Esempio n. 1
0
    def CreateModel(self):

        for n in range(self.numMesh):
            rapi.rpgBindPositionBufferOfs(self.vertBuff[n],
                                          noesis.RPGEODATA_HALFFLOAT, 64, 0)
            rapi.rpgBindUV1BufferOfs(self.vertBuff[n], noesis.RPGEODATA_SHORT,
                                     64, 16)
            rapi.rpgBindUV2BufferOfs(self.vertBuff[n], noesis.RPGEODATA_SHORT,
                                     64, 16)

            idxBuffer = self.idxBuff[n][:]
            for i in range(self.numDrawCall[n]):
                numDrawFace = self.drawCallFace[n][i]
                idxBuff = idxBuffer[:numDrawFace * 6]
                idxBuffer = idxBuffer[numDrawFace * 6:]
                rapi.rpgSetMaterial(self.matList[self.matID[n][i]].name)
                if self.matID[n][i] in self.matEmis:
                    #rapi.rpgSetLightmap(self.matEmis[self.matID[n][i]].name)
                    self.matList[self.matID[n][i]].setNextPass(
                        self.matEmis[self.matID[n][i]])
                rapi.rpgSetOption(noesis.RPGOPT_TRIWINDBACKWARD, 1)
                if SKIPTOID:
                    rapi.rpgBindBoneIndexBufferOfs(self.boneBuff[n],
                                                   noesis.RPGEODATA_UBYTE, 4,
                                                   0, 4)
                else:
                    rapi.rpgBindBoneIndexBufferOfs(self.vertBuff[n],
                                                   noesis.RPGEODATA_UBYTE, 64,
                                                   44, 4)
                rapi.rpgBindBoneWeightBufferOfs(self.vertBuff[n],
                                                noesis.RPGEODATA_FLOAT, 64, 28,
                                                4)
                rapi.rpgCommitTriangles(idxBuff, noesis.RPGEODATA_USHORT,
                                        numDrawFace * 3, noesis.RPGEO_TRIANGLE,
                                        1)
    def LoadModel(self):
        self.data           = NoeBitStream( open(self.dirPath + self.model,'rb').read() )
        self.data.seek(1,1)
        self.numIdx         = self.data.readUInt()
        self.numVert        = self.data.readUInt()
        prop                = self.data.read('3B')
        totalStringLength   = self.data.readUInt()
        boundingBox         = self.data.read('6f')
        meshNames           = []
        stringLengths       = []
        idxGroups           = []

        for i in range(prop[1]):
            stringLengths.append(self.data.readUInt())
            idxGroups.append    (self.data.readUInt())
        
        for i in range(prop[1]):
            meshNames.append    (noeStrFromBytes(self.data.readBytes(stringLengths[i])))
        self.meshNames      = meshNames

        self.idxBuffer      = self.data.readBytes(self.numIdx * 6)
        self.vertBuffer     = self.data.readBytes(self.numVert * 64)

        for i in range(prop[1]):
            name            = ''.join(meshNames[i].split('\x00'))
            meshNames[i]    = name.split('Shape')[0]

        idxG    = []
        idxGroups.append(self.numIdx)
        for i in range(prop[1]):
            idxG.append(idxGroups[i+1] - idxGroups[i])

        for i in range(prop[1]):
            rapi.rpgBindPositionBufferOfs   (self.vertBuffer, noesis.RPGEODATA_FLOAT, 64, 0)
            rapi.rpgBindUV1BufferOfs        (self.vertBuffer, noesis.RPGEODATA_FLOAT, 64, 40)
            rapi.rpgBindNormalBufferOfs     (self.vertBuffer, noesis.RPGEODATA_FLOAT, 64, 12)
            #rapi.rpgBindColorBufferOfs      (self.vertBuffer, noesis.RPGEODATA_FLOAT, 64, 24, 4)
            rapi.rpgBindBoneIndexBufferOfs  (self.vertBuffer, noesis.RPGEODATA_UBYTE, 64, 48, 4)
            rapi.rpgBindBoneWeightBufferOfs (self.vertBuffer, noesis.RPGEODATA_FLOAT, 64, 52, 3)

            self.CreateMaterial(i)
            rapi.rpgSetMaterial(self.meshNames[i])

