Always rebuild armatures on skeleton updates instead of trying to augment them

This commit is contained in:
RisaDev
2024-10-12 22:02:52 +03:00
parent 9cb105bf36
commit 09a093e5f9
3 changed files with 35 additions and 76 deletions

View File

@@ -162,26 +162,21 @@ public unsafe class Armature
: $"Armature (#{_localId}) on {ActorIdentifier.IncognitoDebug()} ({Profile}) with no skeleton reference";
}
public bool NewBonesAvailable(CharacterBase* cBase)
public bool IsSkeletonUpdated(CharacterBase* cBase)
{
if (cBase == null)
{
return false;
}
else if (cBase->Skeleton->PartialSkeletonCount > _partialSkeletons.Length)
{
else if (cBase->Skeleton->PartialSkeletonCount != _partialSkeletons.Length)
return true;
}
else
{
for (var i = 0; i < cBase->Skeleton->PartialSkeletonCount; ++i)
{
var newPose = cBase->Skeleton->PartialSkeletons[i].GetHavokPose(Constants.TruePoseIndex);
if (newPose != null
&& newPose->Skeleton->Bones.Length > _partialSkeletons[i].Length)
{
&& newPose->Skeleton->Bones.Length != _partialSkeletons[i].Length)
return true;
}
}
}
@@ -205,43 +200,6 @@ public unsafe class Armature
Plugin.Logger.Debug($"Rebuilt {this}");
}
public void AugmentSkeleton(CharacterBase* cBase)
{
if (cBase == null)
return;
var oldPartials = _partialSkeletons.Select(x => x.ToList()).ToList();
var newPartials = ParseBonesFromObject(this, cBase);
//for each of the new partial skeletons discovered...
for (var i = 0; i < newPartials.Count; ++i)
{
//if the old skeleton doesn't contain the new partial at all, add the whole thing
if (i > oldPartials.Count)
{
oldPartials.Add(newPartials[i]);
}
//otherwise, add every model bone the new partial has that the old one doesn't
else
{
//Case: get carbuncle, enable profile for it, turn carbuncle into human via glamourer
if (oldPartials.Count <= i)
oldPartials.Add(new List<ModelBone>());
for (var j = oldPartials[i].Count; j < newPartials[i].Count; ++j)
{
oldPartials[i].Add(newPartials[i][j]);
}
}
}
_partialSkeletons = oldPartials.Select(x => x.ToArray()).ToArray();
RebuildBoneTemplateBinding(); //todo: intentionally not calling ArmatureChanged.Type.Updated because this is pending rewrite
Plugin.Logger.Debug($"Augmented {this} with new bones");
}
public BoneTransform? GetAppliedBoneTransform(string boneName)
{
if (BoneTemplateBinding.TryGetValue(boneName, out var template)