Make line endings explicit in editorconfig and share in sub projects, also apply editorconfig everywhere and move some namespaces.

This commit is contained in:
Ottermandias 2023-09-18 16:56:16 +02:00
parent 53adb6fa54
commit 2b4a01df06
155 changed files with 1620 additions and 1614 deletions

View file

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