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@ -11,8 +11,19 @@ namespace Assets
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{
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header->model = builder->getIW4OfApi()->read<Game::XModel>(Game::XAssetType::ASSET_TYPE_XMODEL, name);
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if (!header->model)
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{
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// In that case if we want to convert it later potentially we have to grab it now:
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header->model = Game::DB_FindXAssetHeader(Game::XAssetType::ASSET_TYPE_XMODEL, name.data()).model;
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}
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if (header->model)
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{
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if (Components::ZoneBuilder::zb_sp_to_mp.get<bool>())
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{
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Assets::IXModel::ConvertPlayerModelFromSingleplayerToMultiplayer(header->model, *builder->getAllocator());
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}
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// ???
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if (header->model->physCollmap)
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{
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@ -305,16 +316,13 @@ namespace Assets
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uint8_t IXModel::GetHighestAffectingBoneIndex(const Game::XModelLodInfo* lod)
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{
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uint8_t highestBoneIndex = 0;
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constexpr auto LENGTH = 6;
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{
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for (auto surfIndex = 0; surfIndex < lod->numsurfs; surfIndex++)
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{
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const auto surface = &lod->surfs[surfIndex];
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auto vertsBlendOffset = 0;
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int rebuiltPartBits[LENGTH]{};
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std::unordered_set<uint8_t> affectingBones{};
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const auto registerBoneAffectingSurface = [&](unsigned int offset) {
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@ -380,7 +388,7 @@ namespace Assets
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const auto lod = &model->lodInfo[i];
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int lodPartBits[6]{};
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for (auto surfIndex = 0; surfIndex < lod->numsurfs; surfIndex++)
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for (unsigned short surfIndex = 0; surfIndex < lod->numsurfs; surfIndex++)
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{
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const auto surface = &lod->surfs[surfIndex];
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@ -400,7 +408,7 @@ namespace Assets
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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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for (unsigned int vertIndex = 0; vertIndex < surface->vertInfo.vertCount[0]; vertIndex++)
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{
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registerBoneAffectingSurface(vertsBlendOffset + 0);
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@ -408,7 +416,7 @@ namespace Assets
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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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for (unsigned int vertIndex = 0; vertIndex < surface->vertInfo.vertCount[1]; vertIndex++)
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{
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registerBoneAffectingSurface(vertsBlendOffset + 0);
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registerBoneAffectingSurface(vertsBlendOffset + 1);
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@ -417,7 +425,7 @@ namespace Assets
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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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for (unsigned int vertIndex = 0; vertIndex < surface->vertInfo.vertCount[2]; vertIndex++)
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{
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registerBoneAffectingSurface(vertsBlendOffset + 0);
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registerBoneAffectingSurface(vertsBlendOffset + 1);
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@ -427,7 +435,7 @@ namespace Assets
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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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for (unsigned int vertIndex = 0; vertIndex < surface->vertInfo.vertCount[3]; vertIndex++)
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{
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registerBoneAffectingSurface(vertsBlendOffset + 0);
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registerBoneAffectingSurface(vertsBlendOffset + 1);
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@ -437,7 +445,7 @@ namespace Assets
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vertsBlendOffset += 7;
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}
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for (auto vertListIndex = 0; vertListIndex < surface->vertListCount; vertListIndex++)
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for (unsigned int vertListIndex = 0; vertListIndex < surface->vertListCount; vertListIndex++)
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{
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affectingBones.emplace(static_cast<uint8_t>(surface->vertList[vertListIndex].boneOffset / sizeof(Game::DObjSkelMat)));
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}
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@ -481,7 +489,7 @@ namespace Assets
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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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for (uint8_t i = model->numRootBones; i < model->numBones; i++)
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{
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parentsToRestore[Game::SL_ConvertToString(model->boneNames[i])] = GetParentOfBone(model, i);
