Class: Bayonetta::WMB3File
- Inherits:
-
LibBin::Structure
- Object
- LibBin::Structure
- Bayonetta::WMB3File
- Includes:
- Alignment
- Defined in:
- lib/bayonetta/wmb3.rb
Defined Under Namespace
Classes: Batch, Bone, BoneSet, ColTreeNode, Header, InfoPair, Lod, Material, Mesh, MeshMaterialPair, Unknown1, VertexGroup
Constant Summary collapse
- VERTEX_TYPES =
{}
Class Method Summary collapse
Instance Method Summary collapse
- #cleanup_vertexes ⇒ Object
- #delete_batches(batch_list) ⇒ Object
- #delete_meshes(list) ⇒ Object
- #dump(output_name, output_big = false) ⇒ Object
- #dump_bones(list = nil) ⇒ Object
- #get_vertex_field(field, vg, vi) ⇒ Object
- #get_vertex_index_usage ⇒ Object
- #get_vertex_usage ⇒ Object
- #materials_textures ⇒ Object
- #recompute_layout ⇒ Object
- #recompute_relative_positions ⇒ Object
- #scale(s) ⇒ Object
- #set_tpose ⇒ Object
- #set_vertex_field(field, vg, vi, val) ⇒ Object
- #texture_ids ⇒ Object
- #was_big? ⇒ Boolean
Class Method Details
.load(input_name) ⇒ Object
722 723 724 725 726 727 728 729 730 731 732 733 734 735 |
# File 'lib/bayonetta/wmb3.rb', line 722 def self.load(input_name) if input_name.respond_to?(:read) && input_name.respond_to?(:seek) input = input_name else File.open(input_name, "rb") { |f| input = StringIO::new(f.read, "rb") } end wmb = self::new wmb.instance_variable_set(:@__was_big, false) wmb.__load(input, false) input.close unless input_name.respond_to?(:read) && input_name.respond_to?(:seek) wmb end |
Instance Method Details
#cleanup_vertexes ⇒ Object
301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 |
# File 'lib/bayonetta/wmb3.rb', line 301 def cleanup_vertexes vertex_usage, index_usage = get_vertex_index_usage @vertex_groups.each_with_index { |vertex_group, vertex_group_index| new_vertex_map = vertex_usage[vertex_group_index].uniq.sort.each_with_index.to_h vertex_group.vertexes = new_vertex_map.keys.collect { |i| vertex_group.vertexes[i] } vertex_group.vertexes_ex_data = new_vertex_map.keys.collect { |i| vertex_group.vertexes_ex_data[i] } vertex_group.header.num_vertexes = vertex_group.vertexes.size new_index_map = index_usage[vertex_group_index].uniq.sort.each_with_index.to_h vertex_group.indices = new_index_map.keys.collect { |i| new_vertex_map[vertex_group.indices[i]] } vertex_group.header.num_indices = vertex_group.indices.size @batches.select { |batch| batch.vertex_group_index == vertex_group_index }.each { |batch| batch.vertex_start = new_vertex_map[batch.vertex_start] batch.index_start = new_index_map[batch.index_start] if batch.vertex_start != 0 ((batch.index_start)...(batch.index_start + batch.num_indices)).each { |i| vertex_group.indices[i] = vertex_group.indices[i] - batch.vertex_start } end } } end |
#delete_batches(batch_list) ⇒ Object
395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 |
# File 'lib/bayonetta/wmb3.rb', line 395 def delete_batches(batch_list) if @lods && @batches batch_indexes = @header.info_batches.number.times.to_a batch_indexes -= batch_list batch_index_map = batch_indexes.each_with_index.to_h @batches = batch_indexes.collect { |index| @batches[index] } @header.info_batches.number = @batches.size @lods.each { |lod| if lod.batch_infos new_batch_infos = [] lod.batch_infos.each_with_index { |batch_info, index| unless batch_list.include?(lod.header.batch_start + index) new_batch_infos.push batch_info end lod.batch_infos = new_batch_infos lod.header.num_batch_infos = lod.batch_infos.size } end } @lods.each { |lod| if lod.batch_infos lod.header.batch_start = batch_index_map[lod.header.batch_start] end } end end |
#delete_meshes(list) ⇒ Object
343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 |
