Clean up + docs

This commit is contained in:
ackwell 2024-01-01 12:57:56 +11:00
parent 08ed3ca447
commit a059942bb2
4 changed files with 49 additions and 14 deletions

View file

@ -1,6 +1,7 @@
using System.Collections.Immutable;
using Lumina.Data.Parsing;
using Lumina.Extensions;
using OtterGui;
using Penumbra.GameData.Files;
using SharpGLTF.Geometry;
using SharpGLTF.Geometry.VertexTypes;
@ -25,7 +26,6 @@ public class MeshExporter
public void AddToScene(SceneBuilder scene)
{
// TODO: throw if mesh has skinned vertices but no joints are available?
foreach (var mesh in _meshes)
if (_joints == null)
scene.AddRigidMesh(mesh, Matrix4x4.Identity);
@ -73,8 +73,11 @@ public class MeshExporter
// If there's skinning usages but no bone mapping, there's probably something wrong with the data.
if (_skinningType != typeof(VertexEmpty) && _boneIndexMap == null)
Penumbra.Log.Warning($"Mesh {meshIndex} has skinned vertex usages but no bone information was provided.");
Penumbra.Log.Debug($"Mesh {meshIndex} using vertex types geometry: {_geometryType.Name}, material: {_materialType.Name}, skinning: {_skinningType.Name}");
}
/// <summary> Build a mapping between indices in this mesh's bone table (if any), and the glTF joint indices provdied. </summary>
private Dictionary<ushort, int>? BuildBoneIndexMap(Dictionary<string, int> boneNameMap)
{
// A BoneTableIndex of 255 means that this mesh is not skinned.
@ -97,6 +100,7 @@ public class MeshExporter
return indexMap;
}
/// <summary> Build glTF meshes for this XIV mesh. </summary>
private IMeshBuilder<MaterialBuilder>[] BuildMeshes()
{
var indices = BuildIndices();
@ -105,16 +109,19 @@ public class MeshExporter
// 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(indices, vertices, 0, (int)XivMesh.IndexCount)];
return [BuildMesh($"mesh {_meshIndex}", indices, vertices, 0, (int)XivMesh.IndexCount)];
return _mdl.SubMeshes
.Skip(XivMesh.SubMeshIndex)
.Take(XivMesh.SubMeshCount)
.Select(submesh => BuildMesh(indices, vertices, (int)(submesh.IndexOffset - XivMesh.StartIndex), (int)submesh.IndexCount))
.WithIndex()
.Select(submesh => BuildMesh($"mesh {_meshIndex}.{submesh.Index}", indices, vertices, (int)(submesh.Value.IndexOffset - XivMesh.StartIndex), (int)submesh.Value.IndexCount))
.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(
string name,
IReadOnlyList<ushort> indices,
IReadOnlyList<IVertexBuilder> vertices,
int indexBase,
@ -127,7 +134,7 @@ public class MeshExporter
_materialType,
_skinningType
);
var meshBuilder = (IMeshBuilder<MaterialBuilder>)Activator.CreateInstance(meshBuilderType, $"mesh{_meshIndex}")!;
var meshBuilder = (IMeshBuilder<MaterialBuilder>)Activator.CreateInstance(meshBuilderType, name)!;
// TODO: share materials &c
var materialBuilder = new MaterialBuilder()
@ -191,6 +198,7 @@ public class MeshExporter
return meshBuilder;
}
/// <summary> Read in the indices for this mesh. </summary>
private IReadOnlyList<ushort> BuildIndices()
{
var reader = new BinaryReader(new MemoryStream(_mdl.RemainingData));
@ -198,6 +206,7 @@ public class MeshExporter
return reader.ReadStructuresAsArray<ushort>((int)XivMesh.IndexCount);
}
/// <summary> Build glTF-compatible vertex data for all vertices in this mesh. </summary>
private IReadOnlyList<IVertexBuilder> BuildVertices()
{
var vertexBuilderType = typeof(VertexBuilder<,,>)
@ -224,7 +233,7 @@ public class MeshExporter
attributes.Clear();
foreach (var (usage, element) in sortedElements)
attributes[usage] = ReadVertexAttribute(streams[element.Stream], element);
attributes[usage] = ReadVertexAttribute((MdlFile.VertexType)element.Type, streams[element.Stream]);
var vertexGeometry = BuildVertexGeometry(attributes);
var vertexMaterial = BuildVertexMaterial(attributes);
@ -237,9 +246,10 @@ public class MeshExporter
return vertices;
}
private object ReadVertexAttribute(BinaryReader reader, MdlStructs.VertexElement element)
/// <summary> Read a vertex attribute of the specified type from a vertex buffer stream. </summary>
private object ReadVertexAttribute(MdlFile.VertexType type, BinaryReader reader)
{
return (MdlFile.VertexType)element.Type switch
return type switch
{
MdlFile.VertexType.Single3 => new Vector3(reader.ReadSingle(), reader.ReadSingle(), reader.ReadSingle()),
MdlFile.VertexType.Single4 => new Vector4(reader.ReadSingle(), reader.ReadSingle(), reader.ReadSingle(), reader.ReadSingle()),
@ -252,6 +262,7 @@ public class MeshExporter
};
}
/// <summary> Get the vertex geometry type for this mesh's vertex usages. </summary>
