From f03b4eec4c37eab75a5bd639279cfcc615105b01 Mon Sep 17 00:00:00 2001 From: aap Date: Thu, 23 Apr 2020 22:25:18 +0200 Subject: implemented skinned peds, no cutscene hands yet --- src/peds/PedIK.cpp | 431 ++++++++++++++++++++++++++++++++++++++--------------- 1 file changed, 311 insertions(+), 120 deletions(-) (limited to 'src/peds/PedIK.cpp') diff --git a/src/peds/PedIK.cpp b/src/peds/PedIK.cpp index 1464c4e8..3db3dc0f 100644 --- a/src/peds/PedIK.cpp +++ b/src/peds/PedIK.cpp @@ -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; } +#ifdef PED_SKIN +inline RwMatrix* +GetComponentMatrix(CPed *ped, int32 node) +{ + RpHAnimHierarchy *hier = GetAnimHierarchyFromSkinClump(ped->GetClump()); + int idx = RpHAnimIDGetIndex(hier, ped->m_pFrames[node]->nodeID); + RwMatrix *mats = RpHAnimHierarchyGetMatrixArray(hier); + return &mats[idx]; +} +#endif + void -CPedIK::RotateTorso(AnimBlendFrameData *animBlend, LimbOrientation *limb, bool changeRoll) +CPedIK::RotateTorso(AnimBlendFrameData *node, LimbOrientation *limb, bool changeRoll) { - RwFrame *f = animBlend->frame; - RwMatrix *mat = CPedIK::GetWorldMatrix(RwFrameGetParent(f), RwMatrixCreate()); - - RwV3d upVector = { mat->right.z, mat->up.z, mat->at.z }; - RwV3d rightVector; - RwV3d pos = RwFrameGetMatrix(f)->pos; - - // rotation == 0 -> looking in y direction - // left? vector - float c = Cos(m_ped->m_fRotationCur); - float s = Sin(m_ped->m_fRotationCur); - rightVector.x = -(c*mat->right.x + s*mat->right.y); - rightVector.y = -(c*mat->up.x + s*mat->up.y); - rightVector.z = -(c*mat->at.x + s*mat->at.y); - - if(changeRoll){ - // Used when aiming only involves over the legs.(canAimWithArm) - // Automatically changes roll(forward rotation) axis of the parts above upper legs while moving, based on position of upper legs. - // Not noticeable in normal conditions... - - RwV3d forwardVector; - CVector inversedForward = CrossProduct(CVector(0.0f, 0.0f, 1.0f), mat->up); - inversedForward.Normalise(); - float dotProduct = DotProduct(mat->at, inversedForward); - if(dotProduct > 1.0f) dotProduct = 1.0f; - if(dotProduct < -1.0f) dotProduct = -1.0f; - float alpha = Acos(dotProduct); - - if(mat->at.z < 0.0f) - alpha = -alpha; - - forwardVector.x = s * mat->right.x - c * mat->right.y; - forwardVector.y = s * mat->up.x - c * mat->up.y; - forwardVector.z = s * mat->at.x - c * mat->at.y; - - float curYaw, curPitch; - 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); +#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 + + // 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); + + RwV3d vec1, vec2; + vec1.x = mat->right.z; + vec1.y = mat->up.z; + vec1.z = mat->at.z; + float c = Cos(m_ped->m_fRotationCur); + float s = Sin(m_ped->m_fRotationCur); + vec2.x = -(c*mat->right.x + s*mat->right.y); + vec2.y = -(c*mat->up.x + s*mat->up.y); + vec2.z = -(c*mat->at.x + s*mat->at.y); + + // Not sure what exactly to do here + RtQuatRotate(q, &vec1, RADTODEG(limb->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()); + + RwV3d upVector = { mat->right.z, mat->up.z, mat->at.z }; + RwV3d rightVector; + RwV3d pos = RwFrameGetMatrix(f)->pos; + + // rotation == 0 -> looking in y direction + // left? vector + float c = Cos(m_ped->m_fRotationCur); + float s = Sin(m_ped->m_fRotationCur); + rightVector.x = -(c*mat->right.x + s*mat->right.y); + rightVector.y = -(c*mat->up.x + s*mat->up.y); + rightVector.z = -(c*mat->at.x + s*mat->at.y); + + if(changeRoll){ + // Used when aiming only involves over the legs.