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sr2mdl.py
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1392 lines (1017 loc) · 46.6 KB
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import struct
import array
import io
import math
import mathutils
import bmesh
import bpy
from bpy.props import (StringProperty,
PointerProperty,
)
from bpy.types import (Panel,
PropertyGroup,
)
bl_info = {
"name": "Sega Rally 2 MDL importer/exporter",
"description": "Allows editing of Sega Rally 2 models",
"author": "Spreit, chmcl95",
"version": (0, 0, 6),
"blender": (4, 0, 0),
"category": "Import-Export",
}
def fill_dict_from_bytes_by_formatting(dictionary_to_fill: dict, source_bytes: bytes, formatting: str) -> dict:
value_list = struct.unpack(formatting, source_bytes)
dictionary_to_fill = dict(zip(dictionary_to_fill.keys(), value_list))
return dictionary_to_fill
"""
When you install/run the script, a side panel will appear (where Item, Tool, View, etc are)
SR2MDL and relevant classes handle MDL file unpacking and packing.
load and generate_mesh functions turn unpacked data into a Blender collection with nodes and meshes.
Blender collection and its Nodes have Custom Properties that store necessary data.
Save function
- Makes a new SR2MDL
- Takes Blender collection
- Fill SR2MDL with data from collection
- SR2MDL packs the data and saves it
"""
"""
TODO
- Refactor code
? Redo the way additional data is shared between Blender and SR2MDL and SR2Node
? Make Blender object heirarchy in the same way they are in node.relation?
Missing
- Update Node Scale and Position when saving
- Material representation?
Usability
- Add import button to Blender import submenu
Textures
- Auto load textures, if present
- Auto flip the texture
- Read level embedded textures
QOL
- Flip UVs for easy editing
- Rotate entire model on load. Pivot at the world origin
- Scale X axis of all parts by -1 to have correct texture display
(Don't forget to undo the above while saving)
- Load entire car folder
Opening Levels
- Figure out where to get offsets for the rest of the environment
- Figure out Road values meaning
- Figure out Kinda Pointers values meaning
- Figure out what Node Indexes array is for
- Figure out how to parse Nodes with 0xFFFFFFFF
"""
SR2MDL_file_header_dict = {
"File Size": 0,
"Header Size": 0x20,
"Relation Offset": 0,
"Road count": 0,
"Node Indexes Size In Bytes": 0,
"Kinda Pointers Count": 0,
"Unk4": 0,
"Unk5": 0,
}
SR2MDL_material = {
# Color 0
"R0": 0,
"G0": 0,
"B0": 0,
"A0": 0,
# Color 1
"R1": 0,
"G1": 0,
"B1": 0,
"A1": 0,
"unk_0x08": 0.0,
"unk_0x0C": 0.0,
"unk_0x10": 0.0,
"unk_0x14": 0.0,
"unk_0x18": 0.0,
"unk_0x1C": 0.0,
}
SR2MDL_vertex = {
"Position": [0.0, 0.0, 0.0],
"Normal": [0.0, 0.0, 0.0],
"UV": [0.0, 0.0]
}
SR2MDL_model_pointers = {
"Vertex Offset": 0,
"Face Offset": 0,
"Material Offset": 0,
"Vertex Count": 0,
"Face Count": 0,
"Material Count": 0,
"unk_0x18": 0,
"unk_0x1C": 0,
}
SR2MDL_draw_options = {
"unk_0x00": 0,
"unk_0x04": 0,
"unk_0x08": 0.0,
"unk_0x0C": 0.0,
"unk_0x10": 0.0,
"unk_0x14": 0.0,
"unk_0x18": 0,
"unk_0x1C": 0,
}
SR2MDL_node_transform = {
"Model Pointers Offset": 0,
"Draw Options Offset": 0,
"Node Index": 0,
"unk_0x0C": 0.0,
"unk_0x10": 0.0,
"unk_0x14": 0.0,
"unk_0x18": 0.0,
"unk_0x1C": 0.0,
"Position X": 0.0,
"Position Y": 0.0,
"Position Z": 0.0,
"unk_0x2C": 0,
"Rotation X": 0,
"unk_0x32": 0,
"Rotation Y": 0,
"unk_0x36": 0,
"Rotation Z": 0,
"unk_0x3A": 0,
"unk_0x3C": 0,
"Scale X": 0.0,
"Scale Y": 0.0,
"Scale Z": 0.0,
"unk_0x4C": 0,
"unk_0x50": 0,
"unk_0x54": 0,
"unk_0x58": 0,
"unk_0x5C": 0,
}
SR2MDL_node_relation = {
"Parent Offset": 0,
"Child Offset": 0,
"unk_0x08": 0,
"unk_0x0C ": 0,
"unk_0x10 ": 0,
"unk_0x14 ": 0,
