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 StudioMdlWriter AssembleModel(Folder characterAssets, AvatarScale scale)
        {
            StudioMdlWriter meshBuilder = new StudioMdlWriter();

            // Build Character
            Folder import   = RBXM.LoadFromAsset(R15AssemblyAsset);
            Folder assembly = import.FindFirstChild <Folder>("ASSEMBLY");

            assembly.Parent = characterAssets;

            Part    head        = assembly.FindFirstChild <Part>("Head");
            Vector3 avatarScale = GetAvatarScale(scale);

            foreach (Instance asset in characterAssets.GetChildren())
            {
                if (asset.IsA("Part"))
                {
                    Part existing = assembly.FindFirstChild <Part>(asset.Name);
                    if (existing != null)
                    {
                        existing.Destroy();
                    }

                    asset.Parent = assembly;
                }
                else if (asset.IsA("Accoutrement"))
                {
                    PrepareAccessory(asset, assembly);
                }
                else if (asset.IsA("DataModelMesh"))
                {
                    OverwriteHead(asset, head);
                }
            }

            // Avatar Scaling

            foreach (Part part in assembly.GetChildrenOfClass <Part>())
            {
                Limb limb = GetLimb(part);
                if (limb != Limb.Unknown)
                {
                    part.Size *= avatarScale;

                    foreach (Attachment attachment in part.GetChildrenOfClass <Attachment>())
                    {
                        attachment.CFrame = CFrame.Scale(attachment.CFrame, avatarScale);
                    }
                }
            }

            Part torso = assembly.FindFirstChild <Part>("LowerTorso");

            torso.CFrame = new CFrame();

            BoneKeyframe keyframe = AssembleBones(meshBuilder, torso);
            List <Bone>  bones    = keyframe.Bones;

            // Build File Data.
            Rbx2Source.Print("Building Geometry...");
            Rbx2Source.IncrementStack();
            foreach (Bone bone in bones)
            {
                BuildAvatarGeometry(meshBuilder, bone);
            }

            Rbx2Source.DecrementStack();
            return(meshBuilder);
        }
示例#7
0
        public Bitmap BakeTextureMap()
        {
            var bitmap = new Bitmap(canvas.Width, canvas.Height);

            layers.Sort();

            composed = 0;

            Rbx2Source.Print("Composing " + context + "...");
            Rbx2Source.IncrementStack();

            foreach (CompositData composit in layers)
            {
                var buffer    = Graphics.FromImage(bitmap);
                var drawFlags = composit.DrawFlags;
                var canvas    = composit.Rect;

                if (drawFlags.HasFlag(DrawFlags.Rect))
                {
                    if (drawFlags.HasFlag(DrawFlags.Color))
                    {
                        composit.UseBrush(brush => buffer.FillRectangle(brush, canvas));
                    }
                    else if (drawFlags.HasFlag(DrawFlags.Texture))
                    {
                        Bitmap image = composit.GetTextureBitmap();

                        if (composit.FlipMode > 0)
                        {
                            image.RotateFlip(composit.FlipMode);
                        }

                        buffer.DrawImage(image, canvas);
                    }
                }
                else if (drawFlags.HasFlag(DrawFlags.Guide))
                {
                    Mesh guide = composit.Guide;

                    for (int face = 0; face < guide.NumFaces; face++)
                    {
                        Vertex[] verts  = composit.GetGuideVerts(face);
                        Point    offset = canvas.Location;

                        Point[] poly = verts
                                       .Select(vert => vert.ToPoint(canvas, offset))
                                       .ToArray();

                        if (drawFlags.HasFlag(DrawFlags.Color))
                        {
                            composit.UseBrush(brush => buffer.FillPolygon(brush, poly));
                        }
                        else if (drawFlags.HasFlag(DrawFlags.Texture))
                        {
                            Bitmap    texture = composit.GetTextureBitmap();
                            Rectangle bbox    = GetBoundingBox(poly);

