Use some GetMatrix/SetMatrix logic based on SA + CutsceneHead fix
This commit is contained in:
parent
f2b59f5097
commit
6537dfe7f1
@ -201,8 +201,8 @@ CPedPath::AddBlockade(CEntity *pEntity, CPedPathNode(*pathNodes)[40], CVector *p
|
||||
const float fBoundMaxY = boundingBox.max.y + 0.3f;
|
||||
const float fBoundMinY = boundingBox.min.y - 0.3f;
|
||||
const float fBoundMaxX = boundingBox.max.x + 0.3f;
|
||||
const float fDistanceX = pPosition->x - pEntity->m_matrix.GetPosition().x;
|
||||
const float fDistanceY = pPosition->y - pEntity->m_matrix.GetPosition().y;
|
||||
const float fDistanceX = pPosition->x - pEntity->GetMatrix().GetPosition().x;
|
||||
const float fDistanceY = pPosition->y - pEntity->GetMatrix().GetPosition().y;
|
||||
const float fBoundRadius = pEntity->GetBoundRadius();
|
||||
CVector vecBoundCentre;
|
||||
pEntity->GetBoundCentre(vecBoundCentre);
|
||||
@ -216,8 +216,8 @@ CPedPath::AddBlockade(CEntity *pEntity, CPedPathNode(*pathNodes)[40], CVector *p
|
||||
if (!pathNodes[x][y].bBlockade) {
|
||||
const float pointY = y * 0.7f + fDistanceY;
|
||||
CVector2D point(pointX, pointY);
|
||||
if (fBoundMaxX > Abs(DotProduct2D(point, pEntity->m_matrix.GetRight()))) {
|
||||
float fDotProduct = DotProduct2D(point, pEntity->m_matrix.GetForward());
|
||||
if (fBoundMaxX > Abs(DotProduct2D(point, pEntity->GetMatrix().GetRight()))) {
|
||||
float fDotProduct = DotProduct2D(point, pEntity->GetMatrix().GetForward());
|
||||
if (fBoundMaxY > fDotProduct && fBoundMinY < fDotProduct)
|
||||
pathNodes[x][y].bBlockade = true;
|
||||
}
|
||||
|
@ -689,8 +689,7 @@ CPickups::DoPickUpEffects(CEntity *entity)
|
||||
entity->bDoNotRender = CTheScripts::IsPlayerOnAMission() || CDarkel::FrenzyOnGoing() || !CGame::nastyGame;
|
||||
|
||||
if (!entity->bDoNotRender) {
|
||||
float s = Sin((float)((CTimer::GetTimeInMilliseconds() + (uintptr)entity) & 0x7FF) * DEGTORAD(360.0f / 0x800));
|
||||
float modifiedSin = 0.3f * (s + 1.0f);
|
||||
float modifiedSin = 0.3f * (Sin((float)((CTimer::GetTimeInMilliseconds() + (uintptr)entity) & 0x7FF) * DEGTORAD(360.0f / 0x800)) + 1.0f);
|
||||
|
||||
|
||||
int16 colorId;
|
||||
@ -749,7 +748,20 @@ CPickups::DoPickUpEffects(CEntity *entity)
|
||||
}
|
||||
}
|
||||
|
||||
entity->GetMatrix().SetRotateZOnlyScaled((float)(CTimer::GetTimeInMilliseconds() & 0x7FF) * DEGTORAD(360.0f / 0x800), aWeaponScale[colorId]);
|
||||
float angle = (float)(CTimer::GetTimeInMilliseconds() & 0x7FF) * DEGTORAD(360.0f / 0x800);
|
||||
float c = Cos(angle) * aWeaponScale[colorId];
|
||||
