Merge pull request #299 from Sergeanur/PedIK
CPedIK finished, bit of CCamera
This commit is contained in:
commit
5794732ad4
@ -62,7 +62,6 @@ CMenuManager
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CMotionBlurStreaks
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CObject
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CPacManPickups
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CPedIK
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CPedPath
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CPlayerPed
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CPopulation
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@ -25,16 +25,11 @@ WRAPPER void CCamera::Restore(void) { EAXJMP(0x46F990); }
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WRAPPER void CamShakeNoPos(CCamera*, float) { EAXJMP(0x46B100); }
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WRAPPER void CCamera::TakeControl(CEntity*, int16, int16, int32) { EAXJMP(0x471500); }
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WRAPPER void CCamera::TakeControlNoEntity(const CVector&, int16, int32) { EAXJMP(0x4715B0); }
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WRAPPER void CCamera::SetCamPositionForFixedMode(const CVector&, const CVector&) { EAXJMP(0x46FCC0); }
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WRAPPER void CCamera::Init(void) { EAXJMP(0x46BAD0); }
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WRAPPER void CCamera::SetRwCamera(RwCamera*) { EAXJMP(0x46FEC0); }
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WRAPPER void CCamera::Process(void) { EAXJMP(0x46D3F0); }
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WRAPPER void CCamera::LoadPathSplines(int file) { EAXJMP(0x46D1D0); }
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WRAPPER uint32 CCamera::GetCutSceneFinishTime(void) { EAXJMP(0x46B920); }
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WRAPPER void CCamera::FinishCutscene(void) { EAXJMP(0x46B560); }
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WRAPPER void CCamera::RestoreWithJumpCut(void) { EAXJMP(0x46FAE0); };
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WRAPPER void CCamera::SetZoomValueFollowPedScript(int16) { EAXJMP(0x46FF30); }
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WRAPPER void CCamera::SetZoomValueCamStringScript(int16) { EAXJMP(0x46FF90); }
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WRAPPER void CCamera::SetPercentAlongCutScene(float) { EAXJMP(0x46FE20); };
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bool
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CCamera::GetFading()
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@ -1394,6 +1389,68 @@ CCamera::UpdateAimingCoors(CVector const &coors)
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m_cvecAimingTargetCoors = coors;
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}
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void
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CCamera::SetCamPositionForFixedMode(const CVector &Source, const CVector &UpOffSet)
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{
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m_vecFixedModeSource = Source;
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m_vecFixedModeUpOffSet = UpOffSet;
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}
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void
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CCamera::SetRwCamera(RwCamera *cam)
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{
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m_pRwCamera = cam;
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m_viewMatrix.Attach(&m_pRwCamera->viewMatrix, false);
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CMBlur::MotionBlurOpen(m_pRwCamera);
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}
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uint32
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CCamera::GetCutSceneFinishTime(void)
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{
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int cam = ActiveCam;
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if (Cams[cam].Mode == CCam::MODE_FLYBY)
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return Cams[cam].m_uiFinishTime;
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cam = (cam + 1) % 2;
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if (Cams[cam].Mode == CCam::MODE_FLYBY)
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return Cams[cam].m_uiFinishTime;
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return 0;
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}
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void
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CCamera::FinishCutscene(void)
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{
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SetPercentAlongCutScene(100.0f);
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m_fPositionAlongSpline = 1.0f;
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m_bcutsceneFinished = true;
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}
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void
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CCamera::SetZoomValueFollowPedScript(int16 mode)
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{
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switch (mode) {
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case 0: m_fPedZoomValueScript = 0.25f; break;
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case 1: m_fPedZoomValueScript = 1.5f; break;
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case 2: m_fPedZoomValueScript = 2.9f; break;
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default: m_fPedZoomValueScript = m_fPedZoomValueScript; break;
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}
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m_bUseScriptZoomValuePed = true;
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}
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void
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CCamera::SetZoomValueCamStringScript(int16 mode)
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{
