mirror of
https://github.com/xivdev/Penumbra.git
synced 2025-12-12 18:27:24 +01:00
215 lines
8.7 KiB
C#
215 lines
8.7 KiB
C#
using Dalamud.Game.ClientState.Objects.Enums;
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using FFXIVClientStructs.FFXIV.Client.Game.Character;
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using FFXIVClientStructs.FFXIV.Client.Graphics.Render;
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using FFXIVClientStructs.FFXIV.Client.Graphics.Scene;
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using FFXIVClientStructs.FFXIV.Client.System.Resource.Handle;
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using Penumbra.GameData.Data;
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using Penumbra.GameData.Enums;
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using Penumbra.GameData.Structs;
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using Penumbra.String.Classes;
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using Penumbra.UI;
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using CustomizeData = FFXIVClientStructs.FFXIV.Client.Game.Character.CustomizeData;
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namespace Penumbra.Interop.ResourceTree;
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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 int GameObjectIndex;
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public readonly nint GameObjectAddress;
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public readonly nint DrawObjectAddress;
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public readonly bool LocalPlayerRelated;
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public readonly bool PlayerRelated;
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public readonly bool Networked;
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public readonly string CollectionName;
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public readonly List<ResourceNode> Nodes;
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public readonly HashSet<ResourceNode> FlatNodes;
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public int ModelId;
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public CustomizeData CustomizeData;
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public GenderRace RaceCode;
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public ResourceTree(string name, int gameObjectIndex, nint gameObjectAddress, nint drawObjectAddress, bool localPlayerRelated, bool playerRelated, bool networked, string collectionName)
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{
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Name = name;
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GameObjectIndex = gameObjectIndex;
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GameObjectAddress = gameObjectAddress;
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DrawObjectAddress = drawObjectAddress;
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LocalPlayerRelated = localPlayerRelated;
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Networked = networked;
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PlayerRelated = playerRelated;
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CollectionName = collectionName;
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Nodes = new List<ResourceNode>();
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FlatNodes = new HashSet<ResourceNode>();
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}
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public void ProcessPostfix(Action<ResourceNode, ResourceNode?> action)
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{
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foreach (var node in Nodes)
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node.ProcessPostfix(action, null);
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}
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internal unsafe void LoadResources(GlobalResolveContext globalContext)
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{
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var character = (Character*)GameObjectAddress;
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var model = (CharacterBase*)DrawObjectAddress;
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var modelType = model->GetModelType();
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var human = modelType == CharacterBase.ModelType.Human ? (Human*)model : null;
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var equipment = modelType switch
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{
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CharacterBase.ModelType.Human => new ReadOnlySpan<CharacterArmor>(&human->Head, 10),
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CharacterBase.ModelType.DemiHuman => new ReadOnlySpan<CharacterArmor>(&character->DrawData.Head, 10),
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_ => ReadOnlySpan<CharacterArmor>.Empty,
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};
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ModelId = character->CharacterData.ModelCharaId;
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CustomizeData = character->DrawData.CustomizeData;
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RaceCode = human != null ? (GenderRace)human->RaceSexId : GenderRace.Unknown;
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var genericContext = globalContext.CreateContext(model);
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for (var i = 0; i < model->SlotCount; ++i)
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{
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var slotContext = i < equipment.Length
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? globalContext.CreateContext(model, (uint)i, ((uint)i).ToEquipSlot(), equipment[i])
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: globalContext.CreateContext(model, (uint)i);
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var imc = (ResourceHandle*)model->IMCArray[i];
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var imcNode = slotContext.CreateNodeFromImc(imc);
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if (imcNode != null)
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{
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if (globalContext.WithUiData)
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imcNode.FallbackName = $"IMC #{i}";
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Nodes.Add(imcNode);
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}
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var mdl = model->Models[i];
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var mdlNode = slotContext.CreateNodeFromModel(mdl, imc);
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if (mdlNode != null)
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{
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if (globalContext.WithUiData)
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mdlNode.FallbackName = $"Model #{i}";
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Nodes.Add(mdlNode);
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}
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}
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AddSkeleton(Nodes, genericContext, model->EID, model->Skeleton);
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AddWeapons(globalContext, model);
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if (human != null)
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AddHumanResources(globalContext, human);
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}
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private unsafe void AddWeapons(GlobalResolveContext globalContext, CharacterBase* model)
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{
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var weaponIndex = 0;
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var weaponNodes = new List<ResourceNode>();
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foreach (var baseSubObject in model->DrawObject.Object.ChildObjects)
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{
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if (baseSubObject->GetObjectType() != FFXIVClientStructs.FFXIV.Client.Graphics.Scene.ObjectType.CharacterBase)
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continue;
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var subObject = (CharacterBase*)baseSubObject;
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if (subObject->GetModelType() != CharacterBase.ModelType.Weapon)
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continue;
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var weapon = (Weapon*)subObject;
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// This way to tell apart MainHand and OffHand is not always accurate, but seems good enough for what we're doing with it.
