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s3o.py
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#!/usr/bin/env python
import sys
import struct
import math
import operator
import random
import vertex_cache
import os
import sys
_S3OHeader_struct = struct.Struct("< 12s i 5f 4i")
_S3OPiece_struct = struct.Struct("< 10i 3f")
_S3OVertex_struct = struct.Struct("< 3f 3f 2f")
_S3OChildOffset_struct = struct.Struct("< i")
_S3OIndex_struct = struct.Struct("< i")
def vectorlength(v):
length = 0
for p in v:
length += p * p
return math.sqrt(length)
def vectorcross(a, b):
c = (a[1] * b[2] - a[2] * b[1],
a[2] * b[0] - a[0] * b[2],
a[0] * b[1] - a[1] * b[0])
return c
def vectoradd(a, b):
return a[0] + b[0], a[1] + b[1], a[2] + b[2]
def vectorminus(a, b):
return (a[0] - b[0], a[1] - b[1], a[2] - b[2])
def vectormult(a,b):
return (a[0] * b[0], a[1] * b[1], a[2] * b[2])
def vectorscalarmult(a,b):
return(a[0] * b, a[1] * b, a[2] * b)
def vectormix(a,b,f):
return vectoradd(vectorscalarmult(a,f),vectorscalarmult(b,1.0-f))
def normalize(a):
l = vectorlength(a)
if l < 0.000001:
print ('[WARN]', 'Normal vector is nearly 0 long, substituting 1 as length',)
l = 1.0
return a[0] / l, a[1] / l, a[2] / l
def vectorangle(a,b):
a = normalize(a)
b = normalize(b)
dot = vectormult(a,b)
cosphi = dot[0] + dot[1] + dot[2]
angle = math.acos(max(-0.99999,min(0.99999,cosphi)))*90/math.pi
#print dot,cosphi, angle
return angle
def face_normal(v1, v2, v3):
newnormal = vectorcross(
vectorminus(v2[0],v1[0]),
vectorminus(v3[0], v1[0])
)
if vectorlength(newnormal) < 0.001:
return (0,1,0)
else:
return normalize(newnormal)
def _get_null_terminated_string(data, offset):
if offset == 0:
return b""
else:
return data[offset:data.index(b'\x00', offset)]
def get_vertex_ao_value_01(u_channel): #return the shadedness of a vertex, in range [0-1]
return (u_channel * 16384.0) % 1
def recursively_optimize_pieces(piece):
if type(piece.indices) == type ([]) and len(piece.indices)>4:
optimize_piece(piece)
fix_zero_normals_piece(piece)
for child in piece.children:
recursively_optimize_pieces(child)
def chunks(l, n):
""" Yield successive n-sized chunks from l.
"""
for i in range(0, len(l), n):
yield tuple(l[i:i + n])
def optimize_piece(piece):
remap = {}
new_indices = []
print ('[INFO]','Optimizing:',piece.name)
for index in piece.indices:
vertex = piece.vertices[index]
if vertex not in remap:
remap[vertex] = len(remap)
new_indices.append(remap[vertex])
new_vertices = [(index, vertex) for vertex, index in remap.items()]
new_vertices.sort()
new_vertices = [vertex for index, vertex in new_vertices]
if piece.primitive_type == "triangles" and len(new_indices) > 0:
tris = list(chunks(new_indices, 3))
acmr = vertex_cache.average_transform_to_vertex_ratio(tris)
tmp = vertex_cache.get_cache_optimized_triangles(tris)
acmr_new = vertex_cache.average_transform_to_vertex_ratio(tmp)
if acmr_new < acmr:
new_indices = []
for tri in tmp:
new_indices.extend(tri)
vertex_map = []
remapped_indices = []
for index in new_indices:
try:
new_index = vertex_map.index(index)
except ValueError:
new_index = len(vertex_map)
vertex_map.append(index)
remapped_indices.append(new_index)
new_vertices = [new_vertices[index] for index in vertex_map]
new_indices = remapped_indices
piece.indices = new_indices
piece.vertices = new_vertices
##if there are zero vertices, the emit direction is 0,0,1, the emit position is the origin of the piece
##if there is 1 vertex, the emit dir is the vector from the origin to the the position of the first vertex the emit position is the origin of the piece
## if there is more than one, then the emit vector is the vector pointing from v[0] to v[1], and the emit position is v[0]
def fix_zero_normals_piece(piece):
badnormals = 0
fixednormals = 0
nonunitnormals = 0
if len(piece.indices) > 0:
for v_i in range(len(piece.vertices)):
vertex = piece.vertices[v_i]
# print (vertex[1])
normallength = vectorlength(vertex[1])
if normallength < 0.01: # nearly 0 normal
badnormals += 1
if v_i not in piece.indices:
