implemented skinned peds, no cutscene hands yet

This commit is contained in:
aap 2020-04-23 22:25:18 +02:00
parent 6467e2003a
commit f03b4eec4c
49 changed files with 1869 additions and 301 deletions

2
librw

@ -1 +1 @@
Subproject commit 752fceb1e3c4ce06b6f20b9c4471927821469bf2
Subproject commit 374f951d7cee353914059d8ddf9c5aff7d764984

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@ -62,7 +62,7 @@ workspace "re3"
filter "configurations:DebugRW or ReleaseRW"
includedirs { "rwsdk/include/d3d8" }
libdirs { "rwsdk/lib/d3d8/release" }
links { "rwcore", "rpworld", "rpmatfx", "rpskin", "rphanim", "rtbmp" }
links { "rwcore", "rpworld", "rpmatfx", "rpskin", "rphanim", "rtbmp", "rtquat", "rtcharse" }
filter {}

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@ -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

52
src/animation/Bones.cpp Normal file
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@ -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

24
src/animation/Bones.h Normal file
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@ -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);

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@ -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

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@ -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);

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@ -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);

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@ -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);

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@ -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);
}

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@ -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;

View File

@ -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;
}

View File

@ -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;

View File

@ -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

View File

@ -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

View File

@ -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

View File

@ -794,6 +794,7 @@ RenderDebugShit(void)
if(gbShowCollisionLines)
CRenderer::RenderCollisionLines();
ThePaths.DisplayPathData();
CDebug::DrawLines();
#endif
}

View File

@ -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)
{

View File

@ -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);

View File

@ -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; }

View File

@ -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);

View File

@ -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 );

14
src/fakerw/rtcharse.h Normal file
View File

@ -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);

10
src/fakerw/rtquat.h Normal file
View File

@ -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);

View File

@ -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;

View File

@ -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

View File

@ -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

View File

@ -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

View File

@ -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)
{

View File

@ -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

View File

@ -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)
{

View File

@ -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

View File

@ -11,4 +11,6 @@ public:
void CivilianAI(void);
void ProcessControl(void);
};
#ifndef PED_SKIN
static_assert(sizeof(CCivilianPed) == 0x53C, "CCivilianPed: error");
#endif

View File

@ -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;

View File

@ -36,4 +36,6 @@ public:
void CopAI(void);
};
#ifndef PED_SKIN
static_assert(sizeof(CCopPed) == 0x558, "CCopPed: error");
#endif

View File

@ -36,4 +36,6 @@ public:
void FiremanAI(void);
void MedicAI(void);
};
#ifndef PED_SKIN
static_assert(sizeof(CEmergencyPed) == 0x554, "CEmergencyPed: error");
#endif

View File

@ -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 TOGGLEABLE_BETA_FEATURES
if (bPopHeadsOnHeadshot || nodeId != PED_HEAD)
#else
if (nodeId != PED_HEAD)
#ifdef PED_SKIN
if(!IsClumpSkinned(GetClump()))
#endif
SpawnFlyingComponent(nodeId, direction);
{
#ifdef TOGGLEABLE_BETA_FEATURES
if (bPopHeadsOnHeadshot || nodeId != PED_HEAD)
#else
if (nodeId != PED_HEAD)
#endif
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();
@ -12647,9 +12672,67 @@ 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:

View File

@ -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

View File

@ -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;
}
void
CPedIK::RotateTorso(AnimBlendFrameData *animBlend, LimbOrientation *limb, bool changeRoll)
#ifdef PED_SKIN
inline RwMatrix*
GetComponentMatrix(CPed *ped, int32 node)
{
RwFrame *f = animBlend->frame;
RwMatrix *mat = CPedIK::GetWorldMatrix(RwFrameGetParent(f), RwMatrixCreate());
RpHAnimHierarchy *hier = GetAnimHierarchyFromSkinClump(ped->GetClump());
int idx = RpHAnimIDGetIndex(hier, ped->m_pFrames[node]->nodeID);
RwMatrix *mats = RpHAnimHierarchyGetMatrixArray(hier);
return &mats[idx];
}
#endif
RwV3d upVector = { mat->right.z, mat->up.z, mat->at.z };
RwV3d rightVector;
RwV3d pos = RwFrameGetMatrix(f)->pos;
void
CPedIK::RotateTorso(AnimBlendFrameData *node, LimbOrientation *limb, bool changeRoll)
{
#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
// 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);
// 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);
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 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);
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);
// 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());
if(mat->at.z < 0.0f)
alpha = -alpha;
RwV3d upVector = { mat->right.z, mat->up.z, mat->at.z };
RwV3d rightVector;
RwV3d pos = RwFrameGetMatrix(f)->pos;
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;
// 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);
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);
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;
#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));
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);
}
// 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;
}
}
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);
}
RwMatrix *worldMat = RwMatrixCreate();
worldMat = GetWorldMatrix(RwFrameGetParent(frame), worldMat);
ExtractYawAndPitchWorld(worldMat, &yaw, &pitch);
RwMatrixDestroy(worldMat);
yaw += m_torsoOrient.phi;
float neededPhiTurn = CGeneral::LimitRadianAngle(phi - yaw);
pitch *= Cos(neededPhiTurn);
float neededThetaTurn = CGeneral::LimitRadianAngle(theta - pitch);
LimbMoveStatus headStatus = MoveLimb(m_headOrient, neededPhiTurn, neededThetaTurn, ms_headInfo);
if (headStatus == ANGLES_SET_TO_MAX)
success = false;
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();
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);
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);
}
RwMatrix *worldMat = RwMatrixCreate();
worldMat = CPedIK::GetWorldMatrix(RwFrameGetParent(frame), worldMat);
float alpha, beta;
CPedIK::ExtractYawAndPitchWorld(worldMat, &alpha, &beta);
RwMatrixDestroy(worldMat);
alpha += m_torsoOrient.phi;
float neededPhiTurn = CGeneral::LimitRadianAngle(phi - alpha);
beta *= cos(neededPhiTurn);
float neededThetaTurn = CGeneral::LimitRadianAngle(theta - beta);
LimbMoveStatus headStatus = CPedIK::MoveLimb(m_headOrient, neededPhiTurn, neededThetaTurn, ms_headInfo);
if (headStatus == ANGLES_SET_TO_MAX)
success = false;
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();
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;
#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;
}
CMatrix matrix(mat);
CVector pos = matrix.GetPosition();
matrix.SetRotateZ(m_headOrient.theta);
matrix.RotateX(m_headOrient.phi);
matrix.Translate(pos);
matrix.UpdateRW();
}
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))
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

View File

@ -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);

View File

@ -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
}

View File

@ -77,4 +77,6 @@ public:
static void ReactivatePlayerPed(int32);
};
#ifndef PED_SKIN
static_assert(sizeof(CPlayerPed) == 0x5F0, "CPlayerPed: error");
#endif

View File

@ -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

View File

@ -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)

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@ -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);

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@ -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)
{

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@ -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);

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@ -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...

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@ -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);
}