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CustomizePlus/Armatures/Data/ModelBone.cs
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301
CustomizePlus/Armatures/Data/ModelBone.cs
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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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/// <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
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/// </summary>
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public bool IsActive => CustomizedTransform != null;
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public ModelBone(Armature arm, string codeName, int partialIdx, int boneIdx)
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{
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MasterArmature = arm;
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PartialSkeletonIndex = partialIdx;
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BoneIndex = boneIdx;
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BoneName = codeName;
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}
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/// <summary>
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/// Link bone to specific template, unlinks if null is passed
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/// </summary>
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/// <param name="template"></param>
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/// <returns></returns>
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public bool LinkToTemplate(Template? template)
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{
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if (template == null)
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{
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if (CustomizedTransform == null)
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return false;
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CustomizedTransform = null;
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Plugin.Logger.Information($"Unlinked {BoneName} from all templates");
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return true;
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}
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if (!template.Bones.ContainsKey(BoneName))
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return false;
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Plugin.Logger.Information($"Linking {BoneName} to {template.Name}");
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CustomizedTransform = template.Bones[BoneName];
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return true;
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}
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/// <summary>
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/// Indicate a bone to act as this model bone's "parent".
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/// </summary>
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public void AddParent(int parentPartialIdx, int parentBoneIdx)
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{
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if (_parentPartialIndex != -1 || _parentBoneIndex != -1)
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{
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throw new Exception($"Tried to add redundant parent to model bone -- {this}");
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}
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_parentPartialIndex = parentPartialIdx;
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_parentBoneIndex = parentBoneIdx;
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}
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/// <summary>
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/// Indicate that a bone is one of this model bone's "children".
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/// </summary>
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public void AddChild(int childPartialIdx, int childBoneIdx)
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{
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_childPartialIndices.Add(childPartialIdx);
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_childBoneIndices.Add(childBoneIdx);
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}
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/// <summary>
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/// Indicate a bone that acts as this model bone's mirror image, or "twin".
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/// </summary>
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public void AddTwin(int twinPartialIdx, int twinBoneIdx)
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{
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_twinPartialIndex = twinPartialIdx;
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_twinBoneIndex = twinBoneIdx;
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}
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public override string ToString()
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{
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//string numCopies = _copyIndices.Count > 0 ? $" ({_copyIndices.Count} copies)" : string.Empty;
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return $"{BoneName} ({BoneData.GetBoneDisplayName(BoneName)}) @ <{PartialSkeletonIndex}, {BoneIndex}>";
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}
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/// <summary>
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/// Get the lineage of this model bone, going back to the skeleton's root bone.
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/// </summary>
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public IEnumerable<ModelBone> GetAncestors(bool includeSelf = true) => includeSelf
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? GetAncestors(new List<ModelBone>() { this })
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: GetAncestors(new List<ModelBone>());
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private IEnumerable<ModelBone> GetAncestors(List<ModelBone> tail)
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{
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tail.Add(this);
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if (ParentBone is ModelBone mb && mb != null)
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{
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return mb.GetAncestors(tail);
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}
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else
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{
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return tail;
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}
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}
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/// <summary>
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/// Gets all model bones with a lineage that contains this one.
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/// </summary>
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public IEnumerable<ModelBone> GetDescendants(bool includeSelf = false) => includeSelf
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? GetDescendants(this)
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: GetDescendants(null);
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private IEnumerable<ModelBone> GetDescendants(ModelBone? first)
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{
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var output = first != null
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? new List<ModelBone>() { first }
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: new List<ModelBone>();
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output.AddRange(ChildBones);
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using (var iter = output.GetEnumerator())
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{
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while (iter.MoveNext())
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{
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output.AddRange(iter.Current.ChildBones);
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yield return iter.Current;
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}
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}
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}
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/// <summary>
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/// Given a character base to which this model bone's master armature (presumably) applies,
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/// return the game's transform value for this model's in-game sibling within the given reference frame.
