Merge branch 'master' into mdl-import

# Conflicts:
#	Penumbra/Import/Models/ModelManager.cs
#	Penumbra/UI/AdvancedWindow/ModEditWindow.Models.MdlTab.cs
This commit is contained in:
Ottermandias 2024-01-07 15:30:54 +01:00
commit 4c18b747b1
7 changed files with 143 additions and 73 deletions

View file

@ -1,16 +1,21 @@
using Dalamud.Plugin.Services;
using OtterGui;
using OtterGui.Tasks;
using Penumbra.Collections.Manager;
using Penumbra.GameData;
using Penumbra.GameData.Data;
using Penumbra.GameData.Enums;
using Penumbra.GameData.Files;
using Penumbra.GameData.Structs;
using Penumbra.Import.Models.Export;
using Penumbra.Import.Models.Import;
using Penumbra.Meta.Manipulations;
using SharpGLTF.Scenes;
using SharpGLTF.Schema2;
namespace Penumbra.Import.Models;
public sealed class ModelManager(IFramework framework, GamePathParser parser) : SingleTaskQueue, IDisposable
public sealed class ModelManager(IFramework framework, ActiveCollections collections, GamePathParser parser) : SingleTaskQueue, IDisposable
{
private readonly IFramework _framework = framework;
@ -26,37 +31,70 @@ public sealed class ModelManager(IFramework framework, GamePathParser parser) :
_tasks.Clear();
}
public Task ExportToGltf(MdlFile mdl, SklbFile? sklb, string outputPath)
=> Enqueue(new ExportToGltfAction(this, mdl, sklb, outputPath));
public Task ExportToGltf(MdlFile mdl, IEnumerable<SklbFile> sklbs, string outputPath)
=> Enqueue(new ExportToGltfAction(this, mdl, sklbs, outputPath));
public Task<MdlFile?> ImportGltf(string inputPath)
{
var action = new ImportGltfAction(inputPath);
return Enqueue(action).ContinueWith(_ => action.Out);
}
/// <summary> Try to find the .sklb path for a .mdl file. </summary>
/// <param name="mdlPath"> .mdl file to look up the skeleton for. </param>
public string? ResolveSklbForMdl(string mdlPath)
/// <summary> Try to find the .sklb paths for a .mdl file. </summary>
/// <param name="mdlPath"> .mdl file to look up the skeletons for. </param>
/// <param name="estManipulations"> Modified extra skeleton template parameters. </param>
public string[] ResolveSklbsForMdl(string mdlPath, EstManipulation[] estManipulations)
{
var info = parser.GetFileInfo(mdlPath);
if (info.FileType is not FileType.Model)
return null;
return [];
var baseSkeleton = GamePaths.Skeleton.Sklb.Path(info.GenderRace, "base", 1);
return info.ObjectType switch
{
ObjectType.Equipment => GamePaths.Skeleton.Sklb.Path(info.GenderRace, "base", 1),
ObjectType.Accessory => GamePaths.Skeleton.Sklb.Path(info.GenderRace, "base", 1),
ObjectType.Character when info.BodySlot is BodySlot.Body or BodySlot.Tail => GamePaths.Skeleton.Sklb.Path(info.GenderRace, "base",
1),
ObjectType.Equipment when info.EquipSlot.ToSlot() is EquipSlot.Body
=> [baseSkeleton, ..ResolveEstSkeleton(EstManipulation.EstType.Body, info, estManipulations)],
ObjectType.Equipment when info.EquipSlot.ToSlot() is EquipSlot.Head
=> [baseSkeleton, ..ResolveEstSkeleton(EstManipulation.EstType.Head, info, estManipulations)],
ObjectType.Equipment => [baseSkeleton],
ObjectType.Accessory => [baseSkeleton],
ObjectType.Character when info.BodySlot is BodySlot.Body or BodySlot.Tail => [baseSkeleton],
ObjectType.Character when info.BodySlot is BodySlot.Hair
=> [baseSkeleton, ..ResolveEstSkeleton(EstManipulation.EstType.Hair, info, estManipulations)],
ObjectType.Character when info.BodySlot is BodySlot.Face or BodySlot.Ear
=> [baseSkeleton, ..ResolveEstSkeleton(EstManipulation.EstType.Face, info, estManipulations)],
ObjectType.Character => throw new Exception($"Currently unsupported human model type \"{info.BodySlot}\"."),
