CPedIK finished

This commit is contained in:
Sergeanur 2020-01-29 01:53:58 +02:00
parent 1561ab6440
commit 8a6cec8bed
3 changed files with 159 additions and 11 deletions

View File

@ -791,7 +791,7 @@ CPed::AimGun(void)
} }
Say(SOUND_PED_ATTACK); Say(SOUND_PED_ATTACK);
bCanPointGunAtTarget = m_pedIK.PointGunAtPosition(&vector); bCanPointGunAtTarget = m_pedIK.PointGunAtPosition(vector);
if (m_pLookTarget != m_pSeekTarget) { if (m_pLookTarget != m_pSeekTarget) {
SetLookFlag(m_pSeekTarget, true); SetLookFlag(m_pSeekTarget, true);
} }

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@ -1,14 +1,10 @@
#include "common.h" #include "common.h"
#include "patcher.h" #include "patcher.h"
#include "Camera.h"
#include "PedIK.h" #include "PedIK.h"
#include "Ped.h" #include "Ped.h"
#include "General.h" #include "General.h"
#include "RwHelper.h"
WRAPPER bool CPedIK::PointGunInDirection(float phi, float theta) { EAXJMP(0x4ED9B0); }
WRAPPER bool CPedIK::PointGunAtPosition(CVector *position) { EAXJMP(0x4ED920); }
WRAPPER void CPedIK::ExtractYawAndPitchLocal(RwMatrixTag*, float*, float*) { EAXJMP(0x4ED2C0); }
WRAPPER void CPedIK::ExtractYawAndPitchWorld(RwMatrixTag*, float*, float*) { EAXJMP(0x4ED140); }
WRAPPER bool CPedIK::RestoreLookAt(void) { EAXJMP(0x4ED810); }
LimbMovementInfo CPedIK::ms_torsoInfo = { DEGTORAD(50.0f), DEGTORAD(-50.0f), DEGTORAD(15.0f), DEGTORAD(45.0f), DEGTORAD(-45.0f), DEGTORAD(7.0f) }; LimbMovementInfo CPedIK::ms_torsoInfo = { DEGTORAD(50.0f), DEGTORAD(-50.0f), DEGTORAD(15.0f), DEGTORAD(45.0f), DEGTORAD(-45.0f), DEGTORAD(7.0f) };
LimbMovementInfo CPedIK::ms_headInfo = { DEGTORAD(90.0f), DEGTORAD(-90.0f), DEGTORAD(10.0f), DEGTORAD(45.0f), DEGTORAD(-45.0f), DEGTORAD(5.0f) }; LimbMovementInfo CPedIK::ms_headInfo = { DEGTORAD(90.0f), DEGTORAD(-90.0f), DEGTORAD(10.0f), DEGTORAD(45.0f), DEGTORAD(-45.0f), DEGTORAD(5.0f) };
@ -223,6 +219,151 @@ CPedIK::LookAtPosition(CVector const &pos)
return LookInDirection(phiToFace, thetaToFace); return LookInDirection(phiToFace, thetaToFace);
} }
bool
CPedIK::PointGunInDirection(float phi, float theta)
{
bool result = true;
bool b1 = false;
float angle = CGeneral::LimitRadianAngle(phi - m_ped->m_fRotationCur);
m_flags &= (~FLAG_1);
m_flags |= LOOKING;
if (m_flags & AIMS_WITH_ARM) {
b1 = PointGunInDirectionUsingArm(angle, theta);
angle = CGeneral::LimitRadianAngle(angle - m_upperArmOrient.phi);
}
if (b1) {
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->m_pFrames[PED_UPPERARMR]->frame), RwMatrixCreate());
float yaw, pitch;
ExtractYawAndPitchWorld(matrix, &yaw, &pitch);
RwMatrixDestroy(matrix);
LimbMoveStatus status = MoveLimb(m_torsoOrient, angle, theta, ms_torsoInfo);
if (status == ANGLES_SET_TO_MAX)
result = false;
else if (status == ANGLES_SET_EXACTLY)
m_flags |= FLAG_1;
}
if (TheCamera.Cams[TheCamera.ActiveCam].Using3rdPersonMouseCam() && m_flags & AIMS_WITH_ARM)
RotateTorso(m_ped->m_pFrames[PED_MID], &m_torsoOrient, true);
else
RotateTorso(m_ped->m_pFrames[PED_MID], &m_torsoOrient, false);
return result;
}
bool
CPedIK::PointGunInDirectionUsingArm(float phi, float theta)
{
bool result = false;
RwFrame *frame = m_ped->m_pFrames[PED_UPPERARMR]->frame;
RwMatrix *matrix = GetWorldMatrix(RwFrameGetParent(frame), RwMatrixCreate());
RwV3d upVector = { matrix->right.z, matrix->up.z, matrix->at.z };
float yaw, pitch;
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);
if (uaStatus == ANGLES_SET_EXACTLY) {
m_flags |= FLAG_1;
result = true;
}
if (uaStatus == ANGLES_SET_TO_MAX) {
float laPhi = uaPhi - m_upperArmOrient.phi;
LimbMoveStatus laStatus;
if (laPhi > 0.0f)
laStatus = MoveLimb(m_lowerArmOrient, laPhi, -DEGTORAD(45.0f), ms_lowerArmInfo);
else
laStatus = MoveLimb(m_lowerArmOrient, laPhi, 0.0f, ms_lowerArmInfo);
if (laStatus == ANGLES_SET_EXACTLY) {
m_flags |= FLAG_1;
result = true;
}
RwFrame *child = GetFirstChild(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;
return result;
}
bool
CPedIK::PointGunAtPosition(CVector const& position)
{
return PointGunInDirection(
CGeneral::GetRadianAngleBetweenPoints(position.x, position.y, m_ped->GetPosition().x, m_ped->GetPosition().y),
CGeneral::GetRadianAngleBetweenPoints(position.z, Distance2D(m_ped->GetPosition(), position.x, position.y),
m_ped->GetPosition().z,
0.0f));
}
bool
CPedIK::RestoreLookAt(void)
{
bool result = false;
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 {
float yaw, pitch;
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();
if (!(m_flags & LOOKING))
MoveLimb(m_torsoOrient, 0.0f, 0.0f, ms_torsoInfo);
if (!(m_flags & LOOKING))
RotateTorso(m_ped->m_pFrames[PED_MID], &m_torsoOrient, false);
return result;
}
void
CPedIK::ExtractYawAndPitchWorld(RwMatrixTag *mat, float *yaw, float *pitch)
{
float f = clamp(DotProduct(mat->up, CVector(0.0f, 1.0f, 0.0f)), -1.0f, 1.0f);
*yaw = HALFPI - Atan2(f, Sqrt(1.0f - f * f));
if (mat->up.x > 0.0f) *yaw = -*yaw;
f = clamp(DotProduct(mat->right, CVector(0.0f, 0.0f, 1.0f)), -1.0f, 1.0f);
*pitch = HALFPI - Atan2(f, Sqrt(1.0f - f * f));
if (mat->up.z > 0.0f) *pitch = -*pitch;
}
void
CPedIK::ExtractYawAndPitchLocal(RwMatrixTag *mat, float *yaw, float *pitch)
{
float f = clamp(DotProduct(mat->at, CVector(0.0f, 0.0f, 1.0f)), -1.0f, 1.0f);
*yaw = HALFPI - Atan2(f, Sqrt(1.0f - f * f));
if (mat->at.y > 0.0f) *yaw = -*yaw;
f = clamp(DotProduct(mat->right, CVector(1.0f, 0.0f, 0.0f)), -1.0f, 1.0f);
*pitch = HALFPI - Atan2(f, Sqrt(1.0f - f * f));
if (mat->up.x > 0.0f) *pitch = -*pitch;
}
STARTPATCHES STARTPATCHES
InjectHook(0x4ED0F0, &CPedIK::GetComponentPosition, PATCH_JUMP); InjectHook(0x4ED0F0, &CPedIK::GetComponentPosition, PATCH_JUMP);
InjectHook(0x4ED060, &CPedIK::GetWorldMatrix, PATCH_JUMP); InjectHook(0x4ED060, &CPedIK::GetWorldMatrix, PATCH_JUMP);
@ -231,4 +372,10 @@ STARTPATCHES
InjectHook(0x4EDD70, &CPedIK::RestoreGunPosn, PATCH_JUMP); InjectHook(0x4EDD70, &CPedIK::RestoreGunPosn, PATCH_JUMP);
InjectHook(0x4ED620, &CPedIK::LookInDirection, PATCH_JUMP); InjectHook(0x4ED620, &CPedIK::LookInDirection, PATCH_JUMP);
InjectHook(0x4ED590, &CPedIK::LookAtPosition, PATCH_JUMP); InjectHook(0x4ED590, &CPedIK::LookAtPosition, PATCH_JUMP);
InjectHook(0x4ED9B0, &CPedIK::PointGunInDirection, PATCH_JUMP);
InjectHook(0x4EDB20, &CPedIK::PointGunInDirectionUsingArm, PATCH_JUMP);
InjectHook(0x4ED920, &CPedIK::PointGunAtPosition, PATCH_JUMP);
InjectHook(0x4ED810, &CPedIK::RestoreLookAt, PATCH_JUMP);
InjectHook(0x4ED140, &CPedIK::ExtractYawAndPitchWorld, PATCH_JUMP);
InjectHook(0x4ED2C0, &CPedIK::ExtractYawAndPitchLocal, PATCH_JUMP);
ENDPATCHES ENDPATCHES

