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using System.Collections;
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using System.Numerics;
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using Common;
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using MshLib;
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using Quaternion = System.Numerics.Quaternion;
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using Vector3 = System.Numerics.Vector3;
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namespace NResUI.Rendering.Viewport.Msh;
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public static class MshRestPoseBuilder
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{
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public static IReadOnlyList<MshPieceRestPose> BuildRestPose(Msh0x01.Msh0x01Component nodesComponent, List<Msh0x08.AnimationDescriptor> animationDescriptors)
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{
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var nodeList = nodesComponent.Nodes;
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var animationList = animationDescriptors;
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var poses = new MshPieceRestPose[nodeList.Count];
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var state = new byte[nodeList.Count];
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for (var nodeIndex = 0; nodeIndex < nodeList.Count; nodeIndex++)
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BuildNodePose(nodeIndex, nodeList, animationList, poses, state);
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return poses;
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}
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private static Matrix4x4 BuildNodePose(
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int nodeIndex,
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List<Msh0x01.Node> nodes,
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List<Msh0x08.AnimationDescriptor> animationDescriptors,
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MshPieceRestPose[] poses,
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byte[] state)
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{
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if (state[nodeIndex] == 2)
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return poses[nodeIndex].MeshSpaceTransform;
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if (state[nodeIndex] == 1)
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{
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// Broken/cyclic parent chain. Keep this node local so the viewer remains usable.
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return Matrix4x4.Identity;
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}
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state[nodeIndex] = 1;
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var node = nodes[nodeIndex]!;
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var parentIndex = GetParentIndex(node);
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var fallbackKeyframeIndex = GetFallbackKeyframeIndex(node);
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var hasFallbackPose = fallbackKeyframeIndex >= 0 && fallbackKeyframeIndex < animationDescriptors.Count;
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// var localTransform = Matrix4x4.Identity;
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Matrix4x4 localTransform;
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if (hasFallbackPose)
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{
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localTransform = BuildTransformFromAnimationDescriptor(animationDescriptors[fallbackKeyframeIndex]!);
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}
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else
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{
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localTransform = Matrix4x4.Identity;
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Console.WriteLine($"Node {nodeIndex} has no fallback");
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}
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if (parentIndex == -1)
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{
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localTransform.Translation = Vector3.Zero;
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Console.WriteLine($"Node {nodeIndex} has no parent");
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}
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var meshSpaceTransform = localTransform;
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if (parentIndex >= 0 && parentIndex < nodes.Count && parentIndex != nodeIndex)
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{
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var parentTransform = BuildNodePose(parentIndex, nodes, animationDescriptors, poses, state);
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meshSpaceTransform = localTransform * parentTransform;
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}
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poses[nodeIndex] = new MshPieceRestPose(
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NodeIndex: nodeIndex,
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ParentIndex: parentIndex,
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FallbackKeyframeIndex: fallbackKeyframeIndex,
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HasFallbackPose: hasFallbackPose,
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LocalTransform: localTransform,
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MeshSpaceTransform: meshSpaceTransform);
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state[nodeIndex] = 2;
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return meshSpaceTransform;
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}
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private static int GetParentIndex(Msh0x01.Node node)
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{
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try
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{
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return Convert.ToInt32(node.ParentIndexOrMinusOne);
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}
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catch
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{
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var rawParent = Convert.ToUInt16(node.ParentIndexOrLink);
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return rawParent == ushort.MaxValue ? -1 : rawParent;
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}
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}
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private static int GetFallbackKeyframeIndex(Msh0x01.Node node)
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{
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try
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{
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var value = Convert.ToUInt16(node.FallbackKey0x08);
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return value == ushort.MaxValue ? -1 : value;
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}
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catch
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{
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return -1;
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}
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}
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private static Matrix4x4 BuildTransformFromAnimationDescriptor(Msh0x08.AnimationDescriptor descriptor)
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{
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var position = ToSystemVector3(descriptor.Position);
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var rotation = ToSystemQuaternion(descriptor.Rotation);
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var matrix = Matrix4x4.CreateFromQuaternion(rotation);
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matrix.Translation = position;
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return matrix;
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}
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private static Vector3 ToSystemVector3(dynamic vector)
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{
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return new Vector3(
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Convert.ToSingle(vector.X),
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Convert.ToSingle(vector.Y),
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Convert.ToSingle(vector.Z));
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}
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private static Quaternion ToSystemQuaternion(UShortQuaternion packedQuaternion)
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{
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// MSH 0x08 stores quaternion as W, X, Y, Z.
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// System.Numerics.Quaternion constructor expects X, Y, Z, W.
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var q = new Quaternion(
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packedQuaternion.X / 32767f,
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packedQuaternion.Y / 32767f,
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packedQuaternion.Z / 32767f,
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packedQuaternion.W / 32767f
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);
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if (q.LengthSquared() < 1e-8f)
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return Quaternion.Identity;
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return Quaternion.Normalize(q);
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}
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}
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public readonly record struct MshPieceRestPose(
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int NodeIndex,
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int ParentIndex,
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int FallbackKeyframeIndex,
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bool HasFallbackPose,
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Matrix4x4 LocalTransform,
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Matrix4x4 MeshSpaceTransform);
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