGeneral::LimitRadianAngle(phi), theta, ms_torsoInfo))
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if (MoveLimb(m_torsoOrient, CGeneral::LimitRadianAngle(targetYaw), targetPitch, ms_torsoInfo))
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success = true;
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success = true;
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}else{
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}else{
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RotateHead();
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RotateHead();
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@ -279,7 +279,7 @@ CPedIK::LookInDirection(float phi, float theta)
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if (!(m_ped->m_pFrames[PED_HEAD]->flag & AnimBlendFrameData::IGNORE_ROTATION)) {
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if (!(m_ped->m_pFrames[PED_HEAD]->flag & AnimBlendFrameData::IGNORE_ROTATION)) {
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m_ped->m_pFrames[PED_HEAD]->flag |= AnimBlendFrameData::IGNORE_ROTATION;
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m_ped->m_pFrames[PED_HEAD]->flag |= AnimBlendFrameData::IGNORE_ROTATION;
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ExtractYawAndPitchLocal(frameMat, &m_headOrient.phi, &m_headOrient.theta);
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ExtractYawAndPitchLocal(frameMat, &m_headOrient.yaw, &m_headOrient.pitch);
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}
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}
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RwMatrix *worldMat = RwMatrixCreate();
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RwMatrix *worldMat = RwMatrixCreate();
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@ -288,25 +288,25 @@ CPedIK::LookInDirection(float phi, float theta)
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ExtractYawAndPitchWorld(worldMat, &yaw, &pitch);
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ExtractYawAndPitchWorld(worldMat, &yaw, &pitch);
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RwMatrixDestroy(worldMat);
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RwMatrixDestroy(worldMat);
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yaw += m_torsoOrient.phi;
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yaw += m_torsoOrient.yaw;
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float neededPhiTurn = CGeneral::LimitRadianAngle(phi - yaw);
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float neededYawTurn = CGeneral::LimitRadianAngle(targetYaw - yaw);
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pitch *= Cos(neededPhiTurn);
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pitch *= Cos(neededYawTurn);
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float neededThetaTurn = CGeneral::LimitRadianAngle(theta - pitch);
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float neededPitchTurn = CGeneral::LimitRadianAngle(targetPitch - pitch);
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LimbMoveStatus headStatus = MoveLimb(m_headOrient, neededPhiTurn, neededThetaTurn, ms_headInfo);
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LimbMoveStatus headStatus = MoveLimb(m_headOrient, neededYawTurn, neededPitchTurn, ms_headInfo);
