mirror of
https://github.com/xivdev/Penumbra.git
synced 2025-12-12 10:17:22 +01:00
323 lines
13 KiB
C#
323 lines
13 KiB
C#
using Dalamud.Plugin.Services;
|
|
using Lumina.Data.Parsing;
|
|
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.Import.Models.Import;
|
|
using Penumbra.Import.Textures;
|
|
using Penumbra.Meta;
|
|
using Penumbra.Meta.Files;
|
|
using Penumbra.Meta.Manipulations;
|
|
using SharpGLTF.Scenes;
|
|
using SixLabors.ImageSharp;
|
|
using SixLabors.ImageSharp.PixelFormats;
|
|
|
|
namespace Penumbra.Import.Models;
|
|
|
|
using Schema2 = SharpGLTF.Schema2;
|
|
using LuminaMaterial = Lumina.Models.Materials.Material;
|
|
|
|
public sealed class ModelManager(IFramework framework, MetaFileManager metaFileManager, ActiveCollections collections, GamePathParser parser)
|
|
: SingleTaskQueue, IDisposable, Luna.IService
|
|
{
|
|
private readonly IFramework _framework = framework;
|
|
|
|
private readonly ConcurrentDictionary<IAction, (Task, CancellationTokenSource)> _tasks = new();
|
|
|
|
private bool _disposed;
|
|
|
|
public void Dispose()
|
|
{
|
|
_disposed = true;
|
|
foreach (var (_, cancel) in _tasks.Values.ToArray())
|
|
cancel.Cancel();
|
|
_tasks.Clear();
|
|
}
|
|
|
|
public Task<IoNotifier> ExportToGltf(in ExportConfig config, MdlFile mdl, IEnumerable<string> sklbPaths, Func<string, byte[]?> read,
|
|
string outputPath)
|
|
=> EnqueueWithResult(
|
|
new ExportToGltfAction(this, config, mdl, sklbPaths, read, outputPath),
|
|
action => action.Notifier
|
|
);
|
|
|
|
public Task<(MdlFile?, IoNotifier)> ImportGltf(string inputPath)
|
|
=> EnqueueWithResult(
|
|
new ImportGltfAction(inputPath),
|
|
action => (action.Out, action.Notifier)
|
|
);
|
|
|
|
/// <summary> Try to find the .sklb paths for a .mdl file. </summary>
|
|
/// <param name="mdlPath"> .mdl file to look up the skeletons for. </param>
|
|
/// <param name="estManipulations"> Modified extra skeleton template parameters. </param>
|
|
public string[] ResolveSklbsForMdl(string mdlPath, KeyValuePair<EstIdentifier, EstEntry>[] estManipulations)
|
|
{
|
|
var info = parser.GetFileInfo(mdlPath);
|
|
if (info.FileType is not FileType.Model)
|
|
return [];
|
|
|
|
var baseSkeleton = GamePaths.Sklb.Customization(info.GenderRace, "base", 1);
|
|
|
|
return info.ObjectType switch
|
|
{
|
|
ObjectType.Equipment when info.EquipSlot.ToSlot() is EquipSlot.Body
|
|
=> [baseSkeleton, ..ResolveEstSkeleton(EstType.Body, info, estManipulations)],
|
|
ObjectType.Equipment when info.EquipSlot.ToSlot() is EquipSlot.Head
|
|
=> [baseSkeleton, ..ResolveEstSkeleton(EstType.Head, info, estManipulations)],
|
|
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, ..ResolveEstSkeleton(EstType.Hair, info, estManipulations)],
|
|
ObjectType.Character when info.BodySlot is BodySlot.Face or BodySlot.Ear
|
|
=> [baseSkeleton, ..ResolveEstSkeleton(EstType.Face, info, estManipulations)],
|
|
ObjectType.Character => throw new Exception($"Currently unsupported human model type \"{info.BodySlot}\"."),
|
|
ObjectType.DemiHuman => [GamePaths.Sklb.DemiHuman(info.PrimaryId)],
|
|
ObjectType.Monster => [GamePaths.Sklb.Monster(info.PrimaryId)],
|
|
ObjectType.Weapon => [GamePaths.Sklb.Weapon(info.PrimaryId)],
|
|
_ => [],
|
|
};
|
|
}
|
|
|
|
private string[] ResolveEstSkeleton(EstType type, GameObjectInfo info, KeyValuePair<EstIdentifier, EstEntry>[] estManipulations)
|
|
{
|
|
// Try to find an EST entry from the manipulations provided.
|
|
var modEst = estManipulations
|
|
.FirstOrNull(
|
|
est => est.Key.GenderRace == info.GenderRace
|
|
&& est.Key.Slot == type
|
|
&& est.Key.SetId == info.PrimaryId
|
|
);
|
|
|
|
// Try to use an entry from provided manipulations, falling back to the current collection.