private Type GetGeometryType(IReadOnlySet<MdlFile.VertexUsage> usages)
{
if (!usages.Contains(MdlFile.VertexUsage.Position))
@ -266,6 +277,7 @@ public class MeshExporter
return typeof(VertexPositionNormalTangent);
}
/// <summary> Build a geometry vertex from a vertex's attributes. </summary>
private IVertexGeometry BuildVertexGeometry(IReadOnlyDictionary<MdlFile.VertexUsage, object> attributes)
{
if (_geometryType == typeof(VertexPosition))
@ -289,6 +301,7 @@ public class MeshExporter
throw new Exception($"Unknown geometry type {_geometryType}.");
}
/// <summary> Get the vertex material type for this mesh's vertex usages. </summary>
private Type GetMaterialType(IReadOnlySet<MdlFile.VertexUsage> usages)
{
// TODO: IIUC, xiv's uv2 is usually represented as the second two components of a vec4 uv attribute - add support.
@ -306,6 +319,7 @@ public class MeshExporter
};
}
/// <summary> Build a material vertex from a vertex's attributes. </summary>
private IVertexMaterial BuildVertexMaterial(IReadOnlyDictionary<MdlFile.VertexUsage, object> attributes)
{
if (_materialType == typeof(VertexEmpty))
@ -326,15 +340,16 @@ public class MeshExporter
throw new Exception($"Unknown material type {_skinningType}");
}
/// <summary> Get the vertex skinning type for this mesh's vertex usages. </summary>
private Type GetSkinningType(IReadOnlySet<MdlFile.VertexUsage> usages)
{
// TODO: possibly need to check only index - weight might be missing?
if (usages.Contains(MdlFile.VertexUsage.BlendWeights) && usages.Contains(MdlFile.VertexUsage.BlendIndices))
return typeof(VertexJoints4);
return typeof(VertexEmpty);
}
/// <summary> Build a skinning vertex from a vertex's attributes. </summary>
private IVertexSkinning BuildVertexSkinning(IReadOnlyDictionary<MdlFile.VertexUsage, object> attributes)
{
if (_skinningType == typeof(VertexEmpty))
@ -342,17 +357,21 @@ public class MeshExporter
if (_skinningType == typeof(VertexJoints4))
{
// todo: this shouldn't happen... right? better approach?
if (_boneIndexMap == null)
throw new Exception("cannot build skinned vertex without index mapping");
throw new Exception("Tried to build skinned vertex but no bone mappings are available.");
var indices = ToByteArray(attributes[MdlFile.VertexUsage.BlendIndices]);
var weights = ToVector4(attributes[MdlFile.VertexUsage.BlendWeights]);
// todo: if this throws on the bone index map, the mod is broken, as it contains weights for bones that do not exist.
// i've not seen any of these that even tt can understand
var bindings = Enumerable.Range(0, 4)
.Select(index => (_boneIndexMap[indices[index]], weights[index]))
.Select(bindingIndex => {
// NOTE: I've not seen any files that throw this error that aren't completely broken.
var xivBoneIndex = indices[bindingIndex];
if (!_boneIndexMap.TryGetValue(xivBoneIndex, out var jointIndex))
throw new Exception($"Vertex contains weight for unknown bone index {xivBoneIndex}.");
return (jointIndex, weights[bindingIndex]);
})
.ToArray();
return new VertexJoints4(bindings);
}
@ -360,10 +379,12 @@ public class MeshExporter
throw new Exception($"Unknown skinning type {_skinningType}");
}
// Some tangent W values that should be -1 are stored as 0.
/// <summary> Clamps any tangent W value other than 1 to -1. </summary>
/// <remarks> Some XIV models seemingly store -1 as 0, this patches over that. </remarks>
private Vector4 FixTangentVector(Vector4 tangent)
=> tangent with { W = tangent.W == 1 ? 1 : -1 };
/// <summary> Convert a vertex attribute value to a Vector2. Supported inputs are Vector2, Vector3, and Vector4. </summary>
private Vector2 ToVector2(object data)
=> data switch
{
@ -373,6 +394,7 @@ public class MeshExporter
_ => throw new ArgumentOutOfRangeException($"Invalid Vector2 input {data}")
};
/// <summary> Convert a vertex attribute value to a Vector3. Supported inputs are Vector2, Vector3, and Vector4. </summary>
private Vector3 ToVector3(object data)
=> data switch
{
@ -382,6 +404,7 @@ public class MeshExporter
_ => throw new ArgumentOutOfRangeException($"Invalid Vector3 input {data}")
};
/// <summary> Convert a vertex attribute value to a Vector4. Supported inputs are Vector2, Vector3, and Vector4. </summary>
private Vector4 ToVector4(object data)
=> data switch
{
@ -391,6 +414,7 @@ public class MeshExporter
_ => throw new ArgumentOutOfRangeException($"Invalid Vector3 input {data}")
};
/// <summary> Convert a vertex attribute value to a byte array. </summary>
private byte[] ToByteArray(object data)
=> data switch
{

