Ped cloth using bone weights/indices

This commit is contained in:
dexy 2019-11-30 17:38:15 +11:00
parent 1eb8b0771b
commit c33a09d09f

View File

@ -479,14 +479,10 @@ namespace CodeWalker.GameFiles
public uint Unknown_24h { get; set; } // 0x00000000
public uint Unknown_28h { get; set; } // 0x00000000
public uint Unknown_2Ch { get; set; } // 0x00000000
public uint Unknown_30h { get; set; }
public uint Unknown_34h { get; set; }
public uint Unknown_38h { get; set; }
public uint Unknown_3Ch { get; set; }
public uint Unknown_40h { get; set; }
public uint Unknown_44h { get; set; }
public uint Unknown_48h { get; set; }
public uint Unknown_4Ch { get; set; }
public Vector3 Unknown_30h { get; set; } //bbmin?
public MetaHash Unknown_3Ch { get; set; } //mask? shorts?
public Vector3 Unknown_40h { get; set; } //bbmax?
public MetaHash Unknown_4Ch { get; set; } //mask? shorts?
public float Unknown_50h { get; set; }
public uint Unknown_54h { get; set; } // 0x00000001
public uint Unknown_58h { get; set; } // 0x00000000
@ -495,16 +491,16 @@ namespace CodeWalker.GameFiles
public uint Unknown_64h { get; set; } // 0x00000000
public uint Unknown_68h { get; set; } // 0x00000000
public uint Unknown_6Ch { get; set; } // 0x00000000
public ResourceSimpleList64_s<Vector4> Unknown_70h { get; set; }
public ResourceSimpleList64_s<Vector4> Unknown_80h { get; set; }
public ResourceSimpleList64_s<Vector4> Unknown_70h { get; set; } //vertex infos? original positions..?
public ResourceSimpleList64_s<Vector4> Unknown_80h { get; set; } //vertex positions (in bind pose?)
public uint Unknown_90h { get; set; } // 0x00000000
public uint Unknown_94h { get; set; } // 0x00000000
public uint Unknown_98h { get; set; } // 0x00000000
public uint Unknown_9Ch { get; set; } // 0x00000000
public uint Unknown_A0h { get; set; } // 0x00000000
public uint Unknown_A4h { get; set; } // 0x00000000
public float Unknown_A8h { get; set; }
public float Unknown_ACh { get; set; }
public float Unknown_A8h { get; set; } //9999, 100
public float Unknown_ACh { get; set; } //9999, 0
public uint Unknown_B0h { get; set; } // 0x00000000
public uint Unknown_B4h { get; set; } // 0x00000000
public uint Unknown_B8h { get; set; } // 0x00000000
@ -519,11 +515,11 @@ namespace CodeWalker.GameFiles
public uint Unknown_DCh { get; set; } // 0x00000000
public uint Unknown_E0h { get; set; } // 0x00000000
public uint Unknown_E4h { get; set; } // 0x00000000
public uint Unknown_E8h { get; set; }
public uint Unknown_ECh { get; set; }
public uint Unknown_F0h { get; set; }
public uint Unknown_E8h { get; set; } // ?
public uint Unknown_ECh { get; set; } //unk110h count (constraints?)
public uint Unknown_F0h { get; set; } //vertices count
public uint Unknown_F4h { get; set; } // 0x00000000
public uint Unknown_F8h { get; set; }
public uint Unknown_F8h { get; set; } // 3
public uint Unknown_FCh { get; set; } // 0x00000000
public ResourceSimpleList64_s<Unknown_C_004> Unknown_100h { get; set; }
public ResourceSimpleList64_s<Unknown_C_004> Unknown_110h { get; set; }
@ -535,8 +531,8 @@ namespace CodeWalker.GameFiles
public uint Unknown_138h { get; set; } // 0x00100000
public uint Unknown_13Ch { get; set; } // 0x00000000
public ulong Unknown_140h_Pointer { get; set; }
public ushort Unknown_148h { get; set; }
public ushort Unknown_14Ah { get; set; }
public ushort Unknown_148h { get; set; } // ? min:1, max:31
public ushort Unknown_14Ah { get; set; } //also vertices count?
