Merge remote-tracking branch 'upstream/master'
This commit is contained in:
commit
34ef766c67
@ -62,7 +62,7 @@ workspace "re3"
|
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filter "configurations:DebugRW or ReleaseRW"
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includedirs { "rwsdk/include/d3d8" }
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libdirs { "rwsdk/lib/d3d8/release" }
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links { "rwcore", "rpworld", "rpmatfx", "rpskin", "rphanim", "rtbmp" }
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links { "rwcore", "rpworld", "rpmatfx", "rpskin", "rphanim", "rtbmp", "rtquat", "rtcharse" }
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filter {}
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|
@ -18,7 +18,7 @@ struct AnimBlendFrameData
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#ifdef PED_SKIN
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union {
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RwFrame *frame;
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RpHAnimStdKeyFrame *hanimframe;
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RpHAnimStdKeyFrame *hanimFrame;
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};
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int32 nodeID;
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#else
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@ -50,4 +50,6 @@ public:
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#endif
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void ForAllFrames(void (*cb)(AnimBlendFrameData*, void*), void *arg);
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};
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#ifndef PED_SKIN
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static_assert(sizeof(CAnimBlendClumpData) == 0x14, "CAnimBlendClumpData: error");
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#endif
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|
52
src/animation/Bones.cpp
Normal file
52
src/animation/Bones.cpp
Normal file
@ -0,0 +1,52 @@
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#include "common.h"
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#include "PedModelInfo.h"
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#include "Bones.h"
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#ifdef PED_SKIN
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int
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ConvertPedNode2BoneTag(int node)
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{
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switch(node){
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case PED_TORSO: return BONE_waist;
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case PED_MID: return BONE_torso; // this is what Xbox/Mobile use
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// return BONE_mid; // this is what PS2/PC use
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case PED_HEAD: return BONE_head;
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case PED_UPPERARML: return BONE_upperarml;
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case PED_UPPERARMR: return BONE_upperarmr;
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case PED_HANDL: return BONE_Lhand;
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case PED_HANDR: return BONE_Rhand;
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case PED_UPPERLEGL: return BONE_upperlegl;
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case PED_UPPERLEGR: return BONE_upperlegr;
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case PED_FOOTL: return BONE_footl;
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case PED_FOOTR: return BONE_footr;
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case PED_LOWERLEGR: return BONE_lowerlegl;
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}
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return -1;
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}
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const char*
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ConvertBoneTag2BoneName(int tag)
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{
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switch(tag){
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case BONE_waist: return "Swaist";
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case BONE_upperlegr: return "Supperlegr";
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case BONE_lowerlegr: return "Slowerlegr";
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case BONE_footr: return "Sfootr";
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case BONE_upperlegl: return "Supperlegl";
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case BONE_lowerlegl: return "Slowerlegl";
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case BONE_footl: return "Sfootl";
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case BONE_mid: return "Smid";
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case BONE_torso: return "Storso";
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case BONE_head: return "Shead";
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case BONE_upperarmr: return "Supperarmr";
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case BONE_lowerarmr: return "Slowerarmr";
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case BONE_Rhand: return "SRhand";
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case BONE_upperarml: return "Supperarml";
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case BONE_lowerarml: return "Slowerarml";
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case BONE_Lhand: return "SLhand";
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}
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return nil;
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}
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#endif
|
24
src/animation/Bones.h
Normal file
24
src/animation/Bones.h
Normal file
@ -0,0 +1,24 @@
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#pragma once
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enum BoneTag
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{
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BONE_waist,
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BONE_upperlegr,
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BONE_lowerlegr,
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BONE_footr,
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BONE_upperlegl,
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BONE_lowerlegl,
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BONE_footl,
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BONE_mid,
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BONE_torso,
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BONE_head,
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BONE_upperarmr,
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BONE_lowerarmr,
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BONE_Rhand,
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BONE_upperarml,
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BONE_lowerarml,
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BONE_Lhand,
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};
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int ConvertPedNode2BoneTag(int node);
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const char *ConvertBoneTag2BoneName(int tag);
|
@ -8,12 +8,18 @@
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CAnimBlendClumpData *gpAnimBlendClump;
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void FrameUpdateCallBack(AnimBlendFrameData *frame, void *arg);
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void FrameUpdateCallBackWithVelocityExtraction(AnimBlendFrameData *frame, void *arg);
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void FrameUpdateCallBackWith3dVelocityExtraction(AnimBlendFrameData *frame, void *arg);
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// PS2 names without "NonSkinned"
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void FrameUpdateCallBackNonSkinned(AnimBlendFrameData *frame, void *arg);
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void FrameUpdateCallBackNonSkinnedWithVelocityExtraction(AnimBlendFrameData *frame, void *arg);
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void FrameUpdateCallBackNonSkinnedWith3dVelocityExtraction(AnimBlendFrameData *frame, void *arg);
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void FrameUpdateCallBackSkinned(AnimBlendFrameData *frame, void *arg);
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void FrameUpdateCallBackSkinnedWithVelocityExtraction(AnimBlendFrameData *frame, void *arg);
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void FrameUpdateCallBackSkinnedWith3dVelocityExtraction(AnimBlendFrameData *frame, void *arg);
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void
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FrameUpdateCallBack(AnimBlendFrameData *frame, void *arg)
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FrameUpdateCallBackNonSkinned(AnimBlendFrameData *frame, void *arg)
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{
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CVector vec, pos(0.0f, 0.0f, 0.0f);
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CQuaternion q, rot(0.0f, 0.0f, 0.0f, 0.0f);
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@ -25,9 +31,9 @@ FrameUpdateCallBack(AnimBlendFrameData *frame, void *arg)
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if(frame->flag & AnimBlendFrameData::VELOCITY_EXTRACTION &&
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gpAnimBlendClump->velocity){
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if(frame->flag & AnimBlendFrameData::VELOCITY_EXTRACTION_3D)
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FrameUpdateCallBackWith3dVelocityExtraction(frame, arg);
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FrameUpdateCallBackNonSkinnedWith3dVelocityExtraction(frame, arg);
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else
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FrameUpdateCallBackWithVelocityExtraction(frame, arg);
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FrameUpdateCallBackNonSkinnedWithVelocityExtraction(frame, arg);
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return;
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}
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@ -48,12 +54,7 @@ FrameUpdateCallBack(AnimBlendFrameData *frame, void *arg)
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if((frame->flag & AnimBlendFrameData::IGNORE_ROTATION) == 0){
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RwMatrixSetIdentity(mat);
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float norm = rot.MagnitudeSqr();
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if(norm == 0.0f)
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rot.w = 1.0f;
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else
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rot *= 1.0f/Sqrt(norm);
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rot.Normalise();
|
||||
rot.Get(mat);
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}
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@ -69,7 +70,7 @@ FrameUpdateCallBack(AnimBlendFrameData *frame, void *arg)
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}
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||||
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||||
void
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||||
FrameUpdateCallBackWithVelocityExtraction(AnimBlendFrameData *frame, void *arg)
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||||
FrameUpdateCallBackNonSkinnedWithVelocityExtraction(AnimBlendFrameData *frame, void *arg)
|
||||
{
|
||||
CVector vec, pos(0.0f, 0.0f, 0.0f);
|
||||
CQuaternion q, rot(0.0f, 0.0f, 0.0f, 0.0f);
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@ -122,12 +123,7 @@ FrameUpdateCallBackWithVelocityExtraction(AnimBlendFrameData *frame, void *arg)
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||||
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||||
if((frame->flag & AnimBlendFrameData::IGNORE_ROTATION) == 0){
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RwMatrixSetIdentity(mat);
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||||
float norm = rot.MagnitudeSqr();
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||||
if(norm == 0.0f)
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||||
rot.w = 1.0f;
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else
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rot *= 1.0f/Sqrt(norm);
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||||
rot.Normalise();
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||||
rot.Get(mat);
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}
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@ -154,7 +150,7 @@ FrameUpdateCallBackWithVelocityExtraction(AnimBlendFrameData *frame, void *arg)
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|
||||
// original code uses do loops?
|
||||
void
|
||||
FrameUpdateCallBackWith3dVelocityExtraction(AnimBlendFrameData *frame, void *arg)
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||||
FrameUpdateCallBackNonSkinnedWith3dVelocityExtraction(AnimBlendFrameData *frame, void *arg)
|
||||
{
|
||||
CVector vec, pos(0.0f, 0.0f, 0.0f);
|
||||
CQuaternion q, rot(0.0f, 0.0f, 0.0f, 0.0f);
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||||
@ -201,12 +197,7 @@ FrameUpdateCallBackWith3dVelocityExtraction(AnimBlendFrameData *frame, void *arg
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if((frame->flag & AnimBlendFrameData::IGNORE_ROTATION) == 0){
|
||||
RwMatrixSetIdentity(mat);
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||||
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||||
float norm = rot.MagnitudeSqr();
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if(norm == 0.0f)
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rot.w = 1.0f;
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||||
else
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rot *= 1.0f/Sqrt(norm);
|
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rot.Normalise();
|
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rot.Get(mat);
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}
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@ -220,3 +211,203 @@ FrameUpdateCallBackWith3dVelocityExtraction(AnimBlendFrameData *frame, void *arg
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}
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RwMatrixUpdate(mat);
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}
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#ifdef PED_SKIN
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void
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FrameUpdateCallBackSkinned(AnimBlendFrameData *frame, void *arg)
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{
|
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CVector vec, pos(0.0f, 0.0f, 0.0f);
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CQuaternion q, rot(0.0f, 0.0f, 0.0f, 0.0f);
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float totalBlendAmount = 0.0f;
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RpHAnimStdKeyFrame *xform = frame->hanimFrame;
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CAnimBlendNode **node;
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AnimBlendFrameUpdateData *updateData = (AnimBlendFrameUpdateData*)arg;
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if(frame->flag & AnimBlendFrameData::VELOCITY_EXTRACTION &&
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gpAnimBlendClump->velocity){
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if(frame->flag & AnimBlendFrameData::VELOCITY_EXTRACTION_3D)
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FrameUpdateCallBackSkinnedWith3dVelocityExtraction(frame, arg);
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else
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FrameUpdateCallBackSkinnedWithVelocityExtraction(frame, arg);
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return;
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}
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if(updateData->foobar)
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for(node = updateData->nodes; *node; node++)
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if((*node)->sequence && (*node)->association->IsPartial())
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totalBlendAmount += (*node)->association->blendAmount;
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for(node = updateData->nodes; *node; node++){
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if((*node)->sequence){
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(*node)->Update(vec, q, 1.0f-totalBlendAmount);
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if((*node)->sequence->HasTranslation())
|
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pos += vec;
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rot += q;
|
||||
}
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||||
++*node;
|
||||
}
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||||
|
||||
if((frame->flag & AnimBlendFrameData::IGNORE_ROTATION) == 0){
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||||
rot.Normalise();
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||||
xform->q.imag.x = rot.x;
|
||||
xform->q.imag.y = rot.y;
|
||||
xform->q.imag.z = rot.z;
|
||||
xform->q.real = rot.w;
|
||||
}
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||||
|
||||
if((frame->flag & AnimBlendFrameData::IGNORE_TRANSLATION) == 0){
|
||||
xform->t.x = pos.x;
|
||||
xform->t.y = pos.y;
|
||||
xform->t.z = pos.z;
|
||||
xform->t.x += frame->resetPos.x;
|
||||
xform->t.y += frame->resetPos.y;
|
||||
xform->t.z += frame->resetPos.z;
|
||||
}
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||||
}
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|
||||
void
|
||||
FrameUpdateCallBackSkinnedWithVelocityExtraction(AnimBlendFrameData *frame, void *arg)
|
||||
{
|
||||
CVector vec, pos(0.0f, 0.0f, 0.0f);
|
||||
CQuaternion q, rot(0.0f, 0.0f, 0.0f, 0.0f);
|
||||
float totalBlendAmount = 0.0f;
|
||||
float transx = 0.0f, transy = 0.0f;
|
||||
float curx = 0.0f, cury = 0.0f;
|
||||
float endx = 0.0f, endy = 0.0f;
|
||||
bool looped = false;
|
||||
RpHAnimStdKeyFrame *xform = frame->hanimFrame;
|
||||
CAnimBlendNode **node;
|
||||
AnimBlendFrameUpdateData *updateData = (AnimBlendFrameUpdateData*)arg;
|
||||
|
||||
if(updateData->foobar)
|
||||
for(node = updateData->nodes; *node; node++)
|
||||
