mirror of
https://github.com/xivdev/Penumbra.git
synced 2025-12-15 05:04:15 +01:00
Merge branch 'master' into mdl-import
# Conflicts: # Penumbra/Import/Models/ModelManager.cs # Penumbra/UI/AdvancedWindow/ModEditWindow.Models.MdlTab.cs
This commit is contained in:
commit
4c18b747b1
7 changed files with 143 additions and 73 deletions
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@ -1 +1 @@
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Subproject commit a2db1b309c3121e84c75e639e70575af7d936c3e
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Subproject commit 1dad8d07047be0851f518cdac2b1c8bc76a7be98
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@ -17,10 +17,10 @@ public class CollectionStorage : IReadOnlyList<ModCollection>, IDisposable
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private readonly ModStorage _modStorage;
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/// <remarks> The empty collection is always available at Index 0. </remarks>
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private readonly List<ModCollection> _collections = new()
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{
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private readonly List<ModCollection> _collections =
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[
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ModCollection.Empty,
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};
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];
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public readonly ModCollection DefaultNamed;
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@ -1,6 +1,5 @@
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using OtterGui.Classes;
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using Penumbra.Api.Enums;
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using Penumbra.GameData.Enums;
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namespace Penumbra.Communication;
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@ -22,7 +22,7 @@ public class ModelExporter
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}
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/// <summary> Export a model in preparation for usage in a glTF file. If provided, skeleton will be used to skin the resulting meshes where appropriate. </summary>
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public static Model Export(MdlFile mdl, XivSkeleton? xivSkeleton)
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public static Model Export(MdlFile mdl, IEnumerable<XivSkeleton>? xivSkeleton)
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{
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var gltfSkeleton = xivSkeleton != null ? ConvertSkeleton(xivSkeleton) : null;
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var meshes = ConvertMeshes(mdl, gltfSkeleton);
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@ -50,14 +50,18 @@ public class ModelExporter
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}
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/// <summary> Convert XIV skeleton data into a glTF-compatible node tree, with mappings. </summary>
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private static GltfSkeleton? ConvertSkeleton(XivSkeleton skeleton)
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private static GltfSkeleton? ConvertSkeleton(IEnumerable<XivSkeleton> skeletons)
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{
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NodeBuilder? root = null;
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var names = new Dictionary<string, int>();
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var joints = new List<NodeBuilder>();
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foreach (var bone in skeleton.Bones)
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// Flatten out the bones across all the received skeletons, but retain a reference to the parent skeleton for lookups.
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var iterator = skeletons.SelectMany(skeleton => skeleton.Bones.Select(bone => (skeleton, bone)));
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foreach (var (skeleton, bone) in iterator)
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{
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if (names.ContainsKey(bone.Name)) continue;
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if (names.ContainsKey(bone.Name))
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continue;
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var node = new NodeBuilder(bone.Name);
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names[bone.Name] = joints.Count;
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@ -1,16 +1,21 @@
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using Dalamud.Plugin.Services;
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using OtterGui;
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using OtterGui.Tasks;
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using Penumbra.Collections.Manager;
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using Penumbra.GameData;
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using Penumbra.GameData.Data;
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using Penumbra.GameData.Enums;
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using Penumbra.GameData.Files;
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using Penumbra.GameData.Structs;
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using Penumbra.Import.Models.Export;
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using Penumbra.Import.Models.Import;
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using Penumbra.Meta.Manipulations;
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using SharpGLTF.Scenes;
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using SharpGLTF.Schema2;
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namespace Penumbra.Import.Models;
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public sealed class ModelManager(IFramework framework, GamePathParser parser) : SingleTaskQueue, IDisposable
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public sealed class ModelManager(IFramework framework, ActiveCollections collections, GamePathParser parser) : SingleTaskQueue, IDisposable
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{
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private readonly IFramework _framework = framework;
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@ -26,37 +31,70 @@ public sealed class ModelManager(IFramework framework, GamePathParser parser) :
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_tasks.Clear();
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}
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public Task ExportToGltf(MdlFile mdl, SklbFile? sklb, string outputPath)
