#include "common.h" #include "Bones.h" #include "Camera.h" #include "PedIK.h" #include "Ped.h" #include "General.h" #include "RwHelper.h" LimbMovementInfo CPedIK::ms_torsoInfo = { DEGTORAD(50.0f), DEGTORAD(-50.0f), DEGTORAD(15.0f), DEGTORAD(45.0f), DEGTORAD(-45.0f), DEGTORAD(7.0f) }; LimbMovementInfo CPedIK::ms_headInfo = { DEGTORAD(90.0f), DEGTORAD(-90.0f), DEGTORAD(10.0f), DEGTORAD(45.0f), DEGTORAD(-45.0f), DEGTORAD(5.0f) }; LimbMovementInfo CPedIK::ms_headRestoreInfo = { DEGTORAD(90.0f), DEGTORAD(-90.0f), DEGTORAD(10.0f), DEGTORAD(45.0f), DEGTORAD(-45.0f), DEGTORAD(5.0f) }; 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; m_flags = 0; m_headOrient.yaw = 0.0f; m_headOrient.pitch = 0.0f; m_torsoOrient.yaw = 0.0f; m_torsoOrient.pitch = 0.0f; m_upperArmOrient.yaw = 0.0f; m_upperArmOrient.pitch = 0.0f; m_lowerArmOrient.yaw = 0.0f; m_lowerArmOrient.pitch = 0.0f; } #ifdef PED_SKIN inline RwMatrix* GetBoneMatrix(CPed *ped, int32 bone) { RpHAnimHierarchy *hier = GetAnimHierarchyFromSkinClump(ped->GetClump()); int idx = RpHAnimIDGetIndex(hier, bone); RwMatrix *mats = RpHAnimHierarchyGetMatrixArray(hier); return &mats[idx]; } inline RwMatrix* GetComponentMatrix(CPed *ped, int32 node) { return GetBoneMatrix(ped, ped->m_pFrames[node]->nodeID); } #endif 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->yaw), rwCOMBINEPRECONCAT); RtQuatRotate(q, &ZaxisIK, RADTODEG(limb->pitch), rwCOMBINEPRECONCAT); // pitch #else // copied the code from the non-skinned case // this seems to work ok // We can't get the parent matrix of an hanim frame but // this function is always called with PED_MID, so we know the parent frame. // Trouble is that PED_MID is "Smid" on PS2/PC but BONE_torso on mobile/xbox... // Assuming BONE_torso, the parent is BONE_mid, so let's use that: RwMatrix *mat = GetBoneMatrix(m_ped, BONE_mid); RwV3d vec1, vec2; vec1.x = mat->right.z; vec1.y = mat->up.z; vec1.z = mat->at.z; float c = Cos(m_ped->m_fRotationCur); float s = Sin(m_ped->m_fRotationCur); vec2.x = -(c*mat->right.x + s*mat->right.y); vec2.y = -(c*mat->up.x + s*mat->up.y); vec2.z = -(c*mat->at.x + s*mat->at.y); // Not sure what exactly to do here RtQuatRotate(q, &vec1, RADTODEG(limb->yaw), rwCOMBINEPRECONCAT); RtQuatRotate(q, &vec2, RADTODEG(limb->pitch), rwCOMBINEPRECONCAT); #endif m_ped->bDontAcceptIKLookAts = true; }else #endif { RwFrame *f = node->frame; RwMatrix *mat = GetWorldMatrix(RwFrameGetParent(f), RwMatrixCreate()); RwV3d upVector = { mat->right.z, mat->up.z, mat->at.z }; RwV3d rightVector; RwV3d pos = RwFrameGetMatrix(f)->pos; // rotation == 0 -> looking in y direction // left? vector float c = Cos(m_ped->m_fRotationCur); float s = Sin(m_ped->m_fRotationCur); rightVector.x = -(c*mat->right.x + s*mat->right.y); rightVector.y = -(c*mat->up.x + s*mat->up.y); rightVector.z = -(c*mat->at.x + s*mat->at.y); if(changeRoll){ // Used when aiming only involves over the legs.