if((*node)->sequence && (*node)->association->IsPartial())
|
||||
totalBlendAmount += (*node)->association->blendAmount;
|
||||
|
||||
for(node = updateData->nodes; *node; node++)
|
||||
if((*node)->sequence && (*node)->sequence->HasTranslation()){
|
||||
if((*node)->association->HasTranslation()){
|
||||
(*node)->GetCurrentTranslation(vec, 1.0f-totalBlendAmount);
|
||||
cury += vec.y;
|
||||
if((*node)->association->HasXTranslation())
|
||||
curx += vec.x;
|
||||
}
|
||||
}
|
||||
|
||||
for(node = updateData->nodes; *node; node++){
|
||||
if((*node)->sequence){
|
||||
bool nodelooped = (*node)->Update(vec, q, 1.0f-totalBlendAmount);
|
||||
rot += q;
|
||||
if((*node)->sequence->HasTranslation()){
|
||||
pos += vec;
|
||||
if((*node)->association->HasTranslation()){
|
||||
transy += vec.y;
|
||||
if((*node)->association->HasXTranslation())
|
||||
transx += vec.x;
|
||||
looped |= nodelooped;
|
||||
if(nodelooped){
|
||||
(*node)->GetEndTranslation(vec, 1.0f-totalBlendAmount);
|
||||
endy += vec.y;
|
||||
if((*node)->association->HasXTranslation())
|
||||
endx += vec.x;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
++*node;
|
||||
}
|
||||
|
||||
if((frame->flag & AnimBlendFrameData::IGNORE_ROTATION) == 0){
|
||||
rot.Normalise();
|
||||
xform->q.imag.x = rot.x;
|
||||
xform->q.imag.y = rot.y;
|
||||
xform->q.imag.z = rot.z;
|
||||
xform->q.real = rot.w;
|
||||
}
|
||||
|
||||
if((frame->flag & AnimBlendFrameData::IGNORE_TRANSLATION) == 0){
|
||||
gpAnimBlendClump->velocity->x = transx - curx;
|
||||
gpAnimBlendClump->velocity->y = transy - cury;
|
||||
if(looped){
|
||||
gpAnimBlendClump->velocity->x += endx;
|
||||
gpAnimBlendClump->velocity->y += endy;
|
||||
}
|
||||
xform->t.x = pos.x - transx;
|
||||
xform->t.y = pos.y - transy;
|
||||
xform->t.z = pos.z;
|
||||
if(xform->t.z >= -0.8f)
|
||||
if(xform->t.z < -0.4f)
|
||||
xform->t.z += (2.5f * xform->t.z + 2.0f) * frame->resetPos.z;
|
||||
else
|
||||
xform->t.z += frame->resetPos.z;
|
||||
xform->t.x += frame->resetPos.x;
|
||||
xform->t.y += frame->resetPos.y;
|
||||
}
|
||||
}
|
||||
|
||||
void
|
||||
FrameUpdateCallBackSkinnedWith3dVelocityExtraction(AnimBlendFrameData *frame, void *arg)
|
||||
{
|
||||
CVector vec, pos(0.0f, 0.0f, 0.0f);
|
||||
CQuaternion q, rot(0.0f, 0.0f, 0.0f, 0.0f);
|
||||
float totalBlendAmount = 0.0f;
|
||||
CVector trans(0.0f, 0.0f, 0.0f);
|
||||
CVector cur(0.0f, 0.0f, 0.0f);
|
||||
CVector end(0.0f, 0.0f, 0.0f);
|
||||
bool looped = false;
|
||||
RpHAnimStdKeyFrame *xform = frame->hanimFrame;
|
||||
CAnimBlendNode **node;
|
||||
AnimBlendFrameUpdateData *updateData = (AnimBlendFrameUpdateData*)arg;
|
||||
|
||||
if(updateData->foobar)
|
||||
for(node = updateData->nodes; *node; node++)
|
||||
if((*node)->sequence && (*node)->association->IsPartial())
|
||||
totalBlendAmount += (*node)->association->blendAmount;
|
||||
|
||||
for(node = updateData->nodes; *node; node++)
|
||||
if((*node)->sequence && (*node)->sequence->HasTranslation()){
|
||||
if((*node)->association->HasTranslation()){
|
||||
(*node)->GetCurrentTranslation(vec, 1.0f-totalBlendAmount);
|
||||
cur += vec;
|
||||
}
|
||||
}
|
||||
|
||||
for(node = updateData->nodes; *node; node++){
|
||||
if((*node)->sequence){
|
||||
bool nodelooped = (*node)->Update(vec, q, 1.0f-totalBlendAmount);
|
||||
rot += q;
|
||||
if((*node)->sequence->HasTranslation()){
|
||||
pos += vec;
|
||||
if((*node)->association->HasTranslation()){
|
||||
trans += vec;
|
||||
looped |= nodelooped;
|
||||
if(nodelooped){
|
||||
(*node)->GetEndTranslation(vec, 1.0f-totalBlendAmount);
|
||||
end += vec;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
++*node;
|
||||
}
|
||||
|
||||
if((frame->flag & AnimBlendFrameData::IGNORE_ROTATION) == 0){
|
||||
rot.Normalise();
|
||||
xform->q.imag.x = rot.x;
|
||||
xform->q.imag.y = rot.y;
|
||||
xform->q.imag.z = rot.z;
|
||||
xform->q.real = rot.w;
|
||||
}
|
||||
|
||||
if((frame->flag & AnimBlendFrameData::IGNORE_TRANSLATION) == 0){
|
||||
*gpAnimBlendClump->velocity = trans - cur;
|
||||
if(looped)
|
||||
*gpAnimBlendClump->velocity += end;
|
||||
xform->t.x = (pos - trans).x + frame->resetPos.x;
|
||||
xform->t.y = (pos - trans).y + frame->resetPos.y;
|
||||
xform->t.z = (pos - trans).z + frame->resetPos.z;
|
||||
}
|
||||
}
|
||||
|
||||
#endif
|
||||
|
@ -1,12 +1,17 @@
|
||||
#include "common.h"
|
||||
|
||||
#include "RwHelper.h"
|
||||
#include "General.h"
|
||||
#include "NodeName.h"
|
||||
#include "VisibilityPlugins.h"
|
||||
#include "Bones.h"
|
||||
#include "AnimBlendClumpData.h"
|
||||
#include "AnimBlendHierarchy.h"
|
||||
#include "AnimBlendAssociation.h"
|
||||
#include "RpAnimBlend.h"
|
||||
#ifdef PED_SKIN
|
||||
#include "PedModelInfo.h"
|
||||
#endif
|
||||
|
||||
RwInt32 ClumpOffset;
|
||||
|
||||
@ -122,19 +127,59 @@ FrameForAllChildrenFillFrameArrayCallBack(RwFrame *frame, void *data)
|
||||
return frame;
|
||||
}
|
||||
|
||||
// FrameInitCallBack on PS2
|
||||
void
|
||||
FrameInitCallBack(AnimBlendFrameData *frameData, void*)
|
||||
FrameInitCBnonskin(AnimBlendFrameData *frameData, void*)
|
||||
{
|
||||
frameData->flag = 0;
|
||||
frameData->resetPos = *RwMatrixGetPos(RwFrameGetMatrix(frameData->frame));
|
||||
}
|
||||
|
||||
void
|
||||
RpAnimBlendClumpInit(RpClump *clump)
|
||||
FrameInitCBskin(AnimBlendFrameData *frameData, void*)
|
||||
{
|
||||
frameData->flag = 0;
|
||||
}
|
||||
|
||||
#ifdef PED_SKIN
|
||||
TODO
|
||||
#else
|
||||
void
|
||||
RpAnimBlendClumpInitSkinned(RpClump *clump)
|
||||
{
|
||||
int i;
|
||||
RwV3d boneTab[64];
|
||||
CAnimBlendClumpData *clumpData;
|
||||
RpAtomic *atomic;
|
||||
RpSkin *skin;
|
||||
RpHAnimHierarchy *hier;
|
||||
int numBones;
|
||||
|
||||
RpAnimBlendAllocateData(clump);
|
||||
clumpData = *RPANIMBLENDCLUMPDATA(clump);
|
||||
atomic = IsClumpSkinned(clump);
|
||||
assert(atomic);
|
||||
skin = RpSkinGeometryGetSkin(RpAtomicGetGeometry(atomic));
|
||||
assert(skin);
|
||||
numBones = RpSkinGetNumBones(skin);
|
||||
clumpData->SetNumberOfBones(numBones);
|
||||
hier = GetAnimHierarchyFromSkinClump(clump);
|
||||
assert(hier);
|
||||
memset(boneTab, 0, sizeof(boneTab));
|
||||
SkinGetBonePositionsToTable(clump, boneTab);
|
||||
|
||||
AnimBlendFrameData *frames = clumpData->frames;
|
||||
for(i = 0; i < numBones; i++){
|
||||
frames[i].nodeID = HIERNODEID(hier, i);
|
||||
frames[i].resetPos = boneTab[i];
|
||||
frames[i].hanimFrame = (RpHAnimStdKeyFrame*)rpHANIMHIERARCHYGETINTERPFRAME(hier, i);
|
||||
}
|
||||
clumpData->ForAllFrames(FrameInitCBskin, nil);
|
||||
clumpData->frames[0].flag |= AnimBlendFrameData::VELOCITY_EXTRACTION;
|
||||
}
|
||||
#endif
|
||||
|
||||
void
|
||||
RpAnimBlendClumpInitNotSkinned(RpClump *clump)
|
||||
{
|
||||
int numFrames = 0;
|
||||
CAnimBlendClumpData *clumpData;
|
||||
RwFrame *root;
|
||||
@ -147,9 +192,19 @@ RpAnimBlendClumpInit(RpClump *clump)
|
||||
clumpData->SetNumberOfFrames(numFrames);
|
||||
frames = clumpData->frames;
|
||||
RwFrameForAllChildren(root, FrameForAllChildrenFillFrameArrayCallBack, &frames);
|
||||
clumpData->ForAllFrames(FrameInitCallBack, nil);
|
||||
clumpData->ForAllFrames(FrameInitCBnonskin, nil);
|
||||
clumpData->frames[0].flag |= AnimBlendFrameData::VELOCITY_EXTRACTION;
|
||||
}
|
||||
|
||||
void
|
||||
RpAnimBlendClumpInit(RpClump *clump)
|
||||
{
|
||||
#ifdef PED_SKIN
|
||||
if(IsClumpSkinned(clump))
|
||||
RpAnimBlendClumpInitSkinned(clump);
|
||||
else
|
||||
#endif
|
||||
RpAnimBlendClumpInitNotSkinned(clump);
|
||||
}
|
||||
|
||||
bool
|
||||
@ -298,42 +353,68 @@ RpAnimBlendClumpGetFirstAssociation(RpClump *clump)
|
||||
return CAnimBlendAssociation::FromLink(clumpData->link.next);
|
||||
}
|
||||
|
||||
// FillFrameArrayCallBack on PS2
|
||||
void
|
||||
FillFrameArrayCallBack(AnimBlendFrameData *frame, void *arg)
|
||||
FillFrameArrayCBnonskin(AnimBlendFrameData *frame, void *arg)
|
||||
{
|
||||
AnimBlendFrameData **frames = (AnimBlendFrameData**)arg;
|
||||
frames[CVisibilityPlugins::GetFrameHierarchyId(frame->frame)] = frame;
|
||||
}
|
||||
|
||||
#ifdef PED_SKIN
|
||||
void
|
||||
RpAnimBlendClumpFillFrameArraySkin(RpClump *clump, AnimBlendFrameData **frames)
|
||||
{
|
||||
int i;
|
||||
CAnimBlendClumpData *clumpData = *RPANIMBLENDCLUMPDATA(clump);
|
||||
RpHAnimHierarchy *hier = GetAnimHierarchyFromSkinClump(clump);
|
||||
for(i = PED_MID; i < PED_NODE_MAX; i++)
|
||||
frames[i] = &clumpData->frames[RpHAnimIDGetIndex(hier, ConvertPedNode2BoneTag(i))];
|
||||
}
|
||||
#endif
|
||||
|
||||
void
|
||||
RpAnimBlendClumpFillFrameArray(RpClump *clump, AnimBlendFrameData **frames)
|
||||
{
|
||||
#ifdef PED_SKIN
|
||||
TODO
|
||||
#else
|
||||
(*RPANIMBLENDCLUMPDATA(clump))->ForAllFrames(FillFrameArrayCallBack, frames);
|
||||
if(IsClumpSkinned(clump))
|
||||
RpAnimBlendClumpFillFrameArraySkin(clump, frames);
|
||||
else
|
||||
#endif
|
||||
(*RPANIMBLENDCLUMPDATA(clump))->ForAllFrames(FillFrameArrayCBnonskin, frames);
|
||||
}
|
||||
|
||||
AnimBlendFrameData *pFrameDataFound;
|
||||
|
||||
// FrameFindCallBack on PS2
|
||||
void
|
||||
FrameFindCallBack(AnimBlendFrameData *frame, void *arg)
|
||||
FrameFindByNameCBnonskin(AnimBlendFrameData *frame, void *arg)
|
||||
{
|
||||
char *nodename = GetFrameNodeName(frame->frame);
|
||||
if(!CGeneral::faststricmp(nodename, (char*)arg))
|
||||
pFrameDataFound = frame;
|
||||
}
|
||||
|
||||
#ifdef PED_SKIN
|
||||
void
|
||||
FrameFindByNameCBskin(AnimBlendFrameData *frame, void *arg)
|
||||
{
|
||||
const char *name = ConvertBoneTag2BoneName(frame->nodeID);
|
||||
if(name && CGeneral::faststricmp(name, (char*)arg) == 0)
|
||||
pFrameDataFound = frame;
|
||||
}
|
||||
#endif
|
||||
|
||||
AnimBlendFrameData*
|
||||
RpAnimBlendClumpFindFrame(RpClump *clump, const char *name)
|
||||
{
|
||||
pFrameDataFound = nil;
|
||||
#ifdef PED_SKIN
|
||||
TODO
|
||||
#else
|
||||
(*RPANIMBLENDCLUMPDATA(clump))->ForAllFrames(FrameFindCallBack, (void*)name);
|
||||
if(IsClumpSkinned(clump))
|
||||
(*RPANIMBLENDCLUMPDATA(clump))->ForAllFrames(FrameFindByNameCBskin, (void*)name);
|
||||
else
|
||||
#endif
|
||||
(*RPANIMBLENDCLUMPDATA(clump))->ForAllFrames(FrameFindByNameCBnonskin, (void*)name);
|
||||
return pFrameDataFound;
|
||||
}
|
||||
|
||||
@ -369,7 +450,12 @@ RpAnimBlendClumpUpdateAnimations(RpClump *clump, float timeDelta)
|
||||
}
|
||||
updateData.nodes[i] = nil;
|
||||
|
||||
clumpData->ForAllFrames(FrameUpdateCallBack, &updateData);
|
||||
#ifdef PED_SKIN
|
||||
if(IsClumpSkinned(clump))
|
||||
clumpData->ForAllFrames(FrameUpdateCallBackSkinned, &updateData);
|
||||
else
|
||||
#endif
|
||||
clumpData->ForAllFrames(FrameUpdateCallBackNonSkinned, &updateData);
|
||||
|
||||
for(link = clumpData->link.next; link; link = link->next){
|
||||
CAnimBlendAssociation *assoc = CAnimBlendAssociation::FromLink(link);
|
||||
|
@ -7,7 +7,7 @@ struct AnimBlendFrameData;
|
||||
|
||||
struct AnimBlendFrameUpdateData
|
||||
{
|
||||
int foobar;
|
||||
int foobar; // TODO: figure out what this actually means
|
||||
CAnimBlendNode *nodes[16];
|
||||
};
|
||||
|
||||
@ -38,4 +38,5 @@ void RpAnimBlendClumpUpdateAnimations(RpClump* clump, float timeDelta);
|
||||
|
||||
|
||||
extern CAnimBlendClumpData *gpAnimBlendClump;
|
||||
void FrameUpdateCallBack(AnimBlendFrameData *frame, void *arg);
|
||||
void FrameUpdateCallBackNonSkinned(AnimBlendFrameData *frame, void *arg);
|
||||
void FrameUpdateCallBackSkinned(AnimBlendFrameData *frame, void *arg);
|
||||
|
@ -6415,9 +6415,7 @@ int8 CRunningScript::ProcessCommands800To899(int32 command)
|
||||
pPed->FlagToDestroyWhenNextProcessed();
|
||||
}
|
||||
else if (CGame::nastyGame && pPed->IsPedInControl()) {
|
||||
RwMatrix tmp_rw;
|
||||
CPedIK::GetWorldMatrix(pPed->m_pFrames[PED_HEAD]->frame, &tmp_rw);
|
||||
pPed->ApplyHeadShot(WEAPONTYPE_SNIPERRIFLE, tmp_rw.pos, true);
|
||||
pPed->ApplyHeadShot(WEAPONTYPE_SNIPERRIFLE, pPed->GetNodePosition(PED_HEAD), true);
|
||||
}
|
||||
else {
|
||||
pPed->SetDie(ANIM_KO_SHOT_FRONT1, 4.0f, 0.0f);
|
||||
@ -6430,9 +6428,7 @@ int8 CRunningScript::ProcessCommands800To899(int32 command)
|
||||
CPed* pPed = CWorld::Players[ScriptParams[0]].m_pPed;
|
||||
assert(pPed);
|
||||
if (CGame::nastyGame) {
|
||||
RwMatrix tmp_rw;
|
||||
CPedIK::GetWorldMatrix(pPed->m_pFrames[PED_HEAD]->frame, &tmp_rw);
|
||||
pPed->ApplyHeadShot(WEAPONTYPE_SNIPERRIFLE, tmp_rw.pos, true);
|
||||
pPed->ApplyHeadShot(WEAPONTYPE_SNIPERRIFLE, pPed->GetNodePosition(PED_HEAD), true);
|
||||
}
|
||||
else {
|
||||
pPed->SetDie(ANIM_KO_SHOT_FRONT1, 4.0f, 0.0f);
|
||||
|
@ -367,7 +367,12 @@ CAnimViewer::Update(void)
|
||||
} else {
|
||||
// Originally it was GetPad(1)->LeftShoulder2
|
||||
if (pad->NewState.Triangle) {
|
||||
CPedModelInfo::AnimatePedColModel(((CPedModelInfo*)CModelInfo::GetModelInfo(pTarget->m_modelIndex))->GetHitColModel(), RpClumpGetFrame(pTarget->GetClump()));
|
||||
#ifdef PED_SKIN
|
||||
if(IsClumpSkinned(pTarget->GetClump()))
|
||||
((CPedModelInfo*)CModelInfo::GetModelInfo(pTarget->m_modelIndex))->AnimatePedColModelSkinned(pTarget->GetClump());
|
||||
else
|
||||
#endif
|
||||
CPedModelInfo::AnimatePedColModel(((CPedModelInfo*)CModelInfo::GetModelInfo(pTarget->m_modelIndex))->GetHitColModel(), RpClumpGetFrame(pTarget->GetClump()));
|
||||
AsciiToUnicode("Ped Col model will be animated as long as you hold the button", gUString);
|
||||
CMessages::AddMessage(gUString, 100, 0);
|
||||
}
|
||||
|
@ -2789,17 +2789,20 @@ CCam::Process_1rstPersonPedOnPC(const CVector&, float TargetOrientation, float,
|
||||
|
||||
if(CamTargetEntity->IsPed()){
|
||||
// static bool FailedTestTwelveFramesAgo = false; // unused
|
||||
RwV3d HeadPos = vecHeadCamOffset;
|
||||
CVector HeadPos = vecHeadCamOffset;
|
||||
CVector TargetCoors;
|
||||
|
||||
// needs fix for SKINNING
|
||||
RwFrame *frm = ((CPed*)CamTargetEntity)->GetNodeFrame(PED_HEAD);
|
||||
((CPed*)CamTargetEntity)->TransformToNode(HeadPos, PED_HEAD);
|
||||
// This is done on PC, but checking for the clump frame is not necessary apparently
|
||||
/*
|
||||
RwFrame *frm = ((CPed*)CamTargetEntity)->m_pFrames[PED_HEAD]->frame;
|
||||
while(frm){
|
||||
RwV3dTransformPoints(&HeadPos, &HeadPos, 1, RwFrameGetMatrix(frm));
|
||||
frm = RwFrameGetParent(frm);
|
||||
if(frm == RpClumpGetFrame(CamTargetEntity->GetClump()))
|
||||
frm = nil;
|
||||
}
|
||||
*/
|
||||
|
||||
if(ResetStatics){
|
||||
Beta = TargetOrientation;
|
||||
@ -2826,13 +2829,13 @@ CCam::Process_1rstPersonPedOnPC(const CVector&, float TargetOrientation, float,
|
||||
m_vecBufferedPlayerBodyOffset.z =
|
||||
TheCamera.m_fGaitSwayBuffer * m_vecBufferedPlayerBodyOffset.z +
|
||||
(1.0f-TheCamera.m_fGaitSwayBuffer) * HeadPos.z;
|
||||
HeadPos = (CamTargetEntity->GetMatrix() * m_vecBufferedPlayerBodyOffset).toRwV3d();
|
||||
HeadPos = (CamTargetEntity->GetMatrix() * m_vecBufferedPlayerBodyOffset);
|
||||
}else{
|
||||
float HeadDelta = (HeadPos - InitialHeadPos).Magnitude2D();
|
||||
CVector Fwd = CamTargetEntity->GetForward();
|
||||
Fwd.z = 0.0f;
|
||||
Fwd.Normalise();
|
||||
HeadPos = (HeadDelta*1.23f*Fwd + CamTargetEntity->GetPosition()).toRwV3d();
|
||||
HeadPos = (HeadDelta*1.23f*Fwd + CamTargetEntity->GetPosition());
|
||||
HeadPos.z += 0.59f;
|
||||
}
|
||||
Source = HeadPos;
|
||||
|
@ -1,5 +1,7 @@
|
||||
#include "common.h"
|
||||
#include "RwHelper.h"
|
||||
#include "Debug.h"
|
||||
#include "Lines.h"
|
||||
#include "Font.h"
|
||||
#include "main.h"
|
||||
#include "Text.h"
|
||||
@ -114,11 +116,14 @@ CDebug::DisplayScreenStrings()
|
||||
CFont::SetFontStyle(FONT_BANK);
|
||||
|
||||
for(i = 0; i < ms_nScreenStrs; i++){
|
||||
/*
|
||||
AsciiToUnicode(ms_aScreenStrs[i].str, gUString);
|
||||
CFont::SetColor(CRGBA(0, 0, 0, 255));
|
||||
CFont::PrintString(ms_aScreenStrs[i].x, ms_aScreenStrs[i].y, gUString);
|
||||
CFont::SetColor(CRGBA(255, 255, 255, 255));
|
||||
CFont::PrintString(ms_aScreenStrs[i].x+1, ms_aScreenStrs[i].y+1, gUString);
|
||||
*/
|
||||
ObrsPrintfString(ms_aScreenStrs[i].str, ms_aScreenStrs[i].x, ms_aScreenStrs[i].y);
|
||||
}
|
||||
CFont::DrawFonts();
|
||||
|
||||
@ -131,7 +136,35 @@ CDebug::PrintAt(const char *str, int x, int y)
|
||||
if(ms_nScreenStrs >= MAX_SCREEN_STRS)
|
||||
return;
|
||||
strncpy(ms_aScreenStrs[ms_nScreenStrs].str, str, 256);
|
||||
ms_aScreenStrs[ms_nScreenStrs].x = x*12;
|
||||
ms_aScreenStrs[ms_nScreenStrs].y = y*22;
|
||||
ms_aScreenStrs[ms_nScreenStrs].x = x;//*12;
|
||||
ms_aScreenStrs[ms_nScreenStrs].y = y;//*22;
|
||||
ms_nScreenStrs++;
|
||||
}
|
||||
|
||||
CDebug::Line CDebug::ms_aLines[MAX_DEBUG_LINES];
|
||||
int CDebug::ms_nLines;
|
||||
|
||||
void
|
||||
CDebug::AddLine(CVector p1, CVector p2, uint32 c1, uint32 c2)
|
||||
{
|
||||
if(ms_nLines >= MAX_DEBUG_LINES)
|
||||
return;
|
||||
ms_aLines[ms_nLines].p1 = p1;
|
||||
ms_aLines[ms_nLines].p2 = p2;
|
||||
ms_aLines[ms_nLines].c1 = c1;
|
||||
ms_aLines[ms_nLines].c2 = c2;
|
||||
ms_nLines++;
|
||||
}
|
||||
|
||||
void
|
||||
CDebug::DrawLines(void)
|
||||
{
|
||||
int i;
|
||||
RwRenderStateSet(rwRENDERSTATETEXTURERASTER, nil);
|
||||
RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void*)FALSE);
|
||||
for(i = 0; i < ms_nLines; i++){
|
||||
Line *l = &ms_aLines[i];
|
||||
CLines::RenderLineWithClipping(l->p1.x, l->p1.y, l->p1.z, l->p2.x, l->p2.y, l->p2.z, l->c1, l->c2);
|
||||
}
|
||||
ms_nLines = 0;
|
||||
}
|
||||
|
@ -8,6 +8,7 @@ class CDebug
|
||||
MAX_STR_LEN = 80,
|
||||
|
||||
MAX_SCREEN_STRS = 100,
|
||||
MAX_DEBUG_LINES = 100,
|
||||
};
|
||||
|
||||
static int16 ms_nCurrentTextLine;
|
||||
@ -21,6 +22,13 @@ class CDebug
|
||||
static ScreenStr ms_aScreenStrs[MAX_SCREEN_STRS];
|
||||
static int ms_nScreenStrs;
|
||||
|
||||
struct Line {
|
||||
CVector p1, p2;
|
||||
uint32 c1, c2;
|
||||
};
|
||||
static Line ms_aLines[MAX_DEBUG_LINES];
|
||||
static int ms_nLines;
|
||||
|
||||
public:
|
||||
static void DebugInitTextBuffer();
|
||||
static void DebugDisplayTextBuffer();
|
||||
@ -29,6 +37,9 @@ public:
|
||||
// custom
|
||||
static void PrintAt(const char *str, int x, int y);
|
||||
static void DisplayScreenStrings();
|
||||
|
||||
static void AddLine(CVector p1, CVector p2, uint32 c1, uint32 c2);
|
||||
static void DrawLines(void);
|
||||
};
|
||||
|
||||
extern bool gbDebugStuffInRelease;
|
||||
|
@ -41,9 +41,23 @@ void
|
||||
CDirectory::AddItem(const DirectoryInfo &dirinfo)
|
||||
{
|
||||
assert(numEntries < maxEntries);
|
||||
#ifdef FIX_BUGS
|
||||
// don't add if already exists
|
||||
uint32 offset, size;
|
||||
if(FindItem(dirinfo.name, offset, size))
|
||||
return;
|
||||
#endif
|
||||
entries[numEntries++] = dirinfo;
|
||||
}
|
||||
|
||||
void
|
||||
CDirectory::AddItem(const DirectoryInfo &dirinfo, int32 imgId)
|
||||
{
|
||||
DirectoryInfo di = dirinfo;
|
||||
di.offset |= imgId<<24;
|
||||
AddItem(di);
|
||||
}
|
||||
|
||||
bool
|
||||
CDirectory::FindItem(const char *name, uint32 &offset, uint32 &size)
|
||||
{
|
||||
|
@ -18,5 +18,6 @@ public:
|
||||
void ReadDirFile(const char *filename);
|
||||
bool WriteDirFile(const char *filename);
|
||||
void AddItem(const DirectoryInfo &dirinfo);
|
||||
void AddItem(const DirectoryInfo &dirinfo, int32 imgId);
|
||||