|
|
var targetId = modEst?.Value
|
|
?? collections.Current.MetaCache?.GetEstEntry(type, info.GenderRace, info.PrimaryId)
|
|
?? EstFile.GetDefault(metaFileManager, type, info.GenderRace, info.PrimaryId);
|
|
|
|
// If there's no entries, we can assume that there's no additional skeleton.
|
|
if (targetId == EstEntry.Zero)
|
|
return [];
|
|
|
|
return [GamePaths.Sklb.Customization(info.GenderRace, type.ToName(), targetId.AsId)];
|
|
}
|
|
|
|
/// <summary> Try to resolve the absolute path to a .mtrl from the potentially-partial path provided by a model. </summary>
|
|
private string? ResolveMtrlPath(string rawPath, IoNotifier notifier)
|
|
{
|
|
// TODO: this should probably be chosen in the export settings
|
|
var variantId = 1;
|
|
|
|
// Get standardised paths
|
|
var absolutePath = rawPath.StartsWith('/')
|
|
? LuminaMaterial.ResolveRelativeMaterialPath(rawPath, variantId)
|
|
: rawPath;
|
|
var relativePath = rawPath.StartsWith('/')
|
|
? rawPath
|
|
: '/' + Path.GetFileName(rawPath);
|
|
|
|
if (absolutePath == null)
|
|
{
|
|
notifier.Warning($"Material path \"{rawPath}\" could not be resolved.");
|
|
return null;
|
|
}
|
|
|
|
var info = parser.GetFileInfo(absolutePath);
|
|
if (info.FileType is not FileType.Material)
|
|
{
|
|
notifier.Warning($"Material path {rawPath} does not conform to material conventions.");
|
|
return null;
|
|
}
|
|
|
|
var resolvedPath = info.ObjectType switch
|
|
{
|
|
ObjectType.Character => GamePaths.Mtrl.Customization(
|
|
info.GenderRace, info.BodySlot, info.PrimaryId, relativePath, out _, out _, info.Variant),
|
|
_ => absolutePath,
|
|
};
|
|
|
|
Penumbra.Log.Debug($"Resolved material {rawPath} to {resolvedPath}");
|
|
|
|
return resolvedPath;
|
|
}
|
|
|
|
private Task Enqueue(IAction action)
|
|
{
|
|
if (_disposed)
|
|
return Task.FromException(new ObjectDisposedException(nameof(ModelManager)));
|
|
|
|
Task task;
|
|
lock (_tasks)
|
|
{
|
|
task = _tasks.GetOrAdd(action, a =>
|
|
{
|
|
var token = new CancellationTokenSource();
|
|
var t = Enqueue(a, token.Token);
|
|
t.ContinueWith(_ =>
|
|
{
|
|
lock (_tasks)
|
|
{
|
|
return _tasks.TryRemove(a, out var unused);
|
|
}
|
|
}, CancellationToken.None, TaskContinuationOptions.None, TaskScheduler.Default);
|
|
return (t, token);
|
|
}).Item1;
|
|
}
|
|
|
|
return task;
|
|
}
|
|
|
|
private Task<TOut> EnqueueWithResult<TAction, TOut>(TAction action, Func<TAction, TOut> process)
|
|
where TAction : IAction
|
|
=> Enqueue(action).ContinueWith(task =>
|
|
{
|
|
if (task is { IsFaulted: true, Exception: not null })
|
|
throw task.Exception;
|
|
|
|
return process(action);
|
|
}, TaskScheduler.Default);
|
|
|
|
private class ExportToGltfAction(
|
|
ModelManager manager,
|
|
ExportConfig config,
|
|
MdlFile mdl,
|
|
IEnumerable<string> sklbPaths,
|
|
Func<string, byte[]?> read,
|
|
string outputPath)
|
|
: IAction
|
|
{
|
|
public readonly IoNotifier Notifier = new();
|
|
|
|
public void Execute(CancellationToken cancel)
|
|
{
|
|
Penumbra.Log.Debug($"[GLTF Export] Exporting model to {outputPath}...");
|
|
|
|
Penumbra.Log.Debug("[GLTF Export] Reading skeletons...");
|
|
var xivSkeletons = BuildSkeletons(cancel);
|
|
|
|
Penumbra.Log.Debug("[GLTF Export] Reading materials...");
|
|
var materials = mdl.Materials
|
|
.Select(path => (path, material: BuildMaterial(path, Notifier, cancel)))
|
|
.Where(pair => pair.material != null)
|
|
.ToDictionary(pair => pair.path, pair => pair.material!.Value);
|
|
|
|
Penumbra.Log.Debug("[GLTF Export] Converting model...");
|
|
var model = ModelExporter.Export(config, mdl, xivSkeletons, materials, Notifier);
|
|
|
|
Penumbra.Log.Debug("[GLTF Export] Building scene...");
|
|
var scene = new SceneBuilder();
|
|
model.AddToScene(scene);
|
|
|
|
Penumbra.Log.Debug("[GLTF Export] Saving...");
|
|
var gltfModel = scene.ToGltf2();
|
|
gltfModel.Save(outputPath);
|
|
Penumbra.Log.Debug("[GLTF Export] Done.");
|
|
}
|
|
|
|
/// <summary> Attempt to read out the pertinent information from the sklb file paths provided. </summary>
|
|
private IEnumerable<XivSkeleton> BuildSkeletons(CancellationToken cancel)
|
|
{
|
|
// We're intentionally filtering failed reads here - the failure will
|
|
// be picked up, if relevant, when the model tries to create mappings
|
|
// for a bone in the failed sklb.
