msh improvements

This commit is contained in:
bird_egop
2026-05-12 01:19:19 +03:00
parent 09bc0110d0
commit 5fc8ba53b2
7 changed files with 674 additions and 509 deletions
+120 -38
View File
@@ -5,10 +5,16 @@ namespace ParkanPlayground;
/// <summary>
/// MSH-компонент 0x01: таблица узлов модели.
/// Для обычного AniMesh node имеет size 0x26.
/// У ландшафта metadata/magic1 может иметь другой смысл, например grid_x_count.
/// </summary>
/// У ландшафта magic1 - grid_x_count
public static class Msh0x01
{
public const int NormalElementSize = 0x26;
public const int LodCount = 3;
public const int GroupCount = 5;
public const int SlotCount = LodCount * GroupCount;
public static Msh0x01Component ReadComponent(FileStream mshFs, NResArchive archive)
{
var entry = archive.Files.FirstOrDefault(x => x.FileType == "01 00 00 00");
@@ -28,71 +34,147 @@ public static class Msh0x01
throw new Exception("Node table component (0x01) payload size is not divisible by element size");
}
if (entry.ElementSize < 8)
{
throw new Exception("Node table component (0x01) element size is too small");
}
var elementCount = entry.FileLength / entry.ElementSize;
var data = new byte[entry.FileLength];
mshFs.Seek(entry.OffsetInFile, SeekOrigin.Begin);
mshFs.ReadExactly(data, 0, data.Length);
var dataSpan = data.AsSpan();
var elements = new List<Node>(elementCount);
var nodes = new List<Node>(elementCount);
for (var i = 0; i < elementCount; i++)
{
var baseOffset = i * entry.ElementSize;
var rawBytes = dataSpan.Slice(baseOffset, entry.ElementSize).ToArray();
var slots = new ushort[15];
Array.Fill(slots, ushort.MaxValue);
var slotWords = Math.Min(slots.Length, Math.Max(0, (entry.ElementSize - 8) / 2));
for (var slotIndex = 0; slotIndex < slotWords; slotIndex++)
var elementSpan = dataSpan.Slice(baseOffset, entry.ElementSize);
var rawBytes = elementSpan.ToArray();
var slotIndices = new ushort[SlotCount];
Array.Fill(slotIndices, ushort.MaxValue);
var slotWordCount = Math.Min(
slotIndices.Length,
Math.Max(0, (entry.ElementSize - 8) / 2));
for (var slotIndex = 0; slotIndex < slotWordCount; slotIndex++)
{
slots[slotIndex] =
BinaryPrimitives.ReadUInt16LittleEndian(dataSpan.Slice(baseOffset + 8 + slotIndex * 2));
slotIndices[slotIndex] =
BinaryPrimitives.ReadUInt16LittleEndian(elementSpan.Slice(0x08 + slotIndex * 2, 2));
}
elements.Add(new Node(
rawBytes,
(NodeFlags)BinaryPrimitives.ReadUInt16LittleEndian(dataSpan.Slice(baseOffset)),
BinaryPrimitives.ReadUInt16LittleEndian(dataSpan.Slice(baseOffset + 2)),
BinaryPrimitives.ReadUInt16LittleEndian(dataSpan.Slice(baseOffset + 4)),
BinaryPrimitives.ReadUInt16LittleEndian(dataSpan.Slice(baseOffset + 6)),
slots));
nodes.Add(new Node(
RawBytes: rawBytes,
Flags: (NodeFlags)BinaryPrimitives.ReadUInt16LittleEndian(elementSpan.Slice(0x00, 2)),
ParentIndexOrLink: BinaryPrimitives.ReadUInt16LittleEndian(elementSpan.Slice(0x02, 2)),
AnimMapStart0x13: BinaryPrimitives.ReadUInt16LittleEndian(elementSpan.Slice(0x04, 2)),
FallbackKey0x08: BinaryPrimitives.ReadUInt16LittleEndian(elementSpan.Slice(0x06, 2)),
Msh02SlotIndicesByLodAndGroup: slotIndices));
}
return new Msh0x01Component(elements);
return new Msh0x01Component(entry.ElementSize, nodes);
}
/// <summary>Результат чтения MSH-компонента 0x01.</summary>
/// <param name="Elements">Узлы компонента 0x01.</param>
public record Msh0x01Component(List<Node> Elements);
/// <param name="ElementSize">Размер node entry из NRes metadata.</param>
/// <param name="Nodes">Узлы компонента 0x01.</param>
public sealed record Msh0x01Component(
int ElementSize,
List<Node> Nodes)
{
public bool IsNormalAniMeshNodeTable => ElementSize == NormalElementSize;