# File 'lib/bayonetta/wmb3.rb', line 343 def delete_meshes(list) kept_meshes = @meshes.size.times.to_a - list new_mesh_map = kept_meshes.each_with_index.to_h if @meshes @meshes = kept_meshes.collect { |i| @meshes[i] } @header.info_meshes.number = @meshes.size end if @mesh_material_pairs @mesh_material_pairs = @mesh_material_pairs.select { |pair| ! list.include?(pair.mesh_index) } @header.info_mesh_material_pairs.number = @mesh_material_pairs.size @mesh_material_pairs.each { |pair| pair.mesh_index = new_mesh_map[pair.mesh_index] } end if @lods && @batches batch_indexes = @header.info_batches.number.times.to_a filtered_batches = Set::new @lods.each { |lod| if lod.batch_infos lod.batch_infos.each_with_index { |batch_info, index| if list.include?(batch_info.mesh_index) filtered_batches.add( index + lod.header.batch_start ) end } lod.batch_infos = lod.batch_infos.select { |batch_info| ! list.include?(batch_info.mesh_index) } lod.header.num_batch_infos = lod.batch_infos.size lod.batch_infos.each { |batch_info| batch_info.mesh_index = new_mesh_map[batch_info.mesh_index] } end } batch_indexes -= filtered_batches.to_a batch_index_map = batch_indexes.each_with_index.to_h @batches = batch_indexes.collect { |index| @batches[index] } @header.info_batches.number = @batches.size @lods.each { |lod| if lod.batch_infos lod.header.batch_start = batch_index_map[lod.header.batch_start] end } end self end |
#dump(output_name, output_big = false) ⇒ Object
737 738 739 740 741 742 743 744 745 746 747 748 749 750 751 752 753 754 755 756 757 |
# File 'lib/bayonetta/wmb3.rb', line 737 def dump(output_name, output_big = false) if output_name.respond_to?(:write) && output_name.respond_to?(:seek) output = output_name else output = StringIO::new("", "wb")#File.open(output_name, "wb") end output.rewind __set_dump_state(output, output_big, nil, nil) __dump_fields __unset_dump_state unless output_name.respond_to?(:write) && output_name.respond_to?(:seek) File.open(output_name, "wb") { |f| f.write output.string } output.close end self end |
#dump_bones(list = nil) ⇒ Object
629 630 631 632 633 634 635 636 |
# File 'lib/bayonetta/wmb3.rb', line 629 def dump_bones(list = nil) bone_struct = Struct::new(:index, :parent, :relative_position, :position, :global_index, :symmetric, :flag) list = (0...@header.num_bones) unless list list.collect { |bi| bone_struct::new(bi, @bones[bi].parent_index, @bones[bi].local_position, @bones[bi].position, @bones[bi].id, -1, 5) } end |
#get_vertex_field(field, vg, vi) ⇒ Object
597 598 599 |
# File 'lib/bayonetta/wmb3.rb', line 597 def get_vertex_field(field, vg, vi) @vertex_groups[vg].get_vertex_field(field, vi) end |
#get_vertex_index_usage ⇒ Object
330 331 332 333 334 335 336 337 338 339 340 341 |
# File 'lib/bayonetta/wmb3.rb', line 330 def get_vertex_index_usage vertex_usage = Hash::new { |h, k| h[k] = [] } index_usage = Hash::new { |h, k| h[k] = [] } @batches.each { |batch| index_range = (batch.index_start)...(batch.index_start + batch.num_indices) index_usage[batch.vertex_group_index] += index_range.to_a vertex_usage[batch.vertex_group_index] += @vertex_groups[batch.vertex_group_index].indices[index_range].collect { |vertex| vertex + batch.vertex_start } } return [vertex_usage, index_usage] end |
#get_vertex_usage ⇒ Object
638 639 640 641 642 643 644 645 646 647 |
# File 'lib/bayonetta/wmb3.rb', line 638 def get_vertex_usage vertex_usage = Hash::new { |h, k| h[k] = [] } @batches.each { |b| @vertex_groups[b.vertex_group_index].indices[b.index_start...(b.index_start+b.num_indices)].each { |i| vertex_usage[[b.vertex_group_index, i]].push( b ) } } vertex_usage.each { |k,v| v.uniq! } vertex_usage end |
#materials_textures ⇒ Object
295 296 297 298 299 |
# File 'lib/bayonetta/wmb3.rb', line 295 def materials_textures mat_tex = @materials.collect { |m| [m.name, m.textures.collect { |t| [t.texture_id, t.name] }] }.to_h end |
#recompute_layout ⇒ Object
424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 |
# File 'lib/bayonetta/wmb3.rb', line 424 def recompute_layout last_offset = 0x88 if @header.info_bones.number > 0 last_offset = @header.info_bones.offset = align(last_offset, 0x10) last_offset += @bones.first.__size * @header.info_bones.number else @header.info_bones.offset = 0x0 end if @header.info_bones.number > 0 last_offset = @header.info_bone_index_translate_table.offset = align(last_offset, 0x10) last_offset += @bone_index_translate_table.__size else @header.info_bone_index_translate_table.offset = 0x0 end if @header.info_vertex_groups.number > 0 last_offset = @header.info_vertex_groups.offset = align(last_offset, 0x4) last_offset += @vertex_groups.first.header.