diff --git a/src/peds/Ped.cpp b/src/peds/Ped.cpp index f42ee0c8..797262d4 100644 --- a/src/peds/Ped.cpp +++ b/src/peds/Ped.cpp @@ -791,7 +791,7 @@ CPed::AimGun(void) } Say(SOUND_PED_ATTACK); - bCanPointGunAtTarget = m_pedIK.PointGunAtPosition(&vector); + bCanPointGunAtTarget = m_pedIK.PointGunAtPosition(vector); if (m_pLookTarget != m_pSeekTarget) { SetLookFlag(m_pSeekTarget, true); } diff --git a/src/peds/PedIK.cpp b/src/peds/PedIK.cpp index 86f1bf1e..c8f0409f 100644 --- a/src/peds/PedIK.cpp +++ b/src/peds/PedIK.cpp @@ -1,14 +1,10 @@ #include "common.h" #include "patcher.h" +#include "Camera.h" #include "PedIK.h" #include "Ped.h" #include "General.h" - -WRAPPER bool CPedIK::PointGunInDirection(float phi, float theta) { EAXJMP(0x4ED9B0); } -WRAPPER bool CPedIK::PointGunAtPosition(CVector *position) { EAXJMP(0x4ED920); } -WRAPPER void CPedIK::ExtractYawAndPitchLocal(RwMatrixTag*, float*, float*) { EAXJMP(0x4ED2C0); } -WRAPPER void CPedIK::ExtractYawAndPitchWorld(RwMatrixTag*, float*, float*) { EAXJMP(0x4ED140); } -WRAPPER bool CPedIK::RestoreLookAt(void) { EAXJMP(0x4ED810); } +#include "RwHelper.h" LimbMovementInfo CPedIK::ms_torsoInfo = { DEGTORAD(50.0f), DEGTORAD(-50.0f), DEGTORAD(15.0f), DEGTORAD(45.0f), DEGTORAD(-45.0f), DEGTORAD(7.0f) }; LimbMovementInfo CPedIK::ms_headInfo = { DEGTORAD(90.0f), DEGTORAD(-90.0f), DEGTORAD(10.0f), DEGTORAD(45.0f), DEGTORAD(-45.0f), DEGTORAD(5.0f) }; @@ -223,6 +219,151 @@ CPedIK::LookAtPosition(CVector const &pos) return LookInDirection(phiToFace, thetaToFace); } +bool +CPedIK::PointGunInDirection(float phi, float theta) +{ + bool result = true; + bool b1 = false; + float angle = CGeneral::LimitRadianAngle(phi - m_ped->m_fRotationCur); + m_flags &= (~FLAG_1); + m_flags |= LOOKING; + if (m_flags & AIMS_WITH_ARM) { + b1 = PointGunInDirectionUsingArm(angle, theta); + angle = CGeneral::LimitRadianAngle(angle - m_upperArmOrient.phi); + } + if (b1) { + 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->m_pFrames[PED_UPPERARMR]->frame), RwMatrixCreate()); + float yaw, pitch; + ExtractYawAndPitchWorld(matrix, &yaw, &pitch); + RwMatrixDestroy(matrix); + LimbMoveStatus status = MoveLimb(m_torsoOrient, angle, theta, ms_torsoInfo); + if (status == ANGLES_SET_TO_MAX) + result = false; + else if (status == ANGLES_SET_EXACTLY) + m_flags |= FLAG_1; + } + if (TheCamera.Cams[TheCamera.ActiveCam].Using3rdPersonMouseCam() && m_flags & AIMS_WITH_ARM) + RotateTorso(m_ped->m_pFrames[PED_MID], &m_torsoOrient, true); + else + RotateTorso(m_ped->m_pFrames[PED_MID], &m_torsoOrient, false); + return result; +} + +bool +CPedIK::PointGunInDirectionUsingArm(float phi, float theta) +{ + bool result = false; + RwFrame *frame = m_ped->m_pFrames[PED_UPPERARMR]->frame; + RwMatrix *matrix = GetWorldMatrix(RwFrameGetParent(frame), RwMatrixCreate()); + + RwV3d upVector = { matrix->right.z, matrix->up.z, matrix->at.z }; + + float yaw, pitch; + 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); + if (uaStatus == ANGLES_SET_EXACTLY) { + m_flags |= FLAG_1; + result = true; + } + if (uaStatus == ANGLES_SET_TO_MAX) { + float laPhi = uaPhi - m_upperArmOrient.phi; + + LimbMoveStatus laStatus; + if (laPhi > 0.0f) + laStatus = MoveLimb(m_lowerArmOrient, laPhi, -DEGTORAD(45.0f), ms_lowerArmInfo); + else + laStatus = MoveLimb(m_lowerArmOrient, laPhi, 0.0f, ms_lowerArmInfo); + + if (laStatus == ANGLES_SET_EXACTLY) { + m_flags |= FLAG_1; + result = true; + } + RwFrame *child = GetFirstChild(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; + return result; +} + +bool +CPedIK::PointGunAtPosition(CVector const& position) +{ + return