            min = idxGroups[i] * 6
            max = idxGroups[i+1] * 6
            rapi.rpgCommitTriangles(self.idxBuffer[min:max], noesis.RPGEODATA_USHORT,idxG[i]*3, noesis.RPGEO_TRIANGLE, 1)
Esempio n. 3
0
	def bindBuffers(self, vertexData, bindWeights = True):
		rapi.rpgClearBufferBinds()
		if self.posType != 0:
			bindTypes = (0, noesis.RPGEODATA_BYTE, noesis.RPGEODATA_SHORT, noesis.RPGEODATA_FLOAT)
			rapi.rpgBindPositionBufferOfs(vertexData, bindTypes[self.posType], self.vertexSize, self.posOfs)
		if self.normalType != 0:
			bindTypes = (0, noesis.RPGEODATA_BYTE, noesis.RPGEODATA_SHORT, noesis.RPGEODATA_FLOAT)
			rapi.rpgBindNormalBufferOfs(vertexData, bindTypes[self.normalType], self.vertexSize, self.normalOfs)
		if self.uvType != 0:
			bindTypes = (0, noesis.RPGEODATA_UBYTE, noesis.RPGEODATA_USHORT, noesis.RPGEODATA_FLOAT)
			rapi.rpgBindUV1BufferOfs(vertexData, bindTypes[self.uvType], self.vertexSize, self.uvOfs)
		if self.colorType == 7:
			#binding is not natively supported for the other color formats. if you want to use them, you need to decode them before binding.
			rapi.rpgBindColorBufferOfs(vertexData, noesis.RPGEODATA_UBYTE, self.vertexSize, self.colorOfs, 4)
		if bindWeights is True and self.weightType != 0:
			bindTypes = (0, noesis.RPGEODATA_UBYTE, noesis.RPGEODATA_USHORT, noesis.RPGEODATA_FLOAT)
			rapi.rpgBindBoneWeightBufferOfs(vertexData, bindTypes[self.weightType], self.vertexSize, self.weightOfs, self.numWeights)
Esempio n. 4
0
	def bindBuffers(self, vertexData, bindWeights = True):
		rapi.rpgClearBufferBinds()
		if self.posType != 0:
			bindTypes = (0, noesis.RPGEODATA_BYTE, noesis.RPGEODATA_SHORT, noesis.RPGEODATA_FLOAT)
			rapi.rpgBindPositionBufferOfs(vertexData, bindTypes[self.posType], self.vertexSize, self.posOfs)
		if self.normalType != 0:
			bindTypes = (0, noesis.RPGEODATA_BYTE, noesis.RPGEODATA_SHORT, noesis.RPGEODATA_FLOAT)
			rapi.rpgBindNormalBufferOfs(vertexData, bindTypes[self.normalType], self.vertexSize, self.normalOfs)
		if self.uvType != 0:
			bindTypes = (0, noesis.RPGEODATA_UBYTE, noesis.RPGEODATA_USHORT, noesis.RPGEODATA_FLOAT)
			rapi.rpgBindUV1BufferOfs(vertexData, bindTypes[self.uvType], self.vertexSize, self.uvOfs)
		if self.colorType == 7:
			#binding is not natively supported for the other color formats. if you want to use them, you need to decode them before binding.
			rapi.rpgBindColorBufferOfs(vertexData, noesis.RPGEODATA_UBYTE, self.vertexSize, self.colorOfs, 4)
		if bindWeights is True and self.weightType != 0:
			bindTypes = (0, noesis.RPGEODATA_UBYTE, noesis.RPGEODATA_USHORT, noesis.RPGEODATA_FLOAT)
			rapi.rpgBindBoneWeightBufferOfs(vertexData, bindTypes[self.weightType], self.vertexSize, self.weightOfs, self.numWeights)
Esempio n. 5
0
 def Textures(self):
     self.data.seek(4,1)
     numShader = self.data.readUInt()
     for i in range( numShader):
         name    = noeStrFromBytes(self.data.readBytes(self.data.readUInt()))
         numTex  = self.data.readUInt()
         material = NoeMaterial(name, "")
         for n in range( numTex):
             typeName    = noeStrFromBytes(self.data.readBytes(self.data.readUInt()))
             typeID      = self.data.readUInt()
             if typeID ==7: #BaseTexture, Bump
                 if MODPATH == None:texName = noeStrFromBytes(self.data.readBytes(self.data.readUInt())).split('\\')[-1]
                 else: texName = noeStrFromBytes(self.data.readBytes(self.data.readUInt()))
                 if typeName == 'baseTexture':
                     tex = LoadTexture(texName, self)
                     if tex != None: material.setTexture(tex.name)
                 elif typeName == 'bumpTexture':
                     tex = LoadTexture(texName, self)
                     if tex != None: material.setNormalTexture(tex.name)
                     
             elif typeID ==8:
                 self.data.read('2f')
             elif typeID ==9: #Color (specular, ..)
                 temp = self.data.read('3f')
                 if typeName == 'specularColor':
                     material.setSpecularColor((temp[0], temp[1], temp[2], 8.0))
                     
             elif typeID ==10: #Power, Effects, ...
                 self.data.read('f')
         self.matList.append(material)
         
     for draw in self.drawCallInfo:
         idxBuff = self.idxBuffer[ draw['faceStart'] * 6 : ]
         numIdx  = draw['faceCount']
         rapi.rpgSetMaterial(self.matList[draw['matID']].name)
         if len(self.boneList) >0:
                 rapi.rpgSetBoneMap( draw['boneMap'])
                 rapi.rpgBindBoneIndexBufferOfs  (self.vertBuff, noesis.RPGEODATA_UBYTE, self.vertLength, self.boneIndexOffset, 4)
                 rapi.rpgBindBoneWeightBufferOfs (self.vertBuff, noesis.RPGEODATA_FLOAT, self.vertLength, self.boneWeightOffset, 4)
         rapi.rpgSetOption(noesis.RPGOPT_TRIWINDBACKWARD, 1)
         rapi.rpgCommitTriangles(idxBuff, noesis.RPGEODATA_USHORT, numIdx*3, noesis.RPGEO_TRIANGLE, 1)
         
     return
 def CreateModel(self):
         
     
     for n in range(self.numMesh):
         rapi.rpgBindPositionBufferOfs   (self.vertBuff[n], noesis.RPGEODATA_HALFFLOAT, 64, 0)
         rapi.rpgBindUV1BufferOfs        (self.vertBuff[n], noesis.RPGEODATA_SHORT,     64, 16)
         rapi.rpgBindUV2BufferOfs        (self.vertBuff[n], noesis.RPGEODATA_SHORT,     64, 16)
         
