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https://github.com/xivdev/Penumbra.git
synced 2026-01-01 05:13:43 +01:00
Auto-format and stuff.
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5 changed files with 43 additions and 35 deletions
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@ -38,7 +38,9 @@ public class MeshExporter
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public string[] Attributes;
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}
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public static Mesh Export(ExportConfig config, MdlFile mdl, byte lod, ushort meshIndex, MaterialBuilder[] materials, GltfSkeleton? skeleton, IoNotifier notifier)
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public static Mesh Export(in ExportConfig config, MdlFile mdl, byte lod, ushort meshIndex, MaterialBuilder[] materials,
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GltfSkeleton? skeleton,
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IoNotifier notifier)
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{
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var self = new MeshExporter(config, mdl, lod, meshIndex, materials, skeleton, notifier);
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return new Mesh(self.BuildMeshes(), skeleton);
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@ -65,7 +67,8 @@ public class MeshExporter
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private readonly Type _skinningType;
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// TODO: This signature is getting out of control.
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private MeshExporter(ExportConfig config, MdlFile mdl, byte lod, ushort meshIndex, MaterialBuilder[] materials, GltfSkeleton? skeleton, IoNotifier notifier)
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private MeshExporter(in ExportConfig config, MdlFile mdl, byte lod, ushort meshIndex, MaterialBuilder[] materials,
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GltfSkeleton? skeleton, IoNotifier notifier)
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{
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_config = config;
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_notifier = notifier;
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@ -118,9 +121,10 @@ public class MeshExporter
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Ensure all dependencies are enabled in the current collection, and EST entries (if required) are configured.
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If this is a known issue with this model and you would like to export anyway, enable the ""Generate missing bones"" option."
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);
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(_, gltfBoneIndex) = skeleton.GenerateBone(boneName);
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_notifier.Warning($"Generated missing bone \"{boneName}\". Vertices weighted to this bone will not move with the rest of the armature.");
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_notifier.Warning(
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$"Generated missing bone \"{boneName}\". Vertices weighted to this bone will not move with the rest of the armature.");
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}
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indexMap.Add((ushort)tableIndex, gltfBoneIndex);
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@ -144,7 +148,7 @@ public class MeshExporter
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.Take(XivMesh.SubMeshCount)
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.WithIndex()
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.Select(subMesh => BuildMesh($"mesh {_meshIndex}.{subMesh.Index}", indices, vertices,
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(int)(subMesh.Value.IndexOffset - XivMesh.StartIndex), (int)subMesh.Value.IndexCount,
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(int)(subMesh.Value.IndexOffset - XivMesh.StartIndex), (int)subMesh.Value.IndexCount,
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subMesh.Value.AttributeIndexMask))
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.ToArray();
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}
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@ -233,7 +237,7 @@ public class MeshExporter
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return new MeshData
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{
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Mesh = meshBuilder,
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Mesh = meshBuilder,
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Attributes = attributes,
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};
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}
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@ -23,7 +23,7 @@ public class ModelExporter
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}
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/// <summary> Export a model in preparation for usage in a glTF file. If provided, skeleton will be used to skin the resulting meshes where appropriate. </summary>
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public static Model Export(ExportConfig config, MdlFile mdl, IEnumerable<XivSkeleton> xivSkeletons, Dictionary<string, MaterialExporter.Material> rawMaterials, IoNotifier notifier)
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public static Model Export(in ExportConfig config, MdlFile mdl, IEnumerable<XivSkeleton> xivSkeletons, Dictionary<string, MaterialExporter.Material> rawMaterials, IoNotifier notifier)
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{
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var gltfSkeleton = ConvertSkeleton(xivSkeletons);
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var materials = ConvertMaterials(mdl, rawMaterials, notifier);
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@ -32,7 +32,7 @@ public class ModelExporter
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}
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/// <summary> Convert a .mdl to a mesh (group) per LoD. </summary>
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private static List<MeshExporter.Mesh> ConvertMeshes(ExportConfig config, MdlFile mdl, MaterialBuilder[] materials, GltfSkeleton? skeleton, IoNotifier notifier)
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private static List<MeshExporter.Mesh> ConvertMeshes(in ExportConfig config, MdlFile mdl, MaterialBuilder[] materials, GltfSkeleton? skeleton, IoNotifier notifier)
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{
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var meshes = new List<MeshExporter.Mesh>();
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@ -37,7 +37,7 @@ public sealed class ModelManager(IFramework framework, ActiveCollections collect
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_tasks.Clear();
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}
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public Task<IoNotifier> ExportToGltf(ExportConfig config, MdlFile mdl, IEnumerable<string> sklbPaths, Func<string, byte[]?> read, string outputPath)
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public Task<IoNotifier> ExportToGltf(in ExportConfig config, MdlFile mdl, IEnumerable<string> sklbPaths, Func<string, byte[]?> read, string outputPath)
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=> EnqueueWithResult(
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new ExportToGltfAction(this, config, mdl, sklbPaths, read, outputPath),
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action => action.Notifier
