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#!/usr/bin/env python
# Obj2tmdl
# Converter for Wavefront OBJ => Treeki Model
import os
import struct
import sys
u32 = struct.Struct('>I')
u16 = struct.Struct('>H')
u8 = struct.Struct('>B')
f32 = struct.Struct('>f')
sys.path.append('/home/Treeki/Wii.py/Wii.py')
import Wii
class MaterialLib:
class Material:
pass
def __init__(self, filename):
self.current_mat = None
self.materials = {}
for line in open(filename, 'r'):
self.parse_line(line)
def parse_line(self, line):
line = line.strip()
if line == '' or line[0] == '#':
return
line = line.split()
cmd = line[0]
if cmd == 'newmtl':
self.current_mat = MaterialLib.Material()
self.materials[line[1]] = self.current_mat
elif cmd == 'map_Ka':
self.current_mat.texture = ' '.join(line[1:])
elif cmd == 'Kd':
r = int(float(line[1]) * 255)
g = int(float(line[2]) * 255)
b = int(float(line[3]) * 255)
self.current_mat.colour = (r,g,b,255)
def prepare_textures(self):
# get a list of every texture file used
self.texture_id = {}
textures = []
id = 0
for mat in self.materials.values():
if hasattr(mat, 'texture'):
if mat.texture not in textures:
textures.append(mat.texture)
self.texture_id[mat.texture] = id
id += 1
if len(textures) == 0:
self.tpl = None
return
# create a gxtexconv script file and an ID mapping
#script = []
#self.texture_id = {}
#
#for tex, id in zip(textures, range(len(textures))):
# script.append('<filepath=\"%s\" id=\"tex%d\" colfmt=5 />' % (tex.replace('\\','/'),id))
# self.texture_id[id] = tex
#
#print script
#
#open('texture_script_temp_0991.scf', 'w').write('\n'.join(script))
#
#os.system('gxtexconv -s texture_script_temp_0991.scf -o generated_texture_0991.tpl')
# fix this later
texture_files = [tex.replace('\\','/').replace(' ','\\ ').replace('.jpg','.png') for tex in textures]
print 'zetsubou wpng RGB5A3 %s generated_texture_0991.tpl' % ' '.join(texture_files)
os.system('zetsubou wpng RGB5A3 %s generated_texture_0991.tpl' % ' '.join(texture_files))
self.tpl = open('generated_texture_0991.tpl', 'rb').read()
#os.remove('texture_script_temp_0991.scf')
os.remove('generated_texture_0991.tpl')
class ObjReader:
class ObjShape:
def __init__(self, name):
self.face_groups = [ \
ObjReader.ObjFaceGroup('quads'), \
ObjReader.ObjFaceGroup('triangles')]
self.quad_group, self.tri_group = self.face_groups
self.shape_name = name
self.material_name = None
class ObjFace:
__slots__ = ('vertices', 'texcoords', 'normals')
def __init__(self, vertices, texcoords, normals):
self.vertices = vertices
self.texcoords = texcoords
self.normals = normals
class ObjFaceGroup:
def __init__(self, type):
self.type = type
self.faces = []
def __init__(self):
self.material_lib = None
self.vertex_lists = []
self.texcoord_lists = []
self.normal_lists = []
self.shapes = []
self.current_shape = None
def parse_line(self, line):
line = line.strip()
if line == '' or line[0] == '#':
return
line = line.split()
cmd = line[0]
if cmd == 'v':
self.vertex_lists.append(map(float, line[1:]))
elif cmd == 'vt':
tc = map(float, line[1:])[:2] # chop off third coord
tc[1] = 1.0 - tc[1]
self.texcoord_lists.append(tc)
elif cmd == 'vn':
self.normal_lists.append(map(float, line[1:]))
elif cmd == 'f':
v, t, n = [], [], []
if len(line) == 4:
# triangle
group = self.current_shape.tri_group
elif len(line) == 5:
# quad
group = self.current_shape.quad_group
for entry in line[1:]:
entry_split = map(lambda x:-1 if x == '' else int(x), entry.split('/'))
v.append(self.vertex_lists[entry_split[0] - 1])
if entry_split[1] == -1:
t.append([0.0, 0.0])
else:
t.append(self.texcoord_lists[entry_split[1] - 1])
if entry_split[2] == -1:
n.append([0.0, 0.0, 0.0])
else:
n.append(self.normal_lists[entry_split[2] - 1])
group.faces.append(ObjReader.ObjFace(v, t, n))
#elif cmd == 'g':
# self.current_shape = ObjReader.ObjShape(line[1])
# self.shapes.append(self.current_shape)
elif cmd == 'mtllib':
self.material_lib = MaterialLib(' '.join(line[1:]))
