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synced 2026-05-17 03:14:45 +08:00
Peds form progress, playing peds animations and loading some textures
This commit is contained in:
+51
-7
@@ -407,8 +407,34 @@ namespace CodeWalker.Rendering
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}
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private void UpdateAnim(ClipMapEntry cme)
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{
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var clipanim = cme.Clip as ClipAnimation;//maybe ClipAnimationList?
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var clipanim = cme.Clip as ClipAnimation;
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var anim = clipanim?.Animation;
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if (anim != null)
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{
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UpdateAnim(anim);
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}
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var clipanimlist = cme.Clip as ClipAnimationList;
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if (clipanimlist?.Animations != null)
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{
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if (clipanimlist.Animations.Count > 0)
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{
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UpdateAnim(clipanimlist.Animations[0].Animation);
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}
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////needs more work to synchronise these... seems to be multi layers, but timings are different
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////sort of represents animations LODs, higher detail stuff like fingers and feet movements in the layers
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//foreach (var canim in clipanimlist.Animations)
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//{
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// if (canim?.Animation == null) continue;
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// UpdateAnim(canim.Animation);
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// //break;
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//}
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}
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}
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private void UpdateAnim(Animation anim)
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{
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if (anim == null)
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{ return; }
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if (anim.BoneIds?.data_items == null)
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@@ -436,6 +462,9 @@ namespace CodeWalker.Rendering
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if (bones == null)
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{ return; }
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Vector4 v0, v1, v;
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Quaternion q0, q1, q;
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for (int i = 0; i < anim.BoneIds.data_items.Length; i++)
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{
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var boneiditem = anim.BoneIds.data_items[i];
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@@ -454,19 +483,34 @@ namespace CodeWalker.Rendering
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switch (track)
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{
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case 0: //bone position
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var v0 = aseq.EvaluateVector(frame0);
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var v1 = aseq.EvaluateVector(frame1);
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var v = interpolate ? (v0 * ialpha) + (v1 * falpha) : v0;
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v0 = aseq.EvaluateVector(frame0);
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v1 = aseq.EvaluateVector(frame1);
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v = interpolate ? (v0 * ialpha) + (v1 * falpha) : v0;
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bone.AnimTranslation = v.XYZ();
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break;
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case 1: //bone orientation
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var q0 = new Quaternion(aseq.EvaluateVector(frame0));
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var q1 = new Quaternion(aseq.EvaluateVector(frame1));
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var q = interpolate ? Quaternion.Slerp(q0, q1, falpha) : q0;
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q0 = new Quaternion(aseq.EvaluateVector(frame0));
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q1 = new Quaternion(aseq.EvaluateVector(frame1));
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q = interpolate ? Quaternion.Slerp(q0, q1, falpha) : q0;
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bone.AnimRotation = q;
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break;
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case 2: //scale?
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break;
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case 5://vector3...
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//v0 = aseq.EvaluateVector(frame0);
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//v1 = aseq.EvaluateVector(frame1);
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//v = interpolate ? (v0 * ialpha) + (v1 * falpha) : v0;
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//bone.AnimScale = v.XYZ();
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break;
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case 6://quaternion...
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break;
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case 134://single float?
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case 136:
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case 137:
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case 138:
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case 139:
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case 140:
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break;
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default:
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break;
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}
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+21
-6
@@ -113,6 +113,8 @@ namespace CodeWalker.Rendering
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public bool renderhdtextures = true;
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public bool swaphemisphere = false;//can be used to get better lighting in model viewers
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public MapSelectionMode SelectionMode = MapSelectionMode.Entity; //to assist in rendering embedded collisions properly...
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@@ -498,6 +500,11 @@ namespace CodeWalker.Rendering
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moonax = Vector3.Normalize(maxis.Multiply(Vector3.UnitY));
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//bool usemoon = false;
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if (swaphemisphere)
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{
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sundir.Y = -sundir.Y;
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}
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lightdir = sundir;
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//if (lightdir.Z < -0.5f) lightdir.Z = -lightdir.Z; //make sure the lightsource is always above the horizon...
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@@ -2488,17 +2495,24 @@ namespace CodeWalker.Rendering
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return res;
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}
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public bool RenderDrawable(DrawableBase drawable, Archetype arche, YmapEntityDef entity, uint txdHash = 0)
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public bool RenderDrawable(DrawableBase drawable, Archetype arche, YmapEntityDef entity, uint txdHash = 0, TextureDictionary txdExtra = null, ClipMapEntry animClip = null)
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{
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//enqueue a single drawable for rendering.
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if (drawable == null)
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return false;
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Renderable rndbl = TryGetRenderable(arche, drawable, txdHash);
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Renderable rndbl = TryGetRenderable(arche, drawable, txdHash, txdExtra);
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if (rndbl == null)
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return false;
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if (animClip != null)
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{
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rndbl.ClipMapEntry = animClip;
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rndbl.ClipDict = animClip.Clip?.Ycd;
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rndbl.HasAnims = true;
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}
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return RenderRenderable(rndbl, arche, entity);
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}
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@@ -2784,7 +2798,7 @@ namespace CodeWalker.Rendering
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private Renderable TryGetRenderable(Archetype arche, DrawableBase drawable, uint txdHash = 0)
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private Renderable TryGetRenderable(Archetype arche, DrawableBase drawable, uint txdHash = 0, TextureDictionary txdExtra = null)
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{
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if (drawable == null) return null;
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//BUG: only last texdict used!! needs to cache textures per archetype........
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@@ -2836,7 +2850,8 @@ namespace CodeWalker.Rendering
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}
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var yptTexDict = (drawable.Owner as YptFile)?.PtfxList?.TextureDictionary;
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var extraTexDict = (drawable.Owner as YptFile)?.PtfxList?.TextureDictionary;
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if (extraTexDict == null) extraTexDict = txdExtra;
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bool cacheSD = (rndbl.SDtxds == null);
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bool cacheHD = (renderhdtextures && (rndbl.HDtxds == null));
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@@ -2939,9 +2954,9 @@ namespace CodeWalker.Rendering
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if ((tex != null) && (ttex == null))
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{
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//TextureRef means this RenderableTexture needs to be loaded from texture dict...
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if (yptTexDict != null) //for ypt files, first try the embedded tex dict..
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if (extraTexDict != null) //for ypt files, first try the embedded tex dict..
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{
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dtex = yptTexDict.Lookup(tex.NameHash);
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dtex = extraTexDict.Lookup(tex.NameHash);
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}
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if (dtex == null) //else //if (texDict != 0)
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