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switch (mode) {
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case 0: m_fCarZoomValueScript = 0.05f; break;
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case 1: m_fCarZoomValueScript = 1.9f; break;
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case 2: m_fCarZoomValueScript = 3.9f; break;
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default: m_fCarZoomValueScript = m_fCarZoomValueScript; break;
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}
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m_bUseScriptZoomValueCar = true;
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}
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STARTPATCHES
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InjectHook(0x42C760, (bool (CCamera::*)(const CVector ¢er, float radius, const CMatrix *mat))&CCamera::IsSphereVisible, PATCH_JUMP);
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InjectHook(0x46FD00, &CCamera::SetFadeColour, PATCH_JUMP);
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@ -1407,6 +1464,14 @@ STARTPATCHES
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InjectHook(0x46FF00, &CCamera::SetWideScreenOn, PATCH_JUMP);
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InjectHook(0x46FF10, &CCamera::SetWideScreenOff, PATCH_JUMP);
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InjectHook(0x46FCC0, &CCamera::SetCamPositionForFixedMode, PATCH_JUMP);
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InjectHook(0x46FEC0, &CCamera::SetRwCamera, PATCH_JUMP);
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InjectHook(0x46B920, &CCamera::GetCutSceneFinishTime, PATCH_JUMP);
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InjectHook(0x46B560, &CCamera::FinishCutscene, PATCH_JUMP);
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InjectHook(0x46FF30, &CCamera::SetZoomValueFollowPedScript, PATCH_JUMP);
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InjectHook(0x46FF90, &CCamera::SetZoomValueCamStringScript, PATCH_JUMP);
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InjectHook(0x456F40, WellBufferMe, PATCH_JUMP);
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InjectHook(0x4582F0, &CCam::GetVectorsReadyForRW, PATCH_JUMP);
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InjectHook(0x457710, &CCam::DoAverageOnVector, PATCH_JUMP);
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@ -511,6 +511,8 @@ int m_iModeObbeCamIsInForCar;
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void SetNewPlayerWeaponMode(int16, int16, int16);
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void UpdateAimingCoors(CVector const &);
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void SetPercentAlongCutScene(float);
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void dtor(void) { this->CCamera::~CCamera(); }
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};
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static_assert(offsetof(CCamera, m_WideScreenOn) == 0x70, "CCamera: error");
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@ -679,7 +679,7 @@ CFileLoader::LoadMLOInstance(int id, const char *line)
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&scale.x, &scale.y, &scale.z,
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&rot.x, &rot.y, &rot.z,
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&angle);
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float rad = 2.0f * (PI / 2.0f - Atan2(angle, Sqrt(1.0f - SQR(angle))));
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float rad = Acos(angle) * 2.0f;
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CInstance *inst = CModelInfo::GetMloInstanceStore().alloc();
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minfo->lastInstance++;
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@ -791,7 +791,7 @@ CPed::AimGun(void)
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}
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Say(SOUND_PED_ATTACK);
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bCanPointGunAtTarget = m_pedIK.PointGunAtPosition(&vector);
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bCanPointGunAtTarget = m_pedIK.PointGunAtPosition(vector);
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if (m_pLookTarget != m_pSeekTarget) {
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SetLookFlag(m_pSeekTarget, true);
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}
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@ -1,14 +1,10 @@
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#include "common.h"
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#include "patcher.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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WRAPPER bool CPedIK::PointGunInDirection(float phi, float theta) { EAXJMP(0x4ED9B0); }
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WRAPPER bool CPedIK::PointGunAtPosition(CVector *position) { EAXJMP(0x4ED920); }
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WRAPPER void CPedIK::ExtractYawAndPitchLocal(RwMatrixTag*, float*, float*) { EAXJMP(0x4ED2C0); }
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WRAPPER void CPedIK::ExtractYawAndPitchWorld(RwMatrixTag*, float*, float*) { EAXJMP(0x4ED140); }
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WRAPPER bool CPedIK::RestoreLookAt(void) { EAXJMP(0x4ED810); }
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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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@ -165,12 +161,11 @@ 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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AnimBlendFrameData *frameData = m_ped->m_pFrames[PED_HEAD];
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RwFrame *frame = frameData->frame;
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RwFrame *frame = m_ped->GetNodeFrame(PED_HEAD);
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RwMatrix *frameMat = RwFrameGetMatrix(frame);
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if (!(frameData->flag & AnimBlendFrameData::IGNORE_ROTATION)) {
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frameData->flag |= AnimBlendFrameData::IGNORE_ROTATION;
