Top Level Namespace
- Includes:
- Bayonetta
Defined Under Namespace
Modules: Assimp, Bayonetta Classes: BayoMat, WTBFilePartial
Constant Summary
Constants included from Bayonetta
Bayonetta::ANARCHY, Bayonetta::BAYONETTA, Bayonetta::BAYONETTA2, Bayonetta::GAMES, Bayonetta::NIERAUTOMATA, Bayonetta::PC, Bayonetta::PLATFORMS, Bayonetta::PS3, Bayonetta::SUPPORTED, Bayonetta::SWITCH, Bayonetta::VANQUISH, Bayonetta::VERTEX_FIELDS, Bayonetta::WIIU, Bayonetta::XBOX360
Instance Method Summary collapse
- #add_textures(tex, path, new_tex_list) ⇒ Object
- #apply_mapping(mapping, meshes) ⇒ Object
- #bayo_mat_properties ⇒ Object
- #convert_windows_path(path) ⇒ Object
-
#create_bone_hierarchy ⇒ Object
Meshes.
- #create_mesh(m, i, b, j) ⇒ Object
- #create_new_meshes(wmb, mesh_mapping) ⇒ Object
- #create_vertex_properties(mesh, vertices, bone_refs) ⇒ Object
- #decode_bone_index_translate_table(wmb, filter = nil) ⇒ Object
- #find_bone_mapping(wmb, scene) ⇒ Object
- #find_skeleton(scene) ⇒ Object
- #get_bone_indexes(vertexes) ⇒ Object
- #get_bone_mapping(source, target) ⇒ Object
- #get_mesh_mapping(scene) ⇒ Object
- #get_new_bones(wmb, mapping, node_mapping) ⇒ Object
- #get_new_tex_list(scene) ⇒ Object
- #get_shader_map ⇒ Object
- #get_texture_map(tex1, tex2) ⇒ Object
- #get_used_bone_set(scene) ⇒ Object
- #merge_bones(wmb1, wmb2) ⇒ Object
- #merge_geometry(wmb, scene, bone_mapping) ⇒ Object
- #merge_materials(wmb1, wmb2, tex_map) ⇒ Object
- #merge_meshes(wmb1, wmb2) ⇒ Object
- #merge_vertexes(wmb1, wmb2) ⇒ Object
- #scene_bones(scene) ⇒ Object
- #set_fields(wmb, bone_mapping, batch, new_indices, transform_matrix) ⇒ Object
- #update_translate_table(wmb, common_mapping, missing_bones, new_bone_indexes) ⇒ Object
- #which(cmd) ⇒ Object
Instance Method Details
#add_textures(tex, path, new_tex_list) ⇒ Object
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# File 'lib/bayonetta/tools/wmb_import_assimp.rb', line 676 def add_textures(tex, path, new_tex_list) new_tex_list.each { |tex_path| extension = File.extname(tex_path) tex_path = convert_windows_path(tex_path) unless $is_win old_tex_path = Pathname.new(tex_path).absolute? ? tex_path : File.join(path, tex_path) if extension.downcase != ".dds" tex_path = Pathname.new(tex_path).absolute? ? File.join(File.dirname(tex_path), File.basename(tex_path,extension)) + ".dds" : File.join(path, File.join(File.dirname(tex_path), File.basename(tex_path,extension))) + ".dds" `convert -define dds:compression=dxt5 #{Shellwords.escape old_tex_path} #{Shellwords.escape tex_path}` else tex_path = old_tex_path end tex.push File::new(tex_path, "rb") } end |
#apply_mapping(mapping, meshes) ⇒ Object
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# File 'lib/bayonetta/tools/wmb_import_geometry_wiiu_pc.rb', line 23 def apply_mapping(mapping, meshes) meshes.each { |m| m.batches.each { |b| b.bone_refs.collect! { |i| mapping[i] } } } end |
#bayo_mat_properties ⇒ Object
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# File 'lib/bayonetta/tools/wmb_import_geometry_wiiu_pc.rb', line 340 def bayo_mat_properties return @mat_properties { 0x31 => BayoMat::new(0x31, 0xC0, 3, 1, -1, -1, -1), 0x32 => BayoMat::new(0x32, 0xE4, 4, 1, -1, -1, 3), 0x33 => BayoMat::new(0x33, 0xD4, 4, 2, -1, 1, -1), 0x34 => BayoMat::new(0x34, 0xF8, 5, 2, -1, 1, 4), 0x38 => BayoMat::new(0x38, 0xD4, 4, -1, 2, -1, -1), 0x3A => BayoMat::new(0x3A, 0xD4, 4, 1, 2, -1, -1), 0x3C => BayoMat::new(0x3C, 0xD4, 4, -1, -1, -1, -1), 0x40 => BayoMat::new(0x40, 0xC4, 4, -1, -1, -1, -1), 0x42 => BayoMat::new(0x42, 0xAC, 2, -1, -1, -1, -1), 0x44 => BayoMat::new(0x44, 0xE4, 4, 1, -1, -1, -1), 0x47 => BayoMat::new(0x47, 0x68, 1, -1, -1, -1, -1), 0x48 => BayoMat::new(0x48, 0xC0, 3, 1, -1, 2, -1), 0x4A => BayoMat::new(0x4A, 0xD4, 4, 2, -1, 1, -1), 0x4B => BayoMat::new(0x4B, 0xD4, 4, -1, 2, -1, -1), 0x4C => BayoMat::new(0x4C, 0xAC, 2, -1, -1, -1, -1), 0x53 => BayoMat::new(0x53, 0x68, 1, -1, -1, -1, -1), 0x54 => BayoMat::new(0x54, 0xD4, 4, 1, -1, -1, -1), 0x59 => BayoMat::new(0x59, 0xD4, 4, 1, -1, -1, -1), 0x60 => BayoMat::new(0x60, 0x68, 1, -1, -1, -1, -1), 0x68 => BayoMat::new(0x68, 0xAC, 2, -1, -1, -1, -1), 0x6B => BayoMat::new(0x6B, 0xD0, 3, -1, 1, -1, -1), 0x6D => BayoMat::new(0x6D, 0xD0, 3, -1, 1, -1, -1), 0x6E => BayoMat::new(0x6E, 0xD4, 4, -1, 1, -1, -1), 0x71 => BayoMat::new(0x71, 0xE4, 4, 1, -1, -1, -1), 0x72 => BayoMat::new(0x72, 0xD4, 4, -1, 1, -1, -1), 0x75 => BayoMat::new(0x75, 0xAC, 2, -1, -1, -1, -1), 0x7C => BayoMat::new(0x7C, 0xEA, 4, 1, -1, -1, 3), 0x7F => BayoMat::new(0x7F, 0x124,4, -1, 1, -1, -1), 0x81 => BayoMat::new(0x81, 0x120,3, -1, -1, -1, -1), 0x83 => BayoMat::new(0x83, 0xAC, 2, -1, -1, -1, -1), 0x87 => BayoMat::new(0x87, 0xD4, 4, -1, 1, -1, -1), 0x89 => BayoMat::new(0x89, 0xC0, 3, 1, -1, -1, 2), 0x8F => BayoMat::new(0x8F, 0xD4, 4, 1, -1, 2, 3), 0x97 => BayoMat::new(0x97, 0x114,4, -1, -1, -1, -1), 0xA1 => BayoMat::new(0xA1, 0xB0, 3, 1, -1, -1, -1), 0xA3 => BayoMat::new(0xA3, 0xE4, 4, -1, 1, -1, -1), 0xB2 => BayoMat::new(0xB2, 0xD4, 4, -1, 1, -1, -1), 0xB3 => BayoMat::new(0xB3, 0x124,4, -1, 1, -1, -1) } end |
#convert_windows_path(path) ⇒ Object
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# File 'lib/bayonetta/tools/wmb_import_assimp.rb', line 654 def convert_windows_path(path) # we are on linux but were given a windows path, hypothesis: linux on windows if path.include?("\\") res = "" copy = path.dup if path.start_with?("\\\\") res << "//" copy = copy[2..-1] elsif path.start_with?("\\") res << "/" copy = copy[2..-1] elsif m = path.match(/([A-Za-z]):\\/) #linux on windows res << "/mnt/#{m[1].downcase}/" copy = copy[3..-1] end res << copy.gsub("\\", "/") else res = path end res end |
#create_bone_hierarchy ⇒ Object
Meshes
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# File 'lib/bayonetta/tools/wmb_export_assimp.rb', line 87 def create_bone_hierarchy skeleton = Assimp::Node::new skeleton.name = "skeleton" $wmb_bones = bones = $wmb.get_bone_structure table = $wmb.bone_index_translate_table.table.invert $bone_nodes = bones.collect { |b| n = Assimp::Node::new n.name = "bone_%03d" % table[b.index] n.transformation = Assimp::Matrix4x4.translation(b.relative_position) n } sekeleton_children = [] bones.zip($bone_nodes).each_with_index { |(b, n), i| if b.parent n.parent = $bone_nodes[b.parent.index] else n.parent = skeleton sekeleton_children.push(n) end n.children = b.children.collect { |c| $bone_nodes[c.index] } } skeleton.children = sekeleton_children skeleton end |
#create_mesh(m, i, b, j) ⇒ Object
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# File 'lib/bayonetta/tools/wmb_export_assimp.rb', line 214 def create_mesh( m, i, b, j) uniq_vertices = b.vertex_indices.uniq.sort vertex_map = uniq_vertices.each_with_index.collect.to_h num_vertices = uniq_vertices.size first_index = uniq_vertices.first triangles = b.triangles num_triangles = triangles.size mesh = Assimp::Mesh::new mesh.primitive_types = :TRIANGLE mesh.name = ("batch_%02d_" % i) + m.header.name.unpack("Z*").first+("_%02d" % j) res = create_vertex_properties(mesh, uniq_vertices, b.bone_refs) if $wmb.tex_infos then mesh.material_index = b.header.ex_mat_id else mesh.material_index = b.header.material_id end mesh.faces = triangles.collect { |tri| f = Assimp::Face::new t = tri.collect{ |v| vertex_map[v] } f.indices = t f } $meshes.push mesh n = Assimp::Node::new n.name = mesh.name n.meshes = [$num_meshes] $num_meshes += 1 n end |
#create_new_meshes(wmb, mesh_mapping) ⇒ Object
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# File 'lib/bayonetta/tools/wmb_import_assimp.rb', line 377 def create_new_meshes(wmb, mesh_mapping) new_meshes = mesh_mapping.each_with_index.collect { |(m, _), i| new_mesh = WMBFile::Mesh::new if $options[:group] mesh_name = m else mesh_name = m.name end data = mesh_name.match($mesh_prefix) if data name = mesh_name.gsub(data[0], "") mesh_name = name if name != "" end new_mesh.header.name = mesh_name new_mesh.header.id = i + wmb.header.num_meshes new_mesh } end |