# this is some sort of degenerate vertex, just replace it's normal with [0,1,0]
piece.vertices[v_i] = (vertex[0], (0.0, 1.0, 0.0), vertex[2])
fixednormals += 1
else:
for f_i in range(0, len(piece.indices), 3):
if v_i in piece.indices[f_i:min(len(piece.indices), f_i + 3)]:
newnormal = vectorcross(vectorminus(piece.vertices[piece.indices[f_i + 1]][0],
piece.vertices[piece.indices[f_i]][0]),
vectorminus(piece.vertices[piece.indices[f_i + 2]][0],
piece.vertices[piece.indices[f_i]][0]))
if vectorlength(newnormal) < 0.001:
piece.vertices[v_i] = (vertex[0], (0.0, 1.0, 0.0), vertex[2])
else:
piece.vertices[v_i] = (vertex[0], normalize(newnormal), vertex[2])
fixednormals += 1
break
elif normallength < 0.9 or normallength > 1.1:
nonunitnormals += 1
piece.vertices[v_i] = (vertex[0], normalize(vertex[1]), vertex[2])
if badnormals > 0:
print ('[WARN]', 'Bad normals:', badnormals, 'Fixed:', fixednormals)
if badnormals != fixednormals:
print('[WARN]', 'NOT ALL ZERO NORMALS fixed!!!!!') # this isnt possible with above code anyway :/
if nonunitnormals > 0:
print ('[WARN]', nonunitnormals, 'fixed to unit length')
def recalculate_normals(piece, smoothangle, recursive = False):
#build a list of vertices, each with their list of faces:
if len(piece.indices) > 4 and piece.primitive_type == 'triangles':
#explode vertices uniquely
new_vertices = []
new_indices = []
for i,vi in enumerate(piece.indices):
new_vertices.append(piece.vertices[vi])
new_indices.append(i)
piece.vertices = new_vertices
piece.indices = new_indices
matchingvertices = [] # a list of vertex indices mapping other identical pos vertices
facespervertex = []
for i,v1 in enumerate(piece.vertices):
facespervertex.append([])
for j, v2 in enumerate(piece.vertices):
if vectorlength(vectorminus(v1[0], v2[0])) < 0.05:
facespervertex[i].append(j)
for i,v1 in enumerate(piece.vertices):
if len(facespervertex[i]) > 0 :
faceindex = int(math.floor(i/3) *3)
mynormal = face_normal(
piece.vertices[faceindex + 0],
piece.vertices[faceindex + 1],
piece.vertices[faceindex + 2]
)
mixednorm = (0,0,0)
for facevertex in facespervertex[i]:
#get face:
faceindex = int(math.floor(facevertex/3) *3)
faceindices = piece.indices[faceindex:faceindex+3]
mixednorm = vectoradd(mixednorm,
face_normal(
piece.vertices[faceindex + 0],
piece.vertices[faceindex + 1],
piece.vertices[faceindex + 2]
)
)
mixednorm = normalize(mixednorm)
#print(i, len(facespervertex[i]), mixednorm, mynormal)
if vectorangle(mynormal, mixednorm) <= smoothangle:
piece.vertices[i] = (piece.vertices[i][0], mixednorm, piece.vertices[i][2])
else:
piece.vertices[i] = (piece.vertices[i][0], mynormal, piece.vertices[i][2])
if recursive:
for child in piece.children:
recalculate_normals(child, smoothangle, recursive)
# for child in piece.children:
# fix_zero_normals_piece(child)
class S3O(object):
def S3OtoOBJ(self, filename, optimize_for_wings3d=True):
print ("[INFO] Wings3d optimization:", optimize_for_wings3d)
objfile = open(filename, 'w')
objfile.write('# Spring Unit export, Created by Beherith [email protected] with the help of Muon \n')
objfile.write(
'# arguments of an object \'o\' piecename:\n# Mxyz = midpoint of an s3o\n# r = unit radius\n# h = height\n#\
t1 t2 = textures 1 and 2\n# Oxyz = piece offset\n# p = parent\n')
header = 'mx=%.2f,my=%.2f,mz=%.2f,r=%.2f,h=%.2f,t1=%s,t2=%s' % (
self.midpoint[0],
self.midpoint[1],
self.midpoint[2],
self.collision_radius,
self.height,
self.texture_paths[0].replace(b'\0', b'').decode(),
self.texture_paths[1].replace(b'\0', b'').decode()
)
obj_vertindex = 0
obj_normal_uv_index = 0 # obj indexes vertices from 1
self.recurseS3OtoOBJ(self.root_piece, objfile, header, obj_vertindex, obj_normal_uv_index, 0, (0, 0, 0),
optimize_for_wings3d)
def closest_vertex(self, vtable, q, tolerance): # returns the index of the closest vertex pos
v = vtable[q][0]
for i in range(len(vtable)):
v2 = vtable[i][0]
if abs(v2[0] - v[0]) < tolerance and abs(v2[1] - v[1]) < tolerance and abs(v2[2] - v[2]) < tolerance:
# if i!=q:
# print i,'matches',q
return i
print ('[WARN] No matching vertex for', v, ' not even self!')
