re3-wiiu/src/peds/PedIK.cpp
2020-05-16 15:07:09 +03:00

363 lines
12 KiB
C++

#include "common.h"
#include "Bones.h"
#include "Camera.h"
#include "PedIK.h"
#include "Ped.h"
#include "General.h"
#include "RwHelper.h"
//--MIAMI: file almost done (only some special weapon cases left)
LimbMovementInfo CPedIK::ms_torsoInfo = { DEGTORAD(50.0f), DEGTORAD(-50.0f), DEGTORAD(8.0f), DEGTORAD(45.0f), DEGTORAD(-45.0f), DEGTORAD(5.0f) };
LimbMovementInfo CPedIK::ms_headInfo = { DEGTORAD(90.0f), DEGTORAD(-90.0f), DEGTORAD(15.0f), DEGTORAD(45.0f), DEGTORAD(-45.0f), DEGTORAD(8.0f) };
LimbMovementInfo CPedIK::ms_headRestoreInfo = { DEGTORAD(90.0f), DEGTORAD(-90.0f), DEGTORAD(10.0f), DEGTORAD(45.0f), DEGTORAD(-45.0f), DEGTORAD(5.0f) };
LimbMovementInfo CPedIK::ms_upperArmInfo = { DEGTORAD(5.0f), DEGTORAD(-120.0f), DEGTORAD(20.0f), DEGTORAD(70.0f), DEGTORAD(-70.0f), DEGTORAD(20.0f) };
LimbMovementInfo CPedIK::ms_lowerArmInfo = { DEGTORAD(60.0f), DEGTORAD(0.0f), DEGTORAD(15.0f), DEGTORAD(90.0f), DEGTORAD(-90.0f), DEGTORAD(10.0f) };
const RwV3d XaxisIK = { 1.0f, 0.0f, 0.0f};
const RwV3d YaxisIK = { 0.0f, 1.0f, 0.0f};
const RwV3d ZaxisIK = { 0.0f, 0.0f, 1.0f};
CPedIK::CPedIK(CPed *ped)
{
m_ped = ped;
m_flags = 0;
m_headOrient.yaw = 0.0f;
m_headOrient.pitch = 0.0f;
m_torsoOrient.yaw = 0.0f;
m_torsoOrient.pitch = 0.0f;
m_upperArmOrient.yaw = 0.0f;
m_upperArmOrient.pitch = 0.0f;
m_lowerArmOrient.yaw = 0.0f;
m_lowerArmOrient.pitch = 0.0f;
}
inline RwMatrix*
GetBoneMatrix(CPed *ped, int32 bone)
{
RpHAnimHierarchy *hier = GetAnimHierarchyFromSkinClump(ped->GetClump());
int idx = RpHAnimIDGetIndex(hier, bone);
RwMatrix *mats = RpHAnimHierarchyGetMatrixArray(hier);
return &mats[idx];
}
inline RwMatrix*
GetComponentMatrix(CPed *ped, int32 node)
{
return GetBoneMatrix(ped, ped->m_pFrames[node]->nodeID);
}
void
CPedIK::RotateTorso(AnimBlendFrameData *node, LimbOrientation *limb, bool changeRoll)
{
RtQuat *q = &node->hanimFrame->q;
RtQuatRotate(q, &XaxisIK, RADTODEG(limb->yaw), rwCOMBINEREPLACE);
RtQuatRotate(q, &ZaxisIK, RADTODEG(limb->pitch), rwCOMBINEPRECONCAT);
m_ped->bDontAcceptIKLookAts = true;
}
void
CPedIK::GetComponentPosition(RwV3d *pos, uint32 node)
{
*pos = GetComponentMatrix(m_ped, node)->pos;
}
LimbMoveStatus
CPedIK::MoveLimb(LimbOrientation &limb, float targetYaw, float targetPitch, LimbMovementInfo &moveInfo)
{
LimbMoveStatus result = ONE_ANGLE_COULDNT_BE_SET_EXACTLY;
// yaw
if(Abs(limb.yaw-targetYaw) < moveInfo.yawD){
limb.yaw = targetYaw;
result = ANGLES_SET_EXACTLY;
}else{
if (limb.yaw > targetYaw) {
limb.yaw -= moveInfo.yawD;
} else if (limb.yaw < targetYaw) {
limb.yaw += moveInfo.yawD;
}
}
if (limb.yaw > moveInfo.maxYaw || limb.yaw < moveInfo.minYaw) {
limb.yaw = clamp(limb.yaw, moveInfo.minYaw, moveInfo.maxYaw);
result = ANGLES_SET_TO_MAX;
}
// pitch
if (Abs(limb.pitch - targetPitch) < moveInfo.pitchD){
limb.pitch = targetPitch;
}else{
if (limb.pitch > targetPitch) {
limb.pitch -= moveInfo.pitchD;
} else if (limb.pitch < targetPitch) {
limb.pitch += moveInfo.pitchD;
