mirror of
https://github.com/xivdev/Penumbra.git
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Init support for DT model i/o
This commit is contained in:
parent
389c42e68f
commit
8084f48144
3 changed files with 281 additions and 78 deletions
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@ -311,15 +311,28 @@ public class MeshExporter
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MdlFile.VertexType.Single3 => new Vector3(reader.ReadSingle(), reader.ReadSingle(), reader.ReadSingle()),
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MdlFile.VertexType.Single4 => new Vector4(reader.ReadSingle(), reader.ReadSingle(), reader.ReadSingle(), reader.ReadSingle()),
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MdlFile.VertexType.UByte4 => reader.ReadBytes(4),
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MdlFile.VertexType.NByte4 => new Vector4(reader.ReadByte() / 255f, reader.ReadByte() / 255f, reader.ReadByte() / 255f,
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reader.ReadByte() / 255f),
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MdlFile.VertexType.NByte4 => new Vector4(reader.ReadByte() / 255f, reader.ReadByte() / 255f, reader.ReadByte() / 255f, reader.ReadByte() / 255f),
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MdlFile.VertexType.Half2 => new Vector2((float)reader.ReadHalf(), (float)reader.ReadHalf()),
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MdlFile.VertexType.Half4 => new Vector4((float)reader.ReadHalf(), (float)reader.ReadHalf(), (float)reader.ReadHalf(),
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(float)reader.ReadHalf()),
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MdlFile.VertexType.Half4 => new Vector4((float)reader.ReadHalf(), (float)reader.ReadHalf(), (float)reader.ReadHalf(), (float)reader.ReadHalf()),
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MdlFile.VertexType.UShort4 => ReadUShort4(reader),
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var other => throw _notifier.Exception<ArgumentOutOfRangeException>($"Unhandled vertex type {other}"),
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};
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}
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private byte[] ReadUShort4(BinaryReader reader)
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{
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var buffer = reader.ReadBytes(8);
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var byteValues = new byte[8];
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byteValues[0] = buffer[0];
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byteValues[4] = buffer[1];
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byteValues[1] = buffer[2];
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byteValues[5] = buffer[3];
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byteValues[2] = buffer[4];
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byteValues[6] = buffer[5];
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byteValues[3] = buffer[6];
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byteValues[7] = buffer[7];
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return byteValues;
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}
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/// <summary> Get the vertex geometry type for this mesh's vertex usages. </summary>
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private Type GetGeometryType(IReadOnlyDictionary<MdlFile.VertexUsage, MdlFile.VertexType> usages)
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@ -444,7 +457,16 @@ public class MeshExporter
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private static Type GetSkinningType(IReadOnlyDictionary<MdlFile.VertexUsage, MdlFile.VertexType> usages)
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{
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if (usages.ContainsKey(MdlFile.VertexUsage.BlendWeights) && usages.ContainsKey(MdlFile.VertexUsage.BlendIndices))
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return typeof(VertexJoints4);
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{
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if (usages[MdlFile.VertexUsage.BlendWeights] == MdlFile.VertexType.UShort4)
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{
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return typeof(VertexJoints8);
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}
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else
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{
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return typeof(VertexJoints4);
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}
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}
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return typeof(VertexEmpty);
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}
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@ -455,15 +477,17 @@ public class MeshExporter
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if (_skinningType == typeof(VertexEmpty))
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return new VertexEmpty();
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if (_skinningType == typeof(VertexJoints4))
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if (_skinningType == typeof(VertexJoints4) || _skinningType == typeof(VertexJoints8))
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{
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if (_boneIndexMap == null)
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throw _notifier.Exception("Tried to build skinned vertex but no bone mappings are available.");
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var indices = ToByteArray(attributes[MdlFile.VertexUsage.BlendIndices]);
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var weights = ToVector4(attributes[MdlFile.VertexUsage.BlendWeights]);
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var bindings = Enumerable.Range(0, 4)
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var indiciesData = attributes[MdlFile.VertexUsage.BlendIndices];
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var weightsData = attributes[MdlFile.VertexUsage.BlendWeights];
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var indices = ToByteArray(indiciesData);
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var weights = ToFloatArray(weightsData);
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var bindings = Enumerable.Range(0, indices.Length)
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.Select(bindingIndex =>
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{
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// NOTE: I've not seen any files that throw this error that aren't completely broken.
