Class: Bayonetta::WMBFile
- Inherits:
-
LibBin::Structure
- Object
- LibBin::Structure
- Bayonetta::WMBFile
- Includes:
- Alignment
- Defined in:
- lib/bayonetta/wmb.rb
Defined Under Namespace
Classes: Batch, BatchHeader, Bayo1Material, Material, Mesh, MeshHeader, ShaderName, TexInfo, TexInfos, UnknownStruct, WMBFileHeader
Constant Summary collapse
- VERTEX_TYPES =
{}
Class Method Summary collapse
- .convert(input_name, output_name, output_big = false) ⇒ Object
- .is_wmb3?(input) ⇒ Boolean
- .load(input_name) ⇒ Object
- .validate_endianness(input) ⇒ Object
Instance Method Summary collapse
- #add_ancestors_bone_refs ⇒ Object
- #add_previous_bone_refs ⇒ Object
- #advanced_materials ⇒ Object
- #check_normals ⇒ Object
- #cleanup_bone_refs ⇒ Object
- #cleanup_bones ⇒ Object
- #cleanup_material_sizes ⇒ Object
- #cleanup_materials ⇒ Object
- #cleanup_textures(input_name, overwrite) ⇒ Object
- #cleanup_vertexes ⇒ Object
- #copy_uv12(mesh_list) ⇒ Object
- #copy_vertex_properties(vertex_hash, **options) ⇒ Object
- #delete_batches(hash) ⇒ Object
- #delete_bones(list) ⇒ Object
- #delete_meshes(list) ⇒ Object
- #dummy_meshes(list) ⇒ Object
- #dump(output_name, output_big = false) ⇒ Object
- #dump_bones(list = nil) ⇒ Object
- #duplicate_meshes(list) ⇒ Object
- #fix_ex_data ⇒ Object
- #get_bone_structure ⇒ Object
- #get_vertex_field(field, vi) ⇒ Object
- #get_vertex_fields ⇒ Object
- #get_vertex_types ⇒ Object
- #get_vertex_usage ⇒ Object
- #import_bones(list) ⇒ Object
- #is_bayo2? ⇒ Boolean
- #materials_textures ⇒ Object
- #maximize_material_sizes ⇒ Object
- #merge_meshes(hash) ⇒ Object
- #move_meshes(positions) ⇒ Object
-
#normalize_vertex_usage ⇒ Object
Duplicate vertexes used by several batches.
- #normals_to_narrow ⇒ Object
- #normals_to_wide ⇒ Object
- #order_bones ⇒ Object
- #recompute_batch_tangents(batch) ⇒ Object
- #recompute_layout ⇒ Object
- #recompute_relative_positions ⇒ Object
- #recompute_tangents(mesh_list) ⇒ Object
- #remap_bones(bone_map) ⇒ Object
- #remove_batch_vertex_offsets ⇒ Object
- #remove_duplicate_vertexes ⇒ Object
- #remove_triangle_strips ⇒ Object
- #renumber_batches ⇒ Object
- #reverse_tangents_byte_order(mesh_list) ⇒ Object
- #revert_triangles(mesh_list) ⇒ Object
- #rotate(*args) ⇒ Object
- #scale(s) ⇒ Object
- #set_bone_structure(bones) ⇒ Object
- #set_pose(pose, exp) ⇒ Object
- #set_vertex_field(field, vi, val) ⇒ Object
- #shift(x, y, z) ⇒ Object
- #split_meshes(list) ⇒ Object
- #swap_meshes(hash) ⇒ Object
- #texture_ids ⇒ Object
- #was_big? ⇒ Boolean
Class Method Details
.convert(input_name, output_name, output_big = false) ⇒ Object
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# File 'lib/bayonetta/wmb.rb', line 1199 def self.convert(input_name, output_name, output_big = false) 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 input_big = validate_endianness(input) if output_name.respond_to?(:write) && output_name.respond_to?(:seek) output = output_name else output = File.open(output_name, "wb") end output.write("\xFB"*input.size) output.rewind wmb = self::new wmb.instance_variable_set(:@__was_big, input_big) wmb.__convert(input, output, input_big, output_big) input.close unless input_name.respond_to?(:read) && input_name.respond_to?(:seek) output.close unless output_name.respond_to?(:write) && output_name.respond_to?(:seek) wmb end |
.is_wmb3?(input) ⇒ Boolean
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# File 'lib/bayonetta/wmb.rb', line 1255 def self.is_wmb3?(input) input.rewind id = input.read(4).unpack("a4").first input.rewind return id == "WMB3".b || id == "3BMW".b end |
.load(input_name) ⇒ Object
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# File 'lib/bayonetta/wmb.rb', line 1226 def self.load(input_name) if input_name.respond_to?(:read) && input_name.respond_to?(:seek) input = input_name else input = File.open(input_name, "rb") end if is_wmb3?(input) input.close unless input_name.respond_to?(:read) && input_name.respond_to?(:seek) return WMB3File::load(input_name) end input = StringIO::new(input.read, "rb") input_big = validate_endianness(input) wmb = self::new wmb.instance_variable_set(:@__was_big, input_big) wmb.__load(input, input_big) input.close unless input_name.respond_to?(:read) && input_name.respond_to?(:seek) wmb end |
.validate_endianness(input) ⇒ Object
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# File 'lib/bayonetta/wmb.rb', line 1262 def self.validate_endianness(input) input.rewind id = input.read(4).unpack("a4").first case id when "WMB\0".b input_big = false when "\0BMW".b input_big = true else raise "Invalid file type #{id}!" end input.rewind input_big end |
Instance Method Details
#add_ancestors_bone_refs ⇒ Object
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# File 'lib/bayonetta/wmb.rb', line 2013 def add_ancestors_bone_refs @meshes.each { |m| m.batches.each { |b| b.add_ancestors_bone_refs(@vertexes, get_bone_structure) } } self end |
#add_previous_bone_refs ⇒ Object
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# File 'lib/bayonetta/wmb.rb', line 2022 def add_previous_bone_refs @meshes.each { |m| m.batches.each { |b| b.add_previous_bone_refs(@vertexes, get_bone_structure) } } self end |
#advanced_materials ⇒ Object
