1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
|
#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(15.0f), DEGTORAD(45.0f), DEGTORAD(-45.0f), DEGTORAD(7.0f) };
LimbMovementInfo CPedIK::ms_headInfo = { DEGTORAD(90.0f), DEGTORAD(-90.0f), DEGTORAD(10.0f), DEGTORAD(45.0f), DEGTORAD(-45.0f), DEGTORAD(5.0f) };
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(20.0f), DEGTORAD(-100.0f), DEGTORAD(20.0f), DEGTORAD(70.0f), DEGTORAD(-70.0f), DEGTORAD(10.0f) };
LimbMovementInfo CPedIK::ms_lowerArmInfo = { DEGTORAD(80.0f), DEGTORAD(0.0f), DEGTORAD(20.0f), DEGTORAD(90.0f), DEGTORAD(-90.0f), DEGTORAD(5.0f) };
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)
{
assert(ped != nil);
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;
}
#ifdef PED_SKIN
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);
}
#endif
void
CPedIK::RotateTorso(AnimBlendFrameData *node, LimbOrientation *limb, bool changeRoll)
{
#ifdef PED_SKIN
if(IsClumpSkinned(m_ped->GetClump())){
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->yaw), rwCOMBINEPRECONCAT);
RtQuatRotate(q, &ZaxisIK, RADTODEG(limb->pitch), rwCOMBINEPRECONCAT); // pitch
#else
// copied the code from the non-skinned case
// this seems to work ok
// We can't get the parent matrix of an hanim frame but
// this function is always called with PED_MID, so we know the parent frame.
// Trouble is that PED_MID is "Smid" on PS2/PC but BONE_torso on mobile/xbox...
// Assuming BONE_torso, the parent is BONE_mid, so let's use that:
RwMatrix *mat = GetBoneMatrix(m_ped, BONE_mid);
RwV3d vec1, vec2;
vec1.x = mat->right.z;
vec1.y = mat->up.z;
vec1.z = mat->at.z;
float c = Cos(m_ped->m_fRotationCur);
float s = Sin(m_ped->m_fRotationCur);
vec2.x = -(c*mat->right.x + s*mat->right.y);
vec2.y = -(c*mat->up.x + s*mat->up.y);
vec2.z = -(c*mat->at.x + s*mat->at.y);
// Not sure what exactly to do here
RtQuatRotate(q, &vec1, RADTODEG(limb->yaw), rwCOMBINEPRECONCAT);
RtQuatRotate(q, &vec2, RADTODEG(limb->pitch), rwCOMBINEPRECONCAT);
#endif
m_ped->bDontAcceptIKLookAts = true;
}else
#endif
{
RwFrame *f = node->frame;
RwMatrix *mat = 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;
ExtractYawAndPitchWorld(mat, &curYaw, &curPitch);
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->pitch), rwCOMBINEPOSTCONCAT);
// yaw
RwMatrixRotate(RwFrameGetMatrix(f), &upVector, RADTODEG(limb->yaw), rwCOMBINEPOSTCONCAT);
}
RwFrameGetMatrix(f)->pos = pos;
RwMatrixDestroy(mat);
}
}
void
CPedIK::GetComponentPosition(RwV3d &pos, uint32 node)
{
RwFrame *f;
RwMatrix *mat;
#ifdef PED_SKIN
if(IsClumpSkinned(m_ped->GetClump())){
pos.x = 0.0f;
pos.y = 0.0f;
pos.z = 0.0f;
mat = GetComponentMatrix(m_ped, node);
// could just copy the position out of the matrix...
RwV3dTransformPoints(&pos, &pos, 1, mat);
}else
#endif
{
f = m_ped->m_pFrames[node]->frame;
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;
}
LimbMoveStatus
CPedIK::MoveLimb(LimbOrientation &limb, float targetYaw, float targetPitch, LimbMovementInfo &moveInfo)
{
LimbMoveStatus result = ONE_ANGLE_COULDNT_BE_SET_EXACTLY;
// yaw
if (limb.yaw > targetYaw) {
limb.yaw -= moveInfo.yawD;
} else if (limb.yaw < targetYaw) {
limb.yaw += moveInfo.yawD;
}
if (Abs(limb.yaw - targetYaw) < moveInfo.yawD) {
limb.yaw = targetYaw;
result = ANGLES_SET_EXACTLY;
}
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 (limb.pitch > targetPitch) {
limb.pitch -= moveInfo.pitchD;
} else if (limb.pitch < targetPitch) {
limb.pitch += moveInfo.pitchD;
}
if (Abs(limb.pitch - targetPitch) < moveInfo.pitchD)
limb.pitch = targetPitch;
else
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;
}
#ifdef PED_SKIN
void
CPedIK::RotateHead(void)
{
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), rwCOMBINEPOSTCONCAT);
m_ped->bDontAcceptIKLookAts = true;
}
#endif
bool
CPedIK::LookInDirection(float targetYaw, float targetPitch)
{
bool success = true;
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;
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(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(targetYaw), targetPitch, ms_torsoInfo))
success = true;
}else{
RotateHead();
return success;
}
}
if (!(m_flags & LOOKAROUND_HEAD_ONLY))
RotateTorso(m_ped->m_pFrames[PED_MID], &m_torsoOrient, false);
RotateHead();
}else
#endif
{