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@ -474,7 +498,13 @@ public class MeshExporter
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return (jointIndex, weights[bindingIndex]);
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})
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.ToArray();
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return new VertexJoints4(bindings);
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return bindings.Length switch
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{
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4 => new VertexJoints4(bindings),
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8 => new VertexJoints8(bindings),
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_ => throw _notifier.Exception($"Invalid number of bone bindings {bindings.Length}.")
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};
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}
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throw _notifier.Exception($"Unknown skinning type {_skinningType}");
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@ -517,4 +547,12 @@ public class MeshExporter
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byte[] value => value,
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_ => throw new ArgumentOutOfRangeException($"Invalid byte[] input {data}"),
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};
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private static float[] ToFloatArray(object data)
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=> data switch
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{
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byte[] value => value.Select(x => x / 255f).ToArray(),
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_ => throw new ArgumentOutOfRangeException($"Invalid float[] input {data}"),
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};
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}
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@ -194,17 +194,37 @@ public class MeshImporter(IEnumerable<Node> nodes, IoNotifier notifier)
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foreach (var (primitive, primitiveIndex) in node.Mesh.Primitives.WithIndex())
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{
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// Per glTF specification, an asset with a skin MUST contain skinning attributes on its meshes.
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var jointsAccessor = primitive.GetVertexAccessor("JOINTS_0")?.AsVector4Array();
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var weightsAccessor = primitive.GetVertexAccessor("WEIGHTS_0")?.AsVector4Array();
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var joints0Accessor = primitive.GetVertexAccessor("JOINTS_0")?.AsVector4Array();
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var weights0Accessor = primitive.GetVertexAccessor("WEIGHTS_0")?.AsVector4Array();
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if (jointsAccessor == null || weightsAccessor == null)
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if (joints0Accessor == null || weights0Accessor == null)
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throw notifier.Exception($"Primitive {primitiveIndex} is skinned but does not contain skinning vertex attributes.");
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// Build a set of joints that are referenced by this mesh.
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for (var i = 0; i < jointsAccessor.Count; i++)
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for (var i = 0; i < joints0Accessor.Count; i++)
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{
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var joints = jointsAccessor[i];
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var weights = weightsAccessor[i];
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var joints = joints0Accessor[i];
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var weights = weights0Accessor[i];
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for (var index = 0; index < 4; index++)
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{
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// If a joint has absolutely no weight, we omit the bone entirely.
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if (weights[index] == 0)
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continue;
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usedJoints.Add((ushort)joints[index]);
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}
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}
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var joints1Accessor = primitive.GetVertexAccessor("JOINTS_1")?.AsVector4Array();
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var weights1Accessor = primitive.GetVertexAccessor("WEIGHTS_1")?.AsVector4Array();
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if (joints1Accessor == null || weights1Accessor == null)
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continue;
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for (var i = 0; i < joints1Accessor.Count; i++)
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{
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var joints = joints1Accessor[i];
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var weights = weights1Accessor[i];
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for (var index = 0; index < 4; index++)
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{
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// If a joint has absolutely no weight, we omit the bone entirely.