         idxBuffer = self.idxBuff[n][:]
         for i in range(self.numDrawCall[n]):
             numDrawFace = self.drawCallFace[n][i]
             idxBuff = idxBuffer[:numDrawFace*6]
             idxBuffer=idxBuffer[numDrawFace*6:]
             rapi.rpgSetMaterial(self.matList[self.matID[n][i]].name)
             if self.matID[n][i] in self.matEmis:
                 #rapi.rpgSetLightmap(self.matEmis[self.matID[n][i]].name)
                 self.matList[self.matID[n][i]].setNextPass(self.matEmis[self.matID[n][i]])
             rapi.rpgSetOption(noesis.RPGOPT_TRIWINDBACKWARD, 1)
             if SKIPTOID:
                 rapi.rpgBindBoneIndexBufferOfs(self.boneBuff[n], noesis.RPGEODATA_UBYTE, 4, 0, 4)
             else:
                 rapi.rpgBindBoneIndexBufferOfs(self.vertBuff[n], noesis.RPGEODATA_UBYTE, 64, 44, 4)
             rapi.rpgBindBoneWeightBufferOfs(self.vertBuff[n], noesis.RPGEODATA_FLOAT, 64, 28, 4)
             rapi.rpgCommitTriangles(idxBuff, noesis.RPGEODATA_USHORT, numDrawFace*3, noesis.RPGEO_TRIANGLE, 1)
    def __init__(self,data):
        fName=rapi.getInputName().split('\\')[-1][:-4]
        self.data       = NoeBitStream(data)
        self.magix      = noeStrFromBytes(self.data.readBytes(4))
        self.version    = self.data.readUShort()
        print("Version:",self.version)
        self.matList    = []
        if self.version != 120:
            self.padding    = self.data.readUShort()
            if self.padding >0: self.data.seek(self.padding,1)
        while  not self.data.checkEOF():
            current = self.data.tell()
            chunkID = self.data.readUShort()
            cSize   = self.data.readUInt()
            if chunkID   == 47066:
                self.skeleton = WZMSkeleton(self.data,self.version)
                if self.data.tell() != current + cSize:self.data.seek(current + cSize - self.data.tell(),1)
            elif chunkID == 47057:
                if self.version <=112:
                    print("Skeleton won't show up correctly")
                    mesh = WZMmesh112(self.data,self)
                elif self.version == 113 or self.version == 114:
                    mesh = WZMmesh112(self.data,self)
                elif self.version == 117:
                    mesh = WZMmesh117(self.data,self)
                elif self.version in [118,119]:
                    mesh = WZMmesh118(self.data,self)
                elif self.version == 120:
                    mesh = WZMmesh120(self.data,self)
                else:print("###\nUnknown mesh format\n###\nVersion: %d\n###"%self.version);self.data.seek(cSize - 6,1)
            elif chunkID == 47058:
                if cSize == 8:self.data.seek(2,1);maxWeight = 1
                else:
                    count = self.data.readUShort()
                    maxWeight = 0
                    extraWeight = []
                    for i in range(count):
                        extraWeight.append(WZMBoneWeight(self.data))
                        if extraWeight[-1].count > maxWeight:maxWeight = extraWeight[-1].count
            else:
                try:self.data.seek(cSize - 6,1)
                except:
                    print(self.data.tell(),cSize)
                    break
        for subMesh in mesh.subMesh:
            vertBuffer = b''
            for i in range(subMesh.numVert):
                vert = subMesh.vertBuff[i]
                vertBuffer += mesh.posBuffer[vert.vertID]
                vertBuffer += vert.normal
                vertBuffer += vert.tangent
                vertBuffer += vert.uv
            rapi.rpgBindPositionBufferOfs(vertBuffer, noesis.RPGEODATA_FLOAT, 44, 0)
            if self.version == 112:
                rapi.rpgSetPosScaleBias((1,-1,1),(0,0,-5))
            rapi.rpgBindNormalBufferOfs(vertBuffer, noesis.RPGEODATA_FLOAT, 44, 12)
            rapi.rpgBindTangentBufferOfs(vertBuffer, noesis.RPGEODATA_FLOAT, 44, 24)
            rapi.rpgBindUV1BufferOfs(vertBuffer, noesis.RPGEODATA_FLOAT, 44, 36)

            wB = NoeBitStream()
            weightLength = maxWeight * 6
            for i in range(subMesh.numVert):
                vert = subMesh.vertBuff[i]
                if vert.boneID >= 0:
                    wB.writeUShort(vert.boneID)
                    for n in range(maxWeight - 1):
                        wB.writeUShort(0)
                    wB.writeFloat(1)
                    for n in range(maxWeight - 1):
                        wB.writeFloat(0)
                else:
                    ID  = abs(vert.boneID)-1
                    
                    weight = extraWeight[ID]
                    for bID in weight.boneID:
                        wB.writeUShort(bID)
                    for n in range(maxWeight - len(weight.boneID)):
                        wB.writeUShort(0)
                    for bW in weight.weight:
                        wB.writeFloat(bW)
                    for n in range(maxWeight - len(weight.weight)):
                        wB.writeFloat(0)
            weightBuffer = wB.getBuffer()
            rapi.rpgBindBoneIndexBufferOfs(weightBuffer, noesis.RPGEODATA_USHORT, weightLength, 0, maxWeight)
            rapi.rpgBindBoneWeightBufferOfs(weightBuffer, noesis.RPGEODATA_FLOAT, weightLength, maxWeight*2, maxWeight)
            material = NoeMaterial(subMesh.diffuse,subMesh.diffuse)
            material.setSpecularTexture(subMesh.specular)
            self.matList.append(material)
            rapi.rpgSetMaterial(subMesh.diffuse)
            rapi.rpgSetName(fName)
            rapi.rpgCommitTriangles(subMesh.idxBuffer,noesis.RPGEODATA_UINT, subMesh.numIdx*3, noesis.RPGEO_TRIANGLE, 1)
Esempio n. 8
0
    def __init__(self, data):

        self.meshInfo = []
        self.bufferInfo = []
        self.vertexBuffer = []
        self.indexBuffer = []
        self.matList = []
        self.texList = []
        self.lightMapList = {}

        self.data = NoeBitStream(data)
        self.findMODL()
        self.parseMaterials()

        self.findGEOM()
        self.header = ANetPfChunkHeader(self.data)
        self.numMesh = self.data.readUInt()
        if self.numMesh == 0: print("numMesh = 0, animation file")
        meshInfoOffsetTableOffset = self.data.readUInt()
        self.data.seek(meshInfoOffsetTableOffset - 4, 1)
        meshInfoOffsetTable = self.data.read('%di' % self.numMesh)

        for i in range(self.numMesh):
            self.meshInfo.append(ANetModelMeshInfo(self.data))
        for mesh in self.meshInfo:
            self.data.seek(mesh.pos + mesh.bufferInfoOffset)
            self.bufferInfo.append(ANetModelBufferInfo(self.data))

            self.data.seek(mesh.matpos + mesh.materialNameOffset)
            self.bufferInfo[-1].materialName = self.data.readString()
            self.bufferInfo[-1].materialIndex = mesh.materialIndex
        for buffer in self.bufferInfo:

