Merge remote-tracking branch 'ackwell/mdl-name-io'

This commit is contained in:
Ottermandias 2024-01-11 12:47:23 +01:00
commit 63fff56a60
8 changed files with 272 additions and 52 deletions

View file

@ -13,23 +13,34 @@ namespace Penumbra.Import.Models.Export;
public class MeshExporter
{
public class Mesh(IEnumerable<IMeshBuilder<MaterialBuilder>> meshes, NodeBuilder[]? joints)
public class Mesh(IEnumerable<MeshData> meshes, NodeBuilder[]? joints)
{
public void AddToScene(SceneBuilder scene)
{
foreach (var mesh in meshes)
foreach (var data in meshes)
{
if (joints == null)
scene.AddRigidMesh(mesh, Matrix4x4.Identity);
else
scene.AddSkinnedMesh(mesh, Matrix4x4.Identity, joints);
var instance = joints != null
? scene.AddSkinnedMesh(data.Mesh, Matrix4x4.Identity, joints)
: scene.AddRigidMesh(data.Mesh, Matrix4x4.Identity);
var extras = new Dictionary<string, object>();
foreach (var attribute in data.Attributes)
extras.Add(attribute, true);
instance.WithExtras(JsonContent.CreateFrom(extras));
}
}
}
public static Mesh Export(MdlFile mdl, byte lod, ushort meshIndex, GltfSkeleton? skeleton)
public struct MeshData
{
var self = new MeshExporter(mdl, lod, meshIndex, skeleton?.Names);
public IMeshBuilder<MaterialBuilder> Mesh;
public string[] Attributes;
}
public static Mesh Export(MdlFile mdl, byte lod, ushort meshIndex, MaterialBuilder[] materials, GltfSkeleton? skeleton)
{
var self = new MeshExporter(mdl, lod, meshIndex, materials, skeleton?.Names);
return new Mesh(self.BuildMeshes(), skeleton?.Joints);
}
@ -42,18 +53,22 @@ public class MeshExporter
private MdlStructs.MeshStruct XivMesh
=> _mdl.Meshes[_meshIndex];
private readonly MaterialBuilder _material;
private readonly Dictionary<ushort, int>? _boneIndexMap;
private readonly Type _geometryType;
private readonly Type _materialType;
private readonly Type _skinningType;
private MeshExporter(MdlFile mdl, byte lod, ushort meshIndex, IReadOnlyDictionary<string, int>? boneNameMap)
private MeshExporter(MdlFile mdl, byte lod, ushort meshIndex, MaterialBuilder[] materials, IReadOnlyDictionary<string, int>? boneNameMap)
{
_mdl = mdl;
_lod = lod;
_meshIndex = meshIndex;
_material = materials[XivMesh.MaterialIndex];
if (boneNameMap != null)
_boneIndexMap = BuildBoneIndexMap(boneNameMap);
@ -99,31 +114,33 @@ public class MeshExporter
}
/// <summary> Build glTF meshes for this XIV mesh. </summary>
private IMeshBuilder<MaterialBuilder>[] BuildMeshes()
private MeshData[] BuildMeshes()
{
var indices = BuildIndices();
var vertices = BuildVertices();
// NOTE: Index indices are specified relative to the LOD's 0, but we're reading chunks for each mesh, so we're specifying the index base relative to the mesh's base.
if (XivMesh.SubMeshCount == 0)
return [BuildMesh($"mesh {_meshIndex}", indices, vertices, 0, (int)XivMesh.IndexCount)];
return [BuildMesh($"mesh {_meshIndex}", indices, vertices, 0, (int)XivMesh.IndexCount, 0)];
return _mdl.SubMeshes
.Skip(XivMesh.SubMeshIndex)
.Take(XivMesh.SubMeshCount)
.WithIndex()
.Select(subMesh => BuildMesh($"mesh {_meshIndex}.{subMesh.Index}", indices, vertices,
(int)(subMesh.Value.IndexOffset - XivMesh.StartIndex), (int)subMesh.Value.IndexCount))
(int)(subMesh.Value.IndexOffset - XivMesh.StartIndex), (int)subMesh.Value.IndexCount,
subMesh.Value.AttributeIndexMask))
.ToArray();
}
/// <summary> Build a mesh from the provided indices and vertices. A subset of the full indices may be built by providing an index base and count. </summary>
private IMeshBuilder<MaterialBuilder> BuildMesh(
private MeshData BuildMesh(
string name,
IReadOnlyList<ushort> indices,
IReadOnlyList<IVertexBuilder> vertices,
int indexBase,
int indexCount
int indexCount,
uint attributeMask
)
{
var meshBuilderType = typeof(MeshBuilder<,,,>).MakeGenericType(
@ -134,13 +151,7 @@ public class MeshExporter
);
var meshBuilder = (IMeshBuilder<MaterialBuilder>)Activator.CreateInstance(meshBuilderType, name)!;
// TODO: share materials &c
var materialBuilder = new MaterialBuilder()
.WithDoubleSide(true)
.WithMetallicRoughnessShader()
.WithChannelParam(KnownChannel.BaseColor, KnownProperty.RGBA, new Vector4(1, 1, 1, 1));
var primitiveBuilder = meshBuilder.UsePrimitive(materialBuilder);
var primitiveBuilder = meshBuilder.UsePrimitive(_material);
// Store a list of the glTF indices. The list index will be equivalent to the xiv (submesh) index.
var gltfIndices = new List<int>();
@ -192,12 +203,23 @@ public class MeshExporter
}
}
// Named morph targets aren't part of the specification, however `MESH.extras.targetNames`
// is a commonly-accepted means of providing the data.
meshBuilder.Extras = JsonContent.CreateFrom(new Dictionary<string, object>()
{
{ "targetNames", shapeNames },
});
return meshBuilder;
var attributes = Enumerable.Range(0, 32)
.Where(index => ((attributeMask >> index) & 1) == 1)
.Select(index => _mdl.Attributes[index])
.ToArray();
return new MeshData
{
Mesh = meshBuilder,
Attributes = attributes,
};
}
/// <summary> Read in the indices for this mesh. </summary>

