RT: Fix Facewear

This commit is contained in:
Exter-N 2024-08-03 20:27:16 +02:00
parent 243593e30f
commit 75e3ef72f3
2 changed files with 31 additions and 15 deletions

View file

@ -16,20 +16,26 @@ namespace Penumbra.Interop.ResourceTree;
internal partial record ResolveContext
{
private static bool IsEquipmentOrAccessorySlot(uint slotIndex)
=> slotIndex is < 10 or 16 or 17;
private static bool IsEquipmentSlot(uint slotIndex)
=> slotIndex is < 5 or 16 or 17;
private Utf8GamePath ResolveModelPath()
{
// Correctness:
// Resolving a model path through the game's code can use EQDP metadata for human equipment models.
return ModelType switch
{
ModelType.Human when SlotIndex < 10 => ResolveEquipmentModelPath(),
_ => ResolveModelPathNative(),
ModelType.Human when IsEquipmentOrAccessorySlot(SlotIndex) => ResolveEquipmentModelPath(),
_ => ResolveModelPathNative(),
};
}
private Utf8GamePath ResolveEquipmentModelPath()
{
var path = SlotIndex < 5
var path = IsEquipmentSlot(SlotIndex)
? GamePaths.Equipment.Mdl.Path(Equipment.Set, ResolveModelRaceCode(), Slot)
: GamePaths.Accessory.Mdl.Path(Equipment.Set, ResolveModelRaceCode(), Slot);
return Utf8GamePath.FromString(path, out var gamePath) ? gamePath : Utf8GamePath.Empty;
@ -41,7 +47,7 @@ internal partial record ResolveContext
private unsafe GenderRace ResolveEqdpRaceCode(EquipSlot slot, PrimaryId primaryId)
{
var slotIndex = slot.ToIndex();
if (slotIndex >= 10 || ModelType != ModelType.Human)
if (!IsEquipmentOrAccessorySlot(slotIndex) || ModelType != ModelType.Human)
return GenderRace.MidlanderMale;
var characterRaceCode = (GenderRace)((Human*)CharacterBase)->RaceSexId;
@ -82,7 +88,7 @@ internal partial record ResolveContext
// Resolving a material path through the game's code can dereference null pointers for materials that involve IMC metadata.
return ModelType switch
{
ModelType.Human when SlotIndex is < 10 or 16 && mtrlFileName[8] != (byte)'b'
ModelType.Human when IsEquipmentOrAccessorySlot(SlotIndex) && mtrlFileName[8] != (byte)'b'
=> ResolveEquipmentMaterialPath(modelPath, imc, mtrlFileName),
ModelType.DemiHuman => ResolveEquipmentMaterialPath(modelPath, imc, mtrlFileName),
ModelType.Weapon => ResolveWeaponMaterialPath(modelPath, imc, mtrlFileName),

View file

@ -9,6 +9,7 @@ using Penumbra.Interop.Hooks.PostProcessing;
using Penumbra.UI;
using CustomizeData = FFXIVClientStructs.FFXIV.Client.Game.Character.CustomizeData;
using CustomizeIndex = Dalamud.Game.ClientState.Objects.Enums.CustomizeIndex;
using ModelType = FFXIVClientStructs.FFXIV.Client.Graphics.Scene.CharacterBase.ModelType;
namespace Penumbra.Interop.ResourceTree;
@ -44,8 +45,8 @@ public class ResourceTree
PlayerRelated = playerRelated;
CollectionName = collectionName;
AnonymizedCollectionName = anonymizedCollectionName;
Nodes = new List<ResourceNode>();
FlatNodes = new HashSet<ResourceNode>();
Nodes = [];
FlatNodes = [];
}
public void ProcessPostfix(Action<ResourceNode, ResourceNode?> action)
@ -59,13 +60,13 @@ public class ResourceTree
var character = (Character*)GameObjectAddress;
var model = (CharacterBase*)DrawObjectAddress;
var modelType = model->GetModelType();
var human = modelType == CharacterBase.ModelType.Human ? (Human*)model : null;
var human = modelType == ModelType.Human ? (Human*)model : null;
var equipment = modelType switch
{
CharacterBase.ModelType.Human => new ReadOnlySpan<CharacterArmor>(&human->Head, 10),
CharacterBase.ModelType.DemiHuman => new ReadOnlySpan<CharacterArmor>(
ModelType.Human => new ReadOnlySpan<CharacterArmor>(&human->Head, 12),
ModelType.DemiHuman => new ReadOnlySpan<CharacterArmor>(
Unsafe.AsPointer(ref character->DrawData.EquipmentModelIds[0]), 10),
_ => ReadOnlySpan<CharacterArmor>.Empty,
_ => [],
};
ModelId = character->CharacterData.ModelCharaId;
CustomizeData = character->DrawData.CustomizeData;
@ -75,9 +76,18 @@ public class ResourceTree
for (var i = 0u; i < model->SlotCount; ++i)
{
var slotContext = i < equipment.Length
? globalContext.CreateContext(model, i, i.ToEquipSlot(), equipment[(int)i])
: globalContext.CreateContext(model, i);
var slotContext = modelType switch
{
ModelType.Human => i switch
{
< 10 => globalContext.CreateContext(model, i, i.ToEquipSlot(), equipment[(int)i]),
16 or 17 => globalContext.CreateContext(model, i, EquipSlot.Head, equipment[(int)(i - 6)]),
_ => globalContext.CreateContext(model, i),
},
_ => i < equipment.Length
? globalContext.CreateContext(model, i, i.ToEquipSlot(), equipment[(int)i])
: globalContext.CreateContext(model, i),
};
var imc = (ResourceHandle*)model->IMCArray[i];
var imcNode = slotContext.CreateNodeFromImc(imc);
@ -117,7 +127,7 @@ public class ResourceTree
var subObject = (CharacterBase*)baseSubObject;
if (subObject->GetModelType() != CharacterBase.ModelType.Weapon)
if (subObject->GetModelType() != ModelType.Weapon)
continue;
var weapon = (Weapon*)subObject;