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Fix for bones on peds drawables with existing skeletons. Also included code to use geometry-specific bone matrices where boneIds array is used, but commented out since it never seems necessary (leaving in for reference)
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@ -924,7 +924,7 @@ namespace CodeWalker.GameFiles
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var pbone = Parent;
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while (pbone != null)
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{
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pos = pbone.AnimRotation.Multiply(pos) + pbone.AnimTranslation;
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pos = pbone.AnimRotation.Multiply(pos * pbone.AnimScale) + pbone.AnimTranslation;
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ori = pbone.AnimRotation * ori;
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pbone = pbone.Parent;
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}
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@ -1197,7 +1197,25 @@ namespace CodeWalker.Peds
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var skel = SelectedPed.Yft?.Fragment?.Drawable?.Skeleton;
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if (skel != null)
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{
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drawable.Skeleton = skel;//force the drawable to use this skeleton.
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if (drawable.Skeleton == null)
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{
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drawable.Skeleton = skel;//force the drawable to use this skeleton.
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}
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else if (drawable.Skeleton != skel)
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{
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var dskel = drawable.Skeleton; //put the bones of the fragment into the drawable. drawable's bones in this case seem messed up!
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for (int b = 0; b < skel.Bones.Count; b++)
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{
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var srcbone = skel.Bones[b];
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var dstbone = srcbone;
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if (dskel.BonesMap.TryGetValue(srcbone.Tag, out dstbone))
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{
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if (srcbone == dstbone) break; //bone reassignment already done!
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dskel.Bones[dstbone.Index] = srcbone;
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dskel.BonesMap[srcbone.Tag] = srcbone;
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}
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}
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}
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}
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@ -384,6 +384,41 @@ namespace CodeWalker.Rendering
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bt.Row3 = b.Column3;
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BoneTransforms[i] = bt;
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}
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//var drawbl = Key;
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//if (AllModels == null) return;
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//for (int i = 0; i < AllModels.Length; i++)
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//{
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// var model = AllModels[i];
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// if (model?.Geometries == null) continue;
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// for (int g = 0; g < model.Geometries.Length; g++)
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// {
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// var geom = model.Geometries[g];
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// var boneids = geom?.DrawableGeom?.BoneIds;
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// if (boneids == null) continue;
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// if (boneids.Length != Bones.Count)
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// {
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// var idc = boneids.Length;
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// if (geom.BoneTransforms == null)
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// {
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// geom.BoneTransforms = new Matrix3_s[idc];
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// }
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// for (int b = 0; b < idc; b++)
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// {
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// var id = boneids[b];
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// if (id < BoneTransforms.Length)
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// {
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// geom.BoneTransforms[b] = BoneTransforms[id];
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// if (id != b)
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// { }
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// }
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// else
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// { }
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// }
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// }
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// }
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//}
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}
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@ -756,6 +791,8 @@ namespace CodeWalker.Rendering
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public bool isHair = false;
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public bool disableRendering = false;
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//public Matrix3_s[] BoneTransforms = null;
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public static ShaderParamNames[] GetTextureSamplerList()
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{
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return new ShaderParamNames[]
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@ -796,6 +796,14 @@ namespace CodeWalker.Rendering
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{
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tintpal.SetVSResource(context, 0);
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}
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//if (geom.BoneTransforms != null)
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//{
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// SetBoneMatrices(context, geom.BoneTransforms);
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// defaultBoneMatricesBound = false;
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//}
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}
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public void SetBoneMatrices(DeviceContext context, Matrix3_s[] matrices)
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@ -356,6 +356,14 @@ namespace CodeWalker.Rendering
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{
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texture.SetPSResource(context, 0);
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}
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//if (geom.BoneTransforms != null)
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//{
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// SetBoneMatrices(context, geom.BoneTransforms);
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// defaultBoneMatricesBound = false;
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//}
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}
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public void SetBoneMatrices(DeviceContext context, Matrix3_s[] matrices)
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