"unk_0x18 ": 0,
"unk_0x1C ": 0,
}
SR2MDL_Road = {
"Index": 0,
"Node Offset": 0,
"Node Offset LOD": 0,
"Unk_3": 0,
"Unk_4": 0,
"Unk_5": 0,
"Unk_6": 0,
"Unk_7": 0,
"Unk_8": 0,
"Unk_9": 0,
"Unk_10": 0,
"Unk_11": 0,
"Unk_12": 0,
"Unk_13": 0,
"Unk_14": 0,
"Unk_15": 0,
"Unk_16": 0,
"Unk_17": 0,
"Unk_18": 0,
"Unk_19": 0,
"Embed Texture Offset": 0,
"Unk_21": 0,
"Unk_22": 0,
"Unk_23": 0,
}
SR2MDL_kinda_pointers = {
"Unk_0": 0,
"Unk_1": 0,
"Unk_2": 0,
"Unk_3": 0,
"Unk_4": 0,
"Unk_5": 0,
"Unk_6": 0,
"Unk_7": 0,
}
class Vertex:
format = '<8f'
def __init__(self):
self.position = [0.0, 0.0, 0.0]
self.normal = [0.0, 0.0, 0.0]
self.uv = [0.0, 0.0]
def unpack_from_float_bytes(self, eight_floats_in_bytes):
float_list = struct.unpack_from(self.format, eight_floats_in_bytes, 0)
self.position = [float_list[0], float_list[1], float_list[2]]
self.normal = [float_list[3], float_list[4], float_list[5]]
self.uv = [float_list[6], float_list[7]]
class Mesh:
material_format = "<8B" + "6f"
format_face = '<{0}h'
format_model_pointers = '<8I'
draw_options_format = '<2I' + '4f' + '2I'
def __init__(self):
self.offset = 0
self.total_size = 0
self.material = {}
self.vertexes = []
self.faces = []
self.model_pointers = {}
self.draw_options = {}
# Used for packing
self.sizes = {
"Material": 0x20,
"Vertex": 0,
"Face": 0,
"ModelPointers": 0x20,
"DrawOptions": 0x20
}
def update_sizes(self):
vertex_size = len(self.vertexes) * 4 * 8
# Add padding to face size, so it would be aligned to 32-bytes
face_size = len(self.faces) * 2
if face_size % 32 != 0:
face_size = (((face_size//32) + 1) * 32)
self.sizes["Vertex"] = vertex_size
self.sizes["Face"] = face_size
self.total_size = 0x20 + vertex_size + face_size + 0x20 + 0x20
""" Unpacking """
def unpack_material_from_bytes(self, full_model_file_bytes, material_offset):
if self.model_pointers["Material Count"] > 1:
print("!!! MULTIPLE MATERIALS PRESENT !!!... or the data was read incorrectly")
material_size_in_bytes = self.model_pointers["Material Count"] * 0x20
material_bytes = full_model_file_bytes[material_offset:
material_offset + material_size_in_bytes]
self.material = fill_dict_from_bytes_by_formatting(SR2MDL_material,
material_bytes,
self.material_format)
def unpack_vertexes_from_bytes(self, full_model_file_bytes, vertex_offset, vertex_count):
# One vertex contains 8 floats (3 position, 3 normal, 2 uv)
vertex_size_in_bytes = 32 # 4*3 + 4*3 + 4*2
vertex_array_size_in_bytes = vertex_count * vertex_size_in_bytes
if vertex_offset > 0 and vertex_offset != 0xffffff:
vertex_bytes = full_model_file_bytes[vertex_offset:
vertex_offset + vertex_array_size_in_bytes]
for vertex_index in range(0, vertex_count):
vertex = Vertex()
current_vertex_offset = vertex_index * vertex_size_in_bytes
vertex.unpack_from_float_bytes(vertex_bytes[current_vertex_offset:
current_vertex_offset + vertex_size_in_bytes])
self.vertexes.append(vertex)
def unpack_faces_from_bytes(self, full_model_file_bytes, face_offset, face_count):
# A face (triangle) is defined by 3 vertices. Vertex index is only 2 bytes long
one_face_size_in_bytes = 6 # 2*3
face_array_size_in_bytes = face_count * one_face_size_in_bytes
face_bytes = full_model_file_bytes[face_offset:
face_offset + face_array_size_in_bytes]
fmt_faces = self.format_face.format(face_count)
self.faces = struct.unpack_from(fmt_faces, face_bytes, 0)
def unpack_model_pointers_from_bytes(self, full_model_file_bytes, model_pointer_offset):
model_pointers_size_in_bytes = 0x20
model_pointers_bytes = full_model_file_bytes[model_pointer_offset:
model_pointer_offset + model_pointers_size_in_bytes]
self.model_pointers = fill_dict_from_bytes_by_formatting(SR2MDL_model_pointers,
model_pointers_bytes,
self.format_model_pointers)