return q
def in_smoothing_group(self, piece, face_a, face_b, tolerance,
step): # returns wether the two primitives shared a smoothed edge
shared = 0
for va in range(face_a, face_a + step):
for vb in range(face_b, face_b + step):
v = piece.vertices[piece.indices[va]]
v2 = piece.vertices[piece.indices[vb]]
if abs(v2[0][0] - v[0][0]) < tolerance and abs(v2[0][1] - v[0][1]) < tolerance and abs(
v2[0][2] - v[0][2]) < tolerance:
if abs(v2[1][0] - v[1][0]) < tolerance and abs(v2[1][1] - v[1][1]) < tolerance and abs(
v2[1][2] - v[1][2]) < tolerance:
shared += 1
if shared >= 3:
print ('[WARN]', shared, 'shared and normal matching vertices faces', face_a, face_b, piece.name)
return shared == 2
def recurseS3OtoOBJ(self, piece, objfile, extraargs, vi, nti, groups, offset,
optimize_for_wings3d=True): # vi is our current vertex index counter, nti is the normal/texcoord index counter
# If we dont use shared vertices in a OBJ file in wings, it wont be able to merge vertices, so we need a mapping to remove redundant vertices, normals and texture indices are separate
parent = ''
oldnti = nti
if piece.parent != None:
parent = piece.parent.name
print ('[INFO] parentname=', piece.parent.name)
# objfile.write('o %s,ox=%.2f,oy=%.2f,oz=%.2f,p=%s,%s\n'%(
# piece.name,
# piece.parent_offset[0],
# piece.parent_offset[1],
# piece.parent_offset[2],
# parent,
# extraargs))
vdata_obj = [] # vertex, normal and UV in the piece
fdata_obj = [] # holds the faces in the piece
hash = {}
vcount = 0
step = 3 # todo: fix for not just triangles
if piece.primitive_type == 'triangles':
step = 3
elif piece.primitive_type == 'quads':
step = 4
print ('[INFO]', piece.name, 'has', piece.primitive_type, step)
if len(piece.indices) >= step and piece.primitive_type != "triangle strips":
objfile.write('o %s,ox=%.2f,oy=%.2f,oz=%.2f,p=%s,%s\n' % (
piece.name.decode(),
piece.parent_offset[0],
piece.parent_offset[1],
piece.parent_offset[2],
'' if parent == '' else parent.decode() ,
extraargs))
print ('[INFO]','Piece', piece.name, 'has more than 3 vert indices')
for k in range(0, len(piece.indices), step): # iterate over faces
facestr = 'f'
for i in range(step):
v = piece.vertices[piece.indices[k + i]]
#sanity check normals:
for j in range(3):
if v[1][j] < 1000000 and v[1][j] > -1000000:
pass #any comparison of NaN is always false
else:
v=(v[0],(0.0,0.0,0.0),v[2])
print ('[WARN]','NAN normal encountered in piece',piece.name,'replacing with 0')
if float('nan') in v[1]:
print ('[WARN]','NAN normal encountered in piece',piece.name)
if optimize_for_wings3d:
closest = self.closest_vertex(piece.vertices, piece.indices[k + i], 0.002)
if closest not in hash:
# print 'closest',closest,'not in hash',hash
vcount += 1
hash[closest] = vcount
vdata_obj.append('v %f %f %f\n' % (
v[0][0] + offset[0] + piece.parent_offset[0], v[0][1] + offset[1] + piece.parent_offset[1],
v[0][2] + offset[2] + piece.parent_offset[2]))
vdata_obj.append('vn %f %f %f\n' % (v[1][0], v[1][1], v[1][2]))
vdata_obj.append('vt %.9f %.9f\n' % (v[2][0], v[2][1]))
nti += 1
facestr += ' %i/%i/%i' % (vi + hash[closest], nti, nti)
else:
closest = piece.indices[k + i]
if closest not in hash:
# print 'closest',closest,'not in hash',hash
vcount += 1
hash[closest] = vcount
vdata_obj.append('v %f %f %f\n' % (
v[0][0] + offset[0] + piece.parent_offset[0], v[0][1] + offset[1] + piece.parent_offset[1],
v[0][2] + offset[2] + piece.parent_offset[2]))
vdata_obj.append('vn %f %f %f\n' % (v[1][0], v[1][1], v[1][2]))
vdata_obj.append('vt %.9f %.9f\n' % (v[2][0], v[2][1]))
nti += 1
# if 1==1: #closest>=piece.indices[k+i]: #no matching vert
facestr += ' %i/%i/%i' % (vi + hash[closest], nti, nti)
fdata_obj.append(facestr + '\n')
for l in vdata_obj:
objfile.write(l)
