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https://github.com/sampletext32/ParkanPlayground.git
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refactor into projects
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@@ -0,0 +1,191 @@
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using System.Buffers.Binary;
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using NResLib;
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namespace MshLib;
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/// <summary>
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/// MSH-компонент 0x01: таблица узлов модели.
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/// Для обычного AniMesh node имеет size 0x26.
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/// У ландшафта metadata/magic1 может иметь другой смысл, например grid_x_count.
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/// </summary>
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public static class Msh0x01
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{
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public const int NormalElementSize = 0x26;
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public const int StateCount = 3;
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public const int MaxLodCount = 5;
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public const int SlotCount = StateCount * MaxLodCount;
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public static Msh0x01Component ReadComponent(FileStream mshFs, NResArchive archive)
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{
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var entry = archive.Files.FirstOrDefault(x => x.FileType == "01 00 00 00");
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if (entry is null)
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{
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throw new Exception("Archive doesn't contain node table component (0x01)");
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}
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if (entry.ElementSize <= 0)
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{
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throw new Exception("Node table component (0x01) has invalid element size");
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}
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if (entry.FileLength % entry.ElementSize != 0)
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{
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throw new Exception("Node table component (0x01) payload size is not divisible by element size");
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}
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if (entry.ElementSize < 8)
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{
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throw new Exception("Node table component (0x01) element size is too small");
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}
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var elementCount = entry.FileLength / entry.ElementSize;
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var data = new byte[entry.FileLength];
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mshFs.Seek(entry.OffsetInFile, SeekOrigin.Begin);
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mshFs.ReadExactly(data, 0, data.Length);
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var dataSpan = data.AsSpan();
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var nodes = new List<Node>(elementCount);
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for (var i = 0; i < elementCount; i++)
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{
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var baseOffset = i * entry.ElementSize;
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var elementSpan = dataSpan.Slice(baseOffset, entry.ElementSize);
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var rawBytes = elementSpan.ToArray();
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var slotIndices = new ushort[SlotCount];
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Array.Fill(slotIndices, ushort.MaxValue);
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var slotWordCount = Math.Min(
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slotIndices.Length,
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Math.Max(0, (entry.ElementSize - 8) / 2));
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for (var slotIndex = 0; slotIndex < slotWordCount; slotIndex++)
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{
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slotIndices[slotIndex] =
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BinaryPrimitives.ReadUInt16LittleEndian(elementSpan.Slice(0x08 + slotIndex * 2, 2));
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}
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nodes.Add(new Node(
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RawBytes: rawBytes,
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Flags: (NodeFlags)BinaryPrimitives.ReadUInt16LittleEndian(elementSpan.Slice(0x00, 2)),
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ParentIndexOrLink: BinaryPrimitives.ReadUInt16LittleEndian(elementSpan.Slice(0x02, 2)),
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AnimMapStart0x13: BinaryPrimitives.ReadUInt16LittleEndian(elementSpan.Slice(0x04, 2)),
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FallbackKey0x08: BinaryPrimitives.ReadUInt16LittleEndian(elementSpan.Slice(0x06, 2)),
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Msh02SlotIndicesByStateAndLOD: slotIndices));
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}
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return new Msh0x01Component(entry.ElementSize, nodes);
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}
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/// <summary>Результат чтения MSH-компонента 0x01.</summary>
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/// <param name="ElementSize">Размер node entry из NRes metadata.</param>
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/// <param name="Nodes">Узлы компонента 0x01.</param>
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public sealed record Msh0x01Component(
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int ElementSize,
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List<Node> Nodes)
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{
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public bool IsNormalAniMeshNodeTable => ElementSize == NormalElementSize;
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}
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/// <summary>Узел MSH 0x01.</summary>
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/// <param name="RawBytes">Сырые байты узла. Нужны для copy-through нестандартных вариантов.</param>
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/// <param name="Flags">[0x00..0x02] Флаги узла.</param>
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/// <param name="ParentIndexOrLink">[0x02..0x04] Parent node index. 0xFFFF обычно значит root/no parent.</param>
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/// <param name="AnimMapStart0x13">[0x04..0x06] Начало блока в MSH 0x13 animation map или 0xFFFF.</param>
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/// <param name="FallbackKey0x08">[0x06..0x08] Fallback key / index в MSH 0x08.</param>
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/// <param name="Msh02SlotIndicesByStateAndLOD">
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/// [0x08..0x26] Индексы geometry slot в MSH 0x02.
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/// Формула: slot = lod * 5 + group. 0xFFFF значит отсутствует.
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/// </param>
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public sealed record Node(
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byte[] RawBytes,
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NodeFlags Flags,
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ushort ParentIndexOrLink,
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ushort AnimMapStart0x13,
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ushort FallbackKey0x08,
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ushort[] Msh02SlotIndicesByStateAndLOD)
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{
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public bool IsRoot => ParentIndexOrLink == ushort.MaxValue;
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public int ParentIndexOrMinusOne =>
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ParentIndexOrLink == ushort.MaxValue ? -1 : ParentIndexOrLink;
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public ushort ResolveSlotIndex(int state, int lod = 0)
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{
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// MODEL_STATE_DEFAULT -1
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// MODEL_STATE_REGULAR 0
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// MODEL_STATE_COLLAPSED 1
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// _MODEL_STATE_UNKNOWN_2 2
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// LOD_LEVEL_MAX_0 0
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// LOD_LEVEL_MINUS_1 1
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// LOD_LEVEL_MINUS_2 2
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// LOD_LEVEL_MINUS_3 3
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// LOD_LEVEL_MINUS_4 4
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var index = state * MaxLodCount + lod;
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return index >= 0 && index < Msh02SlotIndicesByStateAndLOD.Length
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? Msh02SlotIndicesByStateAndLOD[index]
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: ushort.MaxValue;
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}
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public bool HasGeometrySlot(int lod, int group = 0) =>
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ResolveSlotIndex(lod, group) != ushort.MaxValue;
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public int CountLodsForGroup(int group = 0)
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{
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var count = 0;
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for (var lod = 0; lod < StateCount; lod++)
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{
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if (!HasGeometrySlot(lod, group))
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{
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break;
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}
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count++;
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}
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return count;
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}
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}
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}
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[Flags]
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public enum NodeFlags : ushort
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{
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None = 0,
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/// <summary>
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/// Still uncertain. In recursive bounds/intersection paths this can suppress/alter child recursion.
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/// Seen as child_node.flags & 0x04.
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/// </summary>
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MSH01_BOUNDS_MODE0_STOP = 0x0004,
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/// <summary>
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/// Stops recursive traversal into children for bounds/render/intersection helpers.
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/// </summary>
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MSH01_STOP_CHILD_BOUNDS_TRAVERSAL = 0x0010,
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/// <summary>
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/// Special lod-4 mode bit. In lod 4, selects alternate piece render mode.
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/// </summary>
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MSH01_HAS_SPECIAL_LOD_4 = 0x0020,
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/// <summary>
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/// Exclude from shadow / no shadow. CAniMesh tracks has_any_shadow_casting_piece when this bit is absent.
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/// </summary>
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MSH01_NO_SHADOW = 0x0040,
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/// <summary>
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/// Used during attached MSH load: if parent/root description contains "central", piece gets hidden/excluded flag.
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/// Exact semantic name still provisional.
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/// </summary>
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MSH01_CHECK_PARENT_DESCRIPTION_CENTRAL = 0x0800,
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}
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