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556 lines
17 KiB
C++
556 lines
17 KiB
C++
#include "common.h"
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#include "Bones.h"
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#include "Camera.h"
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#include "PedIK.h"
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#include "Ped.h"
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#include "General.h"
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#include "RwHelper.h"
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LimbMovementInfo CPedIK::ms_torsoInfo = { DEGTORAD(50.0f), DEGTORAD(-50.0f), DEGTORAD(15.0f), DEGTORAD(45.0f), DEGTORAD(-45.0f), DEGTORAD(7.0f) };
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LimbMovementInfo CPedIK::ms_headInfo = { DEGTORAD(90.0f), DEGTORAD(-90.0f), DEGTORAD(10.0f), DEGTORAD(45.0f), DEGTORAD(-45.0f), DEGTORAD(5.0f) };
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LimbMovementInfo CPedIK::ms_headRestoreInfo = { DEGTORAD(90.0f), DEGTORAD(-90.0f), DEGTORAD(10.0f), DEGTORAD(45.0f), DEGTORAD(-45.0f), DEGTORAD(5.0f) };
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LimbMovementInfo CPedIK::ms_upperArmInfo = { DEGTORAD(20.0f), DEGTORAD(-100.0f), DEGTORAD(20.0f), DEGTORAD(70.0f), DEGTORAD(-70.0f), DEGTORAD(10.0f) };
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LimbMovementInfo CPedIK::ms_lowerArmInfo = { DEGTORAD(80.0f), DEGTORAD(0.0f), DEGTORAD(20.0f), DEGTORAD(90.0f), DEGTORAD(-90.0f), DEGTORAD(5.0f) };
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const RwV3d XaxisIK = { 1.0f, 0.0f, 0.0f};
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const RwV3d YaxisIK = { 0.0f, 1.0f, 0.0f};
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const RwV3d ZaxisIK = { 0.0f, 0.0f, 1.0f};
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CPedIK::CPedIK(CPed *ped)
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{
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m_ped = ped;
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m_flags = 0;
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m_headOrient.phi = 0.0f;
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m_headOrient.theta = 0.0f;
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m_torsoOrient.phi = 0.0f;
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m_torsoOrient.theta = 0.0f;
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m_upperArmOrient.phi = 0.0f;
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m_upperArmOrient.theta = 0.0f;
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m_lowerArmOrient.phi = 0.0f;
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m_lowerArmOrient.theta = 0.0f;
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}
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#ifdef PED_SKIN
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inline RwMatrix*
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GetComponentMatrix(CPed *ped, int32 node)
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{
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RpHAnimHierarchy *hier = GetAnimHierarchyFromSkinClump(ped->GetClump());
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int idx = RpHAnimIDGetIndex(hier, ped->m_pFrames[node]->nodeID);
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RwMatrix *mats = RpHAnimHierarchyGetMatrixArray(hier);
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return &mats[idx];
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}
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#endif
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void
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CPedIK::RotateTorso(AnimBlendFrameData *node, LimbOrientation *limb, bool changeRoll)
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{
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#ifdef PED_SKIN
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if(IsClumpSkinned(m_ped->GetClump())){
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RtQuat *q = &node->hanimFrame->q;
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#ifndef FIX_BUGS
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// this is what the game does (also VC), but it does not look great
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RtQuatRotate(q, &XaxisIK, RADTODEG(limb->phi), rwCOMBINEPRECONCAT);
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RtQuatRotate(q, &ZaxisIK, RADTODEG(limb->theta), rwCOMBINEPRECONCAT); // pitch
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#else
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// copied the code from the non-skinned case
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// this seems to work ok
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// We can't get the parent matrix of an hanim frame but
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// this function is always called with PED_MID, so we know the parent frame.
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// Trouble is that PED_MID is "Smid" on PS2/PC but BONE_torso on mobile/xbox...
