mirror of
https://github.com/sampletext32/ParkanPlayground.git
synced 2026-08-15 02:57:49 +04:00
vibecoded inspector
This commit is contained in:
@@ -0,0 +1,269 @@
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using System.Numerics;
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using MshLib;
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using NResLib;
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using NResUI.Rendering.Inspection;
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using NResUI.Rendering.Materials;
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using NResUI.Rendering.Viewport.Msh;
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namespace NResUI.Rendering.Import.Msh;
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public static class MshMeshDocumentImporter
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{
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private const int DefaultModelState = 0;
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private const int DefaultLod = 0;
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/// <summary>
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/// Читает MSH/NRes с диска и строит CPU-документ для инспектора.
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/// OpenGL здесь намеренно не используется: этот слой должен быть проверяемым без viewport.
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/// </summary>
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public static MeshDocumentLoadResult LoadFromFile(string path)
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{
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var warnings = new List<string>();
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try
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{
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using var fs = new FileStream(path, FileMode.Open, FileAccess.Read, FileShare.Read);
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var parseResult = NResParser.ReadFile(fs);
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if (parseResult.Archive == null)
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return MeshDocumentLoadResult.Failure(parseResult.Error ?? "Failed to parse MSH/NRes file.", path);
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var archive = parseResult.Archive;
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var meshType = MshConverter.DetectMeshType(archive);
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if (meshType != MshType.Model)
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{
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return MeshDocumentLoadResult.Failure(
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$"Only normal MSH models are supported by the mesh inspector. Detected: {meshType}.",
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path);
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}
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fs.Seek(0, SeekOrigin.Begin);
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var document = LoadModelDocument(fs, archive, path, warnings);
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return MeshDocumentLoadResult.Success(document);
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}
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catch (Exception ex)
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{
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return MeshDocumentLoadResult.Failure(ex.Message, path);
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}
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}
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private static MeshDocument LoadModelDocument(
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FileStream fs,
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NResArchive archive,
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string path,
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List<string> warnings)
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{
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var nodes = Msh0x01.ReadComponent(fs, archive);
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var geometry = Msh0x02.ReadComponent(fs, archive);
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var positions = Msh0x03.ReadComponent(fs, archive);
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var normals = TryReadNormals(fs, archive, warnings);
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var uvs = TryReadUvs(fs, archive, warnings);
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var indices = Msh0x06.ReadComponent(fs, archive);
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var batches = Msh0x0D.ReadComponent(fs, archive);
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var animationDescriptors = Msh0x08.ReadComponent(fs, archive);
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var restPoses = MshRestPoseBuilder.BuildRestPose(nodes, animationDescriptors);
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var names = TryReadNames(fs, archive, warnings);
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var weaMatch = WeaResourceResolver.TryLoadMatchingWeaForMsh(path, warnings);
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if (weaMatch != null)
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warnings.Add($"Loaded WEA '{Path.GetFileName(weaMatch.Path)}' ({weaMatch.Reason})");
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var materialNamesById = weaMatch?.File.Materials.ToDictionary(x => x.Id, x => x.Name)
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?? new Dictionary<int, string>();
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var pieces = new List<MeshPieceInfo>(nodes.Nodes.Count);
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for (var nodeIndex = 0; nodeIndex < nodes.Nodes.Count; nodeIndex++)
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{
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var node = nodes.Nodes[nodeIndex];
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var restPose = restPoses[nodeIndex];
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var activeSlotIndex = node.ResolveSlotIndex(DefaultModelState, DefaultLod);
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var boundsMin = Vector3.Zero;
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var boundsMax = Vector3.Zero;
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if (activeSlotIndex != ushort.MaxValue && activeSlotIndex < geometry.Slots.Count)
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{
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var slot = geometry.Slots[activeSlotIndex];
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boundsMin = ToNumericsVector3(slot.LocalMinimum);
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boundsMax = ToNumericsVector3(slot.LocalMaximum);
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}
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pieces.Add(new MeshPieceInfo
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{
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Id = nodeIndex,
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Name = ResolvePieceName(names, nodeIndex),
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ParentId = restPose.ParentIndex,
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Flags = node.Flags,
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GeometrySlotsByStateAndLod = node.Msh02SlotIndicesByStateAndLOD.ToArray(),
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Batches = BuildPieceBatchInfo(node, geometry, batches, indices.Count, materialNamesById, warnings),
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LocalTransform = restPose.LocalTransform,
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MeshSpaceTransform = restPose.MeshSpaceTransform,
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BoundsMin = boundsMin,
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BoundsMax = boundsMax,
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FallbackKeyframeIndex = restPose.FallbackKeyframeIndex,
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HasRestPose = restPose.HasFallbackPose
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});
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}
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return new MeshDocument
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{
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SourcePath = path,
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MeshType = MshType.Model,
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Pieces = pieces,
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Materials = materialNamesById
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.Select(x => new MeshMaterialInfo { Id = x.Key, Name = x.Value })
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.OrderBy(x => x.Id)
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.ToList(),
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Warnings = warnings,
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MshModelGeometry = new MshModelGeometry
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{
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Nodes = nodes,
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GeometrySlots = geometry,
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Positions = positions,
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Normals = normals,
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Uvs = uvs,
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Indices = indices,
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Batches = batches
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}
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};
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}
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/// <summary>
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/// Собирает batch metadata для всех state/LOD слотов piece.
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/// Дубликаты batch убираются, потому что разные состояния могут ссылаться на один и тот же geometry slot.
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/// </summary>
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private static IReadOnlyList<MeshBatchInfo> BuildPieceBatchInfo(
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Msh0x01.Node node,
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Msh0x02.Msh0x02Component geometry,
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IReadOnlyList<Msh0x0D.Batch> batches,
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int indexCount,
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IReadOnlyDictionary<int, string> materialNamesById,
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ICollection<string> documentWarnings)
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{
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var result = new List<MeshBatchInfo>();
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var seenBatchIndices = new HashSet<int>();
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foreach (var slotIndex in node.Msh02SlotIndicesByStateAndLOD.Distinct())
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{
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if (slotIndex == ushort.MaxValue)
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continue;
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if (slotIndex >= geometry.Slots.Count)
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{
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documentWarnings.Add($"Geometry slot {slotIndex} is out of range.");
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continue;
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}
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var slot = geometry.Slots[slotIndex];
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for (var batchIndex = slot.BatchStart0x0D; batchIndex < slot.BatchEndExclusive0x0D; batchIndex++)
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{
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if (batchIndex < 0 || batchIndex >= batches.Count || !seenBatchIndices.Add(batchIndex))
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continue;
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var batch = batches[batchIndex];
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var warnings = new List<string>();
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if (batch.IndexStart0x06 + batch.IndexCount0x06 > indexCount)
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warnings.Add("Index range exceeds MSH 0x06 index buffer.");
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var materialName = materialNamesById.GetValueOrDefault(batch.MaterialIndexLo);
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if (materialName == "B_PLT_06")
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{
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_ = 5;
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}
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result.Add(new MeshBatchInfo
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{
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BatchIndex = batchIndex,
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MaterialId = batch.MaterialIndexLo,
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MaterialName = materialName,
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Flags = batch.Flags,
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IndexStart = batch.IndexStart0x06,
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IndexCount = batch.IndexCount0x06,
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BaseVertex = batch.BaseVertex0x03,
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VertexCount = batch.VertexCount0x03,
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TriangleCount = batch.IndexCount0x06 / 3,
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Warnings = warnings
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});
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}
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}
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return result;
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}
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private static List<string> TryReadNames(FileStream fs, NResArchive archive, ICollection<string> warnings)
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{
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try
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{
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return Msh0x0A.ReadComponent(fs, archive);
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}
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catch (Exception ex)
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{
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warnings.Add($"MSH 0x0A names are unavailable: {ex.Message}");
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return [];
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}
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}
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private static List<Msh04Normal> TryReadNormals(FileStream fs, NResArchive archive, ICollection<string> warnings)
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{
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try
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{
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return Msh0x04.ReadComponent(fs, archive);
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}
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catch (Exception ex)
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{
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warnings.Add($"MSH 0x04 normals are unavailable: {ex.Message}");
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return [];
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}
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}
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private static List<Msh05Uv> TryReadUvs(FileStream fs, NResArchive archive, ICollection<string> warnings)
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{
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try
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{
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return Msh0x05.ReadComponent(fs, archive);
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}
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catch (Exception ex)
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{
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warnings.Add($"MSH 0x05 UVs are unavailable: {ex.Message}");
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return [];
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}
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}
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private static string ResolvePieceName(IReadOnlyList<string> names, int nodeIndex)
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{
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if (nodeIndex >= 0 && nodeIndex < names.Count && !string.IsNullOrWhiteSpace(names[nodeIndex]))
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return $"{nodeIndex}: {names[nodeIndex]}";
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return $"{nodeIndex}: piece_{nodeIndex:D3}";
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}
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private static Vector3 ToNumericsVector3(Common.Vector3 position)
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{
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return new Vector3(position.X, position.Y, position.Z);
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}
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}
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public sealed class MeshDocumentLoadResult
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{
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public bool IsSuccess { get; }
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public string? Error { get; }
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public string? SourcePath { get; }
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public MeshDocument? Document { get; }
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private MeshDocumentLoadResult(bool isSuccess, string? error, string? sourcePath, MeshDocument? document)
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{
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IsSuccess = isSuccess;
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Error = error;
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SourcePath = sourcePath;
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Document = document;
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}
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public static MeshDocumentLoadResult Success(MeshDocument document)
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{
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return new MeshDocumentLoadResult(true, null, document.SourcePath, document);
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}
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public static MeshDocumentLoadResult Failure(string error, string? sourcePath = null)
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{
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return new MeshDocumentLoadResult(false, error, sourcePath, null);
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}
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}
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@@ -0,0 +1,325 @@
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using System.Numerics;
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using MshLib;
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using NResUI.Rendering.Inspection;
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using NResUI.Rendering.Materials;
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using NResUI.Rendering.Viewport;
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using NResUI.Rendering.Viewport.Meshes;
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using Silk.NET.OpenGL;
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namespace NResUI.Rendering.Import.Msh;
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public static class MshViewportMeshFactory
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{
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/// <summary>
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/// Строит OpenGL-меши из уже разобранного MeshDocument.
