diff options
Diffstat (limited to 'src/peds/PedIK.cpp')
| -rw-r--r-- | src/peds/PedIK.cpp | 367 |
1 files changed, 367 insertions, 0 deletions
diff --git a/src/peds/PedIK.cpp b/src/peds/PedIK.cpp new file mode 100644 index 0000000..475e04f --- /dev/null +++ b/src/peds/PedIK.cpp @@ -0,0 +1,367 @@ +#include "common.h" + +#include "Bones.h" +#include "Camera.h" +#include "PedIK.h" +#include "Ped.h" +#include "General.h" +#include "RwHelper.h" + +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) +{ + CVector startPoint; + if (m_ped->GetWeapon()->m_eWeaponType == WEAPONTYPE_SPAS12_SHOTGUN || m_ped->GetWeapon()->m_eWeaponType == WEAPONTYPE_STUBBY_SHOTGUN) + startPoint = m_ped->GetPosition(); + else { + RwV3d armPos; + GetComponentPosition(armPos, PED_UPPERARMR); + startPoint.x = m_ped->GetPosition().x; + startPoint.y = m_ped->GetPosition().y; + startPoint.z = armPos.z; + } + + return PointGunInDirection( + CGeneral::GetRadianAngleBetweenPoints(position.x, position.y, startPoint.x, startPoint.y), + CGeneral::GetRadianAngleBetweenPoints(position.z, Distance2D(m_ped->GetPosition(), position.x, position.y), startPoint.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); +} |
