Tie proxy locomotion/cadence to actual per-frame movement and motion-feedback instead of only replaying transmitted Speed. Changes: - docs/dev-log.md: add detailed dev log describing measured-cadence fix and cadence/animationSpeed work. - plugin/include/F4TProxyPuppet.h: added NiPoint3 include and new API: SetProxyLocomotionState, SetProxyDesiredSpeed (legacy alias), and ApplyProxyLocomotionFrame. - plugin/lib/commonlibf4/include/RE/A/ActorMotionFeedbackOutput.h: new tentative struct for motion-feedback output. - plugin/lib/commonlibf4/include/RE/Fallout.h: include new ActorMotionFeedbackOutput header. - plugin/src/F4TProxyActorController.cpp: track per-frame timing/puppet state, compute frame delta, use proxy->Move() with measured frameDelta and call ApplyProxyLocomotionFrame (instead of SetPosition/Lerp-only), and pass measured graph speed/direction to proxy. - plugin/src/F4TProxyAnimationSync.cpp: use SetProxyLocomotionState to include direction when writing proxy locomotion state. - plugin/src/F4TProxyPuppet.cpp: introduce ProxyLocomotionState map, sync controller motion fields, compute/push engine motion-feedback (via Compute/Update feedback vtable calls), use UpdateNoAI + manual motion feedback to drive cadence, implement ApplyProxyLocomotionFrame which derives velocity from world delta, clamps/chooses feedback speed (uses measured horizontal speed unless provided graph speed is valid), applies an idle threshold (<8 u/s -> idle), and writes graph speed back to the animation graph. Why: This makes foot cadence reflect on-screen translation (eliminating mild foot slide/stop-overstay) by measuring applied displacement each frame, updating controller velocity/motion-feedback, and re-asserting animation graph inputs after UpdateNoAI.
18 lines
623 B
C++
18 lines
623 B
C++
#pragma once
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namespace RE
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{
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// Tentative layout for the output of Actor::ComputeMotionFeedbackSpeedAndDirection /
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// Actor::UpdateFeedbackGraphSpeedAndDirection. Only speed + direction are required
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// for the graph feedback write path; extra padding guards against struct growth.
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class ActorMotionFeedbackOutput
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{
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public:
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float speed{ 0.0F }; // 00 - locomotion graph speed (world units/sec scale)
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float direction{ 0.0F }; // 04 - facing / movement direction (radians)
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float field08{ 0.0F }; // 08
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float field0C{ 0.0F }; // 0C
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};
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static_assert(sizeof(ActorMotionFeedbackOutput) == 0x10);
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}
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