uuuh
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@ -236,9 +236,38 @@ namespace Components
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}
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#endif
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if (name == "body_urban_civ_female_a"s)
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//if (name == "mp_body_tf141_lmg"s)
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if (type == Game::XAssetType::ASSET_TYPE_XMODEL)
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//if (name == "body_urban_civ_female_a"s || name == "mp_body_opforce_arab_assault_a"s)
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{
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const auto model = asset.model;
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if (!model->quats || !model->trans)
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{
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return;
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}
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// Update vertex weights
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//for (int i = 0; i < model->numLods; i++)
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//{
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// const auto lod = &model->lodInfo[i];
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// for (int surfIndex = 0; surfIndex < lod->modelSurfs->numsurfs; surfIndex++)
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// {
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// auto vertsBlendOffset = 0u;
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// const auto surface = &lod->modelSurfs->surfs[surfIndex];
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// surface->partBits[0] = 0x00000000;
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// surface->partBits[1] = 0x00000000;
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// surface->partBits[2] = 0x00000000;
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// surface->partBits[3] = 0x00000000;
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// surface->partBits[4] = 0x00000000;
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// surface->partBits[5] = 0x00000000;
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// }
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//}
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//return;
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class QuatInt16
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{
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public:
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@ -253,94 +282,31 @@ namespace Components
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}
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};
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struct BoneEnsemble
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{
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uint16_t name;
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Game::DObjAnimMat mat;
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Game::XBoneInfo info;
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int16_t quat[4];
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float trans[3];
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BoneEnsemble() {};
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BoneEnsemble(Game::XModel* model, int index)
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{
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name = model->boneNames[index];
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mat = model->baseMat[index];
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info = model->boneInfo[index];
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std::memcpy(quat, &model->quats[(index - 1) * 4], 4 * sizeof(uint16_t));
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std::memcpy(trans, &model->trans[(index - 1) * 3], 3 * sizeof(float));
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}
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};
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const auto equals = [](const BoneEnsemble& a, const BoneEnsemble& b)
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{
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if (a.name == b.name)
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{
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if (b.mat.transWeight != a.mat.transWeight)
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{
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return false;
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}
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for (size_t i = 0; i < 4; i++)
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{
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if (b.mat.quat[i] != a.mat.quat[i])
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{
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return false;
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}
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if (b.quat[i] != a.quat[i])
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{
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return false;
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}
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}
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for (size_t i = 0; i < 3; i++)
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{
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if (b.mat.trans[i] != a.mat.trans[i])
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{
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return false;
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}
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if (b.trans[i] != a.trans[i])
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{
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return false;
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}
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if (b.info.bounds.halfSize[i] != a.info.bounds.halfSize[i])
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{
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return false;
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}
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if (b.info.bounds.midPoint[i] != a.info.bounds.midPoint[i])
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{
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return false;
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}
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}
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if (b.info.radiusSquared != a.info.radiusSquared)
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{
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return false;
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}
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return true;
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}
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return false;
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};
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const auto model = asset.model;
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//
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static std::vector<std::string> names{};
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names.clear();
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for (auto i = 0; i < model->numBones; i++)
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{
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const auto bone = model->boneNames[i];
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const auto name = Game::SL_ConvertToString(bone);
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names.push_back(name);
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names.push_back(
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std::format("{} => q({} {} {} {}) t({} {} {})",
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name,
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model->baseMat[i-1].quat[0],
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model->baseMat[i-1].quat[1],