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// so this doesn't exactly do what we'd like anyway
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RwMatrix *mat = GetComponentMatrix(m_ped, PED_MID);
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RwV3d vec1, vec2;
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vec1.x = mat->right.z;
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vec1.y = mat->up.z;
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vec1.z = mat->at.z;
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float c = Cos(m_ped->m_fRotationCur);
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float s = Sin(m_ped->m_fRotationCur);
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vec2.x = -(c*mat->right.x + s*mat->right.y);
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vec2.y = -(c*mat->up.x + s*mat->up.y);
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vec2.z = -(c*mat->at.x + s*mat->at.y);
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// Not sure what exactly to do here
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RtQuatRotate(q, &vec1, RADTODEG(limb->phi), rwCOMBINEPRECONCAT);
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RtQuatRotate(q, &vec2, RADTODEG(limb->theta), rwCOMBINEPRECONCAT);
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#endif
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m_ped->bDontAcceptIKLookAts = true;
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}else
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#endif
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{
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RwFrame *f = node->frame;
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RwMatrix *mat = GetWorldMatrix(RwFrameGetParent(f), RwMatrixCreate());
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RwV3d upVector = { mat->right.z, mat->up.z, mat->at.z };
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RwV3d rightVector;
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RwV3d pos = RwFrameGetMatrix(f)->pos;
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// rotation == 0 -> looking in y direction
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// left? vector
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float c = Cos(m_ped->m_fRotationCur);
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float s = Sin(m_ped->m_fRotationCur);
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rightVector.x = -(c*mat->right.x + s*mat->right.y);
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rightVector.y = -(c*mat->up.x + s*mat->up.y);
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rightVector.z = -(c*mat->at.x + s*mat->at.y);
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if(changeRoll){
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// Used when aiming only involves over the legs.(canAimWithArm)
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// Automatically changes roll(forward rotation) axis of the parts above upper legs while moving, based on position of upper legs.
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// Not noticeable in normal conditions...
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RwV3d forwardVector;
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CVector inversedForward = CrossProduct(CVector(0.0f, 0.0f, 1.0f), mat->up);
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inversedForward.Normalise();
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float dotProduct = DotProduct(mat->at, inversedForward);
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if(dotProduct > 1.0f) dotProduct = 1.0f;
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if(dotProduct < -1.0f) dotProduct = -1.0f;
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float alpha = Acos(dotProduct);
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if(mat->at.z < 0.0f)
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alpha = -alpha;
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forwardVector.x = s * mat->right.x - c * mat->right.y;
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forwardVector.y = s * mat->up.x - c * mat->up.y;
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forwardVector.z = s * mat->at.x - c * mat->at.y;
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float curYaw, curPitch;
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ExtractYawAndPitchWorld(mat, &curYaw, &curPitch);
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RwMatrixRotate(RwFrameGetMatrix(f), &rightVector, RADTODEG(limb->theta), rwCOMBINEPOSTCONCAT);
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RwMatrixRotate(RwFrameGetMatrix(f), &upVector, RADTODEG(limb->phi - (curYaw - m_ped->m_fRotationCur)), rwCOMBINEPOSTCONCAT);
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RwMatrixRotate(RwFrameGetMatrix(f), &forwardVector, RADTODEG(alpha), rwCOMBINEPOSTCONCAT);
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}else{
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// pitch
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RwMatrixRotate(RwFrameGetMatrix(f), &rightVector, RADTODEG(limb->theta), rwCOMBINEPOSTCONCAT);
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// yaw
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RwMatrixRotate(RwFrameGetMatrix(f), &upVector, RADTODEG(limb->phi), rwCOMBINEPOSTCONCAT);
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}
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RwFrameGetMatrix(f)->pos = pos;
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RwMatrixDestroy(mat);
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}
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}
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void
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CPedIK::GetComponentPosition(RwV3d *pos, uint32 node)
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{
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RwFrame *f;
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RwMatrix *mat;
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#ifdef PED_SKIN
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if(IsClumpSkinned(m_ped->GetClump())){
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pos->x = 0.0f;
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pos->y = 0.0f;
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pos->z = 0.0f;
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mat = GetComponentMatrix(m_ped, node);
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// could just copy the position out of the matrix...