__size * @header.info_vertex_groups.number @vertex_groups.each { |vg| if vg.header.num_vertexes > 0 last_offset = vg.header.offset_vertexes = align(last_offset, 0x10) last_offset += vg.header.vertex_size * vg.header.num_vertexes if vg.header.vertex_ex_data_size > 0 last_offset = vg.header.offset_vertexes_ex_data = align(last_offset, 0x10) last_offset += vg.header.vertex_ex_data_size * vg.header.num_vertexes end end if vg.header.num_indices > 0 last_offset = vg.header.offset_indices = align(last_offset, 0x10) last_offset += (@header.flags & 0x8 > 0 ? 4 : 2) * vg.header.num_indices end } else @header.info_vertex_groups.offset = 0x0 end if @header.info_batches.number > 0 last_offset = @header.info_batches.offset = align(last_offset, 0x4) last_offset += @batches.first.__size * @header.info_batches.number else @header.info_batches.offset = 0x0 end if @header.info_lods.number > 0 last_offset = @header.info_lods.offset = align(last_offset, 0x4) last_offset += @lods.first.header.__size * @header.info_lods.number @lods.each { |lod| if lod.header.num_batch_infos > 0 lod.header.offset_batch_infos = last_offset last_offset += lod.batch_infos.first.__size * lod.header.num_batch_infos end lod.header.offset_name = last_offset last_offset += lod.name.size } else @header.info_lods.offset = 0x0 end if @header.info_mesh_material_pairs.number > 0 last_offset = @header.info_mesh_material_pairs.offset = align(last_offset, 0x10) last_offset += @mesh_material_pairs.first.__size * @header.info_mesh_material_pairs.number else @header.info_mesh_material_pairs.offset = 0x0 end if @header.info_col_tree_nodes.number > 0 last_offset = @header.info_col_tree_nodes.offset = align(last_offset, 0x10) last_offset += @col_tree_nodes.first.__size * @header.info_col_tree_nodes.number else @header.info_col_tree_nodes.offset = 0x0 end if @header.info_bone_sets.number > 0 last_offset = @header.info_bone_sets.offset = align(last_offset, 0x10) last_offset += 0x8 * @header.info_bone_sets.number @bone_sets.each { |bone_set| last_offset = bone_set.offset_bone_indices = align(last_offset, 0x10) last_offset += 0x2 * bone_set.num_bone_indices } else @header.info_bone_sets.offset = 0x0 end if @header.info_bone_map.number > 0 last_offset = @header.info_bone_map.offset = align(last_offset, 0x10) last_offset += 0x4 * @header.info_bone_map.number else @header.info_bone_map.offset = 0x0 end if @header.info_meshes.number > 0 last_offset = @header.info_meshes.offset = align(last_offset, 0x4) last_offset += @meshes.first.header.__size * @header.info_meshes.number @meshes.each { |mesh| mesh.header.offset_name = last_offset last_offset += mesh.name.size if mesh.header.num_materials > 0 mesh.header.offset_materials = last_offset last_offset += 0x2 * mesh.header.num_materials else mesh.header.offset_materials = 0x0 end if mesh.header.num_bones_indices > 0 mesh.header.offset_bones_indices = last_offset last_offset += 0x2 * mesh.header.num_bones_indices else mesh.header.offset_bones_indices = 0x0 end } else @header.info_meshes.offset = 0x0 end if @header.info_materials.number > 0 last_offset = @header.info_materials.offset = align(last_offset, 0x10) last_offset += @materials.first.header.__size * @header.info_materials.number @materials.each { |material| material.header.offset_name = last_offset last_offset += material.name.size material.header.offset_shader_name = last_offset last_offset += material.shader_name.size material.header.offset_technique_name = last_offset last_offset += material.technique_name.size if material.header.num_textures > 0 material.header.offset_textures = last_offset last_offset += 0x8 * material.header.num_textures material.textures.each { |texture| texture.offset_name = last_offset last_offset += texture.name.size } else material.header.offset_textures = 0x0 end if material.header.num_parameters_groups > 0 last_offset = material.header.offset_parameters_groups = align(last_offset, 0x10) last_offset += 0xC * material.header.num_parameters_groups material.parameters_groups.each { |parameter_group| last_offset = parameter_group.offset_parameters = align(last_offset, 0x10) last_offset += 0x4 * parameter_group.num_parameters } else material.header.offset_parameters_group = 0x0 end if material.header.num_variables > 0 last_offset = material.header.offset_variables = align(last_offset, 0x10) last_offset += 0x8 * material.header.num_variables material.variables.each { |variable| variable.offset_name = last_offset last_offset += variable.name.size } else material.header.offset_variables = 0x0 end } else @header.info_materials.offset = 0x0 end if @header.info_unknown1.number > 0 last_offset = @header.info_unknown1.offset = align(last_offset, 0x4) last_offset += @unknown1.first.