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}
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@ -498,8 +506,6 @@ namespace Assets
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const uint8_t newBoneIndex = atPosition;
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const uint8_t newBoneIndexMinusRoot = atPosition - model->numRootBones;
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Components::Logger::Print("Inserting bone {} at position {} (between {} and {})\n", boneName, atPosition, Game::SL_ConvertToString(model->boneNames[atPosition - 1]), Game::SL_ConvertToString(model->boneNames[atPosition + 1]));
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// Reallocate
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const auto newBoneNames = allocator.allocateArray<uint16_t>(newBoneCount);
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const auto newMats = allocator.allocateArray<Game::DObjAnimMat>(newBoneCount);
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@ -518,8 +524,8 @@ namespace Assets
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const uint8_t atPositionM1 = atPosition - model->numRootBones;
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// should be equal to model->numBones
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int total = lengthOfFirstPart + lengthOfSecondPart;
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assert(total = model->numBones);
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unsigned int total = lengthOfFirstPart + lengthOfSecondPart;
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assert(total == model->numBones);
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// should be equal to model->numBones - model->numRootBones
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int totalM1 = lengthOfFirstPartM1 + lengthOfSecondPartM1;
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@ -599,9 +605,10 @@ namespace Assets
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{
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const auto lod = &model->lodInfo[lodIndex];
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if ((lod->partBits[5] & 0x1) == 0x1)
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if ((lod->modelSurfs->partBits[5] & 0x1) == 0x1)
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{
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// surface lod already converted (more efficient)
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std::memcpy(lod->partBits, lod->modelSurfs->partBits, 6 * sizeof(uint32_t));
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continue;
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}
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@ -630,7 +637,7 @@ namespace Assets
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if (index < 0 || index >= model->numBones)
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{
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Components::Logger::Print("Unexpected 'bone index' {} out of {} bones while working vertex blend of model {} lod {} surf {}\n", index, model->numBones, model->name, lodIndex, surfIndex);
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Components::Logger::Print("Unexpected 'bone index' {} out of {} bones while working vertex blend of: xmodel {} lod {} xmodelsurf {} surf #{}", index, model->numBones, model->name, lodIndex, lod->modelSurfs->name, lodIndex, surfIndex);
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assert(false);
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}
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@ -652,7 +659,7 @@ namespace Assets
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if (index < 0 || index >= model->numBones)
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{
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Components::Logger::Print("Unexpected 'bone index' {} out of {} bones while working list blend of model {} lod {} surf {}\n", index, model->numBones, model->name, lodIndex, surfIndex);
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Components::Logger::Print("Unexpected 'bone index' {} out of {} bones while working vertex list of: xmodel {} lod {} xmodelsurf {} surf #{}\n", index, model->numBones, model->name, lodIndex, lod->modelSurfs->name, surfIndex);
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assert(false);
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}
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@ -711,39 +718,17 @@ namespace Assets
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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(model, beforeVal);
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const auto p = GetIndexOfBone(model, beforeVal);
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const auto index = GetIndexOfBone(model, key);
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SetParentIndexOfBone(model, index, parentIndex);
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SetParentIndexOfBone(model, index, p);
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}
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#if DEBUG
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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(model, key);
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const auto afterVal = GetParentOfBone(model, 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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#endif
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return atPosition; // Bone index of added bone
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};
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void IXModel::TransferWeights(Game::XModel* model, const uint8_t origin, const uint8_t destination)
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{
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const auto from = Game::SL_ConvertToString(model->boneNames[origin]);
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const auto to = Game::SL_ConvertToString(model->boneNames[destination]);
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Components::Logger::Print("Transferring bone weights from {} to {}\n", from, to);
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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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@ -887,114 +872,130 @@ namespace Assets
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void IXModel::ConvertPlayerModelFromSingleplayerToMultiplayer(Game::XModel* model, Utils::Memory::Allocator& allocator)
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{
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auto indexOfSpine = GetIndexOfBone(model, "j_spinelower");