View file

@ -1,4 +1,5 @@
using Penumbra.GameData.Files;
using SharpGLTF.Materials;
using SharpGLTF.Scenes;
using SharpGLTF.Transforms;
@ -14,7 +15,7 @@ public class ModelExporter
var skeletonRoot = skeleton?.Root;
if (skeletonRoot != null)
scene.AddNode(skeletonRoot);
// Add all the meshes to the scene.
foreach (var mesh in meshes)
mesh.AddToScene(scene);
@ -25,12 +26,13 @@ public class ModelExporter
public static Model Export(MdlFile mdl, IEnumerable<XivSkeleton>? xivSkeleton)
{
var gltfSkeleton = xivSkeleton != null ? ConvertSkeleton(xivSkeleton) : null;
var meshes = ConvertMeshes(mdl, gltfSkeleton);
var materials = ConvertMaterials(mdl);
var meshes = ConvertMeshes(mdl, materials, gltfSkeleton);
return new Model(meshes, gltfSkeleton);
}
/// <summary> Convert a .mdl to a mesh (group) per LoD. </summary>
private static List<MeshExporter.Mesh> ConvertMeshes(MdlFile mdl, GltfSkeleton? skeleton)
private static List<MeshExporter.Mesh> ConvertMeshes(MdlFile mdl, MaterialBuilder[] materials, GltfSkeleton? skeleton)
{
var meshes = new List<MeshExporter.Mesh>();
@ -41,7 +43,7 @@ public class ModelExporter
// TODO: consider other types of mesh?
for (ushort meshOffset = 0; meshOffset < lod.MeshCount; meshOffset++)
{
var mesh = MeshExporter.Export(mdl, lodIndex, (ushort)(lod.MeshIndex + meshOffset), skeleton);
var mesh = MeshExporter.Export(mdl, lodIndex, (ushort)(lod.MeshIndex + meshOffset), materials, skeleton);
meshes.Add(mesh);
}
}
@ -49,6 +51,18 @@ public class ModelExporter
return meshes;
}
// TODO: Compose textures for use with these materials
/// <summary> Build placeholder materials for each of the material slots in the .mdl. </summary>
private static MaterialBuilder[] ConvertMaterials(MdlFile mdl)
=> mdl.Materials
.Select(name =>
new MaterialBuilder(name)
.WithMetallicRoughnessShader()
.WithDoubleSide(true)
.WithChannelParam(KnownChannel.BaseColor, KnownProperty.RGBA, Vector4.One)
)
.ToArray();
/// <summary> Convert XIV skeleton data into a glTF-compatible node tree, with mappings. </summary>
private static GltfSkeleton? ConvertSkeleton(IEnumerable<XivSkeleton> skeletons)
{
@ -60,7 +74,7 @@ public class ModelExporter
var iterator = skeletons.SelectMany(skeleton => skeleton.Bones.Select(bone => (skeleton, bone)));
foreach (var (skeleton, bone) in iterator)
{
if (names.ContainsKey(bone.Name))
if (names.ContainsKey(bone.Name))
continue;
var node = new NodeBuilder(bone.Name);