elif cmd == 'usemtl':
self.current_shape = ObjReader.ObjShape(line[1])
self.shapes.append(self.current_shape)
self.current_shape.material_name = line[1]
# === Treeki Model Format ===
# Header:
#
# struct tmdl_header {
# u32 magic; // always TMDL
# u32 version; // currently 2
# u32 shape_count;
# };
# [[Followed by an array of u32s for each shape offset]]
#
# struct tmdl_shape {
# u32 dl_offset; // must be aligned to 0x20
# u32 dl_size; // must be aligned to 0x20
# u32 mat_offset;
# u32 pos_arr_offset; // must be aligned to 0x20
# u32 pos_arr_size; // must be aligned to 0x20
# u32 nrm_arr_offset; // must be aligned to 0x20
# u32 nrm_arr_size; // must be aligned to 0x20
# u32 uv_arr_offset; // must be aligned to 0x20
# u32 uv_arr_size; // must be aligned to 0x20
# };
#
# struct tmdl_material {
# u32 texture_id; // once the model is bound, points to id within tpl
# };
#
# dl_offset points to a GX display list which is used for
# rendering the model in question.
class TmdlWriter:
def __init__(self):
self.shapes = []
def build_with_obj(self, obj):
self.shapes = obj.shapes
self.material_lib = obj.material_lib
self.materials = obj.material_lib.materials
self.material_lib.prepare_textures()
def pack(self):
offset = 0
header = struct.pack('>4sI I', 'TMDL', 2, len(self.shapes))
offset += len(header)
# reserve space for the shape offsets, we'll add them later
offset += (4 * len(self.shapes))
# create the materials
material_offs = {}
material_data = ''
for name,material in self.materials.iteritems():
material_offs[name] = offset
material_struct = self.build_material_struct(material)
material_data += material_struct
offset += len(material_struct)
# create the shapes -- first, we'll assemble the GX arrays and DLs
shape_arrays = []
packed_shape_arrays = []
shape_display_lists = []
print 'Building shapes... [%d]' % len(self.shapes)
count = 0
for shape in self.shapes:
pos = self.build_array_from_shape_attr(shape, 'vertices')
nrm = self.build_array_from_shape_attr(shape, 'normals')
uv = self.build_array_from_shape_attr(shape, 'texcoords')
shape_arrays.append((pos,nrm,uv))
ppos = self.pack_data_array(pos)
pnrm = self.pack_data_array(nrm)
puv = self.pack_data_array(uv)
packed_shape_arrays.append((ppos,pnrm,puv))
dl = self.build_display_list_with_shape(shape, pos, nrm, uv)
shape_display_lists.append(dl)
count += 1
print '%d done' % count
print 'Shapes built'
# calculate offsets to every display list
# shape struct is currently 36 bytes, change this if the size changes
# also, make sure they're aligned to an offset of 0x20
temp_offset = offset + (len(self.shapes) * 36)
if temp_offset & 0x1f != 0:
aligned_offset = (temp_offset + 0x20) & ~0x1f
dl_start_padding = '\0' * (aligned_offset - temp_offset)
temp_offset = aligned_offset
else:
dl_start_padding = ''
shape_display_list_offsets = []
for dl in shape_display_lists:
shape_display_list_offsets.append(temp_offset)
temp_offset += len(dl)
# calculate offsets to every GX array
pos_array_offsets = []
nrm_array_offsets = []
uv_array_offsets = []
for pos,nrm,uv in packed_shape_arrays:
pos_array_offsets.append(temp_offset)
temp_offset += len(pos)
nrm_array_offsets.append(temp_offset)
temp_offset += len(nrm)
uv_array_offsets.append(temp_offset)
temp_offset += len(uv)
# and now, create the shape structs themselves
shape_offsets = []
shape_data = ''
for shape, dl, dl_offset, pos_offs, nrm_offs, uv_offs, (pos, nrm, uv) in \
zip(self.shapes, shape_display_lists, shape_display_list_offsets, \
pos_array_offsets, nrm_array_offsets, uv_array_offsets, \
packed_shape_arrays):
# first off, store the offset
shape_offsets.append(offset)
# now build the struct
shape_struct = struct.pack('>IIIIIIIII', \
dl_offset, len(dl), material_offs[shape.material_name], \
pos_offs, len(pos), \
nrm_offs, len(nrm), \
uv_offs, len(uv))
shape_data += shape_struct
offset += len(shape_struct)
# almost there!
print 'Packing model...'
