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authorSergeanur <s.anureev@yandex.ua>2020-01-29 00:53:58 +0100
committerSergeanur <s.anureev@yandex.ua>2020-01-29 00:53:58 +0100
commit8a6cec8bed40ae53291e465fa0b025b8c2ac6c5d (patch)
tree51e0ca88013739e1247057e97b7d89da24b9b8c4 /src
parentFixed autoaiming camera (diff)
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Diffstat (limited to 'src')
-rw-r--r--src/peds/Ped.cpp2
-rw-r--r--src/peds/PedIK.cpp159
-rw-r--r--src/peds/PedIK.h9
3 files changed, 159 insertions, 11 deletions
diff --git a/src/peds/Ped.cpp b/src/peds/Ped.cpp
index f42ee0c8..797262d4 100644
--- a/src/peds/Ped.cpp
+++ b/src/peds/Ped.cpp
@@ -791,7 +791,7 @@ CPed::AimGun(void)
}
Say(SOUND_PED_ATTACK);
- bCanPointGunAtTarget = m_pedIK.PointGunAtPosition(&vector);
+ bCanPointGunAtTarget = m_pedIK.PointGunAtPosition(vector);
if (m_pLookTarget != m_pSeekTarget) {
SetLookFlag(m_pSeekTarget, true);
}
diff --git a/src/peds/PedIK.cpp b/src/peds/PedIK.cpp
index 86f1bf1e..c8f0409f 100644
--- a/src/peds/PedIK.cpp
+++ b/src/peds/PedIK.cpp
@@ -1,14 +1,10 @@
#include "common.h"
#include "patcher.h"
+#include "Camera.h"
#include "PedIK.h"
#include "Ped.h"
#include "General.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); }
+#include "RwHelper.h"
LimbMovementInfo CPedIK::ms_torsoInfo = { DEGTORAD(50.0f), DEGTORAD(-50.0f), DEGTORAD(15.0f), DEGTORAD(45.0f), DEGTORAD(-45.0f), DEGTORAD(7.0f) };
LimbMovementInfo CPedIK::ms_headInfo = { DEGTORAD(90.0f), DEGTORAD(-90.0f), DEGTORAD(10.0f), DEGTORAD(45.0f), DEGTORAD(-45.0f), DEGTORAD(5.0f) };
@@ -223,6 +219,151 @@ CPedIK::LookAtPosition(CVector const &pos)
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
InjectHook(0x4ED0F0, &CPedIK::GetComponentPosition, PATCH_JUMP);
InjectHook(0x4ED060, &CPedIK::GetWorldMatrix, PATCH_JUMP);
@@ -231,4 +372,10 @@ STARTPATCHES
InjectHook(0x4EDD70, &CPedIK::RestoreGunPosn, PATCH_JUMP);
InjectHook(0x4ED620, &CPedIK::LookInDirection, 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 \ No newline at end of file
diff --git a/src/peds/PedIK.h b/src/peds/PedIK.h
index be063003..c23a5fcc 100644
--- a/src/peds/PedIK.h
+++ b/src/peds/PedIK.h
@@ -50,13 +50,14 @@ public:
CPedIK(CPed *ped);
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);
static RwMatrix *GetWorldMatrix(RwFrame *source, RwMatrix *destination);
void RotateTorso(AnimBlendFrameData* animBlend, LimbOrientation* limb, bool changeRoll);
- void ExtractYawAndPitchLocal(RwMatrixTag*, float*, float*);
- void ExtractYawAndPitchWorld(RwMatrixTag*, float*, float*);
- LimbMoveStatus MoveLimb(LimbOrientation &a1, float a2, float a3, LimbMovementInfo &a4);
+ void ExtractYawAndPitchLocal(RwMatrixTag *mat, float *yaw, float *pitch);
+ void ExtractYawAndPitchWorld(RwMatrixTag *mat, float *yaw, float *pitch);
+ LimbMoveStatus MoveLimb(LimbOrientation &limb, float approxPhi, float approxTheta, LimbMovementInfo &moveInfo);
bool RestoreGunPosn(void);
bool LookInDirection(float phi, float theta);
bool LookAtPosition(CVector const& pos);