Files
CustomizeTool/CustomizePlus/Armatures/Data/ModelBone.cs
2024-07-04 13:10:12 +03:00

302 lines
10 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using CustomizePlus.Core.Data;
using CustomizePlus.Templates.Data;
using FFXIVClientStructs.FFXIV.Client.Graphics.Scene;
using FFXIVClientStructs.Havok;
using FFXIVClientStructs.Havok.Common.Base.Math.QsTransform;
namespace CustomizePlus.Armatures.Data;
/// <summary>
/// Represents a single bone of an ingame character's skeleton.
/// </summary>
public unsafe class ModelBone
{
public enum PoseType
{
Local, Model, BindPose, World
}
public readonly Armature MasterArmature;
public readonly int PartialSkeletonIndex;
public readonly int BoneIndex;
/// <summary>
/// Gets the model bone corresponding to this model bone's parent, if it exists.
/// (It should in all cases but the root of the skeleton)
/// </summary>
public ModelBone? ParentBone => _parentPartialIndex >= 0 && _parentBoneIndex >= 0
? MasterArmature[_parentPartialIndex, _parentBoneIndex]
: null;
private int _parentPartialIndex = -1;
private int _parentBoneIndex = -1;
/// <summary>
/// Gets each model bone for which this model bone corresponds to a direct parent thereof.
/// A model bone may have zero children.
/// </summary>
public IEnumerable<ModelBone> ChildBones => _childPartialIndices.Zip(_childBoneIndices, (x, y) => MasterArmature[x, y]);
private List<int> _childPartialIndices = new();
private List<int> _childBoneIndices = new();
/// <summary>
/// Gets the model bone that forms a mirror image of this model bone, if one exists.
/// </summary>
public ModelBone? TwinBone => _twinPartialIndex >= 0 && _twinBoneIndex >= 0
? MasterArmature[_twinPartialIndex, _twinBoneIndex]
: null;
private int _twinPartialIndex = -1;
private int _twinBoneIndex = -1;
/// <summary>
/// The name of the bone within the in-game skeleton. Referred to in some places as its "code name".
/// </summary>
public string BoneName;
/// <summary>
/// The transform that this model bone will impart upon its in-game sibling when the master armature
/// is applied to the in-game skeleton. Reference to transform contained in top most template in profile applied to character.
/// </summary>
public BoneTransform? CustomizedTransform { get; private set; }
/// <summary>
/// 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.Debug($"Unlinked {BoneName} from all templates");
return true;
}
if (!template.Bones.ContainsKey(BoneName))
return false;
Plugin.Logger.Debug($"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;
}
}