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model->baseMat[i-1].quat[2],
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model->baseMat[i-1].quat[3],
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model->baseMat[i-1].trans[0],
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model->baseMat[i-1].trans[1],
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model->baseMat[i-1].trans[2]
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)
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);
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}
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printf("");
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//
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const auto getIndexOfBone = [&](std::string name)
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{
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for (uint8_t i = 0; i < model->numBones; i++)
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@ -379,23 +345,73 @@ namespace Components
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return boneName;
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};
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const auto insertBone = [&](const std::string& boneName, uint8_t parentIndex)
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const auto insertBoneInPartbits = [&](int8_t atPosition, int* partBits, bool hasAnyWeight = false)
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{
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constexpr auto LENGTH = 6;
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// Bit masks and bit shifting are a pain honestly
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std::vector<bool> flags{};
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int check[LENGTH]{};
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std::memcpy(check, partBits, LENGTH * sizeof(int));
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for (auto i = 0; i < LENGTH; i++)
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{
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for (signed int bitPosition = 32 - 1; bitPosition >= 0; bitPosition--)
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{
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flags.emplace_back((partBits[i] >> bitPosition) & 0x1);
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}
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}
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// copy parent flag
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const auto partBitIndex = atPosition / 32;
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const auto bitPosition = atPosition % 32; // The vector is already reversed so this should be correct
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flags.insert(flags.begin() + (partBitIndex * 32 + bitPosition), hasAnyWeight);
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flags.pop_back();
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// clear it
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for (auto i = 0; i < LENGTH; i++)
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{
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partBits[i] = 0;
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}
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// Write it
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for (auto i = 0; i < LENGTH; i++)
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{
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partBits[i] = 0;
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for (int bitPosition = 0; bitPosition < 32; bitPosition++)
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{
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const auto value = flags[i * 32 + 31 - bitPosition];
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partBits[i] |= (value << bitPosition);
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}
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}
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flags.clear();
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};
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const auto insertBone = [&](const std::string& boneName, const std::string& parentName)
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{
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assert(getIndexOfBone(boneName) == UCHAR_MAX);
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// Start with backing up parent links that we will have to restore
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// We'll restore them at the end
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std::map<std::string, std::string> parentsToRestore{};
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for (int i = model->numRootBones; i < model->numBones; i++)
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{
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parentsToRestore[Game::SL_ConvertToString(model->boneNames[i])] = getParentOfBone(i);
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}
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uint8_t newBoneCount = model->numBones + 1;
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uint8_t newBoneCountMinusRoot = newBoneCount - model->numRootBones;
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int atPosition = model->numBones;
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const auto parentIndex = getIndexOfBone(parentName);
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// Find best position to insert it
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for (int index = model->numRootBones; index < model->numBones; index++)
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{
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int parent = getParentIndexOfBone(index);
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if (parent >= parentIndex)
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{
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atPosition = index;
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break;
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}
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}
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assert(parentIndex != UCHAR_MAX);
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int atPosition = parentIndex + 1;
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const auto newBoneIndex = atPosition;
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const auto newBoneIndexMinusRoot = atPosition - model->numRootBones;
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@ -441,24 +457,18 @@ namespace Components
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Game::DObjAnimMat mat{};
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// It's ABSOLUTE!
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mat = model->baseMat[parentIndex];
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boneInfo = model->boneInfo[parentIndex];
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// It's RELATIVE !
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uint16_t quat[4]{};
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std::memcpy(quat, &model->quats[(parentIndex - model->numRootBones) * sizeof(uint16_t)], ARRAYSIZE(quat) * sizeof(uint16_t));
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quat[3] = 32767; // 0 0 0 32767
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float trans[3]{};
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std::memcpy(trans, &model->trans[(parentIndex - model->numRootBones) * sizeof(float)], ARRAYSIZE(trans) * sizeof(float));
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//mat.quat[3] = 1.0f;
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//mat.trans[0] = -3.4;
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//mat.trans[1] = -6;
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//mat.trans[2] = 37;
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//mat.transWeight = 2.0f;
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uint8_t part = 5; // Unused ?
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mat.transWeight = 1.9999f; // Should be 1.9999 like everybody?
