@ -5,6 +5,8 @@
|
||||
|
||||
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)
|
||||
{
|
||||
@ -20,6 +22,59 @@ CPedIK::CPedIK(CPed *ped)
|
||||
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)
|
||||
{
|
||||
@ -50,4 +105,5 @@ CPedIK::GetWorldMatrix(RwFrame *source, RwMatrix *destination)
|
||||
STARTPATCHES
|
||||
InjectHook(0x4ED0F0, &CPedIK::GetComponentPosition, PATCH_JUMP);
|
||||
InjectHook(0x4ED060, &CPedIK::GetWorldMatrix, PATCH_JUMP);
|
||||
InjectHook(0x4EDDB0, &CPedIK::RotateTorso, PATCH_JUMP);
|
||||
ENDPATCHES
|
Reference in New Issue
Block a user