def invert_faces(self):
     '''Negates the x-coord of all vertices in the mesh'''
     
     trans = NoeMat43((NoeVec3((-1, 0, 0)),
                      NoeVec3((0, 1, 0)),
                      NoeVec3((0, 0, 1)),
                      NoeVec3((0, 0, 0))))
     rapi.rpgSetTransform(trans)       
 def invert_faces(self):
     '''Negates the x-coord of all vertices in the mesh'''
     
     trans = NoeMat43((NoeVec3((-1, 0, 0)),
                      NoeVec3((0, 1, 0)),
                      NoeVec3((0, 0, 1)),
                      NoeVec3((0, 0, 0))))
     rapi.rpgSetTransform(trans)        
    def parse_coords(self, numVerts):

        coords = self.inFile.readBytes(numVerts * 12)
        rapi.rpgBindPositionBuffer(coords, noesis.RPGEODATA_FLOAT, 12)

        trans = NoeMat43((NoeVec3((-1.0, 0.0, 0.0)), NoeVec3(
            (0.0, 0.0, 1.0)), NoeVec3((0.0, 1.0, 0.0)), NoeVec3(
                (0.0, 0.0, 0.0))))
        rapi.rpgSetTransform(trans)
 def parse_vertices(self, numVerts):
    
    self.vertList = self.inFile.readBytes(numVerts * 48)
    rapi.rpgBindPositionBufferOfs(self.vertList, noesis.RPGEODATA_FLOAT, 48, 0)
    rapi.rpgBindNormalBufferOfs(self.vertList, noesis.RPGEODATA_FLOAT, 48, 28)
    rapi.rpgBindUV1BufferOfs(self.vertList, noesis.RPGEODATA_FLOAT, 48, 40)
    
    trans = NoeMat43((NoeVec3((-1.0, 0.0, 0.0)), NoeVec3((0.0, 1.0, 0.0)), NoeVec3((0.0, 0.0, 1.0)), NoeVec3((0.0, 0.0, 0.0))))
    rapi.rpgSetTransform(trans)
 def parse_coords(self, numVerts):
     
     coords = self.inFile.readBytes(numVerts * 12)
     rapi.rpgBindPositionBuffer(coords, noesis.RPGEODATA_FLOAT, 12)
     
     trans = NoeMat43((NoeVec3((-1.0, 0.0, 0.0)),
                       NoeVec3((0.0, 0.0, 1.0)),
                       NoeVec3((0.0, 1.0, 0.0)),
                       NoeVec3((0.0, 0.0, 0.0))))
     rapi.rpgSetTransform(trans)
    def build_mesh(self):

        for mesh in self.meshList:
            rapi.rpgBindPositionBufferOfs(mesh.vertBuff, noesis.RPGEODATA_FLOAT, 92, 0)
            rapi.rpgBindNormalBufferOfs(mesh.vertBuff, noesis.RPGEODATA_FLOAT, 92, 12)
            rapi.rpgBindUV1BufferOfs(mesh.vertBuff, noesis.RPGEODATA_FLOAT, 92, 28)

            trans = NoeMat43((NoeVec3((-1, 0, 0)), NoeVec3((0, 1, 0)), NoeVec3((0, 0, 1)), NoeVec3((0, 0, 0))))
            rapi.rpgSetTransform(trans)

            rapi.rpgSetName(mesh.matName)
            rapi.rpgSetMaterial(mesh.matName)
            rapi.rpgCommitTriangles(mesh.idxBuff, noesis.RPGEODATA_UINT, mesh.numIdx, noesis.RPGEO_TRIANGLE, 1)
Example #7
0
    def build_mesh(self):

        for mesh in self.meshList:
            rapi.rpgBindPositionBufferOfs(mesh.vertBuff, noesis.RPGEODATA_FLOAT, 92, 0)
            rapi.rpgBindNormalBufferOfs(mesh.vertBuff, noesis.RPGEODATA_FLOAT, 92, 12)
            rapi.rpgBindUV1BufferOfs(mesh.vertBuff, noesis.RPGEODATA_FLOAT, 92, 28)            
            
            trans = NoeMat43((NoeVec3((-1, 0, 0)),
                         NoeVec3((0, 1, 0)),
                         NoeVec3((0, 0, 1)),
                         NoeVec3((0, 0, 0))))
            rapi.rpgSetTransform(trans)
            