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newMats[newBoneIndex] = mat;
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newBoneInfo[newBoneIndex] = boneInfo;
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@ -492,7 +502,8 @@ namespace Components
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for (int i = 0; i < model->numLods; i++)
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{
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const auto lod = &model->lodInfo[i];
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size_t weightOffset = 0u;
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insertBoneInPartbits(atPosition, lod->partBits, false);
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insertBoneInPartbits(atPosition, lod->modelSurfs->partBits, false);
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for (int surfIndex = 0; surfIndex < lod->modelSurfs->numsurfs; surfIndex++)
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{
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@ -500,6 +511,15 @@ namespace Components
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const auto surface = &lod->modelSurfs->surfs[surfIndex];
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//surface->partBits[0] = 0b00000000000000000000000000000000;
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//surface->partBits[1] = 0b01010101010101010101010101010101;
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//surface->partBits[2] = 0b00110011001100110011001100110011;
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//surface->partBits[3] = 0b00011100011100011100011100011100;
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//surface->partBits[4] = 0b00001111000011110000111100001111;
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//surface->partBits[5] = 0b00000111110000011111000001111100;
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insertBoneInPartbits(atPosition, surface->partBits, false);
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{
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const auto fixVertexBlendIndex = [&](unsigned int offset) {
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int index = static_cast<int>(surface->vertInfo.vertsBlend[offset] / sizeof(Game::DObjSkelMat));
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@ -507,7 +527,7 @@ namespace Components
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{
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if (index < 0 || index >= model->numBones - 1)
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{
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assert(false);
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//assert(false);
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}
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index++;
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@ -525,7 +545,7 @@ namespace Components
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auto index = vertList->boneOffset / sizeof(Game::DObjSkelMat);
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if (index < 0 || index >= model->numBones - 1)
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{
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assert(false);
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//assert(false);
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}
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if (index >= atPosition)
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@ -560,7 +580,6 @@ namespace Components
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fixVertexBlendIndex(vertsBlendOffset + 1);
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fixVertexBlendIndex(vertsBlendOffset + 3);
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vertsBlendOffset += 5;
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}
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@ -581,129 +600,222 @@ namespace Components
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// TODO free memory of original lists
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printf("");
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setParentIndexOfBone(atPosition, parentIndex);
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// Restore parents
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for (const auto& kv : parentsToRestore)
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{
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// Fix parents
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const auto key = kv.first;
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const auto beforeVal = kv.second;
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const auto parentIndex = getIndexOfBone(beforeVal);
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const auto index = getIndexOfBone(key);
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setParentIndexOfBone(index, parentIndex);
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}
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// check