ObjectType.DemiHuman => GamePaths.DemiHuman.Sklb.Path(info.PrimaryId),
ObjectType.Monster => GamePaths.Monster.Sklb.Path(info.PrimaryId),
ObjectType.Weapon => GamePaths.Weapon.Sklb.Path(info.PrimaryId),
_ => null,
ObjectType.DemiHuman => [GamePaths.DemiHuman.Sklb.Path(info.PrimaryId)],
ObjectType.Monster => [GamePaths.Monster.Sklb.Path(info.PrimaryId)],
ObjectType.Weapon => [GamePaths.Weapon.Sklb.Path(info.PrimaryId)],
_ => [],
};
}
private string[] ResolveEstSkeleton(EstManipulation.EstType type, GameObjectInfo info, EstManipulation[] estManipulations)
{
// Try to find an EST entry from the manipulations provided.
var (gender, race) = info.GenderRace.Split();
var modEst = estManipulations
.FirstOrNull(est =>
est.Gender == gender
&& est.Race == race
&& est.Slot == type
&& est.SetId == info.PrimaryId
);
// Try to use an entry from provided manipulations, falling back to the current collection.
var targetId = modEst?.Entry
?? collections.Current.MetaCache?.GetEstEntry(type, info.GenderRace, info.PrimaryId)
?? 0;
// If there's no entries, we can assume that there's no additional skeleton.
if (targetId == 0)
return [];
return [GamePaths.Skeleton.Sklb.Path(info.GenderRace, EstManipulation.ToName(type), targetId)];
}
private Task Enqueue(IAction action)
{
if (_disposed)
@ -83,37 +121,47 @@ public sealed class ModelManager(IFramework framework, GamePathParser parser) :
return task;
}
private class ExportToGltfAction(ModelManager manager, MdlFile mdl, SklbFile? sklb, string outputPath)
private class ExportToGltfAction(ModelManager manager, MdlFile mdl, IEnumerable<SklbFile> sklbs, string outputPath)
: IAction
{
public void Execute(CancellationToken cancel)
{
Penumbra.Log.Debug("Reading skeleton.");
var xivSkeleton = BuildSkeleton(cancel);
Penumbra.Log.Debug($"[GLTF Export] Exporting model to {outputPath}...");
Penumbra.Log.Debug("[GLTF Export] Reading skeletons...");
var xivSkeletons = BuildSkeletons(cancel);
Penumbra.Log.Debug("Converting model.");
var model = ModelExporter.Export(mdl, xivSkeleton);
Penumbra.Log.Debug("[GLTF Export] Converting model...");
var model = ModelExporter.Export(mdl, xivSkeletons);
Penumbra.Log.Debug("Building scene.");
Penumbra.Log.Debug("[GLTF Export] Building scene...");
var scene = new SceneBuilder();
model.AddToScene(scene);
Penumbra.Log.Debug("Saving.");
Penumbra.Log.Debug("[GLTF Export] Saving...");
var gltfModel = scene.ToGltf2();
gltfModel.SaveGLTF(outputPath);
Penumbra.Log.Debug("[GLTF Export] Done.");
}
/// <summary> Attempt to read out the pertinent information from a .sklb. </summary>
private XivSkeleton? BuildSkeleton(CancellationToken cancel)
private IEnumerable<XivSkeleton> BuildSkeletons(CancellationToken cancel)
{
if (sklb == null)
return null;
var havokTasks = sklbs
.WithIndex()
.Select(CreateHavokTask)
.ToArray();
var xmlTask = manager._framework.RunOnFrameworkThread(() => HavokConverter.HkxToXml(sklb.Skeleton));
xmlTask.Wait(cancel);
var xml = xmlTask.Result;
// Result waits automatically.
return havokTasks.Select(task => SkeletonConverter.FromXml(task.Result));
return SkeletonConverter.FromXml(xml);
// The havok methods we're relying on for this conversion are a bit
// finicky at the best of times, and can outright cause a CTD if they
// get upset. Running each conversion on its own tick seems to make
// this consistently non-crashy across my testing.
Task<string> CreateHavokTask((SklbFile Sklb, int Index) pair) =>
manager._framework.RunOnTick(
() => HavokConverter.HkxToXml(pair.Sklb.Skeleton),
delayTicks: pair.Index, cancellationToken: cancel);
}
public bool Equals(IAction? other)