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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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CPedIK::ExtractYawAndPitchLocal(frameMat, &m_headOrient.phi, &m_headOrient.theta);
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}
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@ -223,6 +218,151 @@ CPedIK::LookAtPosition(CVector const &pos)
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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 &= (~FLAG_1);
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m_flags |= LOOKING;
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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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RwMatrix *matrix = GetWorldMatrix(RwFrameGetParent(m_ped->GetNodeFrame(PED_UPPERARMR)), RwMatrixCreate());
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float yaw, pitch;
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ExtractYawAndPitchWorld(matrix, &yaw, &pitch);
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RwMatrixDestroy(matrix);
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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 |= FLAG_1;
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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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RwFrame *frame = m_ped->GetNodeFrame(PED_UPPERARMR);
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RwMatrix *matrix = GetWorldMatrix(RwFrameGetParent(frame), RwMatrixCreate());
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RwV3d upVector = { matrix->right.z, matrix->up.z, matrix->at.z };
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float yaw, pitch;
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ExtractYawAndPitchWorld(matrix, &yaw, &pitch);
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RwMatrixDestroy(matrix);
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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 = phi - m_torsoOrient.phi - DEGTORAD(15.0f);
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LimbMoveStatus uaStatus = MoveLimb(m_upperArmOrient, uaPhi, CGeneral::LimitRadianAngle(theta - pitch), ms_upperArmInfo);
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if (uaStatus == ANGLES_SET_EXACTLY) {
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m_flags |= FLAG_1;
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result = true;
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}
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if (uaStatus == ANGLES_SET_TO_MAX) {
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float laPhi = uaPhi - m_upperArmOrient.phi;
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LimbMoveStatus laStatus;
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if (laPhi > 0.0f)
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laStatus = MoveLimb(m_lowerArmOrient, laPhi, -DEGTORAD(45.0f), ms_lowerArmInfo);
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else
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laStatus = MoveLimb(m_lowerArmOrient, laPhi, 0.0f, ms_lowerArmInfo);
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if (laStatus == ANGLES_SET_EXACTLY) {
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m_flags |= FLAG_1;
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result = true;
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}
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RwFrame *child = GetFirstChild(frame);
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RwV3d pos = RwFrameGetMatrix(child)->pos;
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RwMatrixRotate(RwFrameGetMatrix(child), &forwardVector, RADTODEG(m_lowerArmOrient.theta), rwCOMBINEPOSTCONCAT);
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RwMatrixRotate(RwFrameGetMatrix(child), &rightVector, RADTODEG(-m_lowerArmOrient.phi), rwCOMBINEPOSTCONCAT);
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RwFrameGetMatrix(child)->pos = pos;
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}
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RwV3d pos = RwFrameGetMatrix(frame)->pos;
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RwMatrixRotate(RwFrameGetMatrix(frame), &rightVector, RADTODEG(m_upperArmOrient.theta), rwCOMBINEPOSTCONCAT);
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RwMatrixRotate(RwFrameGetMatrix(frame), &upVector, RADTODEG(m_upperArmOrient.phi), rwCOMBINEPOSTCONCAT);
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RwFrameGetMatrix(frame)->pos = pos;
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return result;
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}
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bool
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CPedIK::PointGunAtPosition(CVector const& position)
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{
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return PointGunInDirection(
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CGeneral::GetRadianAngleBetweenPoints(position.x, position.y, m_ped->GetPosition().x, m_ped->GetPosition().y),
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CGeneral::GetRadianAngleBetweenPoints(position.z, Distance2D(m_ped->GetPosition(), position.x, position.y),
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m_ped->GetPosition().z,
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0.0f));
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}
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bool
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CPedIK::RestoreLookAt(void)
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{
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bool result = false;
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RwMatrix *mat = RwFrameGetMatrix(m_ped->GetNodeFrame(PED_HEAD));
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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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} else {
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float yaw, pitch;
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ExtractYawAndPitchLocal(mat, &yaw, &pitch);