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for (const auto& kv : parentsToRestore)
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{
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const auto key = kv.first;
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const auto beforeVal = kv.second;
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const auto index = getIndexOfBone(key);
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const auto afterVal = getParentOfBone(index);
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if (beforeVal != afterVal)
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{
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printf("");
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}
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}
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//
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return atPosition; // Bone index of added bone
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};
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const auto transferWeights = [&](const uint8_t origin, const uint8_t destination)
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{
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return;
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const auto originalWeights = model->baseMat[origin].transWeight;
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model->baseMat[origin].transWeight = model->baseMat[destination].transWeight;
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model->baseMat[destination].transWeight = originalWeights;
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for (int i = 0; i < model->numLods; i++)
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{
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const auto lod = &model->lodInfo[i];
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for (int surfIndex = 0; surfIndex < lod->modelSurfs->numsurfs; surfIndex++)
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{
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auto vertsBlendOffset = 0u;
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const auto surface = &lod->modelSurfs->surfs[surfIndex];
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{
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const auto transferVertexBlendIndex = [&](unsigned int offset) {
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int index = static_cast<int>(surface->vertInfo.vertsBlend[offset] / sizeof(Game::DObjSkelMat));
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if (index == origin)
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{
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if (index < 0 || index >= model->numBones - 1)
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{
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assert(false);
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}
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index = destination;
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surface->vertInfo.vertsBlend[offset] = index * sizeof(Game::DObjSkelMat);
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}
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};
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// Fix bone offsets
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if (surface->vertList)
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{
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for (auto vertListIndex = 0u; vertListIndex < surface->vertListCount; vertListIndex++)
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{
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const auto vertList = &surface->vertList[vertListIndex];
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auto index = vertList->boneOffset / sizeof(Game::DObjSkelMat);
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if (index < 0 || index >= model->numBones - 1)
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{
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assert(false);
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}
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if (index == origin)
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{
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index = destination;
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vertList->boneOffset = index * sizeof(Game::DObjSkelMat);
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}
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}
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}
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// 1 bone weight
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for (auto vertIndex = 0; vertIndex < surface->vertInfo.vertCount[0]; vertIndex++)
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{
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transferVertexBlendIndex(vertsBlendOffset + 0);
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vertsBlendOffset += 1;