float s = Sin(angle) * aWeaponScale[colorId];
|
||||
|
||||
// we know from SA they were setting each field manually like this
|
||||
entity->GetMatrix().rx = c;
|
||||
entity->GetMatrix().ry = s;
|
||||
entity->GetMatrix().rz = 0.0f;
|
||||
entity->GetMatrix().fx = -s;
|
||||
entity->GetMatrix().fy = c;
|
||||
entity->GetMatrix().fz = 0.0f;
|
||||
entity->GetMatrix().ux = 0.0f;
|
||||
entity->GetMatrix().uy = 0.0f;
|
||||
entity->GetMatrix().uz = aWeaponScale[colorId];
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -55,7 +55,7 @@ CRoadBlocks::GenerateRoadBlockCopsForCar(CVehicle* pVehicle, int32 roadBlockType
|
||||
float fRadius = pVehicle->GetBoundRadius() / pPoliceColModel->boundingSphere.radius;
|
||||
for (int32 i = 0; i < 2; i++) {
|
||||
const int32 roadBlockIndex = i + 2 * roadBlockType;
|
||||
CVector posForZ = pVehicle->m_matrix * (fRadius * vecRoadBlockOffets[roadBlockIndex]);
|
||||
CVector posForZ = pVehicle->GetMatrix() * (fRadius * vecRoadBlockOffets[roadBlockIndex]);
|
||||
int32 modelInfoId = MI_COP;
|
||||
eCopType copType = COP_STREET;
|
||||
switch (pVehicle->GetModelIndex())
|
||||
@ -81,8 +81,8 @@ CRoadBlocks::GenerateRoadBlockCopsForCar(CVehicle* pVehicle, int32 roadBlockType
|
||||
CPedPlacement::FindZCoorForPed(&posForZ);
|
||||
pCopPed->SetPosition(posForZ);
|
||||
CVector vecSavedPos = pCopPed->GetPosition();
|
||||
pCopPed->m_matrix.SetRotate(0.0f, 0.0f, -HALFPI);
|
||||
pCopPed->m_matrix.GetPosition() += vecSavedPos;
|
||||
pCopPed->GetMatrix().SetRotate(0.0f, 0.0f, -HALFPI);
|
||||
pCopPed->GetMatrix().GetPosition() += vecSavedPos;
|
||||
pCopPed->m_bIsDisabledCop = true;
|
||||
pCopPed->SetIdle();
|
||||
pCopPed->bKindaStayInSamePlace = true;
|
||||
@ -153,7 +153,7 @@ CRoadBlocks::GenerateRoadBlocks(void)
|
||||
offsetMatrix.GetPosition() = CVector(0.0f, i * fModelRadius - fOffset, 0.6f);
|
||||
else
|
||||
offsetMatrix.GetPosition() = CVector(i * fModelRadius - fOffset, 0.0f, 0.6f);
|
||||
CMatrix vehicleMatrix = mapObject->m_matrix * offsetMatrix;
|
||||
CMatrix vehicleMatrix = mapObject->GetMatrix() * offsetMatrix;
|
||||
float fModelRadius = CModelInfo::GetModelInfo(vehicleId)->GetColModel()->boundingSphere.radius - 0.25f;
|
||||
int16 colliding = 0;
|
||||
CWorld::FindObjectsKindaColliding(vehicleMatrix.GetPosition(), fModelRadius, 0, &colliding, 2, nil, false, true, true, false, false);
|
||||
@ -162,10 +162,10 @@ CRoadBlocks::GenerateRoadBlocks(void)
|
||||
pVehicle->SetStatus(STATUS_ABANDONED);
|
||||
// pVehicle->GetHeightAboveRoad(); // called but return value is ignored?