(canAimWithArm) + // Automatically changes roll(forward rotation) axis of the parts above upper legs while moving, based on position of upper legs. + // Not noticeable in normal conditions... + + RwV3d forwardVector; + CVector inversedForward = CrossProduct(CVector(0.0f, 0.0f, 1.0f), mat->up); + inversedForward.Normalise(); + float dotProduct = DotProduct(mat->at, inversedForward); + if(dotProduct > 1.0f) dotProduct = 1.0f; + if(dotProduct < -1.0f) dotProduct = -1.0f; + float alpha = Acos(dotProduct); + + if(mat->at.z < 0.0f) + alpha = -alpha; + + forwardVector.x = s * mat->right.x - c * mat->right.y; + forwardVector.y = s * mat->up.x - c * mat->up.y; + forwardVector.z = s * mat->at.x - c * mat->at.y; + + float curYaw, curPitch; + ExtractYawAndPitchWorld(mat, &curYaw, &curPitch); + RwMatrixRotate(RwFrameGetMatrix(f), &rightVector, RADTODEG(limb->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; - - for (f = RwFrameGetParent(f); f; f = RwFrameGetParent(f)) - RwV3dTransformPoints(pos, pos, 1, RwFrameGetMatrix(f)); +#ifdef PED_SKIN + if(IsClumpSkinned(m_ped->GetClump())){ + pos->x = 0.0f; + pos->y = 0.0f; + pos->z = 0.0f; + mat = GetComponentMatrix(m_ped, node); + // could just copy the position out of the matrix... + RwV3dTransformPoints(pos, pos, 1, mat); + }else +#endif + { + f = m_ped->m_pFrames[node]->frame; + mat = RwFrameGetMatrix(f); + *pos = mat->pos; + + for (f = RwFrameGetParent(f); f; f = RwFrameGetParent(f)) + RwV3dTransformPoints(pos, pos, 1, RwFrameGetMatrix(f)); + } } RwMatrix* @@ -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); + } - 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); - } + // 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; + } + } - RwMatrix *worldMat = RwMatrixCreate(); - worldMat = CPedIK::GetWorldMatrix(RwFrameGetParent(frame), worldMat); + 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); + } - float alpha, beta; - CPedIK::ExtractYawAndPitchWorld(worldMat, &alpha, &beta); - RwMatrixDestroy(worldMat); + RwMatrix *worldMat = RwMatrixCreate(); + worldMat = GetWorldMatrix(RwFrameGetParent(frame), worldMat); - alpha += m_torsoOrient.phi; - float neededPhiTurn = CGeneral::LimitRadianAngle(phi - alpha); - beta *= cos(neededPhiTurn); + ExtractYawAndPitchWorld(worldMat, &yaw, &pitch); + RwMatrixDestroy(worldMat); - float neededThetaTurn = CGeneral::LimitRadianAngle(theta - beta); - LimbMoveStatus headStatus = CPedIK::MoveLimb(m_headOrient, neededPhiTurn, neededThetaTurn, ms_headInfo); - if (headStatus == ANGLES_SET_TO_MAX) - success = false; + yaw += m_torsoOrient.phi; + float neededPhiTurn = CGeneral::LimitRadianAngle(phi - yaw); + pitch *= Cos(neededPhiTurn); - 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(); + float neededThetaTurn = CGeneral::LimitRadianAngle(theta - pitch); + LimbMoveStatus headStatus = MoveLimb(m_headOrient, neededPhiTurn, neededThetaTurn, ms_headInfo); + if (headStatus == ANGLES_SET_TO_MAX) + success = false; - nextFrame.SetRotateZ(m_headOrient.theta); - nextFrame.RotateX(m_headOrient.phi); - nextFrame.GetPosition() += framePos; - nextFrame.UpdateRW(); + 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(); - if (!(m_flags & LOOKAROUND_HEAD_ONLY)) - RotateTorso(m_ped->m_pFrames[PED_MID], &m_torsoOrient, false); + 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; - CMatrix matrix(mat); - CVector pos = matrix.GetPosition(); - matrix.SetRotateZ(m_headOrient.theta); - matrix.RotateX(m_headOrient.phi); - matrix.Translate(pos); - matrix.UpdateRW(); +#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; + } - if (!(m_flags & LOOKAROUND_HEAD_ONLY)) + 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)){ 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 -- cgit v1.2.3