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Cleanup and fit ResourceTree to new paradigm.
This commit is contained in:
parent
d28299f699
commit
e6b17d536b
8 changed files with 602 additions and 679 deletions
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@ -1,678 +0,0 @@
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using System;
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using System.Collections.Generic;
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using System.IO;
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using System.Linq;
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using System.Runtime.InteropServices;
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using System.Text;
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using Dalamud.Game.ClientState.Objects.Enums;
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using Dalamud.Game.ClientState.Objects.SubKinds;
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using FFXIVClientStructs.FFXIV.Client.Game.Character;
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using FFXIVClientStructs.FFXIV.Client.Graphics.Scene;
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using FFXIVClientStructs.FFXIV.Client.System.Resource;
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using OtterGui;
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using Penumbra.Collections;
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using Penumbra.GameData.Actors;
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using Penumbra.GameData.Enums;
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using Penumbra.GameData.Files;
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using Penumbra.Interop.Resolver;
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using Penumbra.Interop.Structs;
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using Penumbra.String;
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using Penumbra.String.Classes;
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using Objects = Dalamud.Game.ClientState.Objects.Types;
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using GameObject = FFXIVClientStructs.FFXIV.Client.Game.Object.GameObject;
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namespace Penumbra.Interop;
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public class ResourceTree
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{
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public readonly string Name;
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public readonly nint SourceAddress;
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public readonly bool PlayerRelated;
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public readonly string CollectionName;
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public readonly List<Node> Nodes;
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public ResourceTree( string name, nint sourceAddress, bool playerRelated, string collectionName )
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{
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Name = name;
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SourceAddress = sourceAddress;
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PlayerRelated = playerRelated;
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CollectionName = collectionName;
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Nodes = new();
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}
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public static ResourceTree[] FromObjectTable( bool withNames = true )
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{
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var cache = new TreeBuildCache();
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return cache.Characters
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.Select( chara => FromCharacter( chara, cache, withNames ) )
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.OfType<ResourceTree>()
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.ToArray();
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}
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public static IEnumerable<(Objects.Character Character, ResourceTree ResourceTree)> FromCharacters( IEnumerable<Objects.Character> characters, bool withNames = true )
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{
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var cache = new TreeBuildCache();
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foreach( var chara in characters )
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{
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var tree = FromCharacter( chara, cache, withNames );
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if( tree != null )
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{
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yield return (chara, tree);
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}
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}
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}
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public static unsafe ResourceTree? FromCharacter( Objects.Character chara, bool withNames = true )
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{
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return FromCharacter( chara, new TreeBuildCache(), withNames );
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}
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private static unsafe ResourceTree? FromCharacter( Objects.Character chara, TreeBuildCache cache, bool withNames = true )
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{
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if( !chara.IsValid() )
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{
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return null;
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}
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var charaStruct = ( Character* )chara.Address;
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var gameObjStruct = &charaStruct->GameObject;
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var model = ( CharacterBase* )gameObjStruct->GetDrawObject();
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if( model == null )
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{
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return null;
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}
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var equipment = new ReadOnlySpan<EquipmentRecord>( charaStruct->EquipSlotData, 10 );
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// var customize = new ReadOnlySpan<byte>( charaStruct->CustomizeData, 26 );
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var collectionResolveData = PathResolver.IdentifyCollection( gameObjStruct, true );
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if( !collectionResolveData.Valid )
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{
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return null;
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}
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var collection = collectionResolveData.ModCollection;
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var name = GetCharacterName( chara, cache );
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var tree = new ResourceTree( name.Name, new nint( charaStruct ), name.PlayerRelated, collection.Name );
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var globalContext = new GlobalResolveContext(
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FileCache: cache,
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Collection: collection,
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Skeleton: charaStruct->ModelSkeletonId,
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WithNames: withNames
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);
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for( var i = 0; i < model->SlotCount; ++i )
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{
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var context = globalContext.CreateContext(
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Slot: ( i < equipment.Length ) ? ( ( uint )i ).ToEquipSlot() : EquipSlot.Unknown,
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Equipment: ( i < equipment.Length ) ? equipment[i] : default
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);
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var imc = ( ResourceHandle* )model->IMCArray[i];
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var imcNode = context.CreateNodeFromImc( imc );
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if( imcNode != null )
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{
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tree.Nodes.Add( withNames ? imcNode.WithName( imcNode.Name ?? $"IMC #{i}" ) : imcNode );
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}
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var mdl = ( RenderModel* )model->ModelArray[i];
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var mdlNode = context.CreateNodeFromRenderModel( mdl );
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if( mdlNode != null )
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{
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tree.Nodes.Add( withNames ? mdlNode.WithName(mdlNode.Name ?? $"Model #{i}") : mdlNode );
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}
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}
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if( chara is PlayerCharacter )
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{
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AddHumanResources( tree, globalContext, ( HumanExt* )model );
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}
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return tree;
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}
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private static unsafe (string Name, bool PlayerRelated) GetCharacterName( Objects.Character chara, TreeBuildCache cache )
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{
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var identifier = Penumbra.Actors.FromObject( ( GameObject* )chara.Address, out var owner, true, false, false );
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var name = chara.Name.ToString().Trim();
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var playerRelated = true;
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if( chara.ObjectKind != ObjectKind.Player )
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{
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name = $"{name} ({chara.ObjectKind.ToName()})".Trim();
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playerRelated = false;
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}
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if( identifier.Type == IdentifierType.Owned && cache.CharactersById.TryGetValue( owner->ObjectID, out var ownerChara ) )
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{
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var ownerName = GetCharacterName( ownerChara, cache );
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name = $"[{ownerName.Name}] {name}".Trim();
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playerRelated |= ownerName.PlayerRelated;
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}
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return (name, playerRelated);
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}
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private static unsafe void AddHumanResources( ResourceTree tree, GlobalResolveContext globalContext, HumanExt* human )
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{
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var firstSubObject = ( CharacterBase* )human->Human.CharacterBase.DrawObject.Object.ChildObject;
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if( firstSubObject != null )
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{
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var subObjectNodes = new List<Node>();
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var subObject = firstSubObject;
