mirror of https://github.com/zeldaret/botw.git
ksys/phys: Finish detail::ModelSkeleton
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parent
bcaacf0700
commit
538e86884c
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@ -93732,8 +93732,8 @@ Address,Quality,Size,Name
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0x000000710122b2b8,O,000152,_ZNK4ksys4phys6detail13ModelSkeleton9Allocator16getAllocatedSizeEPKvi
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0x000000710122b350,O,000296,_ZN4ksys4phys6detail13ModelSkeletonD1Ev
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0x000000710122b478,O,000036,_ZN4ksys4phys6detail13ModelSkeletonD0Ev
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0x000000710122b49c,U,000812,
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0x000000710122b7c8,U,001048,
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0x000000710122b49c,O,000812,_ZN4ksys4phys6detail13ModelSkeleton18constructFromModelERKN4gsys7ModelNWEPN4sead4HeapE
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0x000000710122b7c8,O,001048,_ZN4ksys4phys6detail13ModelSkeleton18constructFromModelEPNS0_17ModelBoneAccessor15ModelBoneFilterERKN4gsys7ModelNWEPN4sead4HeapE
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0x000000710122bbe0,O,000088,_ZN4ksys4phys17ModelBoneAccessorC1Ev
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0x000000710122bc38,O,000148,_ZN4ksys4phys17ModelBoneAccessorD1Ev
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0x000000710122bccc,O,000156,_ZN4ksys4phys17ModelBoneAccessorD0Ev
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Can't render this file because it is too large.
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@ -198,7 +198,7 @@ struct hkResult {
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HK_FORCE_INLINE bool operator==(hkResultEnum e) const { return m_enum == e; }
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HK_FORCE_INLINE bool operator!=(hkResultEnum e) const { return m_enum != e; }
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HK_FORCE_INLINE bool isSuccess() const { return m_enum ^ HK_FAILURE; }
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HK_FORCE_INLINE bool isSuccess() const { return m_enum == HK_SUCCESS; }
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hkResultEnum m_enum;
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};
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2
lib/sead
2
lib/sead
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@ -1 +1 @@
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Subproject commit 06a028cbf382e5b997d17d3a8147dbdbb7f66109
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Subproject commit 88f9a6841aadf1740accb1f7def1bc5d6f347d2b
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@ -4,7 +4,12 @@
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#include <gsys/gsysModel.h>
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#include <gsys/gsysModelNW.h>
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#include <heap/seadExpHeap.h>
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#include <heap/seadHeapMgr.h>
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#include <nn/g3d/ResSkeleton.h>
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#include <nn/g3d/SkeletonObj.h>
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#include <type_traits>
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#include "KingSystem/Utils/SafeDelete.h"
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#include "KingSystem/Utils/Types.h"
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namespace ksys::phys {
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@ -28,8 +33,11 @@ public:
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bool constructFromModel(ModelBoneAccessor::ModelBoneFilter* bone_filter,
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const gsys::ModelNW& model_unit, sead::Heap* heap);
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/// Construct a Havok skeleton from a gsys model. Fast path, no support for filtering.