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=> Enqueue(new ExportToGltfAction(this, mdl, sklb, outputPath));
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public Task ExportToGltf(MdlFile mdl, IEnumerable<SklbFile> sklbs, string outputPath)
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=> Enqueue(new ExportToGltfAction(this, mdl, sklbs, outputPath));
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public Task<MdlFile?> ImportGltf(string inputPath)
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{
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var action = new ImportGltfAction(inputPath);
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return Enqueue(action).ContinueWith(_ => action.Out);
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}
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/// <summary> Try to find the .sklb path for a .mdl file. </summary>
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/// <param name="mdlPath"> .mdl file to look up the skeleton for. </param>
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public string? ResolveSklbForMdl(string mdlPath)
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/// <summary> Try to find the .sklb paths for a .mdl file. </summary>
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/// <param name="mdlPath"> .mdl file to look up the skeletons for. </param>
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/// <param name="estManipulations"> Modified extra skeleton template parameters. </param>
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public string[] ResolveSklbsForMdl(string mdlPath, EstManipulation[] estManipulations)
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{
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var info = parser.GetFileInfo(mdlPath);
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if (info.FileType is not FileType.Model)
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return null;
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return [];
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var baseSkeleton = GamePaths.Skeleton.Sklb.Path(info.GenderRace, "base", 1);
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return info.ObjectType switch
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{
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ObjectType.Equipment => GamePaths.Skeleton.Sklb.Path(info.GenderRace, "base", 1),
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ObjectType.Accessory => GamePaths.Skeleton.Sklb.Path(info.GenderRace, "base", 1),
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ObjectType.Character when info.BodySlot is BodySlot.Body or BodySlot.Tail => GamePaths.Skeleton.Sklb.Path(info.GenderRace, "base",
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1),
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ObjectType.Equipment when info.EquipSlot.ToSlot() is EquipSlot.Body
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=> [baseSkeleton, ..ResolveEstSkeleton(EstManipulation.EstType.Body, info, estManipulations)],
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ObjectType.Equipment when info.EquipSlot.ToSlot() is EquipSlot.Head
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=> [baseSkeleton, ..ResolveEstSkeleton(EstManipulation.EstType.Head, info, estManipulations)],
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ObjectType.Equipment => [baseSkeleton],
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ObjectType.Accessory => [baseSkeleton],
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ObjectType.Character when info.BodySlot is BodySlot.Body or BodySlot.Tail => [baseSkeleton],
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ObjectType.Character when info.BodySlot is BodySlot.Hair
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=> [baseSkeleton, ..ResolveEstSkeleton(EstManipulation.EstType.Hair, info, estManipulations)],
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ObjectType.Character when info.BodySlot is BodySlot.Face or BodySlot.Ear
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=> [baseSkeleton, ..ResolveEstSkeleton(EstManipulation.EstType.Face, info, estManipulations)],
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ObjectType.Character => throw new Exception($"Currently unsupported human model type \"{info.BodySlot}\"."),
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ObjectType.DemiHuman => GamePaths.DemiHuman.Sklb.Path(info.PrimaryId),
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ObjectType.Monster => GamePaths.Monster.Sklb.Path(info.PrimaryId),
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ObjectType.Weapon => GamePaths.Weapon.Sklb.Path(info.PrimaryId),
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_ => null,
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ObjectType.DemiHuman => [GamePaths.DemiHuman.Sklb.Path(info.PrimaryId)],
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ObjectType.Monster => [GamePaths.Monster.Sklb.Path(info.PrimaryId)],
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ObjectType.Weapon => [GamePaths.Weapon.Sklb.Path(info.PrimaryId)],
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_ => [],
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};
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}
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private string[] ResolveEstSkeleton(EstManipulation.EstType type, GameObjectInfo info, EstManipulation[] estManipulations)
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{
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// Try to find an EST entry from the manipulations provided.
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var (gender, race) = info.GenderRace.Split();
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var modEst = estManipulations
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.FirstOrNull(est =>
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est.Gender == gender
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&& est.Race == race
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&& est.Slot == type
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&& est.SetId == info.PrimaryId
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);
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// Try to use an entry from provided manipulations, falling back to the current collection.
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var targetId = modEst?.Entry
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?? collections.Current.MetaCache?.GetEstEntry(type, info.GenderRace, info.PrimaryId)
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?? 0;
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// If there's no entries, we can assume that there's no additional skeleton.