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var subObjectIndex = 0;
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do
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{
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var weapon = ( subObject->GetModelType() == CharacterBase.ModelType.Weapon ) ? ( Weapon* )subObject : null;
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var subObjectNamePrefix = ( weapon != null ) ? "Weapon" : "Fashion Acc.";
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var subObjectContext = globalContext.CreateContext(
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Slot: ( weapon != null ) ? EquipSlot.MainHand : EquipSlot.Unknown,
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Equipment: ( weapon != null ) ? new EquipmentRecord( weapon->ModelSetId, ( byte )weapon->Variant, ( byte )weapon->ModelUnknown ) : default
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);
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for( var i = 0; i < subObject->SlotCount; ++i )
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{
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var imc = ( ResourceHandle* )subObject->IMCArray[i];
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var imcNode = subObjectContext.CreateNodeFromImc( imc );
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if( imcNode != null )
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{
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subObjectNodes.Add( globalContext.WithNames ? imcNode.WithName( imcNode.Name ?? $"{subObjectNamePrefix} #{subObjectIndex}, IMC #{i}" ) : imcNode );
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}
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var mdl = ( RenderModel* )subObject->ModelArray[i];
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var mdlNode = subObjectContext.CreateNodeFromRenderModel( mdl );
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if( mdlNode != null )
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{
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subObjectNodes.Add( globalContext.WithNames ? mdlNode.WithName( mdlNode.Name ?? $"{subObjectNamePrefix} #{subObjectIndex}, Model #{i}" ) : mdlNode );
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}
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}
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subObject = ( CharacterBase* )subObject->DrawObject.Object.NextSiblingObject;
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++subObjectIndex;
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} while( subObject != null && subObject != firstSubObject );
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tree.Nodes.InsertRange( 0, subObjectNodes );
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}
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var context = globalContext.CreateContext(
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Slot: EquipSlot.Unknown,
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Equipment: default
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);
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var skeletonNode = context.CreateHumanSkeletonNode( human->Human.RaceSexId );
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if( skeletonNode != null )
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{
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tree.Nodes.Add( globalContext.WithNames ? skeletonNode.WithName( skeletonNode.Name ?? "Skeleton" ) : skeletonNode );
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}
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var decalNode = context.CreateNodeFromTex( human->Decal );
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if( decalNode != null )
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{
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tree.Nodes.Add( globalContext.WithNames ? decalNode.WithName( decalNode.Name ?? "Face Decal" ) : decalNode );
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}
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var legacyDecalNode = context.CreateNodeFromTex( human->LegacyBodyDecal );
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if( legacyDecalNode != null )
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{
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tree.Nodes.Add( globalContext.WithNames ? legacyDecalNode.WithName( legacyDecalNode.Name ?? "Legacy Body Decal" ) : legacyDecalNode );
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}
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}
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private static unsafe bool CreateOwnedGamePath( byte* rawGamePath, out Utf8GamePath gamePath, bool addDx11Prefix = false, bool isShader = false )
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{
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if( rawGamePath == null )
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{
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gamePath = default;
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return false;
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}
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if( isShader )
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{
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var path = $"shader/sm5/shpk/{new ByteString( rawGamePath )}";
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return Utf8GamePath.FromString( path, out gamePath );
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}
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if( addDx11Prefix )
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{
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var unprefixed = MemoryMarshal.CreateReadOnlySpanFromNullTerminated( rawGamePath );
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var lastDirectorySeparator = unprefixed.LastIndexOf( ( byte )'/' );
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if( unprefixed[lastDirectorySeparator + 1] != ( byte )'-' || unprefixed[lastDirectorySeparator + 2] != ( byte )'-' )
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{
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Span<byte> prefixed = stackalloc byte[unprefixed.Length + 2];
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unprefixed[..( lastDirectorySeparator + 1 )].CopyTo( prefixed );
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prefixed[lastDirectorySeparator + 1] = ( byte )'-';
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prefixed[lastDirectorySeparator + 2] = ( byte )'-';
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unprefixed[( lastDirectorySeparator + 1 )..].CopyTo( prefixed[( lastDirectorySeparator + 3 )..] );
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if( !Utf8GamePath.FromSpan( prefixed, out gamePath ) )
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{
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return false;
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}
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gamePath = gamePath.Clone();
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return true;
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}
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}
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if( !Utf8GamePath.FromPointer( rawGamePath, out gamePath ) )
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{
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return false;
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}
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gamePath = gamePath.Clone();
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return true;
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}
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[StructLayout( LayoutKind.Sequential, Pack = 1, Size = 4 )]
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private readonly record struct EquipmentRecord( ushort SetId, byte Variant, byte Dye );
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private class TreeBuildCache
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{
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private readonly Dictionary<FullPath, MtrlFile?> Materials = new();
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private readonly Dictionary<FullPath, ShpkFile?> ShaderPackages = new();
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public readonly List<Objects.Character> Characters;
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public readonly Dictionary<uint, Objects.Character> CharactersById;
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public TreeBuildCache()
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{
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Characters = new();
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CharactersById = new();
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foreach( var chara in Dalamud.Objects.OfType<Objects.Character>() )
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{
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if( chara.IsValid() )
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{
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Characters.Add( chara );
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if( chara.ObjectId != Objects.GameObject.InvalidGameObjectId && !CharactersById.TryAdd( chara.ObjectId, chara ) )
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{
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var existingChara = CharactersById[chara.ObjectId];
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Penumbra.Log.Warning( $"Duplicate character ID {chara.ObjectId:X8} (old: {existingChara.Name} {existingChara.ObjectKind}, new: {chara.Name} {chara.ObjectKind})" );
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}
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}
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}
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}
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public MtrlFile? ReadMaterial( FullPath path )
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{
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return ReadFile( path, Materials, bytes => new MtrlFile( bytes ) );
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}
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public ShpkFile? ReadShaderPackage( FullPath path )
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{
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return ReadFile( path, ShaderPackages, bytes => new ShpkFile( bytes ) );
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}
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private static T? ReadFile<T>( FullPath path, Dictionary<FullPath, T?> cache, Func<byte[], T> parseFile ) where T : class
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{
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if( path.FullName.Length == 0 )
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{
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return null;
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}
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if( cache.TryGetValue( path, out var cached ) )
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{
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return cached;
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}
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var pathStr = path.ToPath();
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T? parsed;
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try
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{
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if( path.IsRooted )
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{
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parsed = parseFile( File.ReadAllBytes( pathStr ) );
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}
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else
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{
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var bytes = Dalamud.GameData.GetFile( pathStr )?.Data;
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parsed = ( bytes != null ) ? parseFile( bytes ) : null;
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}
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}