# now its time to smooth this bitch!
# how wings3d processes obj meshes:
# if no normals are specified, it merges edges correctly, but all edges are soft
# if normals are specified, but there are no smoothing groups,
# it will treat each smoothed group as a separate mesh in an object
# if normals AND smoothing groups are specified, it works as it should
faces = {}
if optimize_for_wings3d:
for face1 in range(0, len(piece.indices), step):
# for f2 in range(f1+step,len(piece.indices),step):
for face2 in range(0, len(piece.indices), step):
if face1 != face2 and self.in_smoothing_group(piece, face1, face2, 0.001, step):
f1 = face1 / step
f2 = face2 / step
if f1 in faces and f2 in faces:
if faces[f2] != faces[f1]:
#print '[INFO]', 'Conflicting smoothing groups!', f1, f2, faces[f1], faces[
# f2], 'resolving with merge!'
greater = max(faces[f2], faces[f1])
lesser = min(faces[f2], faces[f1])
for faceindex in faces.keys():
if faces[faceindex] == greater:
faces[faceindex] = lesser
elif faces[faceindex] > greater:
faces[faceindex] -= 1
groups -= 1
# else:
# print 'already in same group, yay!',f1,f2,faces[f1],faces[f2]
elif f1 in faces:
faces[f2] = faces[f1]
elif f2 in faces:
faces[f1] = faces[f2]
else:
groups += 1
faces[f1] = groups
faces[f2] = groups
# if a face shares any two optimized position vertices and has equal normals on that,
# it is in one smoothing group.
# does it work for any 1
groupids = set(faces.values())
print ('[INFO]', 'Sets of smoothing groups in piece', piece.name, 'are', groupids, groups)
nonsmooth_faces = False
for l in range(len(fdata_obj)):
if l not in faces:
nonsmooth_faces = True
if nonsmooth_faces:
objfile.write('s off\n')
for l in range(len(fdata_obj)):
if l not in faces:
objfile.write(fdata_obj[l])
for k in groupids:
objfile.write('s ' + str(k) + '\n')
for l in range(len(fdata_obj)):
if l in faces and faces[l] == k:
objfile.write(fdata_obj[l])
print ('[INFO]', 'Optimized vertex count=', vcount, 'unoptimized count=', nti - oldnti)
elif piece.primitive_type == "triangle strips":
print ('[WARN]', piece.name, 'has a triangle strip type, this is unsupported by this application, skipping piece!')
else:
if not optimize_for_wings3d:
print ('[WARN]', 'Skipping empty emit piece', piece.name, 'because wings3d optimization is off!')
else:
print ('[INFO]', 'Empty piece', piece.name, 'writing placeholder face with primitive type',\
piece.primitive_type, '#vertices=', len(piece.vertices), '#indices=', len(piece.indices))
objfile.write('o %s,ox=%.2f,oy=%.2f,oz=%.2f,p=%s,%s,e=%i\n' % (
piece.name.decode(),
piece.parent_offset[0],
piece.parent_offset[1],
piece.parent_offset[2],
'' if parent == '' else parent.decode(),
'' if extraargs=='' else extraargs.decode(),
len(piece.vertices)))
if len(piece.vertices) == 0:
objfile.write('v %f %f %f\n' % (
offset[0] + piece.parent_offset[0], offset[1] + piece.parent_offset[1],
offset[2] + piece.parent_offset[2]))
objfile.write('v %f %f %f\n' % (
offset[0] + piece.parent_offset[0], offset[1] + piece.parent_offset[1],
4 + offset[2] + piece.parent_offset[2]))
objfile.write('v %f %f %f\n' % (
offset[0] + piece.parent_offset[0], 2 + offset[1] + piece.parent_offset[1],
offset[2] + piece.parent_offset[2]))
# objfile.write('v 0 0 0\n')
# objfile.write('v 0 0 1\n')
objfile.write('f %i/1/1 %i/2/2 %i/3/3\n' % (vi + 1, vi + 2, vi + 3))
vcount += 3
elif len(piece.vertices) == 1:
print ('[INFO]', 'Emit vertices:', piece.vertices, 'offset: %f %f %f\n' % (
offset[0] + piece.parent_offset[0], offset[1] + piece.parent_offset[1],
offset[2] + piece.parent_offset[2]))
v = piece.vertices[0]
objfile.write('v %f %f %f\n' % (
offset[0] + piece.parent_offset[0], offset[1] + piece.parent_offset[1],
offset[2] + piece.parent_offset[2]))
objfile.write('v %f %f %f\n' % (
v[0][0] + offset[0] + piece.parent_offset[0], v[0][1] + offset[1] + piece.parent_offset[1],
v[0][2] + offset[2] + piece.parent_offset[2]))
objfile.write('v %f %f %f\n' % (
offset[0] + piece.parent_offset[0], 2 + offset[1] + piece.parent_offset[1],
offset[2] + piece.parent_offset[2]))
