495 lines
15 KiB
Python
495 lines
15 KiB
Python
""" Contains functions for extracting a scene from a .msh file"""
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from itertools import islice
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from typing import Dict
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from .msh_scene import Scene
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from .msh_model import *
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from .msh_material import *
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from .msh_utilities import *
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from .crc import *
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from .chunked_file_reader import Reader
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# Current model position
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model_counter = 0
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# Used to remap MNDX to the MODL's actual position
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mndx_remap : Dict[int, int] = {}
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# How much to print
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debug_level = 0
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'''
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Debug levels just indicate how much info should be printed.
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0 = nothing
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1 = just blurbs about valuable info in the chunks
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2 = #1 + full chunk structure
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'''
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def read_scene(input_file, anim_only=False, debug=0) -> Scene:
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global debug_level
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debug_level = debug
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scene = Scene()
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scene.models = []
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scene.materials = {}
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global mndx_remap
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mndx_remap = {}
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global model_counter
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model_counter = 0
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with Reader(file=input_file, debug=debug_level>0) as head:
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head.skip_until("HEDR")
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with head.read_child() as hedr:
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while hedr.could_have_child():
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next_header = hedr.peak_next_header()
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if next_header == "MSH2":
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with hedr.read_child() as msh2:
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if not anim_only:
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materials_list = []
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while (msh2.could_have_child()):
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next_header = msh2.peak_next_header()
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if next_header == "SINF":
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with msh2.read_child() as sinf:
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pass
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elif next_header == "MATL":
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with msh2.read_child() as matl:
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materials_list += _read_matl_and_get_materials_list(matl)
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for i,mat in enumerate(materials_list):
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scene.materials[mat.name] = mat
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elif next_header == "MODL":
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with msh2.read_child() as modl:
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scene.models.append(_read_modl(modl, materials_list))
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else:
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msh2.skip_bytes(1)
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elif next_header == "SKL2":
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with hedr.read_child() as skl2:
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num_bones = skl2.read_u32()
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scene.skeleton = [skl2.read_u32(5)[0] for i in range(num_bones)]
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elif next_header == "ANM2":
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with hedr.read_child() as anm2:
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scene.animation = _read_anm2(anm2)
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else:
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hedr.skip_bytes(1)
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# Print models in skeleton
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if scene.skeleton and debug_level > 0:
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print("Skeleton models: ")
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for model in scene.models:
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for i in range(len(scene.skeleton)):
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if to_crc(model.name) == scene.skeleton[i]:
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print("\t" + model.name)
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if model.model_type == ModelType.SKIN:
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scene.skeleton.pop(i)
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break
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'''
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Iterate through every vertex weight in the scene and
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change its index to directly reference its bone's index.
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It will reference the MNDX of its bone's MODL by default.
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'''
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for model in scene.models:
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if model.geometry:
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for seg in model.geometry:
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if seg.weights:
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for weight_set in seg.weights:
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for vweight in weight_set:
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if vweight.bone in mndx_remap:
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vweight.bone = mndx_remap[vweight.bone]
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else:
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vweight.bone = 0
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return scene
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def _read_matl_and_get_materials_list(matl: Reader) -> List[Material]:
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materials_list: List[Material] = []
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num_mats = matl.read_u32()
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for _ in range(num_mats):
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with matl.read_child() as matd:
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materials_list.append(_read_matd(matd))
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return materials_list
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def _read_matd(matd: Reader) -> Material:
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mat = Material()
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while matd.could_have_child():
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next_header = matd.peak_next_header()
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if next_header == "NAME":
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with matd.read_child() as name:
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mat.name = name.read_string()
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elif next_header == "DATA":
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with matd.read_child() as data:
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data.read_f32(4) # Diffuse Color (Seams to get ignored by modelmunge)
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mat.specular_color = data.read_f32(4)
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data.read_f32(4) # Ambient Color (Seams to get ignored by modelmunge and Zero(?))