(canAimWithArm) // Automatically changes roll(forward rotation) axis of the parts above upper legs while moving, based on position of upper legs. // Not noticeable in normal conditions... RwV3d forwardVector; CVector inversedForward = CrossProduct(CVector(0.0f, 0.0f, 1.0f), mat->up); inversedForward.Normalise(); float dotProduct = DotProduct(mat->at, inversedForward); if(dotProduct > 1.0f) dotProduct = 1.0f; if(dotProduct < -1.0f) dotProduct = -1.0f; float alpha = Acos(dotProduct); if(mat->at.z < 0.0f) alpha = -alpha; forwardVector.x = s * mat->right.x - c * mat->right.y; forwardVector.y = s * mat->up.x - c * mat->up.y; forwardVector.z = s * mat->at.x - c * mat->at.y; float curYaw, curPitch; ExtractYawAndPitchWorld(mat, &curYaw, &curPitch); RwMatrixRotate(RwFrameGetMatrix(f), &rightVector, RADTODEG(limb->pitch), rwCOMBINEPOSTCONCAT); RwMatrixRotate(RwFrameGetMatrix(f), &upVector, RADTODEG(limb->yaw - (curYaw - m_ped->m_fRotationCur)), rwCOMBINEPOSTCONCAT); RwMatrixRotate(RwFrameGetMatrix(f), &forwardVector, RADTODEG(alpha), rwCOMBINEPOSTCONCAT); }else{ // pitch RwMatrixRotate(RwFrameGetMatrix(f), &rightVector, RADTODEG(limb->pitch), rwCOMBINEPOSTCONCAT); // yaw RwMatrixRotate(RwFrameGetMatrix(f), &upVector, RADTODEG(limb->yaw), rwCOMBINEPOSTCONCAT); } RwFrameGetMatrix(f)->pos = pos; RwMatrixDestroy(mat); } } void CPedIK::GetComponentPosition(RwV3d &pos, uint32 node) { RwFrame *f; RwMatrix *mat; #ifdef PED_SKIN if(IsClumpSkinned(m_ped->GetClump())){ pos.x = 0.0f; pos.y = 0.0f; pos.z = 0.0f; mat = GetComponentMatrix(m_ped, node); // could just copy the position out of the matrix... RwV3dTransformPoints(&pos, &pos, 1, mat); }else #endif { f = m_ped->m_pFrames[node]->frame; mat = RwFrameGetMatrix(f); pos = mat->pos; for (f = RwFrameGetParent(f); f; f = RwFrameGetParent(f)) RwV3dTransformPoints(&pos, &pos, 1, RwFrameGetMatrix(f)); } } RwMatrix* CPedIK::GetWorldMatrix(RwFrame *source, RwMatrix *destination) { RwFrame *i; *destination = *RwFrameGetMatrix(source); for (i = RwFrameGetParent(source); i; i = RwFrameGetParent(i)) RwMatrixTransform(destination, RwFrameGetMatrix(i), rwCOMBINEPOSTCONCAT); return destination; } LimbMoveStatus CPedIK::MoveLimb(LimbOrientation &limb, float targetYaw, float targetPitch, LimbMovementInfo &moveInfo) { LimbMoveStatus result = ONE_ANGLE_COULDNT_BE_SET_EXACTLY; // yaw if (limb.yaw > targetYaw) { limb.yaw -= moveInfo.yawD; } else if (limb.yaw < targetYaw) { limb.yaw += moveInfo.yawD; } if (Abs(limb.yaw - targetYaw) < moveInfo.yawD) { limb.yaw = targetYaw; result = ANGLES_SET_EXACTLY; } if (limb.yaw > moveInfo.maxYaw || limb.yaw < moveInfo.minYaw) { limb.yaw = clamp(limb.yaw, moveInfo.minYaw, moveInfo.maxYaw); result = ANGLES_SET_TO_MAX; } // pitch if (limb.pitch > targetPitch) { limb.pitch -= moveInfo.pitchD; } else if (limb.pitch < targetPitch) { limb.pitch += moveInfo.pitchD; } if (Abs(limb.pitch - targetPitch) < moveInfo.pitchD) limb.pitch = targetPitch; else result = ONE_ANGLE_COULDNT_BE_SET_EXACTLY; if (limb.pitch > moveInfo.maxPitch || limb.pitch < moveInfo.minPitch) { limb.pitch = clamp(limb.pitch, moveInfo.minPitch, moveInfo.maxPitch); result = ANGLES_SET_TO_MAX; } return result; } bool CPedIK::RestoreGunPosn(void) { LimbMoveStatus limbStatus = MoveLimb(m_torsoOrient, 0.0f, 0.0f, ms_torsoInfo); RotateTorso(m_ped->m_pFrames[PED_MID], &m_torsoOrient, false); 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.yaw), rwCOMBINEREPLACE); RtQuatRotate(q, &ZaxisIK, RADTODEG(m_headOrient.pitch), rwCOMBINEPOSTCONCAT); m_ped->bDontAcceptIKLookAts = true; } #endif bool CPedIK::LookInDirection(float targetYaw, float targetPitch) { bool success = 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; ExtractYawAndPitchLocalSkinned(m_ped->m_pFrames[PED_HEAD], &m_headOrient.yaw, &m_headOrient.pitch); } // parent of head is torso RwMatrix worldMat = *GetBoneMatrix(m_ped, BONE_torso); ExtractYawAndPitchWorld(&worldMat, &yaw, &pitch); LimbMoveStatus headStatus = MoveLimb(m_headOrient, CGeneral::LimitRadianAngle(targetYaw - 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(targetYaw), targetPitch, 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.yaw, &m_headOrient.pitch); } RwMatrix *worldMat = RwMatrixCreate(); worldMat = GetWorldMatrix(RwFrameGetParent(frame), worldMat); ExtractYawAndPitchWorld(worldMat, &yaw, &pitch); RwMatrixDestroy(worldMat); yaw += m_torsoOrient.yaw; float neededYawTurn = CGeneral::LimitRadianAngle(targetYaw - yaw); pitch *= Cos(neededYawTurn); float neededPitchTurn = CGeneral::LimitRadianAngle(targetPitch - pitch); LimbMoveStatus headStatus = MoveLimb(m_headOrient, neededYawTurn, neededPitchTurn, ms_headInfo); if (headStatus == ANGLES_SET_TO_MAX) success = false; if (headStatus != ANGLES_SET_EXACTLY && !(m_flags & LOOKAROUND_HEAD_ONLY)) { float remainingTurn = CGeneral::LimitRadianAngle(targetYaw - m_ped->m_fRotationCur); if (MoveLimb(m_torsoOrient, remainingTurn, targetPitch, ms_torsoInfo)) success = true; } CMatrix nextFrame = CMatrix(frameMat); CVector framePos = nextFrame.GetPosition(); nextFrame.SetRotateZ(m_headOrient.pitch); nextFrame.RotateX(m_headOrient.yaw); nextFrame.GetPosition() += framePos; nextFrame.UpdateRW(); if (!(m_flags & LOOKAROUND_HEAD_ONLY)) RotateTorso(m_ped->m_pFrames[PED_MID], &m_torsoOrient, false); } return success; } bool CPedIK::LookAtPosition(CVector const &pos) { float yawToFace = CGeneral::GetRadianAngleBetweenPoints( pos.x, pos.y, m_ped->GetPosition().x, m_ped->GetPosition().y); float pitchToFace = CGeneral::GetRadianAngleBetweenPoints( pos.z, (m_ped->GetPosition() - pos).Magnitude2D(), m_ped->GetPosition().z, 0.0f); return LookInDirection(yawToFace, pitchToFace); } bool CPedIK::PointGunInDirection(float targetYaw, float targetPitch) { bool result = true; bool armPointedToGun = false; float angle = CGeneral::LimitRadianAngle(targetYaw - m_ped->m_fRotationCur); m_flags &= (~GUN_POINTED_SUCCESSFULLY); m_flags |= LOOKAROUND_HEAD_ONLY; if (m_flags & AIMS_WITH_ARM) { armPointedToGun = PointGunInDirectionUsingArm(angle, targetPitch); angle = CGeneral::LimitRadianAngle(angle - m_upperArmOrient.yaw); } if (armPointedToGun) { if (m_flags & AIMS_WITH_ARM && m_torsoOrient.yaw * m_upperArmOrient.yaw < 0.0f) MoveLimb(m_torsoOrient, 0.0f, m_torsoOrient.pitch, ms_torsoInfo); } else { // Unused code RwMatrix *matrix; float yaw, pitch; #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, targetPitch, ms_torsoInfo); if (status == ANGLES_SET_TO_MAX) result = false; else if (status == ANGLES_SET_EXACTLY) m_flags |= GUN_POINTED_SUCCESSFULLY; } if (TheCamera.Cams[TheCamera.ActiveCam].Using3rdPersonMouseCam() && m_flags & AIMS_WITH_ARM) RotateTorso(m_ped->m_pFrames[PED_MID], &m_torsoOrient, true); else