# objfile.write('v 0 0 0\n')
# objfile.write('v 0 0 1\n')
objfile.write('f %i/1/1 %i/2/2 %i/3/3\n' % (vi + 1, vi + 2, vi + 3))
vcount += 3
elif len(piece.vertices) == 2:
print ('[INFO]', 'Emit vertices:', piece.vertices, 'offset: %f %f %f\n' % (
offset[0] + piece.parent_offset[0], offset[1] + piece.parent_offset[1],
offset[2] + piece.parent_offset[2]))
v = piece.vertices[0]
objfile.write('v %f %f %f\n' % (
v[0][0] + offset[0] + piece.parent_offset[0], v[0][1] + offset[1] + piece.parent_offset[1],
v[0][2] + offset[2] + piece.parent_offset[2]))
v = piece.vertices[1]
objfile.write('v %f %f %f\n' % (
v[0][0] + offset[0] + piece.parent_offset[0], v[0][1] + offset[1] + piece.parent_offset[1],
v[0][2] + offset[2] + piece.parent_offset[2]))
v = piece.vertices[0]
objfile.write('v %f %f %f\n' % (
v[0][0] + offset[0] + piece.parent_offset[0], 2 + v[0][1] + offset[1] + piece.parent_offset[1],
v[0][2] + offset[2] + piece.parent_offset[2]))
# objfile.write('v 0 0 0\n')
# objfile.write('v 0 0 1\n')
objfile.write('f %i/1/1 %i/2/2 %i/3/3\n' % (vi + 1, vi + 2, vi + 3))
vcount += 3
else:
print ('[ERROR]', 'Piece', piece.name, ': failed to write as it looks invalid')
# print 'empty piece',piece.name,'writing placeholder face with primitive type',piece.primitive_type
vi = vi + vcount
for child in piece.children:
vi, nti = self.recurseS3OtoOBJ(child, objfile, '', vi, nti, groups, (
offset[0] + piece.parent_offset[0], offset[1] + piece.parent_offset[1], offset[2] + piece.parent_offset[2]),
optimize_for_wings3d)
return vi, nti
def __init__(self, data, isobj=False):
if not isobj:
header = _S3OHeader_struct.unpack_from(data, 0)
magic, version, radius, height, mid_x, mid_y, mid_z, \
root_piece_offset, collision_data_offset, tex1_offset, \
tex2_offset = header
assert (magic == b'Spring unit\x00')
assert (version == 0)
assert (collision_data_offset == 0)
self.collision_radius = radius
self.height = height
self.midpoint = (mid_x, mid_y, mid_z)
self.texture_paths = (_get_null_terminated_string(data, tex1_offset),
_get_null_terminated_string(data, tex2_offset))
self.root_piece = S3OPiece(data, root_piece_offset)
else:
objfile = data
self.collision_radius = 0
self.height = 0
self.midpoint = [0, 0, 0]
self.texture_paths = [b"".join([b'Arm_color.dds' , b'\x00']), b"".join([b'Arm_other.dds' , b'\x00'])]
self.root_piece = S3OPiece('', (0, 0, 0))
self.root_piece.parent = None
self.root_piece.name = b"".join([b'empty_root_piece' , b'\x00'])
self.root_piece.primitive_type = 'triangles' # triangles
self.root_piece.parent_offset = (0, 0, 0)
self.root_piece.vertices = []
self.root_piece.indices = []
self.root_piece.children = []
i = 0
verts = []
normals = []
uvs = []
warn = 0
piecedict = {}
calcheight = 0
while i < len(objfile):
# print '.',
if objfile[i][0] == 'o':
piece = S3OPiece('', (0, 0, 0))
piece.parent = self.root_piece
piece.parent_offset = (0, 0, 0)
piece.name = ''
params = objfile[i].partition(' ')[2].strip().split(',')
emittype = 10000000
piece.parent_offset = (0, 0, 0)
for p in params:
if '=' in p:
try:
kv = p.partition('=')
if kv[0] == 't1':
self.texture_paths[0] = b"".join([bytes(kv[2],'utf-8') , b'\x00'])
if kv[0] == 't2':
self.texture_paths[1] = b"".join([bytes(kv[2],'utf-8') , b'\x00'])
if kv[0] == 'h':
self.height = float(kv[2])
if kv[0] == 'r':
self.collision_radius = float(kv[2])
if kv[0] == 'mx':
self.midpoint[0] = float(kv[2])
if kv[0] == 'my':
self.midpoint[1] = float(kv[2])
if kv[0] == 'mz':
self.midpoint[2] = float(kv[2])
if kv[0] == 'ox':
piece.parent_offset = (float(kv[2]), piece.parent_offset[1], piece.parent_offset[2])
if kv[0] == 'oy':
piece.parent_offset = (piece.parent_offset[0], float(kv[2]), piece.parent_offset[2])
if kv[0] == 'oz':
piece.parent_offset = (piece.parent_offset[0], piece.parent_offset[1], float(kv[2]))
if kv[0] == 'e':
emittype = int(kv[2])
if kv[0] == 'p':
piece.parent = b"".join([bytes(kv[2],'utf-8') , b'\x00'])
# print '[INFO]', kv
except ValueError:
print ('[ERROR]', 'Failed to parse parameter', p, 'in', objfile[i])
piece.name = b"".join([bytes(objfile[i].partition(' ')[2].strip().partition(',')[0][0:20],'utf-8') , b'\x00'])