            Format = self.vertexSize(buffer)
            LOGGING = 0
            if LOGGING == 1:
                print("[*] Mesh")
                for var in vars(Format):
                    val = getattr(Format, var)
                    if val != -1: print("  %s: %d" % (var, val))

            self.data.seek(buffer.vertexPos + buffer.vertexBufferOffset)
            vertexBuffer = self.data.readBytes(buffer.vertexBufferSize)

            self.data.seek(buffer.indexPos + buffer.indexBufferOffset)
            indexBuffer = self.data.readBytes(buffer.indexCount * 2)

            self.data.seek(buffer.boneMapPos + buffer.boneMapOffset)
            boneMap = self.data.read('%di' % buffer.boneMapCount)
            try:
                material = self.matList[buffer.materialIndex]
            except:
                print(buffer.materialIndex)
                raise
            material.name = buffer.materialName
            rapi.rpgSetMaterial(buffer.materialName)
            self.matList[buffer.materialIndex] = material
            if buffer.materialIndex in self.lightMapList:
                material = self.lightMapList[buffer.materialIndex]
                material.name = buffer.materialName + "_LM"
                rapi.rpgSetLightmap(material.name)
                self.matList.append(material)
            if Format.position != -1:
                rapi.rpgBindPositionBufferOfs(vertexBuffer,
                                              noesis.RPGEODATA_FLOAT,
                                              Format.vertexSize,
                                              Format.position)
            if Format.uv32Mask != -1:
                rapi.rpgBindUV1BufferOfs(vertexBuffer, noesis.RPGEODATA_FLOAT,
                                         Format.vertexSize, Format.uv32Mask)
            if Format.uv16Mask != -1:
                rapi.rpgBindUV1BufferOfs(vertexBuffer,
                                         noesis.RPGEODATA_HALFFLOAT,
                                         Format.vertexSize, Format.uv16Mask)
                if Format.uv16Count >= 3:
                    rapi.rpgBindUV2BufferOfs(vertexBuffer,
                                             noesis.RPGEODATA_HALFFLOAT,
                                             Format.vertexSize,
                                             Format.uv16Mask + 8)
            rapi.rpgBindBoneIndexBufferOfs(vertexBuffer,
                                           noesis.RPGEODATA_UBYTE,
                                           Format.vertexSize, Format.group, 4)
            rapi.rpgBindBoneWeightBufferOfs(vertexBuffer,
                                            noesis.RPGEODATA_UBYTE,
                                            Format.vertexSize, Format.weights,
                                            4)
            rapi.rpgSetBoneMap(boneMap)
            rapi.rpgCommitTriangles(indexBuffer, noesis.RPGEODATA_USHORT,
                                    buffer.indexCount, noesis.RPGEO_TRIANGLE,
                                    1)
        self.Bones = []
        self.ParseBones()
Esempio n. 9
0
    def __init__(self, data):
        fName = rapi.getInputName().split('\\')[-1][:-4]
        self.data = NoeBitStream(data)
        self.magix = noeStrFromBytes(self.data.readBytes(4))
        self.version = self.data.readUShort()
        print("Version:", self.version)
        self.matList = []
        if self.version != 120:
            self.padding = self.data.readUShort()
            if self.padding > 0: self.data.seek(self.padding, 1)
        while not self.data.checkEOF():
            current = self.data.tell()
            chunkID = self.data.readUShort()
            cSize = self.data.readUInt()
            if chunkID == 47066:
                self.skeleton = WZMSkeleton(self.data, self.version)
                if self.data.tell() != current + cSize:
                    self.data.seek(current + cSize - self.data.tell(), 1)
            elif chunkID == 47057:
                if self.version <= 112:
                    print("Skeleton won't show up correctly")
                    mesh = WZMmesh112(self.data, self)
                elif self.version == 113 or self.version == 114:
                    mesh = WZMmesh112(self.data, self)
                elif self.version == 117:
                    mesh = WZMmesh117(self.data, self)
                elif self.version in [118, 119]:
                    mesh = WZMmesh118(self.data, self)
                elif self.version == 120:
                    mesh = WZMmesh120(self.data, self)
                else:
                    print("###\nUnknown mesh format\n###\nVersion: %d\n###" %
                          self.version)
                    self.data.seek(cSize - 6, 1)
            elif chunkID == 47058:
                if cSize == 8:
                    self.data.seek(2, 1)
                    maxWeight = 1
                else:
                    count = self.data.readUShort()
                    maxWeight = 0
                    extraWeight = []
                    for i in range(count):
                        extraWeight.append(WZMBoneWeight(self.data))
                        if extraWeight[-1].count > maxWeight:
                            maxWeight = extraWeight[-1].count
            else:
                try:
                    self.data.seek(cSize - 6, 1)
                except:
                    print(self.data.tell(), cSize)
                    break
        for subMesh in mesh.subMesh:
            vertBuffer = b''
            for i in range(subMesh.numVert):
                vert = subMesh.vertBuff[i]
                vertBuffer += mesh.posBuffer[vert.vertID]
                vertBuffer += vert.normal
                vertBuffer += vert.tangent
                vertBuffer += vert.uv
            rapi.rpgBindPositionBufferOfs(vertBuffer, noesis.RPGEODATA_FLOAT,
                                          44, 0)
            if self.version == 112:
                rapi.rpgSetPosScaleBias((1, -1, 1), (0, 0, -5))
            rapi.rpgBindNormalBufferOfs(vertBuffer, noesis.RPGEODATA_FLOAT, 44,
                                        12)
            rapi.rpgBindTangentBufferOfs(vertBuffer, noesis.RPGEODATA_FLOAT,
                                         44, 24)
            rapi.rpgBindUV1BufferOfs(vertBuffer, noesis.RPGEODATA_FLOAT, 44,
                                     36)

            wB = NoeBitStream()
            weightLength = maxWeight * 6
            for i in range(subMesh.numVert):
                vert = subMesh.vertBuff[i]
                if vert.boneID >= 0:
                    wB.writeUShort(vert.boneID)
                    for n in range(maxWeight - 1):
                        wB.writeUShort(0)
                    wB.writeFloat(1)
                    for n in range(maxWeight - 1):
                        wB.writeFloat(0)
                else:
                    ID = abs(vert.boneID) - 1

                    weight = extraWeight[ID]
                    for bID in weight.boneID:
                        wB.writeUShort(bID)
                    for n in range(maxWeight - len(weight.boneID)):
                        wB.writeUShort(0)
                    for bW in weight.weight:
                        wB.writeFloat(bW)
                    for n in range(maxWeight - len(weight.weight)):
                        wB.writeFloat(0)
            weightBuffer = wB.getBuffer()
            rapi.rpgBindBoneIndexBufferOfs(weightBuffer,
                                           noesis.RPGEODATA_USHORT,
                                           weightLength, 0, maxWeight)
            rapi.rpgBindBoneWeightBufferOfs(weightBuffer,
                                            noesis.RPGEODATA_FLOAT,
                                            weightLength, maxWeight * 2,
                                            maxWeight)
            material = NoeMaterial(subMesh.diffuse, subMesh.diffuse)
            material.setSpecularTexture(subMesh.specular)
            self.matList.append(material)
            rapi.rpgSetMaterial(subMesh.diffuse)
            rapi.rpgSetName(fName)
            rapi.rpgCommitTriangles(subMesh.idxBuffer, noesis.RPGEODATA_UINT,
                                    subMesh.numIdx * 3, noesis.RPGEO_TRIANGLE,
                                    1)
Esempio n. 10
0
def noepyLoadFMOD(data, mdlList):
    bs = NoeBitStream(data)
    if bs.readInt() != FMOD_HEADER:
        return 0
    if bs.readInt() != FMOD_VERSION:
        return 0

