using System.Buffers.Binary; using NResLib; namespace MshLib; /// /// 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 StateCount = 3; public const int MaxLodCount = 5; public const int SlotCount = StateCount * MaxLodCount; 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 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( 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)), Msh02SlotIndicesByStateAndLOD: 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. /// [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 индекса в этой таблице: index = state * MaxLodCount + lod. /// 0xFFFF значит, что для этой пары state/LOD геометрии нет. /// public sealed record Node( NodeFlags Flags, ushort ParentIndexOrLink, ushort AnimMapStart0x13, ushort FallbackKey0x08, ushort[] Msh02SlotIndicesByStateAndLOD) { public ushort ResolveSlotIndex(int state, int lod = 0) { // State и LOD выбираются для конкретного узла/piece, не для всего файла сразу. // MODEL_STATE_DEFAULT -1 // MODEL_STATE_REGULAR 0 // MODEL_STATE_COLLAPSED 1 // _MODEL_STATE_UNKNOWN_2 2 // LOD_LEVEL_MAX_0 0 // LOD_LEVEL_MINUS_1 1 // LOD_LEVEL_MINUS_2 2 // LOD_LEVEL_MINUS_3 3 // LOD_LEVEL_MINUS_4 4 var index = state * MaxLodCount + lod; return index >= 0 && index < Msh02SlotIndicesByStateAndLOD.Length ? Msh02SlotIndicesByStateAndLOD[index] : ushort.MaxValue; } } } [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. /// MSH01_BOUNDS_MODE0_STOP = 0x0004, /// /// Stops recursive traversal into children for bounds/render/intersection helpers. /// MSH01_STOP_CHILD_BOUNDS_TRAVERSAL = 0x0010, /// /// Special lod-4 mode bit. In lod 4, selects alternate piece render mode. /// MSH01_HAS_SPECIAL_LOD_4 = 0x0020, /// /// Exclude from shadow / no shadow. CAniMesh tracks has_any_shadow_casting_piece when this bit is absent. /// MSH01_NO_SHADOW = 0x0040, /// /// If this MSH01 flag is set, depletion/restore of this NDP slot should not /// participate in central-piece state updates. In practice it maps to /// CONTROL_NDP_REF_FLAG_NO_CENTRAL_STATE_UPDATE and probably prevents this piece /// from changing the "central" damage/mobility accounting. /// MSH01_NO_CENTRAL_STATE_UPDATE = 0x0100, /// /// If this MSH01 flag is set, the matching ControlNdpRef becomes fatal/critical. /// When that NDP slot is depleted, higher-level life logic likely treats the owning /// object as destroyed or forces a kill/failure path. /// MSH01_NDP_FATAL_ON_DEPLETION = 0x0200, /// /// If this MSH01 flag is set, this NDP slot derives or clamps its life ratio /// from the parent piece/NDP slot. It maps to /// CONTROL_NDP_REF_FLAG_INHERIT_PARENT_LIFE_RATIO and is likely used for /// child/helper damage parts that should visually follow parent damage state. /// MSH01_NDP_INHERIT_PARENT_LIFE_RATIO = 0x0400, /// /// Used during attached MSH load: if parent/root description contains "central", piece gets hidden/excluded flag. /// Exact semantic name still provisional. /// MSH01_CHECK_PARENT_DESCRIPTION_CENTRAL = 0x0800, }