# why was I limiting piece names to 10 characters in length?
print ('[INFO]', 'Piece name =', piece.name)
piece.primitive_type = 'triangles' # tris
piece.children = []
piece.indices = []
piece.vertices = []
i += 1
while (i < len(objfile) and objfile[i][0] != 'o'):
part = objfile[i].partition(' ')
if part[0] == 'v': # and len(verts)<emittype:
v = list(map(float, part[2].split(' ')))
verts.append((v[0], v[1], v[2]))
elif part[0] == 'vn': # and len(verts)<emittype:
vn = list(map(float, part[2].split(' ')))
lensqr = vn[0] ** 2 + vn[1] ** 2 + vn[2] ** 2
if lensqr > 0.0002 and math.fabs(lensqr - 1.0) > 0.001:
sqr = math.sqrt(lensqr)
vn[0] /= sqr
vn[1] /= sqr
vn[2] /= sqr
normals.append((vn[0], vn[1], vn[2]))
elif part[0] == 'vt': # and len(verts)<emittype:
vt = list(map(float, part[2].split(' ')))
uvs.append((vt[0], vt[1]))
elif part[0] == 'f' and emittype == 10000000:
# only add faces if its not an emit type primitive( meaning it should have no geometry)
face = part[2].split(' ')
if len(face) > 3:
warn = 1
for triangle in range(len(face) - 2):
for face_index in range(triangle, triangle + 3):
faceindexold = face_index
if face_index == triangle:
# trick when tesselating, It uses the first vert of the
# face for every triangle of a polygon
face_index = 0
face_index = face[face_index].split('/')
v = (0, 0, 0)
vn = (0, 0, 0)
vt = (0, 0)
if face_index[0] != '':
try:
v = verts[int(face_index[0]) - 1] # -1 is needed cause .obj indexes from 1
calcheight = max(calcheight, math.ceil(v[1]))
except IndexError:
print ('[ERROR]', 'Indexing error! while converting piece', piece.name)
print ('[ERROR]', objfile[i])
print ('[ERROR]', 'wanted index:', face_index[0], 'len(verts)=', len(verts))
if face_index[1] != '':
vt = uvs[int(face_index[1]) - 1]
if len(face_index) >= 3 and face_index[2] != '':
vn = normals[int(face_index[2]) - 1]
else:
print ('[WARNING]', 'Face does not have specified vertex normals', objfile[i])
if emittype != 10000000:
if int(faceindexold) < emittype:
v = verts[int(face_index[0]) - 1]
piece.vertices.append((v, vn, vt))
else:
piece.vertices.append((v, vn, vt))
# print len(piece.vertices),piece.vertices[-1]
piece.indices.append(len(piece.indices))
i += 1
if piece.name not in piecedict:
piecedict[piece.name] = piece
else:
piece.name = b"".join([bytes(piece.name.strip() + str(random.random()),'utf-8') , b'\x00'])
piecedict[piece.name] = piece
print ('[INFO]', 'Found piece', piece.name)
self.root_piece.children.append(piece)
else:
i += 1
if self.height == 0:
self.height = calcheight
if self.collision_radius == 0:
self.collision_radius = math.ceil(calcheight / 2)
