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https://github.com/xivdev/Penumbra.git
synced 2025-12-12 18:27:24 +01:00
Use existing game path functionality for sklb resolving, some cleanup.
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parent
c33545acdf
commit
51bb9cf7cd
4 changed files with 69 additions and 113 deletions
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@ -1 +1 @@
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Subproject commit ac3fc0981ac8f503ac91d2419bd28c54f271763e
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Subproject commit 83c012752cd9d13d39248eda85ab18cc59070a76
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@ -1,27 +1,20 @@
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using Dalamud.Plugin.Services;
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using OtterGui.Tasks;
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using Penumbra.Collections.Manager;
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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.Import.Models.Export;
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using SharpGLTF.Scenes;
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namespace Penumbra.Import.Models;
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public sealed class ModelManager : SingleTaskQueue, IDisposable
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public sealed class ModelManager(IFramework framework, GamePathParser _parser) : SingleTaskQueue, IDisposable
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{
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private readonly IFramework _framework;
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private readonly IDataManager _gameData;
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private readonly ActiveCollectionData _activeCollectionData;
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private readonly IFramework _framework = framework;
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private readonly ConcurrentDictionary<IAction, (Task, CancellationTokenSource)> _tasks = new();
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private bool _disposed = false;
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public ModelManager(IFramework framework, IDataManager gameData, ActiveCollectionData activeCollectionData)
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{
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_framework = framework;
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_gameData = gameData;
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_activeCollectionData = activeCollectionData;
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}
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private bool _disposed;
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public void Dispose()
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{
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@ -31,6 +24,31 @@ public sealed class ModelManager : SingleTaskQueue, IDisposable
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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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/// <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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{
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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 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.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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};
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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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@ -39,44 +57,34 @@ public sealed class ModelManager : SingleTaskQueue, IDisposable
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Task task;
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lock (_tasks)
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{
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task = _tasks.GetOrAdd(action, action =>
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task = _tasks.GetOrAdd(action, a =>
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{
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var token = new CancellationTokenSource();
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var task = Enqueue(action, token.Token);
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task.ContinueWith(_ => _tasks.TryRemove(action, out var unused), CancellationToken.None);
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return (task, token);
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var t = Enqueue(a, token.Token);
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t.ContinueWith(_ =>
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{
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lock (_tasks)
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{
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return _tasks.TryRemove(a, out var unused);
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}
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}, CancellationToken.None);
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return (t, token);
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}).Item1;
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}
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return task;
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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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private class ExportToGltfAction : IAction
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private class ExportToGltfAction(ModelManager manager, MdlFile mdl, SklbFile? sklb, string outputPath)
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: IAction
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{
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private readonly ModelManager _manager;
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private readonly MdlFile _mdl;
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private readonly SklbFile? _sklb;
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private readonly string _outputPath;
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public ExportToGltfAction(ModelManager manager, MdlFile mdl, SklbFile? sklb, string outputPath)
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{
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_manager = manager;
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_mdl = mdl;
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_sklb = sklb;
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_outputPath = outputPath;
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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("Converting model.");
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var model = ModelExporter.Export(_mdl, xivSkeleton);
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var model = ModelExporter.Export(mdl, xivSkeleton);
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Penumbra.Log.Debug("Building scene.");
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var scene = new SceneBuilder();
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@ -84,16 +92,16 @@ public sealed class ModelManager : SingleTaskQueue, IDisposable
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Penumbra.Log.Debug("Saving.");
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var gltfModel = scene.ToGltf2();
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gltfModel.SaveGLTF(_outputPath);
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gltfModel.SaveGLTF(outputPath);
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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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{
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if (_sklb == null)
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if (sklb == null)
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return null;
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var xmlTask = _manager._framework.RunOnFrameworkThread(() => HavokConverter.HkxToXml(_sklb.Skeleton));
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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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@ -8,9 +8,9 @@ namespace Penumbra.UI.AdvancedWindow;
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public partial class ModEditWindow
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{
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private partial class MdlTab : IWritable
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private class MdlTab : IWritable
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{
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private ModEditWindow _edit;
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private readonly ModEditWindow _edit;
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public readonly MdlFile Mdl;
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private readonly List<string>[] _attributes;
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@ -18,21 +18,10 @@ public partial class ModEditWindow
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public List<Utf8GamePath>? GamePaths { get; private set; }
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public int GamePathIndex;
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public bool PendingIo { get; private set; } = false;
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public string? IoException { get; private set; } = null;
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public bool PendingIo { get; private set; }
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public string? IoException { get; private set; }
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[GeneratedRegex(@"chara/(?:equipment|accessory)/(?'Set'[a-z]\d{4})/model/(?'Race'c\d{4})\k'Set'_[^/]+\.mdl", RegexOptions.Compiled)]
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private static partial Regex CharaEquipmentRegex();
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[GeneratedRegex(@"chara/human/(?'Race'c\d{4})/obj/(?'Type'[^/]+)/(?'Set'[^/]\d{4})/model/(?'Race'c\d{4})\k'Set'_[^/]+\.mdl",
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RegexOptions.Compiled)]
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private static partial Regex CharaHumanRegex();
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[GeneratedRegex(@"chara/(?'SubCategory'demihuman|monster|weapon)/(?'Set'w\d{4})/obj/body/(?'Body'b\d{4})/model/\k'Set'\k'Body'.mdl",
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RegexOptions.Compiled)]
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private static partial Regex CharaBodyRegex();
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public MdlTab(ModEditWindow edit, byte[] bytes, string path, Mod? mod)
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public MdlTab(ModEditWindow edit, byte[] bytes, string path, IMod? mod)
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{
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_edit = edit;
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@ -54,7 +43,7 @@ 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, Mod mod)
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private void FindGamePaths(string path, IMod mod)
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{
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if (!Path.IsPathRooted(path) && Utf8GamePath.FromString(path, out var p))
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{
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@ -77,8 +66,8 @@ public partial class ModEditWindow
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task.ContinueWith(t =>
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{
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IoException = t.Exception?.ToString();
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PendingIo = false;
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GamePaths = t.Result;
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PendingIo = false;
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});
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}
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@ -89,7 +78,7 @@ public partial class ModEditWindow
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SklbFile? sklb = null;
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try
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{
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var sklbPath = GetSklbPath(mdlPath.ToString());
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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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@ -107,43 +96,6 @@ public partial class ModEditWindow
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});
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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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private string? GetSklbPath(string mdlPath)
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{
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// Equipment is skinned to the base body skeleton of the race they target.
