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Prevent import of models with too many shape values
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parent
c3ba8a2231
commit
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2 changed files with 11 additions and 3 deletions
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@ -4,7 +4,7 @@ using SharpGLTF.Schema2;
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namespace Penumbra.Import.Models.Import;
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public partial class ModelImporter(ModelRoot _model)
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public partial class ModelImporter(ModelRoot model)
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{
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public static MdlFile Import(ModelRoot model)
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{
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@ -99,7 +99,7 @@ public partial class ModelImporter(ModelRoot _model)
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/// <summary> Returns an iterator over sorted, grouped mesh nodes. </summary>
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private IEnumerable<IEnumerable<Node>> GroupedMeshNodes()
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=> _model.LogicalNodes
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=> model.LogicalNodes
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.Where(node => node.Mesh != null)
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.Select(node =>
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{
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@ -171,6 +171,14 @@ public partial class ModelImporter(ModelRoot _model)
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_shapeValues.AddRange(meshShapeKey.ShapeValues);
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}
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// The number of shape values in a model is bounded by the count
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// value, which is stored as a u16.
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// While technically there are similar bounds on other shape struct
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// arrays, values is practically guaranteed to be the highest of the
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// group, so a failure on any of them will be a failure on it.
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if (_shapeValues.Count > ushort.MaxValue)
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throw new Exception($"Importing this file would require more than the maximum of {ushort.MaxValue} shape values.\nTry removing or applying shape keys that do not need to be changed at runtime in-game.");
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}
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private ushort BuildBoneTable(List<string> boneNames)
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@ -138,7 +138,7 @@ public partial class ModEditWindow
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var spaceAvail = ImGui.GetContentRegionAvail().X - ImGui.GetStyle().ItemSpacing.X - 100;
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foreach (var exception in tab.IoExceptions)
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{
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var message = $"{exception.GetType().Name}: {exception.Message} {exception.Message}";
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var message = $"{exception.GetType().Name}: {exception.Message}";
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var textSize = ImGui.CalcTextSize(message).X;
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if (textSize > spaceAvail)
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message = message.Substring(0, (int)Math.Floor(message.Length * (spaceAvail / textSize))) + "...";
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