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author | aap <aap@papnet.eu> | 2020-05-16 10:33:19 +0200 |
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committer | aap <aap@papnet.eu> | 2020-05-16 10:33:19 +0200 |
commit | 0c231663188ff4b639549c1be3c6f08df9a5afe1 (patch) | |
tree | 580611bace98ef247c549056810c1502b999c72c /src/peds/PedIK.cpp | |
parent | Remove unused audio enum (diff) | |
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Diffstat (limited to 'src/peds/PedIK.cpp')
-rw-r--r-- | src/peds/PedIK.cpp | 160 |
1 files changed, 80 insertions, 80 deletions
diff --git a/src/peds/PedIK.cpp b/src/peds/PedIK.cpp index ae9a85b4..ebd41296 100644 --- a/src/peds/PedIK.cpp +++ b/src/peds/PedIK.cpp @@ -21,14 +21,14 @@ 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; + 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 @@ -55,8 +55,8 @@ CPedIK::RotateTorso(AnimBlendFrameData *node, LimbOrientation *limb, bool change 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 + 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 @@ -78,8 +78,8 @@ CPedIK::RotateTorso(AnimBlendFrameData *node, LimbOrientation *limb, bool change vec2.z = -(c*mat->at.x + s*mat->at.y); // Not sure what exactly to do here - RtQuatRotate(q, &vec1, RADTODEG(limb->phi), rwCOMBINEPRECONCAT); - RtQuatRotate(q, &vec2, RADTODEG(limb->theta), rwCOMBINEPRECONCAT); + RtQuatRotate(q, &vec1, RADTODEG(limb->yaw), rwCOMBINEPRECONCAT); + RtQuatRotate(q, &vec2, RADTODEG(limb->pitch), rwCOMBINEPRECONCAT); #endif m_ped->bDontAcceptIKLookAts = true; }else @@ -122,14 +122,14 @@ CPedIK::RotateTorso(AnimBlendFrameData *node, LimbOrientation *limb, bool change 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), &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->theta), rwCOMBINEPOSTCONCAT); + RwMatrixRotate(RwFrameGetMatrix(f), &rightVector, RADTODEG(limb->pitch), rwCOMBINEPOSTCONCAT); // yaw - RwMatrixRotate(RwFrameGetMatrix(f), &upVector, RADTODEG(limb->phi), rwCOMBINEPOSTCONCAT); + RwMatrixRotate(RwFrameGetMatrix(f), &upVector, RADTODEG(limb->yaw), rwCOMBINEPOSTCONCAT); } RwFrameGetMatrix(f)->pos = pos; RwMatrixDestroy(mat); @@ -176,43 +176,43 @@ CPedIK::GetWorldMatrix(RwFrame *source, RwMatrix *destination) } LimbMoveStatus -CPedIK::MoveLimb(LimbOrientation &limb, float approxPhi, float approxTheta, LimbMovementInfo &moveInfo) +CPedIK::MoveLimb(LimbOrientation &limb, float targetYaw, float targetPitch, LimbMovementInfo &moveInfo) { LimbMoveStatus result = ONE_ANGLE_COULDNT_BE_SET_EXACTLY; - // phi + // yaw - if (limb.phi > approxPhi) { - limb.phi -= moveInfo.yawD; - } else if (limb.phi < approxPhi) { - limb.phi += moveInfo.yawD; + if (limb.yaw > targetYaw) { + limb.yaw -= moveInfo.yawD; + } else if (limb.yaw < targetYaw) { + limb.yaw += moveInfo.yawD; } - if (Abs(limb.phi - approxPhi) < moveInfo.yawD) { - limb.phi = approxPhi; + if (Abs(limb.yaw - targetYaw) < moveInfo.yawD) { + limb.yaw = targetYaw; result = ANGLES_SET_EXACTLY; } - if (limb.phi > moveInfo.maxYaw || limb.phi < moveInfo.minYaw) { - limb.phi = clamp(limb.phi, moveInfo.minYaw, moveInfo.maxYaw); + if (limb.yaw > moveInfo.maxYaw || limb.yaw < moveInfo.minYaw) { + limb.yaw = clamp(limb.yaw, moveInfo.minYaw, moveInfo.maxYaw); result = ANGLES_SET_TO_MAX; } - // theta + // pitch - if (limb.theta > approxTheta) { - limb.theta -= moveInfo.pitchD; - } else if (limb.theta < approxTheta) { - limb.theta += moveInfo.pitchD; + if (limb.pitch > targetPitch) { + limb.pitch -= moveInfo.pitchD; + } else if (limb.pitch < targetPitch) { + limb.pitch += moveInfo.pitchD; } - if (Abs(limb.theta - approxTheta) < moveInfo.pitchD) - limb.theta = approxTheta; + if (Abs(limb.pitch - targetPitch) < moveInfo.pitchD) + limb.pitch = targetPitch; else result = ONE_ANGLE_COULDNT_BE_SET_EXACTLY; - if (limb.theta > moveInfo.maxPitch || limb.theta < moveInfo.minPitch) { - limb.theta = clamp(limb.theta, moveInfo.minPitch, moveInfo.maxPitch); + 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; @@ -231,14 +231,14 @@ 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); + 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 phi, float theta) +CPedIK::LookInDirection(float targetYaw, float targetPitch) { bool success = true; float yaw, pitch; @@ -246,21 +246,21 @@ CPedIK::LookInDirection(float phi, float theta) 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); + 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(phi - yaw), + 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(phi), theta, ms_torsoInfo)) + if (MoveLimb(m_torsoOrient, CGeneral::LimitRadianAngle(targetYaw), targetPitch, ms_torsoInfo)) success = true; }else{ RotateHead(); @@ -279,7 +279,7 @@ CPedIK::LookInDirection(float phi, float theta) 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); + ExtractYawAndPitchLocal(frameMat, &m_headOrient.yaw, &m_headOrient.pitch); } RwMatrix *worldMat = RwMatrixCreate(); @@ -288,25 +288,25 @@ CPedIK::LookInDirection(float phi, float theta) ExtractYawAndPitchWorld(worldMat, &yaw, &pitch); RwMatrixDestroy(worldMat); - yaw += m_torsoOrient.phi; - float neededPhiTurn = CGeneral::LimitRadianAngle(phi - yaw); - pitch *= Cos(neededPhiTurn); + yaw += m_torsoOrient.yaw; + float neededYawTurn = CGeneral::LimitRadianAngle(targetYaw - yaw); + pitch *= Cos(neededYawTurn); - float neededThetaTurn = CGeneral::LimitRadianAngle(theta - pitch); - LimbMoveStatus headStatus = MoveLimb(m_headOrient, neededPhiTurn, neededThetaTurn, ms_headInfo); + 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(phi - m_ped->m_fRotationCur); - if (MoveLimb(m_torsoOrient, remainingTurn, theta, ms_torsoInfo)) + 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.theta); - nextFrame.RotateX(m_headOrient.phi); + nextFrame.SetRotateZ(m_headOrient.pitch); + nextFrame.RotateX(m_headOrient.yaw); nextFrame.GetPosition() += framePos; nextFrame.UpdateRW(); @@ -320,32 +320,32 @@ CPedIK::LookInDirection(float phi, float theta) bool CPedIK::LookAtPosition(CVector const &pos) { - float phiToFace = CGeneral::GetRadianAngleBetweenPoints( + float yawToFace = CGeneral::GetRadianAngleBetweenPoints( pos.x, pos.y, m_ped->GetPosition().x, m_ped->GetPosition().y); - float thetaToFace = CGeneral::GetRadianAngleBetweenPoints( + float pitchToFace = CGeneral::GetRadianAngleBetweenPoints( pos.z, (m_ped->GetPosition() - pos).Magnitude2D(), m_ped->GetPosition().z, 0.0f); - return LookInDirection(phiToFace, thetaToFace); + return LookInDirection(yawToFace, pitchToFace); } bool -CPedIK::PointGunInDirection(float phi, float theta) +CPedIK::PointGunInDirection(float targetYaw, float targetPitch) { bool result = true; bool armPointedToGun = false; - float angle = CGeneral::LimitRadianAngle(phi - m_ped->m_fRotationCur); + 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, theta); - angle = CGeneral::LimitRadianAngle(angle - m_upperArmOrient.phi); + armPointedToGun = PointGunInDirectionUsingArm(angle, targetPitch); + angle = CGeneral::LimitRadianAngle(angle - m_upperArmOrient.yaw); } if (armPointedToGun) { - if (m_flags & AIMS_WITH_ARM && m_torsoOrient.phi * m_upperArmOrient.phi < 