bool FindItem(const char *name, uint32 &offset, uint32 &size);
|
||||
};
|
||||
|
@ -369,8 +369,12 @@ CStreaming::LoadCdDirectory(const char *dirname, int n)
|
||||
lastID = modelId;
|
||||
}
|
||||
}else{
|
||||
// BUG: doesn't remember which cdimage this was in
|
||||
#ifdef FIX_BUGS
|
||||
// remember which cdimage this came from
|
||||
ms_pExtraObjectsDir->AddItem(direntry, n);
|
||||
#else
|
||||
ms_pExtraObjectsDir->AddItem(direntry);
|
||||
#endif
|
||||
lastID = -1;
|
||||
}
|
||||
}else if(!CGeneral::faststrcmp(dot+1, "TXD") || !CGeneral::faststrcmp(dot+1, "txd")){
|
||||
|
@ -339,6 +339,11 @@ CWorld::ProcessLineOfSightSectorList(CPtrList &list, const CColLine &line, CColP
|
||||
|
||||
if(e->IsPed()) {
|
||||
if(e->bUsesCollision || deadPeds && ((CPed *)e)->m_nPedState == PED_DEAD) {
|
||||
#ifdef PED_SKIN
|
||||
if(IsClumpSkinned(e->GetClump()))
|
||||
colmodel = ((CPedModelInfo *)CModelInfo::GetModelInfo(e->GetModelIndex()))->AnimatePedColModelSkinned(e->GetClump());
|
||||
else
|
||||
#endif
|
||||
if(((CPed *)e)->UseGroundColModel())
|
||||
colmodel = &CTempColModels::ms_colModelPedGroundHit;
|
||||
else
|
||||
|
@ -27,9 +27,15 @@
|
||||
#ifdef LIBRW
|
||||
#define STREAMPOS(str) ((str)->tell())
|
||||
#define STREAMFILE(str) (((rw::StreamFile*)(str))->file)
|
||||
#define HIERNODEINFO(hier) ((hier)->nodeInfo)
|
||||
#define HIERNODEID(hier, i) ((hier)->nodeInfo[i].id)
|
||||
#define HANIMFRAMES(anim) ((anim)->keyframes)
|
||||
#else
|
||||
#define STREAMPOS(str) ((str)->Type.memory.position)
|
||||
#define STREAMFILE(str) ((str)->Type.file.fpFile)
|
||||
#define HIERNODEINFO(hier) ((hier)->pNodeInfo)
|
||||
#define HIERNODEID(hier, i) ((hier)->pNodeInfo[i].nodeID)
|
||||
#define HANIMFRAMES(anim) ((anim)->pFrames)
|
||||
#endif
|
||||
|
||||
#define rwVENDORID_ROCKSTAR 0x0253F2
|
||||
@ -63,6 +69,11 @@ typedef uint16_t wchar;
|
||||
|
||||
#include "config.h"
|
||||
|
||||
#ifdef PED_SKIN
|
||||
#include <rphanim.h>
|
||||
#include <rpskin.h>
|
||||
#endif
|
||||
|
||||
#define ALIGNPTR(p) (void*)((((uintptr)(void*)p) + sizeof(void*)-1) & ~(sizeof(void*)-1))
|
||||
|
||||
// PDP-10 like byte functions
|
||||
|
@ -234,6 +234,7 @@ enum Config {
|
||||
#define CAMERA_PICKUP
|
||||
|
||||
// Peds
|
||||
#define PED_SKIN // support for skinned geometry on peds
|
||||
#define ANIMATE_PED_COL_MODEL
|
||||
#define VC_PED_PORTS // various ports from VC's CPed, mostly subtle
|
||||
// #define NEW_WALK_AROUND_ALGORITHM // to make walking around vehicles/objects less awkward
|
||||
|
@ -794,6 +794,7 @@ RenderDebugShit(void)
|
||||
if(gbShowCollisionLines)
|
||||
CRenderer::RenderCollisionLines();
|
||||
ThePaths.DisplayPathData();
|
||||
CDebug::DrawLines();
|
||||
#endif
|
||||
}
|
||||
|
||||
|
@ -1,6 +1,7 @@
|
||||
#include "common.h"
|
||||
|
||||
#include "General.h"
|
||||
#include "RwHelper.h"
|
||||
#include "ModelIndices.h"
|
||||
#include "Timer.h"
|
||||
#include "Placeable.h"
|
||||
@ -24,6 +25,8 @@
|
||||
#include "References.h"
|
||||
#include "TxdStore.h"
|
||||
#include "Zones.h"
|
||||
#include "Bones.h"
|
||||
#include "Debug.h"
|
||||
|
||||
int gBuildings;
|
||||
|
||||
@ -282,6 +285,28 @@ CEntity::CreateRwObject(void)
|
||||
}
|
||||
}
|
||||
|
||||
#ifdef PED_SKIN
|
||||
RpAtomic*
|
||||
AtomicRemoveAnimFromSkinCB(RpAtomic *atomic, void *data)
|
||||
{
|
||||
if(RpSkinGeometryGetSkin(RpAtomicGetGeometry(atomic))){
|
||||
RpHAnimHierarchy *hier = RpSkinAtomicGetHAnimHierarchy(atomic);
|
||||
#ifdef LIBRW
|
||||
if(hier && hier->interpolator->currentAnim){
|
||||
RpHAnimAnimationDestroy(hier->interpolator->currentAnim);
|
||||
hier->interpolator->currentAnim = nil;
|
||||
}
|
||||
#else
|
||||
if(hier && hier->pCurrentAnim){
|
||||
RpHAnimAnimationDestroy(hier->pCurrentAnim);
|
||||
hier->pCurrentAnim = nil;
|
||||
}
|
||||
#endif
|
||||
}
|
||||
return atomic;
|
||||
}
|
||||
#endif
|
||||
|
||||
void
|
||||
CEntity::DeleteRwObject(void)
|
||||
{
|
||||
@ -293,8 +318,13 @@ CEntity::DeleteRwObject(void)
|
||||
f = RpAtomicGetFrame((RpAtomic*)m_rwObject);
|
||||
RpAtomicDestroy((RpAtomic*)m_rwObject);
|
||||
RwFrameDestroy(f);
|
||||
}else if(RwObjectGetType(m_rwObject) == rpCLUMP)
|
||||
}else if(RwObjectGetType(m_rwObject) == rpCLUMP){
|
||||
#ifdef PED_SKIN
|
||||
if(IsClumpSkinned((RpClump*)m_rwObject))
|
||||
RpClumpForAllAtomics((RpClump*)m_rwObject, AtomicRemoveAnimFromSkinCB, nil);
|
||||
#endif
|
||||
RpClumpDestroy((RpClump*)m_rwObject);
|
||||
}
|
||||
m_rwObject = nil;
|
||||
CModelInfo::GetModelInfo(m_modelIndex)->RemoveRef();
|
||||
if(IsBuilding())
|
||||
@ -558,6 +588,44 @@ CEntity::PruneReferences(void)
|
||||
}
|
||||
}
|
||||
|
||||
#ifdef PED_SKIN
|
||||
void
|
||||
CEntity::UpdateRpHAnim(void)
|
||||
{
|
||||
RpHAnimHierarchy *hier = GetAnimHierarchyFromSkinClump(GetClump());
|
||||
RpHAnimHierarchyUpdateMatrices(hier);
|
||||
|
||||
#if 0
|
||||
int i;
|
||||
char buf[256];
|
||||
if(this == (CEntity*)FindPlayerPed())
|
||||
for(i = 0; i < hier->numNodes; i++){
|
||||
RpHAnimStdKeyFrame *kf = (RpHAnimStdKeyFrame*)rpHANIMHIERARCHYGETINTERPFRAME(hier, i);
|
||||
sprintf(buf, "%6.3f %6.3f %6.3f %6.3f %6.3f %6.3f %6.3f %d %s",
|
||||
kf->q.imag.x, kf->q.imag.y, kf->q.imag.z, kf->q.real,
|
||||
kf->t.x, kf->t.y, kf->t.z,
|
||||
HIERNODEID(hier, i),
|
||||
ConvertBoneTag2BoneName(HIERNODEID(hier, i)));
|
||||
CDebug::PrintAt(buf, 10, 1+i*3);
|
||||
|
||||
RwMatrix *m = &RpHAnimHierarchyGetMatrixArray(hier)[i];
|
||||
sprintf(buf, "%6.3f %6.3f %6.3f %6.3f",
|
||||
m->right.x, m->up.x, m->at.x, m->pos.x);
|
||||
CDebug::PrintAt(buf, 80, 1+i*3+0);
|
||||
sprintf(buf, "%6.3f %6.3f %6.3f %6.3f",
|
||||
m->right.y, m->up.y, m->at.y, m->pos.y);
|
||||
CDebug::PrintAt(buf, 80, 1+i*3+1);
|
||||
sprintf(buf, "%6.3f %6.3f %6.3f %6.3f",
|
||||
m->right.z, m->up.z, m->at.z, m->pos.z);
|
||||
CDebug::PrintAt(buf, 80, 1+i*3+2);
|
||||
}
|
||||
|
||||
void RenderSkeleton(RpHAnimHierarchy *hier);
|
||||
RenderSkeleton(hier);
|
||||
#endif
|
||||
}
|
||||
#endif
|
||||
|
||||
void
|
||||
CEntity::AddSteamsFromGround(CVector *unused)
|
||||
{
|
||||
|
@ -148,6 +148,10 @@ public:
|
||||
void ResolveReferences(void);
|
||||
void PruneReferences(void);
|
||||
|
||||
#ifdef PED_SKIN
|
||||
void UpdateRpHAnim(void);
|
||||
#endif
|
||||
|
||||
void PreRenderForGlassWindow(void);
|
||||
void AddSteamsFromGround(CVector *unused);
|
||||
void ModifyMatrixForTreeInWind(void);
|
||||
|
@ -4,14 +4,10 @@
|
||||
#include <rpworld.h>
|
||||
#include <rpmatfx.h>
|
||||
#include <rphanim.h>
|
||||
#include <rpskin.h>
|
||||
#include <assert.h>
|
||||
#include <string.h>
|
||||
|
||||
// TODO: split image<->raster functions in two
|
||||
// implement raster context
|
||||
// BMP reader
|
||||
// geometry locking
|
||||
|
||||
using namespace rw;
|
||||
|
||||
RwUInt8 RwObjectGetType(const RwObject *obj) { return obj->type; }
|
||||
@ -55,7 +51,7 @@ RwMatrix *RwMatrixMultiply(RwMatrix * matrixOut, const RwMatrix * MatrixIn1, con
|
||||
RwMatrix *RwMatrixTransform(RwMatrix * matrix, const RwMatrix * transform, RwOpCombineType combineOp)
|
||||
{ matrix->transform(transform, (rw::CombineOp)combineOp); return matrix; }
|
||||
//RwMatrix *RwMatrixOrthoNormalize(RwMatrix * matrixOut, const RwMatrix * matrixIn);
|
||||
//RwMatrix *RwMatrixInvert(RwMatrix * matrixOut, const RwMatrix * matrixIn);
|
||||
RwMatrix *RwMatrixInvert(RwMatrix * matrixOut, const RwMatrix * matrixIn) { Matrix::invert(matrixOut, matrixIn); return matrixOut; }
|
||||
RwMatrix *RwMatrixScale(RwMatrix * matrix, const RwV3d * scale, RwOpCombineType combineOp)
|
||||
{ matrix->scale(scale, (rw::CombineOp)combineOp); return matrix; }
|
||||
RwMatrix *RwMatrixTranslate(RwMatrix * matrix, const RwV3d * translation, RwOpCombineType combineOp)
|
||||
@ -742,14 +738,24 @@ RwBool RpHAnimPluginAttach(void) {
|
||||
return true;
|
||||
}
|
||||
|
||||
RwInt32 RpHAnimFrameGetID(RwFrame *frame) { return HAnimData::get(frame)->id; }
|
||||
|
||||
RwInt32 RpHAnimIDGetIndex(RpHAnimHierarchy *hierarchy, RwInt32 ID) { return hierarchy->getIndex(ID); }
|
||||
|
||||
RwBool RpHAnimFrameSetHierarchy(RwFrame *frame, RpHAnimHierarchy *hierarchy) { HAnimData::get(frame)->hierarchy = hierarchy; return true; }
|
||||
RpHAnimHierarchy *RpHAnimFrameGetHierarchy(RwFrame *frame) { return HAnimHierarchy::get(frame); }
|
||||
|
||||
RwBool RpHAnimHierarchySetCurrentAnim(RpHAnimHierarchy *hierarchy, RpHAnimAnimation *anim) { hierarchy->currentAnim->setCurrentAnim(anim); return true; }
|
||||
RwBool RpHAnimHierarchyAddAnimTime(RpHAnimHierarchy *hierarchy, RwReal time) { hierarchy->currentAnim->addTime(time); return true; }
|
||||
RpHAnimHierarchy *RpHAnimHierarchySetFlags(RpHAnimHierarchy *hierarchy, RpHAnimHierarchyFlag flags) { hierarchy->flags = flags; return hierarchy; }
|
||||
|
||||
RwBool RpHAnimHierarchySetCurrentAnim(RpHAnimHierarchy *hierarchy, RpHAnimAnimation *anim) { hierarchy->interpolator->setCurrentAnim(anim); return true; }
|
||||
RwBool RpHAnimHierarchyAddAnimTime(RpHAnimHierarchy *hierarchy, RwReal time) { hierarchy->interpolator->addTime(time); return true; }
|
||||
|
||||
RwMatrix *RpHAnimHierarchyGetMatrixArray(RpHAnimHierarchy *hierarchy) { return hierarchy->matrices; }
|
||||
RwBool RpHAnimHierarchyUpdateMatrices(RpHAnimHierarchy *hierarchy) { hierarchy->updateMatrices(); return true; }
|
||||
|
||||
RpHAnimAnimation *RpHAnimAnimationCreate(RwInt32 typeID, RwInt32 numFrames, RwInt32 flags, RwReal duration)
|
||||
{ return Animation::create(AnimInterpolatorInfo::find(typeID), numFrames, flags, duration); }
|
||||
RpHAnimAnimation *RpHAnimAnimationDestroy(RpHAnimAnimation *animation) { animation->destroy(); return animation; }
|
||||
RpHAnimAnimation *RpHAnimAnimationStreamRead(RwStream *stream) { return Animation::streamRead(stream); }
|
||||
|
||||
|
||||
@ -762,6 +768,13 @@ RwBool RpSkinPluginAttach(void) {
|
||||
return true;
|
||||
}
|
||||
|
||||
RwUInt32 RpSkinGetNumBones( RpSkin *skin ) { return skin->numBones; }
|
||||
const RwMatrixWeights *RpSkinGetVertexBoneWeights( RpSkin *skin ) { return (RwMatrixWeights*)skin->weights; }
|
||||
const RwUInt32 *RpSkinGetVertexBoneIndices( RpSkin *skin ) { return (RwUInt32*)skin->indices; }
|
||||
const RwMatrix *RpSkinGetSkinToBoneMatrices( RpSkin *skin ) { return (const RwMatrix*)skin->inverseMatrices; }
|
||||
|
||||
RpSkin *RpSkinGeometryGetSkin( RpGeometry *geometry ) { return Skin::get(geometry); }
|
||||
|
||||
RpAtomic *RpSkinAtomicSetHAnimHierarchy( RpAtomic *atomic, RpHAnimHierarchy *hierarchy ) { Skin::setHierarchy(atomic, hierarchy); return atomic; }
|
||||
RpHAnimHierarchy *RpSkinAtomicGetHAnimHierarchy( const RpAtomic *atomic ) { return Skin::getHierarchy(atomic); }
|
||||
|
||||
@ -772,6 +785,23 @@ RpHAnimHierarchy *RpSkinAtomicGetHAnimHierarchy( const RpAtomic *atomic ) { retu
|
||||
RwImage *RtBMPImageWrite(RwImage * image, const RwChar * imageName) { rw::writeBMP(image, imageName); return image; }
|
||||
RwImage *RtBMPImageRead(const RwChar * imageName) { return rw::readBMP(imageName); }
|
||||
|
||||
#include "rtquat.h"
|
||||
|
||||
RtQuat *RtQuatRotate(RtQuat * quat, const RwV3d * axis, RwReal angle, RwOpCombineType combineOp) { return quat->rotate(axis, angle/180.0f*3.14159f, (CombineOp)combineOp); }
|
||||
void RtQuatConvertToMatrix(const RtQuat * const qpQuat, RwMatrix * const mpMatrix) { mpMatrix->rotate(*qpQuat, COMBINEREPLACE); }
|
||||
|
||||
|
||||
#include "rtcharse.h"
|
||||
|
||||
RwBool RtCharsetOpen(void) { return Charset::open(); }
|
||||
void RtCharsetClose(void) { return Charset::close(); }
|
||||
RtCharset *RtCharsetPrint(RtCharset * charSet, const RwChar * string, RwInt32 x, RwInt32 y) { charSet->print(string, x, y, true); return charSet; }
|
||||
RtCharset *RtCharsetPrintBuffered(RtCharset * charSet, const RwChar * string, RwInt32 x, RwInt32 y, RwBool hideSpaces) { charSet->printBuffered(string, x, y, hideSpaces); return charSet; }
|
||||
RwBool RtCharsetBufferFlush(void) { Charset::flushBuffer(); return true; }
|
||||
RtCharset *RtCharsetSetColors(RtCharset * charSet, const RwRGBA * foreGround, const RwRGBA * backGround) { return charSet->setColors(foreGround, backGround); }
|
||||
RtCharset *RtCharsetGetDesc(RtCharset * charset, RtCharsetDesc * desc) { *desc = charset->desc; return charset; }
|
||||
RtCharset *RtCharsetCreate(const RwRGBA * foreGround, const RwRGBA * backGround) { return Charset::create(foreGround, backGround); }
|
||||
RwBool RtCharsetDestroy(RtCharset * charSet) { charSet->destroy(); return true; }
|
||||
|
||||
|
||||
|
||||
|
@ -1,20 +1,56 @@
|
||||
#pragma once
|
||||
|
||||
#include "rtquat.h"
|
||||
|
||||
//struct RpHAnimHierarchy;
|
||||
typedef rw::HAnimHierarchy RpHAnimHierarchy;
|
||||
//struct RpHAnimAnimation;
|
||||
typedef rw::Animation RpHAnimAnimation;
|
||||
|
||||
#define rpHANIMSTDKEYFRAMETYPEID 0x1
|
||||
|
||||
typedef rw::HAnimKeyFrame RpHAnimStdKeyFrame;
|
||||
|
||||
enum RpHAnimHierarchyFlag
|
||||
{
|
||||
rpHANIMHIERARCHYSUBHIERARCHY = rw::HAnimHierarchy::SUBHIERARCHY,
|
||||
rpHANIMHIERARCHYNOMATRICES = rw::HAnimHierarchy::NOMATRICES,
|
||||
|
||||
rpHANIMHIERARCHYUPDATEMODELLINGMATRICES = rw::HAnimHierarchy::UPDATEMODELLINGMATRICES,
|
||||
rpHANIMHIERARCHYUPDATELTMS = rw::HAnimHierarchy::UPDATELTMS,
|
||||
rpHANIMHIERARCHYLOCALSPACEMATRICES = rw::HAnimHierarchy::LOCALSPACEMATRICES
|
||||
};
|
||||
|
||||
#define rpHANIMPOPPARENTMATRIX rw::HAnimHierarchy::POP
|
||||
#define rpHANIMPUSHPARENTMATRIX rw::HAnimHierarchy::PUSH
|
||||
|
||||
RwBool RpHAnimPluginAttach(void);
|
||||
|
||||
RwBool RpHAnimFrameSetID(RwFrame *frame, RwInt32 id);
|
||||
RwInt32 RpHAnimFrameGetID(RwFrame *frame);
|
||||
|
||||
RwInt32 RpHAnimIDGetIndex(RpHAnimHierarchy *hierarchy, RwInt32 ID);
|
||||
|
||||
RwBool RpHAnimFrameSetHierarchy(RwFrame *frame, RpHAnimHierarchy *hierarchy);
|
||||
RpHAnimHierarchy *RpHAnimFrameGetHierarchy(RwFrame *frame);
|
||||
|
||||
RpHAnimHierarchy *RpHAnimHierarchySetFlags(RpHAnimHierarchy *hierarchy, RpHAnimHierarchyFlag flags);
|
||||
RpHAnimHierarchyFlag RpHAnimHierarchyGetFlags(RpHAnimHierarchy *hierarchy);
|
||||
|
||||
RwBool RpHAnimHierarchySetCurrentAnim(RpHAnimHierarchy *hierarchy, RpHAnimAnimation *anim);
|
||||
RwBool RpHAnimHierarchySetCurrentAnimTime(RpHAnimHierarchy *hierarchy, RwReal time);
|
||||
RwBool RpHAnimHierarchySubAnimTime(RpHAnimHierarchy *hierarchy, RwReal time);
|
||||
RwBool RpHAnimHierarchyAddAnimTime(RpHAnimHierarchy *hierarchy, RwReal time);
|
||||
|
||||
RwMatrix *RpHAnimHierarchyGetMatrixArray(RpHAnimHierarchy *hierarchy);
|
||||
RwBool RpHAnimHierarchyUpdateMatrices(RpHAnimHierarchy *hierarchy);
|
||||
|
||||
#define rpHANIMHIERARCHYGETINTERPFRAME( hierarchy, nodeIndex ) \
|
||||
( (void *)( ( (RwUInt8 *)&(hierarchy->interpolator[1]) + \
|
||||
((nodeIndex) * \
|
||||
hierarchy->interpolator->currentAnimKeyFrameSize) ) ) )
|
||||
|
||||
|
||||
RpHAnimAnimation *RpHAnimAnimationCreate(RwInt32 typeID, RwInt32 numFrames, RwInt32 flags, RwReal duration);
|
||||
RpHAnimAnimation *RpHAnimAnimationDestroy(RpHAnimAnimation *animation);
|
||||
RpHAnimAnimation *RpHAnimAnimationStreamRead(RwStream *stream);
|
||||
|
@ -2,7 +2,25 @@
|
||||
|
||||
#include <rphanim.h>
|
||||
|
||||
//struct RpSkin;
|
||||
typedef rw::Skin RpSkin;
|
||||
|
||||
struct RwMatrixWeights
|
||||
{
|
||||
RwReal w0;
|
||||
RwReal w1;
|
||||
RwReal w2;
|
||||
RwReal w3;
|
||||
};
|
||||
|
||||
RwBool RpSkinPluginAttach(void);
|
||||
|
||||
RwUInt32 RpSkinGetNumBones( RpSkin *skin );
|
||||
const RwMatrixWeights *RpSkinGetVertexBoneWeights( RpSkin *skin );
|
||||
const RwUInt32 *RpSkinGetVertexBoneIndices( RpSkin *skin );
|
||||
const RwMatrix *RpSkinGetSkinToBoneMatrices( RpSkin *skin );
|
||||
|
||||
RpSkin *RpSkinGeometryGetSkin( RpGeometry *geometry );
|
||||
|
||||
RpAtomic *RpSkinAtomicSetHAnimHierarchy( RpAtomic *atomic, RpHAnimHierarchy *hierarchy );
|
||||
RpHAnimHierarchy *RpSkinAtomicGetHAnimHierarchy( const RpAtomic *atomic );
|
||||
|
14
src/fakerw/rtcharse.h
Normal file
14
src/fakerw/rtcharse.h
Normal file
@ -0,0 +1,14 @@
|
||||
#pragma once
|
||||
|
||||
typedef rw::Charset RtCharset;
|
||||
typedef rw::Charset::Desc RtCharsetDesc;
|
||||
|
||||
RwBool RtCharsetOpen(void);
|
||||
void RtCharsetClose(void);
|
||||
RtCharset *RtCharsetPrint(RtCharset * charSet, const RwChar * string, RwInt32 x, RwInt32 y);
|
||||
RtCharset *RtCharsetPrintBuffered(RtCharset * charSet, const RwChar * string, RwInt32 x, RwInt32 y, RwBool hideSpaces);
|
||||
RwBool RtCharsetBufferFlush(void);
|
||||
RtCharset *RtCharsetSetColors(RtCharset * charSet, const RwRGBA * foreGround, const RwRGBA * backGround);
|
||||
RtCharset *RtCharsetGetDesc(RtCharset * charset, RtCharsetDesc * desc);
|
||||
RtCharset *RtCharsetCreate(const RwRGBA * foreGround, const RwRGBA * backGround);
|
||||
RwBool RtCharsetDestroy(RtCharset * charSet);
|
10
src/fakerw/rtquat.h
Normal file
10
src/fakerw/rtquat.h
Normal file
@ -0,0 +1,10 @@
|
||||
#pragma once
|
||||
|
||||
typedef rw::Quat RtQuat;
|
||||
|
||||
RwBool RtQuatConvertFromMatrix(RtQuat * const qpQuat, const RwMatrix * const mpMatrix);
|
||||
RtQuat *RtQuatRotate(RtQuat * quat, const RwV3d * axis, RwReal angle, RwOpCombineType combineOp);
|
||||
const RtQuat *RtQuatQueryRotate(const RtQuat *quat, RwV3d * unitAxis, RwReal * angle);
|
||||
RwV3d *RtQuatTransformVectors(RwV3d * vectorsOut, const RwV3d * vectorsIn, const RwInt32 numPoints, const RtQuat *quat);
|
||||
|
||||
void RtQuatConvertToMatrix(const RtQuat * const qpQuat, RwMatrix * const mpMatrix);
|
@ -10,6 +10,18 @@ public:
|
||||
|
||||
float Magnitude(void) const { return Sqrt(x*x + y*y + z*z + w*w); }
|
||||
float MagnitudeSqr(void) const { return x*x + y*y + z*z + w*w; }
|
||||
void Normalise(void) {
|
||||
float sq = MagnitudeSqr();
|
||||
if(sq == 0.0f)
|
||||
w = 1.0f;
|
||||
else{
|
||||
float invsqrt = RecipSqrt(sq);
|
||||
x *= invsqrt;
|
||||
y *= invsqrt;
|
||||
z *= invsqrt;
|
||||
w *= invsqrt;
|
||||
}
|
||||
}
|
||||
|
||||
const CQuaternion &operator+=(CQuaternion const &right) {
|
||||
x += right.x;
|
||||
|
@ -1,5 +1,6 @@
|
||||
#include "common.h"
|
||||
|
||||
#include "RwHelper.h"
|
||||
#include "General.h"
|
||||
#include "NodeName.h"
|
||||
#include "VisibilityPlugins.h"
|
||||
@ -15,12 +16,40 @@ CClumpModelInfo::DeleteRwObject(void)
|
||||
}
|
||||
}
|
||||
|
||||
#ifdef PED_SKIN
|
||||
static RpAtomic*
|
||||
SetHierarchyForSkinAtomic(RpAtomic *atomic, void *data)
|
||||
{
|
||||
RpSkinAtomicSetHAnimHierarchy(atomic, (RpHAnimHierarchy*)data);
|
||||
return nil;
|
||||
}
|
||||
#endif
|
||||
|
||||
RwObject*
|
||||
CClumpModelInfo::CreateInstance(void)
|
||||
{
|
||||
if(m_clump)
|
||||
return (RwObject*)RpClumpClone(m_clump);
|
||||
return nil;
|
||||
if(m_clump == nil)
|
||||
return nil;
|
||||
RpClump *clone = RpClumpClone(m_clump);
|
||||
#ifdef PED_SKIN
|
||||
if(IsClumpSkinned(clone)){
|
||||
RpHAnimHierarchy *hier;
|
||||
RpHAnimAnimation *anim;
|
||||
|
||||
hier = GetAnimHierarchyFromClump(clone);
|
||||
assert(hier);
|
||||
// This seems dangerous as only the first atomic will get a hierarchy
|
||||
// can we guarantee this if hands and head are also in the clump?