                            Point  origin    = bbox.Location;
                            Bitmap drawLayer = new Bitmap(bbox.Width, bbox.Height);

                            Point[] uv = verts
                                         .Select(vert => vert.ToUV(texture))
                                         .ToArray();

                            int origin_X = origin.X,
                                origin_Y = origin.Y;

                            for (int x = bbox.Left; x < bbox.Right; x++)
                            {
                                for (int y = bbox.Top; y < bbox.Bottom; y++)
                                {
                                    var pixel   = new Point(x, y);
                                    var bcPoint = new BarycentricPoint(pixel, poly);

                                    if (bcPoint.InBounds())
                                    {
                                        var   uvPixel = bcPoint.ToCartesian(uv);
                                        Color color   = texture.GetPixel(uvPixel.X, uvPixel.Y);
                                        drawLayer.SetPixel(x - origin_X, y - origin_Y, color);
                                    }
                                }
                            }

                            buffer.DrawImage(drawLayer, origin);
                            drawLayer.Dispose();
                        }
                    }
                }

                Rbx2Source.Print("{0}/{1} layers composed...", ++composed, layers.Count);

                if (layers.Count > 2)
                {
                    Rbx2Source.SetDebugImage(bitmap);
                }

                buffer.Dispose();
            }

            Rbx2Source.Print("Done!");
            Rbx2Source.DecrementStack();

            return(bitmap);
        }
示例#8
0
        public StudioMdlWriter AssembleModel(Folder characterAssets, AvatarScale scale, bool collisionModel = false)
        {
            Contract.Requires(characterAssets != null);
            StudioMdlWriter meshBuilder = new StudioMdlWriter();

            // Build Character
            var    import   = R15AssemblyAsset.OpenAsModel();
            Folder assembly = import.FindFirstChild <Folder>("ASSEMBLY");

            BasePart head = assembly.FindFirstChild <BasePart>("Head");

            assembly.Parent = characterAssets;

            foreach (Instance asset in characterAssets.GetChildren())
            {
                if (asset is BasePart)
                {
                    BasePart existing = assembly.FindFirstChild <BasePart>(asset.Name);

                    if (existing != null)
                    {
                        existing.Destroy();
                    }

                    asset.Parent = assembly;
                }
                else if (asset is Folder && asset.Name == "R15ArtistIntent")
                {
                    foreach (BasePart child in asset.GetChildrenOfType <BasePart>())
                    {
                        BasePart existing = assembly.FindFirstChild <BasePart>(child.Name);

                        if (existing != null)
                        {
                            existing.Destroy();
                        }

                        child.Parent = assembly;
                    }
                }
                else if (asset is Accoutrement && !collisionModel)
                {
                    PrepareAccessory(asset, assembly);
                }
                else if (asset is DataModelMesh)
                {
                    OverwriteHead(asset as DataModelMesh, head);
                }
            }

            // Apply limb scaling
            var parts     = assembly.GetChildrenOfType <BasePart>();
            var attachMap = new Dictionary <string, Attachment>();

            var avatarParts = parts.Where((part) =>
            {
                var limb = GetLimb(part);
                return(limb.HasValue);
            });

            var accessoryParts = parts.Except(avatarParts);

            foreach (BasePart avatarPart in avatarParts)
            {
                Vector3 limbScale = ComputeLimbScale(scale, avatarPart);

                foreach (Attachment att in avatarPart.GetChildrenOfType <Attachment>())
                {
                    attachMap[att.Name] = att;
                }

                ScalePart(avatarPart, limbScale);
            }

            // Apply accessory scaling
            foreach (BasePart handle in accessoryParts)
            {
                Attachment handleAtt = handle.FindFirstChildOfClass <Attachment>();

                if (handleAtt != null)
                {
                    string attName = handleAtt.Name;

                    if (attachMap.ContainsKey(attName))
                    {
                        Attachment avatarAtt  = attachMap[attName];
                        BasePart   avatarPart = avatarAtt.Parent as BasePart;