public uint Unknown_14Ch { get; set; } // 0x00000000
public uint Unknown_150h { get; set; } // 0x00000000
public uint Unknown_154h { get; set; } // 0x00000000
@ -573,13 +569,9 @@ namespace CodeWalker.GameFiles
this.Unknown_24h = reader.ReadUInt32();
this.Unknown_28h = reader.ReadUInt32();
this.Unknown_2Ch = reader.ReadUInt32();
this.Unknown_30h = reader.ReadUInt32();
this.Unknown_34h = reader.ReadUInt32();
this.Unknown_38h = reader.ReadUInt32();
this.Unknown_30h = reader.ReadVector3();
this.Unknown_3Ch = reader.ReadUInt32();
this.Unknown_40h = reader.ReadUInt32();
this.Unknown_44h = reader.ReadUInt32();
this.Unknown_48h = reader.ReadUInt32();
this.Unknown_40h = reader.ReadVector3();
this.Unknown_4Ch = reader.ReadUInt32();
this.Unknown_50h = reader.ReadSingle();
this.Unknown_54h = reader.ReadUInt32();
@ -665,6 +657,43 @@ namespace CodeWalker.GameFiles
if (Unknown_110h?.data_items?.Length > 0)
{ }
switch (Unknown_148h)
{
case 1:
case 2:
case 3:
case 4:
case 5:
case 6:
case 7:
case 8://ped cloth only up to 8
case 9:
case 10:
case 11:
case 12:
case 13:
case 14:
case 15:
case 16:
case 17:
case 18:
case 19:
case 20:
case 21:
case 22:
case 23:
case 24:
case 25:
case 26:
case 27:
case 28:
case 30:
case 31:
break;
default:
break;
}
}
/// <summary>
@ -690,12 +719,8 @@ namespace CodeWalker.GameFiles
writer.Write(this.Unknown_28h);
writer.Write(this.Unknown_2Ch);
writer.Write(this.Unknown_30h);
writer.Write(this.Unknown_34h);
writer.Write(this.Unknown_38h);
writer.Write(this.Unknown_3Ch);
writer.Write(this.Unknown_40h);
writer.Write(this.Unknown_44h);
writer.Write(this.Unknown_48h);
writer.Write(this.Unknown_4Ch);
writer.Write(this.Unknown_50h);
writer.Write(this.Unknown_54h);
@ -1042,7 +1067,7 @@ namespace CodeWalker.GameFiles
public ResourceSimpleList64_s<Vector4> Unknown_10h { get; set; }
public ulong ControllerPointer { get; set; }
public ulong BoundPointer { get; set; }
public ResourceSimpleList64_uint Unknown_30h { get; set; }
public ResourceSimpleList64_uint Unknown_30h { get; set; } //bone ids - maps to items in Bound.Children
public uint Unknown_40h { get; set; } // 0x00000000
public uint Unknown_44h { get; set; } // 0x00000000
public uint Unknown_48h { get; set; } // 0x00000000
@ -1181,8 +1206,8 @@ namespace CodeWalker.GameFiles
public uint Unknown_A4h { get; set; } // 0x00000000
public uint Unknown_A8h { get; set; } // 0x00000000
public uint Unknown_ACh { get; set; } // 0x00000000
public ResourceSimpleList64_uint Unknown_B0h { get; set; }
public ResourceSimpleList64_s<Unknown_C_003> Unknown_C0h { get; set; }
public ResourceSimpleList64_uint Unknown_B0h { get; set; }// related to BridgeSimGfx.Unknown_E0h? same count as boneids... anchor verts..?
public ResourceSimpleList64_s<CharClothBoneWeightsInds> BoneWeightsInds { get; set; }//bone weights / indices
public uint Unknown_D0h { get; set; } // 0x00000000
public uint Unknown_D4h { get; set; } // 0x00000000
public uint Unknown_D8h { get; set; } // 0x00000000
@ -1204,12 +1229,21 @@ namespace CodeWalker.GameFiles
this.Unknown_A8h = reader.ReadUInt32();
this.Unknown_ACh = reader.ReadUInt32();
this.Unknown_B0h = reader.ReadBlock<ResourceSimpleList64_uint>();
this.Unknown_C0h = reader.ReadBlock<ResourceSimpleList64_s<Unknown_C_003>>();
this.BoneWeightsInds = reader.ReadBlock<ResourceSimpleList64_s<CharClothBoneWeightsInds>>();
this.Unknown_D0h = reader.ReadUInt32();
this.Unknown_D4h = reader.ReadUInt32();
this.Unknown_D8h = reader.ReadUInt32();
this.Unknown_DCh = reader.ReadSingle();
this.BoneIds = reader.ReadBlock<ResourceSimpleList64_uint>();
if (Unknown_B0h?.data_items?.Length != BoneIds?.data_items?.Length)
{ }
if (BoneWeightsInds?.data_items?.Length != Vertices?.data_items?.Length)
{ }//2 hits here, where BoneWeightsInds only 1 less than vertex count
}
/// <summary>
@ -1227,7 +1261,7 @@ namespace CodeWalker.GameFiles
writer.Write(this.Unknown_A8h);
writer.Write(this.Unknown_ACh);
writer.WriteBlock(this.Unknown_B0h);
writer.WriteBlock(this.Unknown_C0h);
writer.WriteBlock(this.BoneWeightsInds);
writer.Write(this.Unknown_D0h);
writer.Write(this.Unknown_D4h);
writer.Write(this.Unknown_D8h);
@ -1241,7 +1275,7 @@ namespace CodeWalker.GameFiles
new Tuple<long, IResourceBlock>(0x80, Indices),
new Tuple<long, IResourceBlock>(0x90, Vertices),
new Tuple<long, IResourceBlock>(0xB0, Unknown_B0h),
new Tuple<long, IResourceBlock>(0xC0, Unknown_C0h),
new Tuple<long, IResourceBlock>(0xC0, BoneWeightsInds),
new Tuple<long, IResourceBlock>(0xE0, BoneIds)
};
}
@ -1346,14 +1380,17 @@ namespace CodeWalker.GameFiles
}
[TypeConverter(typeof(ExpandableObjectConverter))] public struct Unknown_C_003
[TypeConverter(typeof(ExpandableObjectConverter))] public struct CharClothBoneWeightsInds
{
public Vector4 Unknown0 { get; set; }
public Vector4 Unknown1 { get; set; }
public Vector4 Weights { get; set; }
public uint Index0 { get; set; }
public uint Index1 { get; set; }
public uint Index2 { get; set; }
public uint Index3 { get; set; }
public override string ToString()
{
return Unknown0.ToString() + " : " + Unknown1.ToString();
return Weights.ToString() + " : " + Index0.ToString() + ", " + Index1.ToString() + ", " + Index2.ToString() + ", " + Index3.ToString();
}
}
@ -1671,11 +1708,13 @@ namespace CodeWalker.GameFiles
public EnvironmentCloth EnvCloth { get; set; }
public ClothController Controller { get; set; }
public Bone[] Bones { get; set; }
public Matrix Transform { get; set; } = Matrix.Identity;
public Vector4[] Vertices { get; set; }
public Skeleton Skeleton { get; set; }
double CurrentTime = 0.0;
public void Init(CharacterCloth c, Skeleton s)
@ -1688,9 +1727,9 @@ namespace CodeWalker.GameFiles
var verts = cc?.Vertices?.data_items;
if (verts != null)
{
if (verts.Length == Vertices?.Length)
if (verts.Length >= Vertices?.Length)
{
for (int i = 0; i < verts.Length; i++)
for (int i = 0; i < Vertices.Length; i++)
{
Vertices[i] = verts[i];
}
@ -1704,6 +1743,21 @@ namespace CodeWalker.GameFiles
Transform = t;
var boneIds = cc.BoneIds?.data_items;
if ((boneIds != null) && (Skeleton != null))
{
Bones = new Bone[boneIds.Length];
for (int i = 0; i < Bones.Length; i++)
{
var boneid = (ushort)boneIds[i];
Bone bone = null;
Skeleton.BonesMap.TryGetValue(boneid, out bone);
Bones[i] = bone;
}
}
}
public void Init(EnvironmentCloth c, Skeleton s)
{
@ -1721,24 +1775,6 @@ namespace CodeWalker.GameFiles
{
Vertices = new Vector4[vc];
var unk02 = bg.Unknown_20h?.data_items;//float //// ??
var unk03 = bg.Unknown_30h?.data_items;//float
var unk04 = bg.Unknown_40h?.data_items;//float
var unk06 = bg.Unknown_60h?.data_items;//float ////// cloth thickness?
var unk07 = bg.Unknown_70h?.data_items;//uint
var unk08 = bg.Unknown_80h?.data_items;//uint
var unk0A = bg.Unknown_A0h?.data_items;//float //// ??
