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Fixed BoundComposite BVH crash issue for fragments with destroyed models, also fixed missing BVH for XML imported ybn
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a6a2acab75
commit
a4998e36c8
@ -2222,7 +2222,7 @@ namespace CodeWalker.GameFiles
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public override IResourceBlock[] GetReferences()
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{
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BuildBVH();
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BuildBVH(false);
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var list = new List<IResourceBlock>(base.GetReferences());
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if (BVH != null) list.Add(BVH);
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@ -2232,7 +2232,7 @@ namespace CodeWalker.GameFiles
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public void BuildBVH()
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public void BuildBVH(bool updateParent = true)
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{
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if ((Polygons?.Length ?? 0) <= 0) //in some des_ drawables?
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{
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@ -2308,7 +2308,7 @@ namespace CodeWalker.GameFiles
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BVH = bvh;
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if (Parent != null)
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if (updateParent && (Parent != null)) //only update parent when live editing in world view!
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{
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Parent.BuildBVH();
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}
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@ -2766,7 +2766,14 @@ namespace CodeWalker.GameFiles
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if (!(Owner is FragPhysicsLOD) && !(Owner is FragPhysArchetype) && !(Owner is VerletCloth))
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{ }
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}
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if (Owner is FragPhysArchetype fpa)
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{
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if (fpa == fpa.Owner?.Archetype2) //for destroyed yft archetype, don't use a BVH.
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{
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BVH = null;
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return;
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}
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}
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var items = new List<BVHBuilderItem>();
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for (int i = 0; i < Children.data_items.Length; i++)
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@ -2783,6 +2790,10 @@ namespace CodeWalker.GameFiles
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it.Bounds = child;
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items.Add(it);
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}
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else
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{
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items.Add(null);//items need to have correct count to set the correct capacity for the BVH!
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}
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}
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var bvh = BVHBuilder.Build(items, 1); //composites have BVH item threshold of 1
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@ -4424,9 +4435,12 @@ namespace CodeWalker.GameFiles
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var max = new Vector3(float.MinValue);
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var nodes = new List<BVHBuilderNode>();
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var trees = new List<BVHBuilderNode>();
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var iteml = new List<BVHBuilderItem>();
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for (int i = 0; i < items.Count; i++)
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{
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var item = items[i];
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if (item == null) continue;
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iteml.Add(item);
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min = Vector3.Min(min, item.Min);
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max = Vector3.Max(max, item.Max);
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}
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@ -4438,7 +4452,7 @@ namespace CodeWalker.GameFiles
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bvh.QuantumInverse = new Vector4(1.0f / bvh.Quantum.XYZ(), float.NaN);
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var root = new BVHBuilderNode();
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root.Items = items.ToList();
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root.Items = iteml.ToList();
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root.Build(itemThreshold);
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root.GatherNodes(nodes);
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root.GatherTrees(trees);
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@ -4491,8 +4505,21 @@ namespace CodeWalker.GameFiles
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}
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var nodecount = bvhnodes.Count;
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if (itemThreshold <= 1) //for composites, capacity needs to be (numchildren*2)+1, with empty nodes filling up the space..
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{
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var capacity = (items.Count * 2) + 1;
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var emptynode = new BVHNode_s();
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emptynode.ItemId = 1;
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while (bvhnodes.Count < capacity)
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{
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bvhnodes.Add(emptynode);
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}
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}
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bvh.Nodes = new ResourceSimpleList64b_s<BVHNode_s>();
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bvh.Nodes.data_items = bvhnodes.ToArray();
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bvh.Nodes.EntriesCount = (uint)nodecount;
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bvh.Trees = new ResourceSimpleList64_s<BVHTreeInfo_s>();
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bvh.Trees.data_items = bvhtrees.ToArray();
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@ -2277,6 +2277,14 @@ namespace CodeWalker.GameFiles
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}
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}
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if (Archetype1 != null)
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{
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Archetype1.Owner = this;
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}
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if (Archetype2 != null)
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{
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Archetype2.Owner = this;
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}
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if (Bound != null)
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{
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Bound.Owner = this;
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@ -2520,12 +2528,14 @@ namespace CodeWalker.GameFiles
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if (a1node != null)
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{
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Archetype1 = new FragPhysArchetype();
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Archetype1.Owner = this;
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Archetype1.ReadXml(a1node);
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}
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var a2node = node.SelectSingleNode("Archetype2");
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if (a2node != null)
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{
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Archetype2 = new FragPhysArchetype();
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Archetype2.Owner = this;
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Archetype2.ReadXml(a2node);
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}
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var abnode = node.SelectSingleNode("ArticulatedBody");
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@ -3349,6 +3359,8 @@ namespace CodeWalker.GameFiles
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private string_r NameBlock = null;//used only when saving
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public FragPhysicsLOD Owner { get; set; } //required for correct bounds BVH generation
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public override void Read(ResourceDataReader reader, params object[] parameters)
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{
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@ -906,7 +906,7 @@ namespace CodeWalker.GameFiles
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// structure data
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public ulong EntriesPointer { get; private set; }
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public uint EntriesCount { get; private set; }
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public uint EntriesCount { get; set; } //this needs to be set manually for this type! make sure it's <= capacity
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public uint EntriesCapacity { get; private set; }
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// reference data
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@ -939,7 +939,7 @@ namespace CodeWalker.GameFiles
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{
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// update structure data //TODO: fix
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this.EntriesPointer = (ulong)(this.data_block != null ? this.data_block.FilePosition : 0);
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this.EntriesCount = (ushort)(this.data_block != null ? this.data_block.ItemCount : 0);
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//this.EntriesCount = (ushort)(this.data_block != null ? this.data_block.ItemCount : 0);
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this.EntriesCapacity = (ushort)(this.data_block != null ? this.data_block.ItemCount : 0);
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// write structure data
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