View file

@ -30,6 +30,7 @@ public class ModelExporter
}
}
/// <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>
public static Model Export(MdlFile mdl, XivSkeleton? xivSkeleton)
{
var gltfSkeleton = xivSkeleton != null ? ConvertSkeleton(xivSkeleton) : null;
@ -37,6 +38,7 @@ public class ModelExporter
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)
{
var meshes = new List<MeshExporter.Mesh>();
@ -56,6 +58,7 @@ public class ModelExporter
return meshes;
}
/// <summary> Convert XIV skeleton data into a glTF-compatible node tree, with mappings. </summary>
private static GltfSkeleton? ConvertSkeleton(XivSkeleton skeleton)
{
NodeBuilder? root = null;

View file

@ -2,6 +2,7 @@ using SharpGLTF.Scenes;
namespace Penumbra.Import.Models.Export;
/// <summary> Representation of a skeleton within XIV. </summary>
public class XivSkeleton
{
public Bone[] Bones;
@ -25,9 +26,15 @@ public class XivSkeleton
}
}
/// <summary> Representation of a glTF-compatible skeleton. </summary>
public struct GltfSkeleton
{
/// <summary> Root node of the skeleton. </summary>
public NodeBuilder Root;
/// <summary> Flattened list of skeleton nodes. </summary>
public NodeBuilder[] Joints;
/// <summary> Mapping of bone names to their index within the joints array. </summary>
public Dictionary<string, int> Names;
}

View file

@ -88,6 +88,7 @@ public sealed class ModelManager : SingleTaskQueue, IDisposable
gltfModel.SaveGLTF(_outputPath);
}
/// <summary> Attempt to read out the pertinent information from a .sklb. </summary>
private XivSkeleton? BuildSkeleton(CancellationToken cancel)
{
if (_sklb == null)