diff options
Diffstat (limited to 'src/peds/PedIK.cpp')
-rw-r--r-- | src/peds/PedIK.cpp | 109 |
1 files changed, 109 insertions, 0 deletions
diff --git a/src/peds/PedIK.cpp b/src/peds/PedIK.cpp new file mode 100644 index 00000000..b9baf49c --- /dev/null +++ b/src/peds/PedIK.cpp @@ -0,0 +1,109 @@ +#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); } + +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; +} + +STARTPATCHES + InjectHook(0x4ED0F0, &CPedIK::GetComponentPosition, PATCH_JUMP); + InjectHook(0x4ED060, &CPedIK::GetWorldMatrix, PATCH_JUMP); + InjectHook(0x4EDDB0, &CPedIK::RotateTorso, PATCH_JUMP); +ENDPATCHES
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