#include "KingSystem/Resource/Actor/resResourceBoneControl.h" namespace ksys::res { BoneControl::BoneControl() : ParamIO("bonectrl", 0) {} BoneControl::~BoneControl() { mEyeSets.freeBuffer(); mSpine.spineNodes.freeBuffer(); for (auto& group : mBoneGroups) group.bones.freeBuffer(); mBoneGroups.freeBuffer(); } void BoneControl::doCreate_(u8* buffer, u32 buffer_size, sead::Heap* heap) {} // NON_MATCHING: mFootIkController.isInvalidFt (???) bool BoneControl::parse_(u8* data, size_t size, sead::Heap* heap) { if (!data) return true; agl::utl::ResParameterArchive archive{data}; const auto root = archive.getRootList(); mWhole.neckAndEyeRatio.init(0.0, "neckAndEyeRatio", "首向けと眼球制御の比率", &mWhole.obj); mWhole.isFaceCtrlInvalid.init(true, "isFaceCtrlInvalid", "顔全体無効", &mWhole.obj); addObj(&mWhole.obj, "Whole"); mEyeBall.isEyeBallCtrlInvalid.init(false, "isEyeBallCtrlInvalid", "無効にする", &mEyeBall.obj); mEyeBall.isEyeBallRotWorldAxis.init(false, "isEyeBallRotWorldAxis", "ワールド軸で回転する", &mEyeBall.obj); mEyeBall.eyeBallSRTName.init("", "eyeBallSRTName", "眼球SRT名", &mEyeBall.obj); mEyeBall.eyeRotRateLR.init(0.0, "eyeRotRateLR", "左右回転比率", &mEyeBall.obj); mEyeBall.eyeRotRateUD.init(0.0, "eyeRotRateUD", "上下回転比率", &mEyeBall.obj); mEyeBall.eyeMinRotPerFrame.init(0.5, "eyeMinRotPerFrame", "フレーム毎の最小回転量", &mEyeBall.obj); mEyeBall.eyeMaxRotPerFrame.init(6.0, "eyeMaxRotPerFrame", "フレーム毎の最大回転量", &mEyeBall.obj); mEyeBall.eyeSetNum.init(0, "eyeSetNum", "眼球セット数", &mEyeBall.obj); addObj(&mEyeBall.obj, "EyeBall"); applyResParameterArchive(agl::utl::ResParameterArchive{data}); const int eye_set_num = mEyeBall.eyeSetNum.ref(); if (eye_set_num > 0) { if (!mEyeSets.tryAllocBuffer(eye_set_num, heap)) return false; for (int i = 0; i < eye_set_num; ++i) { sead::FormatFixedSafeString<64> name(""); name.format("EyeSet_%02d", i); mEyeSets[i].isControlTexture.init(false, "isControlTexture", "テクスチャ制御する", &mEyeSets[i].obj); mEyeSets[i].materialName.init("", "materialName", "マテリアル名", &mEyeSets[i].obj); mEyeSets[i].boneName.init("", "boneName", "ボーン名", &mEyeSets[i].obj); mEyeSets[i].forwardBoneName.init("", "forwardBoneName", "前方方向ボーン名", &mEyeSets[i].obj); mEyeSets[i].forwardAxis.init(1, "forwardAxis", "前方方向とする軸", &mEyeSets[i].obj); mEyeSets[i].axisLR.init(0, "axisLR", "左右回転軸", &mEyeSets[i].obj); mEyeSets[i].axisUD.init(0, "axisUD", "上下回転軸", &mEyeSets[i].obj); mEyeSets[i].lTransLimit.init(0.0, "lTransLimit", "左移動量上限", &mEyeSets[i].obj); mEyeSets[i].rTransLimit.init(0.0, "rTransLimit", "右移動量上限", &mEyeSets[i].obj); mEyeSets[i].dTransLimit.init(0.0, "dTransLimit", "下移動量上限", &mEyeSets[i].obj); mEyeSets[i].uTransLimit.init(0.0, "uTransLimit", "上移動量上限", &mEyeSets[i].obj); mEyeSets[i].isCorrectForward.init(false, "isCorrectForward", "前方方向を補正する", &mEyeSets[i].obj); mEyeSets[i].axisCorrect.init(0, "axisCorrect", "補正軸", &mEyeSets[i].obj); mEyeSets[i].correctRot.init(0.0, "correctRot", "補正量", &mEyeSets[i].obj); mEyeSets[i].lRotLimit.init(0.0, "lRotLimit", "左向き角上限", &mEyeSets[i].obj); mEyeSets[i].rRotLimit.init(0.0, "rRotLimit", "右向き角上限", &mEyeSets[i].obj); mEyeSets[i].dRotLimit.init(0.0, "dRotLimit", "下向き角上限", &mEyeSets[i].obj); mEyeSets[i].uRotLimit.init(0.0, "uRotLimit", "上向き角上限", &mEyeSets[i].obj); mEyeSets[i].offset.init({0.0, 0.0, 