#create_vertex_properties(mesh, vertices, bone_refs) ⇒ Object
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# File 'lib/bayonetta/tools/wmb_export_assimp.rb', line 113 def create_vertex_properties(mesh, vertices, bone_refs) vertex_map = vertices.each_with_index.collect.to_h num_vertices = vertices.size mesh.num_vertices = num_vertices fields = $wmb.get_vertex_fields res = {} num_colors = 0 num_texture_coords = 0 bones = $bone_nodes.each_with_index.collect { |n, i| bone = Assimp::Bone::new bone.name = n.name bone.offset_matrix = Assimp::Matrix4x4.translation( -$wmb_bones[i].position ) bone } fields.each { |field| case field when :position mesh.vertices = vertex_map.collect { |orig_index, index| p = Assimp::Vector3D::new o_p = $wmb.get_vertex_field(field, orig_index) p.x = o_p.x p.y = o_p.y p.z = o_p.z p } when :normal mesh.normals = vertex_map.collect { |orig_index, index| n = Assimp::Vector3D::new o_n = $wmb.get_vertex_field(field, orig_index) n.x = o_n.x n.y = o_n.y n.z = o_n.z n } when :tangents mesh.tangents = vertex_map.collect { |orig_index, index| t = Assimp::Vector3D::new o_t = $wmb.get_vertex_field(field, orig_index) t.x = o_t.x t.y = o_t.y t.z = o_t.z t } when :mapping, :mapping2, :mapping3, :mapping4, :mapping5 coords = vertex_map.collect { |orig_index, index| m = Assimp::Vector3D::new m_o = $wmb.get_vertex_field(field, orig_index) m.x = m_o.u m.y = m_o.v m } mesh.num_uv_components[num_texture_coords] = 2 mesh.set_texture_coords(num_texture_coords, coords) num_texture_coords += 1 when :color, :color2 colors = vertex_map.collect { |orig_index, index| c = Assimp::Color4D::new c_o = $wmb.get_vertex_field(field, orig_index) c.r = c_o.r.to_f / 255.0 c.g = c_o.g.to_f / 255.0 c.b = c_o.b.to_f / 255.0 c.a = c_o.a.to_f / 255.0 c } mesh.set_colors(num_colors, colors) num_colors += 1 when :bone_infos vertex_map.each { |orig_index, index| b_i = $wmb.get_vertex_field(field, orig_index).get_indexes_and_weights b_i.each { |ind, wgt| bone_index = bone_refs[ind] bones[bone_index].add_weight(index, wgt/255.0) } } else puts "skipping #{field}" unless field == :bone_infos end } bones.select! { |b| b.num_weights > 0 } # p bones.collect { |b| b.name } mesh.bones = bones if mesh.normals? && mesh.tangents? tangents = mesh.tangents normals = mesh.normals mesh.bitangents = vertex_map.collect { |orig_index, index| b_t = Assimp::Vector3D::new o_t = $wmb.get_vertex_field(:tangents, orig_index) t = tangents[index] n = normals[index] n_b_t = (n ^ t) n_b_t = ( o_t.s > 0 ? n_b_t * -1.0 : n_b_t ) b_t.x = n_b_t.x b_t.y = n_b_t.y b_t.z = n_b_t.z b_t } end end |
#decode_bone_index_translate_table(wmb, filter = nil) ⇒ Object
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# File 'lib/bayonetta/tools/wmb_get_bone_map.rb', line 26 def decode_bone_index_translate_table(wmb, filter=nil) table = wmb.bone_index_translate_table.table.dup table.select! { |k,v| filter.include?(k) } if filter table end |
#find_bone_mapping(wmb, scene) ⇒ Object
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# File 'lib/bayonetta/tools/wmb_import_assimp.rb', line 228 def find_bone_mapping(wmb, scene) tt1 = wmb.bone_index_translate_table.table common_mapping = {} global_bone_names = tt1.keys scene_bones = scene_bones(scene) if $options[:auto_map] scene_bones.each { |n| data = n.name.match($bone_prefix) if data bone_number = data[1].to_i if global_bone_names.include?(bone_number) common_mapping[n.name] = bone_number end end } elsif $options[:bone_map] common_mapping.merge! YAML::load_file( $options[:bone_map] ) else common_mapping = {} end mapping = {} scene_bones.each { |n| mapping[n.name] = tt1[common_mapping[n.name]] } node_mapping = scene_bones.collect { |n| [n.name, n] }.to_h [mapping, common_mapping, node_mapping] end |
