Code commit
This commit is contained in:
355
CustomizePlus/Armatures/Data/Armature.cs
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355
CustomizePlus/Armatures/Data/Armature.cs
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@@ -0,0 +1,355 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using FFXIVClientStructs.FFXIV.Client.Graphics.Scene;
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using Penumbra.GameData.Actors;
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using CustomizePlus.Core.Data;
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using CustomizePlus.Profiles.Data;
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using CustomizePlus.Templates.Data;
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using CustomizePlus.GameData.Extensions;
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namespace CustomizePlus.Armatures.Data;
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/// <summary>
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/// Represents a "copy" of the ingame skeleton upon which the linked character profile is meant to operate.
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/// Acts as an interface by which the in-game skeleton can be manipulated on a bone-by-bone basis.
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/// </summary>
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public unsafe class Armature
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{
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/// <summary>
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/// Gets the Customize+ profile for which this mockup applies transformations.
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/// </summary>
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public Profile Profile { get; set; }
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/// <summary>
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/// Static identifier of the actor associated with this armature
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/// </summary>
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public ActorIdentifier ActorIdentifier { get; init; }
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/// <summary>
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/// Gets or sets a value indicating whether or not this armature has any renderable objects on which it should act.
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/// </summary>
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public bool IsVisible { get; set; }
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/// <summary>
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/// Gets a value indicating whether or not this armature has successfully built itself with bone information.
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/// </summary>
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public bool IsBuilt => _partialSkeletons.Any();
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/// <summary>
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/// Internal flag telling ArmatureManager that it should attempt to rebind profile to (another) profile whenever possible.
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/// </summary>
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public bool IsPendingProfileRebind { get; set; }
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/// <summary>
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/// Represents date and time until which any kind of removal protections will not be applying to this armature.
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/// Implemented mostly as a armature cleanup protection hack due to how mare works when downloading files for the first time
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/// </summary>
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public DateTime ProtectedUntil { get; private set; }
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/// <summary>
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/// For debugging purposes, each armature is assigned a globally-unique ID number upon creation.
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/// </summary>
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private static uint _nextGlobalId;
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private readonly uint _localId;
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/// <summary>
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/// Binding telling which bones are bound to each template for this armature. Built from template list in profile.
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/// </summary>
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public Dictionary<string, Template> BoneTemplateBinding { get; init; }
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/// <summary>
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/// Each skeleton is made up of several smaller "partial" skeletons.
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/// Each partial skeleton has its own list of bones, with a root bone at index zero.
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/// The root bone of a partial skeleton may also be a regular bone in a different partial skeleton.
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/// </summary>
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private ModelBone[][] _partialSkeletons;
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#region Bone Accessors -------------------------------------------------------------------------------
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/// <summary>
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/// Gets the number of partial skeletons contained in this armature.
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/// </summary>
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public int PartialSkeletonCount => _partialSkeletons.Length;
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/// <summary>
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/// Get the list of bones belonging to the partial skeleton at the given index.
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/// </summary>
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public ModelBone[] this[int i]
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{
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get => _partialSkeletons[i];
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}
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/// <summary>
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/// Returns the number of bones contained within the partial skeleton with the given index.
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/// </summary>
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public int GetBoneCountOfPartial(int partialIndex) => _partialSkeletons[partialIndex].Length;
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/// <summary>
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/// Get the bone at index 'j' within the partial skeleton at index 'i'.
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/// </summary>
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public ModelBone this[int i, int j]
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{
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get => _partialSkeletons[i][j];
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}
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/// <summary>
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/// Return the bone at the given indices, if it exists
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/// </summary>
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public ModelBone? GetBoneAt(int partialIndex, int boneIndex)
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{
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if (_partialSkeletons.Length > partialIndex
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&& _partialSkeletons[partialIndex].Length > boneIndex)
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{
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return this[partialIndex, boneIndex];
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}
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return null;
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}
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/// <summary>
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/// Returns the root bone of the partial skeleton with the given index.
