Clean up and refactor skeleton logic

This commit is contained in:
ackwell 2023-12-29 02:31:02 +11:00
parent d646c5e4b5
commit d7cac3e09a
4 changed files with 223 additions and 149 deletions

View file

@ -61,6 +61,8 @@ public sealed class ModelManager : SingleTaskQueue, IDisposable
{
var sklbPath = "chara/human/c0201/skeleton/base/b0001/skl_c0201b0001.sklb";
// NOTE: to resolve game path from _mod_, will need to wire the mod class via the modeditwindow to the model editor, through to here.
// NOTE: to get the game path for a model we'll probably need to use a reverse resolve - there's no guarantee for a modded model that they're named per game path, nor that there's only one name.
var succeeded = Utf8GamePath.FromString(sklbPath, out var utf8Path, true);
var testResolve = _activeCollectionData.Current.ResolvePath(utf8Path);
Penumbra.Log.Information($"resolved: {(testResolve == null ? "NULL" : testResolve.ToString())}");
@ -72,56 +74,40 @@ public sealed class ModelManager : SingleTaskQueue, IDisposable
FullPath path => File.ReadAllBytes(path.ToPath())
};
var something = new Garbage(bytes);
var sklb = new SklbFile(bytes);
var fuck = new HavokConverter();
var killme = fuck.HkxToXml(something.Skeleton);
// TODO: Consider making these static methods.
var havokConverter = new HavokConverter();
var xml = havokConverter.HkxToXml(sklb.Skeleton);
var doc = new XmlDocument();
doc.LoadXml(killme);
var skeletonConverter = new SkeletonConverter();
var skeleton = skeletonConverter.FromXml(xml);
var skels = doc.SelectNodes("/hktagfile/object[@type='hkaSkeleton']")
.Cast<XmlElement>()
.Select(element => new Skel(element))
.ToArray();
// todo: look into how this is selecting the skel - only first?
var animSkel = doc.SelectSingleNode("/hktagfile/object[@type='hkaAnimationContainer']")
.SelectNodes("array[@name='skeletons']")
.Cast<XmlElement>()
.First();
var mainSkelId = animSkel.ChildNodes[0].InnerText;
var mainSkel = skels.First(skel => skel.Id == mainSkelId);
// this is atrocious
// this is (less) atrocious
NodeBuilder? root = null;
var boneMap = new Dictionary<string, NodeBuilder>();
for (var boneIndex = 0; boneIndex < mainSkel.BoneNames.Length; boneIndex++)
for (var boneIndex = 0; boneIndex < skeleton.Bones.Length; boneIndex++)
{
var name = mainSkel.BoneNames[boneIndex];
if (boneMap.ContainsKey(name)) continue;
var bone = skeleton.Bones[boneIndex];
var node = new NodeBuilder(name);
if (boneMap.ContainsKey(bone.Name)) continue;
var rp = mainSkel.ReferencePose[boneIndex];
var transform = new AffineTransform(
new Vector3(rp[8], rp[9], rp[10]),
new Quaternion(rp[4], rp[5], rp[6], rp[7]),
new Vector3([rp[0], rp[1], rp[2]])
);
node.SetLocalTransform(transform, false);
var node = new NodeBuilder(bone.Name);
boneMap[bone.Name] = node;
boneMap[name] = node;
node.SetLocalTransform(new AffineTransform(
bone.Transform.Scale,
bone.Transform.Rotation,
bone.Transform.Translation
), false);
var parentId = mainSkel.ParentIndices[boneIndex];
if (parentId == -1)
if (bone.ParentIndex == -1)
{
root = node;
continue;
}
var parent = boneMap[mainSkel.BoneNames[parentId]];
var parent = boneMap[skeleton.Bones[bone.ParentIndex].Name];
parent.AddNode(node);
}
@ -130,120 +116,7 @@ public sealed class ModelManager : SingleTaskQueue, IDisposable
var model = scene.ToGltf2();
model.SaveGLTF(@"C:\Users\ackwell\blender\gltf-tests\zoingo.gltf");
Penumbra.Log.Information($"zoingo {string.Join(',', mainSkel.ParentIndices)}");
}
// this is garbage that should be in gamedata
private sealed class Garbage
{
public byte[] Skeleton;
public Garbage(byte[] data)
{
using var stream = new MemoryStream(data);
using var reader = new BinaryReader(stream);
var magic = reader.ReadUInt32();
if (magic != 0x736B6C62)
throw new InvalidDataException("Invalid sklb magic");
// todo do this all properly jfc
var version = reader.ReadUInt32();
var oldHeader = version switch {
0x31313030 or 0x31313130 or 0x31323030 => true,
0x31333030 => false,
_ => throw new InvalidDataException($"Unknown version {version}")
};
// Skeleton offset directly follows the layer offset.
uint skeletonOffset;
if (oldHeader)
{
reader.ReadInt16();
skeletonOffset = reader.ReadUInt16();
}
else
{
reader.ReadUInt32();
skeletonOffset = reader.ReadUInt32();
}
reader.Seek(skeletonOffset);
Skeleton = reader.ReadBytes((int)(reader.BaseStream.Length - skeletonOffset));
}
}
private class Skel
{
public readonly string Id;
public readonly float[][] ReferencePose;
public readonly int[] ParentIndices;
public readonly string[] BoneNames;
// TODO: this shouldn't have any reference to the skel xml - i should just make it a bare class that can be repr'd in gamedata or whatever
public Skel(XmlElement el)
{
Id = el.GetAttribute("id");
ReferencePose = ReadReferencePose(el);
ParentIndices = ReadParentIndices(el);
BoneNames = ReadBoneNames(el);
}
private float[][] ReadReferencePose(XmlElement el)
{
return ReadArray(
(XmlElement)el.SelectSingleNode("array[@name='referencePose']"),
ReadVec12
);
}
private float[] ReadVec12(XmlElement el)
{
return el.ChildNodes
.Cast<XmlNode>()
.Where(node => node.NodeType != XmlNodeType.Comment)
.Select(node => {
var t = node.InnerText.Trim()[1..];
// todo: surely there's a less shit way to do this i mean seriously
return BitConverter.ToSingle(BitConverter.GetBytes(int.Parse(t, NumberStyles.HexNumber)));
})
.ToArray();
}
private int[] ReadParentIndices(XmlElement el)
{
// todo: would be neat to genericise array between bare and children
return el.SelectSingleNode("array[@name='parentIndices']")
.InnerText
.Split(new char[] {' ', '\n'}, StringSplitOptions.RemoveEmptyEntries)
.Select(int.Parse)
.ToArray();
}
private string[] ReadBoneNames(XmlElement el)
{
return ReadArray(
(XmlElement)el.SelectSingleNode("array[@name='bones']"),
el => el.SelectSingleNode("string[@name='name']").InnerText
);
}
private T[] ReadArray<T>(XmlElement el, Func<XmlElement, T> convert)
{
var size = int.Parse(el.GetAttribute("size"));
var array = new T[size];
foreach (var (node, index) in el.ChildNodes.Cast<XmlElement>().WithIndex())
{
array[index] = convert(node);
}
return array;
}
Penumbra.Log.Information($"zoingo!");
}
private class ExportToGltfAction : IAction