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/// State/LOD выбираются отдельно для каждого piece через 0x01, а не через общий список geometry slots.
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/// </summary>
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public static IReadOnlyList<ViewportPiece> BuildViewportPieces(
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GL gl,
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MeshDocument document,
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MeshRenderState renderState,
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ViewportMaterialSet materialSet)
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{
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if (document.MshModelGeometry == null)
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return [];
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var result = new List<ViewportPiece>();
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var modelGeometry = document.MshModelGeometry;
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var mshToViewportTransform = Matrix4x4.CreateRotationX(-MathF.PI * 0.5f);
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foreach (var pieceInfo in document.Pieces)
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{
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if (!renderState.IsPieceVisible(pieceInfo.Id))
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continue;
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var (pieceState, pieceLod) = ResolvePieceStateLod(document, pieceInfo, renderState);
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var slotIndex = pieceInfo.ResolveSlotIndex(pieceState, pieceLod);
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if (slotIndex == ushort.MaxValue || slotIndex >= modelGeometry.GeometrySlots.Slots.Count)
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{
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if (renderState.ShowEmptyPieces)
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AddEmptyPieceMarker(gl, result, pieceInfo, mshToViewportTransform, "No geometry slot for selected state/LOD");
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continue;
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}
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var slot = modelGeometry.GeometrySlots.Slots[slotIndex];
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if (!slot.HasBatches)
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{
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if (renderState.ShowEmptyPieces)
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AddEmptyPieceMarker(gl, result, pieceInfo, mshToViewportTransform, "Geometry slot has no batches", slotIndex);
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continue;
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}
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var meshBuildResult = BuildPieceMeshes(
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gl,
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pieceInfo.Id,
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slot,
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modelGeometry,
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renderState,
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materialSet);
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if (meshBuildResult == null)
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{
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if (renderState.ShowEmptyPieces)
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AddEmptyPieceMarker(gl, result, pieceInfo, mshToViewportTransform, "Geometry slot produced no valid triangles", slotIndex);
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continue;
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}
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result.Add(new ViewportPiece(
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id: pieceInfo.Id,
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name: pieceInfo.Name,
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meshes: meshBuildResult.Meshes,
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localTransform: pieceInfo.MeshSpaceTransform * mshToViewportTransform,
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boundsMin: meshBuildResult.BoundsMin,
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boundsMax: meshBuildResult.BoundsMax,
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debugInfo: new ViewportPieceDebugInfo
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{
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SourceKind = "MSH 0x01 piece",
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SourcePieceIndex = pieceInfo.Id,
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SourceParentIndex = pieceInfo.ParentId,
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GeometrySlotIndex = slotIndex,
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Msh01Flags = (uint)pieceInfo.Flags,
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BatchCount = meshBuildResult.BatchCount,
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TriangleCount = meshBuildResult.TriangleCount,
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FallbackKeyframeIndex = pieceInfo.FallbackKeyframeIndex,
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HasRestPose = pieceInfo.HasRestPose
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},
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sourceBatchIndices: meshBuildResult.BatchIndices));
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}
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return result;
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}
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private static (int State, int Lod) ResolvePieceStateLod(
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MeshDocument document,
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MeshPieceInfo pieceInfo,
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MeshRenderState renderState)
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{
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if (renderState.PieceStateOverrides.ContainsKey(pieceInfo.Id) ||
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renderState.PieceLodOverrides.ContainsKey(pieceInfo.Id))
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{
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return (renderState.GetPieceState(pieceInfo.Id), renderState.GetPieceLod(pieceInfo.Id));
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}
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// Без явного override piece использует первую реально присутствующую пару state/LOD из своей 0x01 таблицы.
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for (var state = 0; state < document.ModelStateCount; state++)
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{
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for (var lod = 0; lod < document.LodCount; lod++)
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{
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var slot = pieceInfo.ResolveSlotIndex(state, lod);
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if (slot != ushort.MaxValue &&
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(document.MshModelGeometry == null || slot < document.MshModelGeometry.GeometrySlots.Slots.Count))
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{
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return (state, lod);
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}
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}
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}
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return (0, 0);
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}
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private static void AddEmptyPieceMarker(
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GL gl,
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List<ViewportPiece> pieces,
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MeshPieceInfo pieceInfo,
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Matrix4x4 mshToViewportTransform,
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string reason,
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int geometrySlotIndex = -1)
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{
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// Пустые pieces все равно важны: это могут быть сокеты, логические узлы или placeholders поврежденных состояний.
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var marker = PrimitiveMeshes.CreateAxes(gl, 0.35f);
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pieces.Add(new ViewportPiece(
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id: pieceInfo.Id,
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name: pieceInfo.Name,
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mesh: marker,
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localTransform: pieceInfo.MeshSpaceTransform * mshToViewportTransform,
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boundsMin: new Vector3(-0.35f, -0.35f, -0.35f),
|
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boundsMax: new Vector3(0.35f, 0.35f, 0.35f),
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debugInfo: new ViewportPieceDebugInfo
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{
|
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SourceKind = reason,
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SourcePieceIndex = pieceInfo.Id,
|
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SourceParentIndex = pieceInfo.ParentId,
|
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GeometrySlotIndex = geometrySlotIndex,
|
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Msh01Flags = (uint)pieceInfo.Flags,
|
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BatchCount = 0,
|
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TriangleCount = 0,
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FallbackKeyframeIndex = pieceInfo.FallbackKeyframeIndex,
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HasRestPose = pieceInfo.HasRestPose
|
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}));
|
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}
|
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private static PieceMeshBuildResult? BuildPieceMeshes(
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GL gl,
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int pieceId,
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Msh0x02.GeometrySlot slot,
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MshModelGeometry modelGeometry,
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MeshRenderState renderState,
|
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ViewportMaterialSet materialSet)
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{
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var meshes = new List<GpuMesh>();
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var batchIndices = new List<int>();
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var debugColor = PickDebugColor(pieceId);
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var batchCount = 0;
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var triangleCount = 0;
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||||
|
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var boundsMin = new Vector3(float.PositiveInfinity, float.PositiveInfinity, float.PositiveInfinity);
|
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var boundsMax = new Vector3(float.NegativeInfinity, float.NegativeInfinity, float.NegativeInfinity);
|
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|
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for (var batchIndex = slot.BatchStart0x0D; batchIndex < slot.BatchEndExclusive0x0D; batchIndex++)
|
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{
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if (batchIndex < 0 || batchIndex >= modelGeometry.Batches.Count || !renderState.IsBatchVisible(batchIndex))
|
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continue;
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var batch = modelGeometry.Batches[batchIndex];
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if (batch.IndexStart0x06 + batch.IndexCount0x06 > modelGeometry.Indices.Count)
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continue;
|
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var vertices = new List<float>();
|
||||
var outIndices = new List<uint>();
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var batchTriangleCount = 0;
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||||
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var material = materialSet.FindMaterial(batch.MaterialIndexLo) ?? ViewportMaterial.Untextured;
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var vertexColor = material.HasTexture ? Vector3.One : debugColor;
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for (var i = 0; i + 2 < batch.IndexCount0x06; i += 3)
|
||||
{
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var indexBase = (int)batch.IndexStart0x06 + i;
|
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var vertexIndex0 = checked((int)batch.BaseVertex0x03 + modelGeometry.Indices[indexBase + 0]);
|
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var vertexIndex1 = checked((int)batch.BaseVertex0x03 + modelGeometry.Indices[indexBase + 1]);
|
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var vertexIndex2 = checked((int)batch.BaseVertex0x03 + modelGeometry.Indices[indexBase + 2]);
|
||||
|
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if (!IsValidTriangle(modelGeometry.Positions.Count, vertexIndex0, vertexIndex1, vertexIndex2))
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continue;
|
||||
|
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var p0 = ToNumericsVector3(modelGeometry.Positions[vertexIndex0]);
|
||||
var p1 = ToNumericsVector3(modelGeometry.Positions[vertexIndex1]);
|
||||
var p2 = ToNumericsVector3(modelGeometry.Positions[vertexIndex2]);
|
||||
|
||||
var fallbackNormal = BuildFaceNormal(p0, p1, p2);
|
||||
|
||||
AddTriangleVertex(p0, vertexColor, GetNormal(modelGeometry.Normals, vertexIndex0, fallbackNormal, renderState.UseStoredNormals), GetUv(modelGeometry.Uvs, vertexIndex0), vertices, outIndices, ref boundsMin, ref boundsMax);
|
||||
AddTriangleVertex(p1, vertexColor, GetNormal(modelGeometry.Normals, vertexIndex1, fallbackNormal, renderState.UseStoredNormals), GetUv(modelGeometry.Uvs, vertexIndex1), vertices, outIndices, ref boundsMin, ref boundsMax);
|
||||
AddTriangleVertex(p2, vertexColor, GetNormal(modelGeometry.Normals, vertexIndex2, fallbackNormal, renderState.UseStoredNormals), GetUv(modelGeometry.Uvs, vertexIndex2), vertices, outIndices, ref boundsMin, ref boundsMax);
|
||||
batchTriangleCount++;
|
||||
}
|
||||
|
||||
if (batchTriangleCount == 0)
|
||||
continue;
|
||||
|
||||
batchCount++;
|
||||
batchIndices.Add(batchIndex);
|
||||
triangleCount += batchTriangleCount;
|
||||
meshes.Add(PrimitiveMeshes.CreateColoredIndexedMesh(gl, vertices, outIndices, PrimitiveType.Triangles, material));
|
||||
}
|
||||
|
||||
if (triangleCount == 0 || meshes.Count == 0)
|
||||
return null;
|
||||
|
||||
return new PieceMeshBuildResult(meshes, boundsMin, boundsMax, batchCount, triangleCount, batchIndices);
|
||||
}
|
||||
|
||||
private static Vector3 BuildFaceNormal(Vector3 p0, Vector3 p1, Vector3 p2)
|
||||
{
|
||||
var normal = Vector3.Cross(p1 - p0, p2 - p0);
|
||||
return normal.LengthSquared() < 1e-8f ? Vector3.UnitY : Vector3.Normalize(normal);
|
||||
}
|
||||
|
||||
private static Vector3 GetNormal(
|
||||
IReadOnlyList<Msh04Normal> normals,
|
||||
int vertexIndex,
|
||||
Vector3 fallbackNormal,
|
||||
bool useStoredNormals)
|
||||
{
|
||||
if (!useStoredNormals || vertexIndex < 0 || vertexIndex >= normals.Count)
|
||||
return fallbackNormal;
|
||||
|
||||
var packed = normals[vertexIndex];
|
||||
var normal = new Vector3(
|
||||
Math.Clamp(packed.X / 127.0f, -1.0f, 1.0f),
|
||||
Math.Clamp(packed.Y / 127.0f, -1.0f, 1.0f),
|
||||
Math.Clamp(packed.Z / 127.0f, -1.0f, 1.0f));
|
||||
|
||||
// У битых/нулевых normal entries оставляем face normal, чтобы освещение не превращалось в NaN.