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# File 'lib/bayonetta/wmb.rb', line 1931 def advanced_materials if is_bayo2? materials else materials.collect { |m| if $material_db[m.type][:layout] Bayo1Material::new(m) else m end } end end |
#check_normals ⇒ Object
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# File 'lib/bayonetta/wmb.rb', line 1317 def check_normals return self if @__was_big wide_normals = false @vertexes.each { |v| if v.normal.normal_small_orig.bytes.first != 0 wide_normals = true end } if wide_normals @vertexes.each { |v| v.normal.wide = true v.normal.redecode_wide } end self end |
#cleanup_bone_refs ⇒ Object
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# File 'lib/bayonetta/wmb.rb', line 2004 def cleanup_bone_refs @meshes.each { |m| m.batches.each { |b| b.cleanup_bone_refs(@vertexes) } } self end |
#cleanup_bones ⇒ Object
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# File 'lib/bayonetta/wmb.rb', line 2031 def cleanup_bones used_bones = Set[] @meshes.each { |m| m.batches.each { |b| used_bones.merge b.bone_refs } } bones = get_bone_structure used_bones.to_a.each { |bi| used_bones.merge bones[bi].parents.collect(&:index) } restrict_bones(used_bones) self end |
#cleanup_material_sizes ⇒ Object
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# File 'lib/bayonetta/wmb.rb', line 1976 def cleanup_material_sizes raise "Unsupported for Bayonetta 2!" if @shader_names @materials.each { |m| type = m.type if $material_db.key?(type) && $material_db[type][:size] size = $material_db[type][:size] else warn "Unknown material type #{m.type}!" next end data_number = (size - 4)/4 m.material_data = m.material_data.first(data_number) } self end |
#cleanup_materials ⇒ Object
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# File 'lib/bayonetta/wmb.rb', line 1945 def cleanup_materials used_materials = Set[] @meshes.each { |m| m.batches.each { |b| if @tex_infos #Bayo 2 used_materials.add(b.header.ex_mat_id) else #Bayo 1 used_materials.add(b.header.material_id) end } } materials = @header.num_materials.times.to_a kept_materials = materials & used_materials.to_a correspondance_table = kept_materials.each_with_index.to_h @materials.select!.with_index { |_, i| used_materials.include?(i) } @header.num_materials = used_materials.size if @shader_names @shader_names.select!.with_index { |_, i| used_materials.include?(i) } end @meshes.each { |m| m.batches.each { |b| if @tex_infos b.header.ex_mat_id = correspondance_table[b.header.ex_mat_id] else b.header.material_id = correspondance_table[b.header.material_id] end } } self end |
#cleanup_textures(input_name, overwrite) ⇒ Object
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# File 'lib/bayonetta/wmb.rb', line 1857 def cleanup_textures(input_name, overwrite) if File.exist?(input_name.gsub(".wmb",".wtb")) wtb = WTBFile::new(File::new(input_name.gsub(".wmb",".wtb"), "rb")) if overwrite output_name = input_name.gsub(".wmb",".wtb") else output_name = "wtb_output/#{File.basename(input_name, ".wmb")}.wtb" end wtp = false elsif File.exist?(input_name.gsub(".wmb",".wta")) wtb = WTBFile::new(File::new(input_name.gsub(".wmb",".wta"), "rb"), true, File::new(input_name.gsub(".wmb",".wtp"), "rb")) if overwrite output_name = input_name.gsub(".wmb",".wta") else output_name = "wtb_output/#{File.basename(input_name, ".wmb")}.wta" end wtp = true else raise "Could not find texture file!" end available_textures = {} digests = [] wtb.each.with_index { |(info, t), i| if @tex_info #Bayo 2 digest = Digest::SHA1.hexdigest(t.read) available_textures[info[2]] = digest digests.push( digest ) else #Bayo 1 digest = Digest::SHA1.hexdigest(t.read) available_textures[i] = digest digests.push( digest ) end t.rewind } used_textures_digest_map = {} used_texture_digests = Set[] @materials.each { |m| m.material_data[0..4].each { |tex_id| if available_textures.key?(tex_id) digest = available_textures[tex_id] used_textures_digest_map[tex_id] = digest used_texture_digests.add(digest) end } } index_list = digests.each_with_index.collect { |d,i| [i,d] }.select { |i, d| used_texture_digests.delete?(d) }.collect { |i,d| i } new_wtb = WTBFile::new(nil, wtb.big, wtp) j = 0 digest_to_tex_id_map = {} wtb.each.with_index { |(info, t), i| if index_list.include?(i) new_wtb.push( t, info[1], info[2]) if @tex_info digest_to_tex_id_map[digests[i]] = info[2] else digest_to_tex_id_map[digests[i]] = j end j += 1 end } new_wtb.dump(output_name) @materials.each { |m| m.material_data[0..4].each_with_index { |tex_id, i| if available_textures.key?(tex_id) digest = available_textures[tex_id] m.material_data[i] = digest_to_tex_id_map[digest] end } } end |
#cleanup_vertexes ⇒ Object
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# File 'lib/bayonetta/wmb.rb', line 2088 def cleanup_vertexes used_vertex_indexes = [] @meshes.each { |m| m.batches.each { |b| used_vertex_indexes += b.vertex_indices } } used_vertex_indexes = used_vertex_indexes.sort.uniq @vertexes = used_vertex_indexes.collect { |i| @vertexes[i] } @vertexes_ex_data = used_vertex_indexes.collect { |i| @vertexes_ex_data[i] } if @vertexes_ex_data @header.num_vertexes = @vertexes.size vertex_map = used_vertex_indexes.each_with_index.to_h @meshes.each { |m| m.batches.each { |b| b.indices.collect! { |i| vertex_map[i + b.header.vertex_offset] } b.recompute_from_absolute_indices } } self end |