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if (targetId == 0)
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return [];
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return [GamePaths.Skeleton.Sklb.Path(info.GenderRace, EstManipulation.ToName(type), targetId)];
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}
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private Task Enqueue(IAction action)
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{
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if (_disposed)
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@ -83,37 +121,47 @@ public sealed class ModelManager(IFramework framework, GamePathParser parser) :
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return task;
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}
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private class ExportToGltfAction(ModelManager manager, MdlFile mdl, SklbFile? sklb, string outputPath)
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private class ExportToGltfAction(ModelManager manager, MdlFile mdl, IEnumerable<SklbFile> sklbs, string outputPath)
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: IAction
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{
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public void Execute(CancellationToken cancel)
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{
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Penumbra.Log.Debug("Reading skeleton.");
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var xivSkeleton = BuildSkeleton(cancel);
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Penumbra.Log.Debug($"[GLTF Export] Exporting model to {outputPath}...");
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Penumbra.Log.Debug("[GLTF Export] Reading skeletons...");
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var xivSkeletons = BuildSkeletons(cancel);
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Penumbra.Log.Debug("Converting model.");
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var model = ModelExporter.Export(mdl, xivSkeleton);
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Penumbra.Log.Debug("[GLTF Export] Converting model...");
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var model = ModelExporter.Export(mdl, xivSkeletons);
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Penumbra.Log.Debug("Building scene.");
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Penumbra.Log.Debug("[GLTF Export] Building scene...");
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var scene = new SceneBuilder();
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model.AddToScene(scene);
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Penumbra.Log.Debug("Saving.");
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Penumbra.Log.Debug("[GLTF Export] Saving...");
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var gltfModel = scene.ToGltf2();
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gltfModel.SaveGLTF(outputPath);
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Penumbra.Log.Debug("[GLTF Export] Done.");
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}
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/// <summary> Attempt to read out the pertinent information from a .sklb. </summary>
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private XivSkeleton? BuildSkeleton(CancellationToken cancel)
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private IEnumerable<XivSkeleton> BuildSkeletons(CancellationToken cancel)
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{
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if (sklb == null)
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return null;
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var havokTasks = sklbs
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.WithIndex()
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.Select(CreateHavokTask)
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.ToArray();
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var xmlTask = manager._framework.RunOnFrameworkThread(() => HavokConverter.HkxToXml(sklb.Skeleton));
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xmlTask.Wait(cancel);
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var xml = xmlTask.Result;
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// Result waits automatically.
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return havokTasks.Select(task => SkeletonConverter.FromXml(task.Result));
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return SkeletonConverter.FromXml(xml);
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// The havok methods we're relying on for this conversion are a bit
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// finicky at the best of times, and can outright cause a CTD if they
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// get upset. Running each conversion on its own tick seems to make
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// this consistently non-crashy across my testing.
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Task<string> CreateHavokTask((SklbFile Sklb, int Index) pair) =>
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manager._framework.RunOnTick(
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() => HavokConverter.HkxToXml(pair.Sklb.Skeleton),
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delayTicks: pair.Index, cancellationToken: cancel);
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}
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public bool Equals(IAction? other)
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@ -1,7 +1,7 @@
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using OtterGui;
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using Penumbra.GameData;
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using Penumbra.GameData.Files;
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using Penumbra.Mods;
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using Penumbra.Meta.Manipulations;
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using Penumbra.String.Classes;
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namespace Penumbra.UI.AdvancedWindow;
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@ -22,14 +22,13 @@ public partial class ModEditWindow
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public bool PendingIo { get; private set; }
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public string? IoException { get; private set; }
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public MdlTab(ModEditWindow edit, byte[] bytes, string path, IMod? mod)
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public MdlTab(ModEditWindow edit, byte[] bytes, string path)
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{
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_edit = edit;
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Initialize(new MdlFile(bytes));
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if (mod != null)
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FindGamePaths(path, mod);
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FindGamePaths(path);
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}
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[MemberNotNull(nameof(Mdl), nameof(_attributes))]
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@ -59,9 +58,13 @@ public partial class ModEditWindow
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/// <summary> Find the list of game paths that may correspond to this model. </summary>
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/// <param name="path"> Resolved path to a .mdl. </param>
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/// <param name="mod"> Mod within which the .mdl is resolved. </param>
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private void FindGamePaths(string path, IMod mod)
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private void FindGamePaths(string path)
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{
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// If there's no current mod (somehow), there's nothing to resolve the model within.