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/// </summary>
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public ModelBone GetRootBoneOfPartial(int partialIndex) => this[partialIndex, 0];
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public ModelBone MainRootBone => GetRootBoneOfPartial(0);
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/// <summary>
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/// Get the total number of bones in each partial skeleton combined.
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/// </summary>
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// In exactly one partial skeleton will the root bone be an independent bone. In all others, it's a reference to a separate, real bone.
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// For that reason we must subtract the number of duplicate bones
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public int TotalBoneCount => _partialSkeletons.Sum(x => x.Length);
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public IEnumerable<ModelBone> GetAllBones()
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{
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for (var i = 0; i < _partialSkeletons.Length; ++i)
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{
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for (var j = 0; j < _partialSkeletons[i].Length; ++j)
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{
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yield return this[i, j];
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}
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}
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}
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//----------------------------------------------------------------------------------------------------
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#endregion
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public Armature(ActorIdentifier actorIdentifier, Profile profile)
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{
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_localId = _nextGlobalId++;
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_partialSkeletons = Array.Empty<ModelBone[]>();
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BoneTemplateBinding = new Dictionary<string, Template>();
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ActorIdentifier = actorIdentifier;
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Profile = profile;
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IsVisible = false;
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ProtectFromRemoval();
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Profile.Armatures.Add(this);
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Plugin.Logger.Debug($"Instantiated {this}, attached to {Profile}");
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}
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/// <inheritdoc/>
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public override string ToString()
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{
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return IsBuilt
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? $"Armature (#{_localId}) on {ActorIdentifier.IncognitoDebug()} ({Profile}) with {TotalBoneCount} bone/s"
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: $"Armature (#{_localId}) on {ActorIdentifier.IncognitoDebug()} ({Profile}) with no skeleton reference";
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}
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public bool NewBonesAvailable(CharacterBase* cBase)
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{
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if (cBase == null)
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{
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return false;
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}
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else if (cBase->Skeleton->PartialSkeletonCount > _partialSkeletons.Length)
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{
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return true;
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}
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else
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{
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for (var i = 0; i < cBase->Skeleton->PartialSkeletonCount; ++i)
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{
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var newPose = cBase->Skeleton->PartialSkeletons[i].GetHavokPose(Constants.TruePoseIndex);
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if (newPose != null
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&& newPose->Skeleton->Bones.Length > _partialSkeletons[i].Length)
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{
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return true;
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}
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}
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}
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return false;
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}
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/// <summary>
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/// Rebuild the armature using the provided character base as a reference.
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/// </summary>
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public void RebuildSkeleton(CharacterBase* cBase)
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{
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if (cBase == null)
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return;
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var newPartials = ParseBonesFromObject(this, cBase);
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_partialSkeletons = newPartials.Select(x => x.ToArray()).ToArray();
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RebuildBoneTemplateBinding();
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Plugin.Logger.Debug($"Rebuilt {this}");
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}
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public void AugmentSkeleton(CharacterBase* cBase)
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{
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if (cBase == null)
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return;
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var oldPartials = _partialSkeletons.Select(x => x.ToList()).ToList();
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var newPartials = ParseBonesFromObject(this, cBase);
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//for each of the new partial skeletons discovered...
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for (var i = 0; i < newPartials.Count; ++i)
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{
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//if the old skeleton doesn't contain the new partial at all, add the whole thing
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if (i > oldPartials.Count)
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{
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oldPartials.Add(newPartials[i]);
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}
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//otherwise, add every model bone the new partial has that the old one doesn't
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else
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{
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//Case: get carbuncle, enable profile for it, turn carbuncle into human via glamourer
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if (oldPartials.Count <= i)
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oldPartials.Add(new List<ModelBone>());
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for (var j = oldPartials[i].Count; j < newPartials[i].Count; ++j)
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{
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oldPartials[i].Add(newPartials[i][j]);
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}
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}
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}
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_partialSkeletons = oldPartials.Select(x => x.ToArray()).ToArray();
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RebuildBoneTemplateBinding();
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Plugin.Logger.Debug($"Augmented {this} with new bones");
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}
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public BoneTransform? GetAppliedBoneTransform(string boneName)
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{
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if (BoneTemplateBinding.TryGetValue(boneName, out var template)
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&& template != null)
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{
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if (template.Bones.TryGetValue(boneName, out var boneTransform))
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return boneTransform;
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else
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Plugin.Logger.Error($"Bone {boneName} is null in template {template.UniqueId}");
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}
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return null;
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}
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/// <summary>
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/// Apply removal protection for 30 seconds starting from current time. For the most part this is a hack for mare.