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if (headStatus == ANGLES_SET_TO_MAX)
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if (headStatus == ANGLES_SET_TO_MAX)
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success = false;
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success = false;
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if (headStatus != ANGLES_SET_EXACTLY && !(m_flags & LOOKAROUND_HEAD_ONLY)) {
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if (headStatus != ANGLES_SET_EXACTLY && !(m_flags & LOOKAROUND_HEAD_ONLY)) {
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float remainingTurn = CGeneral::LimitRadianAngle(phi - m_ped->m_fRotationCur);
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float remainingTurn = CGeneral::LimitRadianAngle(targetYaw - m_ped->m_fRotationCur);
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if (MoveLimb(m_torsoOrient, remainingTurn, theta, ms_torsoInfo))
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if (MoveLimb(m_torsoOrient, remainingTurn, targetPitch, ms_torsoInfo))
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success = true;
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success = true;
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}
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}
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CMatrix nextFrame = CMatrix(frameMat);
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CMatrix nextFrame = CMatrix(frameMat);
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CVector framePos = nextFrame.GetPosition();
|
CVector framePos = nextFrame.GetPosition();
|
||||||
|
|
||||||
nextFrame.SetRotateZ(m_headOrient.theta);
|
nextFrame.SetRotateZ(m_headOrient.pitch);
|
||||||
nextFrame.RotateX(m_headOrient.phi);
|
nextFrame.RotateX(m_headOrient.yaw);
|
||||||
nextFrame.GetPosition() += framePos;
|
nextFrame.GetPosition() += framePos;
|
||||||
nextFrame.UpdateRW();
|
nextFrame.UpdateRW();
|
||||||
|
|
||||||
|
@ -320,32 +320,32 @@ CPedIK::LookInDirection(float phi, float theta)
|
||||||
bool
|
bool
|
||||||
CPedIK::LookAtPosition(CVector const &pos)
|
CPedIK::LookAtPosition(CVector const &pos)
|
||||||
{
|
{
|
||||||
float phiToFace = CGeneral::GetRadianAngleBetweenPoints(
|
float yawToFace = CGeneral::GetRadianAngleBetweenPoints(
|
||||||
pos.x, pos.y,
|
pos.x, pos.y,
|
||||||
m_ped->GetPosition().x, m_ped->GetPosition().y);
|
m_ped->GetPosition().x, m_ped->GetPosition().y);
|
||||||
|
|
||||||
float thetaToFace = CGeneral::GetRadianAngleBetweenPoints(
|
float pitchToFace = CGeneral::GetRadianAngleBetweenPoints(
|
||||||
pos.z, (m_ped->GetPosition() - pos).Magnitude2D(),
|
pos.z, (m_ped->GetPosition() - pos).Magnitude2D(),
|
||||||
m_ped->GetPosition().z, 0.0f);
|
m_ped->GetPosition().z, 0.0f);
|
||||||
|
|
||||||
return LookInDirection(phiToFace, thetaToFace);
|
return LookInDirection(yawToFace, pitchToFace);
|
||||||
}
|
}
|
||||||
|
|
||||||
bool
|
bool
|
||||||
CPedIK::PointGunInDirection(float phi, float theta)
|
CPedIK::PointGunInDirection(float targetYaw, float targetPitch)
|
||||||
{
|
{
|
||||||
bool result = true;
|
bool result = true;
|
||||||
bool armPointedToGun = false;
|
bool armPointedToGun = false;