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catch( Exception e )
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{
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Penumbra.Log.Error( $"Could not read file {pathStr}:\n{e}" );
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parsed = null;
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}
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cache.Add( path, parsed );
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return parsed;
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}
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}
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private record class GlobalResolveContext( TreeBuildCache FileCache, ModCollection Collection, int Skeleton, bool WithNames )
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{
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public ResolveContext CreateContext( EquipSlot Slot, EquipmentRecord Equipment )
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=> new( FileCache, Collection, Skeleton, WithNames, Slot, Equipment );
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}
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private record class ResolveContext( TreeBuildCache FileCache, ModCollection Collection, int Skeleton, bool WithNames, EquipSlot Slot, EquipmentRecord Equipment )
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{
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private unsafe Node? CreateNodeFromGamePath( ResourceType type, nint sourceAddress, byte* rawGamePath, bool @internal, bool addDx11Prefix = false, bool isShader = false )
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{
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if( !CreateOwnedGamePath( rawGamePath, out var gamePath, addDx11Prefix, isShader ) )
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{
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return null;
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}
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return CreateNodeFromGamePath( type, sourceAddress, gamePath, @internal );
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}
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private unsafe Node CreateNodeFromGamePath( ResourceType type, nint sourceAddress, Utf8GamePath gamePath, bool @internal )
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=> new( null, type, sourceAddress, gamePath, FilterFullPath( Collection.ResolvePath( gamePath ) ?? new FullPath( gamePath ) ), @internal );
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private unsafe Node? CreateNodeFromResourceHandle( ResourceType type, nint sourceAddress, ResourceHandle* handle, bool @internal, bool withName )
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{
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if( handle == null )
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{
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return null;
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}
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var name = handle->FileNameAsSpan();
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if( name.Length == 0 )
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{
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return null;
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}
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if( name[0] == ( byte )'|' )
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{
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name = name[1..];
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var pos = name.IndexOf( ( byte )'|' );
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if( pos < 0 )
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{
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return null;
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}
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name = name[( pos + 1 )..];
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}
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var fullPath = new FullPath( Encoding.UTF8.GetString( name ) );
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var gamePaths = Collection.ReverseResolvePath( fullPath ).ToList();
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fullPath = FilterFullPath( fullPath );
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if( gamePaths.Count > 1 )
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{
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gamePaths = Filter( gamePaths );
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}
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if( gamePaths.Count == 1 )
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{
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return new Node( withName ? GuessNameFromPath( gamePaths[0] ) : null, type, sourceAddress, gamePaths[0], fullPath, @internal );
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}
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else
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{
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Penumbra.Log.Information( $"Found {gamePaths.Count} game paths while reverse-resolving {fullPath} in {Collection.Name}:" );
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foreach( var gamePath in gamePaths )
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{
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Penumbra.Log.Information( $"Game path: {gamePath}" );
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}
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return new Node( null, type, sourceAddress, gamePaths.ToArray(), fullPath, @internal );
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}
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}
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public unsafe Node? CreateHumanSkeletonNode( ushort raceSexId )
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{
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var raceSexIdStr = raceSexId.ToString( "D4" );
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var path = $"chara/human/c{raceSexIdStr}/skeleton/base/b0001/skl_c{raceSexIdStr}b0001.sklb";
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if( !Utf8GamePath.FromString( path, out var gamePath ) )
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{
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return null;
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}
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return CreateNodeFromGamePath( ResourceType.Sklb, 0, gamePath, false );
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}
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public unsafe Node? CreateNodeFromImc( ResourceHandle* imc )
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{
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var node = CreateNodeFromResourceHandle( ResourceType.Imc, new nint( imc ), imc, true, false );
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if( node == null )
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{
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return null;
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}
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if( WithNames )
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{
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var name = GuessModelName( node.GamePath );
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node = node.WithName( ( name != null ) ? $"IMC: {name}" : null );
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}
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return node;
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}
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public unsafe Node? CreateNodeFromTex( ResourceHandle* tex )
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{
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return CreateNodeFromResourceHandle( ResourceType.Tex, new nint( tex ), tex, false, WithNames );
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}
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public unsafe Node? CreateNodeFromRenderModel( RenderModel* mdl )
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{
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if( mdl == null || mdl->ResourceHandle == null || mdl->ResourceHandle->Category != ResourceCategory.Chara )
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{
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return null;
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}
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var node = CreateNodeFromResourceHandle( ResourceType.Mdl, new nint( mdl ), mdl->ResourceHandle, false, false );
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if( node == null )
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{
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return null;
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}
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if( WithNames )
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{
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node = node.WithName( GuessModelName( node.GamePath ) );
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}
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for( var i = 0; i < mdl->MaterialCount; i++ )
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{
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var mtrl = ( Material* )mdl->Materials[i];
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var mtrlNode = CreateNodeFromMaterial( mtrl );
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if( mtrlNode != null )
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{
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// Don't keep the material's name if it's redundant with the model's name.
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node.Children.Add( WithNames ? mtrlNode.WithName( ( string.Equals( mtrlNode.Name, node.Name, StringComparison.Ordinal ) ? null : mtrlNode.Name ) ?? $"Material #{i}" ) : mtrlNode );
|
||||
}
|
||||
}
|
||||
|
||||
return node;
|
||||
}
|
||||
|
||||
private unsafe Node? CreateNodeFromMaterial( Material* mtrl )
|
||||
{
|
||||
if( mtrl == null )
|
||||
{
|
||||
return null;
|
||||
}
|
||||
|
||||
var resource = ( MtrlResource* )mtrl->ResourceHandle;
|
||||
var node = CreateNodeFromResourceHandle( ResourceType.Mtrl, new nint( mtrl ), &resource->Handle, false, WithNames );
|
||||
if( node == null )
|
||||
{
|
||||
return null;
|
||||
}
|
||||
var mtrlFile = WithNames ? FileCache.ReadMaterial( node.FullPath ) : null;
|
||||
|
||||
var shpkNode = CreateNodeFromGamePath( ResourceType.Shpk, 0, resource->ShpkString, false, isShader: true );
|
||||
if( shpkNode != null )
|
||||
{
|
||||
node.Children.Add( WithNames ? shpkNode.WithName( "Shader Package" ) : shpkNode );
|
||||
}
|
||||
var shpkFile = ( WithNames && shpkNode != null ) ? FileCache.ReadShaderPackage( shpkNode.FullPath ) : null;
|
||||
var samplers = WithNames ? mtrlFile?.GetSamplersByTexture(shpkFile) : null;
|
||||
|
||||
for( var i = 0; i < resource->NumTex; i++ )
|
||||
{
|
||||
var texNode = CreateNodeFromGamePath( ResourceType.Tex, 0, resource->TexString( i ), false, addDx11Prefix: resource->TexIsDX11( i ) );
|
||||
if( texNode != null )
|
||||
{
|
||||
if( WithNames )
|
||||
{
|
||||
var name = ( samplers != null && i < samplers.Count ) ? samplers[i].Item2?.Name : null;
|
||||
node.Children.Add( texNode.WithName( name ?? $"Texture #{i}" ) );
|
||||
}
|
||||
else
|
||||
{
|
||||
node.Children.Add( texNode );
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return node;
|
||||
}
|
||||
|
||||
private static FullPath FilterFullPath( FullPath fullPath )
|
||||
{
|
||||
if( !fullPath.IsRooted )
|
||||
{
|
||||
return fullPath;
|
||||
}
|
||||
|
||||
var relPath = Path.GetRelativePath( Penumbra.Config.ModDirectory, fullPath.FullName );
|
||||
if( relPath == "." || !relPath.StartsWith( '.' ) && !Path.IsPathRooted( relPath ) )
|
||||
{
|
||||
return fullPath.Exists ? fullPath : FullPath.Empty;
|
||||
}
|
||||
return FullPath.Empty;
|
||||
}
|
||||
|
||||
private List<Utf8GamePath> Filter( List<Utf8GamePath> gamePaths )
|
||||
{
|
||||
var filtered = new List<Utf8GamePath>( gamePaths.Count );
|
||||
foreach( var path in gamePaths )
|
||||
{
|
||||
// In doubt, keep the paths.