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var match = CharaEquipmentRegex().Match(mdlPath);
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if (match.Success)
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{
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var race = match.Groups["Race"].Value;
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return $"chara/human/{race}/skeleton/base/b0001/skl_{race}b0001.sklb";
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}
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// Some parts of human have their own skeletons.
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match = CharaHumanRegex().Match(mdlPath);
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if (match.Success)
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{
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var type = match.Groups["Type"].Value;
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var race = match.Groups["Race"].Value;
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return type switch
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{
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"body" or "tail" => $"chara/human/{race}/skeleton/base/b0001/skl_{race}b0001.sklb",
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_ => throw new Exception($"Currently unsupported human model type \"{type}\"."),
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};
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}
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// A few subcategories - such as weapons, demihumans, and monsters - have dedicated per-"body" skeletons.
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match = CharaBodyRegex().Match(mdlPath);
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if (match.Success)
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{
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var subCategory = match.Groups["SubCategory"].Value;
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var set = match.Groups["Set"].Value;
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return $"chara/{subCategory}/{set}/skeleton/base/b0001/skl_{set}b0001.sklb";
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}
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return null;
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}
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/// <summary> Read a .sklb from the active collection or game. </summary>
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/// <param name="sklbPath"> Game path to the .sklb to load. </param>
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private SklbFile ReadSklb(string sklbPath)
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@ -153,17 +105,12 @@ public partial class ModEditWindow
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throw new Exception($"Resolved skeleton path {sklbPath} could not be converted to a game path.");
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var resolvedPath = _edit._activeCollections.Current.ResolvePath(utf8SklbPath);
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// TODO: is it worth trying to use streams for these instead? i'll need to do this for mtrl/tex too, so might be a good idea. that said, the mtrl reader doesn't accept streams, so...
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var bytes = resolvedPath switch
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{
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null => _edit._gameData.GetFile(sklbPath)?.Data,
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FullPath path => File.ReadAllBytes(path.ToPath()),
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};
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if (bytes == null)
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throw new Exception(
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// TODO: is it worth trying to use streams for these instead? I'll need to do this for mtrl/tex too, so might be a good idea. that said, the mtrl reader doesn't accept streams, so...
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var bytes = resolvedPath == null ? _edit._gameData.GetFile(sklbPath)?.Data : File.ReadAllBytes(resolvedPath.Value.ToPath());
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return bytes != null
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? new SklbFile(bytes)
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: throw new Exception(
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$"Resolved skeleton path {sklbPath} could not be found. If modded, is it enabled in the current collection?");
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return new SklbFile(bytes);
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}
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/// <summary> Remove the material given by the index. </summary>
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@ -15,7 +15,6 @@ public partial class ModEditWindow
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private const int MdlMaterialMaximum = 4;
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private readonly FileEditor<MdlTab> _modelTab;
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private readonly ModelManager _models;
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private string _modelNewMaterial = string.Empty;
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@ -91,19 +90,21 @@ public partial class ModEditWindow
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private void DrawGamePathCombo(MdlTab tab)
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{
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if (tab.GamePaths!.Count == 0)
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if (tab.GamePaths!.Count != 0)
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{
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ImGui.TextUnformatted("No associated game path detected. Valid game paths are currently necessary for exporting.");
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if (ImGui.InputTextWithHint("##customInput", "Enter custom game path...", ref _customPath, 256))
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if (!Utf8GamePath.FromString(_customPath, out _customGamePath, false))
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_customGamePath = Utf8GamePath.Empty;
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DrawComboButton(tab);
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return;
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}
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DrawComboButton(tab);
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ImGui.TextUnformatted("No associated game path detected. Valid game paths are currently necessary for exporting.");
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if (!ImGui.InputTextWithHint("##customInput", "Enter custom game path...", ref _customPath, 256))
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return;
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if (!Utf8GamePath.FromString(_customPath, out _customGamePath, false))
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_customGamePath = Utf8GamePath.Empty;
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}
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/// <summary> I disliked the combo with only one selection so turn it into a button in that case. </summary>
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private static void DrawComboButton(MdlTab tab)
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{
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const string label = "Game Path";
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