    pos = 0
    
    filesize = bs.readUInt() # total
    
    typeBlock = bs.readInt()
    countBlock = bs.readInt()
    sizeBlock = bs.readInt()
    processBlock(typeBlock, countBlock, sizeBlock, bs)
    
    while pos < filesize:
        for i in range(countBlock):
            pos = bs.tell()
            if pos < filesize:
                typeBlock = bs.readInt()
                countBlock = bs.readInt()
                sizeBlock = bs.readInt()
                processBlock(typeBlock, countBlock, sizeBlock, bs)

    ctx = rapi.rpgCreateContext()
    global textureOff, textureCount, materialOff, materialCount
    texList, matList = createMaterialTexList(bs,textureOff,textureCount,materialOff,materialCount)
    for meshi in range(objectcount):
        # Add vertices
        bs.seek(vertexoffsets[meshi])
        vertexbuffer = bs.readBytes(vertexcounts[meshi] * 12)
        rapi.rpgBindPositionBufferOfs(vertexbuffer, noesis.RPGEODATA_FLOAT, 12, 0)
        
        # Add normals
        global normalsoffsets
        bs.seek(normalsoffsets[meshi] - 8)
        normalscount = bs.readInt()
        bs.readInt() # skip
        normalsbuffer = bs.readBytes(normalscount * 12)
        rapi.rpgBindNormalBufferOfs(normalsbuffer, noesis.RPGEODATA_FLOAT, 12, 0)
        
        # Add tangents (is it necessary?)
        global tanoffsets
        if len(tanoffsets) > 0:
            bs.seek(tanoffsets[meshi] - 8)
            tangentcount = bs.readInt()
            bs.readInt() #blocksize
            tangentbuffer = bs.readBytes(tangentcount*16)
            rapi.rpgBindTangentBuffer(tangentbuffer, noesis.RPGEODATA_FLOAT, 16)

        # Add UVs
        bs.seek(uvoffsets[meshi] - 8)
        uvcount = bs.readInt()
        bs.readInt() # skip
        uvbuffer = bs.readBytes(uvcount * 8)
        rapi.rpgBindUV1BufferOfs(uvbuffer, noesis.RPGEODATA_FLOAT, 8, 0)

        # Add Vertex Color (possible)
        global coloroffsets
        bs.seek(coloroffsets[meshi] - 8)
        colorcount = bs.readUInt()
        bs.readUInt() #blocksize
        colorbuffer = bs.readBytes(colorcount*16)
        rapi.rpgBindColorBuffer(colorbuffer, noesis.RPGEODATA_FLOAT, 16, 4)

        # Add Bone Remap
        global boneoffsets
        if(len(boneoffsets) > 0):
            bs.seek(boneoffsets[meshi] - 8)
            boneCount = bs.readInt()
            bs.readInt() #blockSize
            bones = list()
            for i in range(boneCount):
                bone = bs.readInt()
                bones.append(bone)
            rapi.rpgSetBoneMap(bones)
        else:
            #there's no bone remap
            dummy = 1+1 #just to please noesis
            
        
        # Add Weights
        global weightoffsets
        if len(weightoffsets) > 0:
            weightValues = bytes()
            weightBones = bytes()
            bs.seek(weightoffsets[meshi] - 8)
            weightcount = bs.readInt()
            bs.readInt() #blocksize
            for i in range(weightcount):
                paircount = bs.readInt()
                for j in range(paircount):
                    weightBone = bs.readUInt()
                    weightValue = bs.readFloat()
                    weightBones += noePack("i", weightBone)
                    weightValues += noePack("f", weightValue/100)
                for k in range(4-paircount):
                    weightBone = 0
                    weightValue = 0.0
                    weightBones += noePack("i", weightBone)
                    weightValues += noePack("f", weightValue)
            rapi.rpgBindBoneIndexBufferOfs(weightBones,noesis.RPGEODATA_UINT, 16, 0, 4)
            rapi.rpgBindBoneWeightBufferOfs(weightValues,noesis.RPGEODATA_FLOAT, 16, 0, 4)
        
        # Add skeleton
        bins = []
        for root, dirnames, filenames in os.walk(noesis.getSelectedDirectory()):
            for filename in fnmatch.filter(filenames, '*.fskl'):
                bins.append(os.path.join(root, filename))
        
        boneList = []
        if len(bins) > 0:
            dataSkl = []
            with open(bins[0], mode='rb') as file:
                dataSkl = file.read()
                bsSkl = NoeBitStream(dataSkl)
                if bsSkl.readUInt() == FSKL_HEADER:
                    # slightly adapted from https://github.com/m2jean/mhfu-ios-pmo-plugin
                    blockCount = bsSkl.readUInt() - 1
                    #print("Skeleton file with {} sections found.".format(blockCount))
                    filesizeSkl = bsSkl.readUInt()
                    
                    blockType = bsSkl.readUInt()
                    blockCount1 = bsSkl.readUInt()
                    blockLen = bsSkl.readUInt()
                    for i in range(blockCount1):
                        dummy = bsSkl.readUInt()
                    
                    
                    
                    sklidxList = []
                    posList = []
                    for i in range(blockCount):
                        blockTyp = bsSkl.readUInt()
                        assert blockTyp == 0x40000001 or 0x40000002
                        assert bsSkl.readUInt() == 0x1
                        assert bsSkl.readUInt() == 0x10C
                        nodei = bsSkl.readInt()
                        parent = bsSkl.readInt()
                        lchild = bsSkl.readInt()
                        rsibling = bsSkl.readInt()

                        bsSkl.readBytes(4*8)
                        mat43 = []
                        for _ in range(3):
                            mat43.append(bsSkl.readFloat())
                        bsSkl.readFloat()
                        bsSkl.readBytes(16*12)