RotateTorso(m_ped->m_pFrames[PED_MID], &m_torsoOrient, false); return result; } bool CPedIK::PointGunInDirectionUsingArm(float targetYaw, float targetPitch) { bool result = false; RwV3d upVector; // only for non-skinned RwMatrix *matrix; float yaw, pitch; #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 uaYaw, uaPitch; #ifdef PED_SKIN if(IsClumpSkinned(m_ped->GetClump())){ uaYaw = targetYaw; uaPitch = targetPitch + DEGTORAD(10.0f); }else #endif { uaYaw = targetYaw - m_torsoOrient.yaw - DEGTORAD(15.0f); uaPitch = CGeneral::LimitRadianAngle(targetPitch - pitch); } LimbMoveStatus uaStatus = MoveLimb(m_upperArmOrient, uaYaw, uaPitch, 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 laYaw = uaYaw - m_upperArmOrient.yaw; LimbMoveStatus laStatus; if (laYaw > 0.0f) laStatus = MoveLimb(m_lowerArmOrient, laYaw, -DEGTORAD(45.0f), ms_lowerArmInfo); else laStatus = MoveLimb(m_lowerArmOrient, laYaw, 0.0f, ms_lowerArmInfo); if (laStatus == ANGLES_SET_EXACTLY) { m_flags |= GUN_POINTED_SUCCESSFULLY; result = true; } RwFrame *child = GetFirstChild(m_ped->m_pFrames[PED_UPPERARMR]->frame); RwV3d pos = RwFrameGetMatrix(child)->pos; RwMatrixRotate(RwFrameGetMatrix(child), &forwardVector, RADTODEG(m_lowerArmOrient.pitch), rwCOMBINEPOSTCONCAT); RwMatrixRotate(RwFrameGetMatrix(child), &rightVector, RADTODEG(-m_lowerArmOrient.yaw), rwCOMBINEPOSTCONCAT); RwFrameGetMatrix(child)->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.yaw), rwCOMBINEPOSTCONCAT); RtQuatRotate(q, &ZaxisIK, RADTODEG(m_upperArmOrient.pitch), 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.pitch), rwCOMBINEPOSTCONCAT); RwMatrixRotate(RwFrameGetMatrix(frame), &upVector, RADTODEG(m_upperArmOrient.yaw), rwCOMBINEPOSTCONCAT); RwFrameGetMatrix(frame)->pos = pos; } return result; } bool CPedIK::PointGunAtPosition(CVector const& position) { return PointGunInDirection( CGeneral::GetRadianAngleBetweenPoints(position.x, position.y, m_ped->GetPosition().x, m_ped->GetPosition().y), CGeneral::GetRadianAngleBetweenPoints(position.z, Distance2D(m_ped->GetPosition(), position.x, position.y), m_ped->GetPosition().z, 0.0f)); } bool CPedIK::RestoreLookAt(void) { bool result = false; 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.pitch); matrix.RotateX(m_headOrient.yaw); matrix.Translate(pos); matrix.UpdateRW(); } if (!(m_flags & LOOKAROUND_HEAD_ONLY)){ MoveLimb(m_torsoOrient, 0.0f, 0.0f, ms_torsoInfo); if (!(m_flags & LOOKAROUND_HEAD_ONLY)) RotateTorso(m_ped->m_pFrames[PED_MID], &m_torsoOrient, false); } return result; } void CPedIK::ExtractYawAndPitchWorld(RwMatrix *mat, float *yaw, float *pitch) { float f = clamp(DotProduct(mat->up, CVector(0.0f, 1.0f, 0.0f)), -1.0f, 1.0f); *yaw = Acos(f); if (mat->up.x > 0.0f) *yaw = -*yaw; f = clamp(DotProduct(mat->right, CVector(0.0f, 0.0f, 1.0f)), -1.0f, 1.0f); *pitch = Acos(f); if (mat->up.z > 0.0f) *pitch = -*pitch; } void CPedIK::ExtractYawAndPitchLocal(RwMatrix *mat, float *yaw, float *pitch) { float f = clamp(DotProduct(mat->at, CVector(0.0f, 0.0f, 1.0f)), -1.0f, 1.0f); *yaw = Acos(f); if (mat->at.y > 0.0f) *yaw = -*yaw; f = clamp(DotProduct(mat->right, CVector(1.0f, 0.0f, 0.0f)), -1.0f, 1.0f); *pitch = 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