#find_skeleton(scene) ⇒ Object
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# File 'lib/bayonetta/tools/wmb_import_assimp.rb', line 151 def find_skeleton(scene) known_bones = get_used_bone_set(scene) raise "Model uses no bones!" if known_bones.size == 0 skeleton = nil potential_roots = nil Assimp::Node.define_method(:eql?) do |other| self.class == other.class && self.pointer == other.pointer end Assimp::Node.define_method(:hash) do self.pointer.address.hash end scene.root_node.each_node { |n| if known_bones.include?(n.name) potential_roots = n.ancestors unless potential_roots potential_roots &= n.ancestors end } Assimp::Node.remove_method :eql? Assimp::Node.remove_method :hash skeleton = potential_roots.find { |n| n.name.match($skeleton_prefix) } if !skeleton potential_roots.reverse.each { |n| if n.children.find { |c| c.name.match($bone_prefix) } skeleton = n break end } end if !skeleton skeleton = potential_roots.first end skeleton end |
#get_bone_indexes(vertexes) ⇒ Object
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# File 'lib/bayonetta/tools/wmb_import_geometry_wiiu_pc.rb', line 33 def get_bone_indexes(vertexes) s = Set::new vertexes.each { |v| bi = v.bone_index nbi = 0x0 ia = 4.times.collect { |i| ni = bi & 0xff bi >>= 8 s.add(ni) } } s end |
#get_bone_mapping(source, target) ⇒ Object
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# File 'lib/bayonetta/tools/wmb_import_geometry_wiiu_pc.rb', line 8 def get_bone_mapping(source, target) mapping = source.each.collect { |p| distance = [Float::INFINITY, Float::INFINITY] min_index = nil target.each { |q| d = p.distance(q) if ( d[0] <= distance[0] && d[1] < distance[1] ) || d[0] < distance[0] distance = d min_index = q.index end } [p.index, min_index] }.to_h end |
#get_mesh_mapping(scene) ⇒ Object
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# File 'lib/bayonetta/tools/wmb_import_assimp.rb', line 348 def get_mesh_mapping(scene) if $options[:group] mesh_mapping = Hash::new { |h, k| h[k] = [] } scene.meshes.sort { |m1, m2| m1.name <=> m2.name }.each { |m| data = m.name.match($batch_prefix) if data mesh_name = m.name.gsub(data[0], "") else mesh_name = m.name end data = mesh_name.match(/_(\d\d)/) if data mesh_name = mesh_name.gsub(data[0], "") end mesh_mapping[mesh_name].push(m) } else mesh_nodes = scene.root_node.each_node.select{ |n| n.children.find { |c| c.num_meshes > 0 } }.to_a mesh_mapping = mesh_nodes.collect { |n| batches = [] n.children.each { |c| batches += c.meshes } [n, batches.collect{ |num| scene.meshes[num] }] }.sort { |(n1, _), (n2, _)| n1.name <=> n2.name }.to_h end mesh_mapping end |
#get_new_bones(wmb, mapping, node_mapping) ⇒ Object
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# File 'lib/bayonetta/tools/wmb_import_assimp.rb', line 260 def get_new_bones(wmb, mapping, node_mapping) bones_wmb = wmb.get_bone_structure if $options[:update_bones] common_bones = mapping.reject { |k,v| v.nil? } common_bones.each { |k, v| p = node_mapping[k].world_transformation * Assimp::Vector3D::new pos = bones_wmb[v].position pos.x, pos.y, pos.z = p.x, p.y, p.z } end mapping[-1] = -1 missing_bones = mapping.select { |k,v| v.nil? }.collect { |k,v| k } if $options[:filter_bones] missing_bones -= $options[:filter_bones] end new_bone_index = bones_wmb.size new_bone_indexes = [] missing_bones.each { |bi| mapping[bi] = new_bone_index new_bone_indexes.push(new_bone_index) p = node_mapping[bi].world_transformation * Assimp::Vector3D::new pos = Position::new pos.x, pos.y, pos.z = p.x, p.y, p.z b = Bone::new(pos) b.index = new_bone_index parent_name = nil if node_mapping[bi].parent parent_name = node_mapping[bi].parent.name parent_name = nil unless node_mapping.include?(parent_name) end b.parent = bones_wmb[mapping[parent_name]] if parent_name b.symmetric = -1 b.flag = 5 bones_wmb.push b new_bone_index += 1 } [bones_wmb, missing_bones, new_bone_indexes] end |