                        if parent == -1:
                            pos = (0,0,0)
                        else:
                            pos = posList[parent].vec3
                            sklidxList += (nodei, parent, parent)
                        
                        transform = list(pos)
                        transform[0] += mat43[0]
                        transform[1] += mat43[1]
                        transform[2] += mat43[2]
                        #print(mat43, transform)
                        posList.append(NoeVec3(transform))
                        
                        finMatrix = NoeQuat().toMat43()
                        finMatrix[3] = NoeVec3(transform)
                        boneList.append(NoeBone(i, "Bone.%03i"%i, finMatrix, None, parent))

        #create material remap and material map
        global materialoffsets, matmapoffsets
        bs.seek(materialoffsets[meshi]-8)
        matRemap = []
        remapCount = bs.readUInt()
        bs.readUInt()
        for _ in range(remapCount):
            matRemap.append(bs.readUInt())

        matMap = []
        bs.seek(matmapoffsets[meshi]-8)
        stripCount = bs.readUInt()
        bs.readUInt()
        for _ in range(stripCount):
            matMap.append(matRemap[bs.readUInt()])


        # Add faces
        bs.seek(faceoffsets[meshi])
        stripIndex = 0
        for j in range(faceblockcounts[meshi]):
            faceblocktype = bs.readInt()
            facesubblockcount = bs.readInt()
            blocksize = bs.readInt()
            
            for i in range(facesubblockcount):
                rapi.rpgSetMaterial("Material.%03i"%matMap[stripIndex])
                facecount = bs.readUInt()
                # not sure what's up with these counts i.e. wf521, em098
                if facecount > 0x80000000:
                    #print("WARNING: Face count is abnormal with {}. Fake adjusted.".format(facecount))
                    facecount = facecount - 0x80000000
                #print("Mesh {} face index {} block count: {} at offset 0x{:X}".format(meshi, i, facecount, bs.tell()))
                facebuffer = bs.readBytes(facecount * 4)
                rapi.rpgCommitTriangles(facebuffer, noesis.RPGEODATA_UINT, facecount, noesis.RPGEO_TRIANGLE_STRIP, 1)
                stripIndex += 1
        
        matRemap = []
        matMap = []
    mdl = rapi.rpgConstructModel()
    mdl.setModelMaterials(NoeModelMaterials(texList, matList))
    mdl.setBones(boneList)
    mdlList.append(mdl)
    rapi.rpgReset()
    
    rapi.rpgClearBufferBinds()
    # reset global variables
    rapi.rpgOptimize()
    global objectcount
    global vertexoffsets; global vertexcounts
    global faceoffsets; global faceblocksubcounts; global faceblockcounts
    global uvoffsets; global tanoffsets
    objectcount = 0
    vertexoffsets = list(); vertexcounts = list()
    faceoffsets = list(); faceblockcounts = list(); faceblocksubcounts = list()
    uvoffsets = list(); normalsoffsets = list(); tanoffsets = list()
    weightoffsets = list(); boneoffsets = list()
    materialoffsets =list(); matmapoffsets = list()
    matoffsets = list(); texoffsets = list()
    coloroffsets = list()
    materialOff = 0
    materialCount = 0
    textureOff = 0
    textureCount = 0
    
    return 1
Esempio n. 11
0
def pso2LoadModel(data, mdlList):
	ctx = rapi.rpgCreateContext()
	bs = NoeBitStream(data)
	Bones = []
	Bone_Pallet = []
	Bone_Matrix = []
	Bone_Name = []
	Bone_Parent = []
	vertSize = []
	vertCount = []
	vtxeOffset = []
	vtxlOffset = []
	psetOffset = []

	boneFileName = rapi.getDirForFilePath(rapi.getInputName()) + rapi.getLocalFileName(rapi.getInputName()).rstrip(".aqo") + ".aqn"
	if (rapi.checkFileExists(boneFileName)):
		boneData = rapi.loadIntoByteArray(boneFileName)
		if boneData is not None:
			bd = NoeBitStream(boneData)
		bd.seek(0xC, NOESEEK_ABS)
		start = bd.readInt()
		bd.seek(start + 0x10, NOESEEK_ABS)
		while not bd.checkEOF():
			chunkStart = bd.tell()
			chunkType = bd.readBytes(4).decode("ASCII")
			chunkSize = bd.readInt()
			subChunkType = bd.readBytes(4).decode("ASCII")
			#print([chunkType,chunkSize,subChunkType])

			for case in switch(subChunkType):
				if case('AQGF'):
					bd.seek(chunkStart + chunkSize, NOESEEK_ABS)
					break
				if case('ROOT'):
					bd.seek(chunkStart + 8 + chunkSize, NOESEEK_ABS)
					break
				if case('NODE'):
					bd.seek(6, NOESEEK_REL)
					while bd.tell() < chunkStart + 8 + chunkSize:
						nodeChunkStart = bd.tell()
						nodeChunkType = bd.readUShort()
						#print([nodeChunkType,nodeChunkStart])
						for case in switch(nodeChunkType):
							if case(0x903):
								nodeTest1 = bd.readInt()
								break
							if case(0x804):
								BoneParent = bd.readInt()
								Bone_Parent.append(BoneParent)
								break
							if case(0x80F):
								nodeTest1 = bd.readInt()
								break
							if case(0x805):
								nodeTest1 = bd.readInt()
								break
							if case(0x806):
								nodeTest1 = bd.readInt()
								break
							if case(0x4A07):
								bd.seek(0xD, NOESEEK_REL)
								break
							if case(0x4A08):
								bd.seek(0xD, NOESEEK_REL)
								break
							if case(0x4A09):
								bd.seek(0xD, NOESEEK_REL)
								break
							if case(0xCA0A):
								bd.seek(0x2, NOESEEK_REL)
								BoneMatrix = NoeMat44.fromBytes(bd.readBytes(64)).toMat43()
								Bone_Matrix.append(BoneMatrix.inverse())
								break
							if case(0x90B):
								nodeTest1 = bd.readInt()
								break
							if case(0x90C):
								nodeTest1 = bd.readInt()
								break
							if case(0x20D):
								nSize = bd.readUByte()
								boneName = bd.readBytes(nSize).decode("ASCII")
								Bone_Name.append(boneName)
								break
							if case(0xFD):
								break
					break
				if case('NODO'):
					bd.seek(bd.getSize(), NOESEEK_ABS)
					break
				if case(): # default, could also just omit condition or 'if True'
					bd.seek(chunkStart + 8 + chunkSize, NOESEEK_ABS)
					# No need to break here, it'll stop anyway
		for a in range(0, len(Bone_Matrix)):
			bn = NoeBone(a, Bone_Name[a], Bone_Matrix[a], None, Bone_Parent[a])
			Bones.append(bn)
	aqoMagic = bs.readInt()
	while not bs.checkEOF():
		chunkStart = bs.tell()
		chunkType = bs.readBytes(4).decode("ASCII")
		chunkSize = bs.readInt()
		subChunkType = bs.readBytes(4).decode("ASCII")
		#print([chunkType,chunkSize,subChunkType])