#copy_uv12(mesh_list) ⇒ Object
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# File 'lib/bayonetta/wmb.rb', line 2284 def copy_uv12(mesh_list) raise "No UV2 in model!" unless @vertexes_ex_data[0].respond_to?(:mapping2) mesh_list.each { |i| @meshes[i].batches.each { |b| b.vertex_indices.each { |vi| @vertexes_ex_data[vi].mapping2.u = @vertexes[vi].mapping.u @vertexes_ex_data[vi].mapping2.v = @vertexes[vi].mapping.v } } } end |
#copy_vertex_properties(vertex_hash, **options) ⇒ Object
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# File 'lib/bayonetta/wmb.rb', line 2164 def copy_vertex_properties(vertex_hash, **) vertex_usage = nil vertex_usage = get_vertex_usage if [:bone_infos] vertex_hash.each { |ivi, ovis| ovis = [ovis].flatten ovis.each { |ovi| iv = @vertexes[ivi] ov = @vertexes[ovi] if [:position] if @positions @positions[ovi].x = @positions[ivi].x @positions[ovi].y = @positions[ivi].y @positions[ovi].z = @positions[ivi].z end if ov.respond_to?(:position) ov.position.x = iv.position.x ov.position.y = iv.position.y ov.position.z = iv.position.z end if ov.respond_to?(:position2) ov.position2.x = iv.position2.x ov.position2.y = iv.position2.y ov.position2.z = iv.position2.z end if @vertexes_ex_data if @vertexes_ex_data[ovi].respond_to?(:position2) @vertexes_ex_data[ovi].position2.x = @vertexes_ex_data[ivi].position2.x @vertexes_ex_data[ovi].position2.y = @vertexes_ex_data[ivi].position2.y @vertexes_ex_data[ovi].position2.z = @vertexes_ex_data[ivi].position2.z end end end if [:mapping] if ov.respond_to?(:mapping) ov.mapping.u = iv.mapping.u ov.mapping.v = iv.mapping.v end if ov.respond_to?(:mapping2) ov.mapping2.u = iv.mapping2.u ov.mapping2.v = iv.mapping2.v end if @vertexes_ex_data && @vertexes_ex_data[ovi].respond_to?(:mapping2) @vertexes_ex_data[ovi].mapping2.u = @vertexes_ex_data[ivi].mapping2.u @vertexes_ex_data[ovi].mapping2.v = @vertexes_ex_data[ivi].mapping2.v end end if [:normal] ov.normal = iv.normal end if [:tangents] ov.tangents = iv.tangents end if [:color] if ov.respond_to?(:color) ov.color = iv.color end if @vertexes_ex_data && @vertexes_ex_data[ovi].respond_to?(:color) @vertexes_ex_data[ovi].color = @vertexes_ex_data[ivi].color end end if [:bone_infos] && ov.respond_to?(:bone_infos) input_batches = vertex_usage[ivi] raise "Unormalized vertex #{ivi} , normalize first, and recompute vertex numbers!" if input_batches.length > 1 raise "Unused vertex #{ivi}!" if input_batches.length == 0 output_batches = vertex_usage[ovi] raise "Unormalized vertex #{ovi} , normalize first, and recompute vertex numbers!" if output_batches.length > 1 raise "Unused vertex #{ovi}!" if output_batches.length == 0 input_batch = input_batches.first output_batch = output_batches.first input_bone_indexes_and_weights = iv.bone_infos.get_indexes_and_weights output_bone_indexes_and_weights = input_bone_indexes_and_weights.collect { |bi, bw| [input_batch.bone_refs[bi], bw] }.collect { |bi, bw| new_bi = output_batch.bone_refs.find_index(bi) unless new_bi new_bi = output_batch.bone_refs.length output_batch.bone_refs.push(bi) output_batch.num_bone_ref = output_batch.bone_refs.length end [new_bi, bw] } ov.bone_infos.set_indexes_and_weights( output_bone_indexes_and_weights ) end } } self end |
#delete_batches(hash) ⇒ Object
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# File 'lib/bayonetta/wmb.rb', line 1832 def delete_batches(hash) hash.each { |k, list| raise "Mesh #{k} was not found in the model!" unless @meshes[k] list = case list when Enumerable list.to_a else [list] end kept_batches = @meshes[k].batches.length.times.to_a - list @meshes[k].batches = kept_batches.collect { |i| raise "Batch #{i} was not found in mesh #{k}!" unless @meshes[k].batches[i] @meshes[k].batches[i] } @meshes[k].header.num_batch = @meshes[k].batches.length } self end |
#delete_bones(list) ⇒ Object
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# File 'lib/bayonetta/wmb.rb', line 1851 def delete_bones(list) used_bones = (@header.num_bones.times.to_a - list) restrict_bones(used_bones) self end |
#delete_meshes(list) ⇒ Object
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# File 'lib/bayonetta/wmb.rb', line 1742 def delete_meshes(list) kept_meshes = @meshes.size.times.to_a - list @meshes = kept_meshes.collect { |i| @meshes[i] } @header.num_meshes = @meshes.size self end |
#dummy_meshes(list) ⇒ Object
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# File 'lib/bayonetta/wmb.rb', line 1772 def dummy_meshes(list) list.map { |i| m = @meshes[i] m.header.num_batch = 1 m.batches = [m.batches.first] m.batches[0].set_triangles([m.batches[0].triangles.first[0]]*3) } self end |
#dump(output_name, output_big = false) ⇒ Object
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# File 'lib/bayonetta/wmb.rb', line 1277 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") end output.rewind if was_big? != output_big if output_big u_a = header.u_a header.u_a = -1 else u_a = header.u_a header.u_a = 0 end end __set_dump_state(output, output_big, nil, nil) __dump_fields __unset_dump_state if was_big? != output_big header.u_a = u_a end sz = output.size sz = align(sz, 0x20) if sz > output.size output.seek(sz-1) output.write("\x00") end 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