|
||||
RpClumpForAllAtomics(clone, SetHierarchyForSkinAtomic, hier);
|
||||
anim = HAnimAnimationCreateForHierarchy(hier);
|
||||
RpHAnimHierarchySetCurrentAnim(hier, anim);
|
||||
// RpHAnimHierarchySetFlags(hier, (RpHAnimHierarchyFlag)(rpHANIMHIERARCHYUPDATEMODELLINGMATRICES|rpHANIMHIERARCHYUPDATELTMS));
|
||||
// the rest is xbox only:
|
||||
// RpSkinGetNumBones(RpSkinGeometryGetSkin(RpAtomicGetGeometry(IsClumpSkinned(clone))));
|
||||
RpHAnimHierarchyUpdateMatrices(hier);
|
||||
}
|
||||
#endif
|
||||
return (RwObject*)clone;
|
||||
}
|
||||
|
||||
RwObject*
|
||||
@ -48,8 +77,45 @@ CClumpModelInfo::SetClump(RpClump *clump)
|
||||
CVisibilityPlugins::SetClumpModelInfo(m_clump, this);
|
||||
AddTexDictionaryRef();
|
||||
RpClumpForAllAtomics(clump, SetAtomicRendererCB, nil);
|
||||
|
||||
// TODO: also set for player?
|
||||
if(strncmp(GetName(), "playerh", 8) == 0)
|
||||
RpClumpForAllAtomics(clump, SetAtomicRendererCB, (void*)CVisibilityPlugins::RenderPlayerCB);
|
||||
|
||||
#ifdef PED_SKIN
|
||||
if(IsClumpSkinned(clump)){
|
||||
int i;
|
||||
RpHAnimHierarchy *hier;
|
||||
RpAtomic *skinAtomic;
|
||||
RpSkin *skin;
|
||||
|
||||
// mobile:
|
||||
// hier = nil;
|
||||
// RwFrameForAllChildren(RpClumpGetFrame(clump), GetHierarchyFromChildNodesCB, &hier);
|
||||
// assert(hier);
|
||||
// RpClumpForAllAtomics(clump, SetHierarchyForSkinAtomic, hier);
|
||||
// skinAtomic = GetFirstAtomic(clump);
|
||||
|
||||
// xbox:
|
||||
hier = GetAnimHierarchyFromClump(clump);
|
||||
assert(hier);
|
||||
RpSkinAtomicSetHAnimHierarchy(IsClumpSkinned(clump), hier);
|
||||
skinAtomic = IsClumpSkinned(clump);
|
||||
|
||||
assert(skinAtomic);
|
||||
skin = RpSkinGeometryGetSkin(RpAtomicGetGeometry(skinAtomic));
|
||||
// ignore const
|
||||
for(i = 0; i < RpGeometryGetNumVertices(RpAtomicGetGeometry(skinAtomic)); i++){
|
||||
RwMatrixWeights *weights = (RwMatrixWeights*)&RpSkinGetVertexBoneWeights(skin)[i];
|
||||
float sum = weights->w0 + weights->w1 + weights->w2 + weights->w3;
|
||||
weights->w0 /= sum;
|
||||
weights->w1 /= sum;
|
||||
weights->w2 /= sum;
|
||||
weights->w3 /= sum;
|
||||
}
|
||||
// RpHAnimHierarchySetFlags(hier, (RpHAnimHierarchyFlag)(rpHANIMHIERARCHYUPDATEMODELLINGMATRICES|rpHANIMHIERARCHYUPDATELTMS));
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
void
|
||||
|
@ -1,6 +1,9 @@
|
||||
#include "common.h"
|
||||
|
||||
#include "RwHelper.h"
|
||||
#include "General.h"
|
||||
#include "Bones.h"
|
||||
#include "SurfaceTable.h"
|
||||
#include "Ped.h"
|
||||
#include "NodeName.h"
|
||||
#include "VisibilityPlugins.h"
|
||||
@ -9,13 +12,31 @@
|
||||
void
|
||||
CPedModelInfo::DeleteRwObject(void)
|
||||
{
|
||||
CClumpModelInfo::DeleteRwObject();
|
||||
if(m_hitColModel)
|
||||
delete m_hitColModel;
|
||||
m_hitColModel = nil;
|
||||
#ifdef PED_SKIN
|
||||
RwFrame *frame;
|
||||
if(m_head){
|
||||
frame = RpAtomicGetFrame(m_head);
|
||||
RpAtomicDestroy(m_head);
|
||||
RwFrameDestroy(frame);
|
||||
}
|
||||
if(m_lhand){
|
||||
frame = RpAtomicGetFrame(m_lhand);
|
||||
RpAtomicDestroy(m_lhand);
|
||||
RwFrameDestroy(frame);
|
||||
}
|
||||
if(m_rhand){
|
||||
frame = RpAtomicGetFrame(m_rhand);
|
||||
RpAtomicDestroy(m_rhand);
|
||||
RwFrameDestroy(frame);
|
||||
}
|
||||
#endif
|
||||
CClumpModelInfo::DeleteRwObject(); // PC calls this first
|
||||
}
|
||||
|
||||
RwObjectNameIdAssocation CPedModelInfo::m_pPedIds[12] = {
|
||||
RwObjectNameIdAssocation CPedModelInfo::m_pPedIds[PED_NODE_MAX] = {
|
||||
{ "Smid", PED_MID, 0, }, // that is strange...
|
||||
{ "Shead", PED_HEAD, 0, },
|
||||
{ "Supperarml", PED_UPPERARML, 0, },
|
||||
@ -30,15 +51,70 @@ RwObjectNameIdAssocation CPedModelInfo::m_pPedIds[12] = {
|
||||
{ nil, 0, 0, },
|
||||
};
|
||||
|
||||
#ifdef PED_SKIN
|
||||
struct LimbCBarg
|
||||
{
|
||||
CPedModelInfo *mi;
|
||||
RpClump *clump;
|
||||
int32 frameIDs[3];
|
||||
};
|
||||
|
||||
RpAtomic*
|
||||
CPedModelInfo::findLimbsCb(RpAtomic *atomic, void *data)
|
||||
{
|
||||
LimbCBarg *limbs = (LimbCBarg*)data;
|
||||
RwFrame *frame = RpAtomicGetFrame(atomic);
|
||||
const char *name = GetFrameNodeName(frame);
|
||||
if(CGeneral::faststricmp(name, "Shead01") == 0){
|
||||
limbs->frameIDs[0] = RpHAnimFrameGetID(frame);
|
||||
limbs->mi->m_head = atomic;
|
||||
RpClumpRemoveAtomic(limbs->clump, atomic);
|
||||
RwFrameRemoveChild(frame);
|
||||
}else if(CGeneral::faststricmp(name, "SLhand01") == 0){
|
||||
limbs->frameIDs[1] = RpHAnimFrameGetID(frame);
|
||||
limbs->mi->m_lhand = atomic;
|
||||
RpClumpRemoveAtomic(limbs->clump, atomic);
|
||||
RwFrameRemoveChild(frame);
|
||||
}else if(CGeneral::faststricmp(name, "SRhand01") == 0){
|
||||
limbs->frameIDs[2] = RpHAnimFrameGetID(frame);
|
||||
limbs->mi->m_rhand = atomic;
|
||||
RpClumpRemoveAtomic(limbs->clump, atomic);
|
||||
RwFrameRemoveChild(frame);
|
||||
}
|
||||
return atomic;
|
||||
}
|
||||
#endif
|
||||
|
||||
void
|
||||
CPedModelInfo::SetClump(RpClump *clump)
|
||||
{
|
||||
#ifdef PED_SKIN
|
||||
|
||||
// CB has to be set here before atomics are detached from clump
|
||||
if(strncmp(GetName(), "player", 7) == 0)
|
||||
RpClumpForAllAtomics(clump, SetAtomicRendererCB, (void*)CVisibilityPlugins::RenderPlayerCB);
|
||||
if(IsClumpSkinned(clump)){
|
||||
LimbCBarg limbs = { this, clump, { 0, 0, 0 } };
|
||||
RpClumpForAllAtomics(clump, findLimbsCb, &limbs);
|
||||
}
|
||||
CClumpModelInfo::SetClump(clump);
|
||||
SetFrameIds(m_pPedIds);
|
||||
if(m_hitColModel == nil && !IsClumpSkinned(clump))
|
||||
CreateHitColModel();
|
||||
// And again because CClumpModelInfo resets it
|
||||
if(strncmp(GetName(), "player", 7) == 0)
|
||||
RpClumpForAllAtomics(m_clump, SetAtomicRendererCB, (void*)CVisibilityPlugins::RenderPlayerCB);
|
||||
else if(IsClumpSkinned(clump))
|
||||
// skinned peds have no low detail version, so they don't have the right render Cb
|
||||
RpClumpForAllAtomics(m_clump, SetAtomicRendererCB, (void*)CVisibilityPlugins::RenderPedCB);
|
||||
#else
|
||||
CClumpModelInfo::SetClump(clump);
|
||||
SetFrameIds(m_pPedIds);
|
||||
if(m_hitColModel == nil)
|
||||
CreateHitColModel();
|
||||
if(strncmp(GetName(), "player", 7) == 0)
|
||||
RpClumpForAllAtomics(m_clump, SetAtomicRendererCB, (void*)CVisibilityPlugins::RenderPlayerCB);
|
||||
#endif
|
||||
}
|
||||
|
||||
RpAtomic*
|
||||
@ -157,7 +233,7 @@ CPedModelInfo::CreateHitColModel(void)
|
||||
}
|
||||
if(nodeFrame){
|
||||
float radius = m_pColNodeInfos[i].radius;
|
||||
if(m_pColNodeInfos[i].pieceType == 6)
|
||||
if(m_pColNodeInfos[i].pieceType == PEDPIECE_HEAD)
|
||||
RwFrameForAllObjects(nodeFrame, FindHeadRadiusCB, &radius);
|
||||
RwMatrixTransform(mat, RwFrameGetMatrix(nodeFrame), rwCOMBINEREPLACE);
|
||||
const char *name = GetFrameNodeName(nodeFrame);
|
||||
@ -172,7 +248,7 @@ CPedModelInfo::CreateHitColModel(void)
|
||||
center.x = mat->pos.x + m_pColNodeInfos[i].x;
|
||||
center.y = mat->pos.y + 0.0f;
|
||||
center.z = mat->pos.z + m_pColNodeInfos[i].z;
|
||||
spheres[i].Set(radius, center, 17, m_pColNodeInfos[i].pieceType);
|
||||
spheres[i].Set(radius, center, SURFACE_FLESH, m_pColNodeInfos[i].pieceType);
|
||||
}
|
||||
}
|
||||
RwMatrixDestroy(mat);
|
||||
@ -186,7 +262,7 @@ CPedModelInfo::CreateHitColModel(void)
|
||||
max.x = max.y = 0.5f;
|
||||
max.z = 1.2f;
|
||||
colmodel->boundingBox.Set(min, max, 0, 0);
|
||||
colmodel->level = 0;
|
||||
colmodel->level = LEVEL_NONE;
|
||||
m_hitColModel = colmodel;
|
||||
}
|
||||
|
||||
@ -229,3 +305,81 @@ CPedModelInfo::AnimatePedColModel(CColModel* colmodel, RwFrame* frame)
|
||||
|
||||
return colmodel;
|
||||
}
|
||||
|
||||
#ifdef PED_SKIN
|
||||
void
|
||||
CPedModelInfo::CreateHitColModelSkinned(RpClump *clump)
|
||||
{
|
||||
CVector center;
|
||||
RpHAnimHierarchy *hier = GetAnimHierarchyFromSkinClump(clump);
|
||||
CColModel *colmodel = new CColModel;
|
||||
CColSphere *spheres = (CColSphere*)RwMalloc(NUMPEDINFONODES*sizeof(CColSphere));
|
||||
RwFrame *root = RpClumpGetFrame(m_clump);
|
||||
RwMatrix *invmat = RwMatrixCreate();
|
||||
RwMatrix *mat = RwMatrixCreate();
|
||||
RwMatrixInvert(invmat, RwFrameGetMatrix(RpClumpGetFrame(clump)));
|
||||
|
||||
for(int i = 0; i < NUMPEDINFONODES; i++){
|
||||
*mat = *invmat;
|
||||
int id = ConvertPedNode2BoneTag(m_pColNodeInfos[i].pedNode); // this is wrong, wtf R* ???