|
||||
return normal.LengthSquared() < 1e-8f ? fallbackNormal : Vector3.Normalize(normal);
|
||||
}
|
||||
|
||||
private static Vector2 GetUv(IReadOnlyList<Msh05Uv> uvs, int vertexIndex)
|
||||
{
|
||||
if (vertexIndex < 0 || vertexIndex >= uvs.Count)
|
||||
return Vector2.Zero;
|
||||
|
||||
var uv = uvs[vertexIndex];
|
||||
return new Vector2(uv.U / 1024.0f, uv.V / 1024.0f);
|
||||
}
|
||||
|
||||
private static Vector3 ToNumericsVector3(Common.Vector3 position)
|
||||
{
|
||||
return new Vector3(position.X, position.Y, position.Z);
|
||||
}
|
||||
|
||||
private static void AddTriangleVertex(
|
||||
Vector3 position,
|
||||
Vector3 color,
|
||||
Vector3 normal,
|
||||
Vector2 uv,
|
||||
List<float> vertices,
|
||||
List<uint> indices,
|
||||
ref Vector3 boundsMin,
|
||||
ref Vector3 boundsMax)
|
||||
{
|
||||
var vertexIndex = (uint)(vertices.Count / PrimitiveMeshes.FloatsPerVertex);
|
||||
|
||||
vertices.Add(position.X);
|
||||
vertices.Add(position.Y);
|
||||
vertices.Add(position.Z);
|
||||
vertices.Add(color.X);
|
||||
vertices.Add(color.Y);
|
||||
vertices.Add(color.Z);
|
||||
vertices.Add(normal.X);
|
||||
vertices.Add(normal.Y);
|
||||
vertices.Add(normal.Z);
|
||||
vertices.Add(uv.X);
|
||||
vertices.Add(uv.Y);
|
||||
|
||||
indices.Add(vertexIndex);
|
||||
boundsMin = Vector3.Min(boundsMin, position);
|
||||
boundsMax = Vector3.Max(boundsMax, position);
|
||||
}
|
||||
|
||||
private static bool IsValidTriangle(int vertexCount, int vertexIndex0, int vertexIndex1, int vertexIndex2)
|
||||
{
|
||||
return IsValidVertexIndex(vertexCount, vertexIndex0) &&
|
||||
IsValidVertexIndex(vertexCount, vertexIndex1) &&
|
||||
IsValidVertexIndex(vertexCount, vertexIndex2);
|
||||
}
|
||||
|
||||
private static bool IsValidVertexIndex(int vertexCount, int vertexIndex)
|
||||
{
|
||||
return vertexIndex >= 0 && vertexIndex < vertexCount;
|
||||
}
|
||||
|
||||
private static Vector3 PickDebugColor(int index)
|
||||
{
|
||||
ReadOnlySpan<Vector3> palette =
|
||||
[
|
||||
new Vector3(0.90f, 0.36f, 0.30f),
|
||||
new Vector3(0.30f, 0.68f, 0.95f),
|
||||
new Vector3(0.42f, 0.82f, 0.42f),
|
||||
new Vector3(0.95f, 0.78f, 0.32f),
|
||||
new Vector3(0.78f, 0.48f, 0.95f),
|
||||
new Vector3(0.36f, 0.86f, 0.78f),
|
||||
new Vector3(0.95f, 0.55f, 0.78f),
|
||||
new Vector3(0.72f, 0.72f, 0.72f),
|
||||
];
|
||||
|
||||
return palette[index % palette.Length];
|
||||
}
|
||||
|
||||
private sealed record PieceMeshBuildResult(
|
||||
IReadOnlyList<GpuMesh> Meshes,
|
||||
Vector3 BoundsMin,
|
||||
Vector3 BoundsMax,
|
||||
int BatchCount,
|
||||
int TriangleCount,
|
||||
IReadOnlyList<int> BatchIndices);
|
||||
}
|
||||
@@ -0,0 +1,93 @@
|
||||
using System.Numerics;
|
||||
using MshLib;
|
||||
|
||||
namespace NResUI.Rendering.Inspection;
|
||||
|
||||
/// <summary>
|
||||
/// CPU-документ меша: общая модель данных для viewport и inspector до загрузки в OpenGL.
|
||||
/// Здесь хранятся ссылки на исходные MSH-компоненты и уже удобные для UI metadata.
|
||||
/// </summary>
|
||||
public sealed class MeshDocument
|
||||
{
|
||||
/// <summary>Путь к MSH/NRes ресурсу, из которого построен документ.</summary>
|
||||
public required string SourcePath { get; init; }
|
||||
|
||||
/// <summary>Тип MSH по набору компонентов. Сейчас inspector поддерживает только обычный Model.</summary>
|
||||
public required MshType MeshType { get; init; }
|
||||
|
||||
/// <summary>Список pieces из 0x01. Каждый piece сам выбирает slot для state/LOD.</summary>
|
||||
public IReadOnlyList<MeshPieceInfo> Pieces { get; init; } = [];
|
||||
|
||||
/// <summary>Материалы, пришедшие из WEA. Текстуры резолвятся отдельно, потому что это уже UI/OpenGL слой.</summary>
|
||||
public IReadOnlyList<MeshMaterialInfo> Materials { get; init; } = [];
|
||||
|
||||
/// <summary>Нефатальные проблемы загрузки: отсутствующие optional-компоненты, WEA/material/texture misses.</summary>
|
||||
public IReadOnlyList<string> Warnings { get; init; } = [];
|
||||
|
||||
/// <summary>Количество известных model states в 0x01 таблице.</summary>
|
||||
public int ModelStateCount { get; init; } = Msh0x01.StateCount;
|
||||
|
||||
/// <summary>Количество LOD-уровней на каждый state в 0x01 таблице.</summary>
|
||||
public int LodCount { get; init; } = Msh0x01.MaxLodCount;
|
||||
|
||||
/// <summary>Сырые MSH-потоки, нужные для перестройки GPU-мешей при смене state/LOD.</summary>
|
||||
public MshModelGeometry? MshModelGeometry { get; init; }
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Информация об одном piece/node из 0x01.
|
||||
/// Важно: state/LOD не глобальны, поэтому этот объект хранит собственную slot-таблицу.
|
||||
/// </summary>
|
||||
public sealed class MeshPieceInfo
|
||||
{
|
||||
public required int Id { get; init; }
|
||||
public required string Name { get; init; }
|
||||
public required int ParentId { get; init; }
|
||||
public required NodeFlags Flags { get; init; }
|
||||
public required IReadOnlyList<ushort> GeometrySlotsByStateAndLod { get; init; }
|
||||
public required IReadOnlyList<MeshBatchInfo> Batches { get; init; }
|
||||
public required Matrix4x4 LocalTransform { get; init; }
|
||||
public required Matrix4x4 MeshSpaceTransform { get; init; }
|
||||
public required Vector3 BoundsMin { get; init; }
|
||||
public required Vector3 BoundsMax { get; init; }
|
||||
public int FallbackKeyframeIndex { get; init; } = -1;
|
||||
public bool HasRestPose { get; init; }
|
||||
|
||||
/// <summary>
|
||||
/// Возвращает geometry slot 0x02 для пары state/LOD именно этого piece.
|
||||
/// 0xFFFF означает, что piece в такой комбинации не должен рендериться.
|
||||
/// </summary>
|
||||
public ushort ResolveSlotIndex(int state, int lod)
|
||||
{
|
||||
var index = state * Msh0x01.MaxLodCount + lod;
|
||||
return index >= 0 && index < GeometrySlotsByStateAndLod.Count
|
||||
? GeometrySlotsByStateAndLod[index]
|
||||
: ushort.MaxValue;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Inspector metadata для batch 0x0D. Геометрия остается в MshModelGeometry, здесь только диапазоны и флаги.
|
||||
/// </summary>
|
||||
public sealed class MeshBatchInfo
|
||||
{
|
||||
public required int BatchIndex { get; init; }
|
||||
public required int MaterialId { get; init; }
|
||||
public string? MaterialName { get; init; }
|
||||
public required BatchFlags Flags { get; init; }
|
||||
public required uint IndexStart { get; init; }
|
||||
public required int IndexCount { get; init; }
|
||||
public required uint BaseVertex { get; init; }
|
||||
public required int VertexCount { get; init; }
|
||||
public required int TriangleCount { get; init; }
|
||||
public IReadOnlyList<string> Warnings { get; init; } = [];
|
||||
}
|
||||
|
||||
/// <summary>Материал из WEA по id. Это еще не ViewportMaterial и не OpenGL texture.</summary>
|
||||
public sealed class MeshMaterialInfo
|
||||
{
|
||||
public required int Id { get; init; }
|
||||
public required string Name { get; init; }
|
||||
public string? TextureName { get; init; }
|
||||
public bool HasTexture => TextureName != null;
|
||||
}
|
||||
@@ -0,0 +1,71 @@
|
||||
namespace NResUI.Rendering.Inspection;
|
||||
|
||||
/// <summary>
|
||||
/// Состояние просмотра меша. State/LOD задаются только для конкретных pieces,
|
||||
/// потому что 0x01 хранит таблицу slot indices отдельно для каждого узла.