|
||||
vehicleMatrix.GetPosition().z += fModelRadius - 0.6f;
|
||||
pVehicle->m_matrix = vehicleMatrix;
|
||||
pVehicle->SetMatrix(vehicleMatrix);
|
||||
pVehicle->PlaceOnRoadProperly();
|
||||
pVehicle->SetIsStatic(false);
|
||||
pVehicle->m_matrix.UpdateRW();
|
||||
pVehicle->GetMatrix().UpdateRW();
|
||||
pVehicle->m_nDoorLock = CARLOCK_UNLOCKED;
|
||||
CCarCtrl::JoinCarWithRoadSystem(pVehicle);
|
||||
pVehicle->bIsLocked = false;
|
||||
|
@ -213,7 +213,7 @@ CCamera::Init(void)
|
||||
m_iModeToGoTo = CCam::MODE_FOLLOWPED;
|
||||
m_bJust_Switched = false;
|
||||
m_bUseTransitionBeta = false;
|
||||
m_matrix.SetScale(1.0f);
|
||||
GetMatrix().SetScale(1.0f);
|
||||
m_bTargetJustBeenOnTrain = false;
|
||||
m_bInitialNoNodeStaticsSet = false;
|
||||
m_uiLongestTimeInMill = 5000;
|
||||
@ -3592,7 +3592,7 @@ CCamera::SetRwCamera(RwCamera *cam)
|
||||
void
|
||||
CCamera::CalculateDerivedValues(void)
|
||||
{
|
||||
m_cameraMatrix = Invert(m_matrix);
|
||||
m_cameraMatrix = Invert(GetMatrix());
|
||||
|
||||
float hfov = DEGTORAD(CDraw::GetScaledFOV()/2.0f);
|
||||
float c = Cos(hfov);
|
||||
|
@ -2,12 +2,13 @@
|
||||
|
||||
class CPlaceable
|
||||
{
|
||||
protected:
|
||||
CMatrix m_matrix;
|
||||
|
||||
public:
|
||||
// disable allocation
|
||||
static void *operator new(size_t);
|
||||
|
||||
CMatrix m_matrix;
|
||||
|
||||
CPlaceable(void);
|
||||
virtual ~CPlaceable(void);
|
||||
const CVector &GetPosition(void) { return m_matrix.GetPosition(); }
|
||||
@ -21,6 +22,7 @@ public:
|
||||
CVector &GetForward(void) { return m_matrix.GetForward(); }
|
||||
CVector &GetUp(void) { return m_matrix.GetUp(); }
|
||||
CMatrix &GetMatrix(void) { return m_matrix; }
|
||||
void SetMatrix(CMatrix &newMatrix) { m_matrix = newMatrix; }
|
||||
void SetTransform(RwMatrix *m) { m_matrix = CMatrix(m, false); }
|
||||
void SetHeading(float angle);
|
||||
void SetOrientation(float x, float y, float z){
|
||||
|
@ -1445,7 +1445,7 @@ CWorld::CallOffChaseForAreaSectorListVehicles(CPtrList &list, float x1, float y1
|
||||
CColModel *pColModel = pVehicle->GetColModel();
|
||||
bool bInsideSphere = false;
|
||||
for(int32 i = 0; i < pColModel->numSpheres; i++) {
|
||||
CVector pos = pVehicle->m_matrix * pColModel->spheres[i].center;
|
||||
CVector pos = pVehicle->GetMatrix() * pColModel->spheres[i].center;
|
||||
float fRadius = pColModel->spheres[i].radius;
|
||||
if(pos.x + fRadius > x1 && pos.x - fRadius < x2 && pos.y + fRadius > y1 &&
|
||||
pos.y - fRadius < y2)
|
||||
@ -1763,7 +1763,7 @@ CWorld::RepositionOneObject(CEntity *pEntity)
|
||||
position.z = FindGroundZFor3DCoord(position.x, position.y,
|
||||
position.z + OBJECT_REPOSITION_OFFSET_Z, nil) -
|
||||
fBoundingBoxMinZ;
|
||||
pEntity->m_matrix.UpdateRW();
|
||||
pEntity->GetMatrix().UpdateRW();
|
||||
pEntity->UpdateRwFrame();
|
||||
} else if(modelId == MI_BUOY) {