|
|
var havokTasks = sklbPaths
|
|
.Select(read)
|
|
.Where(bytes => bytes != null)
|
|
.Select(bytes => new SklbFile(bytes!))
|
|
.Index()
|
|
.Select(CreateHavokTask)
|
|
.ToArray();
|
|
|
|
// Result waits automatically.
|
|
return havokTasks.Select(task => SkeletonConverter.FromXml(task.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((int Index, SklbFile Sklb) pair)
|
|
=> manager._framework.RunOnTick(
|
|
() => HavokConverter.HkxToXml(pair.Sklb.Skeleton),
|
|
delayTicks: pair.Index, cancellationToken: cancel);
|
|
}
|
|
|
|
/// <summary> Read a .mtrl and populate its textures. </summary>
|
|
private MaterialExporter.Material? BuildMaterial(string relativePath, IoNotifier notifier, CancellationToken cancel)
|
|
{
|
|
var path = manager.ResolveMtrlPath(relativePath, notifier);
|
|
if (path == null)
|
|
return null;
|
|
|
|
var bytes = read(path);
|
|
if (bytes == null)
|
|
return null;
|
|
|
|
var mtrl = new MtrlFile(bytes);
|
|
|
|
return new MaterialExporter.Material
|
|
{
|
|
Mtrl = mtrl,
|
|
Textures = mtrl.ShaderPackage.Samplers.ToDictionary(
|
|
sampler => (TextureUsage)sampler.SamplerId,
|
|
sampler => ConvertImage(mtrl.Textures[sampler.TextureIndex], cancel)
|
|
),
|
|
};
|
|
}
|
|
|
|
/// <summary> Read a texture referenced by a .mtrl and convert it into an ImageSharp image. </summary>
|
|
private Image<Rgba32> ConvertImage(MtrlFile.Texture texture, CancellationToken cancel)
|
|
{
|
|
// Work out the texture's path - the DX11 material flag controls a file name prefix.
|
|
GamePaths.Tex.HandleDx11Path(texture, out var texturePath);
|
|
var bytes = read(texturePath);
|
|
if (bytes == null)
|
|
return CreateDummyImage();
|
|
|
|
using var textureData = new MemoryStream(bytes);
|
|
var image = TexFileParser.Parse(textureData);
|
|
var pngImage = TextureManager.ConvertToPng(image, cancel).AsPng;
|
|
return pngImage ?? throw new Exception("Failed to convert texture to png.");
|
|
}
|
|
|
|
private static Image<Rgba32> CreateDummyImage()
|
|
{
|
|
var image = new Image<Rgba32>(1, 1);
|
|
image[0, 0] = Color.White;
|
|
return image;
|
|
}
|
|
|
|
public bool Equals(IAction? other)
|
|
{
|
|
if (other is not ExportToGltfAction rhs)
|
|
return false;
|
|
|
|
// TODO: compare configuration and such
|
|
return true;
|
|
}
|
|
}
|
|
|
|
private partial class ImportGltfAction(string inputPath) : IAction
|
|
{
|
|
public MdlFile? Out;
|
|
public readonly IoNotifier Notifier = new();
|
|
|
|
public void Execute(CancellationToken cancel)
|
|
{
|
|
var model = Schema2.ModelRoot.Load(inputPath);
|
|
|
|
Out = ModelImporter.Import(model, Notifier);
|
|
}
|
|
|
|
public bool Equals(IAction? other)
|
|
{
|
|
if (other is not ImportGltfAction rhs)
|
|
return false;
|
|
|
|
return true;
|
|
}
|
|
}
|
|
}
|