|
||||
/// </summary>
|
||||
public sealed class MeshRenderState
|
||||
{
|
||||
public bool UseStoredNormals { get; set; } = true;
|
||||
public bool ShowEmptyPieces { get; set; } = true;
|
||||
public int SelectedPieceId { get; set; } = -1;
|
||||
public int SelectedBatchIndex { get; set; } = -1;
|
||||
public bool IsolateSelectedPiece { get; set; }
|
||||
public bool IsolateSelectedBatch { get; set; }
|
||||
public HashSet<int> HiddenPieceIds { get; } = [];
|
||||
public Dictionary<int, int> PieceStateOverrides { get; } = [];
|
||||
public Dictionary<int, int> PieceLodOverrides { get; } = [];
|
||||
|
||||
public void ClearSelection()
|
||||
{
|
||||
SelectedPieceId = -1;
|
||||
SelectedBatchIndex = -1;
|
||||
IsolateSelectedPiece = false;
|
||||
IsolateSelectedBatch = false;
|
||||
}
|
||||
|
||||
public int GetPieceState(int pieceId)
|
||||
{
|
||||
return PieceStateOverrides.GetValueOrDefault(pieceId, 0);
|
||||
}
|
||||
|
||||
public int GetPieceLod(int pieceId)
|
||||
{
|
||||
return PieceLodOverrides.GetValueOrDefault(pieceId, 0);
|
||||
}
|
||||
|
||||
public void SetPieceStateOverride(int pieceId, int state)
|
||||
{
|
||||
PieceStateOverrides[pieceId] = state;
|
||||
}
|
||||
|
||||
public void SetPieceLodOverride(int pieceId, int lod)
|
||||
{
|
||||
PieceLodOverrides[pieceId] = lod;
|
||||
}
|
||||
|
||||
public void ClearPieceOverrides(int pieceId)
|
||||
{
|
||||
PieceStateOverrides.Remove(pieceId);
|
||||
PieceLodOverrides.Remove(pieceId);
|
||||
}
|
||||
|
||||
public void ClearAllPieceOverrides()
|
||||
{
|
||||
PieceStateOverrides.Clear();
|
||||
PieceLodOverrides.Clear();
|
||||
}
|
||||
|
||||
public bool IsPieceVisible(int pieceId)
|
||||
{
|
||||
if (HiddenPieceIds.Contains(pieceId))
|
||||
return false;
|
||||
|
||||
return !IsolateSelectedPiece || SelectedPieceId < 0 || pieceId == SelectedPieceId;
|
||||
}
|
||||
|
||||
public bool IsBatchVisible(int batchIndex)
|
||||
{
|
||||
return !IsolateSelectedBatch || SelectedBatchIndex < 0 || batchIndex == SelectedBatchIndex;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,30 @@
|
||||
using MshLib;
|
||||
|
||||
namespace NResUI.Rendering.Inspection;
|
||||
|
||||
/// <summary>
|
||||
/// Parsed MSH component data retained so state/LOD changes can rebuild GPU meshes without reparsing the file.
|
||||
/// </summary>
|
||||
public sealed class MshModelGeometry
|
||||
{
|
||||
/// <summary>Таблица узлов 0x01: именно она связывает каждый piece с geometry slot для пары state/LOD.</summary>
|
||||
public required Msh0x01.Msh0x01Component Nodes { get; init; }
|
||||
|
||||
/// <summary>Слоты геометрии 0x02. Один piece выбирает один слот через 0x01.ResolveSlotIndex.</summary>
|
||||
public required Msh0x02.Msh0x02Component GeometrySlots { get; init; }
|
||||
|
||||
/// <summary>Позиции вершин из 0x03.</summary>
|
||||
public required IReadOnlyList<Common.Vector3> Positions { get; init; }
|
||||
|
||||
/// <summary>Нормали из 0x04. Компонент опционален, поэтому фабрика мешей обязана иметь fallback.</summary>
|
||||
public required IReadOnlyList<Msh04Normal> Normals { get; init; }
|
||||
|
||||
/// <summary>UV из 0x05. Компонент опционален для части ресурсов.</summary>
|
||||
public required IReadOnlyList<Msh05Uv> Uvs { get; init; }
|
||||
|
||||
/// <summary>Индексный буфер 0x06 для обычных моделей.</summary>
|
||||
public required IReadOnlyList<ushort> Indices { get; init; }
|
||||
|
||||
/// <summary>Render batches 0x0D: диапазоны индексов, material id и render flags.</summary>
|
||||
public required IReadOnlyList<Msh0x0D.Batch> Batches { get; init; }
|
||||
}
|
||||
@@ -0,0 +1,164 @@
|
||||
using MaterialLib;
|
||||
using NResLib;
|
||||
using NResUI.Abstractions;
|
||||
using NResUI.Rendering.Viewport;
|
||||
using NResUI.Rendering.Viewport.OpenGL;
|
||||
using Silk.NET.OpenGL;
|
||||
using TexmLib;
|
||||
|
||||
namespace NResUI.Rendering.Materials;
|
||||
|
||||
/// <summary>Набор материалов, готовых для viewport. Ключ — material id из WEA/MSH batch.</summary>
|
||||
public sealed class ViewportMaterialSet
|
||||
{
|
||||
private readonly Dictionary<int, ViewportMaterial> _materialsById;
|
||||
|
||||
public ViewportMaterialSet(Dictionary<int, ViewportMaterial> materialsById)
|
||||
{
|
||||
_materialsById = materialsById;
|
||||
}
|
||||
|
||||
public static ViewportMaterialSet Empty { get; } = new([]);
|
||||
|
||||
public ViewportMaterial? FindMaterial(int id)
|
||||
{
|
||||
return _materialsById.GetValueOrDefault(id);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Связывает WEA -> Material.lib -> Textures.lib -> OpenGL texture.
|
||||
/// Этот слой намеренно остается в NResUI, потому что только UI знает GameBasePath и GL context.
|
||||
/// </summary>
|
||||
public static class ViewportMaterialResolver
|
||||
{
|
||||
/// <summary>
|
||||
/// Загружает материалы для MSH. Любая ошибка резолва не фатальна: модель должна остаться видимой без текстур.
|
||||
/// </summary>
|
||||
public static ViewportMaterialSet LoadForMsh(
|
||||
GL gl,
|
||||
string mshPath,
|
||||
IConfigProvider configProvider,
|
||||
ICollection<string>? warnings = null)
|
||||
{
|
||||
var weaMatch = WeaResourceResolver.TryLoadMatchingWeaForMsh(mshPath, warnings);
|
||||
if (weaMatch == null || weaMatch.File.Materials.Count == 0)
|
||||
return ViewportMaterialSet.Empty;
|
||||
|
||||
var materialLibPath = Path.Combine(configProvider.GetConfig().GameBasePath, "Material.lib");
|
||||
if (!File.Exists(materialLibPath))
|
||||
{
|
||||
warnings?.Add($"Material.lib was not found at '{materialLibPath}'.");
|
||||
return ViewportMaterialSet.Empty;
|
||||
}
|
||||
|
||||
using var materialFs = new FileStream(materialLibPath, FileMode.Open, FileAccess.Read, FileShare.Read);
|
||||
var materialArchiveResult = NResParser.ReadFile(materialFs);
|
||||
if (materialArchiveResult.Archive == null)
|
||||
{
|
||||
warnings?.Add($"Failed to parse Material.lib: {materialArchiveResult.Error}");
|
||||
return ViewportMaterialSet.Empty;
|
||||
}
|
||||
|
||||
var result = new Dictionary<int, ViewportMaterial>();
|
||||
foreach (var materialRef in weaMatch.File.Materials)
|
||||
{
|
||||
var texture = TryLoadMaterialTexture(
|
||||
gl,
|
||||
materialFs,
|
||||
materialArchiveResult.Archive,
|
||||
materialRef.Name,
|
||||
configProvider,
|
||||
warnings,
|
||||
out var texm);
|
||||
|
||||
result[materialRef.Id] = texture != null
|
||||
? new ViewportMaterial(materialRef.Name, texture.Value, texm)
|
||||
: new ViewportMaterial(materialRef.Name);
|
||||
}
|
||||
|
||||
return new ViewportMaterialSet(result);
|
||||
}
|
||||
|
||||
private static uint? TryLoadMaterialTexture(
|
||||
GL gl,
|
||||
FileStream materialFs,
|
||||
NResArchive materialArchive,
|
||||
string materialName,
|
||||
IConfigProvider configProvider,
|
||||
ICollection<string>? warnings,
|
||||
out TexmFile? texm)
|
||||
{
|
||||
texm = null;
|
||||
var materialEntry = FindEntry(materialArchive, materialName);
|
||||
if (materialEntry == null)
|
||||
{
|
||||
warnings?.Add($"Material '{materialName}' referenced by WEA was not found in Material.lib.");
|
||||
return null;
|
||||
}
|
||||
|
||||
materialFs.Seek(materialEntry.OffsetInFile, SeekOrigin.Begin);
|
||||
var materialData = new byte[materialEntry.FileLength];
|
||||
materialFs.ReadExactly(materialData, 0, materialData.Length);
|
||||
|
||||
using var ms = new MemoryStream(materialData, writable: false);
|
||||
var materialFile = MaterialParser.ReadFromStream(
|
||||
ms,
|
||||
materialName,
|
||||
materialEntry.ElementCount,
|
||||
materialEntry.Magic1);
|
||||
|
||||
var textureName = materialFile.Stages.FirstOrDefault()?.TextureName;
|
||||
if (string.IsNullOrWhiteSpace(textureName))
|
||||
return null;
|
||||
|
||||
// Текстуры живут в отдельной NRes-библиотеке, поэтому material parsing и texture parsing разделены.
