Wire up hair EST resolution

This commit is contained in:
ackwell 2024-01-07 19:49:13 +11:00
parent 981721ae85
commit aa7f0bace9
4 changed files with 104 additions and 38 deletions

View file

@ -1,14 +1,19 @@
using Dalamud.Plugin.Services;
using OtterGui;
using OtterGui.Tasks;
using Penumbra.Collections.Manager;
using Penumbra.GameData;
using Penumbra.GameData.Data;
using Penumbra.GameData.Enums;
using Penumbra.GameData.Files;
using Penumbra.GameData.Structs;
using Penumbra.Import.Models.Export;
using Penumbra.Meta.Manipulations;
using SharpGLTF.Scenes;
namespace Penumbra.Import.Models;
public sealed class ModelManager(IFramework framework, GamePathParser _parser) : SingleTaskQueue, IDisposable
public sealed class ModelManager(IFramework framework, ActiveCollections collections, GamePathParser parser) : SingleTaskQueue, IDisposable
{
private readonly IFramework _framework = framework;
@ -24,31 +29,55 @@ public sealed class ModelManager(IFramework framework, GamePathParser _parser) :
_tasks.Clear();
}
public Task ExportToGltf(MdlFile mdl, SklbFile? sklb, string outputPath)
=> Enqueue(new ExportToGltfAction(this, mdl, sklb, outputPath));
public Task ExportToGltf(MdlFile mdl, IEnumerable<SklbFile>? sklbs, string outputPath)
=> Enqueue(new ExportToGltfAction(this, mdl, sklbs, outputPath));
/// <summary> Try to find the .sklb path for a .mdl file. </summary>
/// <param name="mdlPath"> .mdl file to look up the skeleton for. </param>
public string? ResolveSklbForMdl(string mdlPath)
/// <summary> Try to find the .sklb paths for a .mdl file. </summary>
/// <param name="mdlPath"> .mdl file to look up the skeletons for. </param>
public string[]? ResolveSklbsForMdl(string mdlPath, EstManipulation[] estManipulations)
{
var info = _parser.GetFileInfo(mdlPath);
var info = parser.GetFileInfo(mdlPath);
if (info.FileType is not FileType.Model)
return null;
var baseSkeleton = GamePaths.Skeleton.Sklb.Path(info.GenderRace, "base", 1);
return info.ObjectType switch
{
ObjectType.Equipment => GamePaths.Skeleton.Sklb.Path(info.GenderRace, "base", 1),
ObjectType.Accessory => GamePaths.Skeleton.Sklb.Path(info.GenderRace, "base", 1),
ObjectType.Character when info.BodySlot is BodySlot.Body or BodySlot.Tail => GamePaths.Skeleton.Sklb.Path(info.GenderRace, "base",
1),
ObjectType.Equipment => [baseSkeleton],
ObjectType.Accessory => [baseSkeleton],
ObjectType.Character when info.BodySlot is BodySlot.Body or BodySlot.Tail => [baseSkeleton],
ObjectType.Character when info.BodySlot is BodySlot.Hair
=> [baseSkeleton, ResolveHairSkeleton(info, estManipulations)],
ObjectType.Character => throw new Exception($"Currently unsupported human model type \"{info.BodySlot}\"."),
ObjectType.DemiHuman => GamePaths.DemiHuman.Sklb.Path(info.PrimaryId),
ObjectType.Monster => GamePaths.Monster.Sklb.Path(info.PrimaryId),
ObjectType.Weapon => GamePaths.Weapon.Sklb.Path(info.PrimaryId),
ObjectType.DemiHuman => [GamePaths.DemiHuman.Sklb.Path(info.PrimaryId)],
ObjectType.Monster => [GamePaths.Monster.Sklb.Path(info.PrimaryId)],
ObjectType.Weapon => [GamePaths.Weapon.Sklb.Path(info.PrimaryId)],
_ => null,
};
}
private string ResolveHairSkeleton(GameObjectInfo info, EstManipulation[] estManipulations)
{
// TODO: might be able to genericse this over esttype based on incoming info
var (gender, race) = info.GenderRace.Split();
var modEst = estManipulations
.FirstOrNull(est =>
est.Gender == gender
&& est.Race == race
&& est.Slot == EstManipulation.EstType.Hair
&& est.SetId == info.PrimaryId
);
// Try to use an entry from the current mod, falling back to the current collection, and finally an unmodified value.
var targetId = modEst?.Entry
?? collections.Current.MetaCache?.GetEstEntry(EstManipulation.EstType.Hair, info.GenderRace, info.PrimaryId)
?? info.PrimaryId;
// TODO: i'm not conviced ToSuffix is correct - check!
return GamePaths.Skeleton.Sklb.Path(info.GenderRace, info.BodySlot.ToSuffix(), targetId);
}
private Task Enqueue(IAction action)
{
if (_disposed)
@ -75,16 +104,16 @@ public sealed class ModelManager(IFramework framework, GamePathParser _parser) :
return task;
}
private class ExportToGltfAction(ModelManager manager, MdlFile mdl, SklbFile? sklb, string outputPath)
private class ExportToGltfAction(ModelManager manager, MdlFile mdl, IEnumerable<SklbFile>? sklbs, string outputPath)
: IAction
{
public void Execute(CancellationToken cancel)
{
Penumbra.Log.Debug("Reading skeleton.");
var xivSkeleton = BuildSkeleton(cancel);
Penumbra.Log.Debug("Reading skeletons.");
var xivSkeletons = BuildSkeletons(cancel);
Penumbra.Log.Debug("Converting model.");
var model = ModelExporter.Export(mdl, xivSkeleton);
var model = ModelExporter.Export(mdl, xivSkeletons);
Penumbra.Log.Debug("Building scene.");
var scene = new SceneBuilder();
@ -96,16 +125,28 @@ public sealed class ModelManager(IFramework framework, GamePathParser _parser) :
}
/// <summary> Attempt to read out the pertinent information from a .sklb. </summary>
private XivSkeleton? BuildSkeleton(CancellationToken cancel)
private IEnumerable<XivSkeleton>? BuildSkeletons(CancellationToken cancel)
{
if (sklb == null)
if (sklbs == null)
return null;
var xmlTask = manager._framework.RunOnFrameworkThread(() => HavokConverter.HkxToXml(sklb.Skeleton));
xmlTask.Wait(cancel);
var xml = xmlTask.Result;
// The havok methods we're relying on for this conversion are a bit
// finicky at the best of times, and can outright cause a CTD if they
// get upset. Running each conversion on its own tick seems to make
// this consistently non-crashy across my testing.
Task<string> CreateHavokTask((SklbFile Sklb, int Index) pair) =>
manager._framework.RunOnTick(
() => HavokConverter.HkxToXml(pair.Sklb.Skeleton),
delayTicks: pair.Index
);
return SkeletonConverter.FromXml(xml);
var havokTasks = sklbs
.WithIndex()
.Select(CreateHavokTask)
.ToArray();
Task.WaitAll(havokTasks, cancel);
return havokTasks.Select(task => SkeletonConverter.FromXml(task.Result));
}
public bool Equals(IAction? other)