|
||||||
float angle = CGeneral::LimitRadianAngle(phi - m_ped->m_fRotationCur);
|
float angle = CGeneral::LimitRadianAngle(targetYaw - m_ped->m_fRotationCur);
|
||||||
m_flags &= (~GUN_POINTED_SUCCESSFULLY);
|
m_flags &= (~GUN_POINTED_SUCCESSFULLY);
|
||||||
m_flags |= LOOKAROUND_HEAD_ONLY;
|
m_flags |= LOOKAROUND_HEAD_ONLY;
|
||||||
if (m_flags & AIMS_WITH_ARM) {
|
if (m_flags & AIMS_WITH_ARM) {
|
||||||
armPointedToGun = PointGunInDirectionUsingArm(angle, theta);
|
armPointedToGun = PointGunInDirectionUsingArm(angle, targetPitch);
|
||||||
angle = CGeneral::LimitRadianAngle(angle - m_upperArmOrient.phi);
|
angle = CGeneral::LimitRadianAngle(angle - m_upperArmOrient.yaw);
|
||||||
}
|
}
|
||||||
if (armPointedToGun) {
|
if (armPointedToGun) {
|
||||||
if (m_flags & AIMS_WITH_ARM && m_torsoOrient.phi * m_upperArmOrient.phi < 0.0f)
|
if (m_flags & AIMS_WITH_ARM && m_torsoOrient.yaw * m_upperArmOrient.yaw < 0.0f)
|
||||||
MoveLimb(m_torsoOrient, 0.0f, m_torsoOrient.theta, ms_torsoInfo);
|
MoveLimb(m_torsoOrient, 0.0f, m_torsoOrient.pitch, ms_torsoInfo);
|
||||||
} else {
|
} else {
|
||||||
// Unused code
|
// Unused code
|
||||||
RwMatrix *matrix;
|
RwMatrix *matrix;
|
||||||
|
@ -365,7 +365,7 @@ CPedIK::PointGunInDirection(float phi, float theta)
|
||||||
}
|
}
|
||||||
//
|
//
|
||||||
|
|
||||||
LimbMoveStatus status = MoveLimb(m_torsoOrient, angle, theta, ms_torsoInfo);
|
LimbMoveStatus status = MoveLimb(m_torsoOrient, angle, targetPitch, ms_torsoInfo);
|
||||||
if (status == ANGLES_SET_TO_MAX)
|
if (status == ANGLES_SET_TO_MAX)
|
||||||
result = false;
|
result = false;
|
||||||
else if (status == ANGLES_SET_EXACTLY)
|
else if (status == ANGLES_SET_EXACTLY)
|
||||||
|
@ -379,7 +379,7 @@ CPedIK::PointGunInDirection(float phi, float theta)
|
||||||
}
|
}
|
||||||
|
|
||||||
bool
|
bool
|
||||||
CPedIK::PointGunInDirectionUsingArm(float phi, float theta)
|
CPedIK::PointGunInDirectionUsingArm(float targetYaw, float targetPitch)
|
||||||
{
|
{
|
||||||
bool result = false;
|
bool result = false;
|
||||||
|
|
||||||
|
@ -410,18 +410,18 @@ CPedIK::PointGunInDirectionUsingArm(float phi, float theta)
|
||||||
RwV3d rightVector = { 0.0f, 0.0f, 1.0f };
|
RwV3d rightVector = { 0.0f, 0.0f, 1.0f };
|
||||||
RwV3d forwardVector = { 1.0f, 0.0f, 0.0f };
|
RwV3d forwardVector = { 1.0f, 0.0f, 0.0f };
|
||||||
|
|
||||||
float uaPhi, uaTheta;
|
float uaYaw, uaPitch;
|
||||||
#ifdef PED_SKIN
|
#ifdef PED_SKIN
|
||||||
if(IsClumpSkinned(m_ped->GetClump())){
|
if(IsClumpSkinned(m_ped->GetClump())){
|
||||||
uaPhi = phi;
|
uaYaw = targetYaw;
|
||||||
uaTheta = theta + DEGTORAD(10.0f);
|
uaPitch = targetPitch + DEGTORAD(10.0f);
|
||||||
}else
|
}else
|
||||||
#endif
|
#endif
|
||||||
{
|
{
|
||||||
uaPhi = phi - m_torsoOrient.phi - DEGTORAD(15.0f);
|
uaYaw = targetYaw - m_torsoOrient.yaw - DEGTORAD(15.0f);
|
||||||
uaTheta = CGeneral::LimitRadianAngle(theta - pitch);
|
uaPitch = CGeneral::LimitRadianAngle(targetPitch - pitch);
|
||||||
}
|
}
|
||||||
LimbMoveStatus uaStatus = MoveLimb(m_upperArmOrient, uaPhi, uaTheta, ms_upperArmInfo);
|
LimbMoveStatus uaStatus = MoveLimb(m_upperArmOrient, uaYaw, uaPitch, ms_upperArmInfo);
|
||||||
if (uaStatus == ANGLES_SET_EXACTLY) {
|
if (uaStatus == ANGLES_SET_EXACTLY) {
|
||||||
m_flags |= GUN_POINTED_SUCCESSFULLY;
|
