mirror of
https://gitlab.com/GaryOderNichts/re3-wiiu.git
synced 2024-11-25 18:46:52 +01:00
Use some GetMatrix/SetMatrix logic based on SA + CutsceneHead fix
This commit is contained in:
parent
f2b59f5097
commit
6537dfe7f1
@ -201,8 +201,8 @@ CPedPath::AddBlockade(CEntity *pEntity, CPedPathNode(*pathNodes)[40], CVector *p
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const float fBoundMaxY = boundingBox.max.y + 0.3f;
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const float fBoundMinY = boundingBox.min.y - 0.3f;
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const float fBoundMaxX = boundingBox.max.x + 0.3f;
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const float fDistanceX = pPosition->x - pEntity->m_matrix.GetPosition().x;
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const float fDistanceY = pPosition->y - pEntity->m_matrix.GetPosition().y;
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const float fDistanceX = pPosition->x - pEntity->GetMatrix().GetPosition().x;
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const float fDistanceY = pPosition->y - pEntity->GetMatrix().GetPosition().y;
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const float fBoundRadius = pEntity->GetBoundRadius();
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CVector vecBoundCentre;
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pEntity->GetBoundCentre(vecBoundCentre);
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@ -216,8 +216,8 @@ CPedPath::AddBlockade(CEntity *pEntity, CPedPathNode(*pathNodes)[40], CVector *p
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if (!pathNodes[x][y].bBlockade) {
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const float pointY = y * 0.7f + fDistanceY;
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CVector2D point(pointX, pointY);
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if (fBoundMaxX > Abs(DotProduct2D(point, pEntity->m_matrix.GetRight()))) {
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float fDotProduct = DotProduct2D(point, pEntity->m_matrix.GetForward());
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if (fBoundMaxX > Abs(DotProduct2D(point, pEntity->GetMatrix().GetRight()))) {
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float fDotProduct = DotProduct2D(point, pEntity->GetMatrix().GetForward());
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if (fBoundMaxY > fDotProduct && fBoundMinY < fDotProduct)
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pathNodes[x][y].bBlockade = true;
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}
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@ -689,8 +689,7 @@ CPickups::DoPickUpEffects(CEntity *entity)
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entity->bDoNotRender = CTheScripts::IsPlayerOnAMission() || CDarkel::FrenzyOnGoing() || !CGame::nastyGame;
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if (!entity->bDoNotRender) {
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float s = Sin((float)((CTimer::GetTimeInMilliseconds() + (uintptr)entity) & 0x7FF) * DEGTORAD(360.0f / 0x800));
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float modifiedSin = 0.3f * (s + 1.0f);
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float modifiedSin = 0.3f * (Sin((float)((CTimer::GetTimeInMilliseconds() + (uintptr)entity) & 0x7FF) * DEGTORAD(360.0f / 0x800)) + 1.0f);
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int16 colorId;
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@ -749,7 +748,20 @@ CPickups::DoPickUpEffects(CEntity *entity)
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}
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}
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entity->GetMatrix().SetRotateZOnlyScaled((float)(CTimer::GetTimeInMilliseconds() & 0x7FF) * DEGTORAD(360.0f / 0x800), aWeaponScale[colorId]);
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float angle = (float)(CTimer::GetTimeInMilliseconds() & 0x7FF) * DEGTORAD(360.0f / 0x800);
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float c = Cos(angle) * aWeaponScale[colorId];
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float s = Sin(angle) * aWeaponScale[colorId];
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// we know from SA they were setting each field manually like this
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entity->GetMatrix().rx = c;
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entity->GetMatrix().ry = s;
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entity->GetMatrix().rz = 0.0f;
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entity->GetMatrix().fx = -s;
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entity->GetMatrix().fy = c;
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entity->GetMatrix().fz = 0.0f;
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entity->GetMatrix().ux = 0.0f;
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entity->GetMatrix().uy = 0.0f;
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entity->GetMatrix().uz = aWeaponScale[colorId];
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}
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}
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@ -55,7 +55,7 @@ CRoadBlocks::GenerateRoadBlockCopsForCar(CVehicle* pVehicle, int32 roadBlockType
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float fRadius = pVehicle->GetBoundRadius() / pPoliceColModel->boundingSphere.radius;
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for (int32 i = 0; i < 2; i++) {
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const int32 roadBlockIndex = i + 2 * roadBlockType;
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CVector posForZ = pVehicle->m_matrix * (fRadius * vecRoadBlockOffets[roadBlockIndex]);
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CVector posForZ = pVehicle->GetMatrix() * (fRadius * vecRoadBlockOffets[roadBlockIndex]);
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int32 modelInfoId = MI_COP;
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eCopType copType = COP_STREET;
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switch (pVehicle->GetModelIndex())
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@ -81,8 +81,8 @@ CRoadBlocks::GenerateRoadBlockCopsForCar(CVehicle* pVehicle, int32 roadBlockType