0.0f) - MoveLimb(m_torsoOrient, 0.0f, m_torsoOrient.theta, ms_torsoInfo); + 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; @@ -365,7 +365,7 @@ CPedIK::PointGunInDirection(float phi, float theta) } // - LimbMoveStatus status = MoveLimb(m_torsoOrient, angle, theta, ms_torsoInfo); + LimbMoveStatus status = MoveLimb(m_torsoOrient, angle, targetPitch, ms_torsoInfo); if (status == ANGLES_SET_TO_MAX) result = false; else if (status == ANGLES_SET_EXACTLY) @@ -379,7 +379,7 @@ CPedIK::PointGunInDirection(float phi, float theta) } bool -CPedIK::PointGunInDirectionUsingArm(float phi, float theta) +CPedIK::PointGunInDirectionUsingArm(float targetYaw, float targetPitch) { bool result = false; @@ -410,18 +410,18 @@ CPedIK::PointGunInDirectionUsingArm(float phi, float theta) RwV3d rightVector = { 0.0f, 0.0f, 1.0f }; RwV3d forwardVector = { 1.0f, 0.0f, 0.0f }; - float uaPhi, uaTheta; + float uaYaw, uaPitch; #ifdef PED_SKIN if(IsClumpSkinned(m_ped->GetClump())){ - uaPhi = phi; - uaTheta = theta + DEGTORAD(10.0f); + uaYaw = targetYaw; + uaPitch = targetPitch + DEGTORAD(10.0f); }else #endif { - uaPhi = phi - m_torsoOrient.phi - DEGTORAD(15.0f); - uaTheta = CGeneral::LimitRadianAngle(theta - pitch); + uaYaw = targetYaw - m_torsoOrient.yaw - DEGTORAD(15.0f); + uaPitch = CGeneral::LimitRadianAngle(targetPitch - pitch); } - LimbMoveStatus uaStatus = MoveLimb(m_upperArmOrient, uaPhi, uaTheta, ms_upperArmInfo); + LimbMoveStatus uaStatus = MoveLimb(m_upperArmOrient, uaYaw, uaPitch, ms_upperArmInfo); if (uaStatus == ANGLES_SET_EXACTLY) { m_flags |= GUN_POINTED_SUCCESSFULLY; result = true; @@ -433,13 +433,13 @@ CPedIK::PointGunInDirectionUsingArm(float phi, float theta) if(!IsClumpSkinned(m_ped->GetClump())) #endif if (uaStatus == ANGLES_SET_TO_MAX) { - float laPhi = uaPhi - m_upperArmOrient.phi; + float laYaw = uaYaw - m_upperArmOrient.yaw; LimbMoveStatus laStatus; - if (laPhi > 0.0f) - laStatus = MoveLimb(m_lowerArmOrient, laPhi, -DEGTORAD(45.0f), ms_lowerArmInfo); + if (laYaw > 0.0f) + laStatus = MoveLimb(m_lowerArmOrient, laYaw, -DEGTORAD(45.0f), ms_lowerArmInfo); else - laStatus = MoveLimb(m_lowerArmOrient, laPhi, 0.0f, ms_lowerArmInfo); + laStatus = MoveLimb(m_lowerArmOrient, laYaw, 0.0f, ms_lowerArmInfo); if (laStatus == ANGLES_SET_EXACTLY) { m_flags |= GUN_POINTED_SUCCESSFULLY; @@ -447,16 +447,16 @@ CPedIK::PointGunInDirectionUsingArm(float phi, float theta) } 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); + 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.phi), rwCOMBINEPOSTCONCAT); - RtQuatRotate(q, &ZaxisIK, RADTODEG(m_upperArmOrient.theta), rwCOMBINEPOSTCONCAT); + RtQuatRotate(q, &XaxisIK, RADTODEG(m_upperArmOrient.yaw), rwCOMBINEPOSTCONCAT); + RtQuatRotate(q, &ZaxisIK, RADTODEG(m_upperArmOrient.pitch), rwCOMBINEPOSTCONCAT); m_ped->bDontAcceptIKLookAts = true; }else #endif @@ -464,8 +464,8 @@ CPedIK::PointGunInDirectionUsingArm(float phi, float theta) 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); + RwMatrixRotate(RwFrameGetMatrix(frame), &rightVector, RADTODEG(m_upperArmOrient.pitch), rwCOMBINEPOSTCONCAT); + RwMatrixRotate(RwFrameGetMatrix(frame), &upVector, RADTODEG(m_upperArmOrient.yaw), rwCOMBINEPOSTCONCAT); RwFrameGetMatrix(frame)->pos = pos; } return result; @@ -511,8 +511,8 @@ CPedIK::RestoreLookAt(void) CMatrix matrix(mat); CVector pos = matrix.GetPosition(); - matrix.SetRotateZ(m_headOrient.theta); - matrix.RotateX(m_headOrient.phi); + matrix.SetRotateZ(m_headOrient.pitch); + matrix.RotateX(m_headOrient.yaw); matrix.Translate(pos); matrix.UpdateRW(); } |