}
/// <summary>Узел 0x01.</summary>
/// <param name="RawBytes">Сырые байты узла (length = attr3). Нужны для copy-through редких вариантов, например attr3 = 24.</param>
/// <param name="Flags">[0x00..0x02] Флаги узла</param>
/// <param name="ParentOrLink_possibly_0x02_index">[0x02..0x04] Индекс родителя или связанного узла</param>
/// <param name="AnimMapStart">[0x04..0x06] Начало блока в карте анимации Msh0x13 или 0xFFFF</param>
/// <param name="FallbackKey">[0x06..0x08] Индекс fallback-ключа в пуле ключей Msh0x08</param>
/// <param name="Msh02SlotIndicesByLodAndGroupSlotIndex">[0x08..0x26] Индексы slot в Msh0x02 по формуле lod * 5 + group</param>
public record Node(
/// <summary>Узел MSH 0x01.</summary>
/// <param name="RawBytes">Сырые байты узла. Нужны для copy-through нестандартных вариантов.</param>
/// <param name="Flags">[0x00..0x02] Флаги узла.</param>
/// <param name="ParentIndexOrLink">[0x02..0x04] Parent node index. 0xFFFF обычно значит root/no parent.</param>
/// <param name="AnimMapStart0x13">[0x04..0x06] Начало блока в MSH 0x13 animation map или 0xFFFF.</param>
/// <param name="FallbackKey0x08">[0x06..0x08] Fallback key / index в MSH 0x08.</param>
/// <param name="Msh02SlotIndicesByLodAndGroup">
/// [0x08..0x26] Индексы geometry slot в MSH 0x02.
/// Формула: slot = lod * 5 + group. 0xFFFF значит отсутствует.
/// </param>
public sealed record Node(
byte[] RawBytes,
NodeFlags Flags,
ushort ParentOrLink_possibly_0x02_index,
ushort AnimMapStart,
ushort FallbackKey,
ushort[] Msh02SlotIndicesByLodAndGroupSlotIndex)
ushort ParentIndexOrLink,
ushort AnimMapStart0x13,
ushort FallbackKey0x08,
ushort[] Msh02SlotIndicesByLodAndGroup)
{
public bool IsRoot => ParentIndexOrLink == ushort.MaxValue;
public int ParentIndexOrMinusOne =>
ParentIndexOrLink == ushort.MaxValue ? -1 : ParentIndexOrLink;
public ushort ResolveSlotIndex(int lod, int group = 0)
{
var index = lod * 5 + group;
return index >= 0 && index < Msh02SlotIndicesByLodAndGroupSlotIndex.Length ? Msh02SlotIndicesByLodAndGroupSlotIndex[index] : ushort.MaxValue;
var index = lod * GroupCount + group;
return index >= 0 && index < Msh02SlotIndicesByLodAndGroup.Length
? Msh02SlotIndicesByLodAndGroup[index]
: ushort.MaxValue;
}
public bool HasGeometrySlot(int lod, int group = 0) =>
ResolveSlotIndex(lod, group) != ushort.MaxValue;
public int CountLodsForGroup(int group = 0)
{
var count = 0;
for (var lod = 0; lod < LodCount; lod++)
{
if (!HasGeometrySlot(lod, group))
{
break;
}
count++;
}
return count;
}
}
}
[Flags]
public enum NodeFlags : ushort
{
// very uncertain
MSH01_NODE_FLAG_UNKNOWN_SKIP_RECURSE_0x04 = 0x4,
MSH01_NODE_FLAG_STOP_CHILD_TRAVERSAL = 0x10,
MSH01_NODE_FLAG_NO_SHADOW = 0x40
None = 0,
/// <summary>
/// Still uncertain. In recursive bounds/intersection paths this can suppress/alter child recursion.
/// Seen as child_node.flags &amp; 0x04.
/// </summary>
UnknownSkipChild0x04 = 0x0004,
/// <summary>
/// Stops recursive traversal into children for bounds/render/intersection helpers.
/// </summary>
StopChildTraversal = 0x0010,
/// <summary>
/// Special render-group-4 mode bit. In render group 4, selects alternate piece render mode.
/// Earlier also seen in special render/clip behavior.
/// </summary>
Group4AltRenderMode = 0x0020,
/// <summary>
/// Exclude from shadow / no shadow. CAniMesh tracks has_any_shadow_casting_piece when this bit is absent.
/// </summary>
NoShadow = 0x0040,
/// <summary>
/// Used during attached MSH load: if parent/root description contains "central", piece gets hidden/excluded flag.
/// Exact semantic name still provisional.
/// </summary>
CheckParentDescriptionCentral = 0x0800,
}