		for case in switch(subChunkType):
			if case('AQGF'):
				bs.seek(chunkStart + chunkSize, NOESEEK_ABS)
				break
			if case('ROOT'):
				bs.seek(chunkStart + 8 + chunkSize, NOESEEK_ABS)
				break
			if case('OBJC'):
				bs.seek(chunkStart + 8 + chunkSize, NOESEEK_ABS)
				break
			if case('VSET'):
				while bs.tell() < chunkStart + 8 + chunkSize:
					vsetChunkStart = bs.tell()
					vsetChunkType = bs.readUShort()
					#print([vsetChunkStart,vsetChunkType])
					for case in switch(vsetChunkType):
						if case(0x9B6):
							vsetVertSize = bs.readInt()
							vertSize.append(vsetVertSize)
							#print([vsetChunkType,vsetVertSize])
							break
						if case(0x9BF):
							vsetUnk01 = bs.readInt()
							break
						if case(0x9B9):
							vsetVertCount = bs.readInt()
							vertCount.append(vsetVertCount)
							#print([vsetChunkType,vsetVertCount])
							break
						if case(0x9C4):
							vsetUnk01 = bs.readInt()
							break
						if case(0x9BD):
							vsetUnk01 = bs.readInt()
							if vsetUnk01 == 0:
								Bone_Pallet.append(())
							break
						if case(0x86BE):
							test = bs.readByte()
							test = bs.readUByte()
							BonePallet = bs.read("H"*(test + 1))
							Bone_Pallet.append(BonePallet)
							break
						if case(0x6BE):
							test = bs.readByte()
							test = bs.readUByte()
							Bone_Pallet.append(())
							break
						if case(0x9C8):
							vsetUnk01 = bs.readInt()
							break
						if case(0x9CC):
							vsetUnk01 = bs.readInt()
							break
						if case(0x9C9):
							vsetUnk01 = bs.readInt()
							break
						if case(0xFD):
							break

				bs.seek(chunkStart + 8 + chunkSize, NOESEEK_ABS)
				break
			if case('VTXE'):
				vtxeOffset.append([chunkStart,chunkSize])
				bs.seek(chunkStart + 8 + chunkSize, NOESEEK_ABS)
				break
			if case('MESH'):
				bs.seek(chunkStart + 8 + chunkSize, NOESEEK_ABS)
				break
			if case('REND'):
				bs.seek(chunkStart + 8 + chunkSize, NOESEEK_ABS)
				break
			if case('SHAD'):
				bs.seek(chunkStart + 8 + chunkSize, NOESEEK_ABS)
				break
			if case('SHAP'):
				bs.seek(chunkStart + 8 + chunkSize, NOESEEK_ABS)
				break
			if case('TSTA'):
				bs.seek(chunkStart + 8 + chunkSize, NOESEEK_ABS)
				break
			if case('TSET'):
				bs.seek(chunkStart + 8 + chunkSize, NOESEEK_ABS)
				break
			if case('VTXL'):
				vtxlOffset.append([chunkStart,chunkSize])
				bs.seek(chunkStart + 8 + chunkSize, NOESEEK_ABS)
				break
			if case('TEXF'):
				bs.seek(chunkStart + 8 + chunkSize, NOESEEK_ABS)
				break
			if case('PSET'):
				psetOffset.append(chunkStart)
				bs.seek(chunkStart + 8 + chunkSize, NOESEEK_ABS)
				break
			if case(): # default, could also just omit condition or 'if True'
				bs.seek(chunkStart + 8 + chunkSize, NOESEEK_ABS)
				# No need to break here, it'll stop anyway
		
