#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(8.0f), DEGTORAD(45.0f), DEGTORAD(-45.0f), DEGTORAD(5.0f) }; LimbMovementInfo CPedIK::ms_headInfo = { DEGTORAD(90.0f), DEGTORAD(-90.0f), DEGTORAD(15.0f), DEGTORAD(45.0f), DEGTORAD(-45.0f), DEGTORAD(8.0f) }; 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(5.0f), DEGTORAD(-120.0f), DEGTORAD(20.0f), DEGTORAD(70.0f), DEGTORAD(-70.0f), DEGTORAD(20.0f) }; LimbMovementInfo CPedIK::ms_lowerArmInfo = { DEGTORAD(60.0f), DEGTORAD(0.0f), DEGTORAD(15.0f), DEGTORAD(90.0f), DEGTORAD(-90.0f), DEGTORAD(10.0f) }; 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; } 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); } void CPedIK::RotateTorso(AnimBlendFrameData *node, LimbOrientation *limb, bool changeRoll) { RtQuat *q = &node->hanimFrame->q; RtQuatRotate(q, &XaxisIK, RADTODEG(limb->yaw), rwCOMBINEREPLACE); RtQuatRotate(q, &ZaxisIK, RADTODEG(limb->pitch), rwCOMBINEPRECONCAT); m_ped->bDontAcceptIKLookAts = true; } void CPedIK::GetComponentPosition(RwV3d &pos, uint32 node) { pos = GetComponentMatrix(m_ped, node)->pos; } LimbMoveStatus CPedIK::MoveLimb(LimbOrientation &limb, float targetYaw, float targetPitch, LimbMovementInfo &moveInfo) { LimbMoveStatus result = ONE_ANGLE_COULDNT_BE_SET_EXACTLY; // yaw if(Abs(limb.yaw-targetYaw) < moveInfo.yawD){ limb.yaw = targetYaw; result = ANGLES_SET_EXACTLY; }else{ if (limb.yaw > targetYaw) { limb.yaw -= moveInfo.yawD; } else if (limb.yaw < targetYaw) { limb.yaw += moveInfo.yawD; } } 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 (Abs(limb.pitch - targetPitch) < moveInfo.pitchD){ limb.pitch = targetPitch; }else{ if (limb.pitch > targetPitch) { limb.pitch -= moveInfo.pitchD; } else if (limb.pitch < targetPitch) { limb.pitch += moveInfo.pitchD; } 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; } bool CPedIK::LookInDirection(float targetYaw, float targetPitch) { bool success = true; float yaw, pitch; if (!(m_ped->m_pFrames[PED_HEAD]->flag & AnimBlendFrameData::IGNORE_ROTATION)) { m_ped->m_pFrames[PED_HEAD]->flag |= AnimBlendFrameData::IGNORE_ROTATION; RwMatrix *m = GetComponentMatrix(m_ped, PED_NECK); m_headOrient.yaw = Atan2(-m->at.y, -m->at.x); m_headOrient.yaw -= m_ped->m_fRotationCur; m_headOrient.yaw = CGeneral::LimitRadianAngle(m_headOrient.yaw); float up = clamp(m->up.z, -1.0f, 1.0f); m_headOrient.pitch = Atan2(-up, Sqrt(1.0f - SQR(-up))); } // parent of head is neck RwMatrix *m = GetComponentMatrix(m_ped, PED_NECK); yaw = CGeneral::LimitRadianAngle(Atan2(-m->at.y, -m->at.x)); float up = clamp(m->up.z, -1.0f, 1.0f); pitch = Atan2(-up, Sqrt(1.0f - SQR(-up))); float headYaw = CGeneral::LimitRadianAngle(targetYaw - (yaw + m_torsoOrient.yaw)); float headPitch = CGeneral::LimitRadianAngle(targetPitch - pitch) * Cos(Min(Abs(headYaw), HALFPI)); LimbMoveStatus headStatus = MoveLimb(m_headOrient, headYaw, headPitch, ms_headInfo); if (headStatus == ANGLES_SET_TO_MAX) success = false; if (headStatus != ANGLES_SET_EXACTLY && !