#get_new_tex_list(scene) ⇒ Object
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# File 'lib/bayonetta/tools/wmb_import_assimp.rb', line 610 def get_new_tex_list(scene) texture_set = Set::new scene.materials.each { |m| m.properties.each { |p| if p.key == Assimp::MATKEY_TEXTURE texture_set.add p.data end } } texture_set.to_a.sort end |
#get_shader_map ⇒ Object
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# File 'lib/bayonetta/tools/wmb_import_geometry_wiiu_pc.rb', line 384 def get_shader_map { "ois00_xbceX" => 0xB3, "ois01_xbweX" => 0x7f, "ois20_xbceX" => 0xB2, "skn03_xbXXX" => 0x87, "alp03_sbXXX" => 0x42, "har01_sbXtX" => 0x84 } end |
#get_texture_map(tex1, tex2) ⇒ Object
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# File 'lib/bayonetta/tools/wmb_import_nier.rb', line 89 def get_texture_map(tex1, tex2) offset = tex1.each.count tex_map = {} tex2.each.each_with_index { |t,i| info, _ = t _, _, idx = info idx = i unless idx tex_map[idx] = i+offset } tex_map end |
#get_used_bone_set(scene) ⇒ Object
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# File 'lib/bayonetta/tools/wmb_import_assimp.rb', line 141 def get_used_bone_set(scene) known_bones = Set::new scene.meshes.each { |m| m.bones.each { |b| known_bones.add(b.name) } } known_bones end |
#merge_bones(wmb1, wmb2) ⇒ Object
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# File 'lib/bayonetta/tools/wmb_import_nier.rb', line 8 def merge_bones(wmb1, wmb2) tt1 = wmb1.bone_index_translate_table.table tt2_orig = wmb2.bone_index_translate_table.table tt2 = tt2_orig.invert bones1 = wmb1.get_bone_structure if $options[:bone_map] common_mapping = YAML::load_file( $options[:bone_map] ) else common_mapping = {} end mapping = {} tt2.each { |key, val| mapping[key] = tt1[common_mapping[val]] } mapping = mapping.to_a.sort { |e1, e2| e1.first <=> e2.first }.to_h if $options[:update_bones] mapping.select { |k,v| v }.each { |k,v| bones1[v].position = wmb2.bones[k].position } end mapping[-1] = -1 missing_bones = mapping.select { |k,v| v.nil? }.collect { |k,v| k } if $options[:filter_bones] missing_bones -= $options[:filter_bones] end new_bone_index = bones1.size new_bone_indexes = [] missing_bones.each { |bi| mapping[bi] = new_bone_index new_bone_indexes.push(new_bone_index) b = Bone::new(wmb2.bones[bi].position) b.index = new_bone_index b.parent = bones1[mapping[wmb2.bones[bi].parent_index]] if wmb2.bones[bi].parent_index != -1 b.symmetric = -1 b.flag = 5 bones1.push b new_bone_index += 1 } wmb1.set_bone_structure(bones1) missing_bones_count = missing_bones.length raise "Too many bones to add!" if missing_bones_count > 0x100 (align(missing_bones_count, 0x10) - missing_bones_count).times { new_bone_indexes.push(0xfff) } used_indexes = tt1.keys start_index = nil (0x250..(0x1000-new_bone_indexes.size)).step(0x10) { |s_index| if (used_indexes & (s_index..(s_index+new_bone_indexes.size)).to_a) == [] start_index = s_index break end } raise "No room available in translate table!" unless start_index new_tt = wmb1.bone_index_translate_table.table.dup new_bone_indexes.each_with_index { |ind, i| new_tt[i+start_index] = ind common_mapping[tt2[missing_bones[i]]] = i + start_index if i < missing_bones.length && missing_bones[i] } wmb1.bone_index_translate_table.table = new_tt if wmb1.bone_symmetries (-missing_bones_count..-1).each { |i| symmetric = common_mapping[wmb1.bone_symmetries[i]] symmetric = -1 unless symmetric wmb1.bone_symmetries[i] = symmetric } end [common_mapping, mapping] end |
#merge_geometry(wmb, scene, bone_mapping) ⇒ Object