RwFrame *frame = m_ped->m_pFrames[PED_HEAD]->frame;
RwMatrix *frameMat = RwFrameGetMatrix(frame);
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.yaw, &m_headOrient.pitch);
}
RwMatrix *worldMat = RwMatrixCreate();
worldMat = GetWorldMatrix(RwFrameGetParent(frame), worldMat);
ExtractYawAndPitchWorld(worldMat, &yaw, &pitch);
RwMatrixDestroy(worldMat);
yaw += m_torsoOrient.yaw;
float neededYawTurn = CGeneral::LimitRadianAngle(targetYaw - yaw);
pitch *= Cos(neededYawTurn);
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(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.pitch);
nextFrame.RotateX(m_headOrient.yaw);
nextFrame.GetPosition() += framePos;
nextFrame.UpdateRW();
if (!(m_flags & LOOKAROUND_HEAD_ONLY))
RotateTorso(m_ped->m_pFrames[PED_MID], &m_torsoOrient, false);
}
return success;
}
bool
CPedIK::LookAtPosition(CVector const &pos)
{
float yawToFace = CGeneral::GetRadianAngleBetweenPoints(
pos.x, pos.y,
m_ped->GetPosition().x, m_ped->GetPosition().y);
float pitchToFace = CGeneral::GetRadianAngleBetweenPoints(
pos.z, (m_ped->GetPosition() - pos).Magnitude2D(),
m_ped->GetPosition().z, 0.0f);
return LookInDirection(yawToFace, pitchToFace);
}
bool
CPedIK::PointGunInDirection(float targetYaw, float targetPitch)
{
bool result = true;
bool armPointedToGun = false;
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, targetPitch);
angle = CGeneral::LimitRadianAngle(angle - m_upperArmOrient.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;
#ifdef PED_SKIN
if(IsClumpSkinned(m_ped->GetClump())){
matrix = RwMatrixCreate();
*matrix = *GetComponentMatrix(m_ped, PED_UPPERARMR);
ExtractYawAndPitchWorld(matrix, &yaw, &pitch);
RwMatrixDestroy(matrix);
}else
#endif
{
matrix = GetWorldMatrix(RwFrameGetParent(m_ped->m_pFrames[PED_UPPERARMR]->frame), RwMatrixCreate());
ExtractYawAndPitchWorld(matrix, &yaw, &pitch);
RwMatrixDestroy(matrix);
}
//
LimbMoveStatus status = MoveLimb(m_torsoOrient, angle, targetPitch, ms_torsoInfo);
if (status == ANGLES_SET_TO_MAX)
result = false;
else if (status == ANGLES_SET_EXACTLY)
m_flags |= GUN_POINTED_SUCCESSFULLY;
}
if (TheCamera.Cams[TheCamera.ActiveCam].Using3rdPersonMouseCam() && m_flags & AIMS_WITH_ARM)
RotateTorso(m_ped->m_pFrames[PED_MID], &m_torsoOrient, true);
else
RotateTorso(m_ped->m_pFrames[PED_MID], &m_torsoOrient, false);
return result;
}
bool
CPedIK::PointGunInDirectionUsingArm(float targetYaw, float targetPitch)
{
bool result = false;
RwV3d upVector; // only for non-skinned
RwMatrix *matrix;
float yaw, pitch;
#ifdef PED_SKIN
if(IsClumpSkinned(m_ped->GetClump())){
matrix = RwMatrixCreate();
*matrix = *GetComponentMatrix(m_ped, PED_UPPERARMR);
ExtractYawAndPitchWorld(matrix, &yaw, &pitch);
RwMatrixDestroy(matrix);
}else
#endif
{
RwFrame *frame = m_ped->m_pFrames[PED_UPPERARMR]->frame;
matrix = GetWorldMatrix(RwFrameGetParent(frame), RwMatrixCreate());
// with PED_SKIN this is actually done below (with a memory leak)
upVector.x = matrix->right.z;
upVector.y = matrix->up.z;
upVector.z = matrix->at.z;
ExtractYawAndPitchWorld(matrix, &yaw, &pitch);
RwMatrixDestroy(matrix);
}
RwV3d rightVector = { 0.0f, 0.0f, 1.0f };
RwV3d forwardVector = { 1.0f, 0.0f, 0.0f };
float uaYaw, uaPitch;
#ifdef PED_SKIN
if(IsClumpSkinned(m_ped->GetClump())){
uaYaw = targetYaw;
uaPitch = targetPitch + DEGTORAD(10.0f);
}else
#endif
{
uaYaw = targetYaw - m_torsoOrient.yaw - DEGTORAD(15.0f);
uaPitch = CGeneral::LimitRadianAngle(targetPitch - pitch);
}
LimbMoveStatus uaStatus = MoveLimb(m_upperArmOrient, uaYaw, uaPitch, 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 laYaw = uaYaw - m_upperArmOrient.yaw;
LimbMoveStatus laStatus;
if (laYaw > 0.0f)
laStatus = MoveLimb(m_lowerArmOrient, laYaw, -DEGTORAD(45.0f), ms_lowerArmInfo);
else
laStatus = MoveLimb(m_lowerArmOrient, laYaw, 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.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.yaw), rwCOMBINEPOSTCONCAT);
RtQuatRotate(q, &ZaxisIK, RADTODEG(m_upperArmOrient.pitch), 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.pitch), rwCOMBINEPOSTCONCAT);
RwMatrixRotate(RwFrameGetMatrix(frame), &upVector, RADTODEG(m_upperArmOrient.yaw), 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.pitch);
matrix.RotateX(m_headOrient.yaw);
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
|