|
||||
var textureLibPath = Path.Combine(configProvider.GetConfig().GameBasePath, "Textures.lib");
|
||||
if (!File.Exists(textureLibPath))
|
||||
{
|
||||
warnings?.Add($"Textures.lib was not found at '{textureLibPath}'.");
|
||||
return null;
|
||||
}
|
||||
|
||||
using var textureFs = new FileStream(textureLibPath, FileMode.Open, FileAccess.Read, FileShare.Read);
|
||||
var textureArchiveResult = NResParser.ReadFile(textureFs);
|
||||
if (textureArchiveResult.Archive == null)
|
||||
{
|
||||
warnings?.Add($"Failed to parse Textures.lib: {textureArchiveResult.Error}");
|
||||
return null;
|
||||
}
|
||||
|
||||
var textureEntry = FindEntry(textureArchiveResult.Archive, textureName);
|
||||
if (textureEntry == null)
|
||||
{
|
||||
warnings?.Add($"Texture '{textureName}' referenced by material '{materialName}' was not found in Textures.lib.");
|
||||
return null;
|
||||
}
|
||||
|
||||
textureFs.Seek(textureEntry.OffsetInFile, SeekOrigin.Begin);
|
||||
var textureData = new byte[textureEntry.FileLength];
|
||||
textureFs.ReadExactly(textureData, 0, textureData.Length);
|
||||
|
||||
using var textureMs = new MemoryStream(textureData, writable: false);
|
||||
var texmResult = TexmParser.ReadFromStream(textureMs, textureEntry.FileName);
|
||||
if (texmResult.TexmFile == null)
|
||||
{
|
||||
warnings?.Add($"Failed to parse TEXM '{textureName}': {texmResult.Error}");
|
||||
return null;
|
||||
}
|
||||
|
||||
texm = texmResult.TexmFile;
|
||||
var rgba = texm.GetRgba32BytesFromMipmap(0, out var width, out var height);
|
||||
return ViewportTextureLoader.CreateRgbaTexture(gl, rgba, width, height);
|
||||
}
|
||||
|
||||
private static ListMetadataItem? FindEntry(NResArchive archive, string name)
|
||||
{
|
||||
static string Normalize(string value) => value.Trim().ToLowerInvariant();
|
||||
|
||||
var normalized = Normalize(name);
|
||||
return archive.Files.FirstOrDefault(x =>
|
||||
string.Equals(x.FileName, name, StringComparison.OrdinalIgnoreCase) ||
|
||||
Normalize(x.FileName) == normalized);
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,147 @@
|
||||
using WeaLib;
|
||||
|
||||
namespace NResUI.Rendering.Materials;
|
||||
|
||||
/// <summary>Результат эвристического поиска WEA рядом с MSH.</summary>
|
||||
public sealed class WeaResourceMatch
|
||||
{
|
||||
public required string Path { get; init; }
|
||||
public required string Reason { get; init; }
|
||||
public required WeaFile File { get; init; }
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// UI-side resolver для связи MSH-файла с WEA-файлом.
|
||||
/// Это не часть WeaLib, потому что matching зависит от экспортированных имен и расположения ресурсов на диске.
|
||||
/// </summary>
|
||||
public static class WeaResourceResolver
|
||||
{
|
||||
/// <summary>
|
||||
/// Ищет WEA рядом с MSH и сразу парсит его.
|
||||
/// Если файл не найден или битый, viewport все равно может показать модель без материалов.
|
||||
/// </summary>
|
||||
public static WeaResourceMatch? TryLoadMatchingWeaForMsh(string mshPath, ICollection<string>? warnings = null)
|
||||
{
|
||||
var match = FindMatchingWeaPath(mshPath, out var reason);
|
||||
if (match == null)
|
||||
return null;
|
||||
|
||||
var parseResult = WeaParser.ReadFile(match);
|
||||
if (parseResult.WeaFile == null)
|
||||
{
|
||||
warnings?.Add($"Failed to parse WEA '{match}': {parseResult.Error}");
|
||||
return null;
|
||||
}
|
||||
|
||||
return new WeaResourceMatch
|
||||
{
|
||||
Path = match,
|
||||
Reason = reason,
|
||||
File = parseResult.WeaFile
|
||||
};
|
||||
}
|
||||
|
||||
private static string? FindMatchingWeaPath(string mshPath, out string reason)
|
||||
{
|
||||
reason = "No matching WEA found.";
|
||||
var directory = Path.GetDirectoryName(mshPath);
|
||||
if (string.IsNullOrWhiteSpace(directory) || !Directory.Exists(directory))
|
||||
return null;
|
||||
|
||||
var mshResourceName = GetExportedResourceNameWithoutExtension(mshPath);
|
||||
var mshObjectStem = ExtractObjectStem(mshResourceName);
|
||||
|
||||
var candidates = Directory.EnumerateFiles(directory, "*.wea", SearchOption.TopDirectoryOnly)
|
||||
.Select(path => new
|
||||
{
|
||||
Path = path,
|
||||
ResourceName = GetExportedResourceNameWithoutExtension(path),
|
||||
})
|
||||
.Select(x => new
|
||||
{
|
||||
x.Path,
|
||||
x.ResourceName,
|
||||
ObjectStem = ExtractObjectStem(x.ResourceName),
|
||||
})
|
||||
.ToList();
|
||||
|
||||
var exact = candidates.FirstOrDefault(x => string.Equals(x.ObjectStem, mshObjectStem,
|
||||
StringComparison.OrdinalIgnoreCase));
|
||||
|
||||
// Лучший случай: MESH_* и WEAR_* после нормализации указывают на один объект.
|
||||
if (exact != null)
|
||||
{
|
||||
reason = "Object stem matched exactly.";
|
||||
return exact.Path;
|
||||
}
|
||||
|
||||
var best = candidates
|
||||
.Select(x => new
|
||||
{
|
||||
x.Path,
|
||||
Score = CommonPrefixTokenCount(
|
||||
SplitResourceTokens(mshObjectStem),
|
||||
SplitResourceTokens(x.ObjectStem))
|
||||
})
|
||||
.OrderByDescending(x => x.Score)
|
||||
.FirstOrDefault();
|
||||
|
||||
// Fallback нужен для экспортов, где суффиксы MESH/WEAR отличаются, но начало имени объекта совпадает.
|
||||
if (best?.Score > 0)
|
||||
{
|
||||
reason = $"Shared first {best.Score} resource token(s).";
|
||||
return best.Path;
|
||||
}
|
||||
|
||||
return null;
|
||||
}
|
||||
|
||||
private static string GetExportedResourceNameWithoutExtension(string path)
|
||||
{
|
||||
var name = Path.GetFileNameWithoutExtension(path);
|
||||
var firstUnderscore = name.IndexOf('_');
|
||||
// Экспортер часто добавляет numeric prefix: 58_MESH_..., 81_WEAR_...
|
||||
if (firstUnderscore > 0 && name[..firstUnderscore].All(char.IsDigit))
|
||||
name = name[(firstUnderscore + 1)..];
|
||||
|
||||
return name;
|
||||
}
|
||||
|
||||
private static string ExtractObjectStem(string resourceName)
|
||||
{
|
||||
var normalized = resourceName;
|
||||
// Тип ресурса не является частью имени объекта, поэтому MESH_o_x и WEAR_o_x должны совпасть.
|
||||
foreach (var prefix in new[] { "MESH_", "WEAR_", "TEXT_", "ANIM_" })
|
||||
{
|
||||
if (normalized.StartsWith(prefix, StringComparison.OrdinalIgnoreCase))
|
||||
{
|
||||
normalized = normalized[prefix.Length..];
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
var tokens = normalized.Split('_', StringSplitOptions.RemoveEmptyEntries);
|
||||
return string.Join('_', tokens);
|
||||
}
|
||||
|
||||
private static string[] SplitResourceTokens(string value)
|
||||
{
|
||||
return value.Split('_', StringSplitOptions.RemoveEmptyEntries);
|
||||
}
|
||||
|
||||
private static int CommonPrefixTokenCount(string[] a, string[] b)
|
||||
{
|
||||
var count = Math.Min(a.Length, b.Length);
|
||||
var result = 0;
|
||||
|
||||
for (var i = 0; i < count; i++)
|
||||
{
|
||||
if (!string.Equals(a[i], b[i], StringComparison.OrdinalIgnoreCase))
|
||||
break;
|
||||
|
||||
result++;
|
||||
}
|
||||
|
||||
return result;
|
||||
}
|
||||
}
|
||||
@@ -9,6 +9,10 @@ namespace NResUI.Rendering.Viewport.Msh;
|
||||
|
||||
public static class MshRestPoseBuilder
|
||||
{
|
||||
/// <summary>
|
||||
/// Собирает bind/rest pose для pieces из fallback keyframes 0x08.
|
||||
/// Циклы и битые parent-ссылки не должны ломать viewport, поэтому такие узлы остаются с identity transform.
|
||||
/// </summary>
|
||||
public static IReadOnlyList<MshPieceRestPose> BuildRestPose(Msh0x01.Msh0x01Component nodesComponent, List<Msh0x08.AnimationDescriptor> animationDescriptors)
|
||||
{
|
||||
var nodeList = nodesComponent.Nodes;
|
||||
@@ -54,15 +58,12 @@ public static class MshRestPoseBuilder
|
||||
else
|
||||
{
|
||||
localTransform = Matrix4x4.Identity;
|
||||
|
||||
Console.WriteLine($"Node {nodeIndex} has no fallback");
|
||||
}
|
||||
|
||||
if (parentIndex == -1)
|
||||
{
|
||||
// Root nodes describe object placement in game space; the viewer keeps the model centered.