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/// </summary>
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public void ProtectFromRemoval()
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{
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ProtectedUntil = DateTime.UtcNow.AddSeconds(30);
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}
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private static unsafe List<List<ModelBone>> ParseBonesFromObject(Armature arm, CharacterBase* cBase)
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{
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List<List<ModelBone>> newPartials = new();
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try
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{
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//build the skeleton
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for (var pSkeleIndex = 0; pSkeleIndex < cBase->Skeleton->PartialSkeletonCount; ++pSkeleIndex)
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{
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var currentPartial = cBase->Skeleton->PartialSkeletons[pSkeleIndex];
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var currentPose = currentPartial.GetHavokPose(Constants.TruePoseIndex);
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newPartials.Add(new());
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if (currentPose == null)
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continue;
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for (var boneIndex = 0; boneIndex < currentPose->Skeleton->Bones.Length; ++boneIndex)
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{
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if (currentPose->Skeleton->Bones[boneIndex].Name.String is string boneName &&
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boneName != null)
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{
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//time to build a new bone
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ModelBone newBone = new(arm, boneName, pSkeleIndex, boneIndex);
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Plugin.Logger.Debug($"Created new bone: {boneName} on {pSkeleIndex}->{boneIndex} arm: {arm._localId}");
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if (currentPose->Skeleton->ParentIndices[boneIndex] is short parentIndex
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&& parentIndex >= 0)
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{
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newBone.AddParent(pSkeleIndex, parentIndex);
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newPartials[pSkeleIndex][parentIndex].AddChild(pSkeleIndex, boneIndex);
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}
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foreach (var mb in newPartials.SelectMany(x => x))
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{
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if (AreTwinnedNames(boneName, mb.BoneName))
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{
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newBone.AddTwin(mb.PartialSkeletonIndex, mb.BoneIndex);
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mb.AddTwin(pSkeleIndex, boneIndex);
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break;
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}
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}
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//linking is performed later
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newPartials.Last().Add(newBone);
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}
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else
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{
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Plugin.Logger.Error($"Failed to process bone @ <{pSkeleIndex}, {boneIndex}> while parsing bones from {cBase->ToString()}");
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}
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}
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}
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BoneData.LogNewBones(newPartials.SelectMany(x => x.Select(y => y.BoneName)).ToArray());
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}
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catch (Exception ex)
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{
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Plugin.Logger.Error($"Error parsing armature skeleton from {cBase->ToString()}:\n\t{ex}");
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}
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return newPartials;
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}
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public void RebuildBoneTemplateBinding()
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{
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BoneTemplateBinding.Clear();
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foreach (var template in Profile.Templates)
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{
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foreach (var kvPair in template.Bones)
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{
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BoneTemplateBinding[kvPair.Key] = template;
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}
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}
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foreach (var bone in GetAllBones())
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bone.LinkToTemplate(BoneTemplateBinding.ContainsKey(bone.BoneName) ? BoneTemplateBinding[bone.BoneName] : null);
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Plugin.Logger.Debug($"Rebuilt template binding for armature {_localId}");
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}
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private static bool AreTwinnedNames(string name1, string name2)
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{
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return name1[^1] == 'r' ^ name2[^1] == 'r'
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&& name1[^1] == 'l' ^ name2[^1] == 'l'
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&& name1[0..^1] == name2[0..^1];
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}
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}
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301
CustomizePlus/Armatures/Data/ModelBone.cs
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301
CustomizePlus/Armatures/Data/ModelBone.cs
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@@ -0,0 +1,301 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using CustomizePlus.Core.Data;
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using CustomizePlus.Templates.Data;
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using FFXIVClientStructs.FFXIV.Client.Graphics.Scene;
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using FFXIVClientStructs.Havok;
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namespace CustomizePlus.Armatures.Data;
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/// <summary>
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/// Represents a single bone of an ingame character's skeleton.
