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 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); }