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); }