Fix multiple proxy animation issues: stale graph Speed collapsing jog into walk, missing slow-walk/jog tiers, and jump takeoff/landing not playing. Key changes: - Prefer position-derived movementSpeed when animationGraphSpeed is missing/stale (ResolveLocomotionGraphSpeed) and fall back to graph Speed only when it agrees within a tolerance; sender now transmits movementSpeed when local graph read is 0 and TryReadLocalAnimationGraphSpeed falls back to SpeedSmoothed. - Introduce locomotion tiers (Walk/Jog/Run) with ComputeLocomotionTier and sync ints (iSyncWalkRun/iSyncLocomotionSpeed/iSyncJumpState) to the graph; fire corresponding tier events when starting or changing tier. - Fix proxy motion application: persist per-proxy velocity and worldDelta so the Update hook does not zero-out controller motion; use measured frame motion to drive animation when network flags are sparse. - Restore correct jump behavior: fire MT/weapon-compatible jump events for takeoff and landing (JumpUp/JumpStartFrom*/jumpLand/jumpLandTo*), clear bInJumpState on landing and remove the extra proxy-side jump hold so landings exit the jump loop. - Misc: add constants and thresholds for tier/run/walk/run-land decisions and update logs to include tier labels. Files updated: plugin/include/F4TProxyAnimationSync.h, plugin/src/F4TProxyAnimationSync.cpp, plugin/src/F4AnimationDescriptor.cpp, plugin/src/F4TProxyPuppet.cpp, plugin/src/F4TProxyActorController.cpp, plugin/src/main.cpp, and docs/dev-log.md.
91 lines
3.1 KiB
C++
91 lines
3.1 KiB
C++
#pragma once
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#include "F4TRemotePlayerState.h"
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#include <chrono>
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#include <cstdint>
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#include <optional>
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#include <string_view>
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namespace RE
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{
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class Actor;
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}
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namespace F4T::ProxyAnimationSync
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{
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// Authoritative FO4 humanoid movement-behavior graph variable names, taken from
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// MTBehavior.hkx (hkbBehaviorGraphStringData::variableNames, with types from the
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// parallel variableInfos array) via the F4-Animation-Research unpack:
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// Speed, SpeedSmoothed, Direction -> VARIABLE_TYPE_REAL (float)
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// IsSprinting, bInJumpState -> VARIABLE_TYPE_BOOL (bool)
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// iIsInSneak -> VARIABLE_TYPE_INT32 (int)
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// Earlier code guessed names like "speed"/"speedSampled"/"direction" that do not exist
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// on this graph, so every SetGraphVariable* call silently failed.
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namespace GraphVar
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{
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inline constexpr const char* kSpeed = "Speed";
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inline constexpr const char* kSpeedSmoothed = "SpeedSmoothed";
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inline constexpr const char* kDirection = "Direction";
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inline constexpr const char* kIsSprinting = "IsSprinting";
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inline constexpr const char* kInJumpState = "bInJumpState";
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inline constexpr const char* kIsInSneak = "iIsInSneak";
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inline constexpr const char* kSyncWalkRun = "iSyncWalkRun";
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inline constexpr const char* kSyncLocomotionSpeed = "iSyncLocomotionSpeed";
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inline constexpr const char* kSyncJumpState = "iSyncJumpState";
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}
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// MTLocomotionBlend_SM sub-states: Walk(0), Jog(1), Run(2). Selected by graph events
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// "Walk"/"Jog"/"Run" and mirrored in iSyncLocomotionSpeed.
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enum class LocomotionTier : std::int32_t
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{
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kWalk = 0,
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kJog = 1,
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kRun = 2,
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};
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LocomotionTier ComputeLocomotionTier(float a_graphSpeed, bool a_isSprinting);
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// Maps network movementSpeed (units/sec) to graph Speed. Used when animationGraphSpeed
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// is missing or unreliable.
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float MapMovementSpeedToGraphSpeed(float a_movementSpeed, bool a_isSprinting);
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// Picks the graph Speed to drive locomotion blending. Prefers animationGraphSpeed only
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// when it is above the idle threshold; a read of 0.0 while moving is common and must
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// not override the position-derived movementSpeed (which carries slow-walk/jog tiers).
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float ResolveLocomotionGraphSpeed(
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float a_movementSpeed,
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float a_animationGraphSpeed,
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bool a_isMoving,
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bool a_isSprinting);
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struct ProxyAppliedAnimationState
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{
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bool hasAppliedGraphState{ false };
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bool lastIsMoving{ false };
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bool lastIsSprinting{ false };
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bool lastIsSneaking{ false };
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bool lastIsJumping{ false };
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bool lastIsCrouching{ false };
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bool lastWeaponDrawn{ false };
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float lastGraphSpeed{ 0.0F };
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float lastDirection{ 0.0F };
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std::optional<LocomotionTier> lastLocomotionTier{};
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std::chrono::steady_clock::time_point movingHoldUntil{};
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std::chrono::steady_clock::time_point jumpHoldUntil{};
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};
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void ResetAppliedAnimationState(ProxyAppliedAnimationState& a_state);
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void ApplyProxyAnimationFromRemoteState(
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ProxyAppliedAnimationState& a_state,
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RE::Actor& a_proxy,
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const RemotePlayerState::RemotePlayerState& a_remotePlayer);
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void ClearProxyAnimationState(
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ProxyAppliedAnimationState& a_state,
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RE::Actor& a_proxy,
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std::uint32_t a_remotePlayerId,
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std::string_view a_reason);
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}
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