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}
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// 2 bone weights
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for (auto vertIndex = 0; vertIndex < surface->vertInfo.vertCount[1]; vertIndex++)
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{
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transferVertexBlendIndex(vertsBlendOffset + 0);
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transferVertexBlendIndex(vertsBlendOffset + 1);
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vertsBlendOffset += 3;
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}
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// 3 bone weights
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for (auto vertIndex = 0; vertIndex < surface->vertInfo.vertCount[2]; vertIndex++)
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{
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transferVertexBlendIndex(vertsBlendOffset + 0);
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transferVertexBlendIndex(vertsBlendOffset + 1);
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transferVertexBlendIndex(vertsBlendOffset + 3);
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vertsBlendOffset += 5;
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}
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// 4 bone weights
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for (auto vertIndex = 0; vertIndex < surface->vertInfo.vertCount[3]; vertIndex++)
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{
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transferVertexBlendIndex(vertsBlendOffset + 0);
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transferVertexBlendIndex(vertsBlendOffset + 1);
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transferVertexBlendIndex(vertsBlendOffset + 3);
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transferVertexBlendIndex(vertsBlendOffset + 5);
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vertsBlendOffset += 7;
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}
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}
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}
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}
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};
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auto indexOfSpine = getIndexOfBone("j_spinelower");
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if (indexOfSpine < UCHAR_MAX)
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{
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const auto nameOfParent = getParentOfBone(indexOfSpine);
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const auto stabilizer = getIndexOfBone("torso_stabilizer");
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const auto otherIndex = stabilizer - model->numRootBones;
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if (getIndexOfBone("torso_stabilizer") == UCHAR_MAX)
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{
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// No stabilizer - let's do surgery
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// We're trying to get there:
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// tag_origin
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// j_main_root
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// pelvis
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// j_hip_le
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// j_hip_ri
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// tag_stowed_hip_rear
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// torso_stabilizer
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// j_spinelower
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// back_low
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// j_spineupper
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// back_mid
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// j_spine4
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const auto root = getIndexOfBone("j_mainroot");
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if (root < UCHAR_MAX) {
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//
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std::map<std::string, std::string> parentsBefore{};
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std::map<std::string, BoneEnsemble> bonesBefore{};
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for (int i = model->numRootBones; i < model->numBones; i++)
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{
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parentsBefore[Game::SL_ConvertToString(model->boneNames[i])] = getParentOfBone(i);
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bonesBefore[Game::SL_ConvertToString(model->boneNames[i])] = BoneEnsemble(model, i);
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}
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//