0.0}, "offset", "オフセット", &mEyeSets[i].obj); addObj(&mEyeSets[i].obj, name); } } mSpine.isInvalid.init(false, "isInvalid", "無効にする", &mSpine.obj); mSpine.isBasisSelfPosNeckLR.init(false, "isBasisSelfPosNeckLR", "左右計算を自分の位置基準にする", &mSpine.obj); mSpine.isBasisSelfPosNeckUD.init(false, "isBasisSelfPosNeckUD", "上下計算を自分の位置基準にする", &mSpine.obj); mSpine.isBattleNeckRecalcUD.init(false, "isBattleNeckRecalcUD", "戦闘時の首向け上下角を再計算する", &mSpine.obj); mSpine.spineDisableBaseDirAlongXZ.init(false, "spineDisableBaseDirAlongXZ", "基準方向をXZ平面に沿わせない", &mSpine.obj); mSpine.spineRotRate.init(0.0, "spineRotRate", "回転比率", &mSpine.obj); mSpine.spineRetRotRate.init(0.0, "spineRetRotRate", "戻り回転比率", &mSpine.obj); mSpine.spineNeckBaseBone.init("", "spineNeckBaseBone", "首向け基準位置ボーン名", &mSpine.obj); mSpine.neckPosOffset.init(sead::Vector3f::zero, "neckPosOffset", "オフセット", &mSpine.obj); mSpine.spineNodeNum.init(0, "spineNodeNum", "背骨ノード数", &mSpine.obj); mSpine.spineNeckNodeNum.init(0, "spineNeckNodeNum", "首とみなすノード数", &mSpine.obj); addObj(&mSpine.obj, "Spine"); applyResParameterArchive(agl::utl::ResParameterArchive{data}); const auto spine_node_num = mSpine.spineNodeNum.ref(); if (spine_node_num > 0) { if (!mSpine.spineNodes.tryAllocBuffer(spine_node_num, heap)) return false; for (int i = 0; i < spine_node_num; ++i) { sead::FormatFixedSafeString<64> name(""); name.format("SpineNode_%02d", i); mSpine.spineNodes[i].boneName.init("", "boneName", "ボーン名", &mSpine.spineNodes[i].obj); mSpine.spineNodes[i].isRotWorldAxis.init( false, "isRotWorldAxis", "ワールド軸で回転する", &mSpine.spineNodes[i].obj); mSpine.spineNodes[i].axisLR.init(0, "axisLR", "左右回転軸", &mSpine.spineNodes[i].obj); mSpine.spineNodes[i].axisUD.init(0, "axisUD", "上下回転軸", &mSpine.spineNodes[i].obj); mSpine.spineNodes[i].lLimit.init(0.0, "lLimit", "左向き角上限", &mSpine.spineNodes[i].obj); mSpine.spineNodes[i].rLimit.init(0.0, "rLimit", "右向き角上限", &mSpine.spineNodes[i].obj); mSpine.spineNodes[i].dLimit.init(0.0, "dLimit", "下向き角上限", &mSpine.spineNodes[i].obj); mSpine.spineNodes[i].uLimit.init(0.0, "uLimit", "上向き角上限", &mSpine.spineNodes[i].obj); mSpine.spineNodes[i].lBattleLimit.init(0.0, "lBattleLimit", "左向き角上限(戦闘時)", &mSpine.spineNodes[i].obj); mSpine.spineNodes[i].rBattleLimit.init(0.0, "rBattleLimit", "右向き角上限(戦闘時)", &mSpine.spineNodes[i].obj); mSpine.spineNodes[i].dBattleLimit.init(0.0, "dBattleLimit", "下向き角上限(戦闘時)", &mSpine.spineNodes[i].obj); mSpine.spineNodes[i].uBattleLimit.init(0.0, "uBattleLimit", "上向き角上限(戦闘時)", &mSpine.spineNodes[i].obj); mSpine.spineNodes[i].minRotPerFrame.init( 0.5, "minRotPerFrame", "フレーム毎の最小回転量", &mSpine.spineNodes[i].obj); mSpine.spineNodes[i].maxRotPerFrame.init( 6.0, "maxRotPerFrame", "フレーム毎の最大回転量", &mSpine.spineNodes[i].obj); mSpine.spineNodes[i].isEnableCorrect.init( false, "isEnableCorrect", "左右回転時に補正する", &mSpine.spineNodes[i].obj); mSpine.spineNodes[i].axisCorrect.init(0, "axisCorrect", "補正回転軸", &mSpine.spineNodes[i].obj); mSpine.spineNodes[i].lCorrect.init(0.0, "lCorrect", "左向き補正回転量", &mSpine.spineNodes[i].obj); mSpine.spineNodes[i].rCorrect.init(0.0, "rCorrect", "右向き補正回転量", &mSpine.spineNodes[i].obj); mSpine.spineNodes[i].lBattleCorrect.init( 0.0, "lBattleCorrect", "左向き補正回転量(戦闘時)", &mSpine.spineNodes[i].obj); mSpine.spineNodes[i].rBattleCorrect.init( 