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CPedPlacement::FindZCoorForPed(&posForZ);
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pCopPed->SetPosition(posForZ);
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CVector vecSavedPos = pCopPed->GetPosition();
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pCopPed->m_matrix.SetRotate(0.0f, 0.0f, -HALFPI);
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pCopPed->m_matrix.GetPosition() += vecSavedPos;
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pCopPed->GetMatrix().SetRotate(0.0f, 0.0f, -HALFPI);
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pCopPed->GetMatrix().GetPosition() += vecSavedPos;
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pCopPed->m_bIsDisabledCop = true;
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pCopPed->SetIdle();
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pCopPed->bKindaStayInSamePlace = true;
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@ -153,7 +153,7 @@ CRoadBlocks::GenerateRoadBlocks(void)
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offsetMatrix.GetPosition() = CVector(0.0f, i * fModelRadius - fOffset, 0.6f);
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else
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offsetMatrix.GetPosition() = CVector(i * fModelRadius - fOffset, 0.0f, 0.6f);
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CMatrix vehicleMatrix = mapObject->m_matrix * offsetMatrix;
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CMatrix vehicleMatrix = mapObject->GetMatrix() * offsetMatrix;
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float fModelRadius = CModelInfo::GetModelInfo(vehicleId)->GetColModel()->boundingSphere.radius - 0.25f;
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int16 colliding = 0;
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CWorld::FindObjectsKindaColliding(vehicleMatrix.GetPosition(), fModelRadius, 0, &colliding, 2, nil, false, true, true, false, false);
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@ -162,10 +162,10 @@ CRoadBlocks::GenerateRoadBlocks(void)
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pVehicle->SetStatus(STATUS_ABANDONED);
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// pVehicle->GetHeightAboveRoad(); // called but return value is ignored?
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vehicleMatrix.GetPosition().z += fModelRadius - 0.6f;
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pVehicle->m_matrix = vehicleMatrix;
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pVehicle->SetMatrix(vehicleMatrix);
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pVehicle->PlaceOnRoadProperly();
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pVehicle->SetIsStatic(false);
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pVehicle->m_matrix.UpdateRW();
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pVehicle->GetMatrix().UpdateRW();
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pVehicle->m_nDoorLock = CARLOCK_UNLOCKED;
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CCarCtrl::JoinCarWithRoadSystem(pVehicle);
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pVehicle->bIsLocked = false;
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@ -213,7 +213,7 @@ CCamera::Init(void)
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m_iModeToGoTo = CCam::MODE_FOLLOWPED;
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m_bJust_Switched = false;
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m_bUseTransitionBeta = false;
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m_matrix.SetScale(1.0f);
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GetMatrix().SetScale(1.0f);
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m_bTargetJustBeenOnTrain = false;
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m_bInitialNoNodeStaticsSet = false;
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m_uiLongestTimeInMill = 5000;
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@ -3592,7 +3592,7 @@ CCamera::SetRwCamera(RwCamera *cam)
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void
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CCamera::CalculateDerivedValues(void)
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{
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m_cameraMatrix = Invert(m_matrix);
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m_cameraMatrix = Invert(GetMatrix());
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float hfov = DEGTORAD(CDraw::GetScaledFOV()/2.0f);
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float c = Cos(hfov);
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@ -2,12 +2,13 @@
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class CPlaceable
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{
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protected:
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CMatrix m_matrix;
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public:
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// disable allocation
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static void *operator new(size_t);
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CMatrix m_matrix;
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CPlaceable(void);
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virtual ~CPlaceable(void);
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const CVector &GetPosition(void) { return m_matrix.GetPosition(); }
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@ -21,6 +22,7 @@ public:
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CVector &GetForward(void) { return m_matrix.GetForward(); }
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CVector &GetUp(void) { return m_matrix.GetUp(); }
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CMatrix &GetMatrix(void) { return m_matrix; }
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void SetMatrix(CMatrix &newMatrix) { m_matrix = newMatrix; }
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void SetTransform(RwMatrix *m) { m_matrix = CMatrix(m, false); }
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void SetHeading(float angle);