m_flags |= GUN_POINTED_SUCCESSFULLY;
|
||||||
result = true;
|
result = true;
|
||||||
|
@ -433,13 +433,13 @@ CPedIK::PointGunInDirectionUsingArm(float phi, float theta)
|
||||||
if(!IsClumpSkinned(m_ped->GetClump()))
|
if(!IsClumpSkinned(m_ped->GetClump()))
|
||||||
#endif
|
#endif
|
||||||
if (uaStatus == ANGLES_SET_TO_MAX) {
|
if (uaStatus == ANGLES_SET_TO_MAX) {
|
||||||
float laPhi = uaPhi - m_upperArmOrient.phi;
|
float laYaw = uaYaw - m_upperArmOrient.yaw;
|
||||||
|
|
||||||
LimbMoveStatus laStatus;
|
LimbMoveStatus laStatus;
|
||||||
if (laPhi > 0.0f)
|
if (laYaw > 0.0f)
|
||||||
laStatus = MoveLimb(m_lowerArmOrient, laPhi, -DEGTORAD(45.0f), ms_lowerArmInfo);
|
laStatus = MoveLimb(m_lowerArmOrient, laYaw, -DEGTORAD(45.0f), ms_lowerArmInfo);
|
||||||
else
|
else
|
||||||
laStatus = MoveLimb(m_lowerArmOrient, laPhi, 0.0f, ms_lowerArmInfo);
|
laStatus = MoveLimb(m_lowerArmOrient, laYaw, 0.0f, ms_lowerArmInfo);
|
||||||
|
|
||||||
if (laStatus == ANGLES_SET_EXACTLY) {
|
if (laStatus == ANGLES_SET_EXACTLY) {
|
||||||
m_flags |= GUN_POINTED_SUCCESSFULLY;
|
m_flags |= GUN_POINTED_SUCCESSFULLY;
|
||||||
|
@ -447,16 +447,16 @@ CPedIK::PointGunInDirectionUsingArm(float phi, float theta)
|
||||||
}
|
}
|
||||||
RwFrame *child = GetFirstChild(m_ped->m_pFrames[PED_UPPERARMR]->frame);
|
RwFrame *child = GetFirstChild(m_ped->m_pFrames[PED_UPPERARMR]->frame);
|
||||||
RwV3d pos = RwFrameGetMatrix(child)->pos;
|
RwV3d pos = RwFrameGetMatrix(child)->pos;
|
||||||
RwMatrixRotate(RwFrameGetMatrix(child), &forwardVector, RADTODEG(m_lowerArmOrient.theta), rwCOMBINEPOSTCONCAT);
|
RwMatrixRotate(RwFrameGetMatrix(child), &forwardVector, RADTODEG(m_lowerArmOrient.pitch), rwCOMBINEPOSTCONCAT);
|
||||||
RwMatrixRotate(RwFrameGetMatrix(child), &rightVector, RADTODEG(-m_lowerArmOrient.phi), rwCOMBINEPOSTCONCAT);
|
RwMatrixRotate(RwFrameGetMatrix(child), &rightVector, RADTODEG(-m_lowerArmOrient.yaw), rwCOMBINEPOSTCONCAT);
|
||||||
RwFrameGetMatrix(child)->pos = pos;
|
RwFrameGetMatrix(child)->pos = pos;
|
||||||
}
|
}
|
||||||
|
|
||||||
#ifdef PED_SKIN
|
#ifdef PED_SKIN
|
||||||
if(IsClumpSkinned(m_ped->GetClump())){
|
if(IsClumpSkinned(m_ped->GetClump())){
|
||||||
RtQuat *q = &m_ped->m_pFrames[PED_UPPERARMR]->hanimFrame->q;
|
RtQuat *q = &m_ped->m_pFrames[PED_UPPERARMR]->hanimFrame->q;
|
||||||
RtQuatRotate(q, &XaxisIK, RADTODEG(m_upperArmOrient.phi), rwCOMBINEPOSTCONCAT);
|
RtQuatRotate(q, &XaxisIK, RADTODEG(m_upperArmOrient.yaw), rwCOMBINEPOSTCONCAT);
|
||||||
RtQuatRotate(q, &ZaxisIK, RADTODEG(m_upperArmOrient.theta), rwCOMBINEPOSTCONCAT);
|
RtQuatRotate(q, &ZaxisIK, RADTODEG(m_upperArmOrient.pitch), rwCOMBINEPOSTCONCAT);
|
||||||
m_ped->bDontAcceptIKLookAts = true;
|
m_ped->bDontAcceptIKLookAts = true;
|
||||||
}else
|
}else
|
||||||
#endif
|
#endif
|
||||||
|
@ -464,8 +464,8 @@ CPedIK::PointGunInDirectionUsingArm(float phi, float theta)
|
||||||
RwFrame *frame = m_ped->m_pFrames[PED_UPPERARMR]->frame;
|
RwFrame *frame = m_ped->m_pFrames[PED_UPPERARMR]->frame;
|
||||||
// with PED_SKIN we're also getting upVector here
|
// with PED_SKIN we're also getting upVector here
|
||||||
RwV3d pos = RwFrameGetMatrix(frame)->pos;
|
RwV3d pos = RwFrameGetMatrix(frame)->pos;
|
||||||
RwMatrixRotate(RwFrameGetMatrix(frame), &rightVector, RADTODEG(m_upperArmOrient.theta), rwCOMBINEPOSTCONCAT);