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#if 0
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#if true
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// Add pelvis
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auto indexOfPelvis = getIndexOfBone("pelvis");
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if (indexOfPelvis == UCHAR_MAX)
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{
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indexOfPelvis = insertBone("pelvis", root);
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const uint8_t indexOfPelvis = insertBone("pelvis", "j_mainroot");
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transferWeights(root, indexOfPelvis);
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setParentIndexOfBone(getIndexOfBone("j_hip_le"), indexOfPelvis);
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setParentIndexOfBone(getIndexOfBone("j_hip_ri"), indexOfPelvis);
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setParentIndexOfBone(getIndexOfBone("tag_stowed_hip_rear"), indexOfPelvis);
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|
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const uint8_t torsoStabilizer = insertBone("torso_stabilizer", "pelvis");
|
||||
setParentIndexOfBone(getIndexOfBone("j_spinelower"), torsoStabilizer);
|
||||
|
||||
const uint8_t backLow = insertBone("back_low", "j_spinelower");
|
||||
transferWeights(getIndexOfBone("j_spinelower"), backLow);
|
||||
setParentIndexOfBone(getIndexOfBone("j_spineupper"), backLow);
|
||||
|
||||
const uint8_t backMid = insertBone("back_mid", "j_spineupper");
|
||||
transferWeights(getIndexOfBone("j_spineupper"), backMid);
|
||||
setParentIndexOfBone(getIndexOfBone("j_spine4"), backMid);
|
||||
|
||||
parentsBefore["pelvis"] = "j_mainroot";
|
||||
setParentIndexOfBone(indexOfPelvis, getIndexOfBone("j_mainroot"));
|
||||
|
||||
assert(root == getIndexOfBone("j_mainroot"));
|
||||
|
||||
parentsBefore["j_hip_le"] = "pelvis";
|
||||
setParentIndexOfBone(getIndexOfBone("j_hip_le"), getIndexOfBone("pelvis"));
|
||||
|
||||
parentsBefore["j_hip_ri"] = "pelvis";
|
||||
setParentIndexOfBone(getIndexOfBone("j_hip_ri"), getIndexOfBone("pelvis"));
|
||||
|
||||
parentsBefore["tag_stowed_hip_rear"] = "pelvis";
|
||||
setParentIndexOfBone(getIndexOfBone("tag_stowed_hip_rear"), getIndexOfBone("pelvis"));
|
||||
|
||||
}
|
||||
|
||||
uint8_t torsoStabilizer = insertBone("torso_stabilizer", indexOfPelvis);
|
||||
assert(indexOfPelvis == getIndexOfBone("pelvis"));
|
||||
assert(backLow == getIndexOfBone("back_low"));
|
||||
assert(backMid == getIndexOfBone("back_mid"));
|
||||
|
||||
// Fix up torso stabilizer
|
||||
model->baseMat[torsoStabilizer].quat[0] = 0.F;
|
||||
model->baseMat[torsoStabilizer].quat[1] = 0.F;
|
||||
model->baseMat[torsoStabilizer].quat[2] = 0.F;
|
||||
model->baseMat[torsoStabilizer].quat[3] = 1.F;
|
||||
|
||||
const auto spineLowerM1 = getIndexOfBone("j_spinelower")-1;
|
||||
|
||||
//model->trans[(torsoStabilizer-model->numRootBones) * 3 + 0] = 2.0f;
|
||||
//model->trans[(torsoStabilizer-model->numRootBones) * 3 + 1] = -5.0f;
|
||||
//model->trans[(torsoStabilizer-model->numRootBones) * 3 + 2] = 2.0F;
|
||||
|
||||
model->trans[spineLowerM1 * 3 + 0] = 0.069828756;
|
||||
model->trans[spineLowerM1 * 3 + 1] = -0.0f;
|
||||
model->trans[spineLowerM1 * 3 + 2] = 5.2035017F;
|
||||
|
||||
//// Euler -180.000 88.572 -90.000
|
||||
model->quats[(torsoStabilizer-model->numRootBones) * 4 + 0] = 16179; // 0.4952
|
||||
model->quats[(torsoStabilizer-model->numRootBones) * 4 + 1] = 16586; // 0.5077
|
||||
model->quats[(torsoStabilizer-model->numRootBones) * 4 + 2] = 16586; // 0.5077
|
||||
model->quats[(torsoStabilizer-model->numRootBones) * 4 + 3] = 16178; // 0.4952
|
||||
|
||||
#else
|
||||
const auto parentIndex = 30;
|
||||
uint8_t torsoStabilizer = insertBone("torso_stabilizer", parentIndex);
|
||||
//setParentIndexOfBone(torsoStabilizer, parentIndex);
|
||||
const uint8_t torsoStabilizer = insertBone("torso_stabilizer", "j_mainroot");
|
||||
transferWeights(getIndexOfBone("j_mainroot"), getIndexOfBone("torso_stabilizer"));
|
||||
setParentIndexOfBone(getIndexOfBone("j_spinelower"), torsoStabilizer);
|
||||
#endif
|
||||
|
||||
#if DEBUG
|
||||
const auto newRoot = getIndexOfBone("j_mainroot");
|
||||
assert(root == newRoot);
|
||||
#endif
|
||||
//parentsBefore["j_spinelower"] = "torso_stabilizer";
|
||||
//setParentIndexOfBone(getIndexOfBone("j_spinelower"), torsoStabilizer);
|
||||
|
||||
//parentsBefore["torso_stabilizer"] = "pelvis";
|
||||
//setParentIndexOfBone(torsoStabilizer, indexOfPelvis);
|
||||
|
||||
//
|
||||
std::map<std::string, std::string> parentsAfter{};
|
||||
std::map<std::string, BoneEnsemble> bonesAfter{};
|
||||
for (int i = model->numRootBones; i < model->numBones; i++)
|
||||
{
|
||||
parentsAfter[Game::SL_ConvertToString(model->boneNames[i])] = getParentOfBone(i);
|
||||
bonesAfter[Game::SL_ConvertToString(model->boneNames[i])] = BoneEnsemble(model, i);
|
||||
}
|
||||
//
|
||||
|
||||
for (const auto& kv : parentsBefore)
|
||||
{
|
||||