            rapi.rpgSetName(mesh.matName)
            rapi.rpgSetMaterial(mesh.matName)
            rapi.rpgCommitTriangles(mesh.idxBuff, noesis.RPGEODATA_UINT, mesh.numIdx, noesis.RPGEO_TRIANGLE, 1)
 def build_mesh(self):
     
     for mesh in self.meshList:
         
         rapi.rpgBindPositionBuffer(mesh.vertBuff, noesis.RPGEODATA_FLOAT, 12)
         rapi.rpgBindNormalBuffer(mesh.normBuff, noesis.RPGEODATA_FLOAT, 12)
         rapi.rpgBindUV1Buffer(mesh.uvBuff, noesis.RPGEODATA_FLOAT, 8)            
         trans = NoeMat43((NoeVec3((1.0, 0.0, 0.0)), NoeVec3((0.0, 0.0, 1.0)), NoeVec3((0.0, 1.0, 0.0)), NoeVec3((0.0, 0.0, 0.0))))
         rapi.rpgSetTransform(trans)            
         
         matName = ""
         if mesh.matNum != -1:
             matName = self.matList[mesh.matNum].name
             
         rapi.rpgSetOption(noesis.RPGOPT_TRIWINDBACKWARD, 1)
         rapi.rpgSetMaterial(matName)
         rapi.rpgCommitTriangles(mesh.idxBuff, noesis.RPGEODATA_USHORT, mesh.numIdx, noesis.RPGEO_TRIANGLE, 1)
 def parse_submesh(self, numSubmesh, matrix):
     
     for i in range(numSubmesh):
         matName = self.read_name()
         texName = self.read_name()
         texMask = self.read_name()
         numVerts, unk1, texSize, unk3, texOff, unk4, unk5 = self.inFile.read('7L')
         idxBuff = self.parse_vertices(numVerts)
         
         self.invert_faces()
         rapi.rpgSetMaterial(matName)
         rapi.rpgSetTransform(matrix)            
         rapi.rpgCommitTriangles(idxBuff, noesis.RPGEODATA_UINT, numVerts*3, noesis.RPGEO_TRIANGLE, 1)
         
         material = NoeMaterial(matName, texName)
         self.matList.append(material)
         
         if texName:
             self.textures.append([texName, texOff, texSize])
Example #10
0
    def parse_matrix(self, options):

        trans = NoeMat43((NoeVec3((1, 0, 0)), NoeVec3(
            (0, 1, 0)), NoeVec3((0, 0, 1)), NoeVec3((0, 0, 0))))

        if 'rotate' in options:
            if options['rotate'] == 'ZY':
                trans = NoeMat43((NoeVec3((1, 0, 0)), NoeVec3(
                    (0, 0, -1)), NoeVec3((0, 1, 0)), NoeVec3((0, 0, 0))))

            elif options['rotate'] == 'YZ':
                trans = NoeMat43((NoeVec3((1, 0, 0)), NoeVec3(
                    (0, 0, 1)), NoeVec3((0, -1, 0)), NoeVec3((0, 0, 0))))

        if 'swap' in options:
            if options['swap'] == 'X':
                self.swapNormals = 1
                rapi.rpgSetOption(noesis.RPGOPT_TRIWINDBACKWARD, 1)

        rapi.rpgSetTransform(trans)
    def build_mesh(self):

        for mesh in self.meshList:

            rapi.rpgBindPositionBuffer(mesh.vertBuff, noesis.RPGEODATA_FLOAT,
                                       12)
            rapi.rpgBindNormalBuffer(mesh.normBuff, noesis.RPGEODATA_FLOAT, 12)
            rapi.rpgBindUV1Buffer(mesh.uvBuff, noesis.RPGEODATA_FLOAT, 8)
            trans = NoeMat43((NoeVec3((1.0, 0.0, 0.0)), NoeVec3(
                (0.0, 0.0, 1.0)), NoeVec3(
                    (0.0, 1.0, 0.0)), NoeVec3((0.0, 0.0, 0.0))))
            rapi.rpgSetTransform(trans)

            matName = ""
            if mesh.matNum != -1:
                matName = self.matList[mesh.matNum].name

            rapi.rpgSetOption(noesis.RPGOPT_TRIWINDBACKWARD, 1)
            rapi.rpgSetMaterial(matName)
            rapi.rpgCommitTriangles(mesh.idxBuff, noesis.RPGEODATA_USHORT,
                                    mesh.numIdx, noesis.RPGEO_TRIANGLE, 1)
 def parse_vertices(self, numVerts, vertType):
     