|
||||
int idx = RpHAnimIDGetIndex(hier, id);
|
||||
|
||||
// This doesn't really work as the positions are not initialized yet
|
||||
RwMatrixTransform(mat, &RpHAnimHierarchyGetMatrixArray(hier)[idx], rwCOMBINEPRECONCAT);
|
||||
RwV3d pos = { 0.0f, 0.0f, 0.0f };
|
||||
RwV3dTransformPoints(&pos, &pos, 1, mat);
|
||||
|
||||
center.x = pos.x + m_pColNodeInfos[i].x;
|
||||
center.y = pos.y + 0.0f;
|
||||
center.z = pos.z + m_pColNodeInfos[i].z;
|
||||
spheres[i].Set(m_pColNodeInfos[i].radius, center, SURFACE_FLESH, m_pColNodeInfos[i].pieceType);
|
||||
}
|
||||
RwMatrixDestroy(invmat);
|
||||
RwMatrixDestroy(mat);
|
||||
colmodel->spheres = spheres;
|
||||
colmodel->numSpheres = NUMPEDINFONODES;
|
||||
center.x = center.y = center.z = 0.0f;
|
||||
colmodel->boundingSphere.Set(2.0f, center, 0, 0);
|
||||
CVector min, max;
|
||||
min.x = min.y = -0.5f;
|
||||
min.z = -1.2f;
|
||||
max.x = max.y = 0.5f;
|
||||
max.z = 1.2f;
|
||||
colmodel->boundingBox.Set(min, max, 0, 0);
|
||||
colmodel->level = LEVEL_NONE;
|
||||
m_hitColModel = colmodel;
|
||||
}
|
||||
|
||||
CColModel*
|
||||
CPedModelInfo::AnimatePedColModelSkinned(RpClump *clump)
|
||||
{
|
||||
if(m_hitColModel == nil){
|
||||
CreateHitColModelSkinned(clump);
|
||||
return m_hitColModel;
|
||||
}
|
||||
RwMatrix *invmat, *mat;
|
||||
CColSphere *spheres = m_hitColModel->spheres;
|
||||
RpHAnimHierarchy *hier = GetAnimHierarchyFromSkinClump(clump);
|
||||
invmat = RwMatrixCreate();
|
||||
mat = RwMatrixCreate();
|
||||
RwMatrixInvert(invmat, RwFrameGetMatrix(RpClumpGetFrame(clump)));
|
||||
|
||||
for(int i = 0; i < NUMPEDINFONODES; i++){
|
||||
*mat = *invmat;
|
||||
int id = ConvertPedNode2BoneTag(m_pColNodeInfos[i].pedNode);
|
||||
int idx = RpHAnimIDGetIndex(hier, id);
|
||||
|
||||
RwMatrixTransform(mat, &RpHAnimHierarchyGetMatrixArray(hier)[idx], rwCOMBINEPRECONCAT);
|
||||
RwV3d pos = { 0.0f, 0.0f, 0.0f };
|
||||
RwV3dTransformPoints(&pos, &pos, 1, mat);
|
||||
|
||||
spheres[i].center.x = pos.x + m_pColNodeInfos[i].x;
|
||||
spheres[i].center.y = pos.y + 0.0f;
|
||||
spheres[i].center.z = pos.z + m_pColNodeInfos[i].z;
|
||||
}
|
||||
RwMatrixDestroy(invmat);
|
||||
RwMatrixDestroy(mat);
|
||||
return m_hitColModel;
|
||||
}
|
||||
|
||||
#endif
|
||||
|
@ -28,11 +28,13 @@ public:
|
||||
ePedStats m_pedStatType;
|
||||
uint32 m_carsCanDrive;
|
||||
CColModel *m_hitColModel;
|
||||
#ifdef PED_SKIN
|
||||
RpAtomic *m_head;
|
||||
RpAtomic *m_lhand;
|
||||
RpAtomic *m_rhand;
|
||||
#endif
|
||||
|
||||
static RwObjectNameIdAssocation m_pPedIds[12];
|
||||
static RwObjectNameIdAssocation m_pPedIds[PED_NODE_MAX];
|
||||
|
||||
CPedModelInfo(void) : CClumpModelInfo(MITYPE_PED) { }
|
||||
void DeleteRwObject(void);
|
||||
@ -40,7 +42,18 @@ public:
|
||||
|
||||
void SetLowDetailClump(RpClump*);
|
||||
void CreateHitColModel(void);
|
||||
void CreateHitColModelSkinned(RpClump *clump);
|
||||
CColModel *GetHitColModel(void) { return m_hitColModel; }
|
||||
static CColModel *AnimatePedColModel(CColModel* colmodel, RwFrame* frame);
|
||||
CColModel *AnimatePedColModelSkinned(RpClump *clump);
|
||||
|
||||
#ifdef PED_SKIN
|
||||
static RpAtomic *findLimbsCb(RpAtomic *atomic, void *data);
|
||||
RpAtomic *getHead(void) { return m_head; }
|
||||
RpAtomic *getLeftHand(void) { return m_lhand; }
|
||||
RpAtomic *getRightHand(void) { return m_rhand; }
|
||||
#endif
|
||||
};
|
||||
static_assert(sizeof(CPedModelInfo) == 0x54, "CPedModelInfo: error");
|
||||
#ifndef PED_SKIN
|
||||
static_assert(sizeof(CPedModelInfo) == 0x48, "CPedModelInfo: error");
|
||||
#endif
|
@ -5,6 +5,7 @@
|
||||
#include "RwHelper.h"
|
||||
#include "RpAnimBlend.h"
|
||||
#include "AnimBlendClumpData.h"
|
||||
#include "Bones.h"
|
||||
#include "Directory.h"
|
||||
#include "CutsceneMgr.h"
|
||||
#include "Streaming.h"
|
||||
@ -17,11 +18,23 @@ CCutsceneHead::CCutsceneHead(CObject *obj)
|
||||
RpAtomic *atm;
|
||||
|
||||
assert(RwObjectGetType(obj->m_rwObject) == rpCLUMP);
|
||||
m_pHeadNode = RpAnimBlendClumpFindFrame((RpClump*)obj->m_rwObject, "Shead")->frame;
|
||||
atm = (RpAtomic*)GetFirstObject(m_pHeadNode);
|
||||
if(atm){
|
||||
assert(RwObjectGetType((RwObject*)atm) == rpATOMIC);
|
||||
RpAtomicSetFlags(atm, RpAtomicGetFlags(atm) & ~rpATOMICRENDER);
|
||||
#ifdef PED_SKIN
|
||||
unk1 = 0;
|
||||
bIsSkinned = false;
|
||||
m_parentObject = (CCutsceneObject*)obj;
|
||||
// Hide original head
|
||||
if(IsClumpSkinned(obj->GetClump())){
|
||||
m_parentObject->SetRenderHead(false);
|
||||
bIsSkinned = true;
|
||||
}else
|
||||
#endif
|
||||
{
|
||||
m_pHeadNode = RpAnimBlendClumpFindFrame((RpClump*)obj->m_rwObject, "Shead")->frame;
|
||||
atm = (RpAtomic*)GetFirstObject(m_pHeadNode);
|
||||
if(atm){
|
||||
assert(RwObjectGetType((RwObject*)atm) == rpATOMIC);
|
||||
RpAtomicSetFlags(atm, RpAtomicGetFlags(atm) & ~rpATOMICRENDER);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@ -48,11 +61,28 @@ CCutsceneHead::ProcessControl(void)
|
||||
RpAtomic *atm;
|
||||
RpHAnimHierarchy *hier;
|
||||
|
||||
// android/xbox calls is at the end
|
||||
CPhysical::ProcessControl();
|
||||
|
||||
m_matrix.SetRotateY(PI/2);
|
||||
m_matrix = CMatrix(RwFrameGetLTM(m_pHeadNode)) * m_matrix;
|
||||
UpdateRwFrame();
|
||||
#ifdef PED_SKIN
|
||||
if(bIsSkinned){
|
||||
UpdateRpHAnim();
|
||||
UpdateRwFrame();
|
||||
|
||||
RpHAnimHierarchy *hier = GetAnimHierarchyFromSkinClump(m_parentObject->GetClump());
|
||||
int idx = RpHAnimIDGetIndex(hier, BONE_head);
|
||||
RwMatrix *mat = &RpHAnimHierarchyGetMatrixArray(hier)[idx];
|
||||
if(RwV3dLength(&mat->pos) > 100.0f){
|
||||
m_matrix.SetRotateY(PI/2);
|
||||
m_matrix = CMatrix(mat) * m_matrix;
|
||||
}
|
||||
}else
|
||||
#endif
|
||||
{
|
||||
m_matrix.SetRotateY(PI/2);
|
||||
m_matrix = CMatrix(RwFrameGetLTM(m_pHeadNode)) * m_matrix;
|
||||
UpdateRwFrame(); // android/xbox don't call this
|
||||
}
|
||||
|
||||
assert(RwObjectGetType(m_rwObject) == rpCLUMP);
|
||||
atm = GetFirstAtomic((RpClump*)m_rwObject);
|
||||
@ -65,8 +95,25 @@ CCutsceneHead::Render(void)
|
||||
{
|
||||
RpAtomic *atm;
|
||||
|
||||
m_matrix.SetRotateY(PI/2);
|
||||
m_matrix = CMatrix(RwFrameGetLTM(m_pHeadNode)) * m_matrix;
|
||||
#ifdef PED_SKIN
|
||||
if(bIsSkinned){
|
||||
RpHAnimHierarchy *hier = GetAnimHierarchyFromSkinClump(m_parentObject->GetClump());
|
||||
RpHAnimHierarchyUpdateMatrices(hier);
|
||||
int idx = RpHAnimIDGetIndex(hier, BONE_head);
|
||||
RwMatrix *mat = &RpHAnimHierarchyGetMatrixArray(hier)[idx];
|
||||
if(RwV3dLength(&mat->pos) > 100.0f){
|
||||
m_matrix.SetRotateY(PI/2);
|
||||
m_matrix = CMatrix(mat) * m_matrix;
|
||||
}
|
||||
RenderLimb(BONE_Lhand);
|
||||
RenderLimb(BONE_Rhand);
|
||||
}else
|
||||
#endif
|
||||
{
|
||||
m_matrix.SetRotateY(PI/2);
|
||||
m_matrix = CMatrix(RwFrameGetLTM(m_pHeadNode)) * m_matrix;
|
||||
}
|
||||
|
||||
UpdateRwFrame();
|
||||
|
||||
assert(RwObjectGetType(m_rwObject) == rpCLUMP);
|
||||
@ -76,6 +123,34 @@ CCutsceneHead::Render(void)
|
||||
CObject::Render();
|
||||
}
|
||||
|
||||
#ifdef PED_SKIN
|
||||
void
|
||||
CCutsceneHead::RenderLimb(int32 bone)
|
||||
{
|
||||
RpAtomic *atomic;
|
||||
RpHAnimHierarchy *hier = GetAnimHierarchyFromSkinClump(m_parentObject->GetClump());
|
||||
int idx = RpHAnimIDGetIndex(hier, bone);
|
||||
RwMatrix *mats = RpHAnimHierarchyGetMatrixArray(hier);
|
||||
CPedModelInfo *mi = (CPedModelInfo*)CModelInfo::GetModelInfo(m_modelIndex);
|
||||
switch(bone){
|
||||
case BONE_Lhand:
|
||||
atomic = mi->getLeftHand();
|
||||
break;
|
||||
case BONE_Rhand:
|
||||
atomic = mi->getRightHand();
|
||||
break;
|
||||
default:
|
||||
return;
|
||||
}
|
||||
if(atomic){
|
||||
RwFrame *frame = RpAtomicGetFrame(atomic);
|
||||
RwMatrixTransform(RwFrameGetMatrix(frame), &mats[idx], rwCOMBINEREPLACE);
|
||||
RwFrameUpdateObjects(frame);
|
||||
RpAtomicRender(atomic);
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
void
|
||||
CCutsceneHead::PlayAnimation(const char *animName)
|
||||
{
|
||||
|
@ -6,6 +6,12 @@ class CCutsceneHead : public CCutsceneObject
|
||||
{
|
||||
public:
|
||||
RwFrame *m_pHeadNode;
|
||||
#ifdef PED_SKIN
|
||||
int32 unk1;
|
||||
CCutsceneObject *m_parentObject;
|
||||
int32 unk2;
|
||||
int32 bIsSkinned;
|
||||
#endif
|
||||
|
||||
CCutsceneHead(CObject *obj);
|
||||
|
||||
@ -13,7 +19,10 @@ public:
|
||||
void DeleteRwObject(void);
|
||||
void ProcessControl(void);
|
||||
void Render(void);
|
||||
void RenderLimb(int32 bone);
|
||||
|
||||
void PlayAnimation(const char *animName);
|
||||
};
|
||||
#ifndef PED_SKIN
|
||||
static_assert(sizeof(CCutsceneHead) == 0x19C, "CCutsceneHead: error");
|
||||
#endif
|
||||
|
@ -1,10 +1,12 @@
|
||||
#include "common.h"
|
||||
|
||||
#include "main.h"
|
||||
#include "RwHelper.h"
|
||||
#include "Lights.h"
|
||||
#include "PointLights.h"
|
||||
#include "RpAnimBlend.h"
|
||||
#include "AnimBlendClumpData.h"
|
||||
#include "Bones.h"
|
||||
#include "Renderer.h"
|
||||
#include "ModelIndices.h"
|
||||
#include "Shadows.h"
|
||||
@ -19,6 +21,12 @@ CCutsceneObject::CCutsceneObject(void)
|
||||
ObjectCreatedBy = CUTSCENE_OBJECT;
|
||||
m_fMass = 1.0f;
|
||||
m_fTurnMass = 1.0f;
|
||||
|
||||
#ifdef PED_SKIN
|
||||
bRenderHead = true;
|
||||
bRenderRightHand = true;
|
||||
bRenderLeftHand = true;
|
||||
#endif
|
||||
}
|
||||
|
||||
void
|
||||
@ -42,12 +50,24 @@ CCutsceneObject::ProcessControl(void)
|
||||
m_vecMoveSpeed *= 1.0f/CTimer::GetTimeStep();
|
||||
|
||||
ApplyMoveSpeed();
|
||||
|
||||
#ifdef PED_SKIN
|
||||
if(IsClumpSkinned(GetClump()))
|
||||
UpdateRpHAnim();
|
||||
#endif
|
||||
}
|
||||
|
||||
static RpMaterial*
|
||||
MaterialSetAlpha(RpMaterial *material, void *data)
|
||||
{
|
||||
((RwRGBA*)RpMaterialGetColor(material))->alpha = (uint8)(uintptr)data;
|
||||
return material;
|
||||
}
|
||||
|
||||
void
|
||||
CCutsceneObject::PreRender(void)
|
||||
{
|
||||
if(IsPedModel(GetModelIndex()))
|
||||
if(IsPedModel(GetModelIndex())){
|
||||
CShadows::StoreShadowForPedObject(this,
|
||||
CTimeCycle::m_fShadowDisplacementX[CTimeCycle::m_CurrentStoredValue],
|
||||
CTimeCycle::m_fShadowDisplacementY[CTimeCycle::m_CurrentStoredValue],
|
||||
@ -55,14 +75,57 @@ CCutsceneObject::PreRender(void)
|
||||
CTimeCycle::m_fShadowFrontY[CTimeCycle::m_CurrentStoredValue],
|
||||
CTimeCycle::m_fShadowSideX[CTimeCycle::m_CurrentStoredValue],
|
||||
CTimeCycle::m_fShadowSideY[CTimeCycle::m_CurrentStoredValue]);
|
||||
// For some reason xbox/android limbs are transparent here...
|
||||
RpGeometry *geometry = RpAtomicGetGeometry(GetFirstAtomic(GetClump()));
|
||||
RpGeometrySetFlags(geometry, RpGeometryGetFlags(geometry) | rpGEOMETRYMODULATEMATERIALCOLOR);
|
||||
RpGeometryForAllMaterials(geometry, MaterialSetAlpha, (void*)255);
|
||||
}
|
||||
}
|
||||
|
||||
void
|
||||
CCutsceneObject::Render(void)
|
||||
{
|
||||
#ifdef PED_SKIN
|
||||
if(IsClumpSkinned(GetClump())){
|
||||
if(bRenderLeftHand) RenderLimb(BONE_Lhand);
|
||||
if(bRenderRightHand) RenderLimb(BONE_Rhand);
|
||||
if(bRenderHead) RenderLimb(BONE_head);
|
||||
}
|
||||
#endif
|
||||
CObject::Render();
|
||||
}
|
||||
|
||||
#ifdef PED_SKIN
|
||||
void
|
||||
CCutsceneObject::RenderLimb(int32 bone)
|
||||
{
|
||||
RpAtomic *atomic;
|
||||
CPedModelInfo *mi = (CPedModelInfo*)CModelInfo::GetModelInfo(m_modelIndex);
|
||||
switch(bone){
|
||||
case BONE_head:
|
||||
atomic = mi->getHead();
|
||||
break;
|
||||
case BONE_Lhand:
|
||||
atomic = mi->getLeftHand();
|
||||
break;
|
||||
case BONE_Rhand:
|
||||
atomic = mi->getRightHand();
|
||||
break;
|
||||
default:
|
||||
return;
|
||||
}
|
||||
if(atomic){
|
||||
RpHAnimHierarchy *hier = GetAnimHierarchyFromSkinClump(GetClump());
|
||||
int idx = RpHAnimIDGetIndex(hier, bone);
|
||||
RwMatrix *mat = &RpHAnimHierarchyGetMatrixArray(hier)[idx];
|
||||
RwFrame *frame = RpAtomicGetFrame(atomic);
|
||||
*RwFrameGetMatrix(frame) = *mat;
|
||||
RwFrameUpdateObjects(frame);
|
||||
RpAtomicRender(atomic);
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
bool
|
||||
CCutsceneObject::SetupLighting(void)
|
||||
{
|
||||
|
@ -5,13 +5,29 @@
|
||||
class CCutsceneObject : public CObject
|
||||
{
|
||||
public:
|
||||
#ifdef PED_SKIN
|
||||
bool bRenderHead;
|
||||
bool bRenderRightHand;
|
||||
bool bRenderLeftHand;
|
||||
|
||||
bool GetRenderHead(void) { return bRenderHead; }
|
||||
bool GetRenderRightHand(void) { return bRenderRightHand; }
|
||||
bool GetRenderLeftHand(void) { return bRenderLeftHand; }
|
||||
void SetRenderHead(bool render) { bRenderHead = render; }
|
||||
void SetRenderRightHand(bool render) { bRenderRightHand = render; }
|
||||
void SetRenderLeftHand(bool render) { bRenderLeftHand = render; }
|
||||
#endif
|
||||
|
||||
CCutsceneObject(void);
|
||||
|
||||
void SetModelIndex(uint32 id);
|
||||
void ProcessControl(void);
|
||||
void PreRender(void);
|
||||
void Render(void);
|
||||
void RenderLimb(int32 bone);
|
||||
bool SetupLighting(void);
|
||||
void RemoveLighting(bool reset);
|
||||
};
|
||||
#ifndef PED_SKIN
|
||||
static_assert(sizeof(CCutsceneObject) == 0x198, "CCutsceneObject: error");
|
||||
#endif
|
||||
|
@ -11,4 +11,6 @@ public:
|
||||
void CivilianAI(void);
|
||||
void ProcessControl(void);
|
||||
};
|
||||
#ifndef PED_SKIN
|
||||
static_assert(sizeof(CCivilianPed) == 0x53C, "CCivilianPed: error");
|
||||
#endif
|
||||
|
@ -465,8 +465,7 @@ CCopPed::CopAI(void)
|
||||
if (m_fDistanceToTarget < weaponRange) {
|
||||
CWeaponInfo *weaponInfo = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType);
|
||||
CVector gunPos = weaponInfo->m_vecFireOffset;
|
||||
for (RwFrame *i = GetNodeFrame(PED_HANDR); i; i = RwFrameGetParent(i))
|
||||
RwV3dTransformPoints((RwV3d*)&gunPos, (RwV3d*)&gunPos, 1, RwFrameGetMatrix(i));
|
||||
TransformToNode(gunPos, PED_HANDR);
|
||||
|
||||
CColPoint foundCol;
|
||||
CEntity *foundEnt;
|
||||
|
@ -36,4 +36,6 @@ public:
|
||||
void CopAI(void);
|
||||
};
|
||||
|
||||
#ifndef PED_SKIN
|
||||
static_assert(sizeof(CCopPed) == 0x558, "CCopPed: error");
|
||||
#endif
|
||||
|
@ -36,4 +36,6 @@ public:
|
||||
void FiremanAI(void);
|
||||
void MedicAI(void);
|
||||
};
|
||||
#ifndef PED_SKIN
|
||||
static_assert(sizeof(CEmergencyPed) == 0x554, "CEmergencyPed: error");
|
||||
#endif
|
||||
|
246
src/peds/Ped.cpp
246
src/peds/Ped.cpp
@ -6,6 +6,7 @@
|
||||
#include "Stats.h"
|
||||
#include "World.h"
|
||||
#include "RpAnimBlend.h"
|
||||
#include "Bones.h"
|
||||
#include "Ped.h"
|
||||
#include "Wanted.h"
|
||||
#include "PlayerPed.h"
|
||||
@ -642,6 +643,9 @@ CPed::CPed(uint32 pedType) : m_pedIK(this)
|
||||
m_collPoly.valid = false;
|
||||
m_fCollisionSpeed = 0.0f;
|
||||
m_wepModelID = -1;
|
||||
#ifdef PED_SKIN
|
||||
m_pWeaponModel = nil;
|
||||
#endif
|
||||
CPopulation::UpdatePedCount((ePedType)m_nPedType, false);
|
||||
}
|
||||
|
||||
@ -818,10 +822,17 @@ CPed::AddWeaponModel(int id)
|
||||
RpAtomic *atm;
|
||||
|
||||
if (id != -1) {
|
||||
atm = (RpAtomic*)CModelInfo::GetModelInfo(id)->CreateInstance();
|
||||
RwFrameDestroy(RpAtomicGetFrame(atm));
|
||||
RpAtomicSetFrame(atm, GetNodeFrame(PED_HANDR));
|
||||
RpClumpAddAtomic(GetClump(), atm);
|
||||
#ifdef PED_SKIN
|
||||
if(IsClumpSkinned(GetClump()))
|
||||
m_pWeaponModel = (RpAtomic*)CModelInfo::GetModelInfo(id)->CreateInstance();
|
||||
else
|
||||
#endif
|
||||
{
|
||||
atm = (RpAtomic*)CModelInfo::GetModelInfo(id)->CreateInstance();
|
||||
RwFrameDestroy(RpAtomicGetFrame(atm));
|
||||
RpAtomicSetFrame(atm, m_pFrames[PED_HANDR]->frame);
|
||||
RpClumpAddAtomic(GetClump(), atm);
|
||||
}
|
||||
m_wepModelID = id;
|
||||
}
|
||||
}
|
||||
@ -915,25 +926,28 @@ void
|
||||
CPed::RemoveBodyPart(PedNode nodeId, int8 direction)
|
||||
{
|
||||
RwFrame *frame;
|
||||
RwV3d pos;
|
||||
CVector pos;
|
||||
|
||||
frame = GetNodeFrame(nodeId);
|
||||
frame = m_pFrames[nodeId]->frame;
|
||||
if (frame) {
|
||||
if (CGame::nastyGame) {
|
||||
#ifdef TOGGLEABLE_BETA_FEATURES
|
||||
if (bPopHeadsOnHeadshot || nodeId != PED_HEAD)
|
||||
#else
|
||||
if (nodeId != PED_HEAD)
|
||||
#ifdef PED_SKIN
|
||||
if(!IsClumpSkinned(GetClump()))
|
||||
#endif
|
||||
SpawnFlyingComponent(nodeId, direction);
|
||||
{
|
||||
#ifdef TOGGLEABLE_BETA_FEATURES
|
||||
if (bPopHeadsOnHeadshot || nodeId != PED_HEAD)
|
||||
#else
|
||||
if (nodeId != PED_HEAD)
|
||||
#endif
|
||||
SpawnFlyingComponent(nodeId, direction);
|
||||
|
||||
RecurseFrameChildrenVisibilityCB(frame, nil);
|
||||
RecurseFrameChildrenVisibilityCB(frame, nil);
|
||||
}
|
||||
pos.x = 0.0f;
|
||||
pos.y = 0.0f;
|
||||
pos.z = 0.0f;
|
||||
|
||||
for (; frame; frame = RwFrameGetParent(frame))
|
||||
RwV3dTransformPoints(&pos, &pos, 1, RwFrameGetMatrix(frame));
|
||||
TransformToNode(pos, PED_HEAD);
|
||||
|
||||
if (CEntity::GetIsOnScreen()) {
|
||||
CParticle::AddParticle(PARTICLE_TEST, pos,
|
||||
@ -1102,10 +1116,7 @@ CPed::ClearLookFlag(void) {
|
||||
bool
|
||||
CPed::IsPedHeadAbovePos(float zOffset)
|
||||
{
|
||||
RwMatrix mat;
|
||||
|
||||
CPedIK::GetWorldMatrix(GetNodeFrame(PED_HEAD), &mat);
|
||||
return zOffset + GetPosition().z < RwMatrixGetPos(&mat)->z;
|
||||
return zOffset + GetPosition().z < GetNodePosition(PED_HEAD).z;
|
||||
}
|
||||
|
||||
void
|
||||
@ -1158,7 +1169,6 @@ CPed::Attack(void)
|
||||
CAnimBlendAssociation *weaponAnimAssoc;
|
||||
int32 weaponAnim;
|
||||
float animStart;
|
||||
RwFrame *frame;
|
||||
eWeaponType ourWeaponType;
|
||||
float weaponAnimTime;
|
||||
eWeaponFire ourWeaponFire;
|
||||
@ -1260,13 +1270,7 @@ CPed::Attack(void)
|
||||
|
||||
firePos = GetMatrix() * firePos;
|
||||
} else if (ourWeaponType != WEAPONTYPE_UNARMED) {
|
||||
if (weaponAnimAssoc->animId == ANIM_KICK_FLOOR)
|
||||
frame = GetNodeFrame(PED_FOOTR);
|
||||
else
|
||||
frame = GetNodeFrame(PED_HANDR);
|
||||
|
||||
for (; frame; frame = RwFrameGetParent(frame))
|
||||
RwV3dTransformPoints((RwV3d*)firePos, (RwV3d*)firePos, 1, RwFrameGetMatrix(frame));
|
||||
TransformToNode(firePos, weaponAnimAssoc->animId == ANIM_KICK_FLOOR ? PED_FOOTR : PED_HANDR);
|
||||
} else {
|
||||
firePos = GetMatrix() * firePos;
|
||||
}
|
||||
@ -1314,8 +1318,7 @@ CPed::Attack(void)
|
||||
firePos = ourWeapon->m_vecFireOffset;
|
||||
|
||||
if (weaponAnimTime > 1.0f && weaponAnimTime - weaponAnimAssoc->timeStep <= 1.0f && weaponAnimAssoc->IsRunning()) {
|
||||
for (frame = GetNodeFrame(PED_HANDR); frame; frame = RwFrameGetParent(frame))
|
||||
RwV3dTransformPoints((RwV3d*)firePos, (RwV3d*)firePos, 1, RwFrameGetMatrix(frame));
|
||||
TransformToNode(firePos, PED_HANDR);
|
||||
|
||||
CVector gunshellPos(
|
||||
firePos.x - 0.6f * GetForward().x,
|
||||
@ -1415,7 +1418,17 @@ void
|
||||
CPed::RemoveWeaponModel(int modelId)
|
||||
{
|
||||
// modelId is not used!! This function just removes the current weapon.