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data.read_f32() # Specular Exponent/Decay (Gets ignored by RedEngine in SWBFII for all known materials)
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elif next_header == "ATRB":
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with matd.read_child() as atrb:
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mat.flags = MaterialFlags(atrb.read_u8())
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mat.rendertype = Rendertype(atrb.read_u8())
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mat.data = atrb.read_u8(2)
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elif next_header == "TX0D":
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with matd.read_child() as tx0d:
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if tx0d.bytes_remaining() > 0:
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mat.texture0 = tx0d.read_string()
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elif next_header == "TX1D":
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with matd.read_child() as tx1d:
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if tx1d.bytes_remaining() > 0:
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mat.texture1 = tx1d.read_string()
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elif next_header == "TX2D":
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with matd.read_child() as tx2d:
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if tx2d.bytes_remaining() > 0:
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mat.texture2 = tx2d.read_string()
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elif next_header == "TX3D":
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with matd.read_child() as tx3d:
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if tx3d.bytes_remaining() > 0:
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mat.texture3 = tx3d.read_string()
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else:
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matd.skip_bytes(1)
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return mat
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def _read_modl(modl: Reader, materials_list: List[Material]) -> Model:
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model = Model()
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while modl.could_have_child():
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next_header = modl.peak_next_header()
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if next_header == "MTYP":
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with modl.read_child() as mtyp:
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model.model_type = ModelType(mtyp.read_u32())
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elif next_header == "MNDX":
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with modl.read_child() as mndx:
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index = mndx.read_u32()
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global model_counter
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global mndx_remap
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if index not in mndx_remap:
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mndx_remap[index] = model_counter
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model_counter += 1
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elif next_header == "NAME":
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with modl.read_child() as name:
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model.name = name.read_string()
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elif next_header == "PRNT":
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with modl.read_child() as prnt:
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model.parent = prnt.read_string()
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elif next_header == "FLGS":
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with modl.read_child() as flgs:
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model.hidden = flgs.read_u32()
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elif next_header == "TRAN":
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with modl.read_child() as tran:
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model.transform = _read_tran(tran)
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elif next_header == "GEOM":
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model.geometry = []
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envelope = []
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with modl.read_child() as geom:
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while geom.could_have_child():
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next_header_geom = geom.peak_next_header()
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if next_header_geom == "SEGM":
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with geom.read_child() as segm:
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model.geometry.append(_read_segm(segm, materials_list))
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elif next_header_geom == "ENVL":
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with geom.read_child() as envl:
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num_indicies = envl.read_u32()
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envelope += [envl.read_u32() for _ in range(num_indicies)]
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elif next_header_geom == "CLTH":
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with geom.read_child() as clth:
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pass
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else:
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geom.skip_bytes(1)
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for seg in model.geometry:
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if seg.weights and envelope:
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for weight_set in seg.weights:
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for vertex_weight in weight_set:
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vertex_weight.bone = envelope[vertex_weight.bone]
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elif next_header == "SWCI":
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prim = CollisionPrimitive()
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with modl.read_child() as swci:
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prim.shape = CollisionPrimitiveShape(swci.read_u32())
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prim.radius = swci.read_f32()
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prim.height = swci.read_f32()
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prim.length = swci.read_f32()
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model.collisionprimitive = prim
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else:
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modl.skip_bytes(1)
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return model
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def _read_tran(tran: Reader) -> ModelTransform:
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xform = ModelTransform()
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tran.skip_bytes(12) #ignore scale
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xform.rotation = tran.read_quat()
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xform.translation = tran.read_vec()
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return xform
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def _read_segm(segm: Reader, materials_list: List[Material]) -> GeometrySegment:
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geometry_seg = GeometrySegment()
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while segm.could_have_child():
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next_header = segm.peak_next_header()
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if next_header == "MATI":
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with segm.read_child() as mati:
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geometry_seg.material_name = materials_list[mati.read_u32()].name
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elif next_header == "POSL":
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with segm.read_child() as posl:
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num_positions = posl.read_u32()
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for _ in range(num_positions):
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geometry_seg.positions.append(Vector(posl.read_f32(3)))
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elif next_header == "NRML":
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with segm.read_child() as nrml:
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num_normals = nrml.read_u32()
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for _ in range(num_positions):
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geometry_seg.normals.append(Vector(nrml.read_f32(3)))
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elif next_header == "CLRL":
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geometry_seg.colors = []
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with segm.read_child() as clrl:
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num_colors = clrl.read_u32()
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for _ in range(num_colors):
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geometry_seg.colors += unpack_color(clrl.read_u32())
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elif next_header == "UV0L":
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with segm.read_child() as uv0l:
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num_texcoords = uv0l.read_u32()
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for _ in range(num_texcoords):
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geometry_seg.texcoords.append(Vector(uv0l.read_f32(2)))
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# TODO: Can't remember exact issue here, but this chunk sometimes fails
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elif next_header == "NDXL":
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with segm.read_child() as ndxl:
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try:
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num_polygons = ndxl.read_u32()
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for _ in range(num_polygons):
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num_inds = ndxl.read_u16()
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polygon = ndxl.read_u16(num_inds)
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geometry_seg.polygons.append(polygon)
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except:
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print("Failed to read polygon list!")