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var slot = weaponIndex > 0 ? EquipSlot.OffHand : EquipSlot.MainHand;
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var equipment = new CharacterArmor(weapon->ModelSetId, (byte)weapon->Variant, (byte)weapon->ModelUnknown);
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var weaponType = weapon->SecondaryId;
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var genericContext = globalContext.CreateContext(subObject, 0xFFFFFFFFu, slot, equipment, weaponType);
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for (var i = 0; i < subObject->SlotCount; ++i)
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{
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var slotContext = globalContext.CreateContext(subObject, (uint)i, slot, equipment, weaponType);
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var imc = (ResourceHandle*)subObject->IMCArray[i];
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var imcNode = slotContext.CreateNodeFromImc(imc);
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if (imcNode != null)
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{
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if (globalContext.WithUiData)
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imcNode.FallbackName = $"Weapon #{weaponIndex}, IMC #{i}";
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weaponNodes.Add(imcNode);
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}
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var mdl = subObject->Models[i];
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var mdlNode = slotContext.CreateNodeFromModel(mdl, imc);
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if (mdlNode != null)
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{
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if (globalContext.WithUiData)
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mdlNode.FallbackName = $"Weapon #{weaponIndex}, Model #{i}";
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weaponNodes.Add(mdlNode);
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}
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}
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AddSkeleton(weaponNodes, genericContext, subObject->EID, subObject->Skeleton, $"Weapon #{weaponIndex}, ");
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++weaponIndex;
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}
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Nodes.InsertRange(0, weaponNodes);
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}
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private unsafe void AddHumanResources(GlobalResolveContext globalContext, Human* human)
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{
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var genericContext = globalContext.CreateContext(&human->CharacterBase);
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var decalId = (byte)(human->Customize[(int)CustomizeIndex.Facepaint] & 0x7F);
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var decalPath = decalId != 0
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? GamePaths.Human.Decal.FaceDecalPath(decalId)
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: GamePaths.Tex.TransparentPath;
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var decalNode = genericContext.CreateNodeFromTex(human->Decal, decalPath);
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if (decalNode != null)
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{
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if (globalContext.WithUiData)
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{
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decalNode = decalNode.Clone();
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decalNode.FallbackName = "Face Decal";
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decalNode.Icon = ChangedItemDrawer.ChangedItemIcon.Customization;
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}
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Nodes.Add(decalNode);
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}
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var hasLegacyDecal = (human->Customize[(int)CustomizeIndex.FaceFeatures] & 0x80) != 0;
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var legacyDecalPath = hasLegacyDecal
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? GamePaths.Human.Decal.LegacyDecalPath
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: GamePaths.Tex.TransparentPath;
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var legacyDecalNode = genericContext.CreateNodeFromTex(human->LegacyBodyDecal, legacyDecalPath);
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if (legacyDecalNode != null)
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{
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if (globalContext.WithUiData)
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{
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legacyDecalNode = legacyDecalNode.Clone();
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legacyDecalNode.FallbackName = "Legacy Body Decal";
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legacyDecalNode.Icon = ChangedItemDrawer.ChangedItemIcon.Customization;
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}
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Nodes.Add(legacyDecalNode);
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}
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}
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private unsafe void AddSkeleton(List<ResourceNode> nodes, ResolveContext context, void* eid, Skeleton* skeleton, string prefix = "")
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{
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var eidNode = context.CreateNodeFromEid((ResourceHandle*)eid);
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if (eidNode != null)
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{
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if (context.Global.WithUiData)
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eidNode.FallbackName = $"{prefix}EID";
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Nodes.Add(eidNode);
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}
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if (skeleton == null)
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return;
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for (var i = 0; i < skeleton->PartialSkeletonCount; ++i)
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{
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var sklbNode = context.CreateNodeFromPartialSkeleton(&skeleton->PartialSkeletons[i], (uint)i);
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if (sklbNode != null)
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{
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if (context.Global.WithUiData)
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sklbNode.FallbackName = $"{prefix}Skeleton #{i}";
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nodes.Add(sklbNode);
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}
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}
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}
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}
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