View file

@ -10,6 +10,8 @@ public class MeshImporter(IEnumerable<Node> nodes)
public MdlStructs.MeshStruct MeshStruct;
public List<MdlStructs.SubmeshStruct> SubMeshStructs;
public string? Material;
public MdlStructs.VertexDeclarationStruct VertexDeclaration;
public IEnumerable<byte> VertexBuffer;
@ -17,6 +19,8 @@ public class MeshImporter(IEnumerable<Node> nodes)
public List<string>? Bones;
public List<string> MetaAttributes;
public List<MeshShapeKey> ShapeKeys;
}
@ -35,6 +39,8 @@ public class MeshImporter(IEnumerable<Node> nodes)
private readonly List<MdlStructs.SubmeshStruct> _subMeshes = [];
private string? _material;
private MdlStructs.VertexDeclarationStruct? _vertexDeclaration;
private byte[]? _strides;
private ushort _vertexCount;
@ -44,6 +50,8 @@ public class MeshImporter(IEnumerable<Node> nodes)
private List<string>? _bones;
private readonly List<string> _metaAttributes = [];
private readonly Dictionary<string, List<MdlStructs.ShapeValueStruct>> _shapeValues = [];
private Mesh Create()
@ -74,10 +82,12 @@ public class MeshImporter(IEnumerable<Node> nodes)
BoneTableIndex = 0,
},
SubMeshStructs = _subMeshes,
Material = _material,
VertexDeclaration = _vertexDeclaration.Value,
VertexBuffer = _streams[0].Concat(_streams[1]).Concat(_streams[2]),
Indices = _indices,
Bones = _bones,
MetaAttributes = _metaAttributes,
ShapeKeys = _shapeValues
.Select(pair => new MeshShapeKey()
{
@ -105,6 +115,9 @@ public class MeshImporter(IEnumerable<Node> nodes)
var subMeshName = node.Name ?? node.Mesh.Name;
// TODO: Record a warning if there's a mismatch between current and incoming, as we can't support multiple materials per mesh.
_material ??= subMesh.Material;
// Check that vertex declarations match - we need to combine the buffers, so a mismatch would take a whole load of resolution.
if (_vertexDeclaration == null)
_vertexDeclaration = subMesh.VertexDeclaration;
@ -145,6 +158,8 @@ public class MeshImporter(IEnumerable<Node> nodes)
_subMeshes.Add(subMesh.SubMeshStruct with
{
IndexOffset = (ushort)(subMesh.SubMeshStruct.IndexOffset + indexOffset),
AttributeIndexMask = Utility.GetMergedAttributeMask(
subMesh.SubMeshStruct.AttributeIndexMask, subMesh.MetaAttributes, _metaAttributes),
});
}

View file

@ -19,6 +19,8 @@ public partial class ModelImporter(ModelRoot model)
private readonly List<MdlStructs.MeshStruct> _meshes = [];
private readonly List<MdlStructs.SubmeshStruct> _subMeshes = [];
private readonly List<string> _materials = [];
private readonly List<MdlStructs.VertexDeclarationStruct> _vertexDeclarations = [];
private readonly List<byte> _vertexBuffer = [];
@ -27,6 +29,8 @@ public partial class ModelImporter(ModelRoot model)
private readonly List<string> _bones = [];
private readonly List<MdlStructs.BoneTableStruct> _boneTables = [];
private readonly List<string> _metaAttributes = [];
private readonly Dictionary<string, List<MdlStructs.ShapeMeshStruct>> _shapeMeshes = [];
private readonly List<MdlStructs.ShapeValueStruct> _shapeValues = [];
@ -37,6 +41,8 @@ public partial class ModelImporter(ModelRoot model)
BuildMeshForGroup(subMeshNodes);
// Now that all the meshes have been built, we can build some of the model-wide metadata.
var materials = _materials.Count > 0 ? _materials : ["/NO_MATERIAL"];
var shapes = new List<MdlFile.Shape>();
var shapeMeshes = new List<MdlStructs.ShapeMeshStruct>();
foreach (var (keyName, keyMeshes) in _shapeMeshes)
@ -67,6 +73,7 @@ public partial class ModelImporter(ModelRoot model)
Bones = [.. _bones],
// TODO: Game doesn't seem to rely on this, but would be good to populate.
SubMeshBoneMap = [],
Attributes = [.. _metaAttributes],
Shapes = [.. shapes],
ShapeMeshes = [.. shapeMeshes],
ShapeValues = [.. _shapeValues],
@ -86,8 +93,7 @@ public partial class ModelImporter(ModelRoot model)
},
],
// TODO: Would be good to populate from gltf material names.
Materials = ["/NO_MATERIAL"],
Materials = [.. materials],
// TODO: Would be good to calculate all of this up the tree.
Radius = 1,
@ -130,15 +136,20 @@ public partial class ModelImporter(ModelRoot model)
var mesh = MeshImporter.Import(subMeshNodes);
var meshStartIndex = (uint)(mesh.MeshStruct.StartIndex + indexOffset);
var materialIndex = mesh.Material != null
? GetMaterialIndex(mesh.Material)
: (ushort)0;
// If no bone table is used for a mesh, the index is set to 255.
var boneTableIndex = 255;
if (mesh.Bones != null)
boneTableIndex = BuildBoneTable(mesh.Bones);
var boneTableIndex = mesh.Bones != null
? BuildBoneTable(mesh.Bones)
: (ushort)255;
_meshes.Add(mesh.MeshStruct with
{
MaterialIndex = materialIndex,
SubMeshIndex = (ushort)(mesh.MeshStruct.SubMeshIndex + subMeshOffset),
BoneTableIndex = (ushort)boneTableIndex,
BoneTableIndex = boneTableIndex,
StartIndex = meshStartIndex,
VertexBufferOffset = mesh.MeshStruct.VertexBufferOffset
.Select(offset => (uint)(offset + vertexOffset))
@ -147,6 +158,8 @@ public partial class ModelImporter(ModelRoot model)
_subMeshes.AddRange(mesh.SubMeshStructs.Select(m => m with
{
AttributeIndexMask = Utility.GetMergedAttributeMask(
m.AttributeIndexMask, mesh.MetaAttributes, _metaAttributes),
IndexOffset = (uint)(m.IndexOffset + indexOffset),
}));
@ -181,6 +194,23 @@ public partial class ModelImporter(ModelRoot model)
throw new Exception($"Importing this file would require more than the maximum of {ushort.MaxValue} shape values.\nTry removing or applying shape keys that do not need to be changed at runtime in-game.");
}
private ushort GetMaterialIndex(string materialName)
{
// If we already have this material, grab the current index.
var index = _materials.IndexOf(materialName);
if (index >= 0)
return (ushort)index;
// If there's already 4 materials, we can't add any more.
// TODO: permit, with a warning to reduce, and validation in MdlTab.
var count = _materials.Count;
if (count >= 4)
return 0;
_materials.Add(materialName);
return (ushort)count;
}
private ushort BuildBoneTable(List<string> boneNames)
{
var boneIndices = new List<ushort>();

View file

@ -1,3 +1,4 @@
using System.Text.Json;
using Lumina.Data.Parsing;
using OtterGui;
using SharpGLTF.Schema2;
@ -10,6 +11,8 @@ public class SubMeshImporter
{
public MdlStructs.SubmeshStruct SubMeshStruct;
public string? Material;
public MdlStructs.VertexDeclarationStruct VertexDeclaration;
public ushort VertexCount;
@ -18,6 +21,8 @@ public class SubMeshImporter
public ushort[] Indices;
public string[] MetaAttributes;
public Dictionary<string, List<MdlStructs.ShapeValueStruct>> ShapeValues;
}
@ -27,10 +32,11 @@ public class SubMeshImporter
return importer.Create();
}
private readonly MeshPrimitive _primitive;
private readonly IDictionary<ushort, ushort>? _nodeBoneMap;
private readonly MeshPrimitive _primitive;
private readonly IDictionary<ushort, ushort>? _nodeBoneMap;
private readonly IDictionary<string, JsonElement>? _nodeExtras;
private List<VertexAttribute>? _attributes;
private List<VertexAttribute>? _vertexAttributes;
private ushort _vertexCount;
private byte[] _strides = [0, 0, 0];
@ -38,6 +44,8 @@ public class SubMeshImporter
private ushort[]? _indices;
private string[]? _metaAttributes;
private readonly List<string>? _morphNames;
private Dictionary<string, List<MdlStructs.ShapeValueStruct>>? _shapeValues;
@ -55,6 +63,15 @@ public class SubMeshImporter
_primitive = mesh.Primitives[0];
_nodeBoneMap = nodeBoneMap;
try
{
_nodeExtras = node.Extras.Deserialize<Dictionary<string, JsonElement>>();
}
catch
{
_nodeExtras = null;
}
try
{
_morphNames = mesh.Extras.GetNode("targetNames").Deserialize<List<string>>();
@ -74,12 +91,26 @@ public class SubMeshImporter
{
// Build all the data we'll need.
BuildIndices();
BuildAttributes();
BuildVertexAttributes();
BuildVertices();
BuildMetaAttributes();
ArgumentNullException.ThrowIfNull(_indices);
ArgumentNullException.ThrowIfNull(_attributes);
ArgumentNullException.ThrowIfNull(_vertexAttributes);
ArgumentNullException.ThrowIfNull(_shapeValues);
ArgumentNullException.ThrowIfNull(_metaAttributes);
var material = _primitive.Material.Name;
if (material == "")
material = null;
// At this level, we assume that attributes are wholly controlled by this sub-mesh.
var attributeMask = _metaAttributes.Length switch
{
< 32 => (1u << _metaAttributes.Length) - 1,
32 => uint.MaxValue,
> 32 => throw new Exception("Models may utilise a maximum of 32 attributes."),
};
return new SubMesh()
{
@ -87,20 +118,22 @@ public class SubMeshImporter
{
IndexOffset = 0,
IndexCount = (uint)_indices.Length,
AttributeIndexMask = 0,
AttributeIndexMask = attributeMask,
// TODO: Flesh these out. Game doesn't seem to rely on them existing, though.
BoneStartIndex = 0,
BoneCount = 0,
},
Material = material,
VertexDeclaration = new MdlStructs.VertexDeclarationStruct()
{
VertexElements = _attributes.Select(attribute => attribute.Element).ToArray(),
VertexElements = _vertexAttributes.Select(attribute => attribute.Element).ToArray(),
},
VertexCount = _vertexCount,
Strides = _strides,
Streams = _streams,
Indices = _indices,
MetaAttributes = _metaAttributes,
ShapeValues = _shapeValues,
};
}
@ -110,7 +143,7 @@ public class SubMeshImporter
_indices = _primitive.GetIndices().Select(idx => (ushort)idx).ToArray();
}
private void BuildAttributes()
private void BuildVertexAttributes()
{
var accessors = _primitive.VertexAccessors;
@ -146,14 +179,14 @@ public class SubMeshImporter
offsets[attribute.Stream] += attribute.Size;
}
_attributes = attributes;
_vertexAttributes = attributes;
// After building the attributes, the resulting next offsets are our stream strides.
_strides = offsets;
}
private void BuildVertices()
{
ArgumentNullException.ThrowIfNull(_attributes);
ArgumentNullException.ThrowIfNull(_vertexAttributes);
// Lists of vertex indices that are effected by each morph target for this primitive.
var morphModifiedVertices = Enumerable.Range(0, _primitive.MorphTargetsCount)
@ -166,13 +199,13 @@ public class SubMeshImporter
for (var vertexIndex = 0; vertexIndex < _vertexCount; vertexIndex++)
{
// Write out vertex data to streams for each attribute.
foreach (var attribute in _attributes)
foreach (var attribute in _vertexAttributes)
_streams[attribute.Stream].AddRange(attribute.Build(vertexIndex));
// Record which morph targets have values for this vertex, if any.
var changedMorphs = morphModifiedVertices
.WithIndex()
.Where(pair => _attributes.Any(attribute => attribute.HasMorph(pair.Index, vertexIndex)))
.Where(pair => _vertexAttributes.Any(attribute => attribute.HasMorph(pair.Index, vertexIndex)))
.Select(pair => pair.Value);
foreach (var modifiedVertices in changedMorphs)
modifiedVertices.Add(vertexIndex);
@ -184,7 +217,7 @@ public class SubMeshImporter
private void BuildShapeValues(IEnumerable<List<int>> morphModifiedVertices)
{
ArgumentNullException.ThrowIfNull(_indices);
ArgumentNullException.ThrowIfNull(_attributes);
ArgumentNullException.ThrowIfNull(_vertexAttributes);
var morphShapeValues = new Dictionary<string, List<MdlStructs.ShapeValueStruct>>();
@ -196,7 +229,7 @@ public class SubMeshImporter
foreach (var vertexIndex in modifiedVertices)
{
// Write out the morphed vertex to the vertex streams.
foreach (var attribute in _attributes)
foreach (var attribute in _vertexAttributes)
_streams[attribute.Stream].AddRange(attribute.BuildMorph(morphIndex, vertexIndex));
// Find any indices that target this vertex index and create a mapping.
@ -217,4 +250,13 @@ public class SubMeshImporter
_shapeValues = morphShapeValues;
}
private void BuildMetaAttributes()
{
// We consider any "extras" key with a boolean value set to `true` to be an attribute.
_metaAttributes = _nodeExtras?
.Where(pair => pair.Value.ValueKind == JsonValueKind.True)
.Select(pair => pair.Key)
.ToArray() ?? [];
}
}