tmdl_bits = [header]
tmdl_add = tmdl_bits.append
for offs in shape_offsets:
tmdl_add(u32.pack(offs))
tmdl_add(material_data)
tmdl_add(shape_data)
tmdl_add(dl_start_padding)
tmdl_bits += shape_display_lists
for pos,nrm,uv in packed_shape_arrays:
tmdl_bits.append(pos)
tmdl_bits.append(nrm)
tmdl_bits.append(uv)
return ''.join(tmdl_bits)
def build_material_struct(self, material):
texture_id = 0xFFFFFFFF
if hasattr(material, 'texture'):
texture_id = self.material_lib.texture_id[material.texture]
cR, cG, cB, cA = material.colour
return struct.pack('>IBBBB', texture_id, cR, cG, cB, cA)
def build_array_from_shape_attr(self, shape, attr):
assemble = []
for g in shape.face_groups:
for f in g.faces:
assemble += f.__dict__[attr]
final = []
for i in assemble:
if i not in final:
final.append(i)
if len(final) >= 0xFFFE:
print '=== WARNING! List too big! ==='
return final
def pack_data_array(self, data):
out = []
for piece in data:
for bit in piece:
out.append(f32.pack(bit))
packed = ''.join(out)
if len(packed) % 0x20 != 0:
aligned = (len(packed) + 0x1f) & ~0x1fe
packed += '\0' * (aligned - len(packed))
return packed
def build_display_list_with_shape(self, shape, vtx_list, nrm_list, uv_list):
# http://hitmen.c02.at/files/yagcd/yagcd/chap5.html
# assume vertex descriptor: [data is specified in this order]
# GXClearVtxDesc()
# GXSetVtxDesc(GX_VA_POS, GX_DIRECT)
# GXSetVtxDesc(GX_VA_NRM, GX_DIRECT)
# GXSetVtxDesc(GX_VA_TEX0, GX_DIRECT)
dl_bits = []
_dl_add = dl_bits.append
_vtx_index = vtx_list.index
_nrm_index = nrm_list.index
_uv_index = uv_list.index
_u16_pack = u16.pack
for face_group in shape.face_groups:
if len(face_group.faces) == 0:
continue
vtx_num = reduce(lambda x,y:x+len(y.vertices), face_group.faces, 0)
# commands: GX_QUADS = 0x80, GX_TRIANGLES = 0x90
if face_group.type == 'quads':
_dl_add('\x80') # opcode
elif face_group.type == 'triangles':
_dl_add('\x90') # opcode
_dl_add(u16.pack(vtx_num))
# now send over the data
for face in face_group.faces:
for v, t, n in zip(face.vertices, face.texcoords, face.normals):
_dl_add(_u16_pack(_vtx_index(v)))
_dl_add(_u16_pack(_nrm_index(n)))
_dl_add(_u16_pack(_uv_index(t)))
# done!
return self.build_display_list(dl_bits)
def build_display_list(self, dl_bits):
# assemble it
dl = ''.join(dl_bits)
# pad the display list to 0x20 bytes with GX_NOP (0x00)
if len(dl) % 0x20 != 0:
pad_count = ((len(dl) + 0x20) & ~0x1F) - len(dl)
dl += '\x00' * pad_count
return dl
#file = r'H:\ISOs\NSMBWii\testmush3'
#file = 'testmdl2'
#file = 'simple2'
file = sys.argv[1]
shortfn = file[file.rfind('/')+1:]
obj = ObjReader()
for line in open(file+'.obj'):
obj.parse_line(line)
tmdl = TmdlWriter()
tmdl.build_with_obj(obj)
tmdl_file = tmdl.pack()
tpl_file = tmdl.material_lib.tpl
arc = Wii.U8()
arc['t3d'] = None
arc['t3d/mdl_%s.tmdl' % shortfn] = tmdl_file
if tpl_file: arc['t3d/tex_%s.tpl' % shortfn] = tpl_file
arc.dumpFile('%s.arc' % file)
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