|
||||
if( IsMatch( path.ToString().Split( new char[] { '/' }, StringSplitOptions.RemoveEmptyEntries ) ) ?? true )
|
||||
{
|
||||
filtered.Add( path );
|
||||
}
|
||||
}
|
||||
|
||||
return filtered;
|
||||
}
|
||||
|
||||
private bool? IsMatch( ReadOnlySpan<string> path )
|
||||
=> SafeGet( path, 0 ) switch
|
||||
{
|
||||
"chara" => SafeGet( path, 1 ) switch
|
||||
{
|
||||
"accessory" => IsMatchEquipment( path[2..], $"a{Equipment.SetId:D4}" ),
|
||||
"equipment" => IsMatchEquipment( path[2..], $"e{Equipment.SetId:D4}" ),
|
||||
"monster" => SafeGet( path, 2 ) == $"m{Skeleton:D4}",
|
||||
"weapon" => IsMatchEquipment( path[2..], $"w{Equipment.SetId:D4}" ),
|
||||
_ => null,
|
||||
},
|
||||
_ => null,
|
||||
};
|
||||
|
||||
private bool? IsMatchEquipment( ReadOnlySpan<string> path, string equipmentDir )
|
||||
=> SafeGet( path, 0 ) == equipmentDir
|
||||
? SafeGet( path, 1 ) switch
|
||||
{
|
||||
"material" => SafeGet( path, 2 ) == $"v{Equipment.Variant:D4}",
|
||||
_ => null,
|
||||
}
|
||||
: false;
|
||||
|
||||
private string? GuessModelName( Utf8GamePath gamePath )
|
||||
{
|
||||
var path = gamePath.ToString().Split( new char[] { '/' }, StringSplitOptions.RemoveEmptyEntries );
|
||||
// Weapons intentionally left out.
|
||||
var isEquipment = SafeGet( path, 0 ) == "chara" && SafeGet( path, 1 ) is "accessory" or "equipment";
|
||||
if( isEquipment )
|
||||
{
|
||||
foreach( var item in Penumbra.Identifier.Identify( Equipment.SetId, Equipment.Variant, Slot.ToSlot() ) )
|
||||
{
|
||||
return Slot switch
|
||||
{
|
||||
EquipSlot.RFinger => "R: ",
|
||||
EquipSlot.LFinger => "L: ",
|
||||
_ => string.Empty,
|
||||
} + item.Name.ToString();
|
||||
}
|
||||
}
|
||||
var nameFromPath = GuessNameFromPath( gamePath );
|
||||
if( nameFromPath != null )
|
||||
{
|
||||
return nameFromPath;
|
||||
}
|
||||
if( isEquipment )
|
||||
{
|
||||
return Slot.ToName();
|
||||
}
|
||||
|
||||
return null;
|
||||
}
|
||||
|
||||
private static string? GuessNameFromPath( Utf8GamePath gamePath )
|
||||
{
|
||||
foreach( var obj in Penumbra.Identifier.Identify( gamePath.ToString() ) )
|
||||
{
|
||||
var name = obj.Key;
|
||||
if( name.StartsWith( "Customization:" ) )
|
||||
{
|
||||
name = name[14..].Trim();
|
||||
}
|
||||
if( name != "Unknown" )
|
||||
{
|
||||
return name;
|
||||
}
|
||||
}
|
||||
|
||||
return null;
|
||||
}
|
||||
|
||||
private static string? SafeGet( ReadOnlySpan<string> array, Index index )
|
||||
{
|
||||
var i = index.GetOffset( array.Length );
|
||||
return ( i >= 0 && i < array.Length ) ? array[i] : null;
|
||||
}
|
||||
}
|
||||
|
||||
public class Node
|
||||
{
|
||||
public readonly string? Name;
|
||||
public readonly ResourceType Type;
|
||||
public readonly nint SourceAddress;
|
||||
public readonly Utf8GamePath GamePath;
|
||||
public readonly Utf8GamePath[] PossibleGamePaths;
|
||||
public readonly FullPath FullPath;
|
||||
public readonly bool Internal;
|
||||
public readonly List<Node> Children;
|
||||
|
||||
public Node( string? name, ResourceType type, nint sourceAddress, Utf8GamePath gamePath, FullPath fullPath, bool @internal )
|
||||
{
|
||||
Name = name;
|
||||
Type = type;
|
||||
SourceAddress = sourceAddress;
|
||||
GamePath = gamePath;
|
||||
PossibleGamePaths = new[] { gamePath };
|
||||
FullPath = fullPath;
|
||||
Internal = @internal;
|
||||
Children = new();
|
||||
}
|
||||
|
||||
public Node( string? name, ResourceType type, nint sourceAddress, Utf8GamePath[] possibleGamePaths, FullPath fullPath, bool @internal )
|
||||
{
|
||||
Name = name;
|
||||
Type = type;
|
||||
SourceAddress = sourceAddress;
|
||||
GamePath = ( possibleGamePaths.Length == 1 ) ? possibleGamePaths[0] : Utf8GamePath.Empty;
|
||||
PossibleGamePaths = possibleGamePaths;
|
||||
FullPath = fullPath;
|
||||
Internal = @internal;
|
||||
Children = new();
|
||||
}
|
||||
|
||||
private Node( string? name, Node originalNode )
|
||||
{
|
||||
Name = name;
|
||||
Type = originalNode.Type;
|
||||
SourceAddress = originalNode.SourceAddress;
|
||||
GamePath = originalNode.GamePath;
|
||||
PossibleGamePaths = originalNode.PossibleGamePaths;
|
||||
FullPath = originalNode.FullPath;
|
||||
Internal = originalNode.Internal;
|
||||
Children = originalNode.Children;
|
||||
}
|
||||
|
||||
public Node WithName( string? name )
|
||||
=> string.Equals( Name, name, StringComparison.Ordinal ) ? this : new Node( name, this );
|
||||
}
|
||||
}
|
||||
60
Penumbra/Interop/ResourceTree/FileCache.cs
Normal file
60
Penumbra/Interop/ResourceTree/FileCache.cs
Normal file
|
|
@ -0,0 +1,60 @@
|
|||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.IO;
|
||||
using Dalamud.Data;
|
||||
using Penumbra.GameData.Files;
|
||||
using Penumbra.String.Classes;
|
||||
|
||||
namespace Penumbra.Interop.ResourceTree;
|
||||
|
||||
internal class FileCache
|
||||
{
|
||||
private readonly DataManager _dataManager;
|
||||
private readonly Dictionary<FullPath, MtrlFile?> _materials = new();
|
||||
private readonly Dictionary<FullPath, ShpkFile?> _shaderPackages = new();
|
||||
|
||||
public FileCache(DataManager dataManager)
|
||||
=> _dataManager = dataManager;
|
||||
|
||||
/// <summary> Try to read a material file from the given path and cache it on success. </summary>
|
||||
public MtrlFile? ReadMaterial(FullPath path)
|
||||
=> ReadFile(_dataManager, path, _materials, bytes => new MtrlFile(bytes));
|
||||
|
||||
/// <summary> Try to read a shpk file from the given path and cache it on success. </summary>
|
||||
public ShpkFile? ReadShaderPackage(FullPath path)
|
||||
=> ReadFile(_dataManager, path, _shaderPackages, bytes => new ShpkFile(bytes));
|
||||
|
||||
private static T? ReadFile<T>(DataManager dataManager, FullPath path, Dictionary<FullPath, T?> cache, Func<byte[], T> parseFile)
|
||||
where T : class
|
||||
{
|
||||
if (path.FullName.Length == 0)
|
||||
return null;
|
||||
|
||||
if (cache.TryGetValue(path, out var cached))
|
||||
return cached;
|
||||
|
||||
var pathStr = path.ToPath();
|
||||
T? parsed;
|
||||
try
|
||||
{
|
||||
if (path.IsRooted)
|
||||
{
|
||||
parsed = parseFile(File.ReadAllBytes(pathStr));
|
||||
}
|
||||
else
|
||||
{
|
||||
var bytes = dataManager.GetFile(pathStr)?.Data;
|
||||
parsed = bytes != null ? parseFile(bytes) : null;
|
||||
}
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
Penumbra.Log.Error($"Could not read file {pathStr}:\n{e}");
|
||||
parsed = null;
|
||||
}