}
result = ONE_ANGLE_COULDNT_BE_SET_EXACTLY;
}
if (limb.pitch > moveInfo.maxPitch || limb.pitch < moveInfo.minPitch) {
limb.pitch = clamp(limb.pitch, moveInfo.minPitch, moveInfo.maxPitch);
result = ANGLES_SET_TO_MAX;
}
return result;
}
bool
CPedIK::RestoreGunPosn(void)
{
LimbMoveStatus limbStatus = MoveLimb(m_torsoOrient, 0.0f, 0.0f, ms_torsoInfo);
RotateTorso(m_ped->m_pFrames[PED_MID], &m_torsoOrient, false);
return limbStatus == ANGLES_SET_EXACTLY;
}
bool
CPedIK::LookInDirection(float targetYaw, float targetPitch)
{
bool success = true;
float yaw, pitch;
if (!(m_ped->m_pFrames[PED_HEAD]->flag & AnimBlendFrameData::IGNORE_ROTATION)) {
m_ped->m_pFrames[PED_HEAD]->flag |= AnimBlendFrameData::IGNORE_ROTATION;
RwMatrix *m = GetComponentMatrix(m_ped, PED_NECK);
m_headOrient.yaw = Atan2(-m->at.y, -m->at.x);
m_headOrient.yaw -= m_ped->m_fRotationCur;
m_headOrient.yaw = CGeneral::LimitRadianAngle(m_headOrient.yaw);
float up = clamp(m->up.z, -1.0f, 1.0f);
m_headOrient.pitch = Atan2(-up, Sqrt(1.0f - SQR(-up)));
}
// parent of head is neck
RwMatrix *m = GetComponentMatrix(m_ped, PED_NECK);
yaw = CGeneral::LimitRadianAngle(Atan2(-m->at.y, -m->at.x));
float up = clamp(m->up.z, -1.0f, 1.0f);
pitch = Atan2(-up, Sqrt(1.0f - SQR(-up)));
float headYaw = CGeneral::LimitRadianAngle(targetYaw - (yaw + m_torsoOrient.yaw));
float headPitch = CGeneral::LimitRadianAngle(targetPitch - pitch) * Cos(Min(Abs(headYaw), HALFPI));
LimbMoveStatus headStatus = MoveLimb(m_headOrient, headYaw, headPitch, ms_headInfo);
if (headStatus == ANGLES_SET_TO_MAX)
success = false;
if (headStatus != ANGLES_SET_EXACTLY && !(m_flags & LOOKAROUND_HEAD_ONLY))
if (MoveLimb(m_torsoOrient, CGeneral::LimitRadianAngle(targetYaw-m_ped->m_fRotationCur), targetPitch, ms_torsoInfo))
success = true;
// This was RotateHead
RtQuat *q = &m_ped->m_pFrames[PED_HEAD]->hanimFrame->q;
RtQuatRotate(q, &ZaxisIK, RADTODEG(m_headOrient.pitch), rwCOMBINEREPLACE);
RtQuatRotate(q, &XaxisIK, RADTODEG(m_headOrient.yaw), rwCOMBINEPRECONCAT);
m_ped->bDontAcceptIKLookAts = true;
if (!(m_flags & LOOKAROUND_HEAD_ONLY))
RotateTorso(m_ped->m_pFrames[PED_MID], &m_torsoOrient, false);
return success;
}
bool
CPedIK::LookAtPosition(CVector const &pos)
{
RwV3d *pedpos = &GetComponentMatrix(m_ped, PED_MID)->pos;
float yawToFace = CGeneral::GetRadianAngleBetweenPoints(
pos.x, pos.y,
pedpos->x, pedpos->y);
float pitchToFace = CGeneral::GetRadianAngleBetweenPoints(
// BUG? not using pedpos here
pos.z, (m_ped->GetPosition() - pos).Magnitude2D(),
pedpos->z, 0.0f);
return LookInDirection(yawToFace, pitchToFace);
}
bool
CPedIK::PointGunInDirection(float targetYaw, float targetPitch)
{
bool result = true;
bool armPointedToGun = false;
targetYaw = CGeneral::LimitRadianAngle(targetYaw - m_ped->GetForward().Heading());
m_flags &= ~GUN_POINTED_SUCCESSFULLY;
m_flags |= LOOKAROUND_HEAD_ONLY;
if (m_flags & AIMS_WITH_ARM) {
armPointedToGun = PointGunInDirectionUsingArm(targetYaw, targetPitch);