|
||||
localTransform.Translation = Vector3.Zero;
|
||||
|
||||
Console.WriteLine($"Node {nodeIndex} has no parent");
|
||||
}
|
||||
|
||||
var meshSpaceTransform = localTransform;
|
||||
@@ -86,15 +87,7 @@ public static class MshRestPoseBuilder
|
||||
|
||||
private static int GetParentIndex(Msh0x01.Node node)
|
||||
{
|
||||
try
|
||||
{
|
||||
return Convert.ToInt32(node.ParentIndexOrLink);
|
||||
}
|
||||
catch
|
||||
{
|
||||
var rawParent = Convert.ToUInt16(node.ParentIndexOrLink);
|
||||
return rawParent == ushort.MaxValue ? -1 : rawParent;
|
||||
}
|
||||
return node.ParentIndexOrLink == ushort.MaxValue ? -1 : node.ParentIndexOrLink;
|
||||
}
|
||||
|
||||
private static int GetFallbackKeyframeIndex(Msh0x01.Node node)
|
||||
|
||||
@@ -1,31 +0,0 @@
|
||||
namespace NResUI.Rendering.Viewport.Msh;
|
||||
|
||||
public sealed class MshViewportLoadResult
|
||||
{
|
||||
public bool IsSuccess { get; }
|
||||
public string? Error { get; }
|
||||
public string? SourcePath { get; }
|
||||
public IReadOnlyList<ViewportPiece> Pieces { get; }
|
||||
|
||||
private MshViewportLoadResult(
|
||||
bool isSuccess,
|
||||
string? error,
|
||||
string? sourcePath,
|
||||
IReadOnlyList<ViewportPiece> pieces)
|
||||
{
|
||||
IsSuccess = isSuccess;
|
||||
Error = error;
|
||||
SourcePath = sourcePath;
|
||||
Pieces = pieces;
|
||||
}
|
||||
|
||||
public static MshViewportLoadResult Success(string sourcePath, IReadOnlyList<ViewportPiece> pieces)
|
||||
{
|
||||
return new MshViewportLoadResult(true, null, sourcePath, pieces);
|
||||
}
|
||||
|
||||
public static MshViewportLoadResult Failure(string error, string? sourcePath = null)
|
||||
{
|
||||
return new MshViewportLoadResult(false, error, sourcePath, Array.Empty<ViewportPiece>());
|
||||
}
|
||||
}
|
||||
@@ -1,294 +0,0 @@
|
||||
using System.Numerics;
|
||||
using MshLib;
|
||||
using NResLib;
|
||||
using NResUI.Abstractions;
|
||||
using NResUI.Rendering.Viewport.Meshes;
|
||||
using Silk.NET.OpenGL;
|
||||
|
||||
namespace NResUI.Rendering.Viewport.Msh;
|
||||
|
||||
public static class MshViewportLoader
|
||||
{
|
||||
private const int DefaultModelState = 0;
|
||||
private const int DefaultLod = 0;
|
||||
|
||||
public static MshViewportLoadResult LoadFromFile(GL gl, string path, IConfigProvider configProvider)
|
||||
{
|
||||
try
|
||||
{
|
||||
using var fs = new FileStream(path, FileMode.Open, FileAccess.Read, FileShare.Read);
|
||||
var parseResult = NResParser.ReadFile(fs);
|
||||
if (parseResult.Archive == null)
|
||||
return MshViewportLoadResult.Failure(parseResult.Error ?? "Failed to parse MSH/NRes file.", path);
|
||||
|
||||
var archive = parseResult.Archive;
|
||||
var meshType = MshConverter.DetectMeshType(archive);
|
||||
if (meshType != MshType.Model)
|
||||
{
|
||||
return MshViewportLoadResult.Failure(
|
||||
$"Only normal MSH models are supported for this viewport pass. Detected: {meshType}.",
|
||||
path);
|
||||
}
|
||||
|
||||
fs.Seek(0, SeekOrigin.Begin);
|
||||
var pieces = LoadModelPieces(gl, fs, archive, path, configProvider);
|
||||
if (pieces.Count == 0)
|
||||
return MshViewportLoadResult.Failure("MSH was parsed, but no renderable geometry pieces were found.", path);
|
||||
|
||||
return MshViewportLoadResult.Success(path, pieces);
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
return MshViewportLoadResult.Failure(ex.Message, path);
|
||||
}
|
||||
}
|
||||
|
||||
private static List<ViewportPiece> LoadModelPieces(
|
||||
GL gl, FileStream fs, NResArchive archive, string path, IConfigProvider configProvider
|
||||
)
|
||||
{
|
||||
var nodes = Msh0x01.ReadComponent(fs, archive);
|
||||
var geometry = Msh0x02.ReadComponent(fs, archive);
|
||||
var positions = Msh0x03.ReadComponent(fs, archive);
|
||||
var uvs = TryReadUvs(fs, archive);
|
||||
var indices = Msh0x06.ReadComponent(fs, archive);
|
||||
var batches = Msh0x0D.ReadComponent(fs, archive);
|
||||
var animationDescriptors = Msh0x08.ReadComponent(fs, archive);
|
||||
var restPoses = MshRestPoseBuilder.BuildRestPose(nodes, animationDescriptors);
|
||||
var mshToViewportTransform = Matrix4x4.CreateRotationX(-MathF.PI * 0.5f);
|
||||
var names = TryReadNames(fs, archive);
|
||||
var materialLibrary = WeaMaterialLibrary.TryLoadForMsh(gl, path, configProvider);
|
||||
|
||||
var pieces = new List<ViewportPiece>();
|
||||
|
||||
for (var nodeIndex = 0; nodeIndex < nodes.Nodes.Count; nodeIndex++)
|
||||
{
|
||||
var node = nodes.Nodes[nodeIndex];
|
||||
var restPose = restPoses[nodeIndex];
|
||||
var slotIndex = node.ResolveSlotIndex(DefaultModelState, DefaultLod);
|
||||
if (slotIndex == ushort.MaxValue)
|
||||
continue;
|
||||
|
||||
if (slotIndex >= geometry.Slots.Count)
|
||||
continue;
|
||||
|
||||
var slot = geometry.Slots[slotIndex];
|
||||
if (!slot.HasBatches)
|
||||
continue;
|
||||
|
||||
var meshBuildResult = BuildPieceMeshes(gl, nodeIndex, slot, positions, uvs, indices, batches, materialLibrary);
|
||||
if (meshBuildResult == null)
|
||||
continue;
|
||||
|
||||
var name = ResolvePieceName(names, nodeIndex);
|
||||
pieces.Add(new ViewportPiece(
|
||||
id: nodeIndex,
|
||||
name: name,
|
||||
meshes: meshBuildResult.Meshes,
|
||||
localTransform: restPose.MeshSpaceTransform * mshToViewportTransform,
|
||||
boundsMin: meshBuildResult.BoundsMin,
|
||||
boundsMax: meshBuildResult.BoundsMax,
|
||||
debugInfo: new ViewportPieceDebugInfo
|
||||
{
|
||||
SourceKind = "MSH 0x01 piece",
|
||||
SourcePieceIndex = nodeIndex,
|
||||
SourceParentIndex = restPose.ParentIndex,
|
||||
GeometrySlotIndex = slotIndex,
|
||||
Msh01Flags = (uint)node.Flags,
|
||||
BatchCount = meshBuildResult.BatchCount,
|
||||
TriangleCount = meshBuildResult.TriangleCount,
|
||||
FallbackKeyframeIndex = restPose.FallbackKeyframeIndex,
|
||||
HasRestPose = restPose.HasFallbackPose
|
||||
}));
|
||||
}
|
||||
|
||||
return pieces;
|
||||
}
|
||||
|
||||
private static PieceMeshBuildResult? BuildPieceMeshes(
|
||||
GL gl,
|
||||
int nodeIndex,
|
||||
Msh0x02.GeometrySlot slot,
|
||||
IReadOnlyList<Common.Vector3> positions,
|
||||
IReadOnlyList<Msh05Uv> uvs,
|
||||
IReadOnlyList<ushort> indices,
|
||||
IReadOnlyList<Msh0x0D.Batch> batches,
|
||||
WeaMaterialLibrary materialLibrary)
|
||||
{
|
||||
var meshes = new List<GpuMesh>();
|
||||
var debugColor = PickDebugColor(nodeIndex);
|
||||
|
||||
var batchCount = 0;
|
||||
var triangleCount = 0;
|
||||
|
||||
var boundsMin = new Vector3(float.PositiveInfinity, float.PositiveInfinity, float.PositiveInfinity);
|
||||
var boundsMax = new Vector3(float.NegativeInfinity, float.NegativeInfinity, float.NegativeInfinity);
|
||||
|
||||
for (var batchIndex = slot.BatchStart0x0D; batchIndex < slot.BatchEndExclusive0x0D; batchIndex++)
|
||||
{
|
||||
if (batchIndex < 0 || batchIndex >= batches.Count)
|
||||
continue;
|
||||
|
||||
var batch = batches[batchIndex];
|
||||
if (batch.IndexStart0x06 + batch.IndexCount0x06 > indices.Count)
|
||||
continue;
|
||||
|
||||
var vertices = new List<float>();
|
||||
var outIndices = new List<uint>();
|
||||
var batchTriangleCount = 0;
|
||||
|
||||
var material = materialLibrary.FindMaterial(batch.MaterialIndexLo) ?? ViewportMaterial.Untextured;
|
||||
var vertexColor = material.HasTexture ? Vector3.One : debugColor;
|
||||
|
||||
for (var i = 0; i + 2 < batch.IndexCount0x06; i += 3)
|
||||
{
|
||||
var indexBase = (int)batch.IndexStart0x06 + i;
|
||||
var vertexIndex0 = checked((int)batch.BaseVertex0x03 + indices[indexBase + 0]);
|
||||
var vertexIndex1 = checked((int)batch.BaseVertex0x03 + indices[indexBase + 1]);
|
||||
var vertexIndex2 = checked((int)batch.BaseVertex0x03 + indices[indexBase + 2]);
|
||||
|
||||
if (!IsValidTriangle(positions.Count, vertexIndex0, vertexIndex1, vertexIndex2))
|
||||
continue;
|
||||
|
||||
var p0 = ToNumericsVector3(positions[vertexIndex0]);
|
||||