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RwV3dTransformPoints(pos, pos, 1, mat);
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}else
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#endif
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{
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f = m_ped->m_pFrames[node]->frame;
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mat = RwFrameGetMatrix(f);
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*pos = mat->pos;
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for (f = RwFrameGetParent(f); f; f = RwFrameGetParent(f))
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RwV3dTransformPoints(pos, pos, 1, RwFrameGetMatrix(f));
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}
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}
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RwMatrix*
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CPedIK::GetWorldMatrix(RwFrame *source, RwMatrix *destination)
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{
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RwFrame *i;
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*destination = *RwFrameGetMatrix(source);
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for (i = RwFrameGetParent(source); i; i = RwFrameGetParent(i))
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RwMatrixTransform(destination, RwFrameGetMatrix(i), rwCOMBINEPOSTCONCAT);
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return destination;
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}
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LimbMoveStatus
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CPedIK::MoveLimb(LimbOrientation &limb, float approxPhi, float approxTheta, LimbMovementInfo &moveInfo)
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{
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LimbMoveStatus result = ONE_ANGLE_COULDNT_BE_SET_EXACTLY;
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// phi
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if (limb.phi > approxPhi) {
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limb.phi -= moveInfo.yawD;
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} else if (limb.phi < approxPhi) {
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limb.phi += moveInfo.yawD;
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}
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if (Abs(limb.phi - approxPhi) < moveInfo.yawD) {
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limb.phi = approxPhi;
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result = ANGLES_SET_EXACTLY;
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}
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if (limb.phi > moveInfo.maxYaw || limb.phi < moveInfo.minYaw) {
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limb.phi = clamp(limb.phi, moveInfo.minYaw, moveInfo.maxYaw);
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result = ANGLES_SET_TO_MAX;
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}
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// theta
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if (limb.theta > approxTheta) {
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limb.theta -= moveInfo.pitchD;
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} else if (limb.theta < approxTheta) {
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limb.theta += moveInfo.pitchD;
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}
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if (Abs(limb.theta - approxTheta) < moveInfo.pitchD)
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limb.theta = approxTheta;
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else
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result = ONE_ANGLE_COULDNT_BE_SET_EXACTLY;
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if (limb.theta > moveInfo.maxPitch || limb.theta < moveInfo.minPitch) {
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limb.theta = clamp(limb.theta, moveInfo.minPitch, moveInfo.maxPitch);
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result = ANGLES_SET_TO_MAX;
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}
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return result;
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}
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bool
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CPedIK::RestoreGunPosn(void)
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{
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LimbMoveStatus limbStatus = MoveLimb(m_torsoOrient, 0.0f, 0.0f, ms_torsoInfo);
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RotateTorso(m_ped->m_pFrames[PED_MID], &m_torsoOrient, false);
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return limbStatus == ANGLES_SET_EXACTLY;
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}
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#ifdef PED_SKIN
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void
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CPedIK::RotateHead(void)
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{
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RtQuat *q = &m_ped->m_pFrames[PED_HEAD]->hanimFrame->q;
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RtQuatRotate(q, &XaxisIK, RADTODEG(m_headOrient.phi), rwCOMBINEREPLACE);
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RtQuatRotate(q, &ZaxisIK, RADTODEG(m_headOrient.theta), rwCOMBINEPOSTCONCAT);
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m_ped->bDontAcceptIKLookAts = true;
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}
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#endif
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bool
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CPedIK::LookInDirection(float phi, float theta)
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{
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bool success = true;
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float yaw, pitch;
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#ifdef PED_SKIN
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if(IsClumpSkinned(m_ped->GetClump())){
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if (!(m_ped->m_pFrames[PED_HEAD]->flag & AnimBlendFrameData::IGNORE_ROTATION)) {
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m_ped->m_pFrames[PED_HEAD]->flag |= AnimBlendFrameData::IGNORE_ROTATION;
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ExtractYawAndPitchLocalSkinned(m_ped->m_pFrames[PED_HEAD], &m_headOrient.phi, &m_headOrient.theta);
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}