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if (indexOfSpine < UCHAR_MAX) // It has a spine so it must be some sort of humanoid
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if (model->name == "body_airport_com_a"s)
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{
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const auto nameOfParent = GetParentOfBone(model, indexOfSpine);
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if (GetIndexOfBone(model, "torso_stabilizer") == UCHAR_MAX) // Singleplayer model is likely
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{
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Components::Logger::Print("Converting {}\n", model->name);
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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(model, "j_mainroot");
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if (root < UCHAR_MAX) {
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// Add pelvis
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#if false
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const uint8_t backLow = InsertBone(model, "back_low", "j_spinelower", allocator);
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TransferWeights(model, GetIndexOfBone(model, "j_spinelower"), backLow);
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SetParentIndexOfBone(model, GetIndexOfBone(model, "j_spineupper"), backLow);
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#else
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const uint8_t indexOfPelvis = InsertBone(model, "pelvis", "j_mainroot", allocator);
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SetBoneQuaternion(model, indexOfPelvis, true, -0.494f, -0.506f, -0.506f, 0.494);
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TransferWeights(model, root, indexOfPelvis);
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SetParentIndexOfBone(model, GetIndexOfBone(model, "j_hip_le"), indexOfPelvis);
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SetParentIndexOfBone(model, GetIndexOfBone(model, "j_hip_ri"), indexOfPelvis);
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SetParentIndexOfBone(model, GetIndexOfBone(model, "tag_stowed_hip_rear"), indexOfPelvis);
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// These two are optional
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if (GetIndexOfBone(model, "j_coatfront_le") == UCHAR_MAX)
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{
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InsertBone(model, "j_coatfront_le", "pelvis", allocator);
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}
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if (GetIndexOfBone(model, "j_coatfront_ri") == UCHAR_MAX)
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{
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InsertBone(model, "j_coatfront_ri", "pelvis", allocator);
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}
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const uint8_t torsoStabilizer = InsertBone(model, "torso_stabilizer", "pelvis", allocator);
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const uint8_t lowerSpine = GetIndexOfBone(model, "j_spinelower");
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SetParentIndexOfBone(model, lowerSpine, torsoStabilizer);
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const uint8_t backLow = InsertBone(model, "back_low", "j_spinelower", allocator);
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TransferWeights(model, lowerSpine, backLow);
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SetParentIndexOfBone(model, GetIndexOfBone(model, "j_spineupper"), backLow);
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const uint8_t backMid = InsertBone(model, "back_mid", "j_spineupper", allocator);
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TransferWeights(model, GetIndexOfBone(model, "j_spineupper"), backMid);
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SetParentIndexOfBone(model, GetIndexOfBone(model, "j_spine4"), backMid);
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assert(root == GetIndexOfBone(model, "j_mainroot"));
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assert(indexOfPelvis == GetIndexOfBone(model, "pelvis"));
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|
assert(backLow == GetIndexOfBone(model, "back_low"));
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|
assert(backMid == GetIndexOfBone(model, "back_mid"));
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|
// Twister bone
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|
SetBoneQuaternion(model, lowerSpine, false, -0.492f, -0.507f, -0.507f, 0.492f);
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SetBoneQuaternion(model, torsoStabilizer, false, 0.494f, 0.506f, 0.506f, 0.494f);
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// This doesn't feel like it should be necessary
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|
// It is, on singleplayer models unfortunately. Could we add an extra bone to compensate this?
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|
// Or compensate it another way?
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SetBoneTrans(model, GetIndexOfBone(model, "j_spinelower"), false, 0.07, 0.0f, 5.2f);
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// These are often messed up on civilian models, but there is no obvious way to tell from code
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|
const auto stowedBack = GetIndexOfBone(model, "tag_stowed_back");
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|
|
if (stowedBack != UCHAR_MAX)
|
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|
{
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|
SetBoneTrans(model, stowedBack, false, -0.32f, -6.27f, -2.65F);
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|
SetBoneQuaternion(model, stowedBack, false, -0.044, 0.088, -0.995, 0.025);
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SetBoneTrans(model, stowedBack, true, -9.571f, -2.654f, 51.738f);
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|
|
SetBoneQuaternion(model, stowedBack, true, -0.071f, 0.0f, -0.997f, 0.0f);
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|
}
|
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|
|
if (stowedBack != UCHAR_MAX)
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{
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const auto stowedRear = GetIndexOfBone(model, "tag_stowed_hip_rear");
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SetBoneTrans(model, stowedRear, false, -0.75f, -6.45f, -4.99f);
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SetBoneQuaternion(model, stowedRear, false, -0.553f, -0.062f, -0.049f, 0.830f);