|
||||
RwFrameForAllObjects(GetNodeFrame(PED_HANDR),RemoveAllModelCB,nil);
|
||||
#ifdef PED_SKIN
|
||||
if(IsClumpSkinned(GetClump())){
|
||||
if(m_pWeaponModel){
|
||||
RwFrame *frm = RpAtomicGetFrame(m_pWeaponModel);
|
||||
RpAtomicDestroy(m_pWeaponModel);
|
||||
RwFrameDestroy(frm);
|
||||
m_pWeaponModel = nil;
|
||||
}
|
||||
}else
|
||||
#endif
|
||||
RwFrameForAllObjects(m_pFrames[PED_HANDR]->frame,RemoveAllModelCB,nil);
|
||||
m_wepModelID = -1;
|
||||
}
|
||||
|
||||
@ -2106,12 +2119,7 @@ CPed::PlayFootSteps(void)
|
||||
{
|
||||
{
|
||||
CVector pos(0.0f, 0.0f, 0.0f);
|
||||
RwFrame *parent = m_pFrames[PED_FOOTL]->frame;
|
||||
while( parent )
|
||||
{
|
||||
RwV3dTransformPoints(pos, pos, 1, RwFrameGetMatrix(parent));
|
||||
parent = RwFrameGetParent(parent);
|
||||
}
|
||||
TransformToNode(pos, PED_FOOTL);
|
||||
|
||||
pos.z -= 0.1f;
|
||||
pos += GetForward()*0.2f;
|
||||
@ -2120,12 +2128,7 @@ CPed::PlayFootSteps(void)
|
||||
|
||||
{
|
||||
CVector pos(0.0f, 0.0f, 0.0f);
|
||||
RwFrame *parent = m_pFrames[PED_FOOTR]->frame;
|
||||
while( parent )
|
||||
{
|
||||
RwV3dTransformPoints(pos, pos, 1, RwFrameGetMatrix(parent));
|
||||
parent = RwFrameGetParent(parent);
|
||||
}
|
||||
TransformToNode(pos, PED_FOOTR);
|
||||
|
||||
pos.z -= 0.1f;
|
||||
pos += GetForward()*0.2f;
|
||||
@ -2149,9 +2152,7 @@ CPed::PlayFootSteps(void)
|
||||
if (stepPart != 0) {
|
||||
DMAudio.PlayOneShot(m_audioEntityId, stepPart == 1 ? SOUND_STEP_START : SOUND_STEP_END, 1.0f);
|
||||
CVector footPos(0.0f, 0.0f, 0.0f);
|
||||
|
||||
for (RwFrame *frame = GetNodeFrame(stepPart == 1 ? PED_FOOTL : PED_FOOTR); frame; frame = RwFrameGetParent(frame))
|
||||
RwV3dTransformPoints(footPos, footPos, 1, RwFrameGetMatrix(frame));
|
||||
TransformToNode(footPos, stepPart == 1 ? PED_FOOTL : PED_FOOTR);
|
||||
|
||||
CVector forward = GetForward();
|
||||
|
||||
@ -2358,6 +2359,11 @@ CPed::SetModelIndex(uint32 mi)
|
||||
|
||||
// This is a mistake by R*, velocity is CVector, whereas m_vecAnimMoveDelta is CVector2D.
|
||||
(*RPANIMBLENDCLUMPDATA(m_rwObject))->velocity = (CVector*) &m_vecAnimMoveDelta;
|
||||
|
||||
#ifdef PED_SKIN
|
||||
if(modelInfo->GetHitColModel() == nil)
|
||||
modelInfo->CreateHitColModelSkinned(GetClump());
|
||||
#endif
|
||||
}
|
||||
|
||||
void
|
||||
@ -2517,9 +2523,31 @@ CPed::CalculateNewVelocity(void)
|
||||
}
|
||||
|
||||
if (newUpperLegs.phi > -DEGTORAD(50.0f) && newUpperLegs.phi < DEGTORAD(50.0f)) {
|
||||
newUpperLegs.theta = 0.0f;
|
||||
m_pedIK.RotateTorso(m_pFrames[PED_UPPERLEGL], &newUpperLegs, false);
|
||||
m_pedIK.RotateTorso(m_pFrames[PED_UPPERLEGR], &newUpperLegs, false);
|
||||
#ifdef PED_SKIN
|
||||
if(IsClumpSkinned(GetClump())){
|
||||
/*
|
||||
// this looks shit
|
||||
newUpperLegs.theta = 0.0f;
|
||||
RwV3d axis = { -1.0f, 0.0f, 0.0f };
|
||||
RtQuatRotate(&m_pFrames[PED_UPPERLEGL]->hanimFrame->q, &axis, RADTODEG(newUpperLegs.phi), rwCOMBINEPRECONCAT);
|
||||
RtQuatRotate(&m_pFrames[PED_UPPERLEGR]->hanimFrame->q, &axis, RADTODEG(newUpperLegs.phi), rwCOMBINEPRECONCAT);
|
||||
*/
|
||||
newUpperLegs.theta = 0.1f;
|
||||
RwV3d Xaxis = { 1.0f, 0.0f, 0.0f };
|
||||
RwV3d Zaxis = { 0.0f, 0.0f, 1.0f };
|
||||
RtQuatRotate(&m_pFrames[PED_UPPERLEGL]->hanimFrame->q, &Zaxis, RADTODEG(newUpperLegs.theta), rwCOMBINEPOSTCONCAT);
|
||||
RtQuatRotate(&m_pFrames[PED_UPPERLEGL]->hanimFrame->q, &Xaxis, RADTODEG(newUpperLegs.phi), rwCOMBINEPOSTCONCAT);
|
||||
RtQuatRotate(&m_pFrames[PED_UPPERLEGR]->hanimFrame->q, &Zaxis, RADTODEG(newUpperLegs.theta), rwCOMBINEPOSTCONCAT);
|
||||
RtQuatRotate(&m_pFrames[PED_UPPERLEGR]->hanimFrame->q, &Xaxis, RADTODEG(newUpperLegs.phi), rwCOMBINEPOSTCONCAT);
|
||||
|
||||
bDontAcceptIKLookAts = true;
|
||||
}else
|
||||
#endif
|
||||
{
|
||||
newUpperLegs.theta = 0.0f;
|
||||
m_pedIK.RotateTorso(m_pFrames[PED_UPPERLEGL], &newUpperLegs, false);
|
||||
m_pedIK.RotateTorso(m_pFrames[PED_UPPERLEGR], &newUpperLegs, false);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -5118,6 +5146,12 @@ CPed::FightStrike(CVector &touchedNodePos)
|
||||
// He can beat us
|
||||
if (sq(maxDistanceToBeBeaten) > potentialAttackDistance.MagnitudeSqr()) {
|
||||
|
||||
#ifdef PED_SKIN
|
||||
// Have to animate a skinned clump because the initial col model is useless
|
||||
if(IsClumpSkinned(GetClump()))
|
||||
ourCol = ((CPedModelInfo*)CModelInfo::GetModelInfo(m_modelIndex))->AnimatePedColModelSkinned(GetClump());
|
||||
else
|
||||
#endif
|
||||
if (nearPed->m_nPedState == PED_FALL
|
||||
|| nearPed->m_nPedState == PED_DEAD || nearPed->m_nPedState == PED_DIE
|
||||
|| !nearPed->IsPedHeadAbovePos(-0.3f)) {
|
||||
@ -6153,11 +6187,9 @@ CPed::Die(void)
|
||||
uint8
|
||||
CPed::DoesLOSBulletHitPed(CColPoint &colPoint)
|
||||
{
|
||||
RwMatrix mat;
|
||||
uint8 retVal = 2;
|
||||
|
||||
CPedIK::GetWorldMatrix(GetNodeFrame(PED_HEAD), &mat);
|
||||
float headZ = RwMatrixGetPos(&mat)->z;
|
||||
float headZ = GetNodePosition(PED_HEAD).z;
|
||||
|
||||
if (m_nPedState == PED_FALL)
|
||||
retVal = 1;
|
||||
@ -6579,37 +6611,32 @@ CPed::Fight(void)
|
||||
if (curMove.hitLevel != HITLEVEL_NULL && animTime > curMove.startFireTime && animTime <= curMove.endFireTime && m_fightState >= FIGHTSTATE_NO_MOVE) {
|
||||
|
||||
CVector touchingNodePos(0.0f, 0.0f, 0.0f);
|
||||
RwFrame *touchingFrame = nil;
|
||||
|
||||
switch (m_lastFightMove) {
|
||||
case FIGHTMOVE_STDPUNCH:
|
||||
case FIGHTMOVE_PUNCHHOOK:
|
||||
case FIGHTMOVE_BODYBLOW:
|
||||
touchingFrame = GetNodeFrame(PED_HANDR);
|
||||
TransformToNode(touchingNodePos, PED_HANDR);
|
||||
break;
|
||||
case FIGHTMOVE_IDLE:
|
||||
case FIGHTMOVE_SHUFFLE_F:
|
||||
break;
|
||||
case FIGHTMOVE_KNEE:
|
||||
touchingFrame = GetNodeFrame(PED_LOWERLEGR);
|
||||
TransformToNode(touchingNodePos, PED_LOWERLEGR);
|
||||
break;
|
||||
case FIGHTMOVE_HEADBUTT:
|
||||
touchingFrame = GetNodeFrame(PED_HEAD);
|
||||
TransformToNode(touchingNodePos, PED_HEAD);
|
||||
break;
|
||||
case FIGHTMOVE_PUNCHJAB:
|
||||
touchingFrame = GetNodeFrame(PED_HANDL);
|
||||
TransformToNode(touchingNodePos, PED_HANDL);
|
||||
break;
|
||||
case FIGHTMOVE_KICK:
|
||||
case FIGHTMOVE_LONGKICK:
|
||||
case FIGHTMOVE_ROUNDHOUSE:
|
||||
case FIGHTMOVE_GROUNDKICK:
|
||||
touchingFrame = GetNodeFrame(PED_FOOTR);
|
||||
TransformToNode(touchingNodePos, PED_FOOTR);
|
||||
break;
|
||||
}
|
||||
while (touchingFrame) {
|
||||
RwV3dTransformPoints(touchingNodePos, touchingNodePos, 1, RwFrameGetMatrix(touchingFrame));
|
||||
touchingFrame = RwFrameGetParent(touchingFrame);
|
||||
}
|
||||
|
||||
if (m_lastFightMove == FIGHTMOVE_PUNCHJAB) {
|
||||
touchingNodePos += 0.1f * GetForward();
|
||||
@ -7091,8 +7118,7 @@ CPed::FinishLaunchCB(CAnimBlendAssociation *animAssoc, void *arg)
|
||||
|
||||
if (ped->bDoBloodyFootprints) {
|
||||
CVector bloodPos(0.0f, 0.0f, 0.0f);
|
||||
for (RwFrame *i = ped->GetNodeFrame(PED_FOOTL); i; i = RwFrameGetParent(i))
|
||||
RwV3dTransformPoints(bloodPos, bloodPos, 1, RwFrameGetMatrix(i));
|
||||
ped->TransformToNode(bloodPos, PED_FOOTL);
|
||||
|
||||
bloodPos.z -= 0.1f;
|
||||
bloodPos += 0.2f * ped->GetForward();
|
||||
@ -7105,8 +7131,7 @@ CPed::FinishLaunchCB(CAnimBlendAssociation *animAssoc, void *arg)
|
||||
255, 255, 0, 0, 4.0f, 3000, 1.0f);
|
||||
|
||||
bloodPos = CVector(0.0f, 0.0f, 0.0f);
|
||||
for (RwFrame *j = ped->GetNodeFrame(PED_FOOTR); j; j = RwFrameGetParent(j))
|
||||
RwV3dTransformPoints(bloodPos, bloodPos, 1, RwFrameGetMatrix(j));
|
||||
ped->TransformToNode(bloodPos, PED_FOOTR);
|
||||
|
||||
bloodPos.z -= 0.1f;
|
||||
bloodPos += 0.2f * ped->GetForward();
|
||||
@ -12647,9 +12672,67 @@ CPed::Render(void)
|
||||
if (!bInVehicle || m_nPedState == PED_EXIT_CAR || m_nPedState == PED_DRAG_FROM_CAR ||
|
||||
bRenderPedInCar && sq(25.0f * TheCamera.LODDistMultiplier) >= (TheCamera.GetPosition() - GetPosition()).MagnitudeSqr()) {
|
||||
CEntity::Render();
|
||||
|
||||
#ifdef PED_SKIN
|
||||
if(IsClumpSkinned(GetClump())){
|
||||
renderLimb(PED_HEAD);
|
||||
renderLimb(PED_HANDL);
|
||||
renderLimb(PED_HANDR);
|
||||
}
|
||||
if(m_pWeaponModel && IsClumpSkinned(GetClump())){
|
||||
RpHAnimHierarchy *hier = GetAnimHierarchyFromSkinClump(GetClump());
|
||||
int idx = RpHAnimIDGetIndex(hier, m_pFrames[PED_HANDR]->nodeID);
|
||||
RwMatrix *mat = &RpHAnimHierarchyGetMatrixArray(hier)[idx];
|
||||
RwFrame *frame = RpAtomicGetFrame(m_pWeaponModel);
|
||||
*RwFrameGetMatrix(frame) = *mat;
|
||||
RwFrameUpdateObjects(frame);
|
||||
RpAtomicRender(m_pWeaponModel);
|
||||
}
|
||||
#endif
|
||||
}
|
||||
}
|
||||
|
||||
#ifdef PED_SKIN
|
||||
static RpMaterial*
|
||||
SetLimbAlphaCB(RpMaterial *material, void *data)
|
||||
{
|
||||
((RwRGBA*)RpMaterialGetColor(material))->alpha = *(uint8*)data;
|
||||
return material;
|
||||
}
|
||||
|
||||
void
|
||||
CPed::renderLimb(int node)
|
||||
{
|
||||
RpHAnimHierarchy *hier = GetAnimHierarchyFromSkinClump(GetClump());
|
||||
int idx = RpHAnimIDGetIndex(hier, m_pFrames[node]->nodeID);
|
||||
RwMatrix *mat = &RpHAnimHierarchyGetMatrixArray(hier)[idx];
|
||||
CPedModelInfo *mi = (CPedModelInfo*)CModelInfo::GetModelInfo(m_modelIndex);
|
||||
RpAtomic *atomic;
|
||||
switch(node){
|
||||
case PED_HEAD:
|
||||
atomic = mi->getHead();
|
||||
break;
|
||||
case PED_HANDL:
|
||||
atomic = mi->getLeftHand();
|
||||
break;
|
||||
case PED_HANDR:
|
||||
atomic = mi->getRightHand();
|
||||
break;
|
||||
default:
|
||||
return;
|
||||
}
|
||||
if(atomic == nil)
|
||||
return;
|
||||
|
||||
RwFrame *frame = RpAtomicGetFrame(atomic);
|
||||
*RwFrameGetMatrix(frame) = *mat;
|
||||
RwFrameUpdateObjects(frame);
|
||||
int alpha = CVisibilityPlugins::GetClumpAlpha(GetClump());
|
||||
RpGeometryForAllMaterials(RpAtomicGetGeometry(atomic), SetLimbAlphaCB, &alpha);
|
||||
RpAtomicRender(atomic);
|
||||
}
|
||||
#endif
|
||||
|
||||
void
|
||||
CPed::ProcessObjective(void)
|
||||
{
|
||||
@ -15065,12 +15148,26 @@ CPed::PreRender(void)
|
||||
CTimeCycle::m_fShadowFrontX[CTimeCycle::m_CurrentStoredValue], CTimeCycle::m_fShadowFrontY[CTimeCycle::m_CurrentStoredValue],
|
||||
CTimeCycle::m_fShadowSideX[CTimeCycle::m_CurrentStoredValue], CTimeCycle::m_fShadowSideY[CTimeCycle::m_CurrentStoredValue]);
|
||||
|
||||
#ifdef PED_SKIN
|
||||
if(IsClumpSkinned(GetClump())){
|
||||
UpdateRpHAnim();
|
||||
|
||||
if(bBodyPartJustCameOff && m_bodyPartBleeding == PED_HEAD){
|
||||
// scale head to 0 if shot off
|
||||
RpHAnimHierarchy *hier = GetAnimHierarchyFromSkinClump(GetClump());
|
||||
int32 idx = RpHAnimIDGetIndex(hier, ConvertPedNode2BoneTag(PED_HEAD));
|
||||
RwMatrix *head = &RpHAnimHierarchyGetMatrixArray(hier)[idx];
|
||||
RwV3d zero = { 0.0f, 0.0f, 0.0f };
|
||||
RwMatrixScale(head, &zero, rwCOMBINEPRECONCAT);
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
if (bBodyPartJustCameOff && bIsPedDieAnimPlaying && m_bodyPartBleeding != -1 && (CTimer::GetFrameCounter() & 7) > 3) {
|
||||
CVector bloodDir(0.0f, 0.0f, 0.0f);
|
||||
CVector bloodPos(0.0f, 0.0f, 0.0f);
|
||||
|
||||
for (RwFrame *frame = GetNodeFrame(m_bodyPartBleeding); frame; frame = RwFrameGetParent(frame))
|
||||
RwV3dTransformPoints(bloodPos, bloodPos, 1, RwFrameGetMatrix(frame));
|
||||
TransformToNode(bloodPos, m_bodyPartBleeding);
|
||||
|
||||
switch (m_bodyPartBleeding) {
|
||||
case PED_HEAD:
|
||||
@ -16216,11 +16313,10 @@ CPed::StartFightDefend(uint8 direction, uint8 hitLevel, uint8 unk)
|
||||
}
|
||||
}
|
||||
if (CGame::nastyGame) {
|
||||
RwMatrix headMat;
|
||||
CPedIK::GetWorldMatrix(GetNodeFrame(PED_HEAD), &headMat);
|
||||
CVector headPos = GetNodePosition(PED_HEAD);
|
||||
for(int i = 0; i < 4; ++i) {
|
||||
CVector bloodDir(0.0f, 0.0f, 0.1f);
|
||||
CVector bloodPos = headMat.pos - 0.2f * GetForward();
|
||||
CVector bloodPos = headPos - 0.2f * GetForward();
|
||||
CParticle::AddParticle(PARTICLE_BLOOD, bloodPos, bloodDir, nil, 0.0f, 0, 0, 0, 0);
|
||||
}
|
||||
}
|
||||
@ -16792,6 +16888,10 @@ CPed::SpawnFlyingComponent(int pedNode, int8 direction)
|
||||
if (CObject::nNoTempObjects >= NUMTEMPOBJECTS)
|
||||
return nil;
|
||||
|
||||
#ifdef PED_SKIN
|
||||
assert(!IsClumpSkinned(GetClump()));
|
||||
#endif
|
||||
|
||||
CObject *obj = new CObject();
|
||||
if (!obj)
|
||||
return nil;
|
||||
@ -16799,12 +16899,12 @@ CPed::SpawnFlyingComponent(int pedNode, int8 direction)
|
||||
RwFrame *frame = RwFrameCreate();
|
||||
RpClump *clump = RpClumpCreate();
|
||||
RpClumpSetFrame(clump, frame);
|
||||
RwMatrix *matrix = RwFrameGetLTM(GetNodeFrame(pedNode));
|
||||
RwMatrix *matrix = RwFrameGetLTM(m_pFrames[pedNode]->frame);
|
||||
*RwFrameGetMatrix(frame) = *matrix;
|
||||
|
||||
flyingClumpTemp = clump;
|
||||
RwFrameForAllObjects(GetNodeFrame(pedNode), CloneAtomicToFrameCB, frame);
|
||||
RwFrameForAllChildren(GetNodeFrame(pedNode), RecurseFrameChildrenToCloneCB, frame);
|
||||
RwFrameForAllObjects(m_pFrames[pedNode]->frame, CloneAtomicToFrameCB, frame);
|
||||
RwFrameForAllChildren(m_pFrames[pedNode]->frame, RecurseFrameChildrenToCloneCB, frame);
|
||||
flyingClumpTemp = nil;
|
||||
switch (pedNode) {
|
||||
case PED_HEAD:
|
||||
|
@ -1,5 +1,6 @@
|
||||
#pragma once
|
||||
|
||||
#include "RwHelper.h"
|
||||
#include "AnimManager.h"
|
||||
#include "Crime.h"
|
||||
#include "EventList.h"
|
||||
@ -380,9 +381,11 @@ public:
|
||||
uint32 bFallenDown : 1;
|
||||
#ifdef VC_PED_PORTS
|
||||
uint32 bSomeVCflag1 : 1;
|
||||
#else
|
||||
uint32 m_ped_flagI20 : 1;
|
||||
#endif
|
||||
#ifdef PED_SKIN
|
||||