var p1 = ToNumericsVector3(positions[vertexIndex1]);
|
||||
var p2 = ToNumericsVector3(positions[vertexIndex2]);
|
||||
|
||||
var normal = Vector3.Cross(p1 - p0, p2 - p0);
|
||||
if (normal.LengthSquared() < 1e-8f)
|
||||
normal = Vector3.UnitY;
|
||||
else
|
||||
normal = Vector3.Normalize(normal);
|
||||
|
||||
AddTriangleVertex(p0, vertexColor, normal, GetUv(uvs, vertexIndex0), vertices, outIndices, ref boundsMin, ref boundsMax);
|
||||
AddTriangleVertex(p1, vertexColor, normal, GetUv(uvs, vertexIndex1), vertices, outIndices, ref boundsMin, ref boundsMax);
|
||||
AddTriangleVertex(p2, vertexColor, normal, GetUv(uvs, vertexIndex2), vertices, outIndices, ref boundsMin, ref boundsMax);
|
||||
batchTriangleCount++;
|
||||
}
|
||||
|
||||
if (batchTriangleCount == 0)
|
||||
continue;
|
||||
|
||||
batchCount++;
|
||||
triangleCount += batchTriangleCount;
|
||||
meshes.Add(PrimitiveMeshes.CreateColoredIndexedMesh(gl, vertices, outIndices, PrimitiveType.Triangles, material));
|
||||
}
|
||||
|
||||
if (triangleCount == 0 || meshes.Count == 0)
|
||||
return null;
|
||||
|
||||
return new PieceMeshBuildResult(meshes, boundsMin, boundsMax, batchCount, triangleCount);
|
||||
}
|
||||
|
||||
private static Vector2 GetUv(IReadOnlyList<Msh05Uv> uvs, int vertexIndex)
|
||||
{
|
||||
if (vertexIndex < 0 || vertexIndex >= uvs.Count)
|
||||
return Vector2.Zero;
|
||||
|
||||
var uv = uvs[vertexIndex];
|
||||
return new Vector2(uv.U / 1024.0f, uv.V / 1024.0f);
|
||||
}
|
||||
|
||||
private static Vector3 ToNumericsVector3(Common.Vector3 position)
|
||||
{
|
||||
return new Vector3(position.X, position.Y, position.Z);
|
||||
}
|
||||
|
||||
private static void AddTriangleVertex(
|
||||
Vector3 position,
|
||||
Vector3 color,
|
||||
Vector3 normal,
|
||||
Vector2 uv,
|
||||
List<float> vertices,
|
||||
List<uint> indices,
|
||||
ref Vector3 boundsMin,
|
||||
ref Vector3 boundsMax)
|
||||
{
|
||||
var vertexIndex = (uint)(vertices.Count / PrimitiveMeshes.FloatsPerVertex);
|
||||
|
||||
vertices.Add(position.X);
|
||||
vertices.Add(position.Y);
|
||||
vertices.Add(position.Z);
|
||||
vertices.Add(color.X);
|
||||
vertices.Add(color.Y);
|
||||
vertices.Add(color.Z);
|
||||
vertices.Add(normal.X);
|
||||
vertices.Add(normal.Y);
|
||||
vertices.Add(normal.Z);
|
||||
vertices.Add(uv.X);
|
||||
vertices.Add(uv.Y);
|
||||
|
||||
indices.Add(vertexIndex);
|
||||
|
||||
boundsMin = Vector3.Min(boundsMin, position);
|
||||
boundsMax = Vector3.Max(boundsMax, position);
|
||||
}
|
||||
|
||||
private static bool IsValidTriangle(int vertexCount, int vertexIndex0, int vertexIndex1, int vertexIndex2)
|
||||
{
|
||||
return IsValidVertexIndex(vertexCount, vertexIndex0) &&
|
||||
IsValidVertexIndex(vertexCount, vertexIndex1) &&
|
||||
IsValidVertexIndex(vertexCount, vertexIndex2);
|
||||
}
|
||||
|
||||
private static bool IsValidVertexIndex(int vertexCount, int vertexIndex)
|
||||
{
|
||||
return vertexIndex >= 0 && vertexIndex < vertexCount;
|
||||
}
|
||||
|
||||
private static List<string> TryReadNames(FileStream fs, NResArchive archive)
|
||||
{
|
||||
try
|
||||
{
|
||||
return Msh0x0A.ReadComponent(fs, archive);
|
||||
}
|
||||
catch
|
||||
{
|
||||
return new List<string>();
|
||||
}
|
||||
}
|
||||
|
||||
private static List<Msh05Uv> TryReadUvs(FileStream fs, NResArchive archive)
|
||||
{
|
||||
try
|
||||
{
|
||||
return Msh0x05.ReadComponent(fs, archive);
|
||||
}
|
||||
catch
|
||||
{
|
||||
return new List<Msh05Uv>();
|
||||
}
|
||||
}
|
||||
|
||||
private static string ResolvePieceName(IReadOnlyList<string> names, int nodeIndex)
|
||||
{
|
||||
if (nodeIndex >= 0 && nodeIndex < names.Count && !string.IsNullOrWhiteSpace(names[nodeIndex]))
|
||||
return $"{nodeIndex}: {names[nodeIndex]}";
|
||||
|
||||
return $"{nodeIndex}: piece_{nodeIndex:D3}";
|
||||
}
|
||||
|
||||
private static Vector3 PickDebugColor(int index)
|
||||
{
|
||||
ReadOnlySpan<Vector3> palette =
|
||||
[
|
||||
new Vector3(0.90f, 0.36f, 0.30f),
|
||||
new Vector3(0.30f, 0.68f, 0.95f),
|
||||
new Vector3(0.42f, 0.82f, 0.42f),
|
||||
new Vector3(0.95f, 0.78f, 0.32f),
|
||||
new Vector3(0.78f, 0.48f, 0.95f),
|
||||
new Vector3(0.36f, 0.86f, 0.78f),
|
||||
new Vector3(0.95f, 0.55f, 0.78f),
|
||||
new Vector3(0.72f, 0.72f, 0.72f),
|
||||
];
|
||||
|
||||
return palette[index % palette.Length];
|
||||
}
|
||||
|
||||
private sealed record PieceMeshBuildResult(
|
||||
IReadOnlyList<GpuMesh> Meshes,
|
||||
Vector3 BoundsMin,
|
||||
Vector3 BoundsMax,
|
||||
int BatchCount,
|
||||
int TriangleCount);
|
||||
}
|
||||
@@ -1,284 +0,0 @@
|
||||
using MaterialLib;
|
||||
using NResLib;
|
||||
using NResUI.Abstractions;
|
||||
using NResUI.Rendering.Viewport.OpenGL;
|
||||
using Silk.NET.OpenGL;
|
||||
using TexmLib;
|
||||
|
||||
namespace NResUI.Rendering.Viewport.Msh;
|
||||
|
||||
public sealed class WeaMaterialLibrary
|
||||
{
|
||||
private readonly Dictionary<int, ViewportMaterial> _materialsById;
|
||||
|
||||
private WeaMaterialLibrary(Dictionary<int, ViewportMaterial> materialsById)
|
||||
{
|
||||
_materialsById = materialsById;
|
||||
}
|
||||
|
||||
public static WeaMaterialLibrary Empty { get; } = new(new Dictionary<int, ViewportMaterial>());
|
||||
|
||||
public ViewportMaterial? FindMaterial(int id)
|
||||
{
|
||||
return _materialsById.TryGetValue(id, out var material)
|
||||
? material
|
||||
: null;
|
||||
}
|
||||
|
||||
public static WeaMaterialLibrary TryLoadForMsh(GL gl, string mshPath, IConfigProvider configProvider)
|
||||
{
|
||||
var weaPath = FindMatchingWeaPath(mshPath);
|
||||
if (!File.Exists(weaPath))
|
||||
return Empty;
|
||||
|
||||
var materialRefs = ParseMaterialRefs(weaPath);
|
||||
if (materialRefs.Count == 0)
|
||||
return Empty;
|
||||
|
||||
var materialLibFs = Path.Combine(configProvider.GetConfig().GameBasePath, "Material.lib");
|
||||
|
||||
if (!File.Exists(materialLibFs))
|
||||
{
|
||||
return new WeaMaterialLibrary([]);
|
||||
}
|
||||
|
||||
using var materialFs = new FileStream(materialLibFs, FileMode.Open, FileAccess.Read, FileShare.Read);
|
||||
var parseResult = NResParser.ReadFile(materialFs);
|
||||
if (parseResult.Archive == null)
|
||||
return Empty;
|
||||
|
||||
var result = new Dictionary<int, ViewportMaterial>();
|
||||
|
||||
foreach (var materialRef in materialRefs)
|
||||
{
|
||||
var texture = TryLoadMaterialTexture(gl, materialFs, parseResult.Archive, materialRef.Name, configProvider, out var texm);
|
||||
result[materialRef.Id] = texture != null
|
||||
? new ViewportMaterial(materialRef.Name, texture.Value, texm)
|
||||
: new ViewportMaterial(materialRef.Name);
|
||||
}
|
||||
|
||||
return new WeaMaterialLibrary(result);
|
||||
}
|
||||
|
||||
private static string? FindMatchingWeaPath(string mshPath)
|
||||
{
|
||||
var directory = Path.GetDirectoryName(mshPath);
|
||||
if (string.IsNullOrWhiteSpace(directory) || !Directory.Exists(directory))
|
||||
return null;
|
||||
|
||||
var mshResourceName = GetExportedResourceNameWithoutExtension(mshPath);
|
||||
var mshObjectStem = ExtractObjectStem(mshResourceName);
|
||||
|
||||
var candidates = Directory.EnumerateFiles(directory, "*.wea", SearchOption.TopDirectoryOnly)
|
||||
.Select(path => new
|
||||
{
|
||||
Path = path,
|
||||
ResourceName = GetExportedResourceNameWithoutExtension(path),
|
||||
})
|
||||
.Select(x => new
|
||||
{
|
||||
x.Path,
|
||||
x.ResourceName,
|
||||
ObjectStem = ExtractObjectStem(x.ResourceName),
|
||||
})
|
||||
.ToList();
|
||||
|
||||
// Best case: exact resource stem match after type prefix normalization.
|
||||
var exact = candidates.FirstOrDefault(x => string.Equals(x.ObjectStem, mshObjectStem,
|
||||
StringComparison.OrdinalIgnoreCase));
|
||||
|
||||
if (exact != null)
|
||||
return exact.Path;
|
||||
|
||||
// Fallback: choose a WEA whose resource name shares the longest token prefix.
