more cleanup & some fucking around with xanimparts
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parent
1edf6ce398
commit
f1ec16983a
@ -235,615 +235,148 @@ namespace Components
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}
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}
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#endif
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if (type == Game::XAssetType::ASSET_TYPE_XANIMPARTS)
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{
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auto anim = asset.parts;
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if (anim->name == "unarmed_cowerstand_idle"s || anim->name == "civilian_walk_cool"s || anim->name == "civilian_run_upright"s)
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{
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auto str = Game::SL_FindString("j_spinelower");
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int interestingPart = 0;
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for (size_t i = 0; i < anim->boneCount[Game::XAnimPartType::PART_TYPE_ALL]; i++)
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{
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if (anim->names[i] == str)
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{
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interestingPart = i;
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//anim->names[i] = Game::SL_FindString("torso_stabilizer");
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}
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}
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// Something interesting to do there
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//for (size_t frameIndex = 0; frameIndex < anim->numframes; frameIndex++)
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//{
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// const auto delta = &anim->deltaPart[frameIndex];
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// const auto frameCount = anim->numframes;
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// if (delta->trans->size)
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// {
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// const auto test = delta->trans->u.frames;
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// if (frameCount > 0xFF)
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// {
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// delta->trans->u.frames.indices._1
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// buffer->saveArray(delta->trans->u.frames.indices._2, delta->trans->size + 1);
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// }
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// else
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// {
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// buffer->saveArray(delta->trans->u.frames.indices._1, delta->trans->size + 1);
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// }
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// if (delta->trans->u.frames.frames._1)
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// {
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// if (delta->trans->smallTrans)
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// {
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// buffer->save(delta->trans->u.frames.frames._1, 3, delta->trans->size + 1);
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// }
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// else
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// {
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// buffer->align(Utils::Stream::ALIGN_4);
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// buffer->save(delta->trans->u.frames.frames._1, 6, delta->trans->size + 1);
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// }
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// }
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// }
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// else
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// {
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// buffer->save(delta->trans->u.frame0, 12);
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// }
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//}
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}
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}
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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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//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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if (name == "body_urban_civ_male_aa"s)
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{
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return;
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printf("");
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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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const auto model = asset.model;
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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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int total =
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model->noScalePartBits[0] |
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model->noScalePartBits[1] |
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model->noScalePartBits[2] |
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model->noScalePartBits[3] |
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model->noScalePartBits[4] |
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model->noScalePartBits[5];
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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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if (total != 0)
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{
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public:
