/// <summary> /// Gets the avfx path /// </summary> /// <param name="itemModel">The item to get the avfx path for</param> /// <param name="itemType">The type of the item</param> /// <returns>A tuple containing the path folder and file</returns> public static async Task <(string Folder, string File)> GetVfxPath(IItemModel itemModel) { // get the vfx version from the imc file var imc = new Imc(XivCache.GameInfo.GameDirectory); var imcInfo = await imc.GetImcInfo(itemModel); int vfx = imcInfo.Vfx; var root = itemModel.GetRootInfo(); return(await GetVfxPath(root, vfx)); }
public async Task SaveMulti() { var _imc = new Imc(XivCache.GameInfo.GameDirectory); var _index = new Index(XivCache.GameInfo.GameDirectory); // Get tokenized map info structs. // This will let us set them in the new Materials and // Detokenize them using the new paths. var mapInfos = _material.GetAllMapInfos(true); // Shader info likewise will be pumped into each new material. var shaderInfo = _material.GetShaderInfo(); // Add new Materials for shared model items. var oldMaterialIdentifier = _material.GetMaterialIdentifier(); var oldMtrlName = Path.GetFileName(_material.MTRLPath); // Ordering these by name ensures that we create textures for the new variants in the first // item alphabetically, just for consistency's sake. var sameModelItems = (await _item.GetSharedModelItems()).OrderBy(x => x.Name, new ItemNameComparer()); var oldVariantString = "/v" + _material.GetVariant().ToString().PadLeft(4, '0') + '/'; var modifiedVariants = new List <int>(); var mtrlReplacementRegex = "_" + oldMaterialIdentifier + ".mtrl"; var mtrlReplacementRegexResult = "_" + _newMaterialIdentifier + ".mtrl"; if (_mode == MaterialEditorMode.NewRace) { mtrlReplacementRegexResult = mtrlReplacementRegex; } var newMtrlName = oldMtrlName.Replace(mtrlReplacementRegex, mtrlReplacementRegexResult); var root = _item.GetRootInfo(); var imcEntries = new List <XivImc>(); var materialSets = new HashSet <byte>(); try { var imcInfo = await _imc.GetFullImcInfo(_item); imcEntries = imcInfo.GetAllEntries(root.Slot, true); materialSets = imcEntries.Select(x => x.MaterialSet).ToHashSet(); } catch { // Item doesn't use IMC entries, and thus only has a single variant. materialSets.Clear(); materialSets.Add(0); } // We need to save our non-existent base material once before we can continue. if (_mode == MaterialEditorMode.NewRace) { await _mtrl.ImportMtrl(_material, _item, XivStrings.TexTools); } var count = 0; var allItems = (await root.ToFullRoot().GetAllItems()); var matNumToItems = new Dictionary <int, List <IItemModel> >(); foreach (var i in allItems) { if (imcEntries.Count <= i.ModelInfo.ImcSubsetID) { continue; } var matSet = imcEntries[i.ModelInfo.ImcSubsetID].MaterialSet; if (!matNumToItems.ContainsKey(matSet)) { matNumToItems.Add(matSet, new List <IItemModel>()); } var saveItem = i; if (typeof(XivCharacter) == i.GetType()) { var temp = (XivCharacter)((XivCharacter)_item).Clone(); temp.Name = saveItem.SecondaryCategory; saveItem = temp; } matNumToItems[matSet].Add(saveItem); } var keys = matNumToItems.Keys.ToList(); foreach (var key in keys) { var list = matNumToItems[key]; matNumToItems[key] = list.OrderBy(x => x.Name, new ItemNameComparer()).ToList(); } // Load and modify all the MTRLs. foreach (var materialSetId in materialSets) { var variantPath = _mtrl.GetMtrlFolder(root, materialSetId); var oldMaterialPath = variantPath + "/" + oldMtrlName; var newMaterialPath = variantPath + "/" + newMtrlName; // Don't create materials for set 0. (SE sets the material ID to 0 when that particular set-slot doesn't actually exist as an item) if (materialSetId == 0 && imcEntries.Count > 0) { continue; } var dxVersion = 11; XivMtrl itemXivMtrl; // Get mtrl path if (await _index.FileExists(oldMaterialPath)) { // Use the Material from this variant as a base? itemXivMtrl = await _mtrl.GetMtrlData(_item, oldMaterialPath, dxVersion); } else { itemXivMtrl = await _mtrl.GetMtrlData(_item, _material.MTRLPath, dxVersion); } // If we're an item that doesn't use IMC variants, make sure we don't accidentally move the material around. if (materialSetId != 0) { // Shift the MTRL to the new variant folder. itemXivMtrl.MTRLPath = Regex.Replace(itemXivMtrl.MTRLPath, oldVariantString, "/v" + materialSetId.ToString().PadLeft(4, '0') + "/"); } if (_mode == MaterialEditorMode.NewMulti) { // Change the MTRL part identifier. itemXivMtrl.MTRLPath = Regex.Replace(itemXivMtrl.MTRLPath, mtrlReplacementRegex, mtrlReplacementRegexResult); } // Load the Shader Settings itemXivMtrl.SetShaderInfo(shaderInfo, true); // Loop our tokenized map infos and pump them back in // using the new modified material to detokenize them. foreach (var info in mapInfos) { itemXivMtrl.SetMapInfo(info.Usage, (MapInfo)info.Clone()); } IItem item; try { item = matNumToItems[materialSetId].First(); } catch { item = (await XivCache.GetFirstRoot(itemXivMtrl.MTRLPath)).GetFirstItem(); } count++; // Write the new Material await _mtrl.ImportMtrl(itemXivMtrl, item, XivStrings.TexTools); _view.SaveStatusLabel.Content = "Updated " + count + "/" + materialSets.Count + " Material Sets..."; } }