using System.Buffers.Binary;
using NResLib;
namespace ParkanPlayground;
///
/// 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.
///
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");
if (entry is null)
{
throw new Exception("Archive doesn't contain node table component (0x01)");
}
if (entry.ElementSize <= 0)
{
throw new Exception("Node table component (0x01) has invalid element size");
}
if (entry.FileLength % entry.ElementSize != 0)
{
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 nodes = new List(elementCount);
for (var i = 0; i < elementCount; i++)
{
var baseOffset = i * entry.ElementSize;
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++)
{
slotIndices[slotIndex] =
BinaryPrimitives.ReadUInt16LittleEndian(elementSpan.Slice(0x08 + slotIndex * 2, 2));
}
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(entry.ElementSize, nodes);
}
/// Результат чтения MSH-компонента 0x01.
/// Размер node entry из NRes metadata.
/// Узлы компонента 0x01.
public sealed record Msh0x01Component(
int ElementSize,
List Nodes)
{
public bool IsNormalAniMeshNodeTable => ElementSize == NormalElementSize;
}
/// Узел MSH 0x01.
/// Сырые байты узла. Нужны для copy-through нестандартных вариантов.
/// [0x00..0x02] Флаги узла.
/// [0x02..0x04] Parent node index. 0xFFFF обычно значит root/no parent.
/// [0x04..0x06] Начало блока в MSH 0x13 animation map или 0xFFFF.
/// [0x06..0x08] Fallback key / index в MSH 0x08.
///
/// [0x08..0x26] Индексы geometry slot в MSH 0x02.
/// Формула: slot = lod * 5 + group. 0xFFFF значит отсутствует.
///
public sealed record Node(
byte[] RawBytes,
NodeFlags Flags,
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 * 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
{
None = 0,
///
/// Still uncertain. In recursive bounds/intersection paths this can suppress/alter child recursion.
/// Seen as child_node.flags & 0x04.
///
UnknownSkipChild0x04 = 0x0004,
///
/// Stops recursive traversal into children for bounds/render/intersection helpers.
///
StopChildTraversal = 0x0010,
///
/// Special render-group-4 mode bit. In render group 4, selects alternate piece render mode.
/// Earlier also seen in special render/clip behavior.
///
Group4AltRenderMode = 0x0020,
///
/// Exclude from shadow / no shadow. CAniMesh tracks has_any_shadow_casting_piece when this bit is absent.
///
NoShadow = 0x0040,
///
/// Used during attached MSH load: if parent/root description contains "central", piece gets hidden/excluded flag.
/// Exact semantic name still provisional.
///
CheckParentDescriptionCentral = 0x0800,
}