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/// </summary>
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public unsafe class ModelBone
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{
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public enum PoseType
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{
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Local, Model, BindPose, World
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}
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public readonly Armature MasterArmature;
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public readonly int PartialSkeletonIndex;
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public readonly int BoneIndex;
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/// <summary>
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/// Gets the model bone corresponding to this model bone's parent, if it exists.
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/// (It should in all cases but the root of the skeleton)
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/// </summary>
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public ModelBone? ParentBone => _parentPartialIndex >= 0 && _parentBoneIndex >= 0
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? MasterArmature[_parentPartialIndex, _parentBoneIndex]
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: null;
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private int _parentPartialIndex = -1;
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private int _parentBoneIndex = -1;
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/// <summary>
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/// Gets each model bone for which this model bone corresponds to a direct parent thereof.
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/// A model bone may have zero children.
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/// </summary>
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public IEnumerable<ModelBone> ChildBones => _childPartialIndices.Zip(_childBoneIndices, (x, y) => MasterArmature[x, y]);
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private List<int> _childPartialIndices = new();
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private List<int> _childBoneIndices = new();
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/// <summary>
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/// Gets the model bone that forms a mirror image of this model bone, if one exists.
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/// </summary>
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public ModelBone? TwinBone => _twinPartialIndex >= 0 && _twinBoneIndex >= 0
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? MasterArmature[_twinPartialIndex, _twinBoneIndex]
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: null;
|
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private int _twinPartialIndex = -1;
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private int _twinBoneIndex = -1;
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||||
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/// <summary>
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/// The name of the bone within the in-game skeleton. Referred to in some places as its "code name".
|
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/// </summary>
|
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public string BoneName;
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/// <summary>
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/// The transform that this model bone will impart upon its in-game sibling when the master armature
|
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/// is applied to the in-game skeleton. Reference to transform contained in top most template in profile applied to character.
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/// </summary>
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||||
public BoneTransform? CustomizedTransform { get; private set; }
|
||||
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||||
/// <summary>
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/// True if bone is linked to any template
|
||||
/// </summary>
|
||||
public bool IsActive => CustomizedTransform != null;
|
||||
|
||||
public ModelBone(Armature arm, string codeName, int partialIdx, int boneIdx)
|
||||
{
|
||||
MasterArmature = arm;
|
||||
PartialSkeletonIndex = partialIdx;
|
||||
BoneIndex = boneIdx;
|
||||
|
||||
BoneName = codeName;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Link bone to specific template, unlinks if null is passed
|
||||
/// </summary>
|
||||
/// <param name="template"></param>
|
||||
/// <returns></returns>
|
||||
public bool LinkToTemplate(Template? template)
|
||||
{
|
||||
if (template == null)
|
||||
{
|
||||
if (CustomizedTransform == null)
|
||||
return false;
|
||||
|
||||
CustomizedTransform = null;
|
||||
|
||||
Plugin.Logger.Information($"Unlinked {BoneName} from all templates");
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
if (!template.Bones.ContainsKey(BoneName))
|
||||
return false;
|
||||
|
||||
Plugin.Logger.Information($"Linking {BoneName} to {template.Name}");
|
||||
CustomizedTransform = template.Bones[BoneName];
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Indicate a bone to act as this model bone's "parent".
|
||||
/// </summary>
|
||||
public void AddParent(int parentPartialIdx, int parentBoneIdx)
|
||||
{
|
||||
if (_parentPartialIndex != -1 || _parentBoneIndex != -1)
|
||||
{
|
||||
throw new Exception($"Tried to add redundant parent to model bone -- {this}");
|
||||
}
|
||||
|
||||
_parentPartialIndex = parentPartialIdx;
|
||||
_parentBoneIndex = parentBoneIdx;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Indicate that a bone is one of this model bone's "children".