|
||||
|
||||
cache.Add(path, parsed);
|
||||
|
||||
return parsed;
|
||||
}
|
||||
}
|
||||
289
Penumbra/Interop/ResourceTree/ResolveContext.cs
Normal file
289
Penumbra/Interop/ResourceTree/ResolveContext.cs
Normal file
|
|
@ -0,0 +1,289 @@
|
|||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.IO;
|
||||
using System.Linq;
|
||||
using FFXIVClientStructs.FFXIV.Client.System.Resource;
|
||||
using Penumbra.Collections;
|
||||
using Penumbra.GameData;
|
||||
using Penumbra.GameData.Enums;
|
||||
using Penumbra.GameData.Structs;
|
||||
using Penumbra.Interop.Structs;
|
||||
using Penumbra.String;
|
||||
using Penumbra.String.Classes;
|
||||
|
||||
namespace Penumbra.Interop.ResourceTree;
|
||||
|
||||
internal record class GlobalResolveContext(Configuration Config, IObjectIdentifier Identifier, FileCache FileCache, ModCollection Collection, int Skeleton, bool WithNames)
|
||||
{
|
||||
public ResolveContext CreateContext(EquipSlot slot, CharacterArmor equipment)
|
||||
=> new(Config, Identifier, FileCache, Collection, Skeleton, WithNames, slot, equipment);
|
||||
}
|
||||
|
||||
internal record class ResolveContext(Configuration Config, IObjectIdentifier Identifier, FileCache FileCache, ModCollection Collection, int Skeleton, bool WithNames, EquipSlot Slot,
|
||||
CharacterArmor Equipment)
|
||||
{
|
||||
private static readonly ByteString ShpkPrefix = ByteString.FromSpanUnsafe("shader/sm5/shpk"u8, true, true, true);
|
||||
private ResourceNode? CreateNodeFromShpk(nint sourceAddress, ByteString gamePath, bool @internal)
|
||||
{
|
||||
if (gamePath.IsEmpty)
|
||||
return null;
|
||||
if (!Utf8GamePath.FromByteString(ByteString.Join((byte)'/', ShpkPrefix, gamePath), out var path, false))
|
||||
return null;
|
||||
|
||||
return CreateNodeFromGamePath(ResourceType.Shpk, sourceAddress, path, @internal);
|
||||
}
|
||||
|
||||
private ResourceNode? CreateNodeFromTex(nint sourceAddress, ByteString gamePath, bool @internal, bool dx11)
|
||||
{
|
||||
if (dx11)
|
||||
{
|
||||
var lastDirectorySeparator = gamePath.LastIndexOf((byte)'/');
|
||||
if (lastDirectorySeparator == -1 || lastDirectorySeparator > gamePath.Length - 3)
|
||||
return null;
|
||||
|
||||
if (gamePath[lastDirectorySeparator + 1] != (byte)'-' || gamePath[lastDirectorySeparator + 2] != (byte)'-')
|
||||
{
|
||||
Span<byte> prefixed = stackalloc byte[gamePath.Length + 3];
|
||||
gamePath.Span[..(lastDirectorySeparator + 1)].CopyTo(prefixed);
|
||||
prefixed[lastDirectorySeparator + 1] = (byte)'-';
|
||||
prefixed[lastDirectorySeparator + 2] = (byte)'-';
|
||||
gamePath.Span[(lastDirectorySeparator + 1)..].CopyTo(prefixed[(lastDirectorySeparator + 3)..]);
|
||||
|
||||
if (!Utf8GamePath.FromSpan(prefixed, out var tmp))
|
||||
return null;
|
||||
|
||||
gamePath = tmp.Path.Clone();
|
||||
}
|
||||
}
|
||||
|
||||
if (!Utf8GamePath.FromByteString(gamePath, out var path))
|
||||
return null;
|
||||
|
||||
return CreateNodeFromGamePath(ResourceType.Tex, sourceAddress, path, @internal);
|
||||
}
|
||||
|
||||
private ResourceNode CreateNodeFromGamePath(ResourceType type, nint sourceAddress, Utf8GamePath gamePath, bool @internal)
|
||||
=> new(null, type, sourceAddress, gamePath, FilterFullPath(Collection.ResolvePath(gamePath) ?? new FullPath(gamePath)), @internal);
|
||||
|
||||
private unsafe ResourceNode? CreateNodeFromResourceHandle(ResourceType type, nint sourceAddress, ResourceHandle* handle, bool @internal,
|
||||
bool withName)
|
||||
{
|
||||
if (handle == null)
|
||||
return null;
|
||||
|
||||
var name = handle->FileName();
|
||||
if (name.IsEmpty)
|
||||
return null;
|
||||
|
||||
if (name[0] == (byte)'|')
|
||||
{
|
||||
var pos = name.IndexOf((byte)'|', 1);
|
||||
if (pos < 0)
|
||||
return null;
|
||||
|
||||
name = name.Substring(pos + 1);
|
||||
}
|
||||
|
||||
var fullPath = new FullPath(Utf8GamePath.FromByteString(name, out var p) ? p : Utf8GamePath.Empty);
|
||||
var gamePaths = Collection.ReverseResolvePath(fullPath).ToList();
|
||||
fullPath = FilterFullPath(fullPath);
|
||||
|
||||
if (gamePaths.Count > 1)
|
||||
gamePaths = Filter(gamePaths);
|
||||
|
||||
if (gamePaths.Count == 1)
|
||||
return new ResourceNode(withName ? GuessNameFromPath(gamePaths[0]) : null, type, sourceAddress, gamePaths[0], fullPath, @internal);
|
||||
|
||||
Penumbra.Log.Information($"Found {gamePaths.Count} game paths while reverse-resolving {fullPath} in {Collection.Name}:");
|
||||
foreach (var gamePath in gamePaths)
|
||||
Penumbra.Log.Information($"Game path: {gamePath}");
|
||||
|
||||
return new ResourceNode(null, type, sourceAddress, gamePaths.ToArray(), fullPath, @internal);
|
||||
}
|
||||
public unsafe ResourceNode? CreateHumanSkeletonNode(GenderRace gr)
|
||||
{
|
||||
var raceSexIdStr = gr.ToRaceCode();
|
||||
var path = $"chara/human/c{raceSexIdStr}/skeleton/base/b0001/skl_c{raceSexIdStr}b0001.sklb";
|
||||
|
||||
if (!Utf8GamePath.FromString(path, out var gamePath))
|
||||
return null;
|
||||
|
||||
return CreateNodeFromGamePath(ResourceType.Sklb, 0, gamePath, false);
|
||||
}
|
||||
|
||||
public unsafe ResourceNode? CreateNodeFromImc(ResourceHandle* imc)
|
||||
{
|
||||
var node = CreateNodeFromResourceHandle(ResourceType.Imc, (nint) imc, imc, true, false);
|
||||
if (node == null)
|
||||
return null;
|
||||
|
||||
if (WithNames)
|
||||
{
|
||||
var name = GuessModelName(node.GamePath);
|
||||
node = node.WithName(name != null ? $"IMC: {name}" : null);
|
||||
}
|
||||
|
||||
return node;
|
||||
}
|
||||
|
||||
public unsafe ResourceNode? CreateNodeFromTex(ResourceHandle* tex)
|
||||
=> CreateNodeFromResourceHandle(ResourceType.Tex, (nint) tex, tex, false, WithNames);
|
||||
|
||||
public unsafe ResourceNode? CreateNodeFromRenderModel(RenderModel* mdl)
|
||||
{
|
||||
if (mdl == null || mdl->ResourceHandle == null || mdl->ResourceHandle->Category != ResourceCategory.Chara)
|
||||
return null;
|
||||
|
||||
var node = CreateNodeFromResourceHandle(ResourceType.Mdl, (nint) mdl, mdl->ResourceHandle, false, false);
|
||||
if (node == null)
|
||||
return null;
|
||||
|
||||
if (WithNames)
|
||||
node = node.WithName(GuessModelName(node.GamePath));
|
||||
|
||||
for (var i = 0; i < mdl->MaterialCount; i++)
|
||||
{
|
||||
var mtrl = (Material*)mdl->Materials[i];
|
||||
var mtrlNode = CreateNodeFromMaterial(mtrl);
|
||||
if (mtrlNode != null)
|
||||
// Don't keep the material's name if it's redundant with the model's name.