0.0, "rBattleCorrect", "右向き補正回転量(戦闘時)", &mSpine.spineNodes[i].obj); addObj(&mSpine.spineNodes[i].obj, name); } } mFootIkController.isInvalidFt.init(true, "isInvalidFt", "無効", &mFootIkController.obj); mFootIkController.calculateTypeFt.init(1, "calculateTypeFt", "計算タイプ", &mFootIkController.obj); mFootIkController.ankleOffsetYFt.init(0.125, "ankleOffsetYFt", "地面から足首(Ankle)までの高さ", &mFootIkController.obj); mFootIkController.ankleOffsetAngleDegFt.init(-27.0, "ankleOffsetAngleDegFt", "足首オフセット角度(Deg)", &mFootIkController.obj); mFootIkController.ankleAngleLimitUpDegFt.init( 90.0, "ankleAngleLimitUpDegFt", "上方向への足首回転最大角度(Deg)", &mFootIkController.obj); mFootIkController.ankleAngleLimitDownDegFt.init(-90.0, "ankleAngleLimitDownDegFt", "下方向への足首回転最大角度(Deg)", &mFootIkController.obj); mFootIkController.ankleHeightLimitRateFt.init( 0.8, "ankleHeightLimitRateFt", "地面に対して足位置の制限比率", &mFootIkController.obj); mFootIkController.waistDownRateFt.init(0.7, "waistDownRateFt", "腰を落とす最長比率", &mFootIkController.obj); mFootIkController.kneeRotateAgnleMinDegFt.init( 0.0, "kneeRotateAgnleMinDegFt", "ヒザの最小回転角度(Deg)", &mFootIkController.obj); mFootIkController.kneeRotateAgnleMaxDegFt.init( 180.0, "kneeRotateAgnleMaxDegFt", "ヒザの最大回転角度(Deg)", &mFootIkController.obj); mFootIkController.enableLimitThighAngleFt.init( false, "enableLimitThighAngleFt", "モモの角度制限を行なうか?", &mFootIkController.obj); mFootIkController.thighRotateAngleMinDegFt.init( -180.0, "thighRotateAngleMinDegFt", "モモの最小回転角度(Deg)", &mFootIkController.obj); mFootIkController.thighRotateAngleMaxDegFt.init( 180.0, "thighRotateAngleMaxDegFt", "モモの最大回転角度(Deg)", &mFootIkController.obj); addObj(&mFootIkController.obj, "FootIkController"); const auto bone_groups = agl::utl::getResParameterList(root, "BoneGroups"); if (bone_groups.ptr() && bone_groups.getResParameterListNum() != 0) { if (!mBoneGroups.tryAllocBuffer(bone_groups.getResParameterListNum(), heap)) return false; sead::FixedSafeString<32> bone_group_name{"BoneGroup_"}; const auto bone_group_name_base_len = bone_group_name.calcLength(); sead::FixedSafeString<32> bone_name{"Bone_"}; const auto bone_name_base_len = bone_name.calcLength(); for (auto it = mBoneGroups.begin(), end = mBoneGroups.end(); it != end; ++it) { const auto list = bone_groups.getResParameterList(it.getIndex()); if (!list.ptr()) continue; const auto bones = agl::utl::getResParameterObj(list, "Bones"); if (!bones.ptr()) continue; it->groupName.init("", "GroupName", "グループ名", &it->paramObj); const auto num_bones = bones.getNum(); if (num_bones != 0 && !it->bones.tryAllocBuffer(num_bones, heap)) return false; auto& bones_obj = it->bonesObj; for (auto b = it->bones.begin(), bone_end = it->bones.end(); b != bone_end; ++b) { bone_name.trim(bone_name_base_len); bone_name.appendWithFormat("%d", b.getIndex()); b->name.init("", bone_name, "ボーン名", &bones_obj); } it->list.addObj(&bones_obj, "Bones"); it->list.addObj(&it->paramObj, "Param"); bone_group_name.trim(bone_group_name_base_len); bone_group_name.appendWithFormat("%d", it.getIndex()); mBoneGroupsList.addList(&it->list, bone_group_name); } addList(&mBoneGroupsList, "BoneGroups"); } applyResParameterArchive(agl::utl::ResParameterArchive{data}); return true; } const BoneControl::BoneGroup* BoneControl::getBoneGroup(const sead::SafeString& name) const { const auto idx = mBoneGroups.binarySearch( name, +[](const BoneGroup& group, const sead::SafeString& key) { return group.groupName.ref().compare(key); }); if (idx == -1) return nullptr; return &mBoneGroups[idx]; } } // namespace ksys::res