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# File 'lib/bayonetta/wmb.rb', line 2046 def dump_bones(list = nil) bone_struct = Struct::new(:index, :parent, :relative_position, :position, :global_index, :symmetric, :flag) table = @bone_index_translate_table.table.invert list = (0...@header.num_bones) unless list list.collect { |bi| bone_struct::new(bi, @bone_hierarchy[bi], @bone_relative_positions[bi], @bone_positions[bi], table[bi], @header.offset_bone_symmetries > 0x0 ? @bone_symmetries[bi] : -1, @header.offset_bone_flags > 0x0 ? @bone_flags[bi] : 5) } end |
#duplicate_meshes(list) ⇒ Object
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# File 'lib/bayonetta/wmb.rb', line 1781 def duplicate_meshes(list) @meshes += list.collect { |i| @meshes[i].duplicate(@positions, @vertexes, @vertexes_ex_data) } @header.num_meshes = @meshes.size @header.num_vertexes = @vertexes.size self end |
#fix_ex_data ⇒ Object
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# File 'lib/bayonetta/wmb.rb', line 2272 def fix_ex_data @vertexes.each_with_index { |v, i| if @vertexes_ex_data[i].respond_to?(:color) @vertexes_ex_data[i].color.data = 0xffc0c0c0 end if @vertexes_ex_data[i].respond_to?(:mapping2) @vertexes_ex_data[i].mapping2.u = v.mapping.u @vertexes_ex_data[i].mapping2.v = v.mapping.v end } end |
#get_bone_structure ⇒ Object
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# File 'lib/bayonetta/wmb.rb', line 1352 def get_bone_structure bones = @bone_positions.collect { |p| Bone::new(p) } bones.each_with_index { |b, i| if @bone_hierarchy[i] == -1 b.parent = nil else b.parent = bones[@bone_hierarchy[i]] bones[@bone_hierarchy[i]].children.push(b) end b.index = i b.relative_position = @bone_relative_positions[i] b.symmetric = @bone_symmetries[i] if @header.offset_bone_symmetries > 0x0 b.flag = @bone_flags[i] if @header.offset_bone_flags > 0x0 } end |
#get_vertex_field(field, vi) ⇒ Object
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# File 'lib/bayonetta/wmb.rb', line 1175 def get_vertex_field(field, vi) if @vertexes[vi].respond_to?(field) return @vertexes[vi].send(field) elsif @vertexes_ex_data && @vertexes_ex_data[vi].respond_to?(field) return @vertexes_ex_data[vi].send(field) elsif field == :position && @positions return @positions[vi] else return nil end end |
#get_vertex_fields ⇒ Object
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# File 'lib/bayonetta/wmb.rb', line 1155 def get_vertex_fields if @vertex_fields return @vertex_fields else types = VERTEX_TYPES[ [ @header.u_b, @header.vertex_ex_data_size, @header.vertex_ex_data] ] @vertex_fields = [] if types[0] types[0].each { |name, type| @vertex_fields.push(name) } end if types[1] types[1].each { |name, type| @vertex_fields.push(name) } end return @vertex_fields end end |
#get_vertex_types ⇒ Object
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# File 'lib/bayonetta/wmb.rb', line 1130 def get_vertex_types if @vertex_type return [@vertex_type, @vertex_ex_type] else types = VERTEX_TYPES[ [ @header.u_b, @header.vertex_ex_data_size, @header.vertex_ex_data] ] @vertex_type = Class::new(LibBin::Structure) @vertex_size = 0 if types[0] types[0].each { |name, type| @vertex_type.register_field(name, VERTEX_FIELDS[type][0]) @vertex_size += VERTEX_FIELDS[type][1] } end @vertex_ex_type = Class::new(LibBin::Structure) @vertex_ex_size = 0 if types[1] types[1].each { |name, type| @vertex_ex_type.register_field(name, VERTEX_FIELDS[type][0]) @vertex_ex_size += VERTEX_FIELDS[type][1] } end return [@vertex_type, @vertex_ex_type] end end |
#get_vertex_usage ⇒ Object
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# File 'lib/bayonetta/wmb.rb', line 2111 def get_vertex_usage vertex_usage = Hash::new { |h, k| h[k] = [] } @meshes.each { |m| m.batches.each { |b| b.vertex_indices.each { |i| vertex_usage[i].push(b) } } } vertex_usage.each { |k,v| v.uniq! } vertex_usage end |
#import_bones(list) ⇒ Object
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# File 'lib/bayonetta/wmb.rb', line 2055 def import_bones( list ) table = @bone_index_translate_table.table @header.num_bones += list.length list.each { |b| table[b[:global_index]] = b[:index] @bone_hierarchy.push b[:parent] @bone_relative_positions.push b[:relative_position] @bone_positions.push b[:position] @bone_symmetries.push b[:symmetric] if @header.offset_bone_symmetries > 0x0 @bone_flags.push b[:flag] if @header.offset_bone_flags > 0x0 } @bone_index_translate_table.table = table self end |
#is_bayo2? ⇒ Boolean
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# File 'lib/bayonetta/wmb.rb', line 1251 def is_bayo2? @header.offset_shader_names != 0 || @header.offset_tex_infos != 0 end |
#materials_textures ⇒ Object
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# File 'lib/bayonetta/wmb.rb', line 1122 def materials_textures return {} unless @tex_infos tex_ids = texture_ids @materials.each_with_index.collect { |m, i| [i, m.material_data.select { |t| tex_ids.include?(t) }] }.to_h end |