def unpack_draw_options_from_bytes(self, full_model_file_bytes, draw_options_offset):
draw_option_size_in_bytes = 0x20
draw_option_bytes = full_model_file_bytes[draw_options_offset:
draw_options_offset + draw_option_size_in_bytes]
self.draw_options = fill_dict_from_bytes_by_formatting(SR2MDL_draw_options,
draw_option_bytes,
self.draw_options_format)
def unpack_from_bytes(self, full_model_file_bytes, model_pointer_offset):
"""
Material
Vertex[]
Face[]
ModelPointers
DrawOptions
"""
# Unpack Model Pointers first because it has offsets to other things
self.unpack_model_pointers_from_bytes(full_model_file_bytes, model_pointer_offset)
self.unpack_material_from_bytes(full_model_file_bytes, self.model_pointers["Material Offset"])
self.unpack_vertexes_from_bytes(full_model_file_bytes,
self.model_pointers["Vertex Offset"],
self.model_pointers["Vertex Count"])
self.unpack_faces_from_bytes(full_model_file_bytes,
self.model_pointers["Face Offset"],
self.model_pointers["Face Count"])
# Unpack Draw Options
model_pointers_size_in_bytes = 0x20
self.unpack_draw_options_from_bytes(full_model_file_bytes,
model_pointer_offset + model_pointers_size_in_bytes)
""" Packing """
def pack_material(self) -> bytes:
return struct.pack(self.material_format, *self.material.values())
def pack_vertexes(self) -> bytes:
vertex_bytes = b''
for vertex in self.vertexes:
position_bytes = struct.pack("<3f", *vertex.position)
normal_bytes = struct.pack("<3f", *vertex.normal)
uv_bytes = struct.pack("<2f", *vertex.uv)
vertex_bytes += position_bytes + normal_bytes + uv_bytes
return vertex_bytes
def pack_faces(self) -> bytes:
# Faces need to be packed with 32-byte alignment
face_format_with_amount = self.format_face.format(len(self.faces))
face_bytes = struct.pack(face_format_with_amount, *self.faces)
face_bytes_size_in_bytes = len(face_bytes)
if face_bytes_size_in_bytes % 32 != 0:
total_size_needed = (((face_bytes_size_in_bytes//32) + 1) * 32)
padding_needed = total_size_needed - face_bytes_size_in_bytes
face_bytes += struct.pack("{}x".format(padding_needed))
return face_bytes
def pack_model_pointers(self):
return struct.pack(self.format_model_pointers, *self.model_pointers.values())
def pack_draw_options(self):
return struct.pack(self.draw_options_format, *self.draw_options.values())
def pack_and_return(self):
"""
Model
Material
Vertex[]
Face[]
ModelPointer
DrawOption
"""
self.update_sizes()
material_bytes = self.pack_material()
vertex_bytes = self.pack_vertexes()
faces_bytes = self.pack_faces()
model_pointers_bytes = self.pack_model_pointers()
draw_options_bytes = self.pack_draw_options()
return material_bytes + vertex_bytes + faces_bytes + model_pointers_bytes + draw_options_bytes
some_data = {
"0": 0.0,
"1": 0.0,
"2": 0.0,
"3": 0.0,
"4": 0.0,
"5": 0.0,
"6": 0.0,
"7": 0.0,
}
class SomeData:
format = '<8f'
def __init__(self):
self.data = dict.copy(some_data)
def unpack_from_bytes(self, data_bytes, offset):
some_data_bytes = data_bytes[offset:
offset + 0x20]
self.data = fill_dict_from_bytes_by_formatting(self.data,
some_data_bytes,
self.format)
def pack_and_return(self):
return struct.pack(self.format, *self.data.values())
SR2Node_extra = {
"Offset": 0,
"Relation Offset": 0,
"Index": 0,
"Parent Index": -1,
"Child Index": -1
}
class SR2Node:
format_transform = '<3I' + '5f' + '3f' + '1I' + '6H' + '1I' + '3f' + '5I'
format_relation = '<8I'
format = '<4I' + '4f' + '3f' + '5I' + '3f' + "5I" + '8I'
# 4I 4f 4f 4f 3f 20x 8I'
# 0-3, 4-7, 8-11, 12-15, 16-18, 19-29, 30-38
def __init__(self):
self.node_transform_size = 0x60
self.node_relation_size = 0x20
self.transform = {}
self.relation = {}
self.some_data = {}
self.mesh_offset = 0x00
self.draw_ops_offset = 0x00