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geometry_seg.polygons = []
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elif next_header == "NDXT":
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with segm.read_child() as ndxt:
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num_tris = ndxt.read_u32()
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for _ in range(num_tris):
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geometry_seg.triangles.append(ndxt.read_u16(3))
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# Try catch for safety's sake
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elif next_header == "STRP":
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strips : List[List[int]] = []
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with segm.read_child() as strp:
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try:
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num_indicies = strp.read_u32()
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indices = strp.read_u16(num_indicies)
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strip_indices = []
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for i in range(num_indicies - 1):
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if indices[i] & 0x8000 > 0 and indices[i+1] & 0x8000 > 0:
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strip_indices.append(i)
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strip_indices.append(num_indicies)
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for i in range(len(strip_indices) - 1):
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start = strip_indices[i]
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end = strip_indices[i+1]
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strips.append(list([indices[start] & 0x7fff, indices[start+1] & 0x7fff]) + list(indices[start+2 : end]))
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except:
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print("Failed to read triangle strips")
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geometry_seg.triangle_strips = []
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geometry_seg.triangle_strips = strips
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# TODO: Dont know if/how to handle trailing 0 bug yet: https://schlechtwetterfront.github.io/ze_filetypes/msh.html#STRP
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#if segm.read_u16 != 0:
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# segm.skip_bytes(-2)
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elif next_header == "SHDW":
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shadow_geometry = ShadowGeometry()
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with segm.read_child() as shdw:
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#print("Found shadow chunk")
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num_positions = shdw.read_u32()
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#print(f" Num verts in shadow mesh: {num_positions}")
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shadow_geometry.positions = [shdw.read_vec() for _ in range(num_positions)]
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num_edges = shdw.read_u32()
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#print(f" Num edges in shadow mesh: {num_edges}")
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edges = []
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for i in range(num_edges):
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edges.append(tuple(shdw.read_u16(4)))
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#print(" " + str(edges[-1]))
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shadow_geometry.edges = edges
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geometry_seg.shadow_geometry = shadow_geometry
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elif next_header == "WGHT":
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with segm.read_child() as wght:
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geometry_seg.weights = []
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num_weights = wght.read_u32()
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for _ in range(num_weights):
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weight_set = []
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for _ in range(4):
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index = wght.read_u32()
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value = wght.read_f32()
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if value > 0.000001:
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weight_set.append(VertexWeight(value,index))
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geometry_seg.weights.append(weight_set)
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else:
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segm.skip_bytes(1)
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return geometry_seg
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def _read_anm2(anm2: Reader) -> Animation:
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anim = Animation()
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while anm2.could_have_child():
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next_header = anm2.peak_next_header()
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if next_header == "CYCL":
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with anm2.read_child() as cycl:
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# Dont even know what CYCL's data does. Tried playing
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# with the values but didn't change anything in zenasset or ingame...
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# Besides num_anims, which is never > 1 for any SWBF1/2 mshs I've seen
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'''
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num_anims = cycl.read_u32()
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for _ in range(num_anims):
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cycl.skip_bytes(64)
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print("CYCL play style {}".format(cycl.read_u32(4)[1]))
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'''
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pass
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elif next_header == "KFR3":
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with anm2.read_child() as kfr3:
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num_bones = kfr3.read_u32()
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bone_crcs = []
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for _ in range(num_bones):
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bone_crc = kfr3.read_u32()
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bone_crcs.append(bone_crc)
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frames = ([],[])
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frametype = kfr3.read_u32()
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num_loc_frames = kfr3.read_u32()
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num_rot_frames = kfr3.read_u32()
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for i in range(num_loc_frames):
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frames[0].append(TranslationFrame(kfr3.read_u32(), kfr3.read_vec()))
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for i in range(num_rot_frames):
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frames[1].append(RotationFrame(kfr3.read_u32(), kfr3.read_quat()))
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anim.bone_frames[bone_crc] = frames
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else:
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anm2.skip_bytes(1)
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return anim
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