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static uint16_t ToInt16(const float quat)
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{
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return static_cast<uint16_t>(quat * INT16_MAX);
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}
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printf("");
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}
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static float ToFloat(const uint16_t quat)
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{
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return static_cast<float>(quat) / static_cast<float>(INT16_MAX);
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}
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};
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if (!model->quats || !model->trans || model->numBones < 10)
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{
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// Unlikely candidate
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return;
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}
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//
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static std::vector<std::string> names{};
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names.clear();
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static Utils::Memory::Allocator allocator{};
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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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const auto boneName = Game::SL_ConvertToString(bone);
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const auto str = std::format("{} => q({} {} {} {}) t({} {} {})",
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boneName,
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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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const auto duplicated = allocator.duplicateString(str);
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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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duplicated
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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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{
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const auto bone = model->boneNames[i];
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const auto boneName = Game::SL_ConvertToString(bone);
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if (name == boneName)
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{
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return i;
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}
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}
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return static_cast<uint8_t>(UCHAR_MAX);
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};
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const auto getParentIndexOfBone = [&](uint8_t index)
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{
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const auto parentIndex = index - model->parentList[index - model->numRootBones];
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return parentIndex;
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};
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const auto setParentIndexOfBone = [&](uint8_t boneIndex, uint8_t parentIndex)
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{
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if (boneIndex == SCHAR_MAX)
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{
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return;
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}
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model->parentList[boneIndex - model->numRootBones] = boneIndex - parentIndex;
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};
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const auto getParentOfBone = [&](int index)
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{
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const auto parentIndex = getParentIndexOfBone(index);
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const auto boneName = Game::SL_ConvertToString(model->boneNames[parentIndex]);
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return boneName;
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};
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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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const auto parentIndex = getIndexOfBone(parentName);
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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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// Reallocate
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const auto newBoneNames = (uint16_t*)Game::Z_Malloc(sizeof(uint16_t) * newBoneCount);
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const auto newMats = (Game::DObjAnimMat*)Game::Z_Malloc(sizeof(Game::DObjAnimMat) * newBoneCount);
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const auto newBoneInfo = (Game::XBoneInfo*)Game::Z_Malloc(sizeof(Game::XBoneInfo) * newBoneCount);
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const auto newQuats = (int16_t*)Game::Z_Malloc(sizeof(uint16_t) * 4 * newBoneCountMinusRoot);
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const auto newTrans = (float*)Game::Z_Malloc(sizeof(float) * 3 * newBoneCountMinusRoot);
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const auto newParentList = reinterpret_cast<unsigned char*>(Game::Z_Malloc(sizeof(uint8_t) * newBoneCountMinusRoot));
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int lengthOfFirstPart = atPosition;
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int lengthOfSecondPart = model->numBones - atPosition;