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// parent of head is torso
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RwMatrix worldMat = *GetComponentMatrix(m_ped, BONE_torso);
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ExtractYawAndPitchWorld(&worldMat, &yaw, &pitch);
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LimbMoveStatus headStatus = MoveLimb(m_headOrient, CGeneral::LimitRadianAngle(phi - yaw),
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CGeneral::LimitRadianAngle(DEGTORAD(10.0f)), ms_headInfo);
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if (headStatus == ANGLES_SET_TO_MAX)
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success = false;
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if (headStatus != ANGLES_SET_EXACTLY){
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if (!(m_flags & LOOKAROUND_HEAD_ONLY)){
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if (MoveLimb(m_torsoOrient, CGeneral::LimitRadianAngle(phi), theta, ms_torsoInfo))
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success = true;
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}else{
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RotateHead();
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return success;
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}
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}
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if (!(m_flags & LOOKAROUND_HEAD_ONLY))
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RotateTorso(m_ped->m_pFrames[PED_MID], &m_torsoOrient, false);
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RotateHead();
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}else
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#endif
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{
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RwFrame *frame = m_ped->m_pFrames[PED_HEAD]->frame;
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RwMatrix *frameMat = RwFrameGetMatrix(frame);
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if (!(m_ped->m_pFrames[PED_HEAD]->flag & AnimBlendFrameData::IGNORE_ROTATION)) {
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m_ped->m_pFrames[PED_HEAD]->flag |= AnimBlendFrameData::IGNORE_ROTATION;
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ExtractYawAndPitchLocal(frameMat, &m_headOrient.phi, &m_headOrient.theta);
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}
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RwMatrix *worldMat = RwMatrixCreate();
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worldMat = GetWorldMatrix(RwFrameGetParent(frame), worldMat);
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ExtractYawAndPitchWorld(worldMat, &yaw, &pitch);
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RwMatrixDestroy(worldMat);
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yaw += m_torsoOrient.phi;
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float neededPhiTurn = CGeneral::LimitRadianAngle(phi - yaw);
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pitch *= Cos(neededPhiTurn);
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float neededThetaTurn = CGeneral::LimitRadianAngle(theta - pitch);
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LimbMoveStatus headStatus = MoveLimb(m_headOrient, neededPhiTurn, neededThetaTurn, ms_headInfo);
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if (headStatus == ANGLES_SET_TO_MAX)
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success = false;
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if (headStatus != ANGLES_SET_EXACTLY && !(m_flags & LOOKAROUND_HEAD_ONLY)) {
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float remainingTurn = CGeneral::LimitRadianAngle(phi - m_ped->m_fRotationCur);
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if (MoveLimb(m_torsoOrient, remainingTurn, theta, ms_torsoInfo))
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success = true;
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}
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CMatrix nextFrame = CMatrix(frameMat);
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CVector framePos = nextFrame.GetPosition();
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nextFrame.SetRotateZ(m_headOrient.theta);
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nextFrame.RotateX(m_headOrient.phi);
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nextFrame.GetPosition() += framePos;
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nextFrame.UpdateRW();
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if (!(m_flags & LOOKAROUND_HEAD_ONLY))
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RotateTorso(m_ped->m_pFrames[PED_MID], &m_torsoOrient, false);
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}
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return success;
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}
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bool
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CPedIK::LookAtPosition(CVector const &pos)
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{
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float phiToFace = CGeneral::GetRadianAngleBetweenPoints(
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pos.x, pos.y,
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m_ped->GetPosition().x, m_ped->GetPosition().y);
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float thetaToFace = CGeneral::GetRadianAngleBetweenPoints(
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pos.z, (m_ped->GetPosition() - pos).Magnitude2D(),
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m_ped->GetPosition().z, 0.0f);
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return LookInDirection(phiToFace, thetaToFace);
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}
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bool
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CPedIK::PointGunInDirection(float phi, float theta)
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{
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bool result = true;
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bool armPointedToGun = false;
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float angle = CGeneral::LimitRadianAngle(phi - m_ped->m_fRotationCur);
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m_flags &= (~GUN_POINTED_SUCCESSFULLY);
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m_flags |= LOOKAROUND_HEAD_ONLY;
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if (m_flags & AIMS_WITH_ARM) {
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armPointedToGun = PointGunInDirectionUsingArm(angle, theta);