|
||||
/// </summary>
|
||||
public void AddChild(int childPartialIdx, int childBoneIdx)
|
||||
{
|
||||
_childPartialIndices.Add(childPartialIdx);
|
||||
_childBoneIndices.Add(childBoneIdx);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Indicate a bone that acts as this model bone's mirror image, or "twin".
|
||||
/// </summary>
|
||||
public void AddTwin(int twinPartialIdx, int twinBoneIdx)
|
||||
{
|
||||
_twinPartialIndex = twinPartialIdx;
|
||||
_twinBoneIndex = twinBoneIdx;
|
||||
}
|
||||
|
||||
public override string ToString()
|
||||
{
|
||||
//string numCopies = _copyIndices.Count > 0 ? $" ({_copyIndices.Count} copies)" : string.Empty;
|
||||
return $"{BoneName} ({BoneData.GetBoneDisplayName(BoneName)}) @ <{PartialSkeletonIndex}, {BoneIndex}>";
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Get the lineage of this model bone, going back to the skeleton's root bone.
|
||||
/// </summary>
|
||||
public IEnumerable<ModelBone> GetAncestors(bool includeSelf = true) => includeSelf
|
||||
? GetAncestors(new List<ModelBone>() { this })
|
||||
: GetAncestors(new List<ModelBone>());
|
||||
|
||||
private IEnumerable<ModelBone> GetAncestors(List<ModelBone> tail)
|
||||
{
|
||||
tail.Add(this);
|
||||
if (ParentBone is ModelBone mb && mb != null)
|
||||
{
|
||||
return mb.GetAncestors(tail);
|
||||
}
|
||||
else
|
||||
{
|
||||
return tail;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets all model bones with a lineage that contains this one.
|
||||
/// </summary>
|
||||
public IEnumerable<ModelBone> GetDescendants(bool includeSelf = false) => includeSelf
|
||||
? GetDescendants(this)
|
||||
: GetDescendants(null);
|
||||
|
||||
private IEnumerable<ModelBone> GetDescendants(ModelBone? first)
|
||||
{
|
||||
var output = first != null
|
||||
? new List<ModelBone>() { first }
|
||||
: new List<ModelBone>();
|
||||
|
||||
output.AddRange(ChildBones);
|
||||
|
||||
using (var iter = output.GetEnumerator())
|
||||
{
|
||||
while (iter.MoveNext())
|
||||
{
|
||||
output.AddRange(iter.Current.ChildBones);
|
||||
yield return iter.Current;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Given a character base to which this model bone's master armature (presumably) applies,
|
||||
/// return the game's transform value for this model's in-game sibling within the given reference frame.
|
||||
/// </summary>
|
||||
public hkQsTransformf GetGameTransform(CharacterBase* cBase, PoseType refFrame)
|
||||
{
|
||||
|
||||
var skelly = cBase->Skeleton;
|
||||
var pSkelly = skelly->PartialSkeletons[PartialSkeletonIndex];
|
||||
var targetPose = pSkelly.GetHavokPose(Constants.TruePoseIndex);
|
||||
//hkaPose* targetPose = cBase->Skeleton->PartialSkeletons[PartialSkeletonIndex].GetHavokPose(Constants.TruePoseIndex);
|
||||
|
||||
if (targetPose == null) return Constants.NullTransform;
|
||||
|
||||
return refFrame switch
|
||||
{
|
||||
PoseType.Local => targetPose->LocalPose[BoneIndex],
|
||||
PoseType.Model => targetPose->ModelPose[BoneIndex],
|
||||
_ => Constants.NullTransform
|
||||
//TODO properly implement the other options
|
||||
};
|
||||
}
|
||||
|
||||
private void SetGameTransform(CharacterBase* cBase, hkQsTransformf transform, PoseType refFrame)
|
||||
{
|
||||
SetGameTransform(cBase, transform, PartialSkeletonIndex, BoneIndex, refFrame);
|
||||
}
|
||||
|
||||
private static void SetGameTransform(CharacterBase* cBase, hkQsTransformf transform, int partialIndex, int boneIndex, PoseType refFrame)
|
||||
{
|
||||
var skelly = cBase->Skeleton;
|
||||
var pSkelly = skelly->PartialSkeletons[partialIndex];
|
||||
var targetPose = pSkelly.GetHavokPose(Constants.TruePoseIndex);
|
||||
//hkaPose* targetPose = cBase->Skeleton->PartialSkeletons[PartialSkeletonIndex].GetHavokPose(Constants.TruePoseIndex);
|
||||
|
||||
if (targetPose == null || targetPose->ModelInSync == 0) return;
|
||||
|
||||
switch (refFrame)
|
||||
{
|
||||
case PoseType.Local:
|
||||
targetPose->LocalPose.Data[boneIndex] = transform;
|
||||
return;
|
||||
|
||||
case PoseType.Model:
|
||||
targetPose->ModelPose.Data[boneIndex] = transform;
|
||||
return;
|
||||
|
||||
default:
|
||||
return;
|
||||
|
||||
//TODO properly implement the other options
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Apply this model bone's associated transformation to its in-game sibling within
|
||||
/// the skeleton of the given character base.
