mirror of
https://gitlab.com/GaryOderNichts/re3-wiiu.git
synced 2024-11-24 18:16:52 +01:00
164 lines
4.9 KiB
C++
164 lines
4.9 KiB
C++
#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); }
|
|
|
|
// TODO: Hardcoded into exe, reverse it.
|
|
LimbMovementInfo &CPedIK::ms_torsoInfo = *(LimbMovementInfo*)0x5F9F8C;
|
|
|
|
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;
|
|
}
|
|
|
|
uint32
|
|
CPedIK::MoveLimb(LimbOrientation &limb, float approxPhi, float approxTheta, LimbMovementInfo &moveInfo)
|
|
{
|
|
int result = 1;
|
|
|
|
// phi
|
|
|
|
if (limb.phi > approxPhi) {
|
|
limb.phi -= moveInfo.yawD;
|
|
} else if (limb.phi < approxPhi) {
|
|
limb.phi += moveInfo.yawD;
|
|
}
|
|
|
|
if (Abs(limb.phi - approxPhi) < moveInfo.yawD) {
|
|
limb.phi = approxPhi;
|
|
result = 2;
|
|
}
|
|
if (limb.phi > moveInfo.maxYaw || limb.phi < moveInfo.minYaw) {
|
|
limb.phi = clamp(limb.phi, moveInfo.minYaw, moveInfo.maxYaw);
|
|
result = 0;
|
|
}
|
|
|
|
// theta
|
|
|
|
if (limb.theta > approxTheta) {
|
|
limb.theta -= moveInfo.pitchD;
|
|
} else if (limb.theta < approxTheta) {
|
|
limb.theta += moveInfo.pitchD;
|
|
}
|
|
|
|
if (Abs(limb.theta - approxTheta) < moveInfo.pitchD)
|
|
limb.theta = approxTheta;
|
|
else
|
|
result = 1;
|
|
|
|
if (limb.theta > moveInfo.maxPitch || limb.theta < moveInfo.minPitch) {
|
|
limb.theta = clamp(limb.theta, moveInfo.minPitch, moveInfo.maxPitch);
|
|
result = 0;
|
|
}
|
|
return result;
|
|
}
|
|
|
|
bool
|
|
CPedIK::RestoreGunPosn(void)
|
|
{
|
|
int limbStatus = MoveLimb(m_torsoOrient, 0.0f, 0.0f, ms_torsoInfo);
|
|
RotateTorso(m_ped->m_pFrames[PED_MID], &m_torsoOrient, false);
|
|
return limbStatus == 2;
|
|
}
|
|
|
|
STARTPATCHES
|
|
InjectHook(0x4ED0F0, &CPedIK::GetComponentPosition, PATCH_JUMP);
|
|
InjectHook(0x4ED060, &CPedIK::GetWorldMatrix, PATCH_JUMP);
|
|
InjectHook(0x4EDDB0, &CPedIK::RotateTorso, PATCH_JUMP);
|
|
InjectHook(0x4ED440, &CPedIK::MoveLimb, PATCH_JUMP);
|
|
InjectHook(0x4EDD70, &CPedIK::RestoreGunPosn, PATCH_JUMP);
|
|
ENDPATCHES |