mirror of
https://gitlab.com/GaryOderNichts/re3-wiiu.git
synced 2024-12-23 08:11:49 +01:00
232 lines
5.6 KiB
C++
232 lines
5.6 KiB
C++
#include "common.h"
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#include <rpskin.h>
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#include "main.h"
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#include "RwHelper.h"
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#include "RpAnimBlend.h"
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#include "AnimBlendClumpData.h"
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#include "Bones.h"
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#include "Directory.h"
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#include "CutsceneMgr.h"
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#include "Streaming.h"
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#include "CutsceneHead.h"
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#include "CdStream.h"
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#ifdef GTA_PS2_STUFF
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// this is a total hack to switch between PC and PS2 code
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static bool lastLoadedSKA;
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#endif
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CCutsceneHead::CCutsceneHead(CObject *obj)
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{
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RpAtomic *atm;
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assert(RwObjectGetType(obj->m_rwObject) == rpCLUMP);
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#ifdef PED_SKIN
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unk1 = 0;
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bIsSkinned = false;
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m_parentObject = (CCutsceneObject*)obj;
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// Hide original head
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if(IsClumpSkinned(obj->GetClump())){
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m_parentObject->SetRenderHead(false);
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bIsSkinned = true;
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}else
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#endif
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{
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m_pHeadNode = RpAnimBlendClumpFindFrame((RpClump*)obj->m_rwObject, "Shead")->frame;
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atm = (RpAtomic*)GetFirstObject(m_pHeadNode);
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if(atm){
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assert(RwObjectGetType((RwObject*)atm) == rpATOMIC);
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RpAtomicSetFlags(atm, RpAtomicGetFlags(atm) & ~rpATOMICRENDER);
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}
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}
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}
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void
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CCutsceneHead::CreateRwObject(void)
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{
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RpAtomic *atm;
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CEntity::CreateRwObject();
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assert(RwObjectGetType(m_rwObject) == rpCLUMP);
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atm = GetFirstAtomic((RpClump*)m_rwObject);
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RpSkinAtomicSetHAnimHierarchy(atm, RpHAnimFrameGetHierarchy(GetFirstChild(RpClumpGetFrame((RpClump*)m_rwObject))));
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}
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void
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CCutsceneHead::DeleteRwObject(void)
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{
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CEntity::DeleteRwObject();
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}
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void
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CCutsceneHead::ProcessControl(void)
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{
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RpAtomic *atm;
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RpHAnimHierarchy *hier;
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// android/xbox calls is at the end
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CPhysical::ProcessControl();
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#ifdef PED_SKIN
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if(bIsSkinned){
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UpdateRpHAnim();
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UpdateRwFrame();
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RpHAnimHierarchy *hier = GetAnimHierarchyFromSkinClump(m_parentObject->GetClump());
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int idx = RpHAnimIDGetIndex(hier, BONE_head);
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RwMatrix *mat = &RpHAnimHierarchyGetMatrixArray(hier)[idx];
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if(RwV3dLength(&mat->pos) > 100.0f){
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m_matrix.SetRotateY(PI/2);
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m_matrix = CMatrix(mat) * m_matrix;
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}
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}else
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#endif
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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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atm = GetFirstAtomic((RpClump*)m_rwObject);
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hier = RpSkinAtomicGetHAnimHierarchy(atm);
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#ifdef GTA_PS2_STUFF
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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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}
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void
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CCutsceneHead::Render(void)
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{
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RpAtomic *atm;
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#ifdef PED_SKIN
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if(bIsSkinned){
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RpHAnimHierarchy *hier = GetAnimHierarchyFromSkinClump(m_parentObject->GetClump());
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RpHAnimHierarchyUpdateMatrices(hier);
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int idx = RpHAnimIDGetIndex(hier, BONE_head);
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RwMatrix *mat = &RpHAnimHierarchyGetMatrixArray(hier)[idx];
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if(RwV3dLength(&mat->pos) > 100.0f){
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m_matrix.SetRotateY(PI/2);
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m_matrix = CMatrix(mat) * m_matrix;
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}
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// This is head...it has no limbs
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#ifndef FIX_BUGS
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RenderLimb(BONE_Lhand);
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RenderLimb(BONE_Rhand);
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#endif
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}else
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#endif
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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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}
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UpdateRwFrame();
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assert(RwObjectGetType(m_rwObject) == rpCLUMP);
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atm = GetFirstAtomic((RpClump*)m_rwObject);
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RpHAnimHierarchyUpdateMatrices(RpSkinAtomicGetHAnimHierarchy(atm));
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CObject::Render();
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}
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#ifdef PED_SKIN
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void
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CCutsceneHead::RenderLimb(int32 bone)
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{
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// It's not clear what this is...