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# File 'lib/bayonetta/tools/wmb_import_nier.rb', line 101 def merge_geometry(wmb1, wmb2, bone_mapping) new_meshes = wmb2.header.info_meshes.number.times.collect { WMBFile::Mesh::new } new_meshes.each_with_index { |m, i| m.header.name = wmb2.meshes[i].name m.header.id = i + wmb1.header.num_meshes } batch_infos_map = {} wmb2.lods.each { |l| l.batch_infos.each_with_index { |batch_info, i| batch_infos_map[i+l.header.batch_start] = batch_info } } vertex_types = wmb1.get_vertex_types wmb2.batches.each_with_index { |n_b, batch_index| v_g = wmb2.vertex_groups[n_b.vertex_group_index] b_s = wmb2.bone_sets[n_b.bone_set_index] b = WMBFile::Batch::new first_vertex_index = wmb1.vertexes.length indices = v_g.indices.slice(n_b.index_start, n_b.num_indices) index_set = indices.uniq.sort num_vertex = index_set.length index_map = index_set.each_with_index.collect { |ind, i| [ind, i+first_vertex_index] } wmb1.vertexes += num_vertex.times.collect { vertex_types[0]::new } if wmb1.vertexes_ex_data wmb1.vertexes_ex_data += num_vertex.times.collect { vertex_types[1]::new } end wmb1.header.num_vertexes += num_vertex fields = wmb1.get_vertex_fields fields.each { |field| unless v_g.get_vertex_field(field, 0) warn "Couldn't find vertex field #{field} in model 2" if field == :color warn "Using default value 0xc0 0xc0 0xc0 0xff" c = Color::new c.r = 0xc0 c.g = 0xc0 c.b = 0xc0 c.a = 0xff index_map.each { |ind, i| wmb1.set_vertex_field(field, i, c) } elsif field == :mapping2 warn "Using mapping as default" index_map.each { |ind, i| wmb1.set_vertex_field(field, i, v_g.get_vertex_field(:mapping, ind)) } else warn "No suitable default found" end else if field == :normal index_map.each { |ind, i| n = Normal::new n2 = v_g.get_vertex_field(:normal, ind) n.x = n2.x n.y = n2.y n.z = n2.z wmb1.set_vertex_field(field, i, n) } else index_map.each { |ind, i| wmb1.set_vertex_field(field, i, v_g.get_vertex_field(field, ind)) } end end } index_map = index_map.to_h batch_info = batch_infos_map[batch_index] mesh = new_meshes[batch_info.mesh_index] b.header.material_id = batch_info.material_index + wmb1.header.num_materials b.header.mesh_id = mesh.header.id b.header.num_indices = indices.length b.indices = indices.collect { |ind| index_map[ind] } b.recompute_from_absolute_indices b.bone_refs = b_s.bone_indices.collect { |bi| bone_mapping[wmb2.bone_map[bi]] } b.num_bone_ref = b.bone_refs.length mesh.batches.push b mesh.header.num_batch += 1 } wmb1.meshes += new_meshes wmb1.header.num_meshes += new_meshes.length end |
#merge_materials(wmb1, wmb2, tex_map) ⇒ Object
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# File 'lib/bayonetta/tools/wmb_import_nier.rb', line 202 def merge_materials(wmb1, wmb2, tex_map) new_mat_offset = wmb1.header.num_materials mat_offset = wmb1.materials_offsets.last + wmb1.materials.last.__size new_materials_offsets = [] new_materials = [] wmb2.materials.each_with_index { |e, i| #biggest known material( in fact biggset is 0x174) new_materials_offsets.push(mat_offset + i*0x124) m = WMBFile::Material::new m.type = 0x0 m.flag = 0x0 m.material_data = [0x0]*(0x120/4) albedo = e.textures.find { |t| t.name.match("g_AlbedoMap") } normal = e.textures.find { |t| t.name.match("g_NormalMap") } m.material_data[0] = (albedo ? tex_map[albedo.texture_id] : 0x80000000) m.material_data[1] = (normal ? tex_map[normal.texture_id] : 0x80000000) m.material_data[0] = (m.material_data[0] ? m.material_data[0] : 0x80000000) m.material_data[1] = (m.material_data[1] ? m.material_data[1] : 0x80000000) new_materials.push(m) } wmb1.header.num_materials += wmb2.header.info_materials.number wmb1.materials += new_materials wmb1.materials_offsets += new_materials_offsets end |
#merge_meshes(wmb1, wmb2) ⇒ Object