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void SetOrientation(float x, float y, float z){
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@ -1445,7 +1445,7 @@ CWorld::CallOffChaseForAreaSectorListVehicles(CPtrList &list, float x1, float y1
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CColModel *pColModel = pVehicle->GetColModel();
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bool bInsideSphere = false;
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for(int32 i = 0; i < pColModel->numSpheres; i++) {
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CVector pos = pVehicle->m_matrix * pColModel->spheres[i].center;
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CVector pos = pVehicle->GetMatrix() * pColModel->spheres[i].center;
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float fRadius = pColModel->spheres[i].radius;
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if(pos.x + fRadius > x1 && pos.x - fRadius < x2 && pos.y + fRadius > y1 &&
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pos.y - fRadius < y2)
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@ -1763,7 +1763,7 @@ CWorld::RepositionOneObject(CEntity *pEntity)
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position.z = FindGroundZFor3DCoord(position.x, position.y,
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position.z + OBJECT_REPOSITION_OFFSET_Z, nil) -
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fBoundingBoxMinZ;
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pEntity->m_matrix.UpdateRW();
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pEntity->GetMatrix().UpdateRW();
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pEntity->UpdateRwFrame();
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} else if(modelId == MI_BUOY) {
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float fWaterLevel = 0.0f;
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@ -110,9 +110,9 @@ CEntity::CreateRwObject(void)
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if(IsBuilding())
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gBuildings++;
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if(RwObjectGetType(m_rwObject) == rpATOMIC)
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m_matrix.AttachRW(RwFrameGetMatrix(RpAtomicGetFrame((RpAtomic*)m_rwObject)), false);
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GetMatrix().AttachRW(RwFrameGetMatrix(RpAtomicGetFrame((RpAtomic *)m_rwObject)), false);
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else if(RwObjectGetType(m_rwObject) == rpCLUMP)
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m_matrix.AttachRW(RwFrameGetMatrix(RpClumpGetFrame((RpClump*)m_rwObject)), false);
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GetMatrix().AttachRW(RwFrameGetMatrix(RpClumpGetFrame((RpClump *)m_rwObject)), false);
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mi->AddRef();
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}
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}
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@ -123,9 +123,9 @@ CEntity::AttachToRwObject(RwObject *obj)
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m_rwObject = obj;
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if(m_rwObject){
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if(RwObjectGetType(m_rwObject) == rpATOMIC)
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m_matrix.Attach(RwFrameGetMatrix(RpAtomicGetFrame((RpAtomic*)m_rwObject)), false);
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GetMatrix().Attach(RwFrameGetMatrix(RpAtomicGetFrame((RpAtomic *)m_rwObject)), false);
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else if(RwObjectGetType(m_rwObject) == rpCLUMP)
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m_matrix.Attach(RwFrameGetMatrix(RpClumpGetFrame((RpClump*)m_rwObject)), false);
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GetMatrix().Attach(RwFrameGetMatrix(RpClumpGetFrame((RpClump *)m_rwObject)), false);
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CModelInfo::GetModelInfo(m_modelIndex)->AddRef();
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}
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}
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@ -136,7 +136,7 @@ CEntity::DetachFromRwObject(void)
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if(m_rwObject)
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CModelInfo::GetModelInfo(m_modelIndex)->RemoveRef();
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m_rwObject = nil;
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m_matrix.Detach();
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GetMatrix().Detach();
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}
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#ifdef PED_SKIN
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@ -166,7 +166,7 @@ CEntity::DeleteRwObject(void)
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{
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RwFrame *f;
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m_matrix.Detach();
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GetMatrix().Detach();
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if(m_rwObject){
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if(RwObjectGetType(m_rwObject) == rpATOMIC){
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f = RpAtomicGetFrame((RpAtomic*)m_rwObject);
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@ -193,16 +193,16 @@ CEntity::GetBoundRect(void)
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CVector v;
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CColModel *col = CModelInfo::GetModelInfo(m_modelIndex)->GetColModel();
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rect.ContainPoint(m_matrix * col->boundingBox.min);
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rect.ContainPoint(m_matrix * col->boundingBox.max);
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rect.ContainPoint(GetMatrix() * col->boundingBox.min);
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rect.ContainPoint(GetMatrix() * col->boundingBox.max);
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v = col->boundingBox.min;
