Merge remote-tracking branch 'origin/main' into new_actor_assignment_ui

This commit is contained in:
RisaDev
2024-10-12 22:41:52 +03:00
6 changed files with 39 additions and 80 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)

View File

@@ -184,7 +184,7 @@ public unsafe sealed class ArmatureManager : IDisposable
}
//Needed because skeleton sometimes appears to be not ready when armature is created
//and also because we want to augment armature with new bones if they are available
//and also because we want to keep armature up to date with any character skeleton changes
TryLinkSkeleton(armature);
}
}
@@ -207,38 +207,22 @@ public unsafe sealed class ArmatureManager : IDisposable
/// Returns whether or not a link can be established between the armature and an in-game object.
/// If unbuilt, the armature will be rebuilded.
/// </summary>
private bool TryLinkSkeleton(Armature armature, bool forceRebuild = false)
private bool TryLinkSkeleton(Armature armature)
{
_objectManager.Update();
try
if (!_objectManager.Identifiers.ContainsKey(armature.ActorIdentifier))
return false;
var actor = _objectManager[armature.ActorIdentifier].Objects[0];
if (!armature.IsBuilt || armature.IsSkeletonUpdated(actor.Model.AsCharacterBase))
{
if (!_objectManager.Identifiers.ContainsKey(armature.ActorIdentifier))
return false;
var actor = _objectManager[armature.ActorIdentifier].Objects[0];
if (!armature.IsBuilt || forceRebuild)
{
armature.RebuildSkeleton(actor.Model.AsCharacterBase);
}
else if (armature.NewBonesAvailable(actor.Model.AsCharacterBase))
{
armature.AugmentSkeleton(actor.Model.AsCharacterBase);
}
return true;
_logger.Debug($"Skeleton for actor #{actor.AsObject->ObjectIndex} tied to \"{armature}\" has changed");
armature.RebuildSkeleton(actor.Model.AsCharacterBase);
}
catch (Exception ex)
{
// This is on wait until isse #191 on Github responds. Keeping it in code, delete it if I forget and this is longer then a month ago.
// Disabling this if its any Default Profile due to Log spam. A bit crazy but hey, if its for me id Remove Default profiles all together so this is as much as ill do for now! :)
//if(!(Profile.CharacterName.Equals(Constants.DefaultProfileCharacterName) || Profile.CharacterName.Equals("DefaultCutscene"))) {
_logger.Error($"Error occured while attempting to link skeleton: {armature}");
throw;
//}
}
return true;
}
/// <summary>

View File

@@ -212,10 +212,27 @@ public class StateMonitoringTab
//ImGui.Text("Profile:");
//DrawSingleProfile($"armature-{armature.GetHashCode()}", armature.Profile);
ImGui.Text($"Bone template bindings:");
foreach (var kvPair in armature.BoneTemplateBinding)
var bindingsShow = ImGui.CollapsingHeader($"Bone template bindings ({armature.BoneTemplateBinding.Count})###{prefix}-armature-{armature.GetHashCode()}-bindings");
if (bindingsShow)
{
ImGui.Text($"{BoneData.GetBoneDisplayName(kvPair.Key)} ({kvPair.Key}) -> {kvPair.Value.Name.Text.Incognify()} ({kvPair.Value.UniqueId})");
foreach (var kvPair in armature.BoneTemplateBinding)
{
ImGui.Text($"{BoneData.GetBoneDisplayName(kvPair.Key)} ({kvPair.Key}) -> {kvPair.Value.Name.Text.Incognify()} ({kvPair.Value.UniqueId})");
}
}
var bonesShow = ImGui.CollapsingHeader($"Armature bones###{prefix}-armature-{armature.GetHashCode()}-bones");
if (!bonesShow)
return;
var bones = armature.GetAllBones().ToList();
ImGui.Text($"{bones.Count} bones");
foreach (var bone in bones)
{
ImGui.Text($"{(bone.IsActive ? "[A] " : "")}{BoneData.GetBoneDisplayName(bone.BoneName)} [{bone.BoneName}] ({bone.PartialSkeletonIndex}-{bone.BoneIndex})");
}
}
}