uint32 bDontAcceptIKLookAts : 1; // TODO: find uses of this
|
||||
#endif
|
||||
// our own flags
|
||||
uint32 m_ped_flagI40 : 1; // bMakePedsRunToPhonesToReportCrimes makes use of this as runover by car indicator
|
||||
uint32 m_ped_flagI80 : 1; // KANGAROO_CHEAT define makes use of this as cheat toggle
|
||||
|
||||
@ -401,6 +404,10 @@ public:
|
||||
CEntity* m_pEventEntity;
|
||||
float m_fAngleToEvent;
|
||||
AnimBlendFrameData *m_pFrames[PED_NODE_MAX];
|
||||
#ifdef PED_SKIN
|
||||
// stored inside the clump with non-skin ped
|
||||
RpAtomic *m_pWeaponModel;
|
||||
#endif
|
||||
AssocGroupId m_animGroup;
|
||||
CAnimBlendAssociation *m_pVehicleAnim;
|
||||
CVector2D m_vecAnimMoveDelta;
|
||||
@ -730,7 +737,6 @@ public:
|
||||
static void PedSetQuickDraggedOutCarPositionCB(CAnimBlendAssociation *assoc, void *arg);
|
||||
static void PedSetDraggedOutCarPositionCB(CAnimBlendAssociation *assoc, void *arg);
|
||||
|
||||
// functions that I see unnecessary to hook
|
||||
bool IsPlayer(void);
|
||||
bool UseGroundColModel(void);
|
||||
bool CanSetPedState(void);
|
||||
@ -780,7 +786,6 @@ public:
|
||||
bool HasWeapon(uint8 weaponType) { return m_weapons[weaponType].m_eWeaponType == weaponType; }
|
||||
CWeapon &GetWeapon(uint8 weaponType) { return m_weapons[weaponType]; }
|
||||
CWeapon *GetWeapon(void) { return &m_weapons[m_currentWeapon]; }
|
||||
RwFrame *GetNodeFrame(int nodeId) { return m_pFrames[nodeId]->frame; }
|
||||
|
||||
PedState GetPedState(void) { return m_nPedState; }
|
||||
void SetPedState(PedState state) { m_nPedState = state; }
|
||||
@ -815,6 +820,44 @@ public:
|
||||
SetMoveState(PEDMOVE_WALK);
|
||||
}
|
||||
|
||||
// Using this to abstract nodes of skinned and non-skinned meshes
|
||||
CVector GetNodePosition(int32 node)
|
||||
{
|
||||
#ifdef PED_SKIN
|
||||
if(IsClumpSkinned(GetClump())){
|
||||
RwV3d pos = { 0.0f, 0.0f, 0.0f };
|
||||
RpHAnimHierarchy *hier = GetAnimHierarchyFromSkinClump(GetClump());
|
||||
int32 idx = RpHAnimIDGetIndex(hier, m_pFrames[node]->nodeID);
|
||||
RwMatrix *mats = RpHAnimHierarchyGetMatrixArray(hier);
|
||||
// this is just stupid
|
||||
//RwV3dTransformPoints(&pos, &pos, 1, &mats[idx]);
|
||||
pos = mats[idx].pos;
|
||||
return pos;
|
||||
}else
|
||||
#endif
|
||||
{
|
||||
RwMatrix mat;
|
||||
CPedIK::GetWorldMatrix(m_pFrames[node]->frame, &mat);
|
||||
return mat.pos;
|
||||
}
|
||||
}
|
||||
void TransformToNode(CVector &pos, int32 node)
|
||||
{
|
||||
#ifdef PED_SKIN
|
||||
if(IsClumpSkinned(GetClump())){
|
||||
RpHAnimHierarchy *hier = GetAnimHierarchyFromSkinClump(GetClump());
|
||||
int32 idx = RpHAnimIDGetIndex(hier, m_pFrames[node]->nodeID);
|
||||
RwMatrix *mats = RpHAnimHierarchyGetMatrixArray(hier);
|
||||
RwV3dTransformPoints((RwV3d*)&pos, (RwV3d*)&pos, 1, &mats[idx]);
|
||||
}else
|
||||
#endif
|
||||
{
|
||||
RwFrame *frame;
|
||||
for (frame = m_pFrames[node]->frame; frame; frame = RwFrameGetParent(frame))
|
||||
RwV3dTransformPoints((RwV3d*)&pos, (RwV3d*)&pos, 1, RwFrameGetMatrix(frame));
|
||||
}
|
||||
}
|
||||
|
||||
// set by 0482:set_threat_reaction_range_multiplier opcode
|
||||
static uint16 nThreatReactionRangeMultiplier;
|
||||
|
||||
@ -836,6 +879,10 @@ public:
|
||||
static void SwitchDebugDisplay(void);
|
||||
void DebugRenderOnePedText(void);
|
||||
#endif
|
||||
|
||||
#ifdef PED_SKIN
|
||||
void renderLimb(int node);
|
||||
#endif
|
||||
};
|
||||
|
||||
class cPedParams
|
||||
@ -849,6 +896,7 @@ public:
|
||||
|
||||
void FinishFuckUCB(CAnimBlendAssociation *assoc, void *arg);
|
||||
|
||||
#ifndef PED_SKIN
|
||||
static_assert(offsetof(CPed, m_nPedState) == 0x224, "CPed: error");
|
||||
static_assert(offsetof(CPed, m_pCurSurface) == 0x2FC, "CPed: error");
|
||||
static_assert(offsetof(CPed, m_pMyVehicle) == 0x310, "CPed: error");
|
||||
@ -861,3 +909,4 @@ static_assert(offsetof(CPed, m_bodyPartBleeding) == 0x4F2, "CPed: error");
|
||||
static_assert(offsetof(CPed, m_pedInObjective) == 0x16C, "CPed: error");
|
||||
static_assert(offsetof(CPed, m_pEventEntity) == 0x19C, "CPed: error");
|
||||
static_assert(sizeof(CPed) == 0x53C, "CPed: error");
|
||||
#endif
|
||||
|
@ -1,5 +1,6 @@
|
||||
#include "common.h"
|
||||
|
||||
#include "Bones.h"
|
||||
#include "Camera.h"
|
||||
#include "PedIK.h"
|
||||
#include "Ped.h"
|
||||
@ -12,6 +13,10 @@ LimbMovementInfo CPedIK::ms_headRestoreInfo = { DEGTORAD(90.0f), DEGTORAD(-90.0f
|
||||
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;
|
||||
@ -26,57 +31,104 @@ CPedIK::CPedIK(CPed *ped)
|
||||
m_lowerArmOrient.theta = 0.0f;
|
||||
}
|
||||
|
||||
void
|
||||
CPedIK::RotateTorso(AnimBlendFrameData *animBlend, LimbOrientation *limb, bool changeRoll)
|
||||
#ifdef PED_SKIN
|
||||
inline RwMatrix*
|
||||
GetComponentMatrix(CPed *ped, int32 node)
|
||||
{
|
||||
RwFrame *f = animBlend->frame;
|
||||
RwMatrix *mat = CPedIK::GetWorldMatrix(RwFrameGetParent(f), RwMatrixCreate());
|
||||
RpHAnimHierarchy *hier = GetAnimHierarchyFromSkinClump(ped->GetClump());
|
||||
int idx = RpHAnimIDGetIndex(hier, ped->m_pFrames[node]->nodeID);
|
||||
RwMatrix *mats = RpHAnimHierarchyGetMatrixArray(hier);
|
||||
return &mats[idx];
|
||||
}
|
||||
#endif
|
||||
|
||||
RwV3d upVector = { mat->right.z, mat->up.z, mat->at.z };
|
||||
RwV3d rightVector;
|
||||
RwV3d pos = RwFrameGetMatrix(f)->pos;
|
||||
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->phi), rwCOMBINEPRECONCAT);
|
||||
RtQuatRotate(q, &ZaxisIK, RADTODEG(limb->theta), rwCOMBINEPRECONCAT); // pitch
|
||||
#else
|
||||
// copied the code from the non-skinned case
|
||||
// this seems to work ok
|
||||
|
||||
// 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);
|
||||
// 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...
|
||||
// so this doesn't exactly do what we'd like anyway
|
||||
RwMatrix *mat = GetComponentMatrix(m_ped, PED_MID);
|
||||
|
||||
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 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);
|
||||
|
||||
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);
|
||||
// Not sure what exactly to do here
|
||||
RtQuatRotate(q, &vec1, RADTODEG(limb->phi), rwCOMBINEPRECONCAT);
|
||||
RtQuatRotate(q, &vec2, RADTODEG(limb->theta), rwCOMBINEPRECONCAT);
|
||||
#endif
|
||||
m_ped->bDontAcceptIKLookAts = true;
|
||||
}else
|
||||
#endif
|
||||
{
|
||||
RwFrame *f = node->frame;
|
||||
RwMatrix *mat = GetWorldMatrix(RwFrameGetParent(f), RwMatrixCreate());
|
||||
|
||||
if(mat->at.z < 0.0f)
|
||||
alpha = -alpha;
|
||||
RwV3d upVector = { mat->right.z, mat->up.z, mat->at.z };
|
||||
RwV3d rightVector;
|
||||
RwV3d pos = RwFrameGetMatrix(f)->pos;
|
||||
|
||||
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;
|
||||
// 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);
|
||||
|
||||
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);
|
||||
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->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);
|
||||
}
|
||||
RwFrameGetMatrix(f)->pos = pos;
|
||||
RwMatrixDestroy(mat);
|
||||
}
|
||||
|
||||
void
|
||||
@ -85,12 +137,24 @@ CPedIK::GetComponentPosition(RwV3d *pos, uint32 node)
|
||||
RwFrame *f;
|
||||
RwMatrix *mat;
|
||||
|
||||
f = m_ped->GetNodeFrame(node);
|
||||
mat = RwFrameGetMatrix(f);
|
||||
*pos = mat->pos;
|
||||
#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));
|
||||
for (f = RwFrameGetParent(f); f; f = RwFrameGetParent(f))
|
||||
RwV3dTransformPoints(pos, pos, 1, RwFrameGetMatrix(f));
|
||||
}
|
||||
}
|
||||
|
||||
RwMatrix*
|
||||
@ -157,50 +221,94 @@ CPedIK::RestoreGunPosn(void)
|
||||
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.phi), rwCOMBINEREPLACE);
|
||||
RtQuatRotate(q, &ZaxisIK, RADTODEG(m_headOrient.theta), rwCOMBINEPOSTCONCAT);
|
||||
m_ped->bDontAcceptIKLookAts = true;
|
||||
}
|
||||
#endif
|
||||
|
||||
bool
|
||||
CPedIK::LookInDirection(float phi, float theta)
|
||||
{
|
||||
bool success = true;
|
||||
RwFrame *frame = m_ped->GetNodeFrame(PED_HEAD);
|
||||
RwMatrix *frameMat = RwFrameGetMatrix(frame);
|
||||
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.phi, &m_headOrient.theta);
|
||||
}
|
||||
|
||||
// parent of head is torso
|
||||
RwMatrix worldMat = *GetComponentMatrix(m_ped, BONE_torso);
|
||||
ExtractYawAndPitchWorld(&worldMat, &yaw, &pitch);
|
||||
|
||||
LimbMoveStatus headStatus = MoveLimb(m_headOrient, CGeneral::LimitRadianAngle(phi - 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))
|
||||
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.phi, &m_headOrient.theta);
|
||||
}
|
||||
|
||||
RwMatrix *worldMat = RwMatrixCreate();
|
||||
worldMat = GetWorldMatrix(RwFrameGetParent(frame), worldMat);
|
||||
|
||||
ExtractYawAndPitchWorld(worldMat, &yaw, &pitch);
|
||||
RwMatrixDestroy(worldMat);
|
||||
|
||||
yaw += m_torsoOrient.phi;
|
||||
float neededPhiTurn = CGeneral::LimitRadianAngle(phi - yaw);
|
||||
pitch *= Cos(neededPhiTurn);
|
||||
|
||||
float neededThetaTurn = CGeneral::LimitRadianAngle(theta - pitch);
|
||||
LimbMoveStatus headStatus = MoveLimb(m_headOrient, neededPhiTurn, neededThetaTurn, 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))
|
||||
success = true;
|
||||
}
|
||||
CMatrix nextFrame = CMatrix(frameMat);
|
||||
CVector framePos = nextFrame.GetPosition();
|
||||
|
||||
nextFrame.SetRotateZ(m_headOrient.theta);
|
||||
nextFrame.RotateX(m_headOrient.phi);
|
||||
nextFrame.GetPosition() += framePos;
|
||||
nextFrame.UpdateRW();
|
||||
|
||||
if (!(m_flags & LOOKAROUND_HEAD_ONLY))
|
||||
RotateTorso(m_ped->m_pFrames[PED_MID], &m_torsoOrient, false);
|
||||
|
||||
if (!(m_ped->m_pFrames[PED_HEAD]->flag & AnimBlendFrameData::IGNORE_ROTATION)) {
|
||||
m_ped->m_pFrames[PED_HEAD]->flag |= AnimBlendFrameData::IGNORE_ROTATION;
|
||||
CPedIK::ExtractYawAndPitchLocal(frameMat, &m_headOrient.phi, &m_headOrient.theta);
|
||||
}
|
||||
|
||||
RwMatrix *worldMat = RwMatrixCreate();
|
||||
worldMat = CPedIK::GetWorldMatrix(RwFrameGetParent(frame), worldMat);
|
||||
|
||||
float alpha, beta;
|
||||
CPedIK::ExtractYawAndPitchWorld(worldMat, &alpha, &beta);
|
||||
RwMatrixDestroy(worldMat);
|
||||
|
||||
alpha += m_torsoOrient.phi;
|
||||
float neededPhiTurn = CGeneral::LimitRadianAngle(phi - alpha);
|
||||
beta *= cos(neededPhiTurn);
|
||||
|
||||
float neededThetaTurn = CGeneral::LimitRadianAngle(theta - beta);
|
||||
LimbMoveStatus headStatus = CPedIK::MoveLimb(m_headOrient, neededPhiTurn, neededThetaTurn, 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 (CPedIK::MoveLimb(m_torsoOrient, remainingTurn, theta, ms_torsoInfo))
|
||||
success = true;
|
||||
}
|
||||
CMatrix nextFrame = CMatrix(frameMat);
|
||||
CVector framePos = nextFrame.GetPosition();
|
||||
|
||||
nextFrame.SetRotateZ(m_headOrient.theta);
|
||||
nextFrame.RotateX(m_headOrient.phi);
|
||||
nextFrame.GetPosition() += framePos;
|
||||
nextFrame.UpdateRW();
|
||||
|
||||
if (!(m_flags & LOOKAROUND_HEAD_ONLY))
|
||||
RotateTorso(m_ped->m_pFrames[PED_MID], &m_torsoOrient, false);
|
||||
|
||||
return success;
|
||||
}
|
||||
|
||||
@ -234,10 +342,24 @@ CPedIK::PointGunInDirection(float phi, float theta)
|
||||
if (m_flags & AIMS_WITH_ARM && m_torsoOrient.phi * m_upperArmOrient.phi < 0.0f)
|
||||
MoveLimb(m_torsoOrient, 0.0f, m_torsoOrient.theta, ms_torsoInfo);
|
||||
} else {
|
||||
RwMatrix *matrix = GetWorldMatrix(RwFrameGetParent(m_ped->GetNodeFrame(PED_UPPERARMR)), RwMatrixCreate());
|
||||
// Unused code
|
||||
RwMatrix *matrix;
|
||||
float yaw, pitch;
|
||||
ExtractYawAndPitchWorld(matrix, &yaw, &pitch);
|
||||
RwMatrixDestroy(matrix);
|
||||
#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, theta, ms_torsoInfo);
|
||||
if (status == ANGLES_SET_TO_MAX)
|
||||
result = false;
|
||||
@ -255,24 +377,56 @@ bool
|
||||
CPedIK::PointGunInDirectionUsingArm(float phi, float theta)
|
||||
{
|
||||
bool result = false;
|
||||
RwFrame *frame = m_ped->GetNodeFrame(PED_UPPERARMR);
|
||||
RwMatrix *matrix = GetWorldMatrix(RwFrameGetParent(frame), RwMatrixCreate());
|
||||
|
||||
RwV3d upVector = { matrix->right.z, matrix->up.z, matrix->at.z };
|
||||
|
||||
RwV3d upVector; // only for non-skinned
|
||||
RwMatrix *matrix;
|
||||
float yaw, pitch;
|
||||
ExtractYawAndPitchWorld(matrix, &yaw, &pitch);
|
||||
RwMatrixDestroy(matrix);
|
||||
#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 uaPhi = phi - m_torsoOrient.phi - DEGTORAD(15.0f);
|
||||
LimbMoveStatus uaStatus = MoveLimb(m_upperArmOrient, uaPhi, CGeneral::LimitRadianAngle(theta - pitch), ms_upperArmInfo);
|
||||
float uaPhi, uaTheta;
|
||||
#ifdef PED_SKIN
|
||||
if(IsClumpSkinned(m_ped->GetClump())){
|
||||
uaPhi = phi;
|
||||
uaTheta = theta + DEGTORAD(10.0f);
|
||||
}else
|
||||
#endif
|
||||
{
|
||||
uaPhi = phi - m_torsoOrient.phi - DEGTORAD(15.0f);
|
||||
uaTheta = CGeneral::LimitRadianAngle(theta - pitch);
|
||||
}
|
||||
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;
|
||||
|
||||
@ -286,17 +440,29 @@ CPedIK::PointGunInDirectionUsingArm(float phi, float theta)
|
||||
m_flags |= GUN_POINTED_SUCCESSFULLY;
|
||||
result = true;
|
||||
}
|
||||
RwFrame *child = GetFirstChild(frame);
|
||||
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;
|
||||
}
|
||||
|
||||
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;
|
||||
#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;
|
||||
}
|
||||
|
||||
@ -314,28 +480,42 @@ bool
|
||||
CPedIK::RestoreLookAt(void)
|
||||
{
|
||||
bool result = false;
|
||||
RwMatrix *mat = RwFrameGetMatrix(m_ped->GetNodeFrame(PED_HEAD));