targetYaw = CGeneral::LimitRadianAngle(targetYaw - (m_upperArmOrient.yaw + m_lowerArmOrient.yaw));
}
if (armPointedToGun) {
if (m_flags & AIMS_WITH_ARM && m_torsoOrient.yaw * m_upperArmOrient.yaw < 0.0f)
MoveLimb(m_torsoOrient, 0.0f, m_torsoOrient.pitch, ms_torsoInfo);
} else {
// Unused code
RwMatrix *matrix;
float yaw, pitch;
matrix = RwMatrixCreate();
*matrix = *GetComponentMatrix(m_ped, PED_CLAVICLER);
ExtractYawAndPitchWorld(matrix, &yaw, &pitch);
RwMatrixDestroy(matrix);
if(m_flags & AIMS_WITH_ARM){
if(targetPitch > 0.0f)
targetPitch = Max(targetPitch - Abs(targetYaw), 0.0f);
else
targetPitch = Min(targetPitch + Abs(targetYaw), 0.0f);
}
LimbMoveStatus status = MoveLimb(m_torsoOrient, targetYaw, targetPitch, ms_torsoInfo);
if (status == ANGLES_SET_TO_MAX)
result = false;
else if (status == ANGLES_SET_EXACTLY)
m_flags |= GUN_POINTED_SUCCESSFULLY;
}
RwMatrix *m = GetBoneMatrix(m_ped, BONE_spine); // BUG: game uses index 2 directly, which happens to be identical to BONE_spine
RwV3d axis = { 0.0f, 0.0f, 0.0f };
float axisangle = -CGeneral::LimitRadianAngle(Atan2(-m->at.y, -m->at.x) - m_ped->m_fRotationCur);
axis.y = -Sin(axisangle);
axis.z = Cos(axisangle);
// this was RotateTorso
RtQuat *q = &m_ped->m_pFrames[PED_MID]->hanimFrame->q;
RtQuatRotate(q, &axis, RADTODEG(m_torsoOrient.pitch), rwCOMBINEPOSTCONCAT);
RtQuatRotate(q, &XaxisIK, RADTODEG(m_torsoOrient.yaw), rwCOMBINEPOSTCONCAT);
m_ped->bDontAcceptIKLookAts = true;
return result;
}
bool
CPedIK::PointGunInDirectionUsingArm(float targetYaw, float targetPitch)
{
bool result = false;
RwMatrix *matrix;
float yaw, pitch;
float uaRoll = 45.0f;
float handRoll = 30.0f;
matrix = GetComponentMatrix(m_ped, PED_CLAVICLER);
yaw = CGeneral::LimitRadianAngle(Atan2(matrix->right.y, matrix->right.x) - m_ped->m_fRotationCur);
pitch = Atan2(matrix->up.z, Sqrt(1.0f - SQR(matrix->up.z)));
float uaYaw, uaPitch;
uaYaw = CGeneral::LimitRadianAngle(targetYaw - yaw - DEGTORAD(15.0f));
uaPitch = CGeneral::LimitRadianAngle(targetPitch - pitch + DEGTORAD(10.0f));
LimbMoveStatus uaStatus = MoveLimb(m_upperArmOrient, uaYaw, uaPitch, ms_upperArmInfo);
if (uaStatus == ANGLES_SET_EXACTLY) {
m_flags |= GUN_POINTED_SUCCESSFULLY;
result = true;
}
if (uaStatus == ANGLES_SET_TO_MAX) {
float laYaw = uaYaw - m_upperArmOrient.yaw;
LimbMoveStatus laStatus;
if (laYaw > 0.0f){
float rollReduce = laYaw/DEGTORAD(30.0f);
uaRoll *= 1.0f - Min(rollReduce, 1.0f);
handRoll *= 1.0f - Min(rollReduce, 1.0f);
laYaw *= 1.9f;
laStatus = MoveLimb(m_lowerArmOrient, laYaw, 0.0f, ms_lowerArmInfo);
// some unused statics here
float uaPitchAmount = 1.0f - (m_lowerArmOrient.yaw + m_upperArmOrient.yaw) * 0.34f;
float f1 = ms_upperArmInfo.maxPitch * Max(uaPitchAmount, 0.0f);
float f2 = 0.2f*m_lowerArmOrient.yaw + m_upperArmOrient.pitch;
m_upperArmOrient.pitch = Min(f1, f2);
}else
laStatus = MoveLimb(m_lowerArmOrient, laYaw, 0.0f, ms_lowerArmInfo);
if (laStatus == ANGLES_SET_EXACTLY) {
m_flags |= GUN_POINTED_SUCCESSFULLY;
result = true;
}
// game does this stupidly by going through the clump extension...