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// modelinfo for this object is not a ped so it also doesn't have any limbs
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#ifndef FIX_BUGS
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RpAtomic *atomic;
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RpHAnimHierarchy *hier = GetAnimHierarchyFromSkinClump(m_parentObject->GetClump());
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int idx = RpHAnimIDGetIndex(hier, bone);
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RwMatrix *mats = RpHAnimHierarchyGetMatrixArray(hier);
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CPedModelInfo *mi = (CPedModelInfo*)CModelInfo::GetModelInfo(GetModelIndex());
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assert(mi->GetModelType() == MITYPE_PED);
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switch(bone){
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case BONE_Lhand:
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atomic = mi->getLeftHand();
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break;
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case BONE_Rhand:
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atomic = mi->getRightHand();
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break;
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default:
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return;
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}
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if(atomic){
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RwFrame *frame = RpAtomicGetFrame(atomic);
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RwMatrixTransform(RwFrameGetMatrix(frame), &mats[idx], rwCOMBINEREPLACE);
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RwFrameUpdateObjects(frame);
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RpAtomicRender(atomic);
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}
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#endif
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}
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#endif
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void
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CCutsceneHead::PlayAnimation(const char *animName)
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{
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RpAtomic *atm;
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RpHAnimHierarchy *hier;
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RpHAnimAnimation *anim;
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uint32 offset, size;
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RwStream *stream;
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#ifdef GTA_PS2_STUFF
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lastLoadedSKA = false;
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#endif
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assert(RwObjectGetType(m_rwObject) == rpCLUMP);
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atm = GetFirstAtomic((RpClump*)m_rwObject);
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hier = RpSkinAtomicGetHAnimHierarchy(atm);
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sprintf(gString, "%s.anm", animName);
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if(CCutsceneMgr::ms_pCutsceneDir->FindItem(gString, offset, size)){
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stream = RwStreamOpen(rwSTREAMFILENAME, rwSTREAMREAD, "ANIM\\CUTS.IMG");
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assert(stream);
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CStreaming::MakeSpaceFor(size * CDSTREAM_SECTOR_SIZE);
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CStreaming::ImGonnaUseStreamingMemory();
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RwStreamSkip(stream, offset*2048);
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if(RwStreamFindChunk(stream, rwID_HANIMANIMATION, nil, nil)){
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anim = RpHAnimAnimationStreamRead(stream);
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RpHAnimHierarchySetCurrentAnim(hier, anim);
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}
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CStreaming::IHaveUsedStreamingMemory();
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RwStreamClose(stream, nil);
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}
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#ifdef GTA_PS2_STUFF
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#ifdef LIBRW
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else{
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sprintf(gString, "%s.ska", animName);
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if(CCutsceneMgr::ms_pCutsceneDir->FindItem(gString, offset, size)){
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stream = RwStreamOpen(rwSTREAMFILENAME, rwSTREAMREAD, "ANIM\\CUTS.IMG");
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assert(stream);
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CStreaming::MakeSpaceFor(size * CDSTREAM_SECTOR_SIZE);
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CStreaming::ImGonnaUseStreamingMemory();
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RwStreamSkip(stream, offset*2048);
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anim = rw::Animation::streamReadLegacy(stream);
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RpHAnimHierarchySetCurrentAnim(hier, anim);
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CStreaming::IHaveUsedStreamingMemory();
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RwStreamClose(stream, nil);
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lastLoadedSKA = true;
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}
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}
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#endif
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#endif
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}
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