Penumbra/Penumbra/Interop/ResourceTree/ResourceTree.cs
2025-08-09 10:29:29 +02:00

282 lines
12 KiB
C#

using FFXIVClientStructs.FFXIV.Client.Game.Character;
using FFXIVClientStructs.FFXIV.Client.Graphics.Physics;
using FFXIVClientStructs.FFXIV.Client.Graphics.Render;
using FFXIVClientStructs.FFXIV.Client.Graphics.Scene;
using FFXIVClientStructs.FFXIV.Client.System.Resource.Handle;
using FFXIVClientStructs.Interop;
using Penumbra.GameData.Data;
using Penumbra.GameData.Enums;
using Penumbra.GameData.Structs;
using Penumbra.Interop.Hooks.PostProcessing;
using Penumbra.UI;
using CustomizeData = FFXIVClientStructs.FFXIV.Client.Game.Character.CustomizeData;
using CustomizeIndex = Dalamud.Game.ClientState.Objects.Enums.CustomizeIndex;
using ModelType = FFXIVClientStructs.FFXIV.Client.Graphics.Scene.CharacterBase.ModelType;
using ResourceHandle = FFXIVClientStructs.FFXIV.Client.System.Resource.Handle.ResourceHandle;
namespace Penumbra.Interop.ResourceTree;
public class ResourceTree(
string name,
string anonymizedName,
int gameObjectIndex,
nint gameObjectAddress,
nint drawObjectAddress,
bool localPlayerRelated,
bool playerRelated,
bool networked,
string collectionName,
string anonymizedCollectionName)
{
public readonly string Name = name;
public readonly string AnonymizedName = anonymizedName;
public readonly int GameObjectIndex = gameObjectIndex;
public readonly nint GameObjectAddress = gameObjectAddress;
public readonly nint DrawObjectAddress = drawObjectAddress;
public readonly bool LocalPlayerRelated = localPlayerRelated;
public readonly bool PlayerRelated = playerRelated;
public readonly bool Networked = networked;
public readonly string CollectionName = collectionName;
public readonly string AnonymizedCollectionName = anonymizedCollectionName;
public readonly List<ResourceNode> Nodes = [];
public readonly HashSet<ResourceNode> FlatNodes = [];
public int ModelId;
public CustomizeData CustomizeData;
public GenderRace RaceCode;
public void ProcessPostfix(Action<ResourceNode, ResourceNode?> action)
{
foreach (var node in Nodes)
node.ProcessPostfix(action, null);
}
internal unsafe void LoadResources(GlobalResolveContext globalContext)
{
var character = (Character*)GameObjectAddress;
var model = (CharacterBase*)DrawObjectAddress;
var modelType = model->GetModelType();
var human = modelType == ModelType.Human ? (Human*)model : null;
var equipment = modelType switch
{
ModelType.Human => new ReadOnlySpan<CharacterArmor>(&human->Head, 12),
ModelType.DemiHuman => new ReadOnlySpan<CharacterArmor>(
Unsafe.AsPointer(ref character->DrawData.EquipmentModelIds[0]), 10),
_ => [],
};
ModelId = character->ModelContainer.ModelCharaId;
CustomizeData = character->DrawData.CustomizeData;
RaceCode = human is not null ? (GenderRace)human->RaceSexId : GenderRace.Unknown;
var genericContext = globalContext.CreateContext(model);
var mpapArrayPtr = model->MaterialAnimationPacks;
var mpapArray = mpapArrayPtr is not null ? new ReadOnlySpan<Pointer<ResourceHandle>>(mpapArrayPtr, model->SlotCount) : [];
var skinMtrlArray = modelType switch
{
ModelType.Human => ((Human*) model)->SlotSkinMaterials,
_ => [],
};
var decalArray = modelType switch
{
ModelType.Human => human->SlotDecals,
