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https://gitlab.com/GaryOderNichts/re3-wiiu.git
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69 lines
1.9 KiB
C++
69 lines
1.9 KiB
C++
#pragma once
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#include "common.h"
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#include "AnimBlendClumpData.h"
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struct LimbOrientation
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{
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float yaw;
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float pitch;
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};
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struct LimbMovementInfo {
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float maxYaw;
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float minYaw;
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float yawD;
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float maxPitch;
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float minPitch;
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float pitchD;
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};
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enum LimbMoveStatus {
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ANGLES_SET_TO_MAX, // because given angles were unreachable
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ONE_ANGLE_COULDNT_BE_SET_EXACTLY, // because it can't be reached in a jiffy
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ANGLES_SET_EXACTLY
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};
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class CPed;
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class CPedIK
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{
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public:
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enum {
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GUN_POINTED_SUCCESSFULLY = 1, // set but unused
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LOOKAROUND_HEAD_ONLY = 2,
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AIMS_WITH_ARM = 4,
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};
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CPed *m_ped;
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LimbOrientation m_headOrient;
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LimbOrientation m_torsoOrient;
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LimbOrientation m_upperArmOrient;
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LimbOrientation m_lowerArmOrient;
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int32 m_flags;
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static LimbMovementInfo ms_torsoInfo;
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static LimbMovementInfo ms_headInfo;
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static LimbMovementInfo ms_headRestoreInfo;
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static LimbMovementInfo ms_upperArmInfo;
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static LimbMovementInfo ms_lowerArmInfo;
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CPedIK(CPed *ped);
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bool PointGunInDirection(float targetYaw, float targetPitch);
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bool PointGunInDirectionUsingArm(float targetYaw, float targetPitch);
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bool PointGunAtPosition(CVector const& position);
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void GetComponentPosition(RwV3d *pos, uint32 node);
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static RwMatrix *GetWorldMatrix(RwFrame *source, RwMatrix *destination);
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void RotateTorso(AnimBlendFrameData* animBlend, LimbOrientation* limb, bool changeRoll);
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void ExtractYawAndPitchLocal(RwMatrix *mat, float *yaw, float *pitch);
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void ExtractYawAndPitchLocalSkinned(AnimBlendFrameData *node, float *yaw, float *pitch);
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void ExtractYawAndPitchWorld(RwMatrix *mat, float *yaw, float *pitch);
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LimbMoveStatus MoveLimb(LimbOrientation &limb, float targetYaw, float targetPitch, LimbMovementInfo &moveInfo);
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bool RestoreGunPosn(void);
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void RotateHead(void);
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bool LookInDirection(float targetYaw, float targetPitch);
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bool LookAtPosition(CVector const& pos);
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bool RestoreLookAt(void);
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};
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VALIDATE_SIZE(CPedIK, 0x28);
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