(m_flags & LOOKAROUND_HEAD_ONLY)) if (MoveLimb(m_torsoOrient, CGeneral::LimitRadianAngle(targetYaw-m_ped->m_fRotationCur), targetPitch, ms_torsoInfo)) success = true; // This was RotateHead RtQuat *q = &m_ped->m_pFrames[PED_HEAD]->hanimFrame->q; RtQuatRotate(q, &ZaxisIK, RADTODEG(m_headOrient.pitch), rwCOMBINEREPLACE); RtQuatRotate(q, &XaxisIK, RADTODEG(m_headOrient.yaw), rwCOMBINEPRECONCAT); m_ped->bDontAcceptIKLookAts = true; if (!(m_flags & LOOKAROUND_HEAD_ONLY)) RotateTorso(m_ped->m_pFrames[PED_MID], &m_torsoOrient, false); return success; } bool CPedIK::LookAtPosition(CVector const &pos) { RwV3d *pedpos = &GetComponentMatrix(m_ped, PED_MID)->pos; float yawToFace = CGeneral::GetRadianAngleBetweenPoints( pos.x, pos.y, pedpos->x, pedpos->y); float pitchToFace = CGeneral::GetRadianAngleBetweenPoints( // BUG? not using pedpos here pos.z, (m_ped->GetPosition() - pos).Magnitude2D(), pedpos->z, 0.0f); return LookInDirection(yawToFace, pitchToFace); } bool CPedIK::PointGunInDirection(float targetYaw, float targetPitch) { bool result = true; bool armPointedToGun = false; targetYaw = CGeneral::LimitRadianAngle(targetYaw - m_ped->GetForward().Heading()); m_flags &= ~GUN_POINTED_SUCCESSFULLY; m_flags |= LOOKAROUND_HEAD_ONLY; if (m_flags & AIMS_WITH_ARM) { armPointedToGun = PointGunInDirectionUsingArm(targetYaw, targetPitch); targetYaw = CGeneral::LimitRadianAngle(targetYaw - (m_upperArmOrient.yaw + m_lowerArmOrient.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; matrix = RwMatrixCreate(); *matrix = *GetComponentMatrix(m_ped, PED_CLAVICLER); ExtractYawAndPitchWorld(matrix, &yaw, &pitch); RwMatrixDestroy(matrix); if(m_flags & AIMS_WITH_ARM){ if(targetPitch > 0.0f) targetPitch = Max(targetPitch - Abs(targetYaw), 0.0f); else targetPitch = Min(targetPitch + Abs(targetYaw), 0.0f); } LimbMoveStatus status = MoveLimb(m_torsoOrient, targetYaw, targetPitch, ms_torsoInfo); if (status == ANGLES_SET_TO_MAX) result = false; else if (status == ANGLES_SET_EXACTLY) m_flags |= GUN_POINTED_SUCCESSFULLY; } RwMatrix *m = GetBoneMatrix(m_ped, BONE_spine); // BUG: game uses index 2 directly, which happens to be identical to BONE_spine RwV3d axis = { 0.0f, 0.0f, 0.0f }; float axisangle = -CGeneral::LimitRadianAngle(Atan2(-m->at.y, -m->at.x) - m_ped->m_fRotationCur); axis.y = -Sin(axisangle); axis.z = Cos(axisangle); // this was RotateTorso RtQuat *q = &m_ped->m_pFrames[PED_MID]->hanimFrame->q; RtQuatRotate(q, &axis, RADTODEG(m_torsoOrient.pitch), rwCOMBINEPOSTCONCAT); RtQuatRotate(q, &XaxisIK, RADTODEG(m_torsoOrient.yaw), rwCOMBINEPOSTCONCAT); m_ped->bDontAcceptIKLookAts = true; return result; } bool CPedIK::PointGunInDirectionUsingArm(float targetYaw, float targetPitch) { bool result = false; RwMatrix *matrix; float yaw, pitch; float uaRoll = 45.0f; float handRoll = 30.0f; matrix = GetComponentMatrix(m_ped, PED_CLAVICLER); yaw = CGeneral::LimitRadianAngle(Atan2(matrix->right.y, matrix->right.x) - m_ped->m_fRotationCur); pitch = Atan2(matrix->up.z, Sqrt(1.0f - SQR(matrix->up.z))); float uaYaw, uaPitch; uaYaw = CGeneral::LimitRadianAngle(targetYaw - yaw - DEGTORAD(15.0f)); uaPitch = CGeneral::LimitRadianAngle(targetPitch - pitch + DEGTORAD(10.0f)); LimbMoveStatus uaStatus = MoveLimb(m_upperArmOrient, uaYaw, uaPitch, ms_upperArmInfo); if (uaStatus == ANGLES_SET_EXACTLY) { m_flags |= GUN_POINTED_SUCCESSFULLY; result = true; } if (uaStatus == ANGLES_SET_TO_MAX) { float laYaw = uaYaw - m_upperArmOrient.yaw; LimbMoveStatus laStatus; if (laYaw > 0.0f){ float rollReduce = laYaw/DEGTORAD(30.0f); uaRoll *= 1.0f - Min(rollReduce, 1.0f); handRoll *= 1.0f - Min(rollReduce, 1.0f); laYaw *= 1.9f; laStatus = MoveLimb(m_lowerArmOrient, laYaw, 0.0f, ms_lowerArmInfo); // some unused statics here float uaPitchAmount = 1.0f - (m_lowerArmOrient.yaw + m_upperArmOrient.yaw) * 0.34f; float f1 = ms_upperArmInfo.maxPitch * Max(uaPitchAmount, 0.0f); float f2 = 0.2f*m_lowerArmOrient.yaw + m_upperArmOrient.pitch; m_upperArmOrient.pitch = Min(f1, f2); }else laStatus = MoveLimb(m_lowerArmOrient, laYaw, 0.0f, ms_lowerArmInfo); if (laStatus == ANGLES_SET_EXACTLY) { m_flags |= GUN_POINTED_SUCCESSFULLY; result = true; } // game does this stupidly by going through the clump extension... RtQuat *q = &m_ped->m_pFrames[PED_FOREARMR]->hanimFrame->q; RtQuatRotate(q, &ZaxisIK, -RADTODEG(m_lowerArmOrient.yaw), rwCOMBINEREPLACE); RtQuatRotate(q, &XaxisIK, -RADTODEG(m_lowerArmOrient.pitch), rwCOMBINEPOSTCONCAT); m_ped->bDontAcceptIKLookAts = true; } RtQuat *q = &m_ped->m_pFrames[PED_UPPERARMR]->hanimFrame->q; RtQuatRotate(q, &XaxisIK, uaRoll, rwCOMBINEREPLACE); RtQuatRotate(q, &YaxisIK, -RADTODEG(m_upperArmOrient.pitch), rwCOMBINEPOSTCONCAT); RtQuatRotate(q, &ZaxisIK, -RADTODEG(m_upperArmOrient.yaw+HALFPI), rwCOMBINEPOSTCONCAT); m_ped->bDontAcceptIKLookAts = true; q = &m_ped->m_pFrames[PED_HANDR]->hanimFrame->q; RtQuatRotate(q, &XaxisIK, handRoll, rwCOMBINEPRECONCAT); return result; } bool CPedIK::PointGunAtPosition(CVector const& position) { CVector startPoint; if (m_ped->GetWeapon()->m_eWeaponType == WEAPONTYPE_SPAS12_SHOTGUN || m_ped->GetWeapon()->m_eWeaponType == WEAPONTYPE_STUBBY_SHOTGUN) startPoint = m_ped->GetPosition(); else { RwV3d armPos; GetComponentPosition(armPos, PED_UPPERARMR); startPoint.x = m_ped->GetPosition().x; startPoint.y = m_ped->GetPosition().y; startPoint.z = armPos.z; } return PointGunInDirection( CGeneral::GetRadianAngleBetweenPoints(position.x, position.y, startPoint.x, startPoint.y), CGeneral::GetRadianAngleBetweenPoints(position.z, Distance2D(m_ped->GetPosition(), position.x, position.y), startPoint.z, 0.0f)); } bool CPedIK::RestoreLookAt(void) { bool result = false; float yaw, pitch; 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; } // This was RotateHead 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), rwCOMBINEPRECONCAT); m_ped->bDontAcceptIKLookAts = true; 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; } void CPedIK::ExtractYawAndPitchLocalSkinned(AnimBlendFrameData *node, float *yaw, float *pitch) { RwMatrix *mat = RwMatrixCreate(); RtQuatConvertToMatrix(&node->hanimFrame->q, mat); ExtractYawAndPitchLocal(mat, yaw, pitch); RwMatrixDestroy(mat); }