                        Vector3 accessoryScale = ComputeAccessoryScale(scale, avatarPart, handle);
                        ScalePart(handle, accessoryScale);
                    }
                }
            }

            BasePart torso = assembly.FindFirstChild <BasePart>("LowerTorso");

            torso.CFrame = new CFrame();

            BoneKeyframe      keyframe = AssembleBones(meshBuilder, torso);
            List <StudioBone> bones    = keyframe.Bones;

            // Build File Data.
            Rbx2Source.Print("Building Geometry...");
            Rbx2Source.IncrementStack();

            foreach (StudioBone bone in bones)
            {
                BuildAvatarGeometry(meshBuilder, bone);
            }

            Rbx2Source.DecrementStack();
            return(meshBuilder);
        }
示例#9
0
        public static async Task <string> Compile(GameInfo gameInfo, AssemblerData data)
        {
            Contract.Requires(gameInfo != null && data != null);

            if (!gameInfo.ReadyToUse)
            {
                throw new Exception("This gameinfo.txt file isn't ready to use!");
            }

            Rbx2Source.PrintHeader("COMPILING MODEL");
            #region Compile Model
            /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////

            string studioMdlPath = gameInfo.StudioMdlPath;

            ThirdPartyUtility studioMdl = new ThirdPartyUtility(studioMdlPath);
            studioMdl.AddParameter("game", gameInfo.GameDirectory);
            studioMdl.AddParameter("nop4");
            studioMdl.AddFile(data.CompilerScript);

            await studioMdl.RunWithOutput();

            Rbx2Source.MarkTaskCompleted("CompileModel");

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

            Rbx2Source.PrintHeader("COMPILING TEXTURES");
            #region Compile Textures
            /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////

            if (!File.Exists(vtfCompilerPath))
            {
                byte[] vtfZip = ResourceUtility.GetResource("VTFCmd.zip");

                using (MemoryStream extract = new MemoryStream(vtfZip))
                    using (ZipArchive archive = new ZipArchive(extract))
                    {
                        foreach (ZipArchiveEntry entry in archive.Entries)
                        {
                            string name = entry.Name;
                            string path = Path.Combine(utilityDir, name);

                            using (Stream stream = entry.Open())
                            {
                                byte[] file = FileUtility.ReadFullStream(stream);
                                FileUtility.WriteFile(path, file);
                            }
                        }
                    }
            }

            string pngWildcard = Path.Combine(data.TextureDirectory, "*.png");
            vtfCompiler = new ThirdPartyUtility(vtfCompilerPath);

            vtfCompiler.AddParameter("resize");
            vtfCompiler.AddParameter("folder", pngWildcard);
            vtfCompiler.AddParameter("format", "ABGR8888"); // No compression? THIS IS FINE
            vtfCompiler.AddParameter("output", data.MaterialDirectory);

            await vtfCompiler.RunWithOutput();

            Rbx2Source.MarkTaskCompleted("CompileTextures");
            /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
            #endregion

            Rbx2Source.PrintHeader("MOVING TEXTURES");
            #region Move Textures
            /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////

            string gameDirectory = gameInfo.GameDirectory;
            string modelPath     = Path.Combine(gameDirectory, "models", data.ModelName);
            string materialPath  = Path.Combine(gameDirectory, "materials", "models", data.CompileDirectory);

            FileUtility.InitiateEmptyDirectories(materialPath);

            foreach (string filePath in Directory.GetFiles(data.MaterialDirectory))
            {
                FileInfo info = new FileInfo(filePath);

                string fileName = info.Name;
                Rbx2Source.Print("Moving File: {0}", fileName);

                Rbx2Source.IncrementStack();
                Rbx2Source.Print("From: {0}", filePath);

                string destFilePath = Path.Combine(materialPath, fileName);
                info.CopyTo(destFilePath);

                Rbx2Source.Print("To:   {0}", destFilePath);
                Rbx2Source.DecrementStack();
            }