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v.x = col->boundingBox.max.x;
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rect.ContainPoint(m_matrix * v);
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rect.ContainPoint(GetMatrix() * v);
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v = col->boundingBox.max;
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v.x = col->boundingBox.min.x;
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rect.ContainPoint(m_matrix * v);
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rect.ContainPoint(GetMatrix() * v);
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return rect;
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}
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@ -218,7 +218,7 @@ CEntity::GetBoundCentre(void)
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void
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CEntity::GetBoundCentre(CVector &out)
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{
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out = m_matrix * CModelInfo::GetModelInfo(m_modelIndex)->GetColModel()->boundingSphere.center;
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out = GetMatrix() * CModelInfo::GetModelInfo(m_modelIndex)->GetColModel()->boundingSphere.center;
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}
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float
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@ -442,7 +442,7 @@ CPhysical::ApplyMoveForce(float jx, float jy, float jz)
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void
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CPhysical::ApplyTurnForce(float jx, float jy, float jz, float px, float py, float pz)
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{
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CVector com = Multiply3x3(m_matrix, m_vecCentreOfMass);
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CVector com = Multiply3x3(GetMatrix(), m_vecCentreOfMass);
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CVector turnimpulse = CrossProduct(CVector(px, py, pz)-com, CVector(jx, jy, jz));
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m_vecTurnSpeed += turnimpulse*(1.0f/m_fTurnMass);
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}
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@ -456,7 +456,7 @@ CPhysical::ApplyFrictionMoveForce(float jx, float jy, float jz)
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void
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CPhysical::ApplyFrictionTurnForce(float jx, float jy, float jz, float px, float py, float pz)
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{
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CVector com = Multiply3x3(m_matrix, m_vecCentreOfMass);
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CVector com = Multiply3x3(GetMatrix(), m_vecCentreOfMass);
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CVector turnimpulse = CrossProduct(CVector(px, py, pz)-com, CVector(jx, jy, jz));
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m_vecTurnFriction += turnimpulse*(1.0f/m_fTurnMass);
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}
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@ -853,7 +853,7 @@ CPhysical::ApplyCollisionAlt(CEntity *B, CColPoint &colpoint, float &impulse, CV
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moveSpeed += vImpulse * (1.0f/m_fMass);
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// ApplyTurnForce
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CVector com = Multiply3x3(m_matrix, m_vecCentreOfMass);
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CVector com = Multiply3x3(GetMatrix(), m_vecCentreOfMass);
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CVector turnimpulse = CrossProduct(pointpos-com, vImpulse);
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turnSpeed += turnimpulse*(1.0f/m_fTurnMass);
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@ -72,22 +72,6 @@ public:
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void SetRotateXOnly(float angle);
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void SetRotateYOnly(float angle);
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void SetRotateZOnly(float angle);
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void SetRotateZOnlyScaled(float angle, float scale) {
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float c = Cos(angle);
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float s = Sin(angle);
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rx = c * scale;
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ry = s * scale;
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rz = 0.0f;
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fx = -s * scale;
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fy = c * scale;
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fz = 0.0f;
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ux = 0.0f;
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uy = 0.0f;
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uz = scale;
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}
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void SetRotateX(float angle);
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void SetRotateY(float angle);
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void SetRotateZ(float angle);
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@ -85,7 +85,6 @@ CCutsceneHead::ProcessControl(void)
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{
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m_matrix.SetRotateY(PI/2);
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m_matrix = CMatrix(RwFrameGetLTM(m_pHeadNode)) * m_matrix;
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UpdateRwFrame(); // android/xbox don't call this
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}
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assert(RwObjectGetType(m_rwObject) == rpCLUMP);
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@ -95,7 +94,7 @@ CCutsceneHead::ProcessControl(void)
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// PS2 only plays anims in cutscene, PC always plays anims
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if(!lastLoadedSKA || CCutsceneMgr::IsRunning())