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@ -40,6 +40,7 @@ public class VertexAttribute
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MdlFile.VertexType.NByte4 => 4,
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MdlFile.VertexType.Half2 => 4,
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MdlFile.VertexType.Half4 => 8,
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MdlFile.VertexType.UShort4 => 8,
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_ => throw new Exception($"Unhandled vertex type {(MdlFile.VertexType)Element.Type}"),
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};
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@ -121,89 +122,219 @@ public class VertexAttribute
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public static VertexAttribute? BlendWeight(Accessors accessors, IoNotifier notifier)
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{
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if (!accessors.TryGetValue("WEIGHTS_0", out var accessor))
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if (!accessors.TryGetValue("WEIGHTS_0", out var weights0Accessor))
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return null;
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if (!accessors.ContainsKey("JOINTS_0"))
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throw notifier.Exception("Mesh contained WEIGHTS_0 attribute but no corresponding JOINTS_0 attribute.");
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var element = new MdlStructs.VertexElement()
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if (accessors.TryGetValue("WEIGHTS_1", out var weights1Accessor))
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{
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Stream = 0,
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Type = (byte)MdlFile.VertexType.NByte4,
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Usage = (byte)MdlFile.VertexUsage.BlendWeights,
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};
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if (!accessors.ContainsKey("JOINTS_1"))
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throw notifier.Exception("Mesh contained WEIGHTS_1 attribute but no corresponding JOINTS_1 attribute.");
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var element = new MdlStructs.VertexElement()
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{
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Stream = 0,
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Type = (byte)MdlFile.VertexType.UShort4,
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Usage = (byte)MdlFile.VertexUsage.BlendWeights,
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};
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var values = accessor.AsVector4Array();
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var weights0 = weights0Accessor.AsVector4Array();
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var weights1 = weights1Accessor.AsVector4Array();
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return new VertexAttribute(
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element,
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index => {
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// Blend weights are _very_ sensitive to float imprecision - a vertex sum being off
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// by one, such as 256, is enough to cause a visible defect. To avoid this, we tweak
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// the converted values to have the expected sum, preferencing values with minimal differences.
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var originalValues = values[index];
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var byteValues = BuildNByte4(originalValues);
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var adjustment = 255 - byteValues.Select(value => (int)value).Sum();
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while (adjustment != 0)
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{
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var convertedValues = byteValues.Select(value => value * (1f / 255f)).ToArray();
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var closestIndex = Enumerable.Range(0, 4)
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.Where(index => {
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var byteValue = byteValues[index];
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if (adjustment < 0) return byteValue > 0;
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if (adjustment > 0) return byteValue < 255;
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return true;
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})
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.Select(index => (index, delta: Math.Abs(originalValues[index] - convertedValues[index])))
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.MinBy(x => x.delta)
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.index;
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byteValues[closestIndex] = (byte)(byteValues[closestIndex] + Math.CopySign(1, adjustment));
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adjustment = 255 - byteValues.Select(value => (int)value).Sum();
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return new VertexAttribute(
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element,
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index => {
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var weight0 = weights0[index];
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var weight1 = weights1[index];
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var originalData = BuildUshort4(weight0, weight1);
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var byteValues = originalData.Select(x => (byte)Math.Round(x * 255f)).ToArray();
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return AdjustByteArray(byteValues, originalData);
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}
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return byteValues;
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}
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);
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);
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}
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else
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{
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var element = new MdlStructs.VertexElement()
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{
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Stream = 0,
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Type = (byte)MdlFile.VertexType.UShort4,
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Usage = (byte)MdlFile.VertexUsage.BlendWeights,
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};
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var weights0 = weights0Accessor.AsVector4Array();
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return new VertexAttribute(
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element,
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index => {
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var weight0 = weights0[index];
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var weight1 = Vector4.Zero;
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var originalData = BuildUshort4(weight0, weight1);
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var byteValues = originalData.Select(x => (byte)Math.Round(x * 255f)).ToArray();
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return AdjustByteArray(byteValues, originalData);
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}
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);
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/*var element = new MdlStructs.VertexElement()
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{
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Stream = 0,
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Type = (byte)MdlFile.VertexType.NByte4,
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Usage = (byte)MdlFile.VertexUsage.BlendWeights,
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};
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var weights0 = weights0Accessor.AsVector4Array();
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return new VertexAttribute(
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element,
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index =>
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{
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var weight0 = weights0[index];
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var originalData = new[] { weight0.X, weight0.Y, weight0.Z, weight0.W };
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var byteValues = originalData.Select(x => (byte)Math.Round(x * 255f)).ToArray();
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var newByteValues = AdjustByteArray(byteValues, originalData);
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if (!newByteValues.SequenceEqual(byteValues))
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notifier.Warning("Adjusted blend weights to maintain precision.");
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return newByteValues;
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});*/
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}
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}
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private static byte[] AdjustByteArray(byte[] byteValues, float[] originalValues)
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{
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// Blend weights are _very_ sensitive to float imprecision - a vertex sum being off
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// by one, such as 256, is enough to cause a visible defect. To avoid this, we tweak
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// the converted values to have the expected sum, preferencing values with minimal differences.
