Source code for scfile.formats.mcsa.decoder

from scfile.consts import Factor, FileSignature, McsaModel, McsaUnits
from scfile.core import FileDecoder, ModelContent
from scfile.enums import ByteOrder, F, FileFormat
from scfile.structures.animation import AnimationClip
from scfile.structures.flags import Flag
from scfile.structures.mesh import LocalBoneId, ModelMesh, SkeletonBoneId
from scfile.structures.skeleton import SkeletonBone

from .exceptions import McsaBoneLinksError, McsaVersionUnsupported
from .io import McsaFileIO
from .versions import SUPPORTED_VERSIONS, VERSION_FLAGS


[docs] class McsaDecoder(FileDecoder[ModelContent], McsaFileIO): format = FileFormat.MCSA order = ByteOrder.LITTLE signature = FileSignature.MCSA _content = ModelContent
[docs] def to_obj(self): from scfile.formats.obj.encoder import ObjEncoder return self.convert_to(ObjEncoder)
[docs] def to_glb(self): from scfile.formats.glb.encoder import GlbEncoder return self.convert_to(GlbEncoder)
[docs] def to_dae(self): from scfile.formats.dae.encoder import DaeEncoder return self.convert_to(DaeEncoder)
[docs] def to_ms3d(self): from scfile.formats.ms3d.encoder import Ms3dEncoder return self.convert_to(Ms3dEncoder)
[docs] def parse(self): self._parse_header() self._parse_meshes() if self.data.flags[Flag.SKELETON] and self.options.parse_skeleton: self._parse_skeleton() if self.options.parse_animation and not self.is_eof(): self._parse_animation()
def _parse_header(self): self._parse_version() self._parse_flags() self._parse_scales() def _parse_version(self): self.data.version = self._readb(F.F32) if self.data.version not in SUPPORTED_VERSIONS: raise McsaVersionUnsupported(self.path, self.data.version) def _parse_flags(self): flags_count = VERSION_FLAGS.get(self.data.version) if not flags_count: raise McsaVersionUnsupported(self.path, self.data.version) for index in range(flags_count): self.data.flags[index] = self._readb(F.BOOL) def _parse_scales(self): self.data.scene.scale.position = self._readb(F.F32) if self.data.flags[Flag.UV]: self.data.scene.scale.texture = self._readb(F.F32) # ! Unknown Scale if self.data.flags[Flag.NORMALS] and self.data.version >= 10.0: self.data.scene.scale.unknown = self._readb(F.F32) def _parse_meshes(self): self.data.scene.count.meshes = self._readb(F.I32) for _ in range(self.data.scene.count.meshes): self._parse_mesh() def _skip_vertices(self, mesh: ModelMesh, units: int): self.read(mesh.count.vertices * units) def _parse_mesh(self): mesh = ModelMesh() # Name & Material mesh.name = self._readutf8() mesh.material = self._readutf8() # Skeleton bone indexes if self.data.flags[Flag.SKELETON]: mesh.count.links = self._readb(F.U8) mesh.count.bones = self._readb(F.U8) # Local bones mapping for index in range(mesh.count.bones): mesh.bones[LocalBoneId(index)] = SkeletonBoneId(self._readb(F.U8)) # Geometry counts mesh.count.vertices = self._readcount("vertices") if self.data.version >= 12.0: self.read(1) # ? skip unknown count mesh.count.polygons = self._readcount("polygons") # ? Not exported if self.data.flags[Flag.UV]: self.data.scene.scale.filtering = self._readb(F.F32) # Default origins if self.data.version >= 10.0: mesh.origin.rotation = self._readarray(F.F32, 3) mesh.origin.position = self._readarray(F.F32, 3) # Default scale if self.data.version >= 11.0: mesh.origin.scale = self._readb(F.F32) # Geometric vertices self._parse_positions(mesh) # Texture coordinates if self.data.flags[Flag.UV]: self._parse_textures(mesh) # ! Data Unconfirmed # ? Not parsed if self.data.flags[Flag.UNKNOWN_5]: self._skip_vertices(mesh, units=4) # Vertex normals if self.data.flags[Flag.NORMALS]: self._parse_normals(mesh) # ! Data Unconfirmed # ? Not parsed if self.data.flags[Flag.UNKNOWN_4]: self._skip_vertices(mesh, units=4) # Vertex links if self.data.flags[Flag.SKELETON]: self._parse_links(mesh) # ! Data Unconfirmed # ? Not parsed if self.data.flags[Flag.UNKNOWN_6]: self._skip_vertices(mesh, units=4) # Polygon faces mesh.polygons = self._readpolygons(mesh.count.polygons) self.data.scene.meshes.append(mesh) def _parse_positions(self, mesh: ModelMesh): mesh.positions = self._readvertex( fmt=F.I16, factor=Factor.I16, units=McsaUnits.POSITIONS, count=mesh.count.vertices, scale=self.data.scene.scale.position, )[:, :3] def _parse_textures(self, mesh: ModelMesh): mesh.textures = self._readvertex( fmt=F.I16, factor=Factor.I16, units=McsaUnits.TEXTURES, count=mesh.count.vertices, scale=self.data.scene.scale.texture, ) def _parse_normals(self, mesh: ModelMesh): mesh.normals = self._readvertex( fmt=F.I8, factor=Factor.I8, units=McsaUnits.NORMALS, count=mesh.count.vertices, )[:, :3] def _parse_links(self, mesh: ModelMesh): match mesh.count.links: case 0: pass case 1 | 2: self._parse_packed_links(mesh) case 3 | 4: self._parse_plain_links(mesh) case _: raise McsaBoneLinksError(self.path, mesh.count.links) def _parse_packed_links(self, mesh: ModelMesh): if self.options.parse_skeleton: links = self._readpackedlinks(mesh.count.vertices, mesh.bones) mesh.links_ids, mesh.links_weights = links else: self._skip_vertices(mesh, units=4) def _parse_plain_links(self, mesh: ModelMesh): if self.options.parse_skeleton: links = self._readplainlinks(mesh.count.vertices, mesh.bones) mesh.links_ids, mesh.links_weights = links else: self._skip_vertices(mesh, units=8) def _parse_skeleton(self): self.data.scene.count.bones = self._readb(F.U8) for index in range(self.data.scene.count.bones): self._parse_bone(index) def _parse_bone(self, index: int): bone = SkeletonBone() bone.id = index bone.name = self._readutf8() # ? Bone is root if parent_id points to itself # ? self-reference would cause invalid recursion parent_id = self._readb(F.U8) bone.parent_id = parent_id if parent_id != index else McsaModel.ROOT_BONE_ID bone.position, bone.rotation = self._readbone() self.data.scene.skeleton.bones.append(bone) def _parse_animation(self): self.data.scene.count.clips = self._readb(F.I32) for _ in range(self.data.scene.count.clips): self._parse_clip() def _parse_clip(self): clip = AnimationClip() clip.name = self._readutf8() clip.frames = self._readb(F.U32) clip.rate = self._readb(F.F32) clip.transforms = self._readclip(clip.frames, self.data.scene.count.bones) self.data.scene.animation.clips.append(clip)