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RT: Fix Facewear
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243593e30f
commit
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2 changed files with 31 additions and 15 deletions
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@ -16,20 +16,26 @@ namespace Penumbra.Interop.ResourceTree;
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internal partial record ResolveContext
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internal partial record ResolveContext
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{
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{
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private static bool IsEquipmentOrAccessorySlot(uint slotIndex)
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=> slotIndex is < 10 or 16 or 17;
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private static bool IsEquipmentSlot(uint slotIndex)
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=> slotIndex is < 5 or 16 or 17;
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private Utf8GamePath ResolveModelPath()
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private Utf8GamePath ResolveModelPath()
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{
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{
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// Correctness:
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// Correctness:
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// Resolving a model path through the game's code can use EQDP metadata for human equipment models.
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// Resolving a model path through the game's code can use EQDP metadata for human equipment models.
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return ModelType switch
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return ModelType switch
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{
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{
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ModelType.Human when SlotIndex < 10 => ResolveEquipmentModelPath(),
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ModelType.Human when IsEquipmentOrAccessorySlot(SlotIndex) => ResolveEquipmentModelPath(),
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_ => ResolveModelPathNative(),
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_ => ResolveModelPathNative(),
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};
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};
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}
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}
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private Utf8GamePath ResolveEquipmentModelPath()
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private Utf8GamePath ResolveEquipmentModelPath()
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{
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{
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var path = SlotIndex < 5
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var path = IsEquipmentSlot(SlotIndex)
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? GamePaths.Equipment.Mdl.Path(Equipment.Set, ResolveModelRaceCode(), Slot)
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? GamePaths.Equipment.Mdl.Path(Equipment.Set, ResolveModelRaceCode(), Slot)
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: GamePaths.Accessory.Mdl.Path(Equipment.Set, ResolveModelRaceCode(), Slot);
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: GamePaths.Accessory.Mdl.Path(Equipment.Set, ResolveModelRaceCode(), Slot);
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return Utf8GamePath.FromString(path, out var gamePath) ? gamePath : Utf8GamePath.Empty;
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return Utf8GamePath.FromString(path, out var gamePath) ? gamePath : Utf8GamePath.Empty;
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@ -41,7 +47,7 @@ internal partial record ResolveContext
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private unsafe GenderRace ResolveEqdpRaceCode(EquipSlot slot, PrimaryId primaryId)
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private unsafe GenderRace ResolveEqdpRaceCode(EquipSlot slot, PrimaryId primaryId)
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{
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{
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var slotIndex = slot.ToIndex();
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var slotIndex = slot.ToIndex();
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if (slotIndex >= 10 || ModelType != ModelType.Human)
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if (!IsEquipmentOrAccessorySlot(slotIndex) || ModelType != ModelType.Human)
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return GenderRace.MidlanderMale;
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return GenderRace.MidlanderMale;
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var characterRaceCode = (GenderRace)((Human*)CharacterBase)->RaceSexId;
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var characterRaceCode = (GenderRace)((Human*)CharacterBase)->RaceSexId;
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@ -82,7 +88,7 @@ internal partial record ResolveContext
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// Resolving a material path through the game's code can dereference null pointers for materials that involve IMC metadata.
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// Resolving a material path through the game's code can dereference null pointers for materials that involve IMC metadata.
