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author | aap <aap@papnet.eu> | 2020-04-24 13:49:30 +0200 |
---|---|---|
committer | GitHub <noreply@github.com> | 2020-04-24 13:49:30 +0200 |
commit | 17dda21cca625d9c985dded2c3b80746eb937c01 (patch) | |
tree | c4be4fa57b16c61d45e8156a51dd07b11e049bba /src/objects/CutsceneHead.cpp | |
parent | removed fix that made no sense (diff) | |
parent | implemented skinned peds, no cutscene hands yet (diff) | |
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Diffstat (limited to 'src/objects/CutsceneHead.cpp')
-rw-r--r-- | src/objects/CutsceneHead.cpp | 95 |
1 files changed, 85 insertions, 10 deletions
diff --git a/src/objects/CutsceneHead.cpp b/src/objects/CutsceneHead.cpp index b716e17e..3ef257d2 100644 --- a/src/objects/CutsceneHead.cpp +++ b/src/objects/CutsceneHead.cpp @@ -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) { |