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# File 'lib/bayonetta/tools/wmb_import_geometry_wiiu_pc.rb', line 204 def merge_meshes(wmb1, wmb2) new_vertex_offset = wmb1.header.num_vertexes - wmb2.header.num_vertexes mesh_offset = align(wmb1.meshes_offsets.last + wmb1.meshes.last.__size, 0x20) new_meshes_offset = wmb2.meshes_offsets.collect { |e| e + mesh_offset } wmb2.meshes.each_with_index { |m, i| m.header.id = i + wmb1.header.num_meshes m.batches.each { |b| b.header.mesh_id = m.header.id if !wmb1.is_bayo2? && wmb2.is_bayo2? b.header.batch_id = 0x0 b.header.flags = 0x8001 if b.header.u_e1 == 0x10 b.header.u_e1 = 0x0 elsif b.header.u_e1 == 0x30 b.header.u_e1 = 0x20 b.header.u_e2 = 0x0f end end b.header.vertex_start += new_vertex_offset b.header.vertex_end += new_vertex_offset b.header.vertex_offset += new_vertex_offset } } wmb1.header.num_meshes += wmb2.header.num_meshes wmb1.meshes += wmb2.meshes wmb1.meshes_offsets += new_meshes_offset end |
#merge_vertexes(wmb1, wmb2) ⇒ Object
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# File 'lib/bayonetta/tools/wmb_import_geometry_wiiu_pc.rb', line 156 def merge_vertexes(wmb1, wmb2) num_vertex1 = wmb1.header.num_vertexes num_vertex2 = wmb2.header.num_vertexes vertex_types = wmb1.get_vertex_types wmb1.vertexes += num_vertex2.times.collect { vertex_types[0]::new } if wmb1.vertexes_ex_data wmb1.vertexes_ex_data += num_vertex2.times.collect { vertex_types[1]::new } end wmb1.header.num_vertexes += num_vertex2 wmb1.get_vertex_fields.each { |field| unless wmb2.get_vertex_field(field, 0) warn "Couldn't find vertex field #{field} in model 2" if field == :color warn "Using default value 0xc0 0xc0 0xc0 0xff" c = Color::new c.r = 0xc0 c.g = 0xc0 c.b = 0xc0 c.a = 0xff num_vertex2.times { |i| wmb1.set_vertex_field(field, num_vertex1 + i, c) } elsif field == :mapping2 warn "Using mapping as default" num_vertex2.times { |i| wmb1.set_vertex_field(field, num_vertex1 + i, wmb2.get_vertex_field(:mapping, i)) } else warn "No suitable default found..." end else num_vertex2.times { |i| wmb1.set_vertex_field(field, num_vertex1 + i, wmb2.get_vertex_field(field, i)) } end } return num_vertex1 end |
#scene_bones(scene) ⇒ Object
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# File 'lib/bayonetta/tools/wmb_import_assimp.rb', line 213 def scene_bones(scene) skeleton = find_skeleton(scene) bones = [] skeleton.children.each { |c| bones += c.each_node_with_depth.collect.to_a } #this doesn't always work bones.sort! { |(n1, d1), (n2, d2)| n1.name <=> n2.name } if $options[:sort] bones.collect! { |n, d| n } bones = [skeleton] + bones if $options[:root] bones end |
#set_fields(wmb, bone_mapping, batch, new_indices, transform_matrix) ⇒ Object
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# File 'lib/bayonetta/tools/wmb_import_assimp.rb', line 396 def set_fields(wmb, bone_mapping, batch, new_indices, transform_matrix) recompute_tangents = false bone_refs = {} bone_refs = batch.bones.sort { |b1, b2| b1.name <=> b2.name }.collect(&:name).uniq.each_with_index.collect { |b, i| [b, i] }.to_h fields = wmb.get_vertex_fields _, rotation, _ = transform_matrix.decompose fields.each do |field| case field when :position vertices = batch.vertices new_indices.each_with_index { |target_index, index| p = Position::new o_p = vertices[index] o_p = transform_matrix * o_p p.x = o_p.x p.y = o_p.y p.z = o_p.z wmb.set_vertex_field(field, target_index, p) } when :normal normals = batch.normals new_indices.each_with_index { |target_index, index| n = Normal::new o_n = normals[index] o_n = rotation * o_n n.x = o_n.x n.y = o_n.y n.z = o_n.z wmb.set_vertex_field(field, target_index, n) } when :tangents tangents = batch.tangents bitangents = batch.bitangents normals = batch.normals new_indices.each_with_index { |target_index, index| t = Tangents::new o_t = tangents[index] if o_t o_t = rotation * o_t o_n = normals[index] o_n = rotation * o_n o_b = bitangents[index] o_b = rotation * o_b n_o_b = (o_n ^ o_t) if (n_o_b + o_b).length > 1 s = -1.0 else s = 1.0 end if o_t.x.nan? || o_t.y.nan? || o_t.z.nan? t.set(0, 0, 0, 1) else t.set(o_t.x, o_t.y, o_t.z, s) end else warn "Invalid mapping for batch: #{batch.name}, tangents will be recomputed!" unless recompute_tangents recompute_tangents = true t.set(0, 