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#endif
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RpHAnimHierarchyAddAnimTime(hier, CTimer::GetTimeStepNonClipped()/50.0f);
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RpHAnimHierarchyAddAnimTime(hier, CTimer::GetTimeStepNonClippedInSeconds());
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}
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void
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@ -63,7 +63,7 @@ CObject::CObject(CDummyObject *dummy)
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if (dummy->m_rwObject)
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AttachToRwObject(dummy->m_rwObject);
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else
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GetMatrix() = dummy->GetMatrix();
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SetMatrix(dummy->GetMatrix());
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m_objectMatrix = dummy->GetMatrix();
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dummy->DetachFromRwObject();
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@ -112,8 +112,8 @@ void
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CObject::Teleport(CVector vecPos)
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{
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CWorld::Remove(this);
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m_matrix.GetPosition() = vecPos;
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m_matrix.UpdateRW();
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GetMatrix().GetPosition() = vecPos;
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GetMatrix().UpdateRW();
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UpdateRwFrame();
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CWorld::Add(this);
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}
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@ -170,7 +170,7 @@ CObject::ObjectDamage(float amount)
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amount = 0.0f;
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}
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if ((amount * m_fCollisionDamageMultiplier > 150.0f || bBodyCastDamageEffect) && m_nCollisionDamageEffect) {
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const CVector& vecPos = m_matrix.GetPosition();
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const CVector& vecPos = GetMatrix().GetPosition();
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const float fDirectionZ = 0.0002f * amount;
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switch (m_nCollisionDamageEffect)
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{
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@ -329,7 +329,7 @@ CObject::Init(void)
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m_pCollidingEntity = nil;
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CColPoint point;
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CEntity* outEntity = nil;
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const CVector& vecPos = m_matrix.GetPosition();
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const CVector& vecPos = GetMatrix().GetPosition();
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if (CWorld::ProcessVerticalLine(vecPos, vecPos.z - 10.0f, point, outEntity, true, false, false, false, false, false, nil))
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m_pCurSurface = outEntity;
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else
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@ -6983,7 +6983,7 @@ CPed::SetPedPositionInCar(void)
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} else {
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m_fRotationCur = m_pMyVehicle->GetForward().Heading();
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}
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GetMatrix() = newMat;
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SetMatrix(newMat);
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}
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void
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@ -106,7 +106,7 @@ void
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CPlane::DeleteRwObject(void)
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{
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if(m_rwObject && RwObjectGetType(m_rwObject) == rpATOMIC){
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m_matrix.Detach();
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GetMatrix().Detach();
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if(RwObjectGetType(m_rwObject) == rpATOMIC){ // useless check
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RwFrame *f = RpAtomicGetFrame((RpAtomic*)m_rwObject);
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RpAtomicDestroy((RpAtomic*)m_rwObject);
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@ -556,13 +556,13 @@ CPlane::ProcessControl(void)
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m_rwObject = CModelInfo::GetModelInfo(mi->m_planeLodId)->CreateInstance();
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POP_MEMID();
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if(m_rwObject)
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m_matrix.AttachRW(RwFrameGetMatrix(RpAtomicGetFrame((RpAtomic*)m_rwObject)));
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GetMatrix().AttachRW(RwFrameGetMatrix(RpAtomicGetFrame((RpAtomic*)m_rwObject)));
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}
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}
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}else if(CStreaming::HasModelLoaded(GetModelIndex())){
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if(m_rwObject && RwObjectGetType(m_rwObject) == rpATOMIC){
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// Get rid of LOD model
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m_matrix.Detach();
|
||||
GetMatrix().Detach();
|
||||
if(m_rwObject){ // useless check
|
||||
if(RwObjectGetType(m_rwObject) == rpATOMIC){ // useless check
|
||||
RwFrame *f = RpAtomicGetFrame((RpAtomic*)m_rwObject);
|
||||
|
Loading…
Reference in New Issue
Block a user