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@ -50,13 +50,14 @@ public:
CPedIK(CPed *ped); CPedIK(CPed *ped);
bool PointGunInDirection(float phi, float theta); bool PointGunInDirection(float phi, float theta);
bool PointGunAtPosition(CVector *position); bool PointGunInDirectionUsingArm(float phi, float theta);
bool PointGunAtPosition(CVector const& position);
void GetComponentPosition(RwV3d *pos, PedNode node); void GetComponentPosition(RwV3d *pos, PedNode node);
static RwMatrix *GetWorldMatrix(RwFrame *source, RwMatrix *destination); static RwMatrix *GetWorldMatrix(RwFrame *source, RwMatrix *destination);
void RotateTorso(AnimBlendFrameData* animBlend, LimbOrientation* limb, bool changeRoll); void RotateTorso(AnimBlendFrameData* animBlend, LimbOrientation* limb, bool changeRoll);
void ExtractYawAndPitchLocal(RwMatrixTag*, float*, float*); void ExtractYawAndPitchLocal(RwMatrixTag *mat, float *yaw, float *pitch);
void ExtractYawAndPitchWorld(RwMatrixTag*, float*, float*); void ExtractYawAndPitchWorld(RwMatrixTag *mat, float *yaw, float *pitch);
LimbMoveStatus MoveLimb(LimbOrientation &a1, float a2, float a3, LimbMovementInfo &a4); LimbMoveStatus MoveLimb(LimbOrientation &limb, float approxPhi, float approxTheta, LimbMovementInfo &moveInfo);
bool RestoreGunPosn(void); bool RestoreGunPosn(void);
bool LookInDirection(float phi, float theta); bool LookInDirection(float phi, float theta);
bool LookAtPosition(CVector const& pos); bool LookAtPosition(CVector const& pos);