0, 0, 1) end wmb.set_vertex_field(field, target_index, t) } when :mapping, :mapping2, :mapping3, :mapping4, :mapping5 mapping_index = 0 mapping_index = 1 if field == :mapping2 mapping_index = 2 if field == :mapping3 mapping_index = 3 if field == :mapping4 mapping_index = 4 if field == :mapping5 mapping_index = 0 if batch.num_uv_components[mapping_index] < 2 texture_coords = batch.texture_coords[mapping_index] raise "No texture coordinate found!" unless texture_coords new_indices.each_with_index { |target_index, index| m = Mapping::new o_m = texture_coords[index] m.u = o_m.x m.v = o_m.y wmb.set_vertex_field(field, target_index, m) } when :color, :color2 color_index = 0 color_index = 1 if field == :color2 colors = batch.colors[color_index] if colors new_indices.each_with_index { |target_index, index| c = Color::new o_c = colors[index] c.r = (o_c.r * 255.0).round.clamp(0, 255) c.g = (o_c.g * 255.0).round.clamp(0, 255) c.b = (o_c.b * 255.0).round.clamp(0, 255) c.a = (o_c.a < 0 ? 255 : (c.a * 255.0).round.clamp(0, 255)) wmb.set_vertex_field(field, target_index, c) } else c = Color::new c.r = 0xc0 c.g = 0xc0 c.b = 0xc0 c.a = 0xff new_indices.each_with_index { |target_index, _| wmb.set_vertex_field(field, target_index, c) } end when :bone_infos bone_infos = new_indices.size.times.collect { [] } batch.bones.each { |bone| bone_index = bone_refs[bone.name] raise "Missing bone: #{bone.name}!" unless bone_index bone.weights.each { |vtxweight| vertex_id = vtxweight.vertex_id weight = vtxweight.weight bone_infos[vertex_id].push [bone_index, weight] } } bone_infos = bone_infos.collect { |bone_info| b_i = bone_info.sort { |(_, w1), (_, w2)| w1 <=> w2 }.reverse.first(4).reject { |_, w| w <= 0.0 } if b_i.length == 0 warn "Invalid rigging for batch: #{batch.name}, orphan vertex!" else sum = b_i.reduce(0.0) { |memo, (_, w)| memo + w } b_i.collect! { |ind, w| [ind, (w*255.0/sum).round.clamp(0, 255)] } sum = b_i.reduce(0) { |memo, (_, w)| memo + w } if sum != 255 diff = 255 - sum b_i.first[1] += diff end end b_i } new_indices.each_with_index { |target_index, index| bi = BoneInfos::new bi.set_indexes_and_weights(bone_infos[index]) wmb.set_vertex_field(field, target_index, bi) } else raise "Unknow field in wmb file #{field.inspect}!" end end [bone_refs, recompute_tangents] end |
#update_translate_table(wmb, common_mapping, missing_bones, new_bone_indexes) ⇒ Object
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# File 'lib/bayonetta/tools/wmb_import_assimp.rb', line 303 def update_translate_table(wmb, common_mapping, missing_bones, new_bone_indexes) missing_bones_count = new_bone_indexes.length raise "Too many bones to add: #{missing_bones.inspect}!" if missing_bones_count > 0x100 (align(missing_bones_count, 0x10) - missing_bones_count).times { new_bone_indexes.push(0xfff) } tt = wmb.bone_index_translate_table.table used_indexes = tt.keys start_index = nil (0x250..(0x1000-new_bone_indexes.size)).step(0x10) { |s_index| if (used_indexes & (s_index..(s_index+new_bone_indexes.size)).to_a) == [] start_index = s_index break end } raise "No room available in translate table!" unless start_index new_tt = wmb.bone_index_translate_table.table.dup new_bone_indexes.each_with_index { |ind, i| new_tt[i+start_index] = ind common_mapping[missing_bones[i]] = i + start_index if i < missing_bones.length && missing_bones[i] } wmb.bone_index_translate_table.table = new_tt if wmb.bone_symmetries (-missing_bones_count..-1).each { |i| symmetric = common_mapping[wmb.bone_symmetries[i]] symmetric = -1 unless symmetric wmb.bone_symmetries[i] = symmetric } end end |
#which(cmd) ⇒ Object
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# File 'lib/bayonetta/tools/wtb_convert_wiiu_pc.rb', line 7 def which(cmd) ENV['PATH'].split(File::PATH_SEPARATOR).each do |path| exe = File.join(path, cmd) return exe if File.executable?(exe) && !File.directory?(exe) end nil end |