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var mod = _edit._editor.Mod;
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if (mod == null)
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return;
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if (!Path.IsPathRooted(path) && Utf8GamePath.FromString(path, out var p))
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{
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GamePaths = [p];
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@ -88,7 +91,49 @@ public partial class ModEditWindow
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});
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}
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/// <summary> Import a model from an interchange format. </summary>
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private EstManipulation[] GetCurrentEstManipulations()
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{
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var mod = _edit._editor.Mod;
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var option = _edit._editor.Option;
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if (mod == null || option == null)
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return [];
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// Filter then prepend the current option to ensure it's chosen first.
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return mod.AllSubMods
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.Where(subMod => subMod != option)
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.Prepend(option)
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.SelectMany(subMod => subMod.Manipulations)
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.Where(manipulation => manipulation.ManipulationType is MetaManipulation.Type.Est)
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.Select(manipulation => manipulation.Est)
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.ToArray();
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}
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/// <summary> Export model to an interchange format. </summary>
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/// <param name="outputPath"> Disk path to save the resulting file to. </param>
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public void Export(string outputPath, Utf8GamePath mdlPath)
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{
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IEnumerable<SklbFile> skeletons;
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try
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{
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var sklbPaths = _edit._models.ResolveSklbsForMdl(mdlPath.ToString(), GetCurrentEstManipulations());
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skeletons = sklbPaths.Select(ReadSklb).ToArray();
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}
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catch (Exception exception)
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{
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IoException = exception.ToString();
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return;
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}
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PendingIo = true;
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_edit._models.ExportToGltf(Mdl, skeletons, outputPath)
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.ContinueWith(task =>
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{
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IoException = task.Exception?.ToString();
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PendingIo = false;
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});
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}
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/// <summary> Import a model from an interchange format. </summary>
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/// <param name="inputPath"> Disk path to load model data from. </param>
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public void Import(string inputPath)
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{
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@ -107,32 +152,6 @@ public partial class ModEditWindow
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});
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}
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/// <summary> Export model to an interchange format. </summary>
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/// <param name="outputPath"> Disk path to save the resulting file to. </param>
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/// <param name="mdlPath"> Game path to consider as the canonical .mdl path during export, used for resolution of other files. </param>
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public void Export(string outputPath, Utf8GamePath mdlPath)
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{
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SklbFile? sklb = null;
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try
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{
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var sklbPath = _edit._models.ResolveSklbForMdl(mdlPath.ToString());
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sklb = sklbPath != null ? ReadSklb(sklbPath) : null;
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}
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catch (Exception exception)
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{
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IoException = exception?.ToString();
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return;
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}
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PendingIo = true;
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_edit._models.ExportToGltf(Mdl, sklb, outputPath)
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.ContinueWith(task =>
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{
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IoException = task.Exception?.ToString();
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PendingIo = false;
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});
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}
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/// <summary> Read a .sklb from the active collection or game. </summary>
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/// <param name="sklbPath"> Game path to the .sklb to load. </param>
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private SklbFile ReadSklb(string sklbPath)
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@ -600,7 +600,7 @@ public partial class ModEditWindow : Window, IDisposable
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(bytes, path, writable) => new MtrlTab(this, new MtrlFile(bytes), path, writable));
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_modelTab = new FileEditor<MdlTab>(this, gameData, config, _editor.Compactor, _fileDialog, "Models", ".mdl",
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() => PopulateIsOnPlayer(_editor.Files.Mdl, ResourceType.Mdl), DrawModelPanel, () => _mod?.ModPath.FullName ?? string.Empty,
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(bytes, path, _) => new MdlTab(this, bytes, path, _mod));
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(bytes, path, _) => new MdlTab(this, bytes, path));
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_shaderPackageTab = new FileEditor<ShpkTab>(this, gameData, config, _editor.Compactor, _fileDialog, "Shaders", ".shpk",
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() => PopulateIsOnPlayer(_editor.Files.Shpk, ResourceType.Shpk), DrawShaderPackagePanel,
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() => _mod?.ModPath.FullName ?? string.Empty,
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|
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