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var adjustment = 255 - byteValues.Select(value => (int)value).Sum();
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while (adjustment != 0)
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{
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var convertedValues = byteValues.Select(value => value * (1f / 255f)).ToArray();
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var closestIndex = Enumerable.Range(0, byteValues.Length)
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.Where(index =>
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{
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var byteValue = byteValues[index];
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if (adjustment < 0)
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return byteValue > 0;
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if (adjustment > 0)
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return byteValue < 255;
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return true;
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})
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.Select(index => (index, delta: Math.Abs(originalValues[index] - convertedValues[index])))
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.MinBy(x => x.delta)
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.index;
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byteValues[closestIndex] = (byte)(byteValues[closestIndex] + Math.CopySign(1, adjustment));
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adjustment = 255 - byteValues.Select(value => (int)value).Sum();
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}
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return byteValues;
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}
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public static VertexAttribute? BlendIndex(Accessors accessors, IDictionary<ushort, ushort>? boneMap, IoNotifier notifier)
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{
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if (!accessors.TryGetValue("JOINTS_0", out var jointsAccessor))
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if (!accessors.TryGetValue("JOINTS_0", out var joints0Accessor))
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return null;
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if (!accessors.TryGetValue("WEIGHTS_0", out var weightsAccessor))
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if (!accessors.TryGetValue("WEIGHTS_0", out var weights0Accessor))
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throw notifier.Exception("Mesh contained JOINTS_0 attribute but no corresponding WEIGHTS_0 attribute.");
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if (boneMap == null)
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throw notifier.Exception("Mesh contained JOINTS_0 attribute but no bone mapping was created.");
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var element = new MdlStructs.VertexElement()
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var joints0 = joints0Accessor.AsVector4Array();
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var weights0 = weights0Accessor.AsVector4Array();
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if (accessors.TryGetValue("JOINTS_1", out var joints1Accessor))
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{
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Stream = 0,
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Type = (byte)MdlFile.VertexType.UByte4,
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Usage = (byte)MdlFile.VertexUsage.BlendIndices,
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};
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if (!accessors.TryGetValue("WEIGHTS_1", out var weights1Accessor))
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throw notifier.Exception("Mesh contained JOINTS_1 attribute but no corresponding WEIGHTS_1 attribute.");
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var joints = jointsAccessor.AsVector4Array();
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var weights = weightsAccessor.AsVector4Array();
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return new VertexAttribute(
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element,
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index =>
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var element = new MdlStructs.VertexElement
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{
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var gltfIndices = joints[index];
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var gltfWeights = weights[index];
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Stream = 0,
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Type = (byte)MdlFile.VertexType.UShort4,
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Usage = (byte)MdlFile.VertexUsage.BlendIndices,
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};
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return BuildUByte4(new Vector4(
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gltfWeights.X == 0 ? 0 : boneMap[(ushort)gltfIndices.X],
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gltfWeights.Y == 0 ? 0 : boneMap[(ushort)gltfIndices.Y],
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gltfWeights.Z == 0 ? 0 : boneMap[(ushort)gltfIndices.Z],
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gltfWeights.W == 0 ? 0 : boneMap[(ushort)gltfIndices.W]
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));
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}
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);
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var joints1 = joints1Accessor.AsVector4Array();
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var weights1 = weights1Accessor.AsVector4Array();
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return new VertexAttribute(
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element,
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index =>