View file

@ -0,0 +1,34 @@
namespace Penumbra.Import.Models.Import;
public static class Utility
{
/// <summary> Merge attributes into an existing attribute array, providing an updated submesh mask. </summary>
/// <param name="oldMask"> Old submesh attribute mask. </param>
/// <param name="oldAttributes"> Old attribute array that should be merged. </param>
/// <param name="newAttributes"> New attribute array. Will be mutated. </param>
/// <returns> New submesh attribute mask, updated to match the merged attribute array. </returns>
public static uint GetMergedAttributeMask(uint oldMask, IList<string> oldAttributes, List<string> newAttributes)
{
var metaAttributes = Enumerable.Range(0, 32)
.Where(index => ((oldMask >> index) & 1) == 1)
.Select(index => oldAttributes[index]);
var newMask = 0u;
foreach (var metaAttribute in metaAttributes)
{
var attributeIndex = newAttributes.IndexOf(metaAttribute);
if (attributeIndex == -1)
{
if (newAttributes.Count >= 32)
throw new Exception("Models may utilise a maximum of 32 attributes.");
newAttributes.Add(metaAttribute);
attributeIndex = newAttributes.Count - 1;
}
newMask |= 1u << attributeIndex;
}
return newMask;
}
}

View file

@ -15,6 +15,9 @@ public partial class ModEditWindow
public MdlFile Mdl { get; private set; }
private List<string>[] _attributes;
public bool ImportKeepMaterials;
public bool ImportKeepAttributes;
public List<Utf8GamePath>? GamePaths { get; private set; }
public int GamePathIndex;
@ -110,6 +113,7 @@ public partial class ModEditWindow
/// <summary> Export model to an interchange format. </summary>
/// <param name="outputPath"> Disk path to save the resulting file to. </param>
/// <param name="mdlPath"> .mdl game path to resolve satellite files such as skeletons relative to. </param>
public void Export(string outputPath, Utf8GamePath mdlPath)
{
IEnumerable<SklbFile> skeletons;
@ -143,14 +147,70 @@ public partial class ModEditWindow
{
RecordIoExceptions(task.Exception);
if (task is { IsCompletedSuccessfully: true, Result: not null })
{
Initialize(task.Result);
_dirty = true;
}
FinalizeImport(task.Result);
PendingIo = false;
});
}
/// <summary> Finalise the import of a .mdl, applying any post-import transformations and state updates. </summary>
/// <param name="newMdl"> Model data to finalize. </param>
private void FinalizeImport(MdlFile newMdl)
{
if (ImportKeepMaterials)
MergeMaterials(newMdl, Mdl);
if (ImportKeepAttributes)
MergeAttributes(newMdl, Mdl);
Initialize(newMdl);
_dirty = true;
}
/// <summary> Merge material configuration from the source onto the target. </summary>
/// <param name="target"> Model that will be updated. </param>
/// <param name="source"> Model to copy material configuration from. </param>
public void MergeMaterials(MdlFile target, MdlFile source)
{
target.Materials = source.Materials;
for (var meshIndex = 0; meshIndex < target.Meshes.Length; meshIndex++)
{
target.Meshes[meshIndex].MaterialIndex = meshIndex < source.Meshes.Length
? source.Meshes[meshIndex].MaterialIndex
: (ushort)0;
}
}
/// <summary> Merge attribute configuration from the source onto the target. </summary>
/// <param name="target" Model that will be update. ></param>
/// <param name="source"> Model to copy attribute configuration from. </param>
public void MergeAttributes(MdlFile target, MdlFile source)
{
target.Attributes = source.Attributes;
var indexEnumerator = Enumerable.Range(0, target.Meshes.Length)
.SelectMany(mi => Enumerable.Range(0, target.Meshes[mi].SubMeshCount).Select(so => (mi, so)));
foreach (var (meshIndex, subMeshOffset) in indexEnumerator)
{
var subMeshIndex = target.Meshes[meshIndex].SubMeshIndex + subMeshOffset;
// Preemptively reset the mask in case we need to shortcut out.
target.SubMeshes[subMeshIndex].AttributeIndexMask = 0u;
// Rather than comparing sub-meshes directly, we're grouping by parent mesh in an attempt
// to maintain semantic connection betwen mesh index and submesh attributes.
if (meshIndex >= source.Meshes.Length)
continue;
var sourceMesh = source.Meshes[meshIndex];
if (subMeshOffset >= sourceMesh.SubMeshCount)
continue;
var sourceSubMesh = source.SubMeshes[sourceMesh.SubMeshIndex + subMeshOffset];
target.SubMeshes[subMeshIndex].AttributeIndexMask = sourceSubMesh.AttributeIndexMask;
}
}
private void RecordIoExceptions(Exception? exception)
{
IoExceptions = exception switch {

View file

@ -79,6 +79,9 @@ public partial class ModEditWindow
using (var frame = ImRaii.FramedGroup("Import", size, headerPreIcon: FontAwesomeIcon.FileImport))
{
ImGui.Checkbox("Keep current materials", ref tab.ImportKeepMaterials);
ImGui.Checkbox("Keep current attributes", ref tab.ImportKeepAttributes);
if (ImGuiUtil.DrawDisabledButton("Import from glTF", Vector2.Zero, "Imports a glTF file, overriding the content of this mdl.",
tab.PendingIo))
_fileDialog.OpenFilePicker("Load model from glTF.", "glTF{.gltf,.glb}", (success, paths) =>
@ -86,7 +89,6 @@ public partial class ModEditWindow
if (success && paths.Count > 0)
tab.Import(paths[0]);
}, 1, _mod!.ModPath.FullName, false);
ImGui.Dummy(new Vector2(ImGui.GetFrameHeight()));
}
if (_dragDropManager.CreateImGuiTarget("ModelDragDrop", out var files, out _) && GetFirstModel(files, out var importFile))
@ -477,5 +479,6 @@ public partial class ModEditWindow
private static readonly string[] ValidModelExtensions =
[
".gltf",
".glb",
];
}