PointGunInDirection( + CGeneral::GetRadianAngleBetweenPoints(position.x, position.y, m_ped->GetPosition().x, m_ped->GetPosition().y), + CGeneral::GetRadianAngleBetweenPoints(position.z, Distance2D(m_ped->GetPosition(), position.x, position.y), + m_ped->GetPosition().z, + 0.0f)); +} + +bool +CPedIK::RestoreLookAt(void) +{ + bool result = false; + 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 { + float yaw, pitch; + ExtractYawAndPitchLocal(mat, &yaw, &pitch); + if (MoveLimb(m_headOrient, yaw, pitch, ms_headRestoreInfo) == ANGLES_SET_EXACTLY) + result = true; + } + + 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 & LOOKING)) + MoveLimb(m_torsoOrient, 0.0f, 0.0f, ms_torsoInfo); + if (!(m_flags & LOOKING)) + RotateTorso(m_ped->m_pFrames[PED_MID], &m_torsoOrient, false); + + return result; +} + +void +CPedIK::ExtractYawAndPitchWorld(RwMatrixTag *mat, float *yaw, float *pitch) +{ + float f = clamp(DotProduct(mat->up, CVector(0.0f, 1.0f, 0.0f)), -1.0f, 1.0f); + *yaw = HALFPI - Atan2(f, Sqrt(1.0f - f * f)); + if (mat->up.x > 0.0f) *yaw = -*yaw; + + f = clamp(DotProduct(mat->right, CVector(0.0f, 0.0f, 1.0f)), -1.0f, 1.0f); + *pitch = HALFPI - Atan2(f, Sqrt(1.0f - f * f)); + if (mat->up.z > 0.0f) *pitch = -*pitch; +} + +void +CPedIK::ExtractYawAndPitchLocal(RwMatrixTag *mat, float *yaw, float *pitch) +{ + float f = clamp(DotProduct(mat->at, CVector(0.0f, 0.0f, 1.0f)), -1.0f, 1.0f); + *yaw = HALFPI - Atan2(f, Sqrt(1.0f - f * f)); + if (mat->at.y > 0.0f) *yaw = -*yaw; + + f = clamp(DotProduct(mat->right, CVector(1.0f, 0.0f, 0.0f)), -1.0f, 1.0f); + *pitch = HALFPI - Atan2(f, Sqrt(1.0f - f * f)); + if (mat->up.x > 0.0f) *pitch = -*pitch; +} + STARTPATCHES InjectHook(0x4ED0F0, &CPedIK::GetComponentPosition, PATCH_JUMP); InjectHook(0x4ED060, &CPedIK::GetWorldMatrix, PATCH_JUMP); @@ -231,4 +372,10 @@ STARTPATCHES InjectHook(0x4EDD70, &CPedIK::RestoreGunPosn, PATCH_JUMP); InjectHook(0x4ED620, &CPedIK::LookInDirection, PATCH_JUMP); InjectHook(0x4ED590, &CPedIK::LookAtPosition, PATCH_JUMP); + InjectHook(0x4ED9B0, &CPedIK::PointGunInDirection, PATCH_JUMP); + InjectHook(0x4EDB20, &CPedIK::PointGunInDirectionUsingArm, PATCH_JUMP); + InjectHook(0x4ED920, &CPedIK::PointGunAtPosition, PATCH_JUMP); + InjectHook(0x4ED810, &CPedIK::RestoreLookAt, PATCH_JUMP); + InjectHook(0x4ED140, &CPedIK::ExtractYawAndPitchWorld, PATCH_JUMP); + InjectHook(0x4ED2C0, &CPedIK::ExtractYawAndPitchLocal, PATCH_JUMP); ENDPATCHES \ No newline at end of file diff --git a/src/peds/PedIK.h b/src/peds/PedIK.h index be063003..c23a5fcc 100644 --- a/src/peds/PedIK.h +++ b/src/peds/PedIK.h @@ -50,13 +50,14 @@ public: CPedIK(CPed *ped); bool PointGunInDirection(float phi, float theta); - bool PointGunAtPosition(CVector *position); + bool PointGunInDirectionUsingArm(float phi, float theta); + bool PointGunAtPosition(CVector const& position); void GetComponentPosition(RwV3d *pos, PedNode node); static RwMatrix *GetWorldMatrix(RwFrame *source, RwMatrix *destination); void RotateTorso(AnimBlendFrameData* animBlend, LimbOrientation* limb, bool changeRoll); - void ExtractYawAndPitchLocal(RwMatrixTag*, float*, float*); - void ExtractYawAndPitchWorld(RwMatrixTag*, float*, float*); - LimbMoveStatus MoveLimb(LimbOrientation &a1, float a2, float a3, LimbMovementInfo &a4); + void ExtractYawAndPitchLocal(RwMatrixTag *mat, float *yaw, float *pitch); + void ExtractYawAndPitchWorld(RwMatrixTag *mat, float *yaw, float *pitch); + LimbMoveStatus MoveLimb(LimbOrientation &limb, float approxPhi, float approxTheta, LimbMovementInfo &moveInfo); bool RestoreGunPosn(void); bool LookInDirection(float phi, float theta); bool LookAtPosition(CVector const& pos);