__size * @header.info_unknown1.number else @header.info_unknown1.offset = 0x0 end end |
#recompute_relative_positions ⇒ Object
649 650 651 652 653 654 655 656 657 658 |
# File 'lib/bayonetta/wmb3.rb', line 649 def recompute_relative_positions @bones.each { |b| if b.parent_index != -1 b.local_position = b.position - @bones[b.parent_index].position else b.local_position = b.position end } self end |
#scale(s) ⇒ Object
605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 |
# File 'lib/bayonetta/wmb3.rb', line 605 def scale(s) @vertex_groups.each { |vg| if vg.vertexes && vg.vertexes.first.respond_to?(:position) vg.vertexes.each { |v| v.position.x = v.position.x * s v.position.y = v.position.y * s v.position.z = v.position.z * s } end } @bones.each { |b| b.position.x = b.position.x * s b.position.y = b.position.y * s b.position.z = b.position.z * s b.local_position.x = b.local_position.x * s b.local_position.y = b.local_position.y * s b.local_position.z = b.local_position.z * s b.t_position.x = b.t_position.x * s b.t_position.y = b.t_position.y * s b.t_position.z = b.t_position.z * s } self end |
#set_tpose ⇒ Object
660 661 662 663 664 665 666 667 668 669 670 671 672 673 674 675 676 677 678 679 680 681 682 683 684 685 686 687 688 689 690 691 692 693 694 695 696 697 698 699 700 701 702 703 704 705 706 707 708 709 710 711 712 713 714 715 716 717 718 719 720 |
# File 'lib/bayonetta/wmb3.rb', line 660 def set_tpose neutral_scale = Linalg::Vector::new(1.0, 1.0, 1.0) inverse_bind_pose = @bones.collect { |b| parent_scale = neutral_scale parent_scale = @bones[b.parent_index].scale if b.parent_index != -1 Linalg::get_inverse_transformation_matrix(b.position, b.rotation, b.scale, parent_scale) } target_pose = @bones.collect { |b| Linalg::get_translation_matrix(b.t_position) } bones.each { |b| b.position = b.t_position b.rotation.x = 0.0 b.rotation.y = 0.0 b.rotation.z = 0.0 b.scale.x = 1.0 b.scale.y = 1.0 b.scale.z = 1.0 b.local_rotation.x = 0.0 b.local_rotation.y = 0.0 b.local_rotation.z = 0.0 b.local_scale.x = 1.0 b.local_scale.y = 1.0 b.local_scale.z = 1.0 } multiplied_matrices = target_pose.each_with_index.collect { |m, i| m * inverse_bind_pose[i] } vertex_usage = get_vertex_usage vertex_usage.each { |(vgi, vi), bs| if bs.first.bone_set_index >= 0 bone_set = bone_sets[bs.first.bone_set_index].bone_indices bone_refs = bone_set.collect { |bi| @bone_map[bi] } else bone_refs = @bone_map end bone_infos = get_vertex_field(:bone_infos, vgi, vi) indexes_and_weights = bone_infos.get_indexes_and_weights vertex_matrix = Linalg::get_zero_matrix indexes_and_weights.each { |bi, bw| i = bone_refs[bi] vertex_matrix = vertex_matrix + multiplied_matrices[i] * (bw.to_f/255.to_f) } vp = get_vertex_field(:position, vgi, vi) new_vp = vertex_matrix * Linalg::Vector::new(vp.x, vp.y, vp.z) vp.x = new_vp.x vp.y = new_vp.y vp.z = new_vp.z n = get_vertex_field(:normal, vgi, vi) new_n = vertex_matrix * Linalg::Vector::new(n.x, n.y, n.z, 0.0) n.x = new_n.x n.y = new_n.y n.z = new_n.z t = get_vertex_field(:tangents, vgi, vi) new_t = vertex_matrix * Linalg::Vector::new(t.x, t.y, t.z, 0.0) t.x = new_t.x t.y = new_t.y t.z = new_t.z } self end |
#set_vertex_field(field, vg, vi, val) ⇒ Object
601 602 603 |
# File 'lib/bayonetta/wmb3.rb', line 601 def set_vertex_field(field, vg, vi, val) @vertex_groups[vg].set_vertex_field(field, vi, val) end |
#texture_ids ⇒ Object
288 289 290 291 292 293 |
# File 'lib/bayonetta/wmb3.rb', line 288 def texture_ids ids = @materials.collect { |m| m.textures.collect { |t| t.texture_id } } ids.flatten.uniq end |
#was_big? ⇒ Boolean
593 594 595 |
# File 'lib/bayonetta/wmb3.rb', line 593 def was_big? @__was_big end |