|
||||
node.Children.Add(WithNames
|
||||
? mtrlNode.WithName((string.Equals(mtrlNode.Name, node.Name, StringComparison.Ordinal) ? null : mtrlNode.Name)
|
||||
?? $"Material #{i}")
|
||||
: mtrlNode);
|
||||
}
|
||||
|
||||
return node;
|
||||
}
|
||||
|
||||
private unsafe ResourceNode? CreateNodeFromMaterial(Material* mtrl)
|
||||
{
|
||||
if (mtrl == null)
|
||||
return null;
|
||||
|
||||
var resource = (MtrlResource*)mtrl->ResourceHandle;
|
||||
var node = CreateNodeFromResourceHandle(ResourceType.Mtrl, (nint) mtrl, &resource->Handle, false, WithNames);
|
||||
if (node == null)
|
||||
return null;
|
||||
|
||||
var mtrlFile = WithNames ? FileCache.ReadMaterial(node.FullPath) : null;
|
||||
|
||||
var shpkNode = CreateNodeFromShpk(nint.Zero, new ByteString(resource->ShpkString), false);
|
||||
if (shpkNode != null)
|
||||
node.Children.Add(WithNames ? shpkNode.WithName("Shader Package") : shpkNode);
|
||||
var shpkFile = WithNames && shpkNode != null ? FileCache.ReadShaderPackage(shpkNode.FullPath) : null;
|
||||
var samplers = WithNames ? mtrlFile?.GetSamplersByTexture(shpkFile) : null;
|
||||
|
||||
for (var i = 0; i < resource->NumTex; i++)
|
||||
{
|
||||
var texNode = CreateNodeFromTex(nint.Zero, new ByteString(resource->TexString(i)), false, resource->TexIsDX11(i));
|
||||
if (texNode == null)
|
||||
continue;
|
||||
|
||||
if (WithNames)
|
||||
{
|
||||
var name = samplers != null && i < samplers.Count ? samplers[i].Item2?.Name : null;
|
||||
node.Children.Add(texNode.WithName(name ?? $"Texture #{i}"));
|
||||
}
|
||||
else
|
||||
{
|
||||
node.Children.Add(texNode);
|
||||
}
|
||||
}
|
||||
|
||||
return node;
|
||||
}
|
||||
|
||||
private FullPath FilterFullPath(FullPath fullPath)
|
||||
{
|
||||
if (!fullPath.IsRooted)
|
||||
return fullPath;
|
||||
|
||||
var relPath = Path.GetRelativePath(Config.ModDirectory, fullPath.FullName);
|
||||
if (relPath == "." || !relPath.StartsWith('.') && !Path.IsPathRooted(relPath))
|
||||
return fullPath.Exists ? fullPath : FullPath.Empty;
|
||||
|
||||
return FullPath.Empty;
|
||||
}
|
||||
|
||||
private List<Utf8GamePath> Filter(List<Utf8GamePath> gamePaths)
|
||||
{
|
||||
var filtered = new List<Utf8GamePath>(gamePaths.Count);
|
||||
foreach (var path in gamePaths)
|
||||
{
|
||||
// In doubt, keep the paths.
|
||||
if (IsMatch(path.ToString().Split('/', StringSplitOptions.RemoveEmptyEntries))
|
||||
?? true)
|
||||
filtered.Add(path);
|
||||
}
|
||||
|
||||
return filtered;
|
||||
}
|
||||
|
||||
private bool? IsMatch(ReadOnlySpan<string> path)
|
||||
=> SafeGet(path, 0) switch
|
||||
{
|
||||
"chara" => SafeGet(path, 1) switch
|
||||
{
|
||||
"accessory" => IsMatchEquipment(path[2..], $"a{Equipment.Set.Value:D4}"),
|
||||
"equipment" => IsMatchEquipment(path[2..], $"e{Equipment.Set.Value:D4}"),
|
||||
"monster" => SafeGet(path, 2) == $"m{Skeleton:D4}",
|
||||
"weapon" => IsMatchEquipment(path[2..], $"w{Equipment.Set.Value:D4}"),
|
||||
_ => null,
|
||||
},
|
||||
_ => null,
|
||||
};
|
||||
|
||||
private bool? IsMatchEquipment(ReadOnlySpan<string> path, string equipmentDir)
|
||||
=> SafeGet(path, 0) == equipmentDir
|
||||
? SafeGet(path, 1) switch
|
||||
{
|
||||
"material" => SafeGet(path, 2) == $"v{Equipment.Variant:D4}",
|
||||
_ => null,
|
||||
}
|
||||
: false;
|
||||
|
||||
private string? GuessModelName(Utf8GamePath gamePath)
|
||||
{
|
||||
var path = gamePath.ToString().Split('/', StringSplitOptions.RemoveEmptyEntries);
|
||||
// Weapons intentionally left out.