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int lengthOfFirstPartM1 = atPosition - model->numRootBones;
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int lengthOfSecondPartM1 = model->numBones - model->numRootBones - (atPosition - model->numRootBones);
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int 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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// should be equal to model->numBones - model->numRootBones
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int totalM1 = lengthOfFirstPartM1 + lengthOfSecondPartM1;
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assert(totalM1 == model->numBones - model->numRootBones);
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// Copy before
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if (lengthOfFirstPart > 0)
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{
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std::memcpy(newBoneNames, model->boneNames, sizeof(uint16_t) * lengthOfFirstPart);
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std::memcpy(newMats, model->baseMat, sizeof(Game::DObjAnimMat) * lengthOfFirstPart);
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std::memcpy(newBoneInfo, model->boneInfo, sizeof(Game::XBoneInfo) * lengthOfFirstPart);
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std::memcpy(newQuats, model->quats, sizeof(uint16_t) * 4 * lengthOfFirstPartM1);
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std::memcpy(newTrans, model->trans, sizeof(float) * 3 * lengthOfFirstPartM1);
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}
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// Insert new bone
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{
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unsigned int name = Game::SL_GetString(boneName.data(), 0);
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Game::XBoneInfo boneInfo{};
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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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quat[3] = 32767; // 0 0 0 32767
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float trans[3]{};
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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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newBoneNames[newBoneIndex] = name;
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std::memcpy(&newQuats[newBoneIndexMinusRoot * 4], quat, ARRAYSIZE(quat) * sizeof(uint16_t));
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std::memcpy(&newTrans[newBoneIndexMinusRoot * 3], trans, ARRAYSIZE(trans) * sizeof(float));
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}
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// Copy after
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if (lengthOfSecondPart > 0)
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{
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std::memcpy(&newBoneNames[atPosition + 1], &model->boneNames[atPosition], sizeof(uint16_t) * lengthOfSecondPart);
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std::memcpy(&newMats[atPosition + 1], &model->baseMat[atPosition], sizeof(Game::DObjAnimMat) * lengthOfSecondPart);
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std::memcpy(&newBoneInfo[atPosition + 1], &model->boneInfo[atPosition], sizeof(Game::XBoneInfo) * lengthOfSecondPart);
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std::memcpy(&newQuats[(atPositionM1 + 1) * 4], &model->quats[atPositionM1 * 4], sizeof(uint16_t) * 4 * lengthOfSecondPartM1);
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std::memcpy(&newTrans[(atPositionM1 + 1) * 3], &model->trans[atPositionM1 * 3], sizeof(float) * 3 * lengthOfSecondPartM1);
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}
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// Assign reallocated
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model->baseMat = newMats;
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model->boneInfo = newBoneInfo;
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model->boneNames = newBoneNames;
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model->quats = newQuats;
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model->trans = newTrans;
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model->parentList = newParentList;
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model->numBones++;
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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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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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auto vertsBlendOffset = 0u;
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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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if (index >= atPosition)
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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++;
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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 >= atPosition)
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{
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index++;
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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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fixVertexBlendIndex(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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fixVertexBlendIndex(vertsBlendOffset + 0);
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fixVertexBlendIndex(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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fixVertexBlendIndex(vertsBlendOffset + 0);
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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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// 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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fixVertexBlendIndex(vertsBlendOffset + 0);