self.position = [0, 0, 0]
self.rotation = [0, 0, 0]
self.scale = [0, 0, 0]
# Put these values into a dictionary to be able to store it in the blender file
self.extra = dict.copy(SR2Node_extra)
"""
self.offset = 0x00
self.relation_offset = 0x00
# Index refers to the position in SR2MDL.nodes
self.index = 0
self.parent_index = -1
self.child_index = -1
"""
def unpack_from_bytes(self, node_bytes):
self.transform = fill_dict_from_bytes_by_formatting(SR2MDL_node_transform,
node_bytes[:self.node_transform_size],
self.format_transform)
self.relation = fill_dict_from_bytes_by_formatting(SR2MDL_node_relation,
node_bytes[self.node_transform_size:],
self.format_relation)
self.mesh_offset = self.transform["Model Pointers Offset"]
self.draw_ops_offset = self.transform["Draw Options Offset"]
self.position = [self.transform["Position X"],
self.transform["Position Y"],
self.transform["Position Z"]]
self.rotation = [self.transform["Rotation X"],
self.transform["Rotation Y"],
self.transform["Rotation Z"]]
self.scale = [self.transform["Scale X"],
self.transform["Scale Y"],
self.transform["Scale Z"]]
def pack_and_return(self):
node_transform_bytes = b''
if self.transform != {}:
node_transform_bytes = struct.pack(self.format_transform, *self.transform.values())
node_relation_bytes = struct.pack(self.format_relation, *self.relation.values())
return node_transform_bytes + node_relation_bytes
class SR2RoadSegment:
format_road = "<24I"
def __init__(self):
self.road = dict.copy(SR2MDL_Road)
self.road_size = 0x60
# Included for speed
def unpack_from_road_bytes(self, road_bytes):
self.road = fill_dict_from_bytes_by_formatting(self.road,
road_bytes,
self.format_road)
def unpack_from_bytes(self, file_bytes, offset):
road_bytes = file_bytes[offset, offset + self.road_size]
self.road = fill_dict_from_bytes_by_formatting(self.road,
road_bytes,
self.format_road)
class SR2MDL:
node_indexes_format = "<{}I"
kinda_pointers_format = "<8I"
def __init__(self):
self.file_header = dict.copy(SR2MDL_file_header_dict)
self.file_header_formatting = '<8I'
self.file_header_size = struct.calcsize(self.file_header_formatting)
self.meshes = []
self.nodes = []
# Present in level files
self.roads = []
self.node_indexes = []
self.kinda_pointers = []
self.embedded_textures = []
self.embedded_textures_bytes = []
def fill_file_header_from_bytes(self, model_file_bytes):
file_header_bytes = model_file_bytes[:self.file_header_size]
self.file_header = fill_dict_from_bytes_by_formatting(self.file_header,
file_header_bytes,
self.file_header_formatting)
def unpack_road_segments_from_bytes(self, model_file_bytes, road_offset, road_count):
road_size_in_bytes = 0x60
# All Road bytes, for speed
road_bytes_chunk = model_file_bytes[road_offset:
road_offset + road_size_in_bytes * road_count]
for road_offset_in_chunk in range(0, len(road_bytes_chunk), road_size_in_bytes):
new_road = SR2RoadSegment()
road_bytes = road_bytes_chunk[road_offset_in_chunk:
road_offset_in_chunk + road_size_in_bytes]
new_road.unpack_from_road_bytes(road_bytes)
self.roads.append(new_road)
def unpack_node_indexes_from_bytes(self, model_file_bytes, offset, node_indexes_size):
single_index_size = 4
node_indexes_count = node_indexes_size // single_index_size
node_indexes_bytes = model_file_bytes[offset:
offset + node_indexes_size]
node_indexes_formated = self.node_indexes_format.format(node_indexes_count)
self.node_indexes = struct.unpack(node_indexes_formated, node_indexes_bytes)
def unpack_kinda_pointers_from_bytes(self, model_file_bytes, offset, kinda_pointers_count):
"""
Seem to come in groups
1 value - Pointer to vertex array of a Mesh
2 value - Pointer to start of face array of the same Mesh
4 value - A node index? Just index?
Next in the same group
1 value - same pointer as before
2 value - same pointer as before, but slightly larger. Doesn't seem to point to something correctly. Doesn't make sense
"""
single_kinda_pointers_size = struct.calcsize(self.kinda_pointers_format)
kinda_pointers_offset = offset
for i in range(kinda_pointers_count):
kinda_pointers_bytes = model_file_bytes[kinda_pointers_offset:
kinda_pointers_offset + single_kinda_pointers_size]
unpacked_kinda_pointers = struct.unpack(self.kinda_pointers_format, kinda_pointers_bytes)
self.kinda_pointers.append(unpacked_kinda_pointers)
kinda_pointers_offset += single_kinda_pointers_size
def unpack_embedded_textures_from_bytes(self, model_file_bytes, starting_offset):
# Split by their sizes, actual texture handling should be carried by texture classes
# Width, Height, pixel bytes (RGB565)
current_texture_offset = starting_offset
end_of_file_offset = len(model_file_bytes)
if current_texture_offset >= end_of_file_offset:
return
header_size_in_bytes = 8
header_formatting = "<2I"
while True:
header_bytes = model_file_bytes[current_texture_offset:
current_texture_offset + header_size_in_bytes]
temp_header = struct.unpack(header_formatting, header_bytes)
width = temp_header[0]
height = temp_header[1]
if (width == 0) or (height == 0):
break
pixel_data_size_in_bytes = width * height * 2 # 16 // 8
texture_bytes = model_file_bytes[current_texture_offset:
current_texture_offset + pixel_data_size_in_bytes + header_size_in_bytes]
self.embedded_textures_bytes.append(texture_bytes)
current_texture_offset += header_size_in_bytes + pixel_data_size_in_bytes
if current_texture_offset >= end_of_file_offset:
break
def unpack_level_model_from_bytes(self, model_file_bytes):
self.fill_file_header_from_bytes(model_file_bytes[:self.file_header_size])
node_transform_size = 0x60
node_relation_size = 0x20
node_size = node_relation_size + node_transform_size
# Read Road segments
road_count = self.file_header["Road count"]
road_size_in_bytes = 0x60
road_offset = self.file_header["Relation Offset"] + 0x20
self.unpack_road_segments_from_bytes(model_file_bytes, road_offset, road_count)
# Read Node that Road references
# Then Mesh that Node references
for road in self.roads:
node_offset = road.road["Node Offset"]
node_offset_lod = road.road["Node Offset LOD"]
self.unpack_node_by_offset(model_file_bytes, node_offset)
if node_offset_lod != 0:
self.unpack_node_by_offset(model_file_bytes, node_offset_lod)
node_indexes_offset = road_offset + road_size_in_bytes * road_count
self.unpack_node_indexes_from_bytes(model_file_bytes, node_indexes_offset, self.file_header["Node Indexes Size In Bytes"])
kinda_pointer_offset = node_indexes_offset + self.file_header["Node Indexes Size In Bytes"]
self.unpack_kinda_pointers_from_bytes(model_file_bytes, kinda_pointer_offset, self.file_header["Kinda Pointers Count"])
embedded_textures_offset = kinda_pointer_offset + self.file_header["Kinda Pointers Count"] * 32
self.unpack_embedded_textures_from_bytes(model_file_bytes, embedded_textures_offset)
def unpack_node_by_offset(self, model_file_bytes, node_offset):
node_bytes = model_file_bytes[node_offset:
node_offset + 0x80]
new_node = SR2Node()
new_node.unpack_from_bytes(node_bytes)
self.nodes.append(new_node)
new_mesh = Mesh()
new_mesh.unpack_from_bytes(model_file_bytes, new_node.transform["Model Pointers Offset"])
self.meshes.append(new_mesh)
def unpack_from_bytes(self, model_file_bytes):
self.fill_file_header_from_bytes(model_file_bytes[:self.file_header_size])
print('File size: {0:#X}'.format(self.file_header["File Size"]))
print('Node offset: {0:#X}'.format(self.file_header["Relation Offset"]))
# Check if it's a level file
if self.file_header["File Size"] > self.file_header["Relation Offset"] + 0x20:
self.unpack_level_model_from_bytes(model_file_bytes)
return
# Unpack node and related mesh
# 1. Calculate the total size of nodes + mesh
# 2. Go through each node + mesh and subtract their sizes from the total size
# 3. Once the total size hits zero, the reading is complete
node_transform_size = 0x60
node_relation_size = 0x20
node_size = node_relation_size + node_transform_size
total_mesh_node_size = self.file_header["Relation Offset"] + node_relation_size - self.file_header_size
# Unpack nodes and related mesh, if exist
# If a node has 0xFFFFFFFF at unk_0x0C, then it doesn't have mesh, but other data
first_node_relation_offset = self.file_header["Relation Offset"]
# MDL file header has the first node relation offset
# Nodes after that are placed before the first one
bytes_left = total_mesh_node_size
current_node_relation_offset = first_node_relation_offset
while bytes_left > 0:
print("\n")
print("Total bytes left : {}".format(bytes_left))
mesh_present = True
# Unpack node
node = SR2Node()
node_bytes = model_file_bytes[current_node_relation_offset - node_transform_size:
current_node_relation_offset - node_transform_size + node_size]
node.unpack_from_bytes(node_bytes)
print("unk 0x0C value {0}".format(node.transform["unk_0x0C"]))
if math.isnan(node.transform["unk_0x0C"]):
print("Node without Mesh detected")
mesh_present = False
node.index = len(self.nodes) # len(self.nodes) will increase as Nodes are added
node.extra["Offset"] = current_node_relation_offset - node_transform_size
node.extra["Relation Offset"] = current_node_relation_offset
self.nodes.append(node)
# Go back through the file
current_node_relation_offset -= node_size
bytes_left -= node_size
# Doesn't have mesh attached or something?
# Still needs to be included or else the game crashes
if node_size == 0x20:
continue
"""
if (math.isnan(node.transform["unk_0x0C"]) # NAN is 0xFFFFFFFF in float
and node.transform["unk_0x2C"] == 0x00
and node.transform["Rotation X"] == 0x00):
continue
"""
if ((node.relation["unk_0x08"] == 1)
and node.transform["unk_0x2C"] == 0x00
and node.transform["Rotation X"] == 0x00):
continue
# Unpack mesh
if mesh_present:
mesh_offset = node.mesh_offset
mesh = Mesh()
mesh.unpack_from_bytes(model_file_bytes, mesh_offset)
mesh.update_sizes()
bytes_left -= mesh.total_size
self.meshes.append(mesh)
print("Mesh at {0:#X}".format(current_node_relation_offset))
print("Mesh size: {0:#X}".format(mesh.total_size))
else:
some_data_size = 0x20
tmp_some_data = SomeData()
tmp_some_data.unpack_from_bytes(model_file_bytes, node.transform["Model Pointers Offset"])
# Attach to node, instead of array like mesh
node.some_data = tmp_some_data.data
bytes_left -= some_data_size
print("Total bytes left after substraction: {}".format(bytes_left))
self.find_node_index_relations_by_node_relation_offsets()
for node in self.nodes:
print("\n")
print("Node Index", node.transform["Node Index"])
print("Parent Index", node.extra["Parent Index"])
print("Child Index", node.extra["Child Index"])
def find_node_index_relations_by_node_relation_offsets(self):
# Find Node parent and sibling by index for easy offset calculation
print("\nFinding Relationships between Nodes")
for node_index, node in enumerate(self.nodes):
for check_node_index, check_node in enumerate(self.nodes):
print("\n")
print("Parent Offset {0:X}".format(self.nodes[node_index].relation["Parent Offset"]))
print("Child Offset {0:#X}".format(self.nodes[node_index].relation["Child Offset"]))
print("Check Node offset {0:#X}".format(check_node.extra["Offset"]))
if check_node.extra["Offset"] == self.nodes[node_index].relation["Parent Offset"]:
self.nodes[node_index].extra["Parent Index"] = check_node_index
if check_node.extra["Offset"] == self.nodes[node_index].relation["Child Offset"]:
self.nodes[node_index].extra["Child Index"] = check_node_index
def unpack_from_file(self, file_path):
with open(file_path, "r+b") as file:
file_bytes = file.read()
self.unpack_from_bytes(file_bytes)
def calculate_total_node_size(self):
return len(self.nodes) * 0x80
def update_sizes(self):
"""
Header
Mesh[]
Node[]
"""
for mesh in self.meshes:
mesh.update_sizes()
total_mesh_size = 0
for mesh in self.meshes:
total_mesh_size += mesh.total_size
total_node_size = self.calculate_total_node_size()
total_some_data_size = 0
for node in self.nodes:
if node.some_data != {}:
total_some_data_size += 0x20
total_file_size = self.file_header_size + total_mesh_size + total_some_data_size + total_node_size
self.file_header["File Size"] = total_file_size
def update_relation_offset_in_header(self):
self.update_sizes()
first_node_relation_offset = self.file_header_size
for mesh in self.meshes:
first_node_relation_offset += mesh.total_size
for node in self.nodes:
if node.some_data != {}:
first_node_relation_offset += 0x20
# Go the end of all nodes and then go back a little
first_node_relation_offset += self.calculate_total_node_size()
first_node_relation_offset -= 0x20
self.file_header["Relation Offset"] = first_node_relation_offset
def update_model_pointers_offsets(self):
current_mesh_offset = self.file_header_size
for mesh in self.meshes:
mesh.offset = current_mesh_offset
mesh.model_pointers["Vertex Offset"] = current_mesh_offset + mesh.sizes["Material"]
mesh.model_pointers["Face Offset"] = current_mesh_offset + mesh.sizes["Material"] + mesh.sizes["Vertex"]
mesh.model_pointers["Material Offset"] = current_mesh_offset
current_mesh_offset += mesh.total_size
def update_node_offset_to_model_pointers(self):
for node_index in range(len(self.nodes)):
node = self.nodes[node_index]
print("Transform", node.transform["unk_0x0C"], float('-nan'))
if not math.isnan(node.transform["unk_0x0C"]):
mesh = self.meshes[node_index]
node.transform["Model Pointers Offset"] = (mesh.offset + mesh.sizes["Material"]
+ mesh.sizes["Vertex"] + mesh.sizes["Face"])
node.transform["Draw Options Offset"] = node.transform["Model Pointers Offset"] + 0x20
def update_node_offsets(self):
self.update_node_offset_to_model_pointers()
pass
def update_offsets(self):
"""
Opening:
+ Record Node address during unpacking
+ Calculate Node index relations based on it
Saving
+ Update Node's own addresses
+ Update relation addresses based on index relations
"""
self.update_sizes()
self.update_relation_offset_in_header()
self.update_model_pointers_offsets()
self.update_node_offsets()
total_mesh_and_header_size = self.file_header_size
for mesh in self.meshes:
total_mesh_and_header_size += mesh.total_size
for node in self.nodes:
if node.some_data != {}:
total_mesh_and_header_size += 0x20
# Node offsets
new_node_offset = total_mesh_and_header_size
# Calculate new offset of each node (in reverse order since that's how they are stored)
node_size = 0x80
for node_index in range(len(self.nodes) - 1, 0, -1):
print("New node offset", new_node_offset)
self.nodes[node_index].extra["Offset"] = new_node_offset
new_node_offset += node_size
# Go through each node and fill in new offsets
print(len(self.nodes))
for node in self.nodes:
print("Updating offsets for Node", node.transform["Node Index"], "with offset", node.extra["Offset"])
parent_index = node.extra["Parent Index"]
print("Parent Node index", parent_index)
if node.extra["Parent Index"] != -1:
print("Previous Parent Offset", node.relation["Parent Offset"])
node.relation["Parent Offset"] = self.nodes[parent_index].extra["Offset"]
print("New Parent offset", node.relation["Parent Offset"])
child_index = node.extra["Child Index"]
print("Child Node index", child_index)