#maximize_material_sizes ⇒ Object
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# File 'lib/bayonetta/wmb.rb', line 1992 def maximize_material_sizes raise "Unsupported for Bayonetta 2!" if @shader_names max_size_mat = $material_db.select { |k, v| v[:size] }.max_by { |k, v| v[:size] } max_data_number = (max_size_mat[1][:size] - 4)/4 @materials.each { |m| m.material_data = m.material_data + [0]*(max_data_number - m.material_data.size) } self end |
#merge_meshes(hash) ⇒ Object
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# File 'lib/bayonetta/wmb.rb', line 1819 def merge_meshes(hash) hash.each { |k, vs| raise "Mesh #{k} was not found in the model!" unless @meshes[k] vs = [vs].flatten vs.each { |v| raise "Mesh #{v} was not found in the model!" unless @meshes[v] @meshes[k].batches += @meshes[v].batches } @meshes[k].header.num_batch = @meshes[k].batches.length } self end |
#move_meshes(positions) ⇒ Object
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# File 'lib/bayonetta/wmb.rb', line 1801 def move_meshes(positions) raise "Invalid positions!" unless positions.size > 0 positions.each { |k, v| raise "Mesh #{k} was not found in the model!" unless @meshes[k] raise "Invalid target position #{v}!" unless v >= 0 && v < @meshes.length } raise "Duplicate mesh found!" unless positions.keys.uniq.size == positions.size raise "Duplicate target position found!" unless positions.values.uniq.size == positions.size m_p = positions.to_a.sort { |(m1, _), (m2, _)| m2 <=> m1 } m_a = m_p.collect { |m, p| [@meshes.delete_at(m), p] }.sort { |(_, p1), (_, p2)| p1 <=> p2 } m_a.each { |m, p| @meshes.insert(p, m) } self end |
#normalize_vertex_usage ⇒ Object
Duplicate vertexes used by several batches
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# File 'lib/bayonetta/wmb.rb', line 2125 def normalize_vertex_usage vertex_usage = get_vertex_usage vertex_usage.select! { |k, v| v.length > 1 } batches = Set::new vertex_usage.each { |vi, blist| batches.merge blist[1..-1] } batches.each { |b| new_batch = b.duplicate(@positions, @vertexes, @vertexes_ex_data) b.header = new_batch.header b.indices = new_batch.indices } @header.num_vertexes = @vertexes.size self end |
#normals_to_narrow ⇒ Object
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# File 'lib/bayonetta/wmb.rb', line 1343 def normals_to_narrow @vertexes.each { |v| v.normal.wide = false v.normal.normal_big_orig = nil v.normal.normal_small_orig = nil } self end |
#normals_to_wide ⇒ Object
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# File 'lib/bayonetta/wmb.rb', line 1334 def normals_to_wide @vertexes.each { |v| v.normal.wide = true v.normal.normal_big_orig = nil v.normal.normal_small_orig = nil } self end |
#order_bones ⇒ Object
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# File 'lib/bayonetta/wmb.rb', line 1713 def order_bones arr = @bone_index_translate_table.table.sort old_local_to_new_local = {} arr.each_with_index { |(_, old_local), new_local| old_local_to_new_local[old_local] = new_local } new_local_to_old_local = old_local_to_new_local.invert bones = get_bone_structure new_bones = bones.size.times.collect { |new_bi| b = bones[new_local_to_old_local[new_bi]] b.index = new_bi b } new_bones.each { |b| raise "Invali hierarchy: #{b.parent.index} >= #{b.index} !" if b.parent && b.parent.index >= b.index } set_bone_structure(new_bones) new_table = @bone_index_translate_table.table.collect { |k, v| [k, old_local_to_new_local[v]] }.to_h @bone_index_translate_table.table = new_table @meshes.each_with_index { |m, i| m.batches.each_with_index { |b, j| b.bone_refs.collect! { |bi| old_local_to_new_local[bi] } } } self end |
#recompute_batch_tangents(batch) ⇒ Object
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# File 'lib/bayonetta/wmb.rb', line 2310 def recompute_batch_tangents(batch) vertex_indices = batch.vertex_indices.uniq tangents = vertex_indices.collect { |i| [i, Linalg::Vector::new(0, 0, 0, 0)] }.to_h indices = batch.triangles.flatten inconsistentuvs = 0 # https://stackoverflow.com/a/66918075 indices.each_with_index { |i, l| j = indices[(l + 1) % 3 + (l / 3) * 3] k = indices[(l + 2) % 3 + (l / 3) * 3] n = Linalg::Vector::new(*@vertexes[i].normal.to_a, 0.0) pi = Linalg::Vector::new(*@vertexes[i].position.to_a, 0.0) mi = Linalg::Vector::new(*@vertexes[i].mapping.to_a, 0.0, 0.0) pj = Linalg::Vector::new(*@vertexes[j].position.to_a, 0.0) mj = Linalg::Vector::new(*@vertexes[j].mapping.to_a, 0.0, 0.0) pk = Linalg::Vector::new(*@vertexes[k].position.to_a, 0.0) mk = Linalg::Vector::new(*@vertexes[k].mapping.to_a, 0.0, 0.0) v1 = pj - pi v2 = pk - pi t1 = mj - mi t2 = mk - mi uv2xArea = t1.x * t2.y - t1.y * t2.x next if (uv2xArea.abs < 9.5367431640625e-07) flip = uv2xArea > 0.0 ? 1.0 : -1.0 inconsistentuvs += 1 if (tangents[i].w != 0 && tangents[i].w != flip) tangents[i].w = flip c = v1.x * n.x + v1.y * n.y + v1.z * n.z v1 -= n * (v1.dot(n)); v2 -= n * (v2.dot(n)); s = ((v1 * t2.y - v2 * t1.y) * flip).normalize ac = v1.dot(v2) / (v1.length * v2.length) ac = (ac > 1.0 ? 1.0 : (ac < -1.0 ? -1.0 : ac)) angle = Math.acos(ac); tangents[i] += s*angle } warn "Found #{inconsistentuvs} inconsistent UVs" if inconsistentuvs > 0 tangents.each { |i, t| t.normalize! @vertexes[i].tangents.set(t.x, t.y, t.z, -t.w) } end |