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/// </summary>
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public hkQsTransformf GetGameTransform(CharacterBase* cBase, PoseType refFrame)
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{
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var skelly = cBase->Skeleton;
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var pSkelly = skelly->PartialSkeletons[PartialSkeletonIndex];
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var targetPose = pSkelly.GetHavokPose(Constants.TruePoseIndex);
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//hkaPose* targetPose = cBase->Skeleton->PartialSkeletons[PartialSkeletonIndex].GetHavokPose(Constants.TruePoseIndex);
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if (targetPose == null) return Constants.NullTransform;
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return refFrame switch
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{
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PoseType.Local => targetPose->LocalPose[BoneIndex],
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PoseType.Model => targetPose->ModelPose[BoneIndex],
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_ => Constants.NullTransform
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//TODO properly implement the other options
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};
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}
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private void SetGameTransform(CharacterBase* cBase, hkQsTransformf transform, PoseType refFrame)
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{
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SetGameTransform(cBase, transform, PartialSkeletonIndex, BoneIndex, refFrame);
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}
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private static void SetGameTransform(CharacterBase* cBase, hkQsTransformf transform, int partialIndex, int boneIndex, PoseType refFrame)
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{
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var skelly = cBase->Skeleton;
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var pSkelly = skelly->PartialSkeletons[partialIndex];
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var targetPose = pSkelly.GetHavokPose(Constants.TruePoseIndex);
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//hkaPose* targetPose = cBase->Skeleton->PartialSkeletons[PartialSkeletonIndex].GetHavokPose(Constants.TruePoseIndex);
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if (targetPose == null || targetPose->ModelInSync == 0) return;
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switch (refFrame)
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{
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case PoseType.Local:
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targetPose->LocalPose.Data[boneIndex] = transform;
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return;
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case PoseType.Model:
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targetPose->ModelPose.Data[boneIndex] = transform;
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return;
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default:
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return;
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//TODO properly implement the other options
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}
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}
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/// <summary>
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/// Apply this model bone's associated transformation to its in-game sibling within
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/// the skeleton of the given character base.
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/// </summary>
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public void ApplyModelTransform(CharacterBase* cBase)
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{
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if (!IsActive)
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return;
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if (cBase != null
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&& CustomizedTransform.IsEdited()
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&& GetGameTransform(cBase, PoseType.Model) is hkQsTransformf gameTransform
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&& !gameTransform.Equals(Constants.NullTransform)
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&& CustomizedTransform.ModifyExistingTransform(gameTransform) is hkQsTransformf modTransform
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&& !modTransform.Equals(Constants.NullTransform))
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{
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SetGameTransform(cBase, modTransform, PoseType.Model);
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}
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}
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public void ApplyModelScale(CharacterBase* cBase) => ApplyTransFunc(cBase, CustomizedTransform.ModifyExistingScale);
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public void ApplyModelRotation(CharacterBase* cBase) => ApplyTransFunc(cBase, CustomizedTransform.ModifyExistingRotation);
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public void ApplyModelFullTranslation(CharacterBase* cBase) => ApplyTransFunc(cBase, CustomizedTransform.ModifyExistingTranslationWithRotation);
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public void ApplyStraightModelTranslation(CharacterBase* cBase) => ApplyTransFunc(cBase, CustomizedTransform.ModifyExistingTranslation);
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private void ApplyTransFunc(CharacterBase* cBase, Func<hkQsTransformf, hkQsTransformf> modTrans)
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{
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if (!IsActive)
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return;
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if (cBase != null
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&& CustomizedTransform.IsEdited()
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&& GetGameTransform(cBase, PoseType.Model) is hkQsTransformf gameTransform
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&& !gameTransform.Equals(Constants.NullTransform))
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{
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var modTransform = modTrans(gameTransform);
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if (!modTransform.Equals(gameTransform) && !modTransform.Equals(Constants.NullTransform))
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{
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SetGameTransform(cBase, modTransform, PoseType.Model);
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}
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}
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}
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/// <summary>
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/// Checks for a non-zero and non-identity (root) scale.
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/// </summary>
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/// <param name="mb">The bone to check</param>
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/// <returns>If the scale should be applied.</returns>
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public bool IsModifiedScale()
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{
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if (!IsActive)
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return false;
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return CustomizedTransform.Scaling.X != 0 && CustomizedTransform.Scaling.X != 1 ||
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CustomizedTransform.Scaling.Y != 0 && CustomizedTransform.Scaling.Y != 1 ||
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CustomizedTransform.Scaling.Z != 0 && CustomizedTransform.Scaling.Z != 1;
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}
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}
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