|
RwMatrixRotate(RwFrameGetMatrix(frame), &rightVector, RADTODEG(m_upperArmOrient.pitch), rwCOMBINEPOSTCONCAT);
|
||||||
RwMatrixRotate(RwFrameGetMatrix(frame), &upVector, RADTODEG(m_upperArmOrient.phi), rwCOMBINEPOSTCONCAT);
|
RwMatrixRotate(RwFrameGetMatrix(frame), &upVector, RADTODEG(m_upperArmOrient.yaw), rwCOMBINEPOSTCONCAT);
|
||||||
RwFrameGetMatrix(frame)->pos = pos;
|
RwFrameGetMatrix(frame)->pos = pos;
|
||||||
}
|
}
|
||||||
return result;
|
return result;
|
||||||
|
@ -511,8 +511,8 @@ CPedIK::RestoreLookAt(void)
|
||||||
|
|
||||||
CMatrix matrix(mat);
|
CMatrix matrix(mat);
|
||||||
CVector pos = matrix.GetPosition();
|
CVector pos = matrix.GetPosition();
|
||||||
matrix.SetRotateZ(m_headOrient.theta);
|
matrix.SetRotateZ(m_headOrient.pitch);
|
||||||
matrix.RotateX(m_headOrient.phi);
|
matrix.RotateX(m_headOrient.yaw);
|
||||||
matrix.Translate(pos);
|
matrix.Translate(pos);
|
||||||
matrix.UpdateRW();
|
matrix.UpdateRW();
|
||||||
}
|
}
|
||||||
|
|
|
@ -4,8 +4,8 @@
|
||||||
|
|
||||||
struct LimbOrientation
|
struct LimbOrientation
|
||||||
{
|
{
|
||||||
float phi;
|
float yaw;
|
||||||
float theta;
|
float pitch;
|
||||||
};
|
};
|
||||||
|
|
||||||
struct LimbMovementInfo {
|
struct LimbMovementInfo {
|
||||||
|
@ -48,8 +48,8 @@ public:
|
||||||
static LimbMovementInfo ms_lowerArmInfo;
|
static LimbMovementInfo ms_lowerArmInfo;
|
||||||
|
|
||||||
CPedIK(CPed *ped);
|
CPedIK(CPed *ped);
|
||||||
bool PointGunInDirection(float phi, float theta);
|
bool PointGunInDirection(float targetYaw, float targetPitch);
|
||||||
bool PointGunInDirectionUsingArm(float phi, float theta);
|
bool PointGunInDirectionUsingArm(float targetYaw, float targetPitch);
|
||||||
bool PointGunAtPosition(CVector const& position);
|
bool PointGunAtPosition(CVector const& position);
|
||||||
void GetComponentPosition(RwV3d *pos, uint32 node);
|
void GetComponentPosition(RwV3d *pos, uint32 node);
|
||||||
static RwMatrix *GetWorldMatrix(RwFrame *source, RwMatrix *destination);
|
static RwMatrix *GetWorldMatrix(RwFrame *source, RwMatrix *destination);
|
||||||
|
@ -57,10 +57,10 @@ public:
|
||||||
void ExtractYawAndPitchLocal(RwMatrix *mat, float *yaw, float *pitch);
|
void ExtractYawAndPitchLocal(RwMatrix *mat, float *yaw, float *pitch);
|
||||||
void ExtractYawAndPitchLocalSkinned(AnimBlendFrameData *node, float *yaw, float *pitch);
|
void ExtractYawAndPitchLocalSkinned(AnimBlendFrameData *node, float *yaw, float *pitch);
|
||||||
void ExtractYawAndPitchWorld(RwMatrix *mat, float *yaw, float *pitch);
|
void ExtractYawAndPitchWorld(RwMatrix *mat, float *yaw, float *pitch);
|
||||||
LimbMoveStatus MoveLimb(LimbOrientation &limb, float approxPhi, float approxTheta, LimbMovementInfo &moveInfo);
|
LimbMoveStatus MoveLimb(LimbOrientation &limb, float targetYaw, float targetPitch, LimbMovementInfo &moveInfo);
|
||||||
bool RestoreGunPosn(void);
|
bool RestoreGunPosn(void);
|
||||||
void RotateHead(void);
|
void RotateHead(void);
|
||||||
bool LookInDirection(float phi, float theta);
|
bool LookInDirection(float targetYaw, float targetPitch);
|
||||||
bool LookAtPosition(CVector const& pos);
|
bool LookAtPosition(CVector const& pos);
|
||||||
bool RestoreLookAt(void);
|
bool RestoreLookAt(void);
|
||||||
};
|
};
|
||||||
|
|
Loading…
Reference in a new issue