#recompute_layout ⇒ Object
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# File 'lib/bayonetta/wmb.rb', line 2360 def recompute_layout get_vertex_types if is_bayo2? last_offset = 0xc0 else last_offset = 0x80 end @header.num_vertexes = @vertexes.size if @vertexes if @header.offset_positions > 0x0 last_offset = @header.offset_positions = align(last_offset, 0x20) last_offset += @header.num_vertexes * 12 end if @header.offset_vertexes > 0x0 last_offset = @header.offset_vertexes = align(last_offset, 0x20) last_offset += @header.num_vertexes * @vertex_size end if @header.offset_vertexes_ex_data > 0x0 last_offset += 0x20 if is_bayo2? last_offset = @header.offset_vertexes_ex_data = align(last_offset, 0x20) last_offset += @header.num_vertexes * @vertex_ex_size end if @header.offset_bone_relative_position > 0x0 last_offset = @header.offset_bone_hierarchy = align(last_offset, 0x20) last_offset += @header.num_bones * 2 end if @header.offset_bone_relative_position > 0x0 last_offset = @header.offset_bone_relative_position = align(last_offset, 0x20) last_offset += @header.num_bones * 12 end if @header.offset_bone_position > 0x0 last_offset = @header.offset_bone_position = align(last_offset, 0x20) last_offset += @header.num_bones * 12 end if @header.offset_bone_index_translate_table > 0x0 last_offset = @header.offset_bone_index_translate_table = align(last_offset, 0x20) last_offset += @bone_index_translate_table.__size end if @header.offset_u_j > 0x0 last_offset = @header.offset_u_j = align(last_offset, 0x20) last_offset += @u_j.__size end if @header.offset_bone_symmetries > 0x0 last_offset = @header.offset_bone_symmetries = align(last_offset, 0x20) last_offset += @header.num_bones * 2 end if @header.offset_bone_flags > 0x0 last_offset = @header.offset_bone_flags = align(last_offset, 0x20) last_offset += @header.num_bones end if @header.offset_shader_names > 0x0 last_offset = @header.offset_shader_names = align(last_offset, 0x20) last_offset += @header.num_materials * 16 end if @header.offset_tex_infos > 0x0 last_offset = @header.offset_tex_infos = align(last_offset, 0x20) last_offset += 4 + @tex_infos.num_tex_infos * 8 end last_offset = @header.offset_materials_offsets = align(last_offset, 0x20) off = 0 @materials_offsets = [] @header.num_materials.times { |i| @materials_offsets.push off off += @materials[i].__size off = align(off, 0x4) } last_offset += 4*@header.num_materials last_offset = @header.offset_materials = align(last_offset, 0x20) last_offset += @materials.collect(&:__size).reduce(&:+) # Pad last material with zeros pad_count = (align(last_offset, 0x20) - last_offset)/4 @materials.last.material_data += [0]*pad_count last_offset = @header.offset_meshes_offsets = align(last_offset, 0x20) off = 0 @meshes_offsets = [] @header.num_meshes.times { |i| @meshes[i].recompute_layout @meshes_offsets.push off off += @meshes[i].__size off = align(off, 0x20) } last_offset += 4*@header.num_meshes last_offset = @header.offset_meshes = align(last_offset, 0x20) end |
#recompute_relative_positions ⇒ Object
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# File 'lib/bayonetta/wmb.rb', line 1370 def recompute_relative_positions @bone_hierarchy.each_with_index { |b, i| if b != -1 #puts "bone: #{i} parent: #{b} position: #{@bone_positions[i]} pposition: #{@bone_positions[b]}" @bone_relative_positions[i] = @bone_positions[i] - @bone_positions[b] else @bone_relative_positions[i] = @bone_positions[i] end } self end |
#recompute_tangents(mesh_list) ⇒ Object
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# File 'lib/bayonetta/wmb.rb', line 2351 def recompute_tangents(mesh_list) raise "Vertex don't have tangents information!" unless @vertexes[0].respond_to?(:tangents) mesh_list.each { |i| @meshes[i].batches.each { |b| recompute_batch_tangents(b) } } end |
#remap_bones(bone_map) ⇒ Object
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# File 'lib/bayonetta/wmb.rb', line 1690 def remap_bones(bone_map) raise "Global index specified multiple times!" unless bone_map.values.uniq.size == bone_map.size local_to_global = @bone_index_translate_table.table.invert unknown_bones = bone_map.keys - local_to_global.keys raise "Unknown bones: #{unknown_bones}!" unless unknown_bones.size == 0 global_tt = {} bone_map.each { |k, v| global_tt[local_to_global.delete(k)] = v } puts global_tt table = local_to_global.invert new_global_indexes = bone_map.values - table.keys raise "Global indexes: #{bone_map.values - new_global_indexes} still in use!" unless new_global_indexes.size == bone_map.size bone_map.each { |k, v| table[v] = k } @bone_symmetries.collect! { |k| global_tt[k] ? global_tt[k] : k } if @bone_symmetries @bone_index_translate_table.table = table self end |
#remove_batch_vertex_offsets ⇒ Object
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# File 'lib/bayonetta/wmb.rb', line 2262 def remove_batch_vertex_offsets @meshes.each { |m| m.batches.each { |b| b.indices = b.vertex_indices b.recompute_from_absolute_indices } } self end |
#remove_duplicate_vertexes ⇒ Object