            Rbx2Source.MarkTaskCompleted("MoveTextures");
            /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
            #endregion

            return(modelPath);
        }
示例#10
0
        public Bitmap BakeTextureMap()
        {
            Bitmap bitmap = new Bitmap(canvas.Width, canvas.Height);

            layers.Sort();

            composed = 0;

            Rbx2Source.Print("Composing " + context + "...");
            Rbx2Source.IncrementStack();

            foreach (CompositData composit in layers)
            {
                Graphics buffer = Graphics.FromImage(bitmap);

                DrawMode drawMode = composit.DrawMode;
                DrawType drawType = composit.DrawType;

                Rectangle compositCanvas = composit.Rect;

                if (drawMode == DrawMode.Rect)
                {
                    if (drawType == DrawType.Color)
                    {
                        using (Brush brush = new SolidBrush(composit.DrawColor))
                            buffer.FillRectangle(brush, compositCanvas);
                    }
                    else if (drawType == DrawType.Texture)
                    {
                        Bitmap image = composit.GetTextureBitmap();
                        if (composit.FlipMode > 0)
                        {
                            image.RotateFlip(composit.FlipMode);
                        }

                        buffer.DrawImage(image, compositCanvas);
                    }
                }
                else if (drawMode == DrawMode.Guide)
                {
                    Mesh guide = composit.Guide;

                    for (int face = 0; face < guide.FaceCount; face++)
                    {
                        Vertex[] verts  = composit.GetGuideVerts(face);
                        Point    offset = compositCanvas.Location;

                        Point vert_a = CompositUtil.VertexToPoint(verts[0], compositCanvas, offset);
                        Point vert_b = CompositUtil.VertexToPoint(verts[1], compositCanvas, offset);
                        Point vert_c = CompositUtil.VertexToPoint(verts[2], compositCanvas, offset);

                        Point[] polygon = new Point[3] {
                            vert_a, vert_b, vert_c
                        };

                        if (drawType == DrawType.Color)
                        {
                            using (Brush brush = new SolidBrush(composit.DrawColor))
                                buffer.FillPolygon(brush, polygon);
                        }
                        else if (drawType == DrawType.Texture)
                        {
                            Bitmap    texture = composit.GetTextureBitmap();
                            Rectangle bbox    = CompositUtil.GetBoundingBox(vert_a, vert_b, vert_c);

                            Point origin = bbox.Location;
                            int   width  = bbox.Width;
                            int   height = bbox.Height;

                            Bitmap drawLayer = new Bitmap(width, height);

                            Point uv_a = CompositUtil.VertexToUV(verts[0], texture);
                            Point uv_b = CompositUtil.VertexToUV(verts[1], texture);
                            Point uv_c = CompositUtil.VertexToUV(verts[2], texture);

                            for (int x = bbox.Left; x < bbox.Right; x++)
                            {
                                for (int y = bbox.Top; y < bbox.Bottom; y++)
                                {
                                    Point            pixel   = new Point(x, y);
                                    BarycentricPoint bcPixel = CompositUtil.ToBarycentric(pixel, vert_a, vert_b, vert_c);

                                    if (CompositUtil.InTriangle(bcPixel))
                                    {
                                        Point uvPixel = CompositUtil.ToCartesian(bcPixel, uv_a, uv_b, uv_c);
                                        Color color   = texture.GetPixel(uvPixel.X, uvPixel.Y);
                                        drawLayer.SetPixel(x - origin.X, y - origin.Y, color);
                                    }
                                }
                            }

                            buffer.DrawImage(drawLayer, origin);
                            drawLayer.Dispose();
                        }
                    }
                }

                Rbx2Source.Print("{0}/{1} layers composed...", ++composed, layers.Count);

                if (layers.Count > 2)
                {
                    Rbx2Source.SetDebugImage(bitmap);
                }

                buffer.Dispose();
            }

            Rbx2Source.Print("Done!");
            Rbx2Source.DecrementStack();

            return(bitmap);
        }