# self.midpoint[1]=math.ceil(self.collision_radius-3)
# if the parents are specified, we need to rebuild the hierarchy!
# we need to rebuild post loading, because we cant be sure that the
# external modification of the obj file retained the piece order
# also, we must check for new pieces that are not part of anything
newroot = self.root_piece
hasroot = False
for pieceindex in range(len(self.root_piece.children)):
piece = self.root_piece.children[pieceindex]
parentname = piece.parent
if type(parentname) == type(b''):
print ('[INFO]', piece.name, 'has a parent called:', parentname)
if parentname == b'\x00':
newroot = piecedict[piece.name]
print ('[INFO]', 'The new root piece is', piece.name)
hasroot = True
elif parentname in piecedict:
print ('[INFO]', 'Assigning', piece.name, 'to', piece.parent)
piecedict[parentname].children.append(piece)
piece.parent = piecedict[parentname]
else:
print ('[INFO]', 'Parent name', parentname, 'not in piece dict!', piecedict, 'adding it to the root piece')
newroot.children.append(piece)
# elif piece.parent==self.root_piece:
# print 'piece',piece.name,'is not in the encoded hierarchy, adding it as a child of root piece:',newroot.name
# piecedict[newroot.name].children.append(piece)
# piece.parent=piecedict[newroot.name]
if not hasroot:
piecedict[newroot.name] = newroot
for pieceindex in range(len(self.root_piece.children)):
piece = self.root_piece.children[pieceindex]
if piece.parent == self.root_piece and piece.parent != newroot:
print ('[WARN]', 'Piece', piece.name, 'is not in the encoded hierarchy, adding it as a child of root piece:', newroot.name)
piecedict[newroot.name].children.append(piece)
piece.parent = piecedict[newroot.name]
# now that we have the hiearchy set up right, its time to calculate offsets!
def recurseprintpieces(p, depth = 0):
print ('[INFO]',"-"*depth, p.name)
for child in p.children:
recurseprintpieces(child, depth=depth+1)
recurseprintpieces(newroot)
print ('[INFO]', 'The new root piece is', newroot)
recurseprintpieces(self.root_piece)
self.root_piece = newroot
self.adjustobjtos3ooffsets(self.root_piece, 0, 0, 0)
if warn == 1:
print ('[WARN]', 'Tne or more faces had more than 3 vertices, so triangulation was used. \
This can produce bad results with concave polygons')
def adjustobjtos3ooffsets(self, piece, curx, cury, curz):
# print 'adjusting offsets of',piece.name,': current:',curx,cury,curz,'parent offsets:',piece.parent_offset
for i in range(len(piece.vertices)):
v = piece.vertices[i]
v = ((v[0][0] - curx - piece.parent_offset[0], v[0][1] - cury - piece.parent_offset[1],
v[0][2] - curz - piece.parent_offset[2]), v[1], v[2])
# print 'offset:',v[0],piece.vertices[0][0]
piece.vertices[i] = v
for child in piece.children:
self.adjustobjtos3ooffsets(child, curx + piece.parent_offset[0], cury + piece.parent_offset[1],
curz + piece.parent_offset[2])
def serialize(self):
#encoded_texpath1 = b"".join([bytes(self.texture_paths[0],'utf-8') , b'\x00'])
encoded_texpath1 = self.texture_paths[0] + b'\x00'
encoded_texpath2 = self.texture_paths[1] + b'\x00'
tex1_offset = _S3OHeader_struct.size
tex2_offset = tex1_offset + len(encoded_texpath1)
root_offset = tex2_offset + len(encoded_texpath2)
args = (b'Spring unit\x00', 0, self.collision_radius, self.height,
self.midpoint[0], self.midpoint[1], self.midpoint[2],
root_offset, 0, tex1_offset, tex2_offset)
header = _S3OHeader_struct.pack(*args)
data = header + encoded_texpath1 + encoded_texpath2
data += self.root_piece.serialize(len(data))
return data
class S3OPiece(object):
# def __init__(self, data, offset, parent, i):
# for l in data:
# if l[0]=='o':
def __init__(self, data, offset, parent=None, name = b"base"):
if data != '':
piece = _S3OPiece_struct.unpack_from(data, offset)
name_offset, num_children, children_offset, num_vertices, \
vertex_offset, vertex_type, primitive_type, num_indices, \
index_offset, collision_data_offset, x_offset, y_offset, \
z_offset = piece
self.parent = parent
self.name = _get_null_terminated_string(data, name_offset)
self.primitive_type = ["triangles",
"triangle strips",
"quads"][primitive_type]
self.parent_offset = (x_offset, y_offset, z_offset)
self.vertices = []
for i in range(num_vertices):
current_offset = vertex_offset + _S3OVertex_struct.size * i
vertex = _S3OVertex_struct.unpack_from(data, current_offset)
position = vertex[:3]
normal = vertex[3:6]
texcoords = vertex[6:]
self.vertices.append((position, normal, texcoords))
self.indices = []
for i in range(num_indices):
current_offset = index_offset + _S3OIndex_struct.size * i
index, = _S3OIndex_struct.unpack_from(data, current_offset)
self.indices.append(index)
self.children = []
for i in range(num_children):