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@ -189,7 +189,7 @@ public sealed class ModelManager(IFramework framework, ActiveCollections collect
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string outputPath)
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: IAction
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{
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public IoNotifier Notifier = new IoNotifier();
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public readonly IoNotifier Notifier = new();
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public void Execute(CancellationToken cancel)
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{
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@ -224,7 +224,7 @@ public sealed class ModelManager(IFramework framework, ActiveCollections collect
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// be picked up, if relevant, when the model tries to create mappings
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// for a bone in the failed sklb.
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var havokTasks = sklbPaths
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.Select(path => read(path))
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.Select(read)
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.Where(bytes => bytes != null)
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.Select(bytes => new SklbFile(bytes!))
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.WithIndex()
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@ -280,7 +280,7 @@ public sealed class ModelManager(IFramework framework, ActiveCollections collect
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return pngImage ?? throw new Exception("Failed to convert texture to png.");
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}
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private Image<Rgba32> CreateDummyImage()
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private static Image<Rgba32> CreateDummyImage()
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{
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var image = new Image<Rgba32>(1, 1);
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image[0, 0] = Color.White;
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@ -299,8 +299,8 @@ public sealed class ModelManager(IFramework framework, ActiveCollections collect
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private partial class ImportGltfAction(string inputPath) : IAction
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{
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public MdlFile? Out;
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public IoNotifier Notifier = new IoNotifier();
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public MdlFile? Out;
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public readonly IoNotifier Notifier = new();
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public void Execute(CancellationToken cancel)
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{
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@ -15,7 +15,7 @@ public partial class ModEditWindow
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{
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private readonly ModEditWindow _edit;
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public MdlFile Mdl { get; private set; }
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public MdlFile Mdl { get; private set; }
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private List<string>?[] _attributes;
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public bool ImportKeepMaterials;
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@ -43,7 +43,7 @@ public partial class ModEditWindow
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[MemberNotNull(nameof(Mdl), nameof(_attributes))]
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private void Initialize(MdlFile mdl)
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{
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Mdl = mdl;
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Mdl = mdl;
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_attributes = CreateAttributes(Mdl);
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}
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@ -95,14 +95,14 @@ public partial class ModEditWindow
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task.ContinueWith(t =>
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{
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RecordIoExceptions(t.Exception);
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GamePaths = t.Result;
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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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private EstManipulation[] GetCurrentEstManipulations()
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{
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var mod = _edit._editor.Mod;
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var mod = _edit._editor.Mod;
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var option = _edit._editor.Option;
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if (mod == null || option == null)
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return [];
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@ -140,17 +140,17 @@ public partial class ModEditWindow
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RecordIoExceptions(task.Exception);
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if (task is { IsCompletedSuccessfully: true, Result: not null })
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IoWarnings = task.Result.GetWarnings().ToList();
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PendingIo = false;
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PendingIo = false;
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});
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}
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/// <summary> Import a model from an interchange format. </summary>
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/// <summary> Import a model from an interchange format. </summary>
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/// <param name="inputPath"> Disk path to load model data from. </param>
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public void Import(string inputPath)
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{
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PendingIo = true;
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_edit._models.ImportGltf(inputPath)
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.ContinueWith((Task<(MdlFile?, IoNotifier)> task) =>
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.ContinueWith(task =>
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{
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RecordIoExceptions(task.Exception);
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if (task is { IsCompletedSuccessfully: true, Result: (not null, _) })
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@ -158,6 +158,7 @@ public partial class ModEditWindow
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IoWarnings = task.Result.Item2.GetWarnings().ToList();
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FinalizeImport(task.Result.Item1);
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}
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PendingIo = false;
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});
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}
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@ -178,11 +179,11 @@ public partial class ModEditWindow
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// TODO: Add flag editing.
