diff options
Diffstat (limited to 'src/entities/PedIK.cpp')
-rw-r--r-- | src/entities/PedIK.cpp | 109 |
1 files changed, 0 insertions, 109 deletions
diff --git a/src/entities/PedIK.cpp b/src/entities/PedIK.cpp deleted file mode 100644 index b9baf49c..00000000 --- a/src/entities/PedIK.cpp +++ /dev/null @@ -1,109 +0,0 @@ -#include "common.h" -#include "patcher.h" -#include "PedIK.h" -#include "Ped.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); } - -CPedIK::CPedIK(CPed *ped) -{ - m_ped = ped; - m_flags = 0; - m_headOrient.phi = 0.0f; - m_headOrient.theta = 0.0f; - m_torsoOrient.phi = 0.0f; - m_torsoOrient.theta = 0.0f; - m_upperArmOrient.phi = 0.0f; - m_upperArmOrient.theta = 0.0f; - m_lowerArmOrient.phi = 0.0f; - m_lowerArmOrient.theta = 0.0f; -} - -void -CPedIK::RotateTorso(AnimBlendFrameData *animBlend, 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); - } - RwFrameGetMatrix(f)->pos = pos; - RwMatrixDestroy(mat); -} - -void -CPedIK::GetComponentPosition(RwV3d *pos, PedNode 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)); -} - -RwMatrix* -CPedIK::GetWorldMatrix(RwFrame *source, RwMatrix *destination) -{ - RwFrame *i; - - *destination = *RwFrameGetMatrix(source); - - for (i = RwFrameGetParent(source); i; i = RwFrameGetParent(i)) - RwMatrixTransform(destination, RwFrameGetMatrix(i), rwCOMBINEPOSTCONCAT); - - return destination; -} - -STARTPATCHES - InjectHook(0x4ED0F0, &CPedIK::GetComponentPosition, PATCH_JUMP); - InjectHook(0x4ED060, &CPedIK::GetWorldMatrix, PATCH_JUMP); - InjectHook(0x4EDDB0, &CPedIK::RotateTorso, PATCH_JUMP); -ENDPATCHES
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