|
||||
var isEquipment = SafeGet(path, 0) == "chara" && SafeGet(path, 1) is "accessory" or "equipment";
|
||||
if (isEquipment)
|
||||
foreach (var item in Identifier.Identify(Equipment.Set, Equipment.Variant, Slot.ToSlot()))
|
||||
{
|
||||
return Slot switch
|
||||
{
|
||||
EquipSlot.RFinger => "R: ",
|
||||
EquipSlot.LFinger => "L: ",
|
||||
_ => string.Empty,
|
||||
}
|
||||
+ item.Name.ToString();
|
||||
}
|
||||
|
||||
var nameFromPath = GuessNameFromPath(gamePath);
|
||||
if (nameFromPath != null)
|
||||
return nameFromPath;
|
||||
|
||||
return isEquipment ? Slot.ToName() : null;
|
||||
}
|
||||
|
||||
private string? GuessNameFromPath(Utf8GamePath gamePath)
|
||||
{
|
||||
foreach (var obj in Identifier.Identify(gamePath.ToString()))
|
||||
{
|
||||
var name = obj.Key;
|
||||
if (name.StartsWith("Customization:"))
|
||||
name = name[14..].Trim();
|
||||
if (name != "Unknown")
|
||||
return name;
|
||||
}
|
||||
|
||||
return null;
|
||||
}
|
||||
|
||||
private static string? SafeGet(ReadOnlySpan<string> array, Index index)
|
||||
{
|
||||
var i = index.GetOffset(array.Length);
|
||||
return i >= 0 && i < array.Length ? array[i] : null;
|
||||
}
|
||||
}
|
||||
61
Penumbra/Interop/ResourceTree/ResourceNode.cs
Normal file
61
Penumbra/Interop/ResourceTree/ResourceNode.cs
Normal file
|
|
@ -0,0 +1,61 @@
|
|||
using System;
|
||||
using System.Collections.Generic;
|
||||
using Penumbra.GameData.Enums;
|
||||
using Penumbra.String.Classes;
|
||||
|
||||
namespace Penumbra.Interop.ResourceTree;
|
||||
|
||||
public class ResourceNode
|
||||
{
|
||||
public readonly string? Name;
|
||||
public readonly ResourceType Type;
|
||||
public readonly nint SourceAddress;
|
||||
public readonly Utf8GamePath GamePath;
|
||||
public readonly Utf8GamePath[] PossibleGamePaths;
|
||||
public readonly FullPath FullPath;
|
||||
public readonly bool Internal;
|
||||
public readonly List<ResourceNode> Children;
|
||||
|
||||
public ResourceNode(string? name, ResourceType type, nint sourceAddress, Utf8GamePath gamePath, FullPath fullPath, bool @internal)
|
||||
{
|
||||
Name = name;
|
||||
Type = type;
|
||||
SourceAddress = sourceAddress;
|
||||
GamePath = gamePath;
|
||||
PossibleGamePaths = new[]
|
||||
{
|
||||
gamePath,
|
||||
};
|
||||
FullPath = fullPath;
|
||||
Internal = @internal;
|
||||
Children = new List<ResourceNode>();
|
||||
}
|
||||
|
||||
public ResourceNode(string? name, ResourceType type, nint sourceAddress, Utf8GamePath[] possibleGamePaths, FullPath fullPath,
|
||||
bool @internal)
|
||||
{
|
||||
Name = name;
|
||||
Type = type;
|
||||
SourceAddress = sourceAddress;
|
||||
GamePath = possibleGamePaths.Length == 1 ? possibleGamePaths[0] : Utf8GamePath.Empty;
|
||||
PossibleGamePaths = possibleGamePaths;
|
||||
FullPath = fullPath;
|
||||
Internal = @internal;
|
||||
Children = new List<ResourceNode>();
|
||||
}
|
||||
|
||||
private ResourceNode(string? name, ResourceNode originalResourceNode)
|
||||
{
|
||||
Name = name;
|
||||
Type = originalResourceNode.Type;
|
||||
SourceAddress = originalResourceNode.SourceAddress;
|
||||
GamePath = originalResourceNode.GamePath;
|
||||
PossibleGamePaths = originalResourceNode.PossibleGamePaths;
|
||||
FullPath = originalResourceNode.FullPath;
|
||||
Internal = originalResourceNode.Internal;
|
||||
Children = originalResourceNode.Children;
|
||||
}
|
||||
|
||||
public ResourceNode WithName(string? name)
|
||||
=> string.Equals(Name, name, StringComparison.Ordinal) ? this : new ResourceNode(name, this);
|
||||
}
|
||||
99
Penumbra/Interop/ResourceTree/ResourceTree.cs
Normal file
99
Penumbra/Interop/ResourceTree/ResourceTree.cs
Normal file
|
|
@ -0,0 +1,99 @@
|
|||
using System;
|
||||
using System.Collections.Generic;
|
||||
using FFXIVClientStructs.FFXIV.Client.Game.Character;
|
||||
using FFXIVClientStructs.FFXIV.Client.Game.Object;
|
||||
using FFXIVClientStructs.FFXIV.Client.Graphics.Scene;
|
||||
using Penumbra.GameData.Enums;
|
||||
using Penumbra.GameData.Structs;
|
||||
using Penumbra.Interop.Structs;
|
||||
|
||||
namespace Penumbra.Interop.ResourceTree;
|
||||
|
||||
public class ResourceTree
|
||||
{
|
||||
public readonly string Name;
|
||||
public readonly nint SourceAddress;
|
||||
public readonly string CollectionName;
|
||||
public readonly List<ResourceNode> Nodes;
|
||||
|
||||
public ResourceTree(string name, nint sourceAddress, string collectionName)
|
||||
{
|
||||
Name = name;
|
||||
SourceAddress = sourceAddress;
|
||||
CollectionName = collectionName;
|
||||
Nodes = new List<ResourceNode>();
|
||||
}
|
||||
|
||||
internal unsafe void LoadResources(GlobalResolveContext globalContext)
|
||||
{
|
||||
var character = (Character*)SourceAddress;
|
||||
var model = (CharacterBase*) character->GameObject.GetDrawObject();
|
||||
var equipment = new ReadOnlySpan<CharacterArmor>(character->EquipSlotData, 10);
|
||||
// var customize = new ReadOnlySpan<byte>( character->CustomizeData, 26 );
|
||||
|
||||
for (var i = 0; i < model->SlotCount; ++i)
|
||||
{
|
||||
var context = globalContext.CreateContext(
|
||||
i < equipment.Length ? ((uint)i).ToEquipSlot() : EquipSlot.Unknown,
|
||||
i < equipment.Length ? equipment[i] : default
|
||||
);
|
||||
|
||||
var imc = (ResourceHandle*)model->IMCArray[i];
|
||||
var imcNode = context.CreateNodeFromImc(imc);
|
||||
if (imcNode != null)
|
||||
Nodes.Add(globalContext.WithNames ? imcNode.WithName(imcNode.Name ?? $"IMC #{i}") : imcNode);
|
||||
|
||||
var mdl = (RenderModel*)model->ModelArray[i];
|
||||
var mdlNode = context.CreateNodeFromRenderModel(mdl);
|
||||
if (mdlNode != null)
|
||||
Nodes.Add(globalContext.WithNames ? mdlNode.WithName(mdlNode.Name ?? $"Model #{i}") : mdlNode);
|
||||
}
|
||||
|
||||
if (character->GameObject.GetObjectKind() == (byte) ObjectKind.Pc)
|
||||
AddHumanResources(globalContext, (HumanExt*)model);
|
||||
}
|
||||
|
||||
private unsafe void AddHumanResources(GlobalResolveContext globalContext, HumanExt* human)
|
||||
{
|
||||
var prependIndex = 0;
|
||||
|
||||
var firstWeapon = (WeaponExt*)human->Human.CharacterBase.DrawObject.Object.ChildObject;
