public Dictionary <string, AnimationId> CollectAnimationIds(UserAvatar avatar) { Contract.Requires(avatar != null); var userAnims = avatar.Assets .Where(asset => AssetGroups.IsTypeInGroup(asset.Type, AssetGroup.Animations)) .ToDictionary(asset => Rbx2Source.GetEnumName(asset.Type).Replace("Animation", "")); var animIds = new Dictionary <string, AnimationId>(); foreach (string animName in R15_ANIMATION_IDS.Keys) { AnimationId animId = new AnimationId(); if (userAnims.ContainsKey(animName)) { animId.AnimationType = AnimationType.R15AnimFolder; animId.AssetId = userAnims[animName].Id; } else { animId.AnimationType = AnimationType.KeyframeSequence; animId.AssetId = R15_ANIMATION_IDS[animName]; } animIds.Add(animName, animId); } if (userAnims.ContainsKey("Idle")) { // Remove default lookaround if (animIds.ContainsKey("Idle2")) { animIds.Remove("Idle2"); } // If this isn't rthro idle... long animId = userAnims["Idle"].Id; if (animId != 2510235063) { // Remove default pose if (animIds.ContainsKey("Pose")) { animIds.Remove("Pose"); } // Append the pose animation AnimationId pose = new AnimationId() { AnimationType = AnimationType.R15AnimFolder, AssetId = animId }; animIds.Add("Pose", pose); } } return(animIds); }
public void SetGuide(string guideName, Rectangle guideSize, AvatarType avatarType) { string avatarTypeName = Rbx2Source.GetEnumName(avatarType); string guidePath = "AvatarData/" + avatarType + "/Compositing/" + guideName + ".mesh"; Asset guideAsset = Asset.FromResource(guidePath); Guide = Mesh.FromAsset(guideAsset); Rect = guideSize; }
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); }
public static void BuildAvatarGeometry(StudioMdlWriter meshBuilder, Bone bone) { string task = "BuildGeometry_" + bone.Node.Name; Rbx2Source.ScheduleTasks(task); Node node = bone.Node; Part part = bone.Part1; bool IsAvatarLimb = bone.IsAvatarBone; string materialName; if (IsAvatarLimb) { Limb limb = GetLimb(part); materialName = Rbx2Source.GetEnumName(limb); } else { materialName = part.Name; } Material material = new Material(); material.UseAvatarMap = IsAvatarLimb; Rbx2Source.Print("Building Geometry for {0}", part.Name); Rbx2Source.IncrementStack(); Mesh geometry = Mesh.BakePart(part, material); if (!meshBuilder.Materials.ContainsKey(materialName)) { meshBuilder.Materials.Add(materialName, material); } for (int i = 0; i < geometry.FaceCount; i++) { Triangle tri = new Triangle(); tri.Node = node; tri.Mesh = geometry; tri.FaceIndex = i; tri.Material = materialName; meshBuilder.Triangles.Add(tri); } Rbx2Source.DecrementStack(); Rbx2Source.MarkTaskCompleted(task); }
public static void BuildAvatarGeometry(StudioMdlWriter meshBuilder, Bone bone) { 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) { Limb limb = GetLimb(part); matName = Rbx2Source.GetEnumName(limb); } Material material = new Material(); material.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); }
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 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 override string ToString() { return(Rbx2Source.GetEnumName(AnimationType) + ' ' + AssetId); }