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chore: fix xmodel root struct bone trans and quats
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@ -672,7 +672,7 @@ namespace T5
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uint16_t* boneNames;
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char* parentList;
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XModelQuat* quats;
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vec4_t* trans;
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float* trans;
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char* partClassification;
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DObjAnimMat* baseMat;
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XSurface* surfs;
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@ -616,7 +616,7 @@ namespace T6
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ScriptString* boneNames;
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unsigned char* parentList;
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XModelQuat* quats;
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vec4_t* trans;
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float* trans;
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unsigned char* partClassification;
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DObjAnimMat* baseMat;
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XSurface* surfs;
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@ -314,7 +314,9 @@ namespace
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if (xmodel.numBones > xmodel.numRootBones)
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{
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xmodel.parentList = m_memory.Alloc<unsigned char>(xmodel.numBones - xmodel.numRootBones);
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xmodel.trans = m_memory.Alloc<vec4_t>(xmodel.numBones - xmodel.numRootBones);
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// For some reason Treyarch games allocate for a vec4 here. it is treated as a vec3 though?
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xmodel.trans = m_memory.Alloc<float>((xmodel.numBones - xmodel.numRootBones) * 4u);
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xmodel.quats = m_memory.Alloc<XModelQuat>(xmodel.numBones - xmodel.numRootBones);
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}
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else
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@ -344,10 +346,10 @@ namespace
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xmodel.parentList[nonRootIndex] = static_cast<unsigned char>(boneIndex - parentBoneIndex);
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auto& trans = xmodel.trans[nonRootIndex];
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trans.x = bone.localOffset[0];
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trans.y = bone.localOffset[1];
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trans.z = bone.localOffset[2];
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auto* trans = &xmodel.trans[nonRootIndex * 3];
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trans[0] = bone.localOffset[0];
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trans[1] = bone.localOffset[1];
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trans[2] = bone.localOffset[2];
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auto& quats = xmodel.quats[nonRootIndex];
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quats.v[0] = QuatInt16::ToInt16(bone.localRotation.x);
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@ -139,10 +139,10 @@ namespace
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}
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else
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{
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const auto& trans = model->trans[boneNum - model->numRootBones];
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bone.localOffset[0] = trans.x;
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bone.localOffset[1] = trans.y;
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bone.localOffset[2] = trans.z;
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const auto* trans = &model->trans[(boneNum - model->numRootBones) * 3];
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bone.localOffset[0] = trans[0];
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bone.localOffset[1] = trans[1];
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bone.localOffset[2] = trans[2];
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const auto& quat = model->quats[boneNum - model->numRootBones];
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bone.localRotation = {
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@ -153,10 +153,10 @@ namespace
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}
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else
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{
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const auto& trans = model->trans[boneNum - model->numRootBones];
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bone.localOffset[0] = trans.x;
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bone.localOffset[1] = trans.y;
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bone.localOffset[2] = trans.z;
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const auto* trans = &model->trans[(boneNum - model->numRootBones) * 3];
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bone.localOffset[0] = trans[0];
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bone.localOffset[1] = trans[1];
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bone.localOffset[2] = trans[2];
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const auto& quat = model->quats[boneNum - model->numRootBones];
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bone.localRotation = {
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@ -13,7 +13,8 @@ set count parentList numBones - numRootBones;
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set reusable quats;
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set count quats numBones - numRootBones;
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set reusable trans;
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set count trans numBones - numRootBones;
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// This is actually the count but it looks like a bug? It is used like a vec3, but it takes as much memory as vec4
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set count trans (numBones - numRootBones) * 4;
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set reusable partClassification;
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set count partClassification numBones;
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set reusable baseMat;
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@ -13,7 +13,8 @@ set count parentList numBones - numRootBones;
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set reusable quats;
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set count quats numBones - numRootBones;
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set reusable trans;
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set count trans numBones - numRootBones;
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// This is actually the count but it looks like a bug? It is used like a vec3, but it takes as much memory as vec4
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set count trans (numBones - numRootBones) * 4;
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set reusable partClassification;
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set count partClassification numBones;
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set reusable baseMat;
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