ModelType.DemiHuman => ((Demihuman*)model)->SlotDecals,
ModelType.Weapon => [((Weapon*)model)->Decal],
ModelType.Monster => [((Monster*)model)->Decal],
_ => [],
};
for (var i = 0u; i < model->SlotCount; ++i)
{
var slotContext = modelType switch
{
ModelType.Human => i switch
{
< 10 => globalContext.CreateContext(model, i, i.ToEquipSlot().ToEquipType(), equipment[(int)i]),
16 => globalContext.CreateContext(model, i, FullEquipType.Glasses, equipment[10]),
17 => globalContext.CreateContext(model, i, FullEquipType.Unknown, equipment[11]),
_ => globalContext.CreateContext(model, i),
},
_ => i < equipment.Length
? globalContext.CreateContext(model, i, i.ToEquipSlot().ToEquipType(), equipment[(int)i])
: globalContext.CreateContext(model, i),
};
var imc = (ResourceHandle*)model->IMCArray[i];
if (slotContext.CreateNodeFromImc(imc) is { } imcNode)
{
if (globalContext.WithUiData)
imcNode.FallbackName = $"IMC #{i}";
Nodes.Add(imcNode);
}
var mdl = model->Models[i];
if (slotContext.CreateNodeFromModel(mdl, imc, i < decalArray.Length ? decalArray[(int)i].Value : null,
i < skinMtrlArray.Length ? skinMtrlArray[(int)i].Value : null, i < mpapArray.Length ? mpapArray[(int)i].Value : null) is
{ } mdlNode)
{
if (globalContext.WithUiData)
mdlNode.FallbackName = $"Model #{i}";
Nodes.Add(mdlNode);
}
}
AddSkeleton(Nodes, genericContext, model->EID, model->Skeleton, model->BonePhysicsModule);
AddMaterialAnimationSkeleton(Nodes, genericContext, model->MaterialAnimationSkeleton);
AddWeapons(globalContext, model);
if (human is not null)
AddHumanResources(globalContext, human);
}
private unsafe void AddWeapons(GlobalResolveContext globalContext, CharacterBase* model)
{
var weaponIndex = 0;
var weaponNodes = new List<ResourceNode>();
foreach (var baseSubObject in model->DrawObject.Object.ChildObjects)
{
if (baseSubObject->GetObjectType() is not FFXIVClientStructs.FFXIV.Client.Graphics.Scene.ObjectType.CharacterBase)
continue;
var subObject = (CharacterBase*)baseSubObject;
if (subObject->GetModelType() is not ModelType.Weapon)
continue;
var weapon = (Weapon*)subObject;
// This way to tell apart MainHand and OffHand is not always accurate, but seems good enough for what we're doing with it.
var slot = weaponIndex > 0 ? FullEquipType.UnknownOffhand : FullEquipType.UnknownMainhand;
var equipment = new CharacterArmor(weapon->ModelSetId, (byte)weapon->Variant, new StainIds(weapon->Stain0, weapon->Stain1));
var weaponType = weapon->SecondaryId;
var genericContext = globalContext.CreateContext(subObject, 0xFFFFFFFFu, slot, equipment, weaponType);
var mpapArrayPtr = subObject->MaterialAnimationPacks;
var mpapArray = mpapArrayPtr is not null ? new ReadOnlySpan<Pointer<ResourceHandle>>(mpapArrayPtr, subObject->SlotCount) : [];
for (var i = 0; i < subObject->SlotCount; ++i)
{
var slotContext = globalContext.CreateContext(subObject, (uint)i, slot, equipment, weaponType);
var imc = (ResourceHandle*)subObject->IMCArray[i];
if (slotContext.CreateNodeFromImc(imc) is { } imcNode)
{
if (globalContext.WithUiData)
imcNode.FallbackName = $"Weapon #{weaponIndex}, IMC #{i}";
weaponNodes.Add(imcNode);
}
var mdl = subObject->Models[i];
if (slotContext.CreateNodeFromModel(mdl, imc, weapon->Decal, null, i < mpapArray.Length ? mpapArray[i].Value : null) is