     if vertType == 1:
         vertBuff = self.inFile.readBytes(numVerts*36)
         rapi.rpgBindPositionBufferOfs(vertBuff, noesis.RPGEODATA_FLOAT, 36, 0)
         rapi.rpgBindNormalBufferOfs(vertBuff, noesis.RPGEODATA_FLOAT, 36, 12)
         rapi.rpgBindUV1BufferOfs(vertBuff, noesis.RPGEODATA_FLOAT, 36, 28)
     elif vertType == 9:
         vertBuff = self.inFile.readBytes(numVerts*32)
         rapi.rpgBindPositionBufferOfs(vertBuff, noesis.RPGEODATA_FLOAT, 32, 0)
         rapi.rpgBindNormalBufferOfs(vertBuff, noesis.RPGEODATA_FLOAT, 32, 12)
         rapi.rpgBindUV1BufferOfs(vertBuff, noesis.RPGEODATA_FLOAT, 32, 24)
     else:
         print("unknown vert type: %d" %vertType)
         
     #flip y-z axis?
     trans = NoeMat43((NoeVec3((1, 0, 0)),
                       NoeVec3((0, 0, 1)),
                       NoeVec3((0, -1, 0)),
                       NoeVec3((0, 0, 0))))
     rapi.rpgSetTransform(trans)            
 def build_mesh(self, vertList, normList, uvList, idxList, matrix1, texName):
     
     #build buffers
     vertBuff = bytes()
     normBuff = bytes()
     uvBuff = bytes()
     idxBuff = bytes()
     count = 0
     for idx in idxList:
         vertBuff += bytes(struct.pack('3f', *vertList[idx]))
         normBuff += struct.pack('3f', *normList[idx])
         uvBuff += struct.pack('2f', *uvList[count])
         idxBuff += struct.pack('L', count)
         count += 1
         
     rapi.rpgBindPositionBuffer(vertBuff, noesis.RPGEODATA_FLOAT, 12)
     rapi.rpgBindNormalBuffer(normBuff, noesis.RPGEODATA_FLOAT, 12)
     rapi.rpgBindUV1Buffer(uvBuff, noesis.RPGEODATA_FLOAT, 8)        
     rapi.rpgSetTransform(matrix1)
     rapi.rpgSetMaterial(texName)
     rapi.rpgCommitTriangles(idxBuff, noesis.RPGEODATA_UINT, count, noesis.RPGEO_TRIANGLE, 1)
    def parse_submesh(self, numSubmesh, matrix):

        for i in range(numSubmesh):
            matName = self.read_name()
            texName = self.read_name()
            texMask = self.read_name()
            numVerts, unk1, texSize, unk3, texOff, unk4, unk5 = self.inFile.read(
                '7L')
            idxBuff = self.parse_vertices(numVerts)

            self.invert_faces()
            rapi.rpgSetMaterial(matName)
            rapi.rpgSetTransform(matrix)
            rapi.rpgCommitTriangles(idxBuff, noesis.RPGEODATA_UINT,
                                    numVerts * 3, noesis.RPGEO_TRIANGLE, 1)

            material = NoeMaterial(matName, texName)
            self.matList.append(material)

            if texName:
                self.textures.append([texName, texOff, texSize])
    def build_meshes(self):
        '''Build the meshes. For the buffers in each mesh, we have to 
        partition it based on the number of vertices a particular face group
        has'''

        for mesh in self.meshes:

            vertStart = 0
            vertEnd = 0
            uvStart = 0
            uvEnd = 0

            for i in range(mesh.numFaceGroups):
                idxBuff, numIdx, numVerts, matNum, numBones = mesh.idxBuffs[i]

                #partition verts and normals
                vertEnd += numVerts * 12
                vertBuff = mesh.vertBuff[vertStart:vertEnd]
                normBuff = mesh.normBuff[vertStart:vertEnd]
                rapi.rpgBindPositionBuffer(vertBuff, noesis.RPGEODATA_FLOAT,
                                           12)
                rapi.rpgBindNormalBuffer(normBuff, noesis.RPGEODATA_FLOAT, 12)
                vertStart += numVerts * 12

                #partition uv, if any
                if mesh.uvBuff:
                    uvEnd += numVerts * 8
                    uvBuff = mesh.uvBuff[uvStart:uvEnd]
                    rapi.rpgBindUV1Buffer(uvBuff, noesis.RPGEODATA_FLOAT, 8)
                    uvStart += numVerts * 8

                rapi.rpgSetTransform(
                    NoeMat43(((1, 0, 0), (0, 1, 0), (0, 0, 1), (0, 0, 0))))