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if (MoveLimb(m_headOrient, yaw, pitch, ms_headRestoreInfo) == ANGLES_SET_EXACTLY)
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result = true;
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}
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CMatrix matrix(mat);
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CVector pos = matrix.GetPosition();
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matrix.SetRotateZ(m_headOrient.theta);
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matrix.RotateX(m_headOrient.phi);
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matrix.Translate(pos);
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matrix.UpdateRW();
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if (!(m_flags & LOOKING))
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MoveLimb(m_torsoOrient, 0.0f, 0.0f, ms_torsoInfo);
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if (!(m_flags & LOOKING))
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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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void
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CPedIK::ExtractYawAndPitchWorld(RwMatrixTag *mat, float *yaw, float *pitch)
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{
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float f = clamp(DotProduct(mat->up, CVector(0.0f, 1.0f, 0.0f)), -1.0f, 1.0f);
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*yaw = Acos(f);
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if (mat->up.x > 0.0f) *yaw = -*yaw;
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f = clamp(DotProduct(mat->right, CVector(0.0f, 0.0f, 1.0f)), -1.0f, 1.0f);
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*pitch = Acos(f);
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if (mat->up.z > 0.0f) *pitch = -*pitch;
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}
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void
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CPedIK::ExtractYawAndPitchLocal(RwMatrixTag *mat, float *yaw, float *pitch)
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{
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float f = clamp(DotProduct(mat->at, CVector(0.0f, 0.0f, 1.0f)), -1.0f, 1.0f);
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*yaw = Acos(f);
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if (mat->at.y > 0.0f) *yaw = -*yaw;
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f = clamp(DotProduct(mat->right, CVector(1.0f, 0.0f, 0.0f)), -1.0f, 1.0f);
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*pitch = Acos(f);
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if (mat->up.x > 0.0f) *pitch = -*pitch;
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}
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STARTPATCHES
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InjectHook(0x4ED0F0, &CPedIK::GetComponentPosition, PATCH_JUMP);
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InjectHook(0x4ED060, &CPedIK::GetWorldMatrix, PATCH_JUMP);
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@ -231,4 +371,10 @@ STARTPATCHES
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InjectHook(0x4EDD70, &CPedIK::RestoreGunPosn, PATCH_JUMP);
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InjectHook(0x4ED620, &CPedIK::LookInDirection, PATCH_JUMP);
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InjectHook(0x4ED590, &CPedIK::LookAtPosition, PATCH_JUMP);
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InjectHook(0x4ED9B0, &CPedIK::PointGunInDirection, PATCH_JUMP);
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InjectHook(0x4EDB20, &CPedIK::PointGunInDirectionUsingArm, PATCH_JUMP);
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InjectHook(0x4ED920, &CPedIK::PointGunAtPosition, PATCH_JUMP);
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InjectHook(0x4ED810, &CPedIK::RestoreLookAt, PATCH_JUMP);
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InjectHook(0x4ED140, &CPedIK::ExtractYawAndPitchWorld, PATCH_JUMP);
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InjectHook(0x4ED2C0, &CPedIK::ExtractYawAndPitchLocal, PATCH_JUMP);
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ENDPATCHES
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@ -50,13 +50,14 @@ public:
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CPedIK(CPed *ped);
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bool PointGunInDirection(float phi, float theta);
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bool PointGunAtPosition(CVector *position);
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bool PointGunInDirectionUsingArm(float phi, float theta);
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bool PointGunAtPosition(CVector const& position);
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void GetComponentPosition(RwV3d *pos, PedNode node);
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static RwMatrix *GetWorldMatrix(RwFrame *source, RwMatrix *destination);
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void RotateTorso(AnimBlendFrameData* animBlend, LimbOrientation* limb, bool changeRoll);
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void ExtractYawAndPitchLocal(RwMatrixTag*, float*, float*);
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void ExtractYawAndPitchWorld(RwMatrixTag*, float*, float*);
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LimbMoveStatus MoveLimb(LimbOrientation &a1, float a2, float a3, LimbMovementInfo &a4);
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void ExtractYawAndPitchLocal(RwMatrixTag *mat, float *yaw, float *pitch);
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void ExtractYawAndPitchWorld(RwMatrixTag *mat, float *yaw, float *pitch);
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LimbMoveStatus MoveLimb(LimbOrientation &limb, float approxPhi, float approxTheta, LimbMovementInfo &moveInfo);
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bool RestoreGunPosn(void);
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bool LookInDirection(float phi, float theta);
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bool LookAtPosition(CVector const& pos);
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