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Make line endings explicit in editorconfig and share in sub projects, also apply editorconfig everywhere and move some namespaces.
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parent
53adb6fa54
commit
2b4a01df06
155 changed files with 1620 additions and 1614 deletions
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@ -1,6 +1,6 @@
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using FFXIVClientStructs.FFXIV.Client.Game.Character;
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using FFXIVClientStructs.FFXIV.Client.Game.Object;
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using FFXIVClientStructs.FFXIV.Client.Graphics.Render;
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using FFXIVClientStructs.FFXIV.Client.Graphics.Render;
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using FFXIVClientStructs.FFXIV.Client.Graphics.Scene;
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using Penumbra.GameData.Enums;
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using Penumbra.GameData.Structs;
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@ -16,7 +16,7 @@ public class ResourceTree
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public readonly nint DrawObjectAddress;
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public readonly bool PlayerRelated;
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public readonly string CollectionName;
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public readonly List<ResourceNode> Nodes;
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public readonly List<ResourceNode> Nodes;
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public readonly HashSet<ResourceNode> FlatNodes;
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public int ModelId;
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@ -26,11 +26,11 @@ public class ResourceTree
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public ResourceTree(string name, nint gameObjectAddress, nint drawObjectAddress, bool playerRelated, string collectionName)
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{
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Name = name;
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GameObjectAddress = gameObjectAddress;
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GameObjectAddress = gameObjectAddress;
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DrawObjectAddress = drawObjectAddress;
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PlayerRelated = playerRelated;
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CollectionName = collectionName;
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Nodes = new List<ResourceNode>();
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Nodes = new List<ResourceNode>();
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FlatNodes = new HashSet<ResourceNode>();
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}
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@ -42,7 +42,7 @@ public class ResourceTree
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// var customize = new ReadOnlySpan<byte>( character->CustomizeData, 26 );
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ModelId = character->CharacterData.ModelCharaId;
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CustomizeData = character->DrawData.CustomizeData;
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RaceCode = model->GetModelType() == CharacterBase.ModelType.Human ? (GenderRace) ((Human*)model)->RaceSexId : GenderRace.Unknown;
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RaceCode = model->GetModelType() == CharacterBase.ModelType.Human ? (GenderRace)((Human*)model)->RaceSexId : GenderRace.Unknown;
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for (var i = 0; i < model->SlotCount; ++i)
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{
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@ -60,8 +60,8 @@ public class ResourceTree
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var mdlNode = context.CreateNodeFromRenderModel(mdl);
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if (mdlNode != null)
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Nodes.Add(globalContext.WithUiData ? mdlNode.WithUIData(mdlNode.Name ?? $"Model #{i}", mdlNode.Icon) : mdlNode);
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}
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}
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AddSkeleton(Nodes, globalContext.CreateContext(EquipSlot.Unknown, default), model->Skeleton);
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if (character->GameObject.GetObjectKind() == (byte)ObjectKind.Pc)
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@ -100,8 +100,8 @@ public class ResourceTree
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subObjectNodes.Add(globalContext.WithUiData
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? mdlNode.WithUIData(mdlNode.Name ?? $"{subObjectNamePrefix} #{subObjectIndex}, Model #{i}", mdlNode.Icon)
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: mdlNode);
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}
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}
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AddSkeleton(subObjectNodes, subObjectContext, subObject->Skeleton, $"{subObjectNamePrefix} #{subObjectIndex}, ");
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subObject = (CharacterBase*)subObject->DrawObject.Object.NextSiblingObject;
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@ -119,19 +119,21 @@ public class ResourceTree
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var legacyDecalNode = context.CreateNodeFromTex((TextureResourceHandle*)human->LegacyBodyDecal);
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if (legacyDecalNode != null)
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Nodes.Add(globalContext.WithUiData ? legacyDecalNode.WithUIData(legacyDecalNode.Name ?? "Legacy Body Decal", legacyDecalNode.Icon) : legacyDecalNode);
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}
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private unsafe void AddSkeleton(List<ResourceNode> nodes, ResolveContext context, Skeleton* skeleton, string prefix = "")
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{
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if (skeleton == null)
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return;
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for (var i = 0; i < skeleton->PartialSkeletonCount; ++i)
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{
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var sklbNode = context.CreateNodeFromPartialSkeleton(&skeleton->PartialSkeletons[i]);
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if (sklbNode != null)
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nodes.Add(context.WithUiData ? sklbNode.WithUIData($"{prefix}Skeleton #{i}", sklbNode.Icon) : sklbNode);
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}
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Nodes.Add(globalContext.WithUiData
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? legacyDecalNode.WithUIData(legacyDecalNode.Name ?? "Legacy Body Decal", legacyDecalNode.Icon)
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: legacyDecalNode);
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}
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private unsafe void AddSkeleton(List<ResourceNode> nodes, ResolveContext context, Skeleton* skeleton, string prefix = "")
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{
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if (skeleton == null)
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return;
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for (var i = 0; i < skeleton->PartialSkeletonCount; ++i)
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{
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var sklbNode = context.CreateNodeFromPartialSkeleton(&skeleton->PartialSkeletons[i]);
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if (sklbNode != null)
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nodes.Add(context.WithUiData ? sklbNode.WithUIData($"{prefix}Skeleton #{i}", sklbNode.Icon) : sklbNode);
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}
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}
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}
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