|
||||
float fWaterLevel = 0.0f;
|
||||
|
@ -110,9 +110,9 @@ CEntity::CreateRwObject(void)
|
||||
if(IsBuilding())
|
||||
gBuildings++;
|
||||
if(RwObjectGetType(m_rwObject) == rpATOMIC)
|
||||
m_matrix.AttachRW(RwFrameGetMatrix(RpAtomicGetFrame((RpAtomic*)m_rwObject)), false);
|
||||
GetMatrix().AttachRW(RwFrameGetMatrix(RpAtomicGetFrame((RpAtomic *)m_rwObject)), false);
|
||||
else if(RwObjectGetType(m_rwObject) == rpCLUMP)
|
||||
m_matrix.AttachRW(RwFrameGetMatrix(RpClumpGetFrame((RpClump*)m_rwObject)), false);
|
||||
GetMatrix().AttachRW(RwFrameGetMatrix(RpClumpGetFrame((RpClump *)m_rwObject)), false);
|
||||
mi->AddRef();
|
||||
}
|
||||
}
|
||||
@ -123,9 +123,9 @@ CEntity::AttachToRwObject(RwObject *obj)
|
||||
m_rwObject = obj;
|
||||
if(m_rwObject){
|
||||
if(RwObjectGetType(m_rwObject) == rpATOMIC)
|
||||
m_matrix.Attach(RwFrameGetMatrix(RpAtomicGetFrame((RpAtomic*)m_rwObject)), false);
|
||||
GetMatrix().Attach(RwFrameGetMatrix(RpAtomicGetFrame((RpAtomic *)m_rwObject)), false);
|
||||
else if(RwObjectGetType(m_rwObject) == rpCLUMP)
|
||||
m_matrix.Attach(RwFrameGetMatrix(RpClumpGetFrame((RpClump*)m_rwObject)), false);
|
||||
GetMatrix().Attach(RwFrameGetMatrix(RpClumpGetFrame((RpClump *)m_rwObject)), false);
|
||||
CModelInfo::GetModelInfo(m_modelIndex)->AddRef();
|
||||
}
|
||||
}
|
||||
@ -136,7 +136,7 @@ CEntity::DetachFromRwObject(void)
|
||||
if(m_rwObject)
|
||||
CModelInfo::GetModelInfo(m_modelIndex)->RemoveRef();
|
||||
m_rwObject = nil;
|
||||
m_matrix.Detach();
|
||||
GetMatrix().Detach();
|
||||
}
|
||||
|
||||
#ifdef PED_SKIN
|
||||
@ -166,7 +166,7 @@ CEntity::DeleteRwObject(void)
|
||||
{
|
||||
RwFrame *f;
|
||||
|
||||
m_matrix.Detach();
|
||||
GetMatrix().Detach();
|
||||
if(m_rwObject){
|
||||
if(RwObjectGetType(m_rwObject) == rpATOMIC){
|
||||
f = RpAtomicGetFrame((RpAtomic*)m_rwObject);
|
||||
@ -193,16 +193,16 @@ CEntity::GetBoundRect(void)
|
||||
CVector v;
|
||||
CColModel *col = CModelInfo::GetModelInfo(m_modelIndex)->GetColModel();
|
||||
|
||||
rect.ContainPoint(m_matrix * col->boundingBox.min);
|
||||
rect.ContainPoint(m_matrix * col->boundingBox.max);
|
||||
rect.ContainPoint(GetMatrix() * col->boundingBox.min);
|
||||
rect.ContainPoint(GetMatrix() * col->boundingBox.max);
|
||||
|
||||
v = col->boundingBox.min;
|
||||
v.x = col->boundingBox.max.x;
|
||||
rect.ContainPoint(m_matrix * v);
|
||||
rect.ContainPoint(GetMatrix() * v);
|
||||
|
||||
v = col->boundingBox.max;
|
||||
v.x = col->boundingBox.min.x;
|
||||
rect.ContainPoint(m_matrix * v);
|
||||
rect.ContainPoint(GetMatrix() * v);
|
||||
|
||||
return rect;
|
||||
}
|
||||
@ -218,7 +218,7 @@ CEntity::GetBoundCentre(void)
|
||||
void
|
||||
CEntity::GetBoundCentre(CVector &out)
|
||||
{
|
||||
out = m_matrix * CModelInfo::GetModelInfo(m_modelIndex)->GetColModel()->boundingSphere.center;
|
||||