	#bs.readBytes(8).decode("ASCII").rstrip("\0")
	FaceOff = psetOffset[0] + 18
	rapi.rpgSetUVScaleBias(NoeVec3 ((1.0, -1.0, 1.0)), NoeVec3 ((1.0, 1.0, 1.0)))
	for i in range(0, len(vertSize)):
		bs.seek(vtxlOffset[i][0] + 18, NOESEEK_ABS)
		test = bs.readByte()
		if test == 8:
			test = bs.readUByte()
			VertBuff = bs.readBytes(vtxlOffset[i][1] - 12)
		elif test == 24:
			test = bs.readInt()
			VertBuff = bs.readBytes(vtxlOffset[i][1] - 15)
		else:
			test = bs.readUShort()
			VertBuff = bs.readBytes(vtxlOffset[i][1] - 13)
		bs.seek(vtxeOffset[i][0] + 18, NOESEEK_ABS)
		for j in range(0, (vtxeOffset[i][1] - 10) // 26):
			vtxeChunkTypeid = bs.readUShort()
			vtxeChunkType = bs.readInt()
			vtxeChunkType2id = bs.readUShort()
			vtxeChunkType2 = bs.readInt()
			vtxeChunkPosId = bs.readUShort()
			vtxeChunkPos = bs.readInt()
			vtxeChunkUnkid = bs.readUShort()
			vtxeChunkUnk = bs.readInt()
			vtxeChunkTerm = bs.readUShort()
			if vtxeChunkType == 0:
				rapi.rpgBindPositionBufferOfs(VertBuff, noesis.RPGEODATA_FLOAT, vertSize[i], vtxeChunkPos)
			elif vtxeChunkType == 1:
				rapi.rpgBindBoneWeightBufferOfs(VertBuff, noesis.RPGEODATA_FLOAT, vertSize[i], vtxeChunkPos, 4)
			elif vtxeChunkType == 2:
				#rapi.rpgBindNormalBufferOfs(VertBuff, noesis.RPGEODATA_FLOAT, vertSize[i], vtxeChunkPos)
				pass
			elif vtxeChunkType == 3:
				rapi.rpgBindColorBufferOfs(VertBuff, noesis.RPGEODATA_UBYTE, vertSize[i], vtxeChunkPos, 4)
			elif vtxeChunkType == 4:
				pass#4 bytes as floats 2nd vertex color?
			elif vtxeChunkType == 11:
				rapi.rpgBindBoneIndexBufferOfs(VertBuff, noesis.RPGEODATA_UBYTE, vertSize[i], vtxeChunkPos, 4)
			elif vtxeChunkType == 16:
				rapi.rpgBindUV1BufferOfs(VertBuff, noesis.RPGEODATA_FLOAT, vertSize[i], vtxeChunkPos)
			elif vtxeChunkType == 17:
				rapi.rpgBindUV2BufferOfs(VertBuff, noesis.RPGEODATA_FLOAT, vertSize[i], vtxeChunkPos)
			elif vtxeChunkType == 32:
				pass#tangents?
			elif vtxeChunkType == 33:
				pass#binormals/tangents?
			else:
				print(vtxeChunkType)
		bs.seek(FaceOff, NOESEEK_ABS)
		bs.seek(0x1A, NOESEEK_REL)
		test = bs.readByte()
		if test == 8:
			FaceCount = bs.readUByte()
			FaceBuff = bs.readBytes((FaceCount + 1) * 2)
		elif test == 16:
			FaceCount = bs.readUShort()
			FaceBuff = bs.readBytes((FaceCount + 1) * 2)
		else:
			FaceCount = bs.readInt()
			FaceBuff = bs.readBytes((FaceCount + 1) * 2)
		bs.seek(0x8, NOESEEK_REL)
		FaceOff = bs.tell()
		rapi.rpgSetName(str(i))
		rapi.rpgSetMaterial(str(i))
		material = NoeMaterial((str(i)), "")
		if len(Bone_Pallet) > 0:
			if len(Bone_Pallet[i]) > 0:
				rapi.rpgSetBoneMap(Bone_Pallet[i])
		
		rapi.rpgCommitTriangles(FaceBuff, noesis.RPGEODATA_USHORT, FaceCount + 1, noesis.RPGEO_TRIANGLE_STRIP, 1)
	mdl = rapi.rpgConstructModel()
	mdl.setBones(Bones)
	mdlList.append(mdl)
	rapi.rpgClearBufferBinds()	
	return 1
    def __init__(self,data):
        
        self.meshInfo     = []
        self.bufferInfo   = []
        self.vertexBuffer = []
        self.indexBuffer  = []
        self.matList      = []
        self.texList      = []
        self.lightMapList = {}
        
        self.data = NoeBitStream(data)
        self.findMODL()
        self.parseMaterials()
        
        self.findGEOM()
        self.header               = ANetPfChunkHeader(self.data)
        self.numMesh              = self.data.readUInt()
        if self.numMesh == 0:print("numMesh = 0, animation file")
        meshInfoOffsetTableOffset = self.data.readUInt()
        self.data.seek(meshInfoOffsetTableOffset-4,1)
        meshInfoOffsetTable       = self.data.read('%di'%self.numMesh)
        
        for i in range(self.numMesh): self.meshInfo.append(ANetModelMeshInfo(self.data))
        for mesh in self.meshInfo:
            self.data.seek(mesh.pos+mesh.bufferInfoOffset)
            self.bufferInfo.append(ANetModelBufferInfo(self.data))

            self.data.seek(mesh.matpos+mesh.materialNameOffset)
            self.bufferInfo[-1].materialName = self.data.readString()
            self.bufferInfo[-1].materialIndex= mesh.materialIndex
        for buffer in self.bufferInfo:
            
            Format = self.vertexSize(buffer)
            LOGGING = 0
            if LOGGING == 1:
                print("[*] Mesh")
                for var in vars(Format):
                    val = getattr(Format,var)
                    if val != -1:print("  %s: %d"%(var,val))

            self.data.seek(buffer.vertexPos + buffer.vertexBufferOffset)
            vertexBuffer = self.data.readBytes(buffer.vertexBufferSize)
            
            self.data.seek(buffer.indexPos + buffer.indexBufferOffset)
            indexBuffer = self.data.readBytes(buffer.indexCount*2)

            self.data.seek(buffer.boneMapPos + buffer.boneMapOffset)
            boneMap = self.data.read('%di'%buffer.boneMapCount)
            try:material = self.matList[buffer.materialIndex]
            except:
                print(buffer.materialIndex)
                raise
            material.name = buffer.materialName
            rapi.rpgSetMaterial(buffer.materialName)
            self.matList[buffer.materialIndex] = material
            if buffer.materialIndex in self.lightMapList:
                material = self.lightMapList[buffer.materialIndex]
                material.name = buffer.materialName + "_LM"
                rapi.rpgSetLightmap(material.name)
                self.matList.append(material)
            if Format.position != -1: rapi.rpgBindPositionBufferOfs(vertexBuffer, noesis.RPGEODATA_FLOAT, Format.vertexSize, Format.position)
            if Format.uv32Mask != -1: rapi.rpgBindUV1BufferOfs(vertexBuffer, noesis.RPGEODATA_FLOAT, Format.vertexSize, Format.uv32Mask)
            if Format.uv16Mask != -1:
                rapi.rpgBindUV1BufferOfs(vertexBuffer, noesis.RPGEODATA_HALFFLOAT, Format.vertexSize, Format.uv16Mask)
                if Format.uv16Count >=3: rapi.rpgBindUV2BufferOfs(vertexBuffer, noesis.RPGEODATA_HALFFLOAT, Format.vertexSize, Format.uv16Mask+8)
            rapi.rpgBindBoneIndexBufferOfs(vertexBuffer, noesis.RPGEODATA_UBYTE, Format.vertexSize ,Format.group, 4)
            rapi.rpgBindBoneWeightBufferOfs(vertexBuffer, noesis.RPGEODATA_UBYTE, Format.vertexSize, Format.weights, 4)
            rapi.rpgSetBoneMap(boneMap)
            rapi.rpgCommitTriangles(indexBuffer, noesis.RPGEODATA_USHORT, buffer.indexCount, noesis.RPGEO_TRIANGLE, 1)
        self.Bones = []
        self.ParseBones()