|
||||
if (m_ped->m_pFrames[PED_HEAD]->flag & AnimBlendFrameData::IGNORE_ROTATION) {
|
||||
m_ped->m_pFrames[PED_HEAD]->flag &= (~AnimBlendFrameData::IGNORE_ROTATION);
|
||||
} else {
|
||||
float yaw, pitch;
|
||||
ExtractYawAndPitchLocal(mat, &yaw, &pitch);
|
||||
if (MoveLimb(m_headOrient, yaw, pitch, ms_headRestoreInfo) == ANGLES_SET_EXACTLY)
|
||||
result = 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);
|
||||
} 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();
|
||||
}
|
||||
|
||||
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))
|
||||
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);
|
||||
|
||||
if (!(m_flags & LOOKAROUND_HEAD_ONLY))
|
||||
RotateTorso(m_ped->m_pFrames[PED_MID], &m_torsoOrient, false);
|
||||
}
|
||||
return result;
|
||||
}
|
||||
|
||||
@ -362,3 +542,14 @@ CPedIK::ExtractYawAndPitchLocal(RwMatrix *mat, float *yaw, float *pitch)
|
||||
*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
|
||||
|
@ -55,9 +55,11 @@ public:
|
||||
static RwMatrix *GetWorldMatrix(RwFrame *source, RwMatrix *destination);
|
||||
void RotateTorso(AnimBlendFrameData* animBlend, LimbOrientation* limb, bool changeRoll);
|
||||
void ExtractYawAndPitchLocal(RwMatrix *mat, float *yaw, float *pitch);
|
||||
void ExtractYawAndPitchLocalSkinned(AnimBlendFrameData *node, float *yaw, float *pitch);
|
||||
void ExtractYawAndPitchWorld(RwMatrix *mat, float *yaw, float *pitch);
|
||||
LimbMoveStatus MoveLimb(LimbOrientation &limb, float approxPhi, float approxTheta, LimbMovementInfo &moveInfo);
|
||||
bool RestoreGunPosn(void);
|
||||
void RotateHead(void);
|
||||
bool LookInDirection(float phi, float theta);
|
||||
bool LookAtPosition(CVector const& pos);
|
||||
bool RestoreLookAt(void);
|
||||
|
@ -1,5 +1,6 @@
|
||||
#include "common.h"
|
||||
|
||||
#include "RwHelper.h"
|
||||
#include "PlayerPed.h"
|
||||
#include "Wanted.h"
|
||||
#include "Fire.h"
|
||||
@ -1497,4 +1498,9 @@ CPlayerPed::ProcessControl(void)
|
||||
m_nSpeedTimer = 0;
|
||||
m_bSpeedTimerFlag = false;
|
||||
}
|
||||
|
||||
#ifdef PED_SKIN
|
||||
if (!bIsVisible && IsClumpSkinned(GetClump()))
|
||||
UpdateRpHAnim();
|
||||
#endif
|
||||
}
|
||||
|
@ -77,4 +77,6 @@ public:
|
||||
static void ReactivatePlayerPed(int32);
|
||||
};
|
||||
|
||||
#ifndef PED_SKIN
|
||||
static_assert(sizeof(CPlayerPed) == 0x5F0, "CPlayerPed: error");
|
||||
#endif
|
||||
|
@ -117,8 +117,14 @@ CSpecialFX::Update(void)
|
||||
|
||||
if(FindPlayerPed() &&
|
||||
FindPlayerPed()->GetWeapon()->m_eWeaponType == WEAPONTYPE_BASEBALLBAT &&
|
||||
FindPlayerPed()->GetWeapon()->m_eWeaponState == WEAPONSTATE_FIRING)
|
||||
RwFrameForAllObjects(FindPlayerPed()->GetNodeFrame(PED_HANDR), LookForBatCB, CModelInfo::GetModelInfo(MI_BASEBALL_BAT));
|
||||
FindPlayerPed()->GetWeapon()->m_eWeaponState == WEAPONSTATE_FIRING){
|
||||
#ifdef PED_SKIN
|
||||
if(IsClumpSkinned(FindPlayerPed()->GetClump())){
|
||||
LookForBatCB((RwObject*)FindPlayerPed()->m_pWeaponModel, CModelInfo::GetModelInfo(MI_BASEBALL_BAT));
|
||||
}else
|
||||
#endif
|
||||
RwFrameForAllObjects(FindPlayerPed()->m_pFrames[PED_HANDR]->frame, LookForBatCB, CModelInfo::GetModelInfo(MI_BASEBALL_BAT));
|
||||
}
|
||||
}
|
||||
|
||||
void
|
||||
|
@ -3,16 +3,15 @@
|
||||
|
||||
#include "Timecycle.h"
|
||||
#include "skeleton.h"
|
||||
#if defined(RWLIBS) && !defined(FINAL)
|
||||
#include "Debug.h"
|
||||
#ifndef FINAL
|
||||
#include "rtcharse.h"
|
||||
#pragma comment( lib, "rtcharse.lib" )
|
||||
|
||||
RtCharset *debugCharset;
|
||||
#endif
|
||||
|
||||
void CreateDebugFont()
|
||||
{
|
||||
#if defined(RWLIBS) && !defined(FINAL)
|
||||
#ifndef FINAL
|
||||
RwRGBA color = { 255, 255, 128, 255 };
|
||||
RwRGBA colorbg = { 0, 0, 0, 0 };
|
||||
RtCharsetOpen();
|
||||
@ -22,7 +21,7 @@ void CreateDebugFont()
|
||||
|
||||
void DestroyDebugFont()
|
||||
{
|
||||
#if defined(RWLIBS) && !defined(FINAL)
|
||||
#ifndef FINAL
|
||||
RtCharsetDestroy(debugCharset);
|
||||
RtCharsetClose();
|
||||
#endif
|
||||
@ -30,14 +29,14 @@ void DestroyDebugFont()
|
||||
|
||||
void ObrsPrintfString(const char *str, short x, short y)
|
||||
{
|
||||
#if defined(RWLIBS) && !defined(FINAL)
|
||||
RtCharsetPrintBuffered(debugCharset, str, x, y, true);
|
||||
#ifndef FINAL
|
||||
RtCharsetPrintBuffered(debugCharset, str, x*8, y*16, true);
|
||||
#endif
|
||||
}
|
||||
|
||||
void FlushObrsPrintfs()
|
||||
{
|
||||
#if defined(RWLIBS) && !defined(FINAL)
|
||||
#ifndef FINAL
|
||||
RtCharsetBufferFlush();
|
||||
#endif
|
||||
}
|
||||
@ -168,6 +167,170 @@ GetFirstTexture(RwTexDictionary *txd)
|
||||
return tex;
|
||||
}
|
||||
|
||||
#ifdef PED_SKIN
|
||||
static RpAtomic*
|
||||
isSkinnedCb(RpAtomic *atomic, void *data)
|
||||
{
|
||||
RpAtomic **pAtomic = (RpAtomic**)data;
|
||||
if(*pAtomic)
|
||||
return nil; // already found one
|
||||
if(RpSkinGeometryGetSkin(atomic->geometry))
|
||||
*pAtomic = atomic; // we could just return nil here directly...
|
||||
return atomic;
|
||||
}
|
||||
|
||||
RpAtomic*
|
||||
IsClumpSkinned(RpClump *clump)
|
||||
{
|
||||
RpAtomic *atomic = nil;
|
||||
RpClumpForAllAtomics(clump, isSkinnedCb, &atomic);
|
||||
return atomic;
|
||||
}
|
||||
|
||||
static RpAtomic*
|
||||
GetAnimHierarchyCallback(RpAtomic *atomic, void *data)
|
||||
{
|
||||
*(RpHAnimHierarchy**)data = RpSkinAtomicGetHAnimHierarchy(atomic);
|
||||
return nil;
|
||||
}
|
||||
|
||||
RpHAnimHierarchy*
|
||||
GetAnimHierarchyFromSkinClump(RpClump *clump)
|
||||
{
|
||||
RpHAnimHierarchy *hier = nil;
|
||||
RpClumpForAllAtomics(clump, GetAnimHierarchyCallback, &hier);
|
||||
return hier;
|
||||
}
|
||||
|
||||
static RwFrame*
|
||||
GetAnimHierarchyFromClumpCB(RwFrame *frame, void *data)
|
||||
{
|
||||
RpHAnimHierarchy *hier = RpHAnimFrameGetHierarchy(frame);
|
||||
if(hier){
|
||||
*(RpHAnimHierarchy**)data = hier;
|
||||
return nil;
|
||||
}
|
||||
RwFrameForAllChildren(frame, GetAnimHierarchyFromClumpCB, data);
|
||||
return frame;
|
||||
}
|
||||
|
||||
RpHAnimHierarchy*
|
||||
GetAnimHierarchyFromClump(RpClump *clump)
|
||||
{
|
||||
RpHAnimHierarchy *hier = nil;
|
||||
RwFrameForAllChildren(RpClumpGetFrame(clump), GetAnimHierarchyFromClumpCB, &hier);
|
||||
return hier;
|
||||
}
|
||||
|
||||
RwFrame*
|
||||
GetHierarchyFromChildNodesCB(RwFrame *frame, void *data)
|
||||
{
|
||||
RpHAnimHierarchy **pHier = (RpHAnimHierarchy**)data;
|
||||
RpHAnimHierarchy *hier = RpHAnimFrameGetHierarchy(frame);
|
||||
if(hier == nil)
|
||||
RwFrameForAllChildren(frame, GetHierarchyFromChildNodesCB, &hier);
|
||||
*pHier = hier;
|
||||
return nil;
|
||||
}
|
||||
|
||||
void
|
||||
SkinGetBonePositionsToTable(RpClump *clump, RwV3d *boneTable)
|
||||
{
|
||||
int i, parent;
|
||||
RpAtomic *atomic;
|
||||
RpSkin *skin;
|
||||
RpHAnimHierarchy *hier;
|
||||
int numBones;
|
||||
RwMatrix m, invmat;
|
||||
int stack[32];
|
||||
int sp;
|
||||
|
||||
if(boneTable == nil)
|
||||
return;
|
||||
|
||||
// atomic = GetFirstAtomic(clump); // mobile, also VC
|
||||
atomic = IsClumpSkinned(clump); // xbox, seems safer
|
||||
assert(atomic);
|
||||
skin = RpSkinGeometryGetSkin(RpAtomicGetGeometry(atomic));
|
||||
assert(skin);
|
||||
hier = GetAnimHierarchyFromSkinClump(clump);
|
||||
assert(hier);
|
||||
boneTable[0].x = 0.0f;
|
||||
boneTable[0].y = 0.0f;
|
||||
boneTable[0].z = 0.0f;
|
||||
numBones = RpSkinGetNumBones(skin);
|
||||
parent = 0;
|
||||
sp = 0;
|
||||
#ifdef FIX_BUGS
|
||||
stack[0] = 0; // i think this is ok
|
||||
#endif
|
||||
for(i = 1; i < numBones; i++){
|
||||
RwMatrixCopy(&m, &RpSkinGetSkinToBoneMatrices(skin)[i]);
|
||||
RwMatrixInvert(&invmat, &m);
|
||||
const RwMatrix *x = RpSkinGetSkinToBoneMatrices(skin);
|
||||
RwV3dTransformPoints(&boneTable[i], &invmat.pos, 1, &x[parent]);
|
||||
if(HIERNODEINFO(hier)[i].flags & rpHANIMPUSHPARENTMATRIX)
|
||||
stack[++sp] = parent;
|
||||
if(HIERNODEINFO(hier)[i].flags & rpHANIMPOPPARENTMATRIX)
|
||||
parent = stack[sp--];
|
||||
else
|
||||
parent = i;
|
||||
assert(parent >= 0 && parent < numBones);
|
||||
}
|
||||
}
|
||||
|
||||
RpHAnimAnimation*
|
||||
HAnimAnimationCreateForHierarchy(RpHAnimHierarchy *hier)
|
||||
{
|
||||
int i;
|
||||
#ifdef FIX_BUGS
|
||||
int numNodes = hier->numNodes*2; // you're supposed to have at least two KFs per node
|
||||
#else
|
||||
int numNodes = hier->numNodes;
|
||||
#endif
|
||||
RpHAnimAnimation *anim = RpHAnimAnimationCreate(rpHANIMSTDKEYFRAMETYPEID, numNodes, 0, 0.0f);
|
||||
if(anim == nil)
|
||||
return nil;
|
||||
RpHAnimStdKeyFrame *frame = (RpHAnimStdKeyFrame*)HANIMFRAMES(anim);
|
||||
for(i = 0; i < numNodes; i++){
|
||||
frame->q.real = 1.0f;
|
||||
frame->q.imag.x = frame->q.imag.y = frame->q.imag.z = 0.0f;
|
||||
frame->t.x = frame->t.y = frame->t.z = 0.0f;
|
||||
frame->time = 0.0f;
|
||||
frame->prevFrame = nil;
|
||||
frame++;
|
||||
}
|
||||
return anim;
|
||||
}
|
||||
|
||||
void
|
||||
RenderSkeleton(RpHAnimHierarchy *hier)
|
||||
{
|
||||
int i;
|
||||
int sp;
|
||||
int stack[32];
|
||||
int par;
|
||||
CVector p1, p2;
|
||||
int numNodes = hier->numNodes;
|
||||
RwMatrix *mats = RpHAnimHierarchyGetMatrixArray(hier);
|
||||
p1 = mats[0].pos;
|
||||
|
||||
par = 0;
|
||||
sp = 0;
|
||||
stack[sp++] = par;
|
||||
for(i = 1; i < numNodes; i++){
|
||||
p1 = mats[par].pos;
|
||||
p2 = mats[i].pos;
|
||||
CDebug::AddLine(p1, p2, 0xFFFFFFFF, 0xFFFFFFFF);
|
||||
if(HIERNODEINFO(hier)[i].flags & rpHANIMPUSHPARENTMATRIX)
|
||||
stack[sp++] = par;
|
||||
par = i;
|
||||
if(HIERNODEINFO(hier)[i].flags & rpHANIMPOPPARENTMATRIX)
|
||||
par = stack[--sp];
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
void
|
||||
CameraSize(RwCamera * camera, RwRect * rect,
|
||||
RwReal viewWindow, RwReal aspectRatio)
|
||||
|
@ -13,6 +13,15 @@ RwObject *GetFirstObject(RwFrame *frame);
|
||||
RpAtomic *GetFirstAtomic(RpClump *clump);
|
||||
RwTexture *GetFirstTexture(RwTexDictionary *txd);
|
||||
|
||||
#ifdef PED_SKIN
|
||||
RpAtomic *IsClumpSkinned(RpClump *clump);
|
||||
RpHAnimHierarchy *GetAnimHierarchyFromSkinClump(RpClump *clump); // get from atomic
|
||||
RpHAnimHierarchy *GetAnimHierarchyFromClump(RpClump *clump); // get from frame
|
||||
RwFrame *GetHierarchyFromChildNodesCB(RwFrame *frame, void *data);
|
||||
void SkinGetBonePositionsToTable(RpClump *clump, RwV3d *boneTable);
|
||||
RpHAnimAnimation *HAnimAnimationCreateForHierarchy(RpHAnimHierarchy *hier);
|
||||
#endif
|
||||
|
||||
RwTexDictionary *RwTexDictionaryGtaStreamRead(RwStream *stream);
|
||||
RwTexDictionary *RwTexDictionaryGtaStreamRead1(RwStream *stream);
|
||||
RwTexDictionary *RwTexDictionaryGtaStreamRead2(RwStream *stream, RwTexDictionary *texDict);
|
||||
|
@ -543,6 +543,21 @@ CVisibilityPlugins::RenderPedHiDetailCB(RpAtomic *atomic)
|
||||
return atomic;
|
||||
}
|
||||
|
||||
// This is needed for peds with only one clump, i.e. skinned models
|
||||
// strangely even the xbox version has no such thing
|
||||
RpAtomic*
|
||||
CVisibilityPlugins::RenderPedCB(RpAtomic *atomic)
|
||||
{
|
||||
int32 alpha;
|
||||
|
||||
alpha = GetClumpAlpha(RpAtomicGetClump(atomic));
|
||||
if(alpha == 255)
|
||||
AtomicDefaultRenderCallBack(atomic);
|
||||
else
|
||||
RenderAlphaAtomic(atomic, alpha);
|
||||
return atomic;
|
||||
}
|
||||
|
||||
float
|
||||
CVisibilityPlugins::GetDistanceSquaredFromCamera(RwFrame *frame)
|
||||
{
|
||||
|
@ -63,6 +63,7 @@ public:
|
||||
static RpAtomic *RenderPlayerCB(RpAtomic *atomic);
|
||||
static RpAtomic *RenderPedLowDetailCB(RpAtomic *atomic);
|
||||
static RpAtomic *RenderPedHiDetailCB(RpAtomic *atomic);
|
||||
static RpAtomic *RenderPedCB(RpAtomic *atomic); // for skinned models with only one clump
|
||||
|
||||
static void RenderAlphaAtomics(void);
|
||||
static void RenderFadingEntities(void);
|
||||
@ -131,3 +132,5 @@ public:
|
||||
|
||||
static bool PluginAttach(void);
|
||||
};
|
||||
|
||||
RpMaterial *SetAlphaCB(RpMaterial *material, void *data);
|
||||
|
@ -1771,6 +1771,14 @@ WinMain(HINSTANCE instance,
|
||||
StaticPatcher::Apply();
|
||||
SystemParametersInfo(SPI_SETFOREGROUNDLOCKTIMEOUT, 0, nil, SPIF_SENDCHANGE);
|
||||
|
||||
/*
|
||||
// TODO: make this an option somewhere
|
||||
AllocConsole();
|
||||
freopen("CONIN$", "r", stdin);
|
||||
freopen("CONOUT$", "w", stdout);
|
||||
freopen("CONOUT$", "w", stderr);
|
||||
*/
|
||||
|
||||
/*
|
||||
* Initialize the platform independent data.
|
||||
* This will in turn initialize the platform specific data...
|
||||
|
@ -24,7 +24,7 @@ bool CVehicle::bAllDodosCheat;
|
||||
bool CVehicle::bCheat3;
|
||||
bool CVehicle::bCheat4;
|
||||
bool CVehicle::bCheat5;
|
||||
bool CVehicle::m_bDisableMouseSteering;
|
||||
bool CVehicle::m_bDisableMouseSteering = true;
|
||||
|
||||
void *CVehicle::operator new(size_t sz) { return CPools::GetVehiclePool()->New(); }
|
||||
void *CVehicle::operator new(size_t sz, int handle) { return CPools::GetVehiclePool()->New(handle); }
|
||||
|
@ -566,8 +566,7 @@ CWeapon::FireInstantHit(CEntity *shooter, CVector *fireSource)
|
||||
target.y = 0.0f;
|
||||
target.z = 0.0f;
|
||||
|
||||
for (RwFrame *i = shooterPed->GetNodeFrame(PED_HANDR); i; i = RwFrameGetParent(i))
|
||||
RwV3dTransformPoints(target, target, 1, RwFrameGetMatrix(i));
|
||||
shooterPed->TransformToNode(target, PED_HANDR);
|
||||
|
||||
ProcessLineOfSight(*fireSource, target, point, victim, m_eWeaponType, shooter, true, true, true, true, true, true, false);
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user