|
||||
if (firstWeapon != null)
|
||||
{
|
||||
var weapon = firstWeapon;
|
||||
var weaponIndex = 0;
|
||||
do
|
||||
{
|
||||
var weaponContext = globalContext.CreateContext(
|
||||
slot: EquipSlot.MainHand,
|
||||
equipment: new CharacterArmor(weapon->Weapon.ModelSetId, (byte)weapon->Weapon.Variant, (byte)weapon->Weapon.ModelUnknown)
|
||||
);
|
||||
|
||||
var weaponMdlNode = weaponContext.CreateNodeFromRenderModel(*weapon->WeaponRenderModel);
|
||||
if (weaponMdlNode != null)
|
||||
Nodes.Insert(prependIndex++,
|
||||
globalContext.WithNames ? weaponMdlNode.WithName(weaponMdlNode.Name ?? $"Weapon Model #{weaponIndex}") : weaponMdlNode);
|
||||
|
||||
weapon = (WeaponExt*)weapon->Weapon.CharacterBase.DrawObject.Object.NextSiblingObject;
|
||||
++weaponIndex;
|
||||
} while (weapon != null && weapon != firstWeapon);
|
||||
}
|
||||
|
||||
var context = globalContext.CreateContext(
|
||||
EquipSlot.Unknown,
|
||||
default
|
||||
);
|
||||
|
||||
var skeletonNode = context.CreateHumanSkeletonNode((GenderRace) human->Human.RaceSexId);
|
||||
if (skeletonNode != null)
|
||||
Nodes.Add(globalContext.WithNames ? skeletonNode.WithName(skeletonNode.Name ?? "Skeleton") : skeletonNode);
|
||||
|
||||
var decalNode = context.CreateNodeFromTex(human->Decal);
|
||||
if (decalNode != null)
|
||||
Nodes.Add(globalContext.WithNames ? decalNode.WithName(decalNode.Name ?? "Face Decal") : decalNode);
|
||||
|
||||
var legacyDecalNode = context.CreateNodeFromTex(human->LegacyBodyDecal);
|
||||
if (legacyDecalNode != null)
|
||||
Nodes.Add(globalContext.WithNames ? legacyDecalNode.WithName(legacyDecalNode.Name ?? "Legacy Body Decal") : legacyDecalNode);
|
||||
}
|
||||
}
|
||||
76
Penumbra/Interop/ResourceTree/ResourceTreeFactory.cs
Normal file
76
Penumbra/Interop/ResourceTree/ResourceTreeFactory.cs
Normal file
|
|
@ -0,0 +1,76 @@
|
|||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using Dalamud.Data;
|
||||
using Dalamud.Game.ClientState.Objects;
|
||||
using FFXIVClientStructs.FFXIV.Client.Game.Character;
|
||||
using FFXIVClientStructs.FFXIV.Client.Game.Object;
|
||||
using Penumbra.GameData;
|
||||
using Penumbra.Interop.Resolver;
|
||||
using Penumbra.Services;
|
||||
|
||||
namespace Penumbra.Interop.ResourceTree;
|
||||
|
||||
public class ResourceTreeFactory
|
||||
{
|
||||
private readonly DataManager _gameData;
|
||||
private readonly ObjectTable _objects;
|
||||
private readonly CollectionResolver _collectionResolver;
|
||||
private readonly IdentifierService _identifier;
|
||||
private readonly Configuration _config;
|
||||
|
||||
public ResourceTreeFactory(DataManager gameData, ObjectTable objects, CollectionResolver resolver, IdentifierService identifier,
|
||||
Configuration config)
|
||||
{
|
||||
_gameData = gameData;
|
||||
_objects = objects;
|
||||
_collectionResolver = resolver;
|
||||
_identifier = identifier;
|
||||
_config = config;
|
||||
}
|
||||
|
||||
public ResourceTree[] FromObjectTable(bool withNames = true)
|
||||
{
|
||||
var cache = new FileCache(_gameData);
|
||||
|
||||
return _objects
|
||||
.OfType<Dalamud.Game.ClientState.Objects.Types.Character>()
|
||||
.Select(c => FromCharacter(c, cache, withNames))
|
||||
.OfType<ResourceTree>()
|
||||
.ToArray();
|
||||
}
|
||||
|
||||
public IEnumerable<(Dalamud.Game.ClientState.Objects.Types.Character Character, ResourceTree ResourceTree)> FromCharacters(
|
||||
IEnumerable<Dalamud.Game.ClientState.Objects.Types.Character> characters,
|
||||
bool withNames = true)
|
||||
{
|
||||
var cache = new FileCache(_gameData);
|
||||
foreach (var character in characters)
|
||||
{
|
||||
var tree = FromCharacter(character, cache, withNames);
|
||||
if (tree != null)
|
||||
yield return (character, tree);
|
||||
}
|
||||
}
|
||||
|
||||
public ResourceTree? FromCharacter(Dalamud.Game.ClientState.Objects.Types.Character character, bool withNames = true)
|
||||
=> FromCharacter(character, new FileCache(_gameData), withNames);
|
||||
|
||||
private unsafe ResourceTree? FromCharacter(Dalamud.Game.ClientState.Objects.Types.Character character, FileCache cache,
|
||||
bool withNames = true)
|
||||
{
|
||||
var gameObjStruct = (GameObject*)character.Address;
|
||||
if (gameObjStruct->GetDrawObject() == null)
|
||||
return null;
|
||||
|
||||
var collectionResolveData = _collectionResolver.IdentifyCollection(gameObjStruct, true);
|
||||
if (!collectionResolveData.Valid)
|
||||
return null;
|
||||
|
||||
var tree = new ResourceTree(character.Name.ToString(), (nint)gameObjStruct, collectionResolveData.ModCollection.Name);
|
||||
var globalContext = new GlobalResolveContext(_config, _identifier.AwaitedService, cache, collectionResolveData.ModCollection,
|
||||
((Character*)gameObjStruct)->ModelCharaId,
|
||||
withNames);
|
||||
tree.LoadResources(globalContext);
|
||||
return tree;
|
||||
}
|
||||
}
|
||||
14
Penumbra/Interop/Structs/WeaponExt.cs
Normal file
14
Penumbra/Interop/Structs/WeaponExt.cs
Normal file
|
|
@ -0,0 +1,14 @@
|
|||
using System.Runtime.InteropServices;
|
||||
using FFXIVClientStructs.FFXIV.Client.Graphics.Scene;
|
||||
|
||||
namespace Penumbra.Interop.Structs;
|
||||
|
||||
[StructLayout( LayoutKind.Explicit )]
|
||||
public unsafe struct WeaponExt
|
||||
{
|
||||
[FieldOffset( 0x0 )]
|
||||
public Weapon Weapon;
|
||||
|
||||
[FieldOffset( 0xA8 )]
|
||||
public RenderModel** WeaponRenderModel;
|
||||
}
|
||||
|
|
@ -11,6 +11,7 @@ using Penumbra.GameData.Data;
|
|||
using Penumbra.Interop;
|
||||
using Penumbra.Interop.Loader;
|
||||
using Penumbra.Interop.Resolver;
|
||||
using Penumbra.Interop.ResourceTree;
|
||||
using Penumbra.Interop.Services;
|
||||
using Penumbra.Mods;
|
||||
using Penumbra.Services;
|
||||
|
|
@ -95,7 +96,8 @@ public class PenumbraNew
|
|||
|
||||
// Add Resource services
|
||||
services.AddSingleton<ResourceLoader>()
|
||||
.AddSingleton<ResourceWatcher>();
|
||||
.AddSingleton<ResourceWatcher>()
|
||||
.AddSingleton<ResourceTreeFactory>();
|
||||
|
||||
// Add Path Resolver
|
||||
services.AddSingleton<AnimationHookService>()
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue