mirror of
https://gitlab.com/GaryOderNichts/re3-wiiu.git
synced 2024-11-24 18:16:52 +01:00
234 lines
7.4 KiB
C++
234 lines
7.4 KiB
C++
#include "common.h"
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#include "patcher.h"
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#include "PedIK.h"
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#include "Ped.h"
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#include "General.h"
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WRAPPER bool CPedIK::PointGunInDirection(float phi, float theta) { EAXJMP(0x4ED9B0); }
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WRAPPER bool CPedIK::PointGunAtPosition(CVector *position) { EAXJMP(0x4ED920); }
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WRAPPER void CPedIK::ExtractYawAndPitchLocal(RwMatrixTag*, float*, float*) { EAXJMP(0x4ED2C0); }
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WRAPPER void CPedIK::ExtractYawAndPitchWorld(RwMatrixTag*, float*, float*) { EAXJMP(0x4ED140); }
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WRAPPER bool CPedIK::RestoreLookAt(void) { EAXJMP(0x4ED810); }
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// TODO: These are hardcoded into exe, reverse it.
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LimbMovementInfo &CPedIK::ms_torsoInfo = *(LimbMovementInfo*)0x5F9F8C;
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LimbMovementInfo &CPedIK::ms_headInfo = *(LimbMovementInfo*)0x5F9F5C;
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LimbMovementInfo &CPedIK::ms_upperArmInfo = *(LimbMovementInfo*)0x5F9FA4;
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LimbMovementInfo &CPedIK::ms_lowerArmInfo = *(LimbMovementInfo*)0x5F9FBC;
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CPedIK::CPedIK(CPed *ped)
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{
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m_ped = ped;
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m_flags = 0;
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m_headOrient.phi = 0.0f;
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m_headOrient.theta = 0.0f;
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m_torsoOrient.phi = 0.0f;
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m_torsoOrient.theta = 0.0f;
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m_upperArmOrient.phi = 0.0f;
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m_upperArmOrient.theta = 0.0f;
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m_lowerArmOrient.phi = 0.0f;
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m_lowerArmOrient.theta = 0.0f;
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}
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void
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CPedIK::RotateTorso(AnimBlendFrameData *animBlend, LimbOrientation *limb, bool changeRoll)
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{
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RwFrame *f = animBlend->frame;
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RwMatrix *mat = CPedIK::GetWorldMatrix(RwFrameGetParent(f), RwMatrixCreate());
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RwV3d upVector = { mat->right.z, mat->up.z, mat->at.z };
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RwV3d rightVector;
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RwV3d pos = RwFrameGetMatrix(f)->pos;
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// rotation == 0 -> looking in y direction
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// left? vector
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float c = Cos(m_ped->m_fRotationCur);
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float s = Sin(m_ped->m_fRotationCur);
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rightVector.x = -(c*mat->right.x + s*mat->right.y);
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rightVector.y = -(c*mat->up.x + s*mat->up.y);
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rightVector.z = -(c*mat->at.x + s*mat->at.y);
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if(changeRoll){
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// Used when aiming only involves over the legs.(canAimWithArm)
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// Automatically changes roll(forward rotation) axis of the parts above upper legs while moving, based on position of upper legs.
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// Not noticeable in normal conditions...
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RwV3d forwardVector;
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CVector inversedForward = CrossProduct(CVector(0.0f, 0.0f, 1.0f), mat->up);
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inversedForward.Normalise();
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float dotProduct = DotProduct(mat->at, inversedForward);
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if(dotProduct > 1.0f) dotProduct = 1.0f;
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if(dotProduct < -1.0f) dotProduct = -1.0f;
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float alpha = Acos(dotProduct);
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if(mat->at.z < 0.0f)
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alpha = -alpha;
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forwardVector.x = s * mat->right.x - c * mat->right.y;
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forwardVector.y = s * mat->up.x - c * mat->up.y;
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forwardVector.z = s * mat->at.x - c * mat->at.y;
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float curYaw, curPitch;
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CPedIK::ExtractYawAndPitchWorld(mat, &curYaw, &curPitch);
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RwMatrixRotate(RwFrameGetMatrix(f), &rightVector, RADTODEG(limb->theta), rwCOMBINEPOSTCONCAT);
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RwMatrixRotate(RwFrameGetMatrix(f), &upVector, RADTODEG(limb->phi - (curYaw - m_ped->m_fRotationCur)), rwCOMBINEPOSTCONCAT);
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RwMatrixRotate(RwFrameGetMatrix(f), &forwardVector, RADTODEG(alpha), rwCOMBINEPOSTCONCAT);
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}else{
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// pitch
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RwMatrixRotate(RwFrameGetMatrix(f), &rightVector, RADTODEG(limb->theta), rwCOMBINEPOSTCONCAT);
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// yaw
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RwMatrixRotate(RwFrameGetMatrix(f), &upVector, RADTODEG(limb->phi), rwCOMBINEPOSTCONCAT);
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}
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RwFrameGetMatrix(f)->pos = pos;
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RwMatrixDestroy(mat);
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}
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void
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CPedIK::GetComponentPosition(RwV3d *pos, PedNode node)
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{
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RwFrame *f;
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RwMatrix *mat;
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f = m_ped->GetNodeFrame(node);
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mat = RwFrameGetMatrix(f);
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*pos = mat->pos;
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for (f = RwFrameGetParent(f); f; f = RwFrameGetParent(f))
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RwV3dTransformPoints(pos, pos, 1, RwFrameGetMatrix(f));
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}
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RwMatrix*
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CPedIK::GetWorldMatrix(RwFrame *source, RwMatrix *destination)
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{
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RwFrame *i;
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*destination = *RwFrameGetMatrix(source);
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for (i = RwFrameGetParent(source); i; i = RwFrameGetParent(i))
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RwMatrixTransform(destination, RwFrameGetMatrix(i), rwCOMBINEPOSTCONCAT);
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return destination;
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}
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LimbMoveStatus
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CPedIK::MoveLimb(LimbOrientation &limb, float approxPhi, float approxTheta, LimbMovementInfo &moveInfo)
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{
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LimbMoveStatus result = ONE_ANGLE_COULDNT_BE_SET_EXACTLY;
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// phi
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if (limb.phi > approxPhi) {
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limb.phi -= moveInfo.yawD;
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} else if (limb.phi < approxPhi) {
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limb.phi += moveInfo.yawD;
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}
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if (Abs(limb.phi - approxPhi) < moveInfo.yawD) {
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limb.phi = approxPhi;
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result = ANGLES_SET_EXACTLY;
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}
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if (limb.phi > moveInfo.maxYaw || limb.phi < moveInfo.minYaw) {
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limb.phi = clamp(limb.phi, moveInfo.minYaw, moveInfo.maxYaw);
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result = ANGLES_SET_TO_MAX;
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}
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// theta
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if (limb.theta > approxTheta) {
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limb.theta -= moveInfo.pitchD;
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} else if (limb.theta < approxTheta) {
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limb.theta += moveInfo.pitchD;
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}
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if (Abs(limb.theta - approxTheta) < moveInfo.pitchD)
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limb.theta = approxTheta;
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else
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result = ONE_ANGLE_COULDNT_BE_SET_EXACTLY;
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if (limb.theta > moveInfo.maxPitch || limb.theta < moveInfo.minPitch) {
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limb.theta = clamp(limb.theta, moveInfo.minPitch, moveInfo.maxPitch);
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result = ANGLES_SET_TO_MAX;
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}
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return result;
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}
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bool
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CPedIK::RestoreGunPosn(void)
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{
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LimbMoveStatus limbStatus = MoveLimb(m_torsoOrient, 0.0f, 0.0f, ms_torsoInfo);
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RotateTorso(m_ped->m_pFrames[PED_MID], &m_torsoOrient, false);
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return limbStatus == ANGLES_SET_EXACTLY;
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}
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bool
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CPedIK::LookInDirection(float phi, float theta)
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{
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bool success = true;
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AnimBlendFrameData *frameData = m_ped->m_pFrames[PED_HEAD];
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RwFrame *frame = frameData->frame;
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RwMatrix *frameMat = RwFrameGetMatrix(frame);
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if (!(frameData->flag & AnimBlendFrameData::IGNORE_ROTATION)) {
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frameData->flag |= AnimBlendFrameData::IGNORE_ROTATION;
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CPedIK::ExtractYawAndPitchLocal(frameMat, &m_headOrient.phi, &m_headOrient.theta);
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}
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RwMatrix *worldMat = RwMatrixCreate();
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worldMat = CPedIK::GetWorldMatrix(RwFrameGetParent(frame), worldMat);
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float alpha, beta;
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CPedIK::ExtractYawAndPitchWorld(worldMat, &alpha, &beta);
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RwMatrixDestroy(worldMat);
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alpha += m_torsoOrient.phi;
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float neededPhiTurn = CGeneral::LimitRadianAngle(phi - alpha);
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beta *= cos(neededPhiTurn);
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float neededThetaTurn = CGeneral::LimitRadianAngle(theta - beta);
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LimbMoveStatus headStatus = CPedIK::MoveLimb(m_headOrient, neededPhiTurn, neededThetaTurn, ms_headInfo);
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if (headStatus == ANGLES_SET_TO_MAX)
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success = false;
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if (headStatus != ANGLES_SET_EXACTLY && !(m_flags & LOOKING)) {
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float remainingTurn = CGeneral::LimitRadianAngle(phi - m_ped->m_fRotationCur);
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if (CPedIK::MoveLimb(m_torsoOrient, remainingTurn, theta, ms_torsoInfo))
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success = true;
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}
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CMatrix nextFrame = CMatrix(frameMat);
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CVector framePos = nextFrame.GetPosition();
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nextFrame.SetRotateZ(m_headOrient.theta);
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nextFrame.RotateX(m_headOrient.phi);
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nextFrame.GetPosition() += framePos;
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nextFrame.UpdateRW();
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if (!(m_flags & LOOKING))
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RotateTorso(m_ped->m_pFrames[PED_MID], &m_torsoOrient, false);
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return success;
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}
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bool
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CPedIK::LookAtPosition(CVector const &pos)
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{
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float phiToFace = CGeneral::GetRadianAngleBetweenPoints(
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pos.x, pos.y,
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m_ped->GetPosition().x, m_ped->GetPosition().y);
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float thetaToFace = CGeneral::GetRadianAngleBetweenPoints(
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pos.z, (m_ped->GetPosition() - pos).Magnitude2D(),
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m_ped->GetPosition().z, 0.0f);
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return LookInDirection(phiToFace, thetaToFace);
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}
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STARTPATCHES
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InjectHook(0x4ED0F0, &CPedIK::GetComponentPosition, PATCH_JUMP);
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InjectHook(0x4ED060, &CPedIK::GetWorldMatrix, PATCH_JUMP);
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InjectHook(0x4EDDB0, &CPedIK::RotateTorso, PATCH_JUMP);
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InjectHook(0x4ED440, &CPedIK::MoveLimb, PATCH_JUMP);
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InjectHook(0x4EDD70, &CPedIK::RestoreGunPosn, PATCH_JUMP);
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InjectHook(0x4ED620, &CPedIK::LookInDirection, PATCH_JUMP);
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InjectHook(0x4ED590, &CPedIK::LookAtPosition, PATCH_JUMP);
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ENDPATCHES |