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ClientStructs-ify ResourceTree stuff
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a97d9e4953
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1 changed files with 5 additions and 9 deletions
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@ -70,8 +70,7 @@ public class ResourceTree(
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var genericContext = globalContext.CreateContext(model);
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// TODO ClientStructs-ify (aers/FFXIVClientStructs#1312)
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var mpapArrayPtr = *(ResourceHandle***)((nint)model + 0x948);
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var mpapArrayPtr = model->MaterialAnimationPacks;
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var mpapArray = mpapArrayPtr is not null ? new ReadOnlySpan<Pointer<ResourceHandle>>(mpapArrayPtr, model->SlotCount) : [];
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// TODO ClientStructs-ify (aers/FFXIVClientStructs#1474)
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var skinMtrlArray = modelType switch
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@ -124,8 +123,7 @@ public class ResourceTree(
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}
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AddSkeleton(Nodes, genericContext, model->EID, model->Skeleton, model->BonePhysicsModule);
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// TODO ClientStructs-ify (aers/FFXIVClientStructs#1312)
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AddMaterialAnimationSkeleton(Nodes, genericContext, *(SkeletonResourceHandle**)((nint)model + 0x940));
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AddMaterialAnimationSkeleton(Nodes, genericContext, model->MaterialAnimationSkeleton);
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AddWeapons(globalContext, model);
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@ -156,8 +154,7 @@ public class ResourceTree(
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var genericContext = globalContext.CreateContext(subObject, 0xFFFFFFFFu, slot, equipment, weaponType);
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// TODO ClientStructs-ify (aers/FFXIVClientStructs#1312)
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var mpapArrayPtr = *(ResourceHandle***)((nint)subObject + 0x948);
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var mpapArrayPtr = subObject->MaterialAnimationPacks;
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var mpapArray = mpapArrayPtr is not null ? new ReadOnlySpan<Pointer<ResourceHandle>>(mpapArrayPtr, subObject->SlotCount) : [];
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for (var i = 0; i < subObject->SlotCount; ++i)
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@ -184,8 +181,7 @@ public class ResourceTree(
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AddSkeleton(weaponNodes, genericContext, subObject->EID, subObject->Skeleton, subObject->BonePhysicsModule,
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$"Weapon #{weaponIndex}, ");
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// TODO ClientStructs-ify (aers/FFXIVClientStructs#1312)
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AddMaterialAnimationSkeleton(weaponNodes, genericContext, *(SkeletonResourceHandle**)((nint)subObject + 0x940),
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AddMaterialAnimationSkeleton(weaponNodes, genericContext, subObject->MaterialAnimationSkeleton,
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$"Weapon #{weaponIndex}, ");
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++weaponIndex;
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@ -263,7 +259,7 @@ public class ResourceTree(
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for (var i = 0; i < skeleton->PartialSkeletonCount; ++i)
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{
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// TODO ClientStructs-ify (aers/FFXIVClientStructs#1312)
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// TODO ClientStructs-ify (aers/FFXIVClientStructs#1475)
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var phybHandle = physics != null ? ((ResourceHandle**)((nint)physics + 0x190))[i] : null;
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if (context.CreateNodeFromPartialSkeleton(&skeleton->PartialSkeletons[i], phybHandle, (uint)i) is { } sklbNode)
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{
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