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return ModelType switch
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return ModelType switch
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{
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{
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ModelType.Human when SlotIndex is < 10 or 16 && mtrlFileName[8] != (byte)'b'
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ModelType.Human when IsEquipmentOrAccessorySlot(SlotIndex) && mtrlFileName[8] != (byte)'b'
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=> ResolveEquipmentMaterialPath(modelPath, imc, mtrlFileName),
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=> ResolveEquipmentMaterialPath(modelPath, imc, mtrlFileName),
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ModelType.DemiHuman => ResolveEquipmentMaterialPath(modelPath, imc, mtrlFileName),
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ModelType.DemiHuman => ResolveEquipmentMaterialPath(modelPath, imc, mtrlFileName),
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ModelType.Weapon => ResolveWeaponMaterialPath(modelPath, imc, mtrlFileName),
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ModelType.Weapon => ResolveWeaponMaterialPath(modelPath, imc, mtrlFileName),
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@ -9,6 +9,7 @@ using Penumbra.Interop.Hooks.PostProcessing;
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using Penumbra.UI;
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using Penumbra.UI;
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using CustomizeData = FFXIVClientStructs.FFXIV.Client.Game.Character.CustomizeData;
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using CustomizeData = FFXIVClientStructs.FFXIV.Client.Game.Character.CustomizeData;
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using CustomizeIndex = Dalamud.Game.ClientState.Objects.Enums.CustomizeIndex;
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using CustomizeIndex = Dalamud.Game.ClientState.Objects.Enums.CustomizeIndex;
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using ModelType = FFXIVClientStructs.FFXIV.Client.Graphics.Scene.CharacterBase.ModelType;
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namespace Penumbra.Interop.ResourceTree;
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namespace Penumbra.Interop.ResourceTree;
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@ -44,8 +45,8 @@ public class ResourceTree
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PlayerRelated = playerRelated;
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PlayerRelated = playerRelated;
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CollectionName = collectionName;
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CollectionName = collectionName;
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AnonymizedCollectionName = anonymizedCollectionName;
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AnonymizedCollectionName = anonymizedCollectionName;
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Nodes = new List<ResourceNode>();
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Nodes = [];
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FlatNodes = new HashSet<ResourceNode>();
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FlatNodes = [];
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}
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}
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public void ProcessPostfix(Action<ResourceNode, ResourceNode?> action)
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public void ProcessPostfix(Action<ResourceNode, ResourceNode?> action)
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@ -59,13 +60,13 @@ public class ResourceTree
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var character = (Character*)GameObjectAddress;
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var character = (Character*)GameObjectAddress;
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var model = (CharacterBase*)DrawObjectAddress;
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var model = (CharacterBase*)DrawObjectAddress;
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var modelType = model->GetModelType();
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var modelType = model->GetModelType();
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var human = modelType == CharacterBase.ModelType.Human ? (Human*)model : null;
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var human = modelType == ModelType.Human ? (Human*)model : null;
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var equipment = modelType switch
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var equipment = modelType switch
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{
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{
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CharacterBase.ModelType.Human => new ReadOnlySpan<CharacterArmor>(&human->Head, 10),
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ModelType.Human => new ReadOnlySpan<CharacterArmor>(&human->Head, 12),
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CharacterBase.ModelType.DemiHuman => new ReadOnlySpan<CharacterArmor>(
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ModelType.DemiHuman => new ReadOnlySpan<CharacterArmor>(
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Unsafe.AsPointer(ref character->DrawData.EquipmentModelIds[0]), 10),
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Unsafe.AsPointer(ref character->DrawData.EquipmentModelIds[0]), 10),
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_ => ReadOnlySpan<CharacterArmor>.Empty,
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_ => [],
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};
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};
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ModelId = character->CharacterData.ModelCharaId;
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ModelId = character->CharacterData.ModelCharaId;
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CustomizeData = character->DrawData.CustomizeData;
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CustomizeData = character->DrawData.CustomizeData;
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@ -75,9 +76,18 @@ public class ResourceTree
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for (var i = 0u; i < model->SlotCount; ++i)
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for (var i = 0u; i < model->SlotCount; ++i)
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{
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{
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var slotContext = i < equipment.Length
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var slotContext = modelType switch
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? globalContext.CreateContext(model, i, i.ToEquipSlot(), equipment[(int)i])
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{
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: globalContext.CreateContext(model, i);
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ModelType.Human => i switch
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{
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< 10 => globalContext.CreateContext(model, i, i.ToEquipSlot(), equipment[(int)i]),
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16 or 17 => globalContext.CreateContext(model, i, EquipSlot.Head, equipment[(int)(i - 6)]),
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_ => globalContext.CreateContext(model, i),
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},
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_ => i < equipment.Length
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? globalContext.CreateContext(model, i, i.ToEquipSlot(), equipment[(int)i])
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: globalContext.CreateContext(model, i),
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};
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var imc = (ResourceHandle*)model->IMCArray[i];
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var imc = (ResourceHandle*)model->IMCArray[i];
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var imcNode = slotContext.CreateNodeFromImc(imc);
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var imcNode = slotContext.CreateNodeFromImc(imc);
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@ -117,7 +127,7 @@ public class ResourceTree
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var subObject = (CharacterBase*)baseSubObject;
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var subObject = (CharacterBase*)baseSubObject;
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if (subObject->GetModelType() != CharacterBase.ModelType.Weapon)
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if (subObject->GetModelType() != ModelType.Weapon)
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continue;
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continue;
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var weapon = (Weapon*)subObject;
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var weapon = (Weapon*)subObject;
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