// Fix parents
|
||||
const auto key = kv.first;
|
||||
const auto beforeVal = kv.second;
|
||||
const auto afterVal = parentsAfter[kv.first];
|
||||
if (beforeVal != afterVal)
|
||||
{
|
||||
const auto parentIndex = getIndexOfBone(beforeVal);
|
||||
const auto index = getIndexOfBone(key);
|
||||
setParentIndexOfBone(index, parentIndex);
|
||||
parentsAfter[Game::SL_ConvertToString(model->boneNames[index])] = getParentOfBone(index);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// check
|
||||
for (const auto& kv : parentsBefore)
|
||||
{
|
||||
const auto key = kv.first;
|
||||
const auto beforeVal = kv.second;
|
||||
|
||||
const auto afterVal = parentsAfter[key];
|
||||
|
||||
if (beforeVal != afterVal)
|
||||
{
|
||||
printf("");
|
||||
}
|
||||
}
|
||||
//
|
||||
|
||||
//
|
||||
for (const auto& kv : bonesBefore)
|
||||
{
|
||||
const auto key = kv.first;
|
||||
const auto beforeVal = kv.second;
|
||||
const auto afterVal = bonesAfter[kv.first];
|
||||
if (equals(beforeVal, afterVal))
|
||||
{
|
||||
// good
|
||||
}
|
||||
else
|
||||
{
|
||||
printf("");
|
||||
}
|
||||
}
|
||||
//
|
||||
printf("");
|
||||
}
|
||||
}
|
||||
@ -711,6 +823,32 @@ namespace Components
|
||||
}
|
||||
|
||||
printf("");
|
||||
|
||||
//
|
||||
names.clear();
|
||||
for (auto i = 1; i < model->numBones; i++)
|
||||
{
|
||||
const auto bone = model->boneNames[i];
|
||||
const auto name = Game::SL_ConvertToString(bone);
|
||||
const auto m1 = i-1;
|
||||
const auto fmt = std::format("{} => q({} {} {} {}) t({} {} {})",
|
||||
name,
|
||||
model->quats[m1 * 4 + 0],
|
||||
model->quats[m1* 4 + 1],
|
||||
model->quats[m1 * 4 + 2],
|
||||
model->quats[m1 * 4 + 3],
|
||||
model->trans[m1 * 3 + 0],
|
||||
model->trans[m1* 3 +1],
|
||||
model->trans[m1 * 3 +2]
|
||||
);
|
||||
names.push_back(
|
||||
fmt
|
||||
);
|
||||
printf("");
|
||||
}
|
||||
|
||||
printf("");
|
||||
//
|
||||
}
|
||||
|
||||
if (type == Game::ASSET_TYPE_MATERIAL && (name == "gfx_distortion_knife_trail" || name == "gfx_distortion_heat_far" || name == "gfx_distortion_ring_light" || name == "gfx_distortion_heat") && asset.material->info.sortKey >= 43)
|
||||
|
@ -298,8 +298,27 @@ namespace Components
|
||||
return Game::Dvar_RegisterBool(dvarName, value_, flags, description);
|
||||
}
|
||||
|
||||
void DObjCalcAnim(Game::DObj *a1, int *partBits, Game::XAnimCalcAnimInfo *a3)
|
||||
{
|
||||
printf("");
|
||||
|
||||
if (a1->models[0]->name == "body_urban_civ_female_a"s)
|
||||
{
|
||||
printf("");
|
||||
}
|
||||
|
||||
Utils::Hook::Call<void(Game::DObj*, int*, Game::XAnimCalcAnimInfo*)>(0x49E230)(a1, partBits, a3);
|
||||
|
||||
printf("");
|
||||
}
|
||||
|
||||
QuickPatch::QuickPatch()
|
||||
{
|
||||
// Do not call DObjCalcAnim
|
||||
Utils::Hook(0x6508C4, DObjCalcAnim, HOOK_CALL).install()->quick();
|
||||
Utils::Hook(0x06508F6, DObjCalcAnim, HOOK_CALL).install()->quick();
|
||||
|
||||
|
||||
// Filtering any mapents that is intended for Spec:Ops gamemode (CODO) and prevent them from spawning
|
||||
Utils::Hook(0x5FBD6E, QuickPatch::IsDynClassname_Stub, HOOK_CALL).install()->quick();
|
||||
|
||||
|
@ -713,6 +713,32 @@ namespace Components
|
||||
return result;
|
||||
}
|
||||
|
||||
void DebugTest()
|
||||
{
|
||||
//auto clientNum = Game::CG_GetClientNum();
|
||||
//auto* clientEntity = &Game::g_entities[clientNum];
|
||||
|
||||
//// Ingame only & player only
|
||||
//if (!Game::CL_IsCgameInitialized() || clientEntity->client == nullptr)
|
||||
//{
|
||||
// return;
|
||||
//}
|
||||
|
||||
|
||||
//static std::string str = "";
|
||||
|
||||
//str += std::format("\n{} => {} {} {} {} {} {}", "s.partBits", clientEntity->s.partBits[0], clientEntity->s.partBits[1], clientEntity->s.partBits[2], clientEntity->s.partBits[3], clientEntity->s.partBits[4], clientEntity->s.partBits[5]);
|
||||
//
|
||||
|
||||
//const auto clientNumber = clientEntity->r.ownerNum.number;
|
||||
//Game::scene->sceneDObj[clientNumber].obj->hidePartBits;
|
||||
|
||||
//str += std::format("\n{} => {} {} {} {} {} {}", "DOBJ hidePartBits", clientEntity->s.partBits[0], clientEntity->s.partBits[1], clientEntity->s.partBits[2], clientEntity->s.partBits[3], clientEntity->s.partBits[4], clientEntity->s.partBits[5]);
|
||||
|
||||
//Game::R_AddCmdDrawText();
|
||||
|
||||
}
|
||||
|
||||
Renderer::Renderer()
|
||||
{
|
||||
if (Dedicated::IsEnabled()) return;
|
||||
@ -731,6 +757,7 @@ namespace Components
|
||||
ListSamplers();
|
||||
DrawPrimaryLights();
|
||||
DebugDrawClipmap();
|
||||
DebugTest();
|
||||
}
|
||||
}, Scheduler::Pipeline::RENDERER);
|
||||
|
||||
|
@ -8368,9 +8368,23 @@ namespace Game
|
||||
{
|
||||
DSkelPartBits partBits;
|
||||
int timeStamp;
|
||||
/*DObjAnimMat*/void* mat;
|
||||
DObjAnimMat* mat;
|
||||
};
|
||||
|
||||
struct bitarray
|
||||
{
|
||||
int array[6];
|
||||
};
|
||||
|
||||
/* 1923 */
|
||||
struct XAnimCalcAnimInfo
|
||||
{
|
||||
DObjAnimMat rotTransArray[1152];
|
||||
bitarray animPartBits;
|
||||
bitarray ignorePartBits;
|
||||
};
|
||||
|
||||
|
||||
struct DObj
|
||||
{
|
||||
/*XAnimTree_s*/ void* tree;
|
||||
|
Loading…
Reference in New Issue
Block a user