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angle = CGeneral::LimitRadianAngle(angle - m_upperArmOrient.phi);
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}
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if (armPointedToGun) {
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if (m_flags & AIMS_WITH_ARM && m_torsoOrient.phi * m_upperArmOrient.phi < 0.0f)
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MoveLimb(m_torsoOrient, 0.0f, m_torsoOrient.theta, ms_torsoInfo);
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} else {
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// Unused code
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RwMatrix *matrix;
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float yaw, pitch;
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#ifdef PED_SKIN
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if(IsClumpSkinned(m_ped->GetClump())){
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matrix = RwMatrixCreate();
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*matrix = *GetComponentMatrix(m_ped, PED_UPPERARMR);
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ExtractYawAndPitchWorld(matrix, &yaw, &pitch);
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RwMatrixDestroy(matrix);
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}else
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#endif
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{
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matrix = GetWorldMatrix(RwFrameGetParent(m_ped->m_pFrames[PED_UPPERARMR]->frame), RwMatrixCreate());
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ExtractYawAndPitchWorld(matrix, &yaw, &pitch);
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RwMatrixDestroy(matrix);
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}
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//
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LimbMoveStatus status = MoveLimb(m_torsoOrient, angle, theta, ms_torsoInfo);
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if (status == ANGLES_SET_TO_MAX)
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result = false;
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else if (status == ANGLES_SET_EXACTLY)
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m_flags |= GUN_POINTED_SUCCESSFULLY;
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}
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if (TheCamera.Cams[TheCamera.ActiveCam].Using3rdPersonMouseCam() && m_flags & AIMS_WITH_ARM)
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RotateTorso(m_ped->m_pFrames[PED_MID], &m_torsoOrient, true);
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else
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RotateTorso(m_ped->m_pFrames[PED_MID], &m_torsoOrient, false);
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return result;
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}
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bool
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CPedIK::PointGunInDirectionUsingArm(float phi, float theta)
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{
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bool result = false;
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RwV3d upVector; // only for non-skinned
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RwMatrix *matrix;
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float yaw, pitch;
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#ifdef PED_SKIN
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if(IsClumpSkinned(m_ped->GetClump())){
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matrix = RwMatrixCreate();
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*matrix = *GetComponentMatrix(m_ped, PED_UPPERARMR);
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ExtractYawAndPitchWorld(matrix, &yaw, &pitch);
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RwMatrixDestroy(matrix);
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}else
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#endif
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{
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RwFrame *frame = m_ped->m_pFrames[PED_UPPERARMR]->frame;
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matrix = GetWorldMatrix(RwFrameGetParent(frame), RwMatrixCreate());
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// with PED_SKIN this is actually done below (with a memory leak)
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upVector.x = matrix->right.z;
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upVector.y = matrix->up.z;
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upVector.z = matrix->at.z;
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ExtractYawAndPitchWorld(matrix, &yaw, &pitch);
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RwMatrixDestroy(matrix);
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}
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RwV3d rightVector = { 0.0f, 0.0f, 1.0f };
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RwV3d forwardVector = { 1.0f, 0.0f, 0.0f };
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float uaPhi, uaTheta;
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#ifdef PED_SKIN
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if(IsClumpSkinned(m_ped->GetClump())){
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uaPhi = phi;
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uaTheta = theta + DEGTORAD(10.0f);
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}else
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#endif
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{
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uaPhi = phi - m_torsoOrient.phi - DEGTORAD(15.0f);
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uaTheta = CGeneral::LimitRadianAngle(theta - pitch);
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}
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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;
|
|
|
|
LimbMoveStatus laStatus;
|
|
if (laPhi > 0.0f)
|
|
laStatus = MoveLimb(m_lowerArmOrient, laPhi, -DEGTORAD(45.0f), ms_lowerArmInfo);
|
|
else
|
|
laStatus = MoveLimb(m_lowerArmOrient, laPhi, 0.0f, ms_lowerArmInfo);
|
|
|
|
if (laStatus == ANGLES_SET_EXACTLY) {
|
|
m_flags |= 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.theta), rwCOMBINEPOSTCONCAT);
|
|
RwMatrixRotate(RwFrameGetMatrix(child), &rightVector, RADTODEG(-m_lowerArmOrient.phi), 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.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;
|
|
}
|
|
|
|
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.theta);
|
|
matrix.RotateX(m_headOrient.phi);
|
|
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
|