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# File 'lib/bayonetta/wmb.rb', line 2141 def remove_duplicate_vertexes vertex_indices = @header.num_vertexes.times equivalent_vertex_indices = vertex_indices.group_by { |indx| data = get_vertex_fields.collect { |f| get_vertex_field(f, indx).to_a } } indx_map = {} equivalent_vertex_indices.each { |k, group| group.each { |indx| indx_map[indx] = group.first } } @meshes.each { |m| m.batches.each { |b| b.indices = b.vertex_indices.collect { |i| indx_map[i] } b.recompute_from_absolute_indices } } end |
#remove_triangle_strips ⇒ Object
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# File 'lib/bayonetta/wmb.rb', line 2070 def remove_triangle_strips @meshes.each { |m| m.batches.each { |b| b.set_triangles(b.triangles) } } end |
#renumber_batches ⇒ Object
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# File 'lib/bayonetta/wmb.rb', line 2252 def renumber_batches @meshes.each_with_index { |m, i| m.header.id = i m.batches.each { |b| b.header.mesh_id = i } } self end |
#reverse_tangents_byte_order(mesh_list) ⇒ Object
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# File 'lib/bayonetta/wmb.rb', line 2296 def reverse_tangents_byte_order(mesh_list) raise "Vertex don't have tangents information!" unless @vertexes[0].respond_to?(:tangents) vertex_indices = [] mesh_list.each { |i| @meshes[i].batches.each { |b| vertex_indices += b.vertex_indices } } vertex_indices.uniq! vertex_indices.each { |i| @vertexes[i].tangents.data = [@vertexes[i].tangents.data].pack("L<").unpack("L>").first } end |
#revert_triangles(mesh_list) ⇒ Object
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# File 'lib/bayonetta/wmb.rb', line 2078 def revert_triangles( mesh_list ) mesh_list.each { |mesh_index| @meshes[mesh_index].batches.each { |b| b.set_triangles( b.triangles.collect { |n1, n2, n3| [n1, n3, n2] }) } } end |
#rotate(*args) ⇒ Object
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# File 'lib/bayonetta/wmb.rb', line 1489 def rotate(*args) if args.length == 2 (rx, ry, rz), center = args elsif args.length == 3 rx, ry, rz = args center = nil else raise "Invalid arguments for rotate: #{args.inspect}!" end m = Linalg::get_rotation_matrix(rx, ry, rz, center: center) if @positions @positions.each { |p| r = m * Linalg::Vector::new(p.x, p.y, p.z) p.x = r.x p.y = r.y p.z = r.z } end if @vertexes && @vertexes.first.respond_to?(:position) @vertexes.each { |v| r = m * Linalg::Vector::new(v.position.x, v.position.y, v.position.z) v.position.x = r.x v.position.y = r.y v.position.z = r.z } end if @vertexes && @vertexes.first.respond_to?(:position2) @vertexes.each { |v| r = m * Linalg::Vector::new(v.position2.x, v.position2.y, v.position2.z) v.position2.x = r.x v.position2.y = r.y v.position2.z = r.z } end if @vertexes_ex_data && @vertexes_ex_data.first.respond_to?(:position2) @vertexes_ex_data.each { |v| r = m * Linalg::Vector::new(v.position2.x, v.position2.y, v.position2.z) v.position2.x = r.x v.position2.y = r.y v.position2.z = r.z } end if @bone_positions @bone_positions.each { |p| r = m * Linalg::Vector::new(p.x, p.y, p.z) p.x = r.x p.y = r.y p.z = r.z } recompute_relative_positions end if @vertexes @vertexes.each { |v| r = m * Linalg::Vector::new(v.normal.x, v.normal.y, v.normal.z, 0.0) v.normal.x = r.x v.normal.y = r.y v.normal.z = r.z if v.tangents.data != 0xc0c0c0ff r = m * Linalg::Vector::new(v.tangents.x, v.tangents.y, v.tangents.z, 0.0) v.tangents.x = r.x v.tangents.y = r.y v.tangents.z = r.z end } end self end |
#scale(s) ⇒ Object
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# File 'lib/bayonetta/wmb.rb', line 1409 def scale(s) if @positions @positions.each { |p| p.x = p.x * s p.y = p.y * s p.z = p.z * s } end if @vertexes && @vertexes.first.respond_to?(:position) @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 if @vertexes && @vertexes.first.respond_to?(:position2) @vertexes.each { |v| v.position2.x = v.position2.x * s v.position2.y = v.position2.y * s v.position2.z = v.position2.z * s } end if @vertexes_ex_data && @vertexes_ex_data.first.respond_to?(:position2) @vertexes_ex_data.each { |v| v.position2.x = v.position2.x * s v.position2.y = v.position2.y * s v.position2.z = v.position2.z * s } end if @bone_positions @bone_positions.each { |p| p.x = p.x * s p.y = p.y * s p.z = p.z * s } recompute_relative_positions end self end |
#set_bone_structure(bones) ⇒ Object
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# File 'lib/bayonetta/wmb.rb', line 1382 def set_bone_structure(bones) @bone_hierarchy = [] @bone_relative_positions = [] @bone_positions = [] @bone_symmetries = [] if @header.offset_bone_symmetries > 0x0 @bone_flags = [] if @header.offset_bone_flags > 0x0 bones.each { |b| p_index = -1 p_index = b.parent.index if b.parent @bone_hierarchy.push p_index @bone_positions.push b.position rel_position = b.relative_position unless rel_position if b.parent rel_position = b.position - b.parent.position else rel_position = b.position end end @bone_relative_positions.push rel_position @bone_symmetries.push b.symmetric if @header.offset_bone_symmetries > 0x0 @bone_flags.push b.flag if @header.offset_bone_flags > 0x0 } @header.num_bones = bones.size self end |
#set_pose(pose, exp) ⇒ Object