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fixVertexBlendIndex(vertsBlendOffset + 1);
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fixVertexBlendIndex(vertsBlendOffset + 3);
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fixVertexBlendIndex(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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// 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);
|
||||
setParentIndexOfBone(index, parentIndex);
|
||||
}
|
||||
|
||||
|
||||
// check
|
||||
for (const auto& kv : parentsToRestore)
|
||||
{
|
||||
const auto key = kv.first;
|
||||
const auto beforeVal = kv.second;
|
||||
|
||||
const auto index = getIndexOfBone(key);
|
||||
const auto afterVal = getParentOfBone(index);
|
||||
|
||||
if (beforeVal != afterVal)
|
||||
{
|
||||
printf("");
|
||||
}
|
||||
}
|
||||
//
|
||||
|
||||
return atPosition; // Bone index of added bone
|
||||
};
|
||||
|
||||
|
||||
const auto transferWeights = [&](const uint8_t origin, const uint8_t destination)
|
||||
{
|
||||
return;
|
||||
|
||||
const auto originalWeights = model->baseMat[origin].transWeight;
|
||||
model->baseMat[origin].transWeight = model->baseMat[destination].transWeight;
|
||||
model->baseMat[destination].transWeight = originalWeights;
|
||||
|
||||
for (int i = 0; i < model->numLods; i++)
|
||||
{
|
||||
const auto lod = &model->lodInfo[i];
|
||||
|
||||
for (int surfIndex = 0; surfIndex < lod->modelSurfs->numsurfs; surfIndex++)
|
||||
{
|
||||
auto vertsBlendOffset = 0u;
|
||||
|
||||
const auto surface = &lod->modelSurfs->surfs[surfIndex];
|
||||
{
|
||||
const auto transferVertexBlendIndex = [&](unsigned int offset) {
|
||||
int index = static_cast<int>(surface->vertInfo.vertsBlend[offset] / sizeof(Game::DObjSkelMat));
|
||||
if (index == origin)
|
||||
{
|
||||
if (index < 0 || index >= model->numBones - 1)
|
||||
{
|
||||
assert(false);
|
||||
}
|
||||
|
||||
index = destination;
|
||||
|
||||
surface->vertInfo.vertsBlend[offset] = index * sizeof(Game::DObjSkelMat);
|
||||
}
|
||||
};
|
||||
|
||||
// Fix bone offsets
|
||||
if (surface->vertList)
|
||||
{
|
||||
for (auto vertListIndex = 0u; vertListIndex < surface->vertListCount; vertListIndex++)
|
||||
{
|
||||
const auto vertList = &surface->vertList[vertListIndex];
|
||||
auto index = vertList->boneOffset / sizeof(Game::DObjSkelMat);
|
||||
if (index < 0 || index >= model->numBones - 1)
|
||||
{
|
||||
assert(false);
|
||||
}
|
||||
|
||||
if (index == origin)
|
||||
{
|
||||
index = destination;
|
||||
vertList->boneOffset = index * sizeof(Game::DObjSkelMat);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// 1 bone weight
|
||||
for (auto vertIndex = 0; vertIndex < surface->vertInfo.vertCount[0]; vertIndex++)
|
||||
{
|
||||
transferVertexBlendIndex(vertsBlendOffset + 0);
|
||||
|
||||
vertsBlendOffset += 1;
|
||||
}
|
||||
|
||||
// 2 bone weights
|
||||
for (auto vertIndex = 0; vertIndex < surface->vertInfo.vertCount[1]; vertIndex++)
|
||||
{
|
||||
transferVertexBlendIndex(vertsBlendOffset + 0);
|
||||
transferVertexBlendIndex(vertsBlendOffset + 1);
|
||||
|
||||
vertsBlendOffset += 3;
|
||||
}
|
||||
|
||||
// 3 bone weights
|
||||
for (auto vertIndex = 0; vertIndex < surface->vertInfo.vertCount[2]; vertIndex++)
|
||||
{
|
||||
transferVertexBlendIndex(vertsBlendOffset + 0);
|
||||
transferVertexBlendIndex(vertsBlendOffset + 1);
|
||||
transferVertexBlendIndex(vertsBlendOffset + 3);
|
||||
|
||||
|
||||
vertsBlendOffset += 5;
|
||||
}
|
||||
|
||||
// 4 bone weights
|
||||
for (auto vertIndex = 0; vertIndex < surface->vertInfo.vertCount[3]; vertIndex++)
|
||||
{
|
||||
transferVertexBlendIndex(vertsBlendOffset + 0);
|
||||
transferVertexBlendIndex(vertsBlendOffset + 1);
|
||||
transferVertexBlendIndex(vertsBlendOffset + 3);
|
||||
transferVertexBlendIndex(vertsBlendOffset + 5);
|
||||
|
||||
vertsBlendOffset += 7;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
auto indexOfSpine = getIndexOfBone("j_spinelower");
|
||||
if (indexOfSpine < UCHAR_MAX)
|
||||
{
|
||||
const auto nameOfParent = getParentOfBone(indexOfSpine);
|
||||
|
||||
if (getIndexOfBone("torso_stabilizer") == UCHAR_MAX)
|
||||
{
|
||||
// No stabilizer - let's do surgery
|
||||
// We're trying to get there:
|
||||
// tag_origin
|
||||
// j_main_root
|
||||
// pelvis
|
||||
// j_hip_le
|
||||
// j_hip_ri
|
||||
// tag_stowed_hip_rear
|
||||
// torso_stabilizer
|
||||
// j_spinelower
|
||||
// back_low
|
||||
// j_spineupper
|
||||
// back_mid
|
||||
// j_spine4
|
||||
|
||||
|
||||
const auto root = getIndexOfBone("j_mainroot");
|
||||
if (root < UCHAR_MAX) {
|
||||
|
||||
#if true
|
||||
// Add pelvis
|
||||
const uint8_t indexOfPelvis = insertBone("pelvis", "j_mainroot");
|
||||
transferWeights(root, indexOfPelvis);
|
||||
|
||||
setParentIndexOfBone(getIndexOfBone("j_hip_le"), indexOfPelvis);
|
||||
setParentIndexOfBone(getIndexOfBone("j_hip_ri"), indexOfPelvis);
|
||||
setParentIndexOfBone(getIndexOfBone("tag_stowed_hip_rear"), indexOfPelvis);
|
||||
|
||||
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);
|
||||
|
||||
|
||||
assert(root == getIndexOfBone("j_mainroot"));
|
||||
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 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
|
||||
|
||||
printf("");
|
||||
}
|
||||
}
|
||||
printf("");
|
||||
}
|
||||
|
||||
Assets::IXModel::ConvertPlayerModelFromSingleplayerToMultiplayer(model, allocator);
|
||||
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 boneName = 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]
|
||||
);
|
||||
boneName,
|
||||
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("");
|
||||
}
|
||||
|
||||
@ -911,6 +444,7 @@ namespace Components
|
||||
bool AssetHandler::IsAssetEligible(Game::XAssetType type, Game::XAssetHeader* asset)
|
||||
{
|
||||
const char* name = Game::DB_GetXAssetNameHandlers[type](asset);
|
||||
|
||||
if (!name) return false;
|
||||
|
||||
for (auto i = AssetHandler::EmptyAssets.begin(); i != AssetHandler::EmptyAssets.end();)
|
||||
|
Loading…
Reference in New Issue
Block a user