out = GetMatrix() * CModelInfo::GetModelInfo(m_modelIndex)->GetColModel()->boundingSphere.center;
|
||||
}
|
||||
|
||||
float
|
||||
|
@ -442,7 +442,7 @@ CPhysical::ApplyMoveForce(float jx, float jy, float jz)
|
||||
void
|
||||
CPhysical::ApplyTurnForce(float jx, float jy, float jz, float px, float py, float pz)
|
||||
{
|
||||
CVector com = Multiply3x3(m_matrix, m_vecCentreOfMass);
|
||||
CVector com = Multiply3x3(GetMatrix(), m_vecCentreOfMass);
|
||||
CVector turnimpulse = CrossProduct(CVector(px, py, pz)-com, CVector(jx, jy, jz));
|
||||
m_vecTurnSpeed += turnimpulse*(1.0f/m_fTurnMass);
|
||||
}
|
||||
@ -456,7 +456,7 @@ CPhysical::ApplyFrictionMoveForce(float jx, float jy, float jz)
|
||||
void
|
||||
CPhysical::ApplyFrictionTurnForce(float jx, float jy, float jz, float px, float py, float pz)
|
||||
{
|
||||
CVector com = Multiply3x3(m_matrix, m_vecCentreOfMass);
|
||||
CVector com = Multiply3x3(GetMatrix(), m_vecCentreOfMass);
|
||||
CVector turnimpulse = CrossProduct(CVector(px, py, pz)-com, CVector(jx, jy, jz));
|
||||
m_vecTurnFriction += turnimpulse*(1.0f/m_fTurnMass);
|
||||
}
|
||||
@ -853,7 +853,7 @@ CPhysical::ApplyCollisionAlt(CEntity *B, CColPoint &colpoint, float &impulse, CV
|
||||
moveSpeed += vImpulse * (1.0f/m_fMass);
|
||||
|
||||
// ApplyTurnForce
|
||||
CVector com = Multiply3x3(m_matrix, m_vecCentreOfMass);
|
||||
CVector com = Multiply3x3(GetMatrix(), m_vecCentreOfMass);
|
||||
CVector turnimpulse = CrossProduct(pointpos-com, vImpulse);
|
||||
turnSpeed += turnimpulse*(1.0f/m_fTurnMass);
|
||||
|
||||
|
@ -72,22 +72,6 @@ public:
|
||||
void SetRotateXOnly(float angle);
|
||||
void SetRotateYOnly(float angle);
|
||||
void SetRotateZOnly(float angle);
|
||||
void SetRotateZOnlyScaled(float angle, float scale) {
|
||||
float c = Cos(angle);
|
||||
float s = Sin(angle);
|
||||
|
||||
rx = c * scale;
|
||||
ry = s * scale;
|
||||
rz = 0.0f;
|
||||
|
||||
fx = -s * scale;
|
||||
fy = c * scale;
|
||||
fz = 0.0f;
|
||||
|
||||
ux = 0.0f;
|
||||
uy = 0.0f;
|
||||
uz = scale;
|
||||
}
|
||||
void SetRotateX(float angle);
|
||||
void SetRotateY(float angle);
|
||||
void SetRotateZ(float angle);
|
||||
|
@ -85,7 +85,6 @@ CCutsceneHead::ProcessControl(void)
|
||||
{
|
||||
m_matrix.SetRotateY(PI/2);
|
||||
m_matrix = CMatrix(RwFrameGetLTM(m_pHeadNode)) * m_matrix;
|
||||
UpdateRwFrame(); // android/xbox don't call this
|
||||
}
|
||||
|
||||
assert(RwObjectGetType(m_rwObject) == rpCLUMP);
|
||||
@ -95,7 +94,7 @@ CCutsceneHead::ProcessControl(void)
|
||||
// PS2 only plays anims in cutscene, PC always plays anims
|
||||
if(!lastLoadedSKA || CCutsceneMgr::IsRunning())
|
||||
#endif
|
||||
RpHAnimHierarchyAddAnimTime(hier, CTimer::GetTimeStepNonClipped()/50.0f);
|
||||
RpHAnimHierarchyAddAnimTime(hier, CTimer::GetTimeStepNonClippedInSeconds());
|
||||
}
|
||||
|
||||
void
|
||||
|
@ -63,7 +63,7 @@ CObject::CObject(CDummyObject *dummy)
