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https://github.com/KillzXGaming/Switch-Toolbox
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Merge pull request #291 from HelloOO7/gfbanm-fix
Fix for GFBANM rotation interpolation
This commit is contained in:
commit
eb805a6169
1 changed files with 61 additions and 5 deletions
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@ -187,6 +187,7 @@ namespace FirstPlugin
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var node = animGroup as BoneGroup;
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var node = animGroup as BoneGroup;
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STBone b = null;
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STBone b = null;
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b = skeleton.GetBone(node.Name);
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b = skeleton.GetBone(node.Name);
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if (b == null) continue;
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if (b == null) continue;
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@ -211,11 +212,32 @@ namespace FirstPlugin
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if (node.RotationX.HasKeys || node.RotationY.HasKeys || node.RotationZ.HasKeys)
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if (node.RotationX.HasKeys || node.RotationY.HasKeys || node.RotationZ.HasKeys)
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{
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{
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short value1 = (short)node.RotationX.GetFrameValue(Frame);
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STKeyFrame xL = GetFVGFL(node.RotationX, Frame);
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short value2 = (short)node.RotationY.GetFrameValue(Frame);
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STKeyFrame yL = GetFVGFL(node.RotationY, Frame);
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short value3 = (short)node.RotationZ.GetFrameValue(Frame);
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STKeyFrame zL = GetFVGFL(node.RotationZ, Frame);
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STKeyFrame xR = GetFVGFR(node.RotationX, Frame);
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STKeyFrame yR = GetFVGFR(node.RotationY, Frame);
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STKeyFrame zR = GetFVGFR(node.RotationZ, Frame);
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b.rot = PackedToQuat(value1, value2, value3);
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short value1 = (short)xL.Value;
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short value2 = (short)yL.Value;
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short value3 = (short)zL.Value;
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Quaternion rotL = PackedToQuat(value1, value2, value3);
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short value1r = (short)xR.Value;
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short value2r = (short)yR.Value;
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short value3r = (short)zR.Value;
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Quaternion rotR = PackedToQuat(value1r, value2r, value3r);
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float weight = (Frame - xL.Frame) / (xR.Frame - xL.Frame);
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if (xR.Frame - xL.Frame == 0) //NaN if divided by zero
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{
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weight = 0;
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}
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b.rot = Quaternion.Slerp(rotL, rotR, weight);
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}
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}
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else
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else
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{
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{
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@ -230,7 +252,41 @@ namespace FirstPlugin
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}
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}
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}
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}
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// private static readonly ushort _flagsMask = 0b11000011_11111111;
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public STKeyFrame GetFVGFL(STAnimationTrack t, float frame, float startFrame = 0)
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{
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if (t.KeyFrames.Count == 0) return new STKeyFrame(frame, 0);
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if (t.KeyFrames.Count == 1) return t.KeyFrames[0];
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STKeyFrame LK = t.KeyFrames.First();
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float Frame = frame - startFrame;
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foreach (STKeyFrame keyFrame in t.KeyFrames)
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{
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if (keyFrame.Frame <= Frame) LK = keyFrame;
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}
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return LK;
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}
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public STKeyFrame GetFVGFR(STAnimationTrack t, float frame, float startFrame = 0)
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{
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if (t.KeyFrames.Count == 0) return new STKeyFrame(frame, 0);
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if (t.KeyFrames.Count == 1) return t.KeyFrames[0];
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STKeyFrame RK = t.KeyFrames.Last();
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float Frame = frame - startFrame;
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foreach (STKeyFrame keyFrame in t.KeyFrames)
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{
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if (keyFrame.Frame >= Frame && keyFrame.Frame < RK.Frame) RK = keyFrame;
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}
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return RK;
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}
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// private static readonly ushort _flagsMask = 0b11000011_11111111;
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private static short UnpackS15(short u15)
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private static short UnpackS15(short u15)
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{
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{
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