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Update obsoletes in BoneSimulator, remove PhysicsGroup enum
Lets go ahead and update the obsoletes for 7.3. I also removed the enum describing the PhysicsGroup because: 1. I don't really know if it can be truly exhaustive, or if they reuse the same rows for different purposes. 2. You should really be looking at the Excel sheet instead, because it's literally an index into that. Whoever was using the enum can copy that into their project instead and deal with figuring out which rows are which.
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FFXIVClientStructs/FFXIV/Client/Graphics/Physics/BoneSimulator.cs

Lines changed: 1 addition & 15 deletions
Original file line numberDiff line numberDiff line change
@@ -6,7 +6,7 @@ namespace FFXIVClientStructs.FFXIV.Client.Graphics.Physics;
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// Client::Graphics::Physics::BoneSimulator
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[StructLayout(LayoutKind.Explicit, Size = 0x450)]
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public unsafe struct BoneSimulator {
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[FieldOffset(0x10)] public PhysicsGroup Group;
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[FieldOffset(0x10)] public uint Group; // Row ID in the PhysicsGroup sheet.
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[FieldOffset(0x18)] public Skeleton* Skeleton; // Client::Graphics::Render::Skeleton
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[FieldOffset(0x20)] public Vector3 CharacterPosition;
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[FieldOffset(0x30)] public Vector3 Gravity;
@@ -15,25 +15,11 @@ public unsafe struct BoneSimulator {
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// They are hardcoded to roughly 1/60 (0.016666668) and 60 (59.999996) in cases where the sheet isn't used.
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[FieldOffset(0x50)] public float SimulationTime;
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[FieldOffset(0x54)] public float SimulationTimeInv; // 1/SimulationTime
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[Obsolete("Use SimulationTimeInv instead", true)]
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[FieldOffset(0x54)] public float Spring; // Default is ~60, intense jitter happens above that value. Lesser values remove the spring in the bone.
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[FieldOffset(0xF6)] public bool IsStarted; // Flag that is set to true when the simulator starts, and is quickly reset
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[FieldOffset(0xF7)] public bool IsStopped; // Same as Start, but when the simulator is requested to stop
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[FieldOffset(0xF8)] public bool IsReset; // When set to true, resets the bone simulator
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[FieldOffset(0x444)] public bool IsSimulating;
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[FieldOffset(0x445)] public bool IsTimeIntegrating; // Whether the simulator is integrating (time stepping) on this frame
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[FieldOffset(0x446)] public bool IsCollidable;
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/// <summary> Non-exhaustive list of physics groups </summary>
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public enum PhysicsGroup : uint {
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Clothing = 2,
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HairA = 3, // Usually the hair's bangs
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HairB = 4, // Typically the back of the hair
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HairC = 5, // The sides of the hair
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HairD = 6, // Extraneous hair bits
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Chest = 7,
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Earrings = 8,
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Ears = 18,
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}
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}

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