{ } mdlNode)
{
if (globalContext.WithUiData)
mdlNode.FallbackName = $"Weapon #{weaponIndex}, Model #{i}";
weaponNodes.Add(mdlNode);
}
}
AddSkeleton(weaponNodes, genericContext, subObject->EID, subObject->Skeleton, subObject->BonePhysicsModule,
$"Weapon #{weaponIndex}, ");
AddMaterialAnimationSkeleton(weaponNodes, genericContext, subObject->MaterialAnimationSkeleton,
$"Weapon #{weaponIndex}, ");
++weaponIndex;
}
Nodes.InsertRange(0, weaponNodes);
}
private unsafe void AddHumanResources(GlobalResolveContext globalContext, Human* human)
{
var genericContext = globalContext.CreateContext(&human->CharacterBase);
var cache = globalContext.Collection._cache;
if (cache is not null
&& cache.CustomResources.TryGetValue(PreBoneDeformerReplacer.PreBoneDeformerPath, out var pbdHandle)
&& genericContext.CreateNodeFromPbd(pbdHandle.ResourceHandle) is { } pbdNode)
{
if (globalContext.WithUiData)
{
pbdNode = pbdNode.Clone();
pbdNode.FallbackName = "Racial Deformer";
pbdNode.IconFlag = ChangedItemIconFlag.Customization;
}
Nodes.Add(pbdNode);
}
var decalId = (byte)(human->Customize[(int)CustomizeIndex.Facepaint] & 0x7F);
var decalPath = decalId is not 0
? GamePaths.Tex.FaceDecal(decalId)
: GamePaths.Tex.Transparent;
if (genericContext.CreateNodeFromTex(human->Decal, decalPath) is { } decalNode)
{
if (globalContext.WithUiData)
{
decalNode = decalNode.Clone();
decalNode.FallbackName = "Face Decal";
decalNode.IconFlag = ChangedItemIconFlag.Customization;
}
Nodes.Add(decalNode);
}
var hasLegacyDecal = (human->Customize[(int)CustomizeIndex.FaceFeatures] & 0x80) != 0;
var legacyDecalPath = hasLegacyDecal
? GamePaths.Tex.LegacyDecal
: GamePaths.Tex.Transparent;
if (genericContext.CreateNodeFromTex(human->LegacyBodyDecal, legacyDecalPath) is { } legacyDecalNode)
{
legacyDecalNode.ForceProtected = !hasLegacyDecal;
if (globalContext.WithUiData)
{
legacyDecalNode = legacyDecalNode.Clone();
legacyDecalNode.FallbackName = "Legacy Body Decal";
legacyDecalNode.IconFlag = ChangedItemIconFlag.Customization;
}
Nodes.Add(legacyDecalNode);
}
}
private unsafe void AddSkeleton(List<ResourceNode> nodes, ResolveContext context, void* eid, Skeleton* skeleton, BonePhysicsModule* physics,
string prefix = "")
{
var eidNode = context.CreateNodeFromEid((ResourceHandle*)eid);
if (eidNode != null)
{
if (context.Global.WithUiData)
eidNode.FallbackName = $"{prefix}EID";
Nodes.Add(eidNode);
}
if (skeleton == null)
return;
for (var i = 0; i < skeleton->PartialSkeletonCount; ++i)
{
var phybHandle = physics != null ? physics->BonePhysicsResourceHandles[i] : null;
if (context.CreateNodeFromPartialSkeleton(&skeleton->PartialSkeletons[i], phybHandle, (uint)i) is { } sklbNode)
{
if (context.Global.WithUiData)
sklbNode.FallbackName = $"{prefix}Skeleton #{i}";
nodes.Add(sklbNode);
}
}
}
private unsafe void AddMaterialAnimationSkeleton(List<ResourceNode> nodes, ResolveContext context, SkeletonResourceHandle* sklbHandle,
string prefix = "")
{
var sklbNode = context.CreateNodeFromMaterialSklb(sklbHandle);
if (sklbNode is null)
return;
if (context.Global.WithUiData)
sklbNode.FallbackName = $"{prefix}Material Animation Skeleton";
nodes.Add(sklbNode);
}
}