re3/src/peds/PedIK.h

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C
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#pragma once
#include "common.h"
#include "PedModelInfo.h"
#include "AnimBlendClumpData.h"
struct LimbOrientation
{
float phi;
float theta;
};
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struct LimbMovementInfo {
float maxYaw;
float minYaw;
float yawD;
float maxPitch;
float minPitch;
float pitchD;
};
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enum LimbMoveStatus {
ANGLES_SET_TO_MAX, // because given angles were unreachable
ONE_ANGLE_COULDNT_BE_SET_EXACTLY, // because it can't be reached in a jiffy
ANGLES_SET_EXACTLY
};
class CPed;
class CPedIK
{
public:
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enum {
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GUN_POINTED_SUCCESSFULLY = 1, // set but unused
LOOKAROUND_HEAD_ONLY = 2,
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AIMS_WITH_ARM = 4,
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};
CPed *m_ped;
LimbOrientation m_headOrient;
LimbOrientation m_torsoOrient;
LimbOrientation m_upperArmOrient;
LimbOrientation m_lowerArmOrient;
int32 m_flags;
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static LimbMovementInfo ms_torsoInfo;
static LimbMovementInfo ms_headInfo;
static LimbMovementInfo ms_headRestoreInfo;
static LimbMovementInfo ms_upperArmInfo;
static LimbMovementInfo ms_lowerArmInfo;
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CPedIK(CPed *ped);
bool PointGunInDirection(float phi, float theta);
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bool PointGunInDirectionUsingArm(float phi, float theta);
bool PointGunAtPosition(CVector const& position);
void GetComponentPosition(RwV3d *pos, PedNode node);
static RwMatrix *GetWorldMatrix(RwFrame *source, RwMatrix *destination);
void RotateTorso(AnimBlendFrameData* animBlend, LimbOrientation* limb, bool changeRoll);
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void ExtractYawAndPitchLocal(RwMatrixTag *mat, float *yaw, float *pitch);
void ExtractYawAndPitchWorld(RwMatrixTag *mat, float *yaw, float *pitch);
LimbMoveStatus MoveLimb(LimbOrientation &limb, float approxPhi, float approxTheta, LimbMovementInfo &moveInfo);
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bool RestoreGunPosn(void);
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bool LookInDirection(float phi, float theta);
bool LookAtPosition(CVector const& pos);
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bool RestoreLookAt(void);
};
static_assert(sizeof(CPedIK) == 0x28, "CPedIK: error");