var unk0B = bg.Unknown_B0h?.data_items;//uint
var unk0C = bg.Unknown_C0h?.data_items;//uint
var unk0E = bg.Unknown_E0h?.data_items;//ushort //some sort of indexes? nearest neighbour?
var unk0F = bg.Unknown_F0h?.data_items;//ushort
var unk10 = bg.Unknown_100h?.data_items;//ushort
//var unk12 = bg.Unknown_128h?.data_items;//uint
}
@ -1752,47 +1788,68 @@ namespace CodeWalker.GameFiles
if (Vertices == null) return;
if (CurrentTime == t) return;
var elapsed = (t - CurrentTime);
CurrentTime = t;
var elapsed = (float)(t - CurrentTime);
var charCont = CharCloth?.Controller;
if (charCont != null)
{
var cv = charCont?.Vertices?.data_items;
if (Vertices.Length != cv?.Length)
{ return; }
var boneIds = charCont.BoneIds?.data_items;
if (boneIds == null)
{ return; }
for (int i = 0; i < boneIds.Length; i++)
{
var boneid = (ushort)boneIds[i];
Bone bone = null;
Skeleton.BonesMap.TryGetValue(boneid, out bone);
if (bone == null)
{ continue; }
var xform = bone.SkinTransform;
for (int v = 0; v < Vertices.Length; v++)
{
var nv = xform.MultiplyW(cv[v].XYZ());
Vertices[v] = new Vector4(nv, 0);
}
break;//hackity yak
}
if (boneIds.Length > 1)
{ }
Update(charCont, elapsed);
}
CurrentTime = t;
}
private void Update(CharacterClothController charCont, float elapsed)
{
if (Bones == null)
{ return; }
var cv = charCont?.Vertices?.data_items;
if (Vertices.Length > cv?.Length)
{ return; }
var bounds = CharCloth.Bound as BoundComposite;
var capsules = bounds?.Children?.data_items;
var capsuleBoneIds = CharCloth.Unknown_30h?.data_items;
if (capsules?.Length != capsuleBoneIds?.Length)
{ }
var bsg = charCont.BridgeSimGfx;
var vc1 = charCont.VerletCloth1;
var unk00 = charCont.Unknown_B0h?.data_items;//anchor verts/constraints..? related to bsg.Unknown_E0h? same count as boneids
var winds = charCont.BoneWeightsInds?.data_items;//bone weights/indices - numverts
var cons1 = vc1?.Unknown_100h?.data_items;//constraints? less than numverts
var cons2 = vc1?.Unknown_110h?.data_items;//constraints? more than numverts
var unk0 = bsg?.Unknown_20h?.data_items;// 0-1 weights values for something?
var unk1 = bsg?.Unknown_60h?.data_items;// cloth thickness?
var unk2 = bsg?.Unknown_A0h?.data_items;//numverts zeroes?
var unk3 = bsg?.Unknown_E0h?.data_items;//mapping? connections?
var unk4 = bsg?.Unknown_128h?.data_items;//(boneids+1?) zeroes? has numverts capacity?
for (int v = 0; v < Vertices.Length; v++)
{
//transform the vertices using the bone weights/indices. this should provide positions for anchored verts
var ov = cv[v].XYZ();
var wind = (v < winds?.Length) ? winds[v] : new CharClothBoneWeightsInds();
var b0 = (wind.Index0 < Bones.Length) ? Bones[wind.Index0] : null;
var b1 = (wind.Index1 < Bones.Length) ? Bones[wind.Index1] : null;
var b2 = (wind.Index2 < Bones.Length) ? Bones[wind.Index2] : null;
var b3 = (wind.Index3 < Bones.Length) ? Bones[wind.Index3] : null;
var w0 = wind.Weights.X;
var w1 = wind.Weights.Y;
var w2 = wind.Weights.Z;
var w3 = wind.Weights.W;
var v0 = ((w0 > 0) ? b0 : null)?.SkinTransform.MultiplyW(ov) ?? ov;
var v1 = ((w1 > 0) ? b1 : null)?.SkinTransform.MultiplyW(ov) ?? ov;
var v2 = ((w2 > 0) ? b2 : null)?.SkinTransform.MultiplyW(ov) ?? ov;
var v3 = ((w3 > 0) ? b3 : null)?.SkinTransform.MultiplyW(ov) ?? ov;
var nv = v0*w0 + v1*w1 + v2*w2 + v3*w3;
Vertices[v] = new Vector4(nv, 0);
}
}
}