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SetBoneTrans(model, stowedBack, true, -9.866f, -4.989f, 36.315f);
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SetBoneQuaternion(model, stowedRear, true, -0.054, -0.025f, -0.975f, 0.214f);
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}
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#endif
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RebuildPartBits(model);
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}
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}
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printf("");
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}
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std::string requiredBonesForHumanoid[] = {
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"j_spinelower",
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"j_spineupper",
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"j_spine4",
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"j_mainroot"
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};
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for (const auto& required : requiredBonesForHumanoid)
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{
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if (GetIndexOfBone(model, required) == UCHAR_MAX)
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{
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// Not humanoid - nothing to do
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return;
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}
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}
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auto indexOfSpine = GetIndexOfBone(model, "j_spinelower");
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const auto nameOfParent = GetParentOfBone(model, indexOfSpine);
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if (GetIndexOfBone(model, "torso_stabilizer") == UCHAR_MAX) // Singleplayer model is likely
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{
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Components::Logger::Print("Converting {} skeleton from SP to MP...\n", model->name);
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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(model, "j_mainroot");
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|
if (root < UCHAR_MAX) {
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|
// Add pelvis
|
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const uint8_t indexOfPelvis = InsertBone(model, "pelvis", "j_mainroot", allocator);
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|
SetBoneQuaternion(model, indexOfPelvis, true, -0.494f, -0.506f, -0.506f, 0.494f);
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TransferWeights(model, root, indexOfPelvis);
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|
SetParentIndexOfBone(model, GetIndexOfBone(model, "j_hip_le"), indexOfPelvis);
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|
SetParentIndexOfBone(model, GetIndexOfBone(model, "j_hip_ri"), indexOfPelvis);
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|
SetParentIndexOfBone(model, GetIndexOfBone(model, "tag_stowed_hip_rear"), indexOfPelvis);
|
|
|
|
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|
|
|
|
|
// These two are optional
|
|
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|
|
if (GetIndexOfBone(model, "j_coatfront_le") == UCHAR_MAX)
|
|
|
|
|
{
|
|
|
|
|
InsertBone(model, "j_coatfront_le", "pelvis", allocator);
|
|
|
|
|
}
|
|
|
|
|
|
|
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|
|
if (GetIndexOfBone(model, "j_coatfront_ri") == UCHAR_MAX)
|
|
|
|
|
{
|
|
|
|
|
InsertBone(model, "j_coatfront_ri", "pelvis", allocator);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
const uint8_t torsoStabilizer = InsertBone(model, "torso_stabilizer", "pelvis", allocator);
|
|
|
|
|
const uint8_t lowerSpine = GetIndexOfBone(model, "j_spinelower");
|
|
|
|
|
SetParentIndexOfBone(model, lowerSpine, torsoStabilizer);
|
|
|
|
|
|
|
|
|
|
const uint8_t backLow = InsertBone(model, "back_low", "j_spinelower", allocator);
|
|
|
|
|
TransferWeights(model, lowerSpine, backLow);
|
|
|
|
|
SetParentIndexOfBone(model, GetIndexOfBone(model, "j_spineupper"), backLow);
|
|
|
|
|
|
|
|
|
|
const uint8_t backMid = InsertBone(model, "back_mid", "j_spineupper", allocator);
|
|
|
|
|
TransferWeights(model, GetIndexOfBone(model, "j_spineupper"), backMid);
|
|
|
|
|
SetParentIndexOfBone(model, GetIndexOfBone(model, "j_spine4"), backMid);
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
assert(root == GetIndexOfBone(model, "j_mainroot"));
|
|
|
|
|
assert(indexOfPelvis == GetIndexOfBone(model, "pelvis"));
|
|
|
|
|
assert(backLow == GetIndexOfBone(model, "back_low"));
|
|
|
|
|
assert(backMid == GetIndexOfBone(model, "back_mid"));
|
|
|
|
|
|
|
|
|
|
// Twister bone
|
|
|
|
|
SetBoneQuaternion(model, lowerSpine, false, -0.492f, -0.507f, -0.507f, 0.492f);
|
|
|
|
|
SetBoneQuaternion(model, torsoStabilizer, false, 0.494f, 0.506f, 0.506f, 0.494f);
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// This doesn't feel like it should be necessary
|
|
|
|
|
// It is, on singleplayer models unfortunately. Could we add an extra bone to compensate this?
|
|
|
|
|
// Or compensate it another way?
|
|
|
|
|
SetBoneTrans(model, GetIndexOfBone(model, "j_spinelower"), false, 0.07f, 0.0f, 5.2f);
|
|
|
|
|
|
|
|
|
|
// These are often messed up on civilian models, but there is no obvious way to tell from code
|
|
|
|
|
auto stowedBack = GetIndexOfBone(model, "tag_stowed_back");
|
|
|
|
|
if (stowedBack == UCHAR_MAX)
|
|
|
|
|
{
|
|
|
|
|
stowedBack = InsertBone(model, "tag_stowed_back", "j_spine4", allocator);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
SetBoneTrans(model, stowedBack, false, -0.32f, -6.27f, -2.65F);
|
|
|
|
|
SetBoneQuaternion(model, stowedBack, false, -0.044f, 0.088f, -0.995f, 0.025f);
|
|
|
|
|
SetBoneTrans(model, stowedBack, true, -9.571f, -2.654f, 51.738f);
|
|
|
|
|
SetBoneQuaternion(model, stowedBack, true, -0.071f, 0.0f, -0.997f, 0.0f);
|
|
|
|
|
|
|
|
|
|
auto stowedRear = GetIndexOfBone(model, "tag_stowed_hip_rear");
|
|
|
|
|
if (stowedRear == UCHAR_MAX)
|
|
|
|
|
{
|
|
|
|
|
stowedBack = InsertBone(model, "tag_stowed_hip_rear", "pelvis", allocator);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
SetBoneTrans(model, stowedRear, false, -0.75f, -6.45f, -4.99f);
|
|
|
|
|
SetBoneQuaternion(model, stowedRear, false, -0.553f, -0.062f, -0.049f, 0.830f);
|
|
|
|
|
SetBoneTrans(model, stowedBack, true, -9.866f, -4.989f, 36.315f);
|
|
|
|
|
SetBoneQuaternion(model, stowedRear, true, -0.054f, -0.025f, -0.975f, 0.214f);
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
RebuildPartBits(model);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|