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#include <ship/resource/ResourceManager.h>
#include "Skeleton.h"
#include "2s2h/BenPort.h"
namespace SOH {
SkeletonData* Skeleton::GetPointer() {
return &skeletonData;
}
size_t Skeleton::GetPointerSize() {
switch (type) {
case SkeletonType::Normal:
return sizeof(skeletonData.skeletonHeader);
case SkeletonType::Flex:
return sizeof(skeletonData.flexSkeletonHeader);
case SkeletonType::Curve:
return sizeof(skeletonData.skelCurveLimbList);
default:
return 0;
}
}
std::vector<SkeletonPatchInfo> SkeletonPatcher::skeletons;
void SkeletonPatcher::RegisterSkeleton(std::string& path, SkelAnime* skelAnime) {
static const std::string sOtr = "__OTR__";
if (path.starts_with(sOtr)) {
path = path.substr(sOtr.length());
}
std::string vanillaSkeletonPath;
// Determine if we're using an alternate skeleton
if (path.starts_with(Ship::IResource::gAltAssetPrefix)) {
vanillaSkeletonPath = path.substr(Ship::IResource::gAltAssetPrefix.length(),
path.size() - Ship::IResource::gAltAssetPrefix.length());
} else {
vanillaSkeletonPath = path;
}
for (auto& skel : skeletons) {
if (skel.skelAnime == skelAnime) {
skel.vanillaSkeletonPath = vanillaSkeletonPath;
return;
}
}
SkeletonPatchInfo info;
info.skelAnime = skelAnime;
info.vanillaSkeletonPath = vanillaSkeletonPath;
skeletons.push_back(info);
}
void SkeletonPatcher::UnregisterSkeleton(SkelAnime* skelAnime) {
// TODO: Should probably just use a dictionary here...
for (size_t i = 0; i < skeletons.size(); i++) {
auto skel = skeletons[i];
if (skel.skelAnime == skelAnime) {
skeletons.erase(skeletons.begin() + i);
i--;
}
}
}
void SkeletonPatcher::ClearSkeletons() {
skeletons.clear();
}
void SkeletonPatcher::UpdateSkeletons() {
auto resourceMgr = Ship::Context::GetRawInstance()->GetResourceManager();
bool isAlt = resourceMgr->IsAltAssetsEnabled();
for (const auto& skel : skeletons) {
auto newSkel = std::static_pointer_cast<Skeleton>(resourceMgr->LoadResource(
(isAlt ? Ship::IResource::gAltAssetPrefix : "") + skel.vanillaSkeletonPath, true));
if (newSkel == nullptr || skel.skelAnime == nullptr) {
continue;
}
switch (newSkel->type) {
case SkeletonType::Flex:
skel.skelAnime->skeleton = newSkel->skeletonData.flexSkeletonHeader.sh.segment;
skel.skelAnime->dListCount = newSkel->skeletonData.flexSkeletonHeader.dListCount;
break;
case SkeletonType::Normal:
skel.skelAnime->skeleton = newSkel->skeletonData.skeletonHeader.segment;
break;
case SkeletonType::Curve:
skel.skelAnime->skeleton = reinterpret_cast<void**>(newSkel->skeletonData.skelCurveLimbList.limbs);
break;
}
}
}
} // namespace SOH
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