#include "common.h" #include "patcher.h" #include "PedIK.h" #include "Ped.h" WRAPPER bool CPedIK::PointGunInDirection(float phi, float theta) { EAXJMP(0x4ED9B0); } WRAPPER bool CPedIK::PointGunAtPosition(CVector *position) { EAXJMP(0x4ED920); } WRAPPER void CPedIK::ExtractYawAndPitchLocal(RwMatrixTag*, float*, float*) { EAXJMP(0x4ED2C0); } WRAPPER void CPedIK::ExtractYawAndPitchWorld(RwMatrixTag*, float*, float*) { EAXJMP(0x4ED140); } LimbMovementInfo &CPedIK::ms_torsoInfo = *(LimbMovementInfo*)0x5F9F8C; CPedIK::CPedIK(CPed *ped) { m_ped = ped; m_flags = 0; m_headOrient.phi = 0.0f; m_headOrient.theta = 0.0f; m_torsoOrient.phi = 0.0f; m_torsoOrient.theta = 0.0f; m_upperArmOrient.phi = 0.0f; m_upperArmOrient.theta = 0.0f; m_lowerArmOrient.phi = 0.0f; m_lowerArmOrient.theta = 0.0f; } void CPedIK::RotateTorso(AnimBlendFrameData *animBlend, LimbOrientation *limb, bool changeRoll) { RwFrame *f = animBlend->frame; RwMatrix *mat = CPedIK::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; 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); } RwFrameGetMatrix(f)->pos = pos; RwMatrixDestroy(mat); } void CPedIK::GetComponentPosition(RwV3d *pos, PedNode node) { RwFrame *f; RwMatrix *mat; f = m_ped->GetNodeFrame(node); 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; } // A helper function that adjusts "limb" parameter according to limitations. Doesn't move the limb. int8 CPedIK::MoveLimb(LimbOrientation &limb, float approxPhi, float approxTheta, LimbMovementInfo &moveInfo) { int result = 1; // phi if (limb.phi > approxPhi) { limb.phi -= moveInfo.yawD; } else if (limb.phi < approxPhi) { limb.phi += moveInfo.yawD; } if (Abs(limb.phi - approxPhi) < moveInfo.yawD) { limb.phi = approxPhi; result = 2; } if (limb.phi > moveInfo.maxYaw || limb.phi < moveInfo.minYaw) { limb.phi = clamp(limb.phi, moveInfo.minYaw, moveInfo.maxYaw); result = 0; } // theta if (limb.theta > approxTheta) { limb.theta -= moveInfo.pitchD; } else if (limb.theta < approxTheta) { limb.theta += moveInfo.pitchD; } if (Abs(limb.theta - approxTheta) < moveInfo.pitchD) limb.theta = approxTheta; else result = 1; if (limb.theta > moveInfo.maxPitch || limb.theta < moveInfo.minPitch) { limb.theta = clamp(limb.theta, moveInfo.minPitch, moveInfo.maxPitch); result = 0; } return result; } bool CPedIK::RestoreGunPosn(void) { int limbStatus = MoveLimb(m_torsoOrient, 0.0f, 0.0f, ms_torsoInfo); RotateTorso(m_ped->m_pFrames[PED_MID], &m_torsoOrient, false); return limbStatus == 2; } STARTPATCHES InjectHook(0x4ED0F0, &CPedIK::GetComponentPosition, PATCH_JUMP); InjectHook(0x4ED060, &CPedIK::GetWorldMatrix, PATCH_JUMP); InjectHook(0x4EDDB0, &CPedIK::RotateTorso, PATCH_JUMP); InjectHook(0x4ED440, &CPedIK::MoveLimb, PATCH_JUMP); InjectHook(0x4EDD70, &CPedIK::RestoreGunPosn, PATCH_JUMP); ENDPATCHES