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newMdl.Flags1 = Mdl.Flags1;
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newMdl.Flags2 = Mdl.Flags2;
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Initialize(newMdl);
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_dirty = true;
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}
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/// <summary> Merge material configuration from the source onto the target. </summary>
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/// <param name="target"> Model that will be updated. </param>
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/// <param name="source"> Model to copy material configuration from. </param>
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@ -218,10 +219,12 @@ public partial class ModEditWindow
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// to maintain semantic connection between mesh index and sub mesh attributes.
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if (meshIndex >= source.Meshes.Length)
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continue;
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var sourceMesh = source.Meshes[meshIndex];
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if (subMeshOffset >= sourceMesh.SubMeshCount)
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continue;
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var sourceSubMesh = source.SubMeshes[sourceMesh.SubMeshIndex + subMeshOffset];
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target.SubMeshes[subMeshIndex].AttributeIndexMask = sourceSubMesh.AttributeIndexMask;
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@ -237,11 +240,13 @@ public partial class ModEditWindow
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foreach (var sourceElement in source.ElementIds)
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{
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var sourceBone = source.Bones[sourceElement.ParentBoneName];
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var sourceBone = source.Bones[sourceElement.ParentBoneName];
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var targetIndex = target.Bones.IndexOf(sourceBone);
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// Given that there's no means of authoring these at the moment, this should probably remain a hard error.
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if (targetIndex == -1)
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throw new Exception($"Failed to merge element IDs. Original model contains element IDs targeting bone {sourceBone}, which is not present on the imported model.");
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throw new Exception(
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$"Failed to merge element IDs. Original model contains element IDs targeting bone {sourceBone}, which is not present on the imported model.");
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elementIds.Add(sourceElement with
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{
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ParentBoneName = (uint)targetIndex,
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@ -253,13 +258,14 @@ public partial class ModEditWindow
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private void RecordIoExceptions(Exception? exception)
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{
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IoExceptions = exception switch {
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IoExceptions = exception switch
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{
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null => [],
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AggregateException ae => [.. ae.Flatten().InnerExceptions],
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_ => [exception],
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};
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}
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/// <summary> Read a file from the active collection or game. </summary>
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/// <param name="path"> Game path to the file to load. </param>
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// TODO: Also look up files within the current mod regardless of mod state?
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@ -297,7 +303,7 @@ public partial class ModEditWindow
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/// <summary> Create a list of attributes per sub mesh. </summary>
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private static List<string>?[] CreateAttributes(MdlFile mdl)
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=> mdl.SubMeshes.Select(s =>
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=> mdl.SubMeshes.Select(s =>
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{
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var maxAttribute = 31 - BitOperations.LeadingZeroCount(s.AttributeIndexMask);
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// TODO: Research what results in this - it seems to primarily be reproducible on bgparts, is it garbage data, or an alternative usage of the value?
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@ -170,8 +170,7 @@ public partial class ModEditWindow
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using var exceptionNode = ImRaii.TreeNode(message);
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if (exceptionNode)
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{
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ImGui.Dummy(new Vector2(ImGui.GetStyle().IndentSpacing, 0));
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ImGui.SameLine();
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using var indent = ImRaii.PushIndent();
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ImGuiUtil.TextWrapped(exception.ToString());
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}
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}
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@ -202,9 +201,8 @@ public partial class ModEditWindow
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using var warningNode = ImRaii.TreeNode(firstLine);
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if (warningNode)
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{
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ImGui.Dummy(new Vector2(ImGui.GetStyle().IndentSpacing, 0));
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ImGui.SameLine();
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ImGuiUtil.TextWrapped(warning.ToString());
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using var indent = ImRaii.PushIndent();
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ImGuiUtil.TextWrapped(warning);
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}
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}
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}
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