|
||||
var best = candidates
|
||||
.Select(x => new
|
||||
{
|
||||
x.Path,
|
||||
Score = CommonPrefixTokenCount(
|
||||
SplitResourceTokens(mshObjectStem),
|
||||
SplitResourceTokens(x.ObjectStem))
|
||||
})
|
||||
.OrderByDescending(x => x.Score)
|
||||
.FirstOrDefault();
|
||||
|
||||
return best?.Score > 0 ? best.Path : null;
|
||||
}
|
||||
|
||||
private static string GetExportedResourceNameWithoutExtension(string path)
|
||||
{
|
||||
var name = Path.GetFileNameWithoutExtension(path);
|
||||
|
||||
// Exported files are usually like:
|
||||
// 58_MESH_o_tur_ba_06
|
||||
// 81_WEAR_o_tur_ba_02
|
||||
//
|
||||
// Strip numeric export prefix.
|
||||
var firstUnderscore = name.IndexOf('_');
|
||||
if (firstUnderscore > 0 &&
|
||||
name[..firstUnderscore].All(char.IsDigit))
|
||||
{
|
||||
name = name[(firstUnderscore + 1)..];
|
||||
}
|
||||
|
||||
return name;
|
||||
}
|
||||
|
||||
private static string ExtractObjectStem(string resourceName)
|
||||
{
|
||||
// Normalize known resource kind prefixes.
|
||||
// MESH_o_tur_ba_06 -> o_tur_ba
|
||||
// WEAR_o_tur_ba_02 -> o_tur_ba
|
||||
var normalized = resourceName;
|
||||
|
||||
foreach (var prefix in new[] { "MESH_", "WEAR_", "TEXT_", "ANIM_" })
|
||||
{
|
||||
if (normalized.StartsWith(prefix, StringComparison.OrdinalIgnoreCase))
|
||||
{
|
||||
normalized = normalized[prefix.Length..];
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
var tokens = normalized.Split('_', StringSplitOptions.RemoveEmptyEntries);
|
||||
|
||||
return string.Join('_', tokens);
|
||||
}
|
||||
|
||||
private static string[] SplitResourceTokens(string value)
|
||||
{
|
||||
return value.Split('_', StringSplitOptions.RemoveEmptyEntries);
|
||||
}
|
||||
|
||||
private static int CommonPrefixTokenCount(string[] a, string[] b)
|
||||
{
|
||||
var count = Math.Min(a.Length, b.Length);
|
||||
var result = 0;
|
||||
|
||||
for (var i = 0; i < count; i++)
|
||||
{
|
||||
if (!string.Equals(a[i], b[i], StringComparison.OrdinalIgnoreCase))
|
||||
break;
|
||||
|
||||
result++;
|
||||
}
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
private static IReadOnlyList<WeaMaterialRef> ParseMaterialRefs(string weaPath)
|
||||
{
|
||||
var lines = File.ReadAllLines(weaPath)
|
||||
.Select(x => x.Trim())
|
||||
.Where(x => x.Length != 0)
|
||||
.ToList();
|
||||
|
||||
if (lines.Count == 0 || !int.TryParse(lines[0], out var materialCount) || materialCount <= 0)
|
||||
return [];
|
||||
|
||||
var result = new List<WeaMaterialRef>();
|
||||
|
||||
for (var i = 0; i < materialCount && i + 1 < lines.Count; i++)
|
||||
{
|
||||
var line = lines[i + 1];
|
||||
if (line.Equals("LIGHTMAPS", StringComparison.OrdinalIgnoreCase))
|
||||
break;
|
||||
|
||||
var parts = line.Split((char[]?)null, 2,
|
||||
StringSplitOptions.RemoveEmptyEntries | StringSplitOptions.TrimEntries);
|
||||
if (parts.Length < 2)
|
||||
continue;
|
||||
|
||||
if (!int.TryParse(parts[0], out var id))
|
||||
continue;
|
||||
|
||||
result.Add(new WeaMaterialRef(id, parts[1]));
|
||||
}
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
private static uint? TryLoadMaterialTexture(
|
||||
GL gl, FileStream materialFs, NResArchive materialArchive, string materialName, IConfigProvider configProvider,
|
||||
out TexmFile? texm
|
||||
)
|
||||
{
|
||||
texm = null;
|
||||
var entry = FindMaterialEntry(materialArchive, materialName);
|
||||
if (entry == null)
|
||||
return null;
|
||||
|
||||
materialFs.Seek(entry.OffsetInFile, SeekOrigin.Begin);
|
||||
var materialData = new byte[entry.FileLength];
|
||||
materialFs.ReadExactly(materialData, 0, materialData.Length);
|
||||
|
||||
using var ms = new MemoryStream(materialData, writable: false);
|
||||
|
||||
var materialFile = MaterialParser.ReadFromStream(ms, materialName, entry.ElementCount, entry.Magic1);
|
||||
|
||||
var texture = materialFile.Stages[0].TextureName;
|
||||
|
||||
var textureLibFs = Path.Combine(configProvider.GetConfig().GameBasePath, "Textures.lib");
|
||||
|
||||
if (!File.Exists(textureLibFs))
|
||||
{
|
||||
return null;
|
||||
}
|
||||
|
||||
using var textureFs = new FileStream(textureLibFs, FileMode.Open, FileAccess.Read, FileShare.Read);
|
||||
var textureResult = NResParser.ReadFile(textureFs);
|
||||
if (textureResult.Archive == null)
|
||||
return 0;
|
||||
|
||||
var textureEntry = FindTextureEntry(textureResult.Archive, texture);
|
||||
if (textureEntry is null)
|
||||
{
|
||||
Console.WriteLine($"Didnt find texture {texture}");
|
||||
return 0;
|
||||
}
|
||||
|
||||
textureFs.Seek(textureEntry.OffsetInFile, SeekOrigin.Begin);
|
||||
var textureData = new byte[textureEntry.FileLength];
|
||||
textureFs.ReadExactly(textureData, 0, textureData.Length);
|
||||
|
||||
using var textureMs = new MemoryStream(textureData, writable: false);
|
||||
|
||||
var texmResult = TexmParser.ReadFromStream(textureMs, entry.FileName);
|
||||
if (texmResult.TexmFile == null)
|
||||
return null;
|
||||
|
||||
texm = texmResult.TexmFile;
|
||||
var rgba = texmResult.TexmFile.GetRgba32BytesFromMipmap(0, out var width, out var height);
|
||||
return ViewportTextureLoader.CreateRgbaTexture(gl, rgba, width, height);
|
||||
}
|
||||
|
||||
private static ListMetadataItem? FindMaterialEntry(NResArchive materialArchive, string materialName)
|
||||
{
|
||||
static string Normalize(string value)
|
||||
{
|
||||
return value.Trim().ToLowerInvariant();
|
||||
}
|
||||
|
||||
var normalized = Normalize(materialName);
|
||||
|
||||
return materialArchive.Files.FirstOrDefault(x =>
|
||||
string.Equals(x.FileName, materialName, StringComparison.OrdinalIgnoreCase) ||
|
||||
Normalize(x.FileName) == normalized);
|
||||
}
|
||||
|
||||
private static ListMetadataItem? FindTextureEntry(NResArchive archive, string name)
|
||||
{
|
||||
static string Normalize(string value)
|
||||
{
|
||||
return value.Trim().ToLowerInvariant();
|
||||
}
|
||||
|
||||
var normalized = Normalize(name);
|
||||
|
||||
return archive.Files.FirstOrDefault(x =>
|
||||
string.Equals(x.FileName, name, StringComparison.OrdinalIgnoreCase) ||
|
||||
Normalize(x.FileName) == normalized);
|
||||
}
|
||||
|
||||
private readonly record struct WeaMaterialRef(int Id, string Name);
|
||||
}
|
||||
@@ -17,6 +17,7 @@ public sealed class ViewportPiece
|
||||
public Vector3 BoundsMax { get; }
|
||||
|
||||
public ViewportPieceDebugInfo? DebugInfo { get; }
|
||||
public IReadOnlyList<int> SourceBatchIndices { get; }
|
||||
|
||||
public ViewportPiece(
|
||||
int id,
|
||||
@@ -25,8 +26,9 @@ public sealed class ViewportPiece
|
||||
Matrix4x4 localTransform,
|
||||
Vector3 boundsMin,
|
||||
Vector3 boundsMax,
|
||||
ViewportPieceDebugInfo? debugInfo = null)
|
||||
: this(id, name, new[] { mesh }, localTransform, boundsMin, boundsMax, debugInfo)
|
||||
ViewportPieceDebugInfo? debugInfo = null,
|
||||
IReadOnlyList<int>? sourceBatchIndices = null)
|
||||
: this(id, name, new[] { mesh }, localTransform, boundsMin, boundsMax, debugInfo, sourceBatchIndices)
|
||||
{
|
||||
}
|
||||
|
||||
@@ -37,7 +39,8 @@ public sealed class ViewportPiece
|
||||
Matrix4x4 localTransform,
|
||||
Vector3 boundsMin,
|
||||
Vector3 boundsMax,
|
||||
ViewportPieceDebugInfo? debugInfo = null)
|
||||
ViewportPieceDebugInfo? debugInfo = null,
|
||||
IReadOnlyList<int>? sourceBatchIndices = null)
|
||||
{
|
||||
if (meshes.Count == 0)
|
||||
throw new ArgumentException("A viewport piece must contain at least one mesh.", nameof(meshes));
|
||||
@@ -49,6 +52,7 @@ public sealed class ViewportPiece
|
||||
BoundsMin = boundsMin;
|
||||
BoundsMax = boundsMax;
|
||||
DebugInfo = debugInfo;
|
||||
SourceBatchIndices = sourceBatchIndices ?? [];
|
||||
}
|
||||
|
||||
public static ViewportPiece CreateUnitCube(int id, string name, GpuMesh mesh)
|
||||
|
||||
Reference in New Issue
Block a user