RtQuat *q = &m_ped->m_pFrames[PED_FOREARMR]->hanimFrame->q;
RtQuatRotate(q, &ZaxisIK, -RADTODEG(m_lowerArmOrient.yaw), rwCOMBINEREPLACE);
RtQuatRotate(q, &XaxisIK, -RADTODEG(m_lowerArmOrient.pitch), rwCOMBINEPOSTCONCAT);
m_ped->bDontAcceptIKLookAts = true;
}
RtQuat *q = &m_ped->m_pFrames[PED_UPPERARMR]->hanimFrame->q;
RtQuatRotate(q, &XaxisIK, uaRoll, rwCOMBINEREPLACE);
RtQuatRotate(q, &YaxisIK, -RADTODEG(m_upperArmOrient.pitch), rwCOMBINEPOSTCONCAT);
RtQuatRotate(q, &ZaxisIK, -RADTODEG(m_upperArmOrient.yaw+HALFPI), rwCOMBINEPOSTCONCAT);
m_ped->bDontAcceptIKLookAts = true;
q = &m_ped->m_pFrames[PED_HANDR]->hanimFrame->q;
RtQuatRotate(q, &XaxisIK, handRoll, rwCOMBINEPRECONCAT);
return result;
}
bool
CPedIK::PointGunAtPosition(CVector const& position)
{
// TODO(MIAMI): special cases for some weapons
RwV3d armPos;
GetComponentPosition(&armPos, PED_UPPERARMR);
return PointGunInDirection(
CGeneral::GetRadianAngleBetweenPoints(position.x, position.y, m_ped->GetPosition().x, m_ped->GetPosition().y),
CGeneral::GetRadianAngleBetweenPoints(position.z, Distance2D(m_ped->GetPosition(), position.x, position.y), armPos.z, 0.0f));
}
bool
CPedIK::RestoreLookAt(void)
{
bool result = false;
float yaw, pitch;
if (m_ped->m_pFrames[PED_HEAD]->flag & AnimBlendFrameData::IGNORE_ROTATION) {
m_ped->m_pFrames[PED_HEAD]->flag &= (~AnimBlendFrameData::IGNORE_ROTATION);
} else {
ExtractYawAndPitchLocalSkinned(m_ped->m_pFrames[PED_HEAD], &yaw, &pitch);
if (MoveLimb(m_headOrient, yaw, pitch, ms_headRestoreInfo) == ANGLES_SET_EXACTLY)
result = true;
}
// This was RotateHead
RtQuat *q = &m_ped->m_pFrames[PED_HEAD]->hanimFrame->q;
RtQuatRotate(q, &XaxisIK, RADTODEG(m_headOrient.yaw), rwCOMBINEREPLACE);
RtQuatRotate(q, &ZaxisIK, RADTODEG(m_headOrient.pitch), rwCOMBINEPRECONCAT);
m_ped->bDontAcceptIKLookAts = true;
if (!(m_flags & LOOKAROUND_HEAD_ONLY))
MoveLimb(m_torsoOrient, 0.0f, 0.0f, ms_torsoInfo);
if (!(m_flags & LOOKAROUND_HEAD_ONLY))
RotateTorso(m_ped->m_pFrames[PED_MID], &m_torsoOrient, false);
return result;
}
void
CPedIK::ExtractYawAndPitchWorld(RwMatrix *mat, float *yaw, float *pitch)
{
float f = clamp(DotProduct(mat->up, CVector(0.0f, 1.0f, 0.0f)), -1.0f, 1.0f);
*yaw = Acos(f);
if (mat->up.x > 0.0f) *yaw = -*yaw;
f = clamp(DotProduct(mat->right, CVector(0.0f, 0.0f, 1.0f)), -1.0f, 1.0f);
*pitch = Acos(f);
if (mat->up.z > 0.0f) *pitch = -*pitch;
}
void
CPedIK::ExtractYawAndPitchLocal(RwMatrix *mat, float *yaw, float *pitch)
{
float f = clamp(DotProduct(mat->at, CVector(0.0f, 0.0f, 1.0f)), -1.0f, 1.0f);
*yaw = Acos(f);
if (mat->at.y > 0.0f) *yaw = -*yaw;
f = clamp(DotProduct(mat->right, CVector(1.0f, 0.0f, 0.0f)), -1.0f, 1.0f);
*pitch = Acos(f);
if (mat->up.x > 0.0f) *pitch = -*pitch;
}
void
CPedIK::ExtractYawAndPitchLocalSkinned(AnimBlendFrameData *node, float *yaw, float *pitch)
{
RwMatrix *mat = RwMatrixCreate();
RtQuatConvertToMatrix(&node->hanimFrame->q, mat);
ExtractYawAndPitchLocal(mat, yaw, pitch);
RwMatrixDestroy(mat);
}