|
||||
if (dummy->m_rwObject)
|
||||
AttachToRwObject(dummy->m_rwObject);
|
||||
else
|
||||
GetMatrix() = dummy->GetMatrix();
|
||||
SetMatrix(dummy->GetMatrix());
|
||||
|
||||
m_objectMatrix = dummy->GetMatrix();
|
||||
dummy->DetachFromRwObject();
|
||||
@ -112,8 +112,8 @@ void
|
||||
CObject::Teleport(CVector vecPos)
|
||||
{
|
||||
CWorld::Remove(this);
|
||||
m_matrix.GetPosition() = vecPos;
|
||||
m_matrix.UpdateRW();
|
||||
GetMatrix().GetPosition() = vecPos;
|
||||
GetMatrix().UpdateRW();
|
||||
UpdateRwFrame();
|
||||
CWorld::Add(this);
|
||||
}
|
||||
@ -170,7 +170,7 @@ CObject::ObjectDamage(float amount)
|
||||
amount = 0.0f;
|
||||
}
|
||||
if ((amount * m_fCollisionDamageMultiplier > 150.0f || bBodyCastDamageEffect) && m_nCollisionDamageEffect) {
|
||||
const CVector& vecPos = m_matrix.GetPosition();
|
||||
const CVector& vecPos = GetMatrix().GetPosition();
|
||||
const float fDirectionZ = 0.0002f * amount;
|
||||
switch (m_nCollisionDamageEffect)
|
||||
{
|
||||
@ -329,7 +329,7 @@ CObject::Init(void)
|
||||
m_pCollidingEntity = nil;
|
||||
CColPoint point;
|
||||
CEntity* outEntity = nil;
|
||||
const CVector& vecPos = m_matrix.GetPosition();
|
||||
const CVector& vecPos = GetMatrix().GetPosition();
|
||||
if (CWorld::ProcessVerticalLine(vecPos, vecPos.z - 10.0f, point, outEntity, true, false, false, false, false, false, nil))
|
||||
m_pCurSurface = outEntity;
|
||||
else
|
||||
|
@ -6983,7 +6983,7 @@ CPed::SetPedPositionInCar(void)
|
||||
} else {
|
||||
m_fRotationCur = m_pMyVehicle->GetForward().Heading();
|
||||
}
|
||||
GetMatrix() = newMat;
|
||||
SetMatrix(newMat);
|
||||
}
|
||||
|
||||
void
|
||||
|
@ -106,7 +106,7 @@ void
|
||||
CPlane::DeleteRwObject(void)
|
||||
{
|
||||
if(m_rwObject && RwObjectGetType(m_rwObject) == rpATOMIC){
|
||||
m_matrix.Detach();
|
||||
GetMatrix().Detach();
|
||||
if(RwObjectGetType(m_rwObject) == rpATOMIC){ // useless check
|
||||
RwFrame *f = RpAtomicGetFrame((RpAtomic*)m_rwObject);
|
||||
RpAtomicDestroy((RpAtomic*)m_rwObject);
|
||||
@ -556,13 +556,13 @@ CPlane::ProcessControl(void)
|
||||
m_rwObject = CModelInfo::GetModelInfo(mi->m_planeLodId)->CreateInstance();
|
||||
POP_MEMID();
|
||||
if(m_rwObject)
|
||||
m_matrix.AttachRW(RwFrameGetMatrix(RpAtomicGetFrame((RpAtomic*)m_rwObject)));
|
||||
GetMatrix().AttachRW(RwFrameGetMatrix(RpAtomicGetFrame((RpAtomic*)m_rwObject)));
|
||||
}
|
||||
}
|
||||
}else if(CStreaming::HasModelLoaded(GetModelIndex())){
|
||||
if(m_rwObject && RwObjectGetType(m_rwObject) == rpATOMIC){
|
||||
// Get rid of LOD model
|
||||
m_matrix.Detach();
|
||||
GetMatrix().Detach();
|
||||
if(m_rwObject){ // useless check
|
||||
if(RwObjectGetType(m_rwObject) == rpATOMIC){ // useless check
|
||||
RwFrame *f = RpAtomicGetFrame((RpAtomic*)m_rwObject);
|
||||
|
Loading…
Reference in New Issue
Block a user