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# File 'lib/bayonetta/wmb.rb', line 1557 def set_pose(pose, exp) table = @bone_index_translate_table.table bones = get_bone_structure tracks = Hash::new { |h,k| h[k] = {} } tracks = bones.collect { |b| [ b.relative_position.x, b.relative_position.y, b.relative_position.z, 0.0, 0.0, 0.0, 0.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0 ] } pose.each { |b, ts| bi = table[b] if bi ts.each { |ti, v| tracks[bi][ti] = v } end } if exp exp.apply(tracks, table) end matrices = tracks.each_with_index.collect { |ts, bi| if @header.offset_bone_flags > 0x0 order = @bone_flags[bi] else order = nil end m = Linalg::get_translation_matrix(*ts[0..2]) pi = @bone_hierarchy[bi] if pi != -1 parent_cumulative_scale = tracks[pi][10..12] m = m * Linalg::get_inverse_scaling_matrix(*parent_cumulative_scale) 3.times { |i| ts[10+i] *= parent_cumulative_scale[i] } end 3.times { |i| ts[10+i] *= ts[7+i] } m = m * Linalg::get_rotation_matrix(*ts[3..5], order: order) m = m * Linalg::get_scaling_matrix(*ts[10..12]) } multiplied_matrices = [] inverse_bind_pose = bones.collect { |b| Linalg::get_translation_matrix(-1 * b.position.x, -1 * b.position.y, -1 * b.position.z) } bones.each { |b| if b.parent multiplied_matrices[b.index] = multiplied_matrices[b.parent.index] * matrices[b.index] else multiplied_matrices[b.index] = matrices[b.index] end } bones.each { |b| v = multiplied_matrices[b.index] * Linalg::Vector::new( 0.0, 0.0, 0.0 ) b.position.x = v.x b.position.y = v.y b.position.z = v.z b.relative_position = nil } set_bone_structure(bones) multiplied_matrices = bones.collect { |b| multiplied_matrices[b.index] * inverse_bind_pose[b.index] } vertex_usage = get_vertex_usage vertex_usage.each { |vi, bs| bone_refs = bs.first.bone_refs bone_infos = get_vertex_field(:bone_infos, 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) } normal_matrix = vertex_matrix.inverse.transpose vp = get_vertex_field(:position, 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, vi) new_n = (normal_matrix * Linalg::Vector::new(n.x, n.y, n.z, 0.0)).normalize n.x = new_n.x n.y = new_n.y n.z = new_n.z t = get_vertex_field(:tangents, vi) new_t = (normal_matrix * Linalg::Vector::new(t.x, t.y, t.z, 0.0)).normalize t.x = new_t.x t.y = new_t.y t.z = new_t.z p2 = get_vertex_field(:position2, vi) if p2 new_p2 = vertex_matrix * Linalg::Vector::new(p2.x, p2.y, p2.z) p2.x = new_p2.x p2.y = new_p2.y p2.z = new_p2.z end } self end |
#set_vertex_field(field, vi, val) ⇒ Object
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# File 'lib/bayonetta/wmb.rb', line 1187 def set_vertex_field(field, vi, val) if @vertexes[vi].respond_to?(field) return @vertexes[vi].send(:"#{field}=", val) elsif @vertexes_ex_data && @vertexes_ex_data[vi].respond_to?(field) return @vertexes_ex_data[vi].send(:"#{field}=", val) elsif field == :position && @positions return @positions[vi] = val else raise "Couldn't find field: #{field}!" end end |
#shift(x, y, z) ⇒ Object
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# File 'lib/bayonetta/wmb.rb', line 1449 def shift(x, y, z) if @positions @positions.each { |p| p.x = p.x + x p.y = p.y + y p.z = p.z + z } end if @vertexes && @vertexes.first.respond_to?(:position) @vertexes.each { |v| v.position.x = v.position.x + x v.position.y = v.position.y + y v.position.z = v.position.z + z } end if @vertexes && @vertexes.first.respond_to?(:position2) @vertexes.each { |v| v.position2.x = v.position2.x + x v.position2.y = v.position2.y + y v.position2.z = v.position2.z + z } end if @vertexes_ex_data && @vertexes_ex_data.first.respond_to?(:position2) @vertexes_ex_data.each { |v| v.position2.x = v.position2.x + x v.position2.y = v.position2.y + y v.position2.z = v.position2.z + z } end if @bone_positions @bone_positions.each { |p| p.x = p.x + x p.y = p.y + y p.z = p.z + z } recompute_relative_positions end self end |
#split_meshes(list) ⇒ Object
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# File 'lib/bayonetta/wmb.rb', line 1751 def split_meshes(list) kept_meshes = @meshes.size.times.to_a - list split_meshes = @meshes.size.times.to_a - kept_meshes new_meshes = [] split_meshes.each { |i| @meshes[i].batches.each_with_index { |b, j| new_mesh = @meshes[i].dup new_mesh.header = @meshes[i].header.dup new_mesh.header.name = @meshes[i].header.name.tr("\x00","") + ("_%02d" % j) new_mesh.batches = [b] new_meshes.push new_mesh } } @meshes = kept_meshes.collect { |i| @meshes[i] } @meshes += new_meshes @header.num_meshes = @meshes.size self end |
#swap_meshes(hash) ⇒ Object
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# File 'lib/bayonetta/wmb.rb', line 1790 def swap_meshes(hash) hash.each { |k, v| raise "Mesh #{k} was not found in the model!" unless @meshes[k] raise "Mesh #{v} was not found in the model!" unless @meshes[v] tmp = @meshes[k] @meshes[k] = @meshes[v] @meshes[v] = tmp } self end |
#texture_ids ⇒ Object
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# File 'lib/bayonetta/wmb.rb', line 1117 def texture_ids return [] unless @tex_infos @tex_infos.tex_infos.collect { |i| i.id } end |
#was_big? ⇒ Boolean
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# File 'lib/bayonetta/wmb.rb', line 1247 def was_big? @__was_big end |