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bool constructFromModel(const gsys::ModelNW& model_unit, sead::Heap* heap);
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hkaSkeleton* mHavokSkeleton = nullptr;
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u8* _10 = nullptr;
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u8* mSkeletonStorage = nullptr;
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void* _18;
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Allocator mHavokAllocator;
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};
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@ -55,8 +63,99 @@ ModelSkeleton::~ModelSkeleton() {
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mHavokSkeleton = nullptr;
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}
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if (_10)
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util::safeDeleteArray(_10);
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if (mSkeletonStorage)
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util::safeDeleteArray(mSkeletonStorage);
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}
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bool ModelSkeleton::constructFromModel(const gsys::ModelNW& model_unit, sead::Heap* heap) {
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mHavokAllocator.mHeap = heap ? heap : sead::HeapMgr::instance()->getCurrentHeap();
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const nn::g3d::ResSkeleton* skel = model_unit.getSkeletonObj()->GetRes();
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const int num_bones = model_unit.getBoneNum();
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if (num_bones <= 1)
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return false;
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mSkeletonStorage = new (heap, 0x10) u8[sizeof(hkaSkeleton)];
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mHavokSkeleton = new (mSkeletonStorage) hkaSkeleton;
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if (!mHavokSkeleton->m_bones._reserveExactly(mHavokAllocator, num_bones).isSuccess())
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return false;
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if (!mHavokSkeleton->m_parentIndices._reserveExactly(mHavokAllocator, num_bones).isSuccess())
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return false;
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if (!mHavokSkeleton->m_referencePose._reserveExactly(mHavokAllocator, num_bones).isSuccess())
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return false;
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mHavokSkeleton->m_bones._setSize(mHavokAllocator, num_bones);
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mHavokSkeleton->m_parentIndices._setSize(mHavokAllocator, num_bones);
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mHavokSkeleton->m_referencePose._setSize(mHavokAllocator, num_bones);
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for (int i = 0; i < num_bones; ++i) {
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const auto& bone = *skel->GetBone(i);
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mHavokSkeleton->m_bones[i].m_name.setPointerAligned(bone.GetName());
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mHavokSkeleton->m_parentIndices[i] = s16(bone.GetParentIndex());
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if (i == mHavokSkeleton->m_parentIndices[i])
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mHavokSkeleton->m_parentIndices[i] = -1;
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}
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return true;
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}
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bool ModelSkeleton::constructFromModel(ModelBoneAccessor::ModelBoneFilter* bone_filter,
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const gsys::ModelNW& model_unit, sead::Heap* heap) {
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if (bone_filter == nullptr)
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return constructFromModel(model_unit, heap);
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mHavokAllocator.mHeap = heap ? heap : sead::HeapMgr::instance()->getCurrentHeap();
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const nn::g3d::ResSkeleton* skel = model_unit.getSkeletonObj()->GetRes();
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ModelBoneAccessor::ModelBoneFilter::BoneBitSet bones_to_keep;
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const int num_bones = bone_filter->filter(&bones_to_keep, model_unit);
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if (num_bones <= 1)
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return false;
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mSkeletonStorage = new (heap, 0x10) u8[sizeof(hkaSkeleton)];
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mHavokSkeleton = new (mSkeletonStorage) hkaSkeleton;
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if (!mHavokSkeleton->m_bones._reserveExactly(mHavokAllocator, num_bones).isSuccess())
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return false;
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if (!mHavokSkeleton->m_parentIndices._reserveExactly(mHavokAllocator, num_bones).isSuccess())
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return false;
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if (!mHavokSkeleton->m_referencePose._reserveExactly(mHavokAllocator, num_bones).isSuccess())
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return false;
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mHavokSkeleton->m_bones._setSize(mHavokAllocator, num_bones);
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mHavokSkeleton->m_parentIndices._setSize(mHavokAllocator, num_bones);
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mHavokSkeleton->m_referencePose._setSize(mHavokAllocator, num_bones);
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const int num_model_bones = model_unit.getBoneNum();
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int havok_bone_index = 0;
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for (int i = 0; i < num_model_bones; ++i) {
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if (bones_to_keep.isOffBit(i))
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continue;
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const auto& bone = *skel->GetBone(i);
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mHavokSkeleton->m_bones[havok_bone_index].m_name.setPointerAligned(bone.GetName());
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int orig_parent_index = bone.GetParentIndex();
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if (orig_parent_index < num_model_bones) {
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mHavokSkeleton->m_parentIndices[havok_bone_index] =
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s16(bones_to_keep.countRightOnBit(orig_parent_index) - 1);
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} else {
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mHavokSkeleton->m_parentIndices[havok_bone_index] = -1;
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}
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++havok_bone_index;
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}
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return true;
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}
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} // namespace detail
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@ -3,8 +3,8 @@
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#include <container/seadBuffer.h>
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#include <gsys/gsysModelAccessKey.h>
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#include <math/seadVector.h>
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#include <prim/seadLongBitFlag.h>
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#include "KingSystem/Physics/Rig/physBoneAccessor.h"
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#include "KingSystem/Utils/BitSet.h"
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namespace gsys {
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class Model;
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@ -21,8 +21,10 @@ class ModelBoneAccessor : public BoneAccessor {
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public:
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class ModelBoneFilter {
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public:
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virtual void filter(util::BitSet<1024>* bones_to_keep,
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const gsys::ModelUnit& model_unit) = 0;
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using BoneBitSet = sead::LongBitFlag<1024>;
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/// Returns the number of bones after filtering.
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virtual int filter(BoneBitSet* bones_to_keep, const gsys::ModelUnit& model_unit) = 0;
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};
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ModelBoneAccessor();
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