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{
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var gltfIndices0 = joints0[index];
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var gltfWeights0 = weights0[index];
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var gltfIndices1 = joints1[index];
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var gltfWeights1 = weights1[index];
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var v0 = new Vector4(
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gltfWeights0.X == 0 ? 0 : boneMap[(ushort)gltfIndices0.X],
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gltfWeights0.Y == 0 ? 0 : boneMap[(ushort)gltfIndices0.Y],
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gltfWeights0.Z == 0 ? 0 : boneMap[(ushort)gltfIndices0.Z],
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gltfWeights0.W == 0 ? 0 : boneMap[(ushort)gltfIndices0.W]
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);
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var v1 = new Vector4(
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gltfWeights1.X == 0 ? 0 : boneMap[(ushort)gltfIndices1.X],
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gltfWeights1.Y == 0 ? 0 : boneMap[(ushort)gltfIndices1.Y],
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gltfWeights1.Z == 0 ? 0 : boneMap[(ushort)gltfIndices1.Z],
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gltfWeights1.W == 0 ? 0 : boneMap[(ushort)gltfIndices1.W]
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);
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var byteValues = BuildUshort4(v0, v1);
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return byteValues.Select(x => (byte)x).ToArray();
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}
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);
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}
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else
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{
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var element = new MdlStructs.VertexElement
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{
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Stream = 0,
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Type = (byte)MdlFile.VertexType.UShort4,
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Usage = (byte)MdlFile.VertexUsage.BlendIndices,
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};
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return new VertexAttribute(
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element,
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index =>
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{
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var gltfIndices0 = joints0[index];
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var gltfWeights0 = weights0[index];
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var v0 = new Vector4(
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gltfWeights0.X == 0 ? 0 : boneMap[(ushort)gltfIndices0.X],
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gltfWeights0.Y == 0 ? 0 : boneMap[(ushort)gltfIndices0.Y],
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gltfWeights0.Z == 0 ? 0 : boneMap[(ushort)gltfIndices0.Z],
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gltfWeights0.W == 0 ? 0 : boneMap[(ushort)gltfIndices0.W]
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);
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var v1 = Vector4.Zero;
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var byteValues = BuildUshort4(v0, v1);
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return byteValues.Select(x => (byte)x).ToArray();
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}
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);
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/*var element = new MdlStructs.VertexElement()
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{
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Stream = 0,
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Type = (byte)MdlFile.VertexType.UByte4,
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Usage = (byte)MdlFile.VertexUsage.BlendIndices,
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};
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return new VertexAttribute(
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element,
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index =>
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{
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var gltfIndices = joints0[index];
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var gltfWeights = weights0[index];
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return BuildUByte4(new Vector4(
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gltfWeights.X == 0 ? 0 : boneMap[(ushort)gltfIndices.X],
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gltfWeights.Y == 0 ? 0 : boneMap[(ushort)gltfIndices.Y],
|
||||
gltfWeights.Z == 0 ? 0 : boneMap[(ushort)gltfIndices.Z],
|
||||
gltfWeights.W == 0 ? 0 : boneMap[(ushort)gltfIndices.W]
|
||||
));
|
||||
}
|
||||
);*/
|
||||
}
|
||||
}
|
||||
|
||||
public static VertexAttribute? Normal(Accessors accessors, IEnumerable<Accessors> morphAccessors)
|
||||
|
|
@ -232,7 +363,7 @@ public class VertexAttribute
|
|||
var value = values[vertexIndex];
|
||||
|
||||
var delta = morphValues[morphIndex]?[vertexIndex];
|
||||
if (delta != null)
|
||||
if (delta != null)
|
||||
value += delta.Value;
|
||||
|
||||
return BuildSingle3(value);
|
||||
|
|
@ -489,4 +620,18 @@ public class VertexAttribute
|
|||
(byte)Math.Round(input.Z * 255f),
|
||||
(byte)Math.Round(input.W * 255f),
|
||||
];
|
||||
|
||||
private static float[] BuildUshort4(Vector4 v0, Vector4 v1)
|
||||
{
|
||||
var buf = new float[8];
|
||||
buf[0] = v0.X;
|
||||
buf[4] = v1.X;
|
||||
buf[1] = v0.Y;
|
||||
buf[5] = v1.Y;
|
||||
buf[2] = v0.Z;
|
||||
buf[6] = v1.Z;
|
||||
buf[3] = v0.W;
|
||||
buf[7] = v1.W;
|
||||
return buf;
|
||||
}
|
||||
}
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue