public static void BuildAvatarGeometry(StudioMdlWriter meshBuilder, StudioBone bone)
        {
            Contract.Requires(meshBuilder != null && bone != null);

            string task = "BuildGeometry_" + bone.Node.Name;

            Rbx2Source.ScheduleTasks(task);

            Node     node = bone.Node;
            BasePart part = bone.Part1;

            bool   isAvatarLimb = bone.IsAvatarBone;
            string matName      = part.Name;

            if (isAvatarLimb)
            {
                BodyPart?limb = GetLimb(part);

                if (!limb.HasValue)
                {
                    throw new ArgumentException("Provided StudioBone did not point to a limb correctly.");
                }

                matName = Rbx2Source.GetEnumName(limb.Value);
            }

            var material = new ValveMaterial()
            {
                UseAvatarMap = isAvatarLimb
            };

            Rbx2Source.Print("Building Geometry for {0}", part.Name);
            Rbx2Source.IncrementStack();

            Mesh geometry = Mesh.BakePart(part, material);

            meshBuilder.Materials[matName] = material;

            for (int i = 0; i < geometry.NumFaces; i++)
            {
                Triangle tri = new Triangle()
                {
                    Node      = node,
                    FaceIndex = i,
                    Mesh      = geometry,
                    Material  = matName
                };

                meshBuilder.Triangles.Add(tri);
            }

            Rbx2Source.DecrementStack();
            Rbx2Source.MarkTaskCompleted(task);
        }
Beispiel #2
0
        public TextureBindings BindTextures(TextureCompositor compositor, Dictionary <string, ValveMaterial> materials)
        {
            Contract.Requires(compositor != null && materials != null);
            TextureBindings textureBinds = new TextureBindings();

            Bitmap uvMap = compositor.BakeTextureMap();

            Rbx2Source.SetDebugImage(uvMap);

            foreach (string matName in materials.Keys)
            {
                Rbx2Source.Print("Building Material {0}", matName);
                ValveMaterial material = materials[matName];
                Image         image    = null;

                if (material.UseAvatarMap)
                {
                    if (Enum.TryParse(matName, out BodyPart limb))
                    {
                        Rectangle cropRegion = UVCrops[limb];
                        image = TextureCompositor.CropBitmap(uvMap, cropRegion);
                    }
                }
                else
                {
                    Asset texture = material.TextureAsset;

                    if (texture != null)
                    {
                        byte[]       textureData   = texture.GetContent();
                        MemoryStream textureStream = new MemoryStream(textureData);

                        image = Image.FromStream(textureStream);
                        textureStream.Dispose();
                    }
                }

                textureBinds.BindTexture(matName, image);
            }

            return(textureBinds);
        }
        public AssemblerData Assemble(UserAvatar avatar)
        {
            Contract.Requires(avatar != null);

            UserInfo userInfo = avatar.UserInfo;
            string   userName = FileUtility.MakeNameWindowsSafe(userInfo.Username);

            string appData = Environment.GetEnvironmentVariable("LocalAppData");
            string rbx2Src = Path.Combine(appData, "Rbx2Source");
            string avatars = Path.Combine(rbx2Src, "Avatars");
            string userBin = Path.Combine(avatars, userName);

            string modelDir     = Path.Combine(userBin, "Model");
            string anim8Dir     = Path.Combine(modelDir, "Animations");
            string texturesDir  = Path.Combine(userBin, "Textures");
            string materialsDir = Path.Combine(userBin, "Materials");

            FileUtility.InitiateEmptyDirectories(modelDir, anim8Dir, texturesDir, materialsDir);

            AvatarType          avatarType = avatar.PlayerAvatarType;
            ICharacterAssembler assembler;

            if (avatarType == AvatarType.R15)
            {
                assembler = new R15CharacterAssembler();
            }
            else
            {
                assembler = new R6CharacterAssembler();
            }

            string compileDir = "roblox_avatars/" + userName;

            string avatarTypeName  = Rbx2Source.GetEnumName(avatarType);
            Folder characterAssets = AppendCharacterAssets(avatar, avatarTypeName);

            Rbx2Source.ScheduleTasks
            (
                "BuildCharacter",
                "BuildCollisionModel",
                "BuildAnimations",
                "BuildTextures",
                "BuildMaterials",
                "BuildCompilerScript"
            );

            Rbx2Source.PrintHeader("BUILDING CHARACTER MODEL");
            #region Build Character Model
            ///////////////////////////////////////////////////////////////////////////////////////////////////////

            StudioMdlWriter writer = assembler.AssembleModel(characterAssets, avatar.Scales, DEBUG_RAPID_ASSEMBLY);

            string studioMdl = writer.BuildFile();
            string modelPath = Path.Combine(modelDir, "CharacterModel.smd");
            FileUtility.WriteFile(modelPath, studioMdl);

            string staticPose = writer.BuildFile(false);
            string refPath    = Path.Combine(modelDir, "ReferencePos.smd");
            FileUtility.WriteFile(refPath, staticPose);

            Rbx2Source.MarkTaskCompleted("BuildCharacter");

            ///////////////////////////////////////////////////////////////////////////////////////////////////////
            #endregion

            Rbx2Source.PrintHeader("BUILDING COLLISION MODEL");
            #region Build Character Collisions
            ///////////////////////////////////////////////////////////////////////////////////////////////////////

            Folder          collisionAssets = AppendCollisionAssets(avatar, avatarTypeName);
            StudioMdlWriter collisionWriter = assembler.AssembleModel(collisionAssets, avatar.Scales, true);

            string collisionModel = collisionWriter.BuildFile();
            string cmodelPath     = Path.Combine(modelDir, "CollisionModel.smd");
            FileUtility.WriteFile(cmodelPath, collisionModel);

            byte[] collisionJoints = assembler.CollisionModelScript;
            string cjointsPath     = Path.Combine(modelDir, "CollisionJoints.qc");

            FileUtility.WriteFile(cjointsPath, collisionJoints);
            Rbx2Source.MarkTaskCompleted("BuildCollisionModel");

            ///////////////////////////////////////////////////////////////////////////////////////////////////////
            #endregion

            Rbx2Source.PrintHeader("BUILDING CHARACTER ANIMATIONS");
            #region Build Character Animations
            ///////////////////////////////////////////////////////////////////////////////////////////////////////

            var animIds      = assembler.CollectAnimationIds(avatar);
            var compileAnims = new Dictionary <string, Asset>();

            if (animIds.Count > 0)
            {
                Rbx2Source.Print("Collecting Animations...");
                Rbx2Source.IncrementStack();

                Action <string, Asset> collectAnimation = (animName, animAsset) =>
                {
                    if (!compileAnims.ContainsKey(animName))
                    {
                        Rbx2Source.Print("Collected animation {0} with id {1}", animName, animAsset.Id);
                        compileAnims.Add(animName, animAsset);
                    }
                };

                foreach (string animName in animIds.Keys)
                {
                    var animId    = animIds[animName];
                    var animAsset = animId.GetAsset();
                    var import    = animAsset.OpenAsModel();

                    if (animId.AnimationType == AnimationType.R15AnimFolder)
                    {
                        Folder r15Anim = import.FindFirstChild <Folder>("R15Anim");

                        if (r15Anim != null)
                        {
                            foreach (Instance animDef in r15Anim.GetChildren())
                            {
                                if (animDef.Name == "idle")
                                {
                                    var anims = animDef.GetChildrenOfType <Animation>();

                                    if (anims.Length == 2)
                                    {
                                        var getLookAnim = anims.OrderBy((anim) =>
                                        {
                                            var weight = anim.FindFirstChild <NumberValue>("Weight");

                                            if (weight != null)
                                            {
                                                return(weight.Value);
                                            }

                                            return(0.0);
                                        });

                                        var lookAnim = getLookAnim.First();
                                        lookAnim.Destroy();

                                        Asset lookAsset = Asset.GetByAssetId(lookAnim.AnimationId);
                                        collectAnimation("Idle2", lookAsset);
                                    }
                                }

                                Animation compileAnim = animDef.FindFirstChildOfClass <Animation>();

                                if (compileAnim != null)
                                {
                                    Asset  compileAsset = Asset.GetByAssetId(compileAnim.AnimationId);
                                    string compileName  = animName;

                                    if (animDef.Name == "pose")
                                    {
                                        compileName = "Pose";
                                    }

                                    collectAnimation(compileName, compileAsset);
                                }
                            }
                        }
                    }
                    else
                    {
                        collectAnimation(animName, animAsset);
                    }
                }

                Rbx2Source.DecrementStack();
            }
            else
            {
                Rbx2Source.Print("No animations found :(");
            }

            if (compileAnims.Count > 0)
            {
                Rbx2Source.Print("Assembling Animations...");
                Rbx2Source.IncrementStack();

                foreach (string animName in compileAnims.Keys)
                {
                    Rbx2Source.Print("Building Animation {0}...", animName);

                    Asset animAsset = compileAnims[animName];
                    var   import    = animAsset.OpenAsModel();

                    var sequence = import.FindFirstChildOfClass <KeyframeSequence>();
                    sequence.Name = animName;

                    var avatarTypeRef = new StringValue()
                    {
                        Value  = $"{avatarType}",
                        Name   = "AvatarType",
                        Parent = sequence
                    };

                    string animation = AnimationBuilder.Assemble(sequence, writer.Skeleton[0].Bones);
                    string animPath  = Path.Combine(anim8Dir, animName + ".smd");

                    FileUtility.WriteFile(animPath, animation);
                }

                Rbx2Source.DecrementStack();
            }

            Rbx2Source.MarkTaskCompleted("BuildAnimations");

            ///////////////////////////////////////////////////////////////////////////////////////////////////////
            #endregion

            Rbx2Source.PrintHeader("BUILDING CHARACTER TEXTURES");
            #region Build Character Textures
            ///////////////////////////////////////////////////////////////////////////////////////////////////////

            var             materials = writer.Materials;
            TextureBindings textures;

            if (DEBUG_RAPID_ASSEMBLY)
            {
                textures = new TextureBindings();
                materials.Clear();
            }
            else
            {
                TextureCompositor texCompositor = assembler.ComposeTextureMap(characterAssets, avatar.BodyColors);
                textures = assembler.BindTextures(texCompositor, materials);
            }

            var images = textures.Images;
            textures.MaterialDirectory = compileDir;

            foreach (string imageName in images.Keys)
            {
                Rbx2Source.Print("Writing Image {0}.png", imageName);

                Image  image     = images[imageName];
                string imagePath = Path.Combine(texturesDir, imageName + ".png");

                try
                {
                    image.Save(imagePath, ImageFormat.Png);
                }
                catch
                {
                    Rbx2Source.Print("IMAGE {0}.png FAILED TO SAVE!", imageName);
                }

                FileUtility.LockFile(imagePath);
            }

            CompositData.FreeAllocatedTextures();
            Rbx2Source.MarkTaskCompleted("BuildTextures");

            ///////////////////////////////////////////////////////////////////////////////////////////////////////
            #endregion

            Rbx2Source.PrintHeader("WRITING MATERIAL FILES");
            #region Write Material Files
            ///////////////////////////////////////////////////////////////////////////////////////////////////////

            var matLinks = textures.MatLinks;

            foreach (string mtlName in matLinks.Keys)
            {
                Rbx2Source.Print("Building VMT {0}.vmt", mtlName);

                string targetVtf = matLinks[mtlName];
                string vmtPath   = Path.Combine(materialsDir, mtlName + ".vmt");

                ValveMaterial mtl = materials[mtlName];
                mtl.SetVmtField("basetexture", "models/" + compileDir + "/" + targetVtf);
                mtl.WriteVmtFile(vmtPath);
            }

            Rbx2Source.MarkTaskCompleted("BuildMaterials");

            ///////////////////////////////////////////////////////////////////////////////////////////////////////
            #endregion

            Rbx2Source.PrintHeader("WRITING COMPILER SCRIPT");
            #region Write Compiler Script
            ///////////////////////////////////////////////////////////////////////////////////////////////////////

            string       modelName = compileDir + ".mdl";
            QuakeCWriter qc        = new QuakeCWriter();

            qc.Add("body", userName, "CharacterModel.smd");
            qc.Add("modelname", modelName);
            qc.Add("upaxis", "y");

            // Compute the floor level of the avatar.
            Folder assembly = characterAssets.FindFirstChild <Folder>("ASSEMBLY");

            if (assembly != null)
            {
                float  floor  = ComputeFloorLevel(assembly);
                string origin = "0 " + floor.ToInvariantString() + " 0";
                qc.Add("origin", origin);
            }

            qc.Add("cdmaterials", "models/" + compileDir);
            qc.Add("surfaceprop", "flesh");
            qc.Add("include", "CollisionJoints.qc");

            QuakeCItem refAnim = qc.Add("sequence", "reference", "ReferencePos.smd");
            refAnim.AddSubItem("fps", 1);
            refAnim.AddSubItem("loop");

            foreach (string animName in compileAnims.Keys)
            {
                QuakeCItem sequence = qc.Add("sequence", animName.ToLowerInvariant(), "Animations/" + animName + ".smd");
                sequence.AddSubItem("fps", AnimationBuilder.FrameRate);

                if (avatarType == AvatarType.R6)
                {
                    sequence.AddSubItem("delta");
                }

                sequence.AddSubItem("loop");
            }

            string qcFile = qc.ToString();
            string qcPath = Path.Combine(modelDir, "Compile.qc");

            FileUtility.WriteFile(qcPath, qcFile);
            Rbx2Source.MarkTaskCompleted("BuildCompilerScript");

            ///////////////////////////////////////////////////////////////////////////////////////////////////////
            #endregion

            AssemblerData data = new AssemblerData()
            {
                ModelData      = writer,
                ModelName      = modelName,
                TextureData    = textures,
                CompilerScript = qcPath,

                RootDirectory     = userBin,
                CompileDirectory  = compileDir,
                TextureDirectory  = texturesDir,
                MaterialDirectory = materialsDir,
            };

            return(data);
        }
        public TextureBindings BindTextures(TextureCompositor compositor, Dictionary <string, ValveMaterial> materials)
        {
            Contract.Requires(compositor != null && materials != null);
            TextureBindings textures = new TextureBindings();

            Bitmap core = compositor.BakeTextureMap();

            Rbx2Source.SetDebugImage(core);

            Bitmap head = TextureCompositor.CropBitmap(core, RECT_HEAD);

            textures.BindTexture("Head", head);

            Bitmap body            = TextureCompositor.CropBitmap(core, RECT_BODY);
            Folder characterAssets = compositor.CharacterAssets;

            Rbx2Source.Print("Processing Package Textures...");
            Rbx2Source.IncrementStack();

            // Collect CharacterMeshes
            var packagedLimbs = characterAssets
                                .GetChildrenOfType <CharacterMesh>()
                                .ToDictionary(mesh => mesh.BodyPart);

            // Compose the textures that will be used
            var limbOverlays = new Dictionary <BodyPart, long>();
            var limbBitmaps  = new Dictionary <long, Bitmap>()
            {
                { 0, body }
            };

            foreach (BodyPart limb in LimbMatcher.Keys)
            {
                // Head is already textured, ignore it.
                if (limb == BodyPart.Head)
                {
                    continue;
                }

                // Is there a CharacterMesh for this limb?
                if (packagedLimbs.ContainsKey(limb))
                {
                    // Check the CharacterMesh textures.
                    CharacterMesh mesh = packagedLimbs[limb];

                    if (mesh.OverlayTextureId > 0)
                    {
                        // Use the overlay texture for this limb.
                        long overlayId = mesh.OverlayTextureId;
                        limbOverlays.Add(limb, overlayId);

                        // Compose this overlay texture with the body texture if it doesn't exist yet.
                        if (!limbBitmaps.ContainsKey(overlayId))
                        {
                            Asset overlayAsset = Asset.Get(overlayId);

                            TextureCompositor overlayCompositor = new TextureCompositor(AvatarType.R6, RECT_FULL);
                            overlayCompositor.SetContext("Overlay Texture " + overlayId);
                            overlayCompositor.AppendTexture(overlayAsset, RECT_BODY, 1);
                            overlayCompositor.AppendTexture(body, RECT_BODY);

                            Bitmap overlayTex = overlayCompositor.BakeTextureMap(RECT_BODY);
                            limbBitmaps.Add(overlayId, overlayTex);
                        }

                        continue;
                    }
                    else if (mesh.BaseTextureId > 0)
                    {
                        // Use the base texture for this limb.
                        long baseId = mesh.BaseTextureId;
                        limbOverlays.Add(limb, baseId);

                        // Compose the base texture if it doesn't exist yet.
                        if (!limbBitmaps.ContainsKey(baseId))
                        {
                            Asset baseAsset = Asset.Get(baseId);

                            TextureCompositor baseCompositor = new TextureCompositor(AvatarType.R6, RECT_FULL);
                            baseCompositor.SetContext("Base Texture " + baseId);
                            baseCompositor.AppendTexture(baseAsset, RECT_BODY);

                            Bitmap baseTex = baseCompositor.BakeTextureMap(RECT_BODY);
                            limbBitmaps.Add(baseId, baseTex);
                        }

                        continue;
                    }
                }

                // If no continue statement is reached, fallback to using the body texture.
                // This occurs if the limb has no package, or the package limb has no textures.
                limbOverlays.Add(limb, 0);
            }

            // Add the images into the texture assembly.
            foreach (long id in limbBitmaps.Keys)
            {
                Bitmap bitmap  = limbBitmaps[id];
                string matName = GetBodyMatName(id);
                textures.BindTexture(matName, bitmap, false);
            }

            // Link the limbs to their textures.
            foreach (BodyPart limb in limbOverlays.Keys)
            {
                long   id      = limbOverlays[limb];
                string matName = GetBodyMatName(id);

                string limbName = Rbx2Source.GetEnumName(limb);
                textures.BindTextureAlias(limbName, matName);
            }

            // Handle the rest of the materials
            foreach (string matName in materials.Keys)
            {
                if (!textures.MatLinks.ContainsKey(matName))
                {
                    ValveMaterial material = materials[matName];
                    Asset         texture  = material.TextureAsset;

                    TextureCompositor matComp = new TextureCompositor(AvatarType.R6, RECT_ITEM);
                    matComp.SetContext("Accessory Texture " + matName);
                    matComp.AppendTexture(texture, RECT_ITEM);

                    Bitmap bitmap = matComp.BakeTextureMap();
                    textures.BindTexture(matName, bitmap);
                }
            }

            Rbx2Source.DecrementStack();
            return(textures);
        }
        public static StudioMdlWriter AssembleModel(Asset asset)
        {
            Contract.Requires(asset != null);

            var content = asset.OpenAsModel();

            Rbx2Source.ScheduleTasks("GatherParts", "BuildMesh");

            List <BasePart> parts = new List <BasePart>();

            AddParts(parts, content);

            if (parts.Count == 0)
            {
                throw new Exception("No parts were found inside of this asset!");
            }

            BasePart primaryPart = null;

            foreach (BasePart part in parts)
            {
                if (part is MeshPart || part.Name == "Handle")
                {
                    primaryPart = part;
                    break;
                }
            }

            if (primaryPart == null) // k lol
            {
                primaryPart = parts[0];
            }

            primaryPart.Name = asset.ProductInfo.WindowsSafeName.Trim();

            // Mark the primaryPart's location as the center.
            CFrame rootCoord = primaryPart.CFrame;

            foreach (BasePart part in parts)
            {
                part.CFrame = rootCoord.ToObjectSpace(part.CFrame);
            }

            Rbx2Source.MarkTaskCompleted("GatherParts");
            Rbx2Source.PrintHeader("BUILDING MESH");

            StudioMdlWriter writer = new StudioMdlWriter();

            BoneKeyframe skeleton = new BoneKeyframe();

            writer.Skeleton.Add(skeleton);

            List <StudioBone> bones = skeleton.Bones;
            List <Node>       nodes = writer.Nodes;

            List <Triangle> triangles         = writer.Triangles;
            int             numAssembledParts = 0;

            var materials  = writer.Materials;
            var nameCounts = new Dictionary <string, int>();

            foreach (BasePart part in parts)
            {
                // Make sure this part has a unique name.
                string name = part.Name;

                if (nameCounts.ContainsKey(name))
                {
                    int count = ++nameCounts[name];
                    name     += count.ToInvariantString();
                    part.Name = name;
                }
                else
                {
                    nameCounts[name] = 0;
                }

                // Assemble the part.
                var  material = new ValveMaterial();
                Mesh geometry = Mesh.BakePart(part, material);

                if (geometry != null && geometry.NumFaces > 0)
                {
                    string task = "BuildGeometry_" + name;
                    Rbx2Source.ScheduleTasks(task);
                    Rbx2Source.Print("Building Geometry for {0}", name);

                    var bone = new StudioBone(name, primaryPart, part)
                    {
                        C0 = part.CFrame
                    };
                    bones.Add(bone);

                    Node node = bone.Node;
                    nodes.Add(node);

                    int faceStride;
                    materials.Add(name, material);

                    if (geometry.HasLODs)
                    {
                        faceStride = geometry.LODs[1];
                    }
                    else
                    {
                        faceStride = geometry.NumFaces;
                    }

                    for (int i = 0; i < faceStride; i++)
                    {
                        Triangle tri = new Triangle()
                        {
                            Node      = node,
                            Mesh      = geometry,
                            FaceIndex = i,
                            Material  = name,
                        };

                        triangles.Add(tri);
                    }

                    Rbx2Source.MarkTaskCompleted(task);
                    numAssembledParts++;
                }
            }


            Rbx2Source.MarkTaskCompleted("BuildMesh");
            return(writer);
        }
        public AssemblerData Assemble(long assetId)
        {
            Asset  asset     = Asset.Get(assetId);
            string assetName = asset.ProductInfo.WindowsSafeName.Trim();

            string appData    = Environment.GetEnvironmentVariable("LocalAppData");
            string rbx2Source = Path.Combine(appData, "Rbx2Source");
            string items      = Path.Combine(rbx2Source, "Items");
            string rootDir    = Path.Combine(items, assetName);

            string modelDir     = Path.Combine(rootDir, "Model");
            string texturesDir  = Path.Combine(rootDir, "Textures");
            string materialsDir = Path.Combine(rootDir, "Materials");

            FileUtility.InitiateEmptyDirectories(modelDir, texturesDir, materialsDir);
            Rbx2Source.ScheduleTasks("BuildModel", "BuildTextures", "BuildMaterials", "BuildCompilerScript");

            Rbx2Source.PrintHeader("BUILDING MODEL");
            #region Build Model
            ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////

            StudioMdlWriter writer = AssembleModel(asset);

            string studioMdl = writer.BuildFile();
            string modelPath = Path.Combine(modelDir, "Asset.smd");
            FileUtility.WriteFile(modelPath, studioMdl);

            string reference = writer.BuildFile(false);
            string refPath   = Path.Combine(modelDir, "Reference.smd");
            FileUtility.WriteFile(refPath, reference);

            Rbx2Source.MarkTaskCompleted("BuildModel");

            ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////
            #endregion

            Rbx2Source.PrintHeader("BUILDING TEXTURES");
            #region Build Textures
            ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////

            var materials = writer.Materials;
            var textures  = BindTextures(materials);

            var images     = textures.Images;
            var compileDir = "roblox_assets/" + assetName;

            foreach (string imageName in images.Keys)
            {
                Rbx2Source.Print("Writing Image {0}", imageName);

                Image  image     = images[imageName];
                string imagePath = Path.Combine(texturesDir, imageName + ".png");

                try
                {
                    image.Save(imagePath, ImageFormat.Png);
                }
                catch
                {
                    Rbx2Source.Print("IMAGE {0}.png FAILED TO SAVE!", imageName);
                }

                FileUtility.LockFile(imagePath);
            }

            textures.MaterialDirectory = compileDir;
            Rbx2Source.MarkTaskCompleted("BuildTextures");

            ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////
            #endregion

            Rbx2Source.PrintHeader("WRITING MATERIAL FILES");
            #region Write Materials
            ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////

            string mtlDir   = "models/" + compileDir;
            var    matLinks = textures.MatLinks;

            foreach (string matName in matLinks.Keys)
            {
                string vtfTarget = matLinks[matName];
                string vmtPath   = Path.Combine(materialsDir, matName + ".vmt");

                ValveMaterial mat = materials[matName];
                mat.SetVmtField("basetexture", mtlDir + '/' + vtfTarget);
                mat.WriteVmtFile(vmtPath);
            }

            Rbx2Source.MarkTaskCompleted("BuildMaterials");

            ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////
            #endregion

            Rbx2Source.PrintHeader("WRITING COMPILER SCRIPT");
            #region Write Compiler Script
            ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////

            string       modelName = compileDir + ".mdl";
            QuakeCWriter qc        = new QuakeCWriter();

            qc.Add("body", assetName, "Asset.smd");
            qc.Add("modelname", modelName);
            qc.Add("upaxis", "y");
            qc.Add("cdmaterials", mtlDir);

            QuakeCItem phys = qc.Add("collisionjoints", "Asset.smd");
            phys.AddSubItem("$mass", 115.0);
            phys.AddSubItem("$inertia", 2.00);
            phys.AddSubItem("$damping", 0.01);
            phys.AddSubItem("$rotdamping", 0.40);

            QuakeCItem refAnim = qc.Add("sequence", "reference", "Reference.smd");
            refAnim.AddSubItem("fps", 1);
            refAnim.AddSubItem("loop");

            string qcFile = qc.ToString();
            string qcPath = Path.Combine(modelDir, "Compile.qc");

            FileUtility.WriteFile(qcPath, qcFile);
            Rbx2Source.MarkTaskCompleted("BuildCompilerScript");

            ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////
            #endregion

            AssemblerData data = new AssemblerData()
            {
                ModelData      = writer,
                ModelName      = modelName,
                TextureData    = textures,
                CompilerScript = qcPath,

                RootDirectory     = rootDir,
                CompileDirectory  = compileDir,
                TextureDirectory  = texturesDir,
                MaterialDirectory = materialsDir
            };

            return(data);
        }
        public static TextureBindings BindTextures(Dictionary <string, ValveMaterial> materials)
        {
            Contract.Requires(materials != null);

            var textures = new TextureBindings();
            var images   = textures.Images;

            foreach (string mtlName in materials.Keys)
            {
                ValveMaterial material     = materials[mtlName];
                Asset         textureAsset = material.TextureAsset;

                if (textureAsset == null || textureAsset.Id == 9854798)
                {
                    var    linkedTo = material.LinkedTo;
                    Color3 color;

                    if (linkedTo.BrickColor != null)
                    {
                        BrickColor bc = linkedTo.BrickColor;
                        color = bc.Color;
                    }
                    else if (linkedTo.Color3uint8 != null)
                    {
                        color = linkedTo.Color3uint8;
                    }
                    else
                    {
                        BrickColor def = BrickColor.FromNumber(-1);
                        color = def.Color;
                    }

                    float r = color.R,
                          g = color.G,
                          b = color.B;

                    if (!images.ContainsKey("BrickColor"))
                    {
                        byte[] rawImg = ResourceUtility.GetResource("Images/BlankWhite.png");

                        using (MemoryStream imgStream = new MemoryStream(rawImg))
                        {
                            Image image = Image.FromStream(imgStream);
                            textures.BindTexture("BrickColor", image, false);
                        }
                    }

                    material.UseEnvMap   = true;
                    material.VertexColor = new Vector3(r, g, b);

                    textures.BindTextureAlias(mtlName, "BrickColor");
                }
                else
                {
                    byte[] rawImg = textureAsset.GetContent();

                    using (MemoryStream imgStream = new MemoryStream(rawImg))
                    {
                        Image image = Image.FromStream(imgStream);
                        textures.BindTexture(mtlName, image);
                    }
                }
            }

            return(textures);
        }
        public AssemblerData Assemble(object metadata)
        {
            UserAvatar avatar = metadata as UserAvatar;

            if (avatar == null)
            {
                throw new Exception("bad cast");
            }

            UserInfo userInfo = avatar.UserInfo;
            string   userName = FileUtility.MakeNameWindowsSafe(userInfo.Username);

            string appData    = Environment.GetEnvironmentVariable("AppData");
            string rbx2Source = Path.Combine(appData, "Rbx2Source");
            string avatars    = Path.Combine(rbx2Source, "Avatars");
            string userBin    = Path.Combine(avatars, userName);

            string modelDir     = Path.Combine(userBin, "Model");
            string animDir      = Path.Combine(modelDir, "Animations");
            string texturesDir  = Path.Combine(userBin, "Textures");
            string materialsDir = Path.Combine(userBin, "Materials");

            FileUtility.InitiateEmptyDirectories(modelDir, animDir, texturesDir, materialsDir);

            AvatarType          avatarType = avatar.ResolvedAvatarType;
            ICharacterAssembler assembler;

            if (avatarType == AvatarType.R15)
            {
                assembler = new R15CharacterAssembler();
            }
            else
            {
                assembler = new R6CharacterAssembler();
            }

            string avatarTypeName  = Rbx2Source.GetEnumName(avatar.ResolvedAvatarType);
            Folder characterAssets = AppendCharacterAssets(avatar, avatarTypeName);

            Rbx2Source.ScheduleTasks("BuildCharacter", "BuildCollisionModel", "BuildAnimations", "BuildTextures", "BuildMaterials", "BuildCompilerScript");
            Rbx2Source.PrintHeader("BUILDING CHARACTER MODEL");

            StudioMdlWriter writer = assembler.AssembleModel(characterAssets, avatar.Scales);

            string studioMdl = writer.BuildFile();
            string modelPath = Path.Combine(modelDir, "CharacterModel.smd");

            FileUtility.WriteFile(modelPath, studioMdl);

            // Clear the triangles so we can build a reference pose .smd file.
            writer.Triangles.Clear();
            string staticPose = writer.BuildFile();
            string refPath    = Path.Combine(modelDir, "ReferencePos.smd");

            FileUtility.WriteFile(refPath, staticPose);
            Rbx2Source.MarkTaskCompleted("BuildCharacter");

            Rbx2Source.PrintHeader("BUILDING COLLISION MODEL");

            Folder lowPoly = new Folder();

            SpecialMesh lowPolyHead = new SpecialMesh();

            lowPolyHead.MeshId   = "rbxassetid://582002794";
            lowPolyHead.MeshType = MeshType.FileMesh;
            lowPolyHead.Scale    = new Vector3(1, 1, 1);
            lowPolyHead.Offset   = new Vector3();
            lowPolyHead.Parent   = lowPoly;

            StudioMdlWriter collisionWriter = assembler.AssembleModel(lowPoly, avatar.Scales);

            string collisionModel = collisionWriter.BuildFile();
            string cmodelPath     = Path.Combine(modelDir, "CollisionModel.smd");

            FileUtility.WriteFile(cmodelPath, collisionModel);

            byte[] collisionJoints = assembler.CollisionModelScript;
            string cjointsPath     = Path.Combine(modelDir, "CollisionJoints.qc");

            FileUtility.WriteFile(cjointsPath, collisionJoints);
            Rbx2Source.MarkTaskCompleted("BuildCollisionModel");

            Rbx2Source.PrintHeader("BUILDING CHARACTER ANIMATIONS");
            Dictionary <string, string> animations = GatherAnimations(avatarType);

            if (animations.Count > 0)
            {
                foreach (string animName in animations.Keys)
                {
                    Rbx2Source.Print("Building Animation {0}", animName);
                    string           localAnimPath = animations[animName];
                    Asset            animAsset     = Asset.FromResource(localAnimPath);
                    Folder           import        = RBXM.LoadFromAsset(animAsset);
                    KeyframeSequence sequence      = import.FindFirstChildOfClass <KeyframeSequence>();
                    sequence.Name       = animName;
                    sequence.AvatarType = avatarType;
                    string animation = AnimationAssembler.Assemble(sequence, writer.Skeleton[0].Bones);
                    string animPath  = Path.Combine(animDir, animName + ".smd");
                    FileUtility.WriteFile(animPath, animation);
                }
            }
            else
            {
                Rbx2Source.Print("No animations found :(");
            }

            Rbx2Source.MarkTaskCompleted("BuildAnimations");
            Dictionary <string, Material> materials = writer.Materials;

            Rbx2Source.PrintHeader("BUILDING CHARACTER TEXTURES");

            string compileDirectory = "roblox_avatars/" + userName;

            TextureCompositor texCompositor = assembler.ComposeTextureMap(characterAssets, avatar.BodyColors);
            TextureAssembly   texAssembly   = assembler.AssembleTextures(texCompositor, materials);

            CompositData.FreeAllocatedTextures();
            texAssembly.MaterialDirectory = compileDirectory;

            Dictionary <string, Image> images = texAssembly.Images;

            foreach (string imageName in images.Keys)
            {
                Rbx2Source.Print("Writing Image {0}.png", imageName);
                Image  image     = images[imageName];
                string imagePath = Path.Combine(texturesDir, imageName + ".png");
                try
                {
                    image.Save(imagePath, ImageFormat.Png);
                }
                catch
                {
                    Rbx2Source.Print("IMAGE {0}.png FAILED TO SAVE!", imageName);
                }
                FileUtility.LockFile(imagePath);
            }

            Rbx2Source.MarkTaskCompleted("BuildTextures");
            Rbx2Source.PrintHeader("BUILDING MATERIAL FILES");

            Dictionary <string, string> matLinks = texAssembly.MatLinks;

            foreach (string mtlName in matLinks.Keys)
            {
                Rbx2Source.Print("Building VMT {0}.vmt", mtlName);
                string        targetVtf = matLinks[mtlName];
                Material      mtl       = materials[mtlName];
                ValveMaterial vmt       = new ValveMaterial(mtl);
                vmt.SetField("basetexture", "models/" + compileDirectory + "/" + targetVtf);
                string vmtPath    = Path.Combine(materialsDir, mtlName + ".vmt");
                string vmtContent = vmt.ToString();
                FileUtility.WriteFile(vmtPath, vmtContent);
            }

            Rbx2Source.MarkTaskCompleted("BuildMaterials");
            Rbx2Source.PrintHeader("WRITING COMPILER SCRIPT");

            QCWriter qc = new QCWriter();

            QCommand model = new QCommand("body", userName, "CharacterModel.smd");

            qc.AddCommand(model);

            string modelNameStr = compileDirectory + ".mdl";

            qc.WriteBasicCmd("modelname", modelNameStr);
            qc.WriteBasicCmd("upaxis", "y");

            string originStr = "";

            if (avatarType == AvatarType.R6)
            {
                originStr = "0 -30 0";
            }
            else
            {
                originStr = "0 " + (-23.5 * avatar.Scales.Height).ToString(Rbx2Source.NormalParse) + " 0";
            }

            qc.WriteBasicCmd("origin", originStr, false);
            qc.WriteBasicCmd("cdmaterials", "models/" + compileDirectory);
            qc.WriteBasicCmd("surfaceprop", "flesh");
            qc.WriteBasicCmd("include", "CollisionJoints.qc");

            QCommand reference = new QCommand("sequence", "reference", "ReferencePos.smd");

            reference.AddParameter("fps", "1");
            reference.AddParameter("loop");
            qc.AddCommand(reference);

            foreach (string animName in animations.Keys)
            {
                QCommand sequence = new QCommand("sequence", animName.ToLower(), "Animations/" + animName + ".smd");
                sequence.AddParameter("fps", AnimationAssembler.FrameRate.ToString());
                sequence.AddParameter("loop");
                if (avatarType == AvatarType.R6) // TODO: Find a work around so I can get rid of this.
                {
                    sequence.AddParameter("delta");
                }

                qc.AddCommand(sequence);
            }

            string qcFile = qc.BuildFile();
            string qcPath = Path.Combine(modelDir, "Compile.qc");

            FileUtility.WriteFile(qcPath, qcFile);
            Rbx2Source.MarkTaskCompleted("BuildCompilerScript");

            AssemblerData data = new AssemblerData();

            data.ModelData         = writer;
            data.TextureData       = texAssembly;
            data.CompilerScript    = qcPath;
            data.RootDirectory     = userBin;
            data.MaterialDirectory = materialsDir;
            data.TextureDirectory  = texturesDir;
            data.CompileDirectory  = compileDirectory;
            data.ModelName         = modelNameStr;

            return(data);
        }
        public AssemblerData Assemble(object metadata)
        {
            long   assetId   = (long)metadata;
            Asset  asset     = Asset.Get(assetId);
            string assetName = asset.ProductInfo.WindowsSafeName;

            string appData    = Environment.GetEnvironmentVariable("AppData");
            string rbx2Source = Path.Combine(appData, "Rbx2Source");
            string items      = Path.Combine(rbx2Source, "Items");
            string rootDir    = Path.Combine(items, assetName);

            string modelDir     = Path.Combine(rootDir, "Model");
            string texturesDir  = Path.Combine(rootDir, "Textures");
            string materialsDir = Path.Combine(rootDir, "Materials");

            FileUtility.InitiateEmptyDirectories(modelDir, texturesDir, materialsDir);
            Rbx2Source.ScheduleTasks("BuildModel", "BuildTextures", "BuildMaterials", "BuildCompilerScript");

            // Build Model

            StudioMdlWriter writer    = AssembleModel(asset);
            string          studioMdl = writer.BuildFile();
            string          modelPath = Path.Combine(modelDir, "Asset.smd");

            FileUtility.WriteFile(modelPath, studioMdl);

            // Build Reference Sequence

            Triangle[] triangles = writer.Triangles.ToArray();
            writer.Triangles.Clear();

            string reference = writer.BuildFile();
            string refPath   = Path.Combine(modelDir, "Reference.smd");

            FileUtility.WriteFile(refPath, reference);
            Rbx2Source.MarkTaskCompleted("BuildModel");

            // Build Textures

            Rbx2Source.PrintHeader("BUILDING TEXTURES");
            Dictionary <string, Material> materials = writer.Materials;
            string compileDirectory = "roblox_assets/" + assetName;

            TextureAssembly texAssembly = AssembleTextures(materials);

            texAssembly.MaterialDirectory = compileDirectory;

            Dictionary <string, Image> images = texAssembly.Images;

            foreach (string imageName in images.Keys)
            {
                Rbx2Source.Print("Writing Image {0}", imageName);
                Image  image     = images[imageName];
                string imagePath = Path.Combine(texturesDir, imageName + ".png");
                try
                {
                    image.Save(imagePath, ImageFormat.Png);
                }
                catch
                {
                    Rbx2Source.Print("IMAGE {0}.png FAILED TO SAVE!", imageName);
                }
                FileUtility.LockFile(imagePath);
            }

            Rbx2Source.MarkTaskCompleted("BuildTextures");

            // Build Materials

            Rbx2Source.PrintHeader("BUILDING MATERIAL FILES");
            string mtlDir = "models/" + compileDirectory;

            Dictionary <string, string>   matLinks  = texAssembly.MatLinks;
            Dictionary <string, Material> matLookup = new Dictionary <string, Material>();

            foreach (string mtlName in matLinks.Keys)
            {
                Material mtl       = materials[mtlName];
                string   vtfTarget = matLinks[mtlName];
                string   vmtPath   = Path.Combine(materialsDir, mtlName + ".vmt");
                if (!File.Exists(vmtPath))
                {
                    Rbx2Source.Print("Building VMT {0}.vmt", mtlName);
                    ValveMaterial vmt = new ValveMaterial(mtl);
                    vmt.SetField("basetexture", mtlDir + "/" + vtfTarget);
                    string vmtContent = vmt.ToString();
                    FileUtility.WriteFile(vmtPath, vmtContent);
                    matLookup[mtlName] = mtl;
                }
            }

            Rbx2Source.MarkTaskCompleted("BuildMaterials");

            // Build Compiler Script

            Rbx2Source.PrintHeader("WRITING COMPILER SCRIPT");
            QCWriter qc = new QCWriter();

            QCommand model = new QCommand("body", assetName, "Asset.smd");

            qc.AddCommand(model);

            string modelNameStr = compileDirectory + ".mdl";

            qc.WriteBasicCmd("modelname", modelNameStr);
            qc.WriteBasicCmd("upaxis", "y");
            qc.WriteBasicCmd("cdmaterials", mtlDir);

            QCommand collision = new QCommand("collisionjoints", "Asset.smd");

            collision.AddParameter("$mass", 115.0);
            collision.AddParameter("$inertia", 2.00);
            collision.AddParameter("$damping", 0.01);
            collision.AddParameter("$rotdamping", 0.40);
            qc.AddCommand(collision);

            QCommand sequence = new QCommand("sequence", "reference", "Reference.smd");

            sequence.AddParameter("fps", 1);
            sequence.AddParameter("loop");
            qc.AddCommand(sequence);

            string qcFile = qc.BuildFile();
            string qcPath = Path.Combine(modelDir, "Compile.qc");

            FileUtility.WriteFile(qcPath, qcFile);
            Rbx2Source.MarkTaskCompleted("BuildCompilerScript");

            AssemblerData data = new AssemblerData();

            data.ModelData         = writer;
            data.TextureData       = texAssembly;
            data.CompilerScript    = qcPath;
            data.RootDirectory     = rootDir;
            data.MaterialDirectory = materialsDir;
            data.TextureDirectory  = texturesDir;
            data.CompileDirectory  = compileDirectory;
            data.ModelName         = modelNameStr;

            return(data);
        }