|
||||
/// </summary>
|
||||
public void ApplyModelTransform(CharacterBase* cBase)
|
||||
{
|
||||
if (!IsActive)
|
||||
return;
|
||||
|
||||
if (cBase != null
|
||||
&& CustomizedTransform.IsEdited()
|
||||
&& GetGameTransform(cBase, PoseType.Model) is hkQsTransformf gameTransform
|
||||
&& !gameTransform.Equals(Constants.NullTransform)
|
||||
&& CustomizedTransform.ModifyExistingTransform(gameTransform) is hkQsTransformf modTransform
|
||||
&& !modTransform.Equals(Constants.NullTransform))
|
||||
{
|
||||
SetGameTransform(cBase, modTransform, PoseType.Model);
|
||||
}
|
||||
}
|
||||
|
||||
public void ApplyModelScale(CharacterBase* cBase) => ApplyTransFunc(cBase, CustomizedTransform.ModifyExistingScale);
|
||||
public void ApplyModelRotation(CharacterBase* cBase) => ApplyTransFunc(cBase, CustomizedTransform.ModifyExistingRotation);
|
||||
public void ApplyModelFullTranslation(CharacterBase* cBase) => ApplyTransFunc(cBase, CustomizedTransform.ModifyExistingTranslationWithRotation);
|
||||
public void ApplyStraightModelTranslation(CharacterBase* cBase) => ApplyTransFunc(cBase, CustomizedTransform.ModifyExistingTranslation);
|
||||
|
||||
private void ApplyTransFunc(CharacterBase* cBase, Func<hkQsTransformf, hkQsTransformf> modTrans)
|
||||
{
|
||||
if (!IsActive)
|
||||
return;
|
||||
|
||||
if (cBase != null
|
||||
&& CustomizedTransform.IsEdited()
|
||||
&& GetGameTransform(cBase, PoseType.Model) is hkQsTransformf gameTransform
|
||||
&& !gameTransform.Equals(Constants.NullTransform))
|
||||
{
|
||||
var modTransform = modTrans(gameTransform);
|
||||
|
||||
if (!modTransform.Equals(gameTransform) && !modTransform.Equals(Constants.NullTransform))
|
||||
{
|
||||
SetGameTransform(cBase, modTransform, PoseType.Model);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Checks for a non-zero and non-identity (root) scale.
|
||||
/// </summary>
|
||||
/// <param name="mb">The bone to check</param>
|
||||
/// <returns>If the scale should be applied.</returns>
|
||||
public bool IsModifiedScale()
|
||||
{
|
||||
if (!IsActive)
|
||||
return false;
|
||||
return CustomizedTransform.Scaling.X != 0 && CustomizedTransform.Scaling.X != 1 ||
|
||||
CustomizedTransform.Scaling.Y != 0 && CustomizedTransform.Scaling.Y != 1 ||
|
||||
CustomizedTransform.Scaling.Z != 0 && CustomizedTransform.Scaling.Z != 1;
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user