cur_offset = children_offset + _S3OChildOffset_struct.size * i
child_offset, = _S3OChildOffset_struct.unpack_from(data, cur_offset)
self.children.append(S3OPiece(data, child_offset, self))
else:
self.parent = None
self.name = name
self.primitive_type = "triangles"
self.parent_offset = (0.0,0.0,0.0)
self.vertices = []
self.indices = []
self.children = []
def recurse_bin_vertex_ao(self,allbins = {},piecelist = []):
if piecelist == [] or self.name.lower() in piecelist:
aobins = {}
aovalues = []
for i in range(0,256//4):
aobins[i] = 0
for i, vertex in enumerate(self.vertices):
#vertex_ao_value = (math.floor(vertex[2][0] * 16384.0) / 16384.0 )* 255.0
vertex_ao_value = get_vertex_ao_value_01(vertex[2][0]) * 255.0
aovalues.append(vertex_ao_value)
aobins[(int(vertex_ao_value)//4)%64] +=1
#print "AO value for piece",self.name,i,vertex_ao_value
#for i in range(0, 256/4):
#print '%04i %04i'%(i,aobins[i])
allbins[self.name] = aobins
if len(self.vertices)> 4:
meanao = sum(aovalues)/float(len(aovalues))
print ('Piece %s has %d vertices, AO range = [%d - %d], AO mean = %d, AO spread = %d'%(
self.name,
len(aovalues),
min(aovalues),
max(aovalues),
meanao,
sum([abs(ao - meanao) for ao in aovalues])/len(aovalues)
))
for child in self.children:
child.recurse_bin_vertex_ao(allbins = allbins,piecelist= piecelist)
return allbins
#if aobins[0] ==0 and aobins[256/4-1] == 0 :
# return True
#else:
# return False
def mergechildren(self):
for child in self.children:
child.mergechildren()
newverts = self.vertices
newindices = self.indices
indexoffset = len(self.vertices)
for child in self.children:
for v in child.vertices:
newverts.append(((v[0][0] + child.parent_offset[0],v[0][1] + child.parent_offset[1], v[0][2] + child.parent_offset[2]),v[1], v[2]))
for index in child.indices:
newindices.append(index + indexoffset)
indexoffset += len(child.vertices)
#print (self.name, child.name, indexoffset)
self.vertices = newverts
self.indices = newindices
self.children = []
def rescale(self, scale):
self.parent_offset = (self.parent_offset[0] * scale, self.parent_offset[1] * scale, self.parent_offset[2] * scale)
for i,v in enumerate(self.vertices):
self.vertices[i] = ((v[0][0] * scale, v[0][1] * scale,v[0][2] * scale),v[1],v[2])
for child in self.children:
child.rescale(scale)
def recurse_clear_vertex_ao(self,zerolevel=200,piecelist = []):
if piecelist == [] or self.name.lower() in piecelist:
for i, vertex in enumerate(self.vertices):
vertex_ao_value = (1 / 16384.0 )* ((zerolevel + 5) / 266.0)
newuv = (
math.floor(vertex[2][0] * 16384.0) / 16384.0 + vertex_ao_value,
vertex[2][1]
)
# print newuv, vertex
vertex = (vertex[0], vertex[1], newuv)
self.vertices[i] = vertex
print ("[INFO]","Set all vertex ao terms to 200 in piece", self.name,piecelist)
for child in self.children:
child.recurse_clear_vertex_ao(zerolevel=zerolevel,piecelist=piecelist)
def serialize(self, offset):
name_offset = _S3OPiece_struct.size + offset
#encoded_name = b"".join(bytes(self.name,'utf-8') , b'\x00')
encoded_name = self.name + b'\x00'
children_offset = name_offset + len(encoded_name)
child_data = b''
# HACK: make an empty buffer to put size in later
for i in range(len(self.children)):
child_data += _S3OChildOffset_struct.pack(i)
vertex_offset = children_offset + len(child_data)
vertex_data = b''
for pos, nor, uv in self.vertices:
vertex_data += _S3OVertex_struct.pack(pos[0], pos[1], pos[2],
nor[0], nor[1], nor[2],
uv[0], uv[1])
index_offset = vertex_offset + len(vertex_data)
index_data = b''
for index in self.indices:
vertex_data += _S3OIndex_struct.pack(index)
primitive_type = {"triangles": 0,
"triangle strips": 1,
"quads": 2}[self.primitive_type]
# Even nastier HACK: if there are no children, vertices or primitives, point one back to avoid pointing outside of file!
if len(self.children) == 0:
children_offset = children_offset - 1
if len(self.vertices) == 0:
vertex_offset = vertex_offset - 1
if len(self.indices) == 0:
index_offset = index_offset - 1
args = (name_offset, len(self.children), children_offset,
len(self.vertices), vertex_offset, 0, primitive_type,
len(self.indices), index_offset, 0) + self.parent_offset
piece_header = _S3OPiece_struct.pack(*args)
child_offsets = []
data = piece_header + encoded_name + child_data + vertex_data + index_data
serialized_child_data = b''
for child in self.children:
child_offset = offset + len(data) + len(serialized_child_data)
child_offsets.append(child_offset)
serialized_child_data += child.serialize(child_offset)
child_data = b''
for child_offset in child_offsets:
child_data += _S3OChildOffset_struct.pack(child_offset)
data = piece_header + encoded_name + child_data + vertex_data + \
index_data + serialized_child_data
return data