                #commit triangles
                mat = self.matList[matNum]
                rapi.rpgSetMaterial(mat.name)
                rapi.rpgCommitTriangles(idxBuff, noesis.RPGEODATA_UINT, numIdx,
                                        noesis.RPGEO_TRIANGLE, 1)
    def build_meshes(self):
        '''Build the meshes. For the buffers in each mesh, we have to 
        partition it based on the number of vertices a particular face group
        has'''
        
        for mesh in self.meshes:

            vertStart = 0
            vertEnd = 0
            uvStart = 0
            uvEnd = 0
            
            for i in range(mesh.numFaceGroups):
                idxBuff, numIdx, numVerts, matNum, numBones = mesh.idxBuffs[i]
                
                #partition verts and normals
                vertEnd += numVerts * 12
                vertBuff = mesh.vertBuff[vertStart:vertEnd]
                normBuff = mesh.normBuff[vertStart:vertEnd]
                rapi.rpgBindPositionBuffer(vertBuff, noesis.RPGEODATA_FLOAT, 12)
                rapi.rpgBindNormalBuffer(normBuff, noesis.RPGEODATA_FLOAT, 12)
                vertStart += numVerts * 12
                
                #partition uv, if any
                if mesh.uvBuff:
                    uvEnd += numVerts * 8
                    uvBuff = mesh.uvBuff[uvStart:uvEnd]
                    rapi.rpgBindUV1Buffer(uvBuff, noesis.RPGEODATA_FLOAT, 8)
                    uvStart += numVerts * 8
                    
                rapi.rpgSetTransform(NoeMat43(((1, 0, 0),
                                              (0, 1, 0),
                                              (0, 0, 1),
                                              (0, 0, 0))))
                
                #commit triangles
                mat = self.matList[matNum]
                rapi.rpgSetMaterial(mat.name)
                rapi.rpgCommitTriangles(idxBuff, noesis.RPGEODATA_UINT, numIdx, noesis.RPGEO_TRIANGLE, 1)
    def parse_vertices(self, numVerts, vertType):

        if vertType == 1:
            vertBuff = self.inFile.readBytes(numVerts * 36)
            rapi.rpgBindPositionBufferOfs(vertBuff, noesis.RPGEODATA_FLOAT, 36,
                                          0)
            rapi.rpgBindNormalBufferOfs(vertBuff, noesis.RPGEODATA_FLOAT, 36,
                                        12)
            rapi.rpgBindUV1BufferOfs(vertBuff, noesis.RPGEODATA_FLOAT, 36, 28)
        elif vertType == 9:
            vertBuff = self.inFile.readBytes(numVerts * 32)
            rapi.rpgBindPositionBufferOfs(vertBuff, noesis.RPGEODATA_FLOAT, 32,
                                          0)
            rapi.rpgBindNormalBufferOfs(vertBuff, noesis.RPGEODATA_FLOAT, 32,
                                        12)
            rapi.rpgBindUV1BufferOfs(vertBuff, noesis.RPGEODATA_FLOAT, 32, 24)
        else:
            print("unknown vert type: %d" % vertType)

        #flip y-z axis?
        trans = NoeMat43((NoeVec3((1, 0, 0)), NoeVec3(
            (0, 0, 1)), NoeVec3((0, -1, 0)), NoeVec3((0, 0, 0))))
        rapi.rpgSetTransform(trans)
Example #18
0
    def build_mesh(self, vertList, normList, uvList, idxList, matrix1,
                   texName):

        #build buffers
        vertBuff = bytes()
        normBuff = bytes()
        uvBuff = bytes()
        idxBuff = bytes()
        count = 0
        for idx in idxList:
            vertBuff += bytes(struct.pack('3f', *vertList[idx]))
            normBuff += struct.pack('3f', *normList[idx])
            uvBuff += struct.pack('2f', *uvList[count])
            idxBuff += struct.pack('L', count)
            count += 1

        rapi.rpgBindPositionBuffer(vertBuff, noesis.RPGEODATA_FLOAT, 12)
        rapi.rpgBindNormalBuffer(normBuff, noesis.RPGEODATA_FLOAT, 12)
        rapi.rpgBindUV1Buffer(uvBuff, noesis.RPGEODATA_FLOAT, 8)
        rapi.rpgSetTransform(matrix1)
        rapi.rpgSetMaterial(texName)
        rapi.rpgCommitTriangles(idxBuff, noesis.RPGEODATA_UINT, count,
                                noesis.RPGEO_TRIANGLE, 1)