StadiumFragment.lua
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-- STADIUM battles: one FRAGMENT module -> geometry, textures, skeleton, -- animations. -- -- A port of model_extract/pipeline/fragment.py, structure for structure and -- name for name, so the two can be read side by side and diffed. The Python -- is the reference implementation and stays the ORACLE: -- tools/stadium_pack.py drives it over the same ROM and -- tests/stadium_extract_test.lua requires the finished .dsm files to agree -- byte for byte. That is the only way a port of this much numeric code can -- be trusted -- reading it twice is not enough. -- -- ------- the three things it does -- -- THE GEO LAYOUT is a little bytecode: a tree of nodes with an open/close -- stack, where some nodes are bones, some set the current material, and some -- hand a display list to whichever bone is live. Walking it builds the -- skeleton and decides which triangles belong to which bone. -- -- THE DISPLAY LISTS are F3DEX2, the N64's own graphics microcode. Only four -- of its commands matter here -- load vertices, draw triangle(s), set the -- geometry mode (which carries the cull bits), call/branch -- because -- everything else is render state this rebuilds from the texture table -- instead. -- -- THE ANIMATIONS are packed per-frame streams of 12- or 16-bit fields for -- 146 of the 151 species. The other five -- Pidgeot, Dodrio, Exeggutor, -- Tangela and Magmar -- use the game's hermite-keyframe mode (flags & 8), -- some for every animation, some for a subset. -- -- ------- arithmetic, and why there are no bit operations here -- -- Every shift and mask is written as multiply/divide/modulo. Two reasons. -- LuaJIT's `bit` library works on SIGNED 32-bit integers, so every value that -- crosses 0x80000000 -- which pointers in this file constantly do -- would -- need a conversion back, and each of those is a place to be wrong. And the -- one shift that genuinely needs care (`bitfield` below) has to be exact to -- 32 bits, which a double can do only if the value is reduced BEFORE it is -- shifted up. Doing it in arithmetic makes that reduction visible instead of -- hiding it behind an operator that silently truncates. -- the mod namespace (see main.lua): V.require loads a sibling module local V = ... local StadiumFragment = {} local byte = string.byte local char = string.char local sub = string.sub local concat = table.concat local floor = math.floor -- Where the module is linked to run. Every pointer inside it is an address in -- that space, so subtracting this turns one into a file offset. local BASE = 0x8FF00000 -- Size of each geo-layout command, by opcode. A command this does not -- understand is still stepped over correctly, which is what lets an unknown -- one be a warning rather than the end of the walk. local CMD_SIZES = { [0x00] = 0x08, [0x01] = 0x04, [0x02] = 0x08, [0x03] = 0x08, [0x04] = 0x04, [0x05] = 0x04, [0x06] = 0x04, [0x07] = 0x08, [0x08] = 0x0C, [0x09] = 0x04, [0x0A] = 0x08, [0x0B] = 0x18, [0x0C] = 0x04, [0x0D] = 0x04, [0x0E] = 0x04, [0x0F] = 0x04, [0x10] = 0x04, [0x11] = 0x04, [0x12] = 0x04, [0x13] = 0x08, [0x14] = 0x0C, [0x15] = 0x0C, [0x16] = 0x04, [0x17] = 0x14, [0x18] = 0x08, [0x19] = 0x08, [0x1A] = 0x04, [0x1B] = 0x10, [0x1C] = 0x10, [0x1D] = 0x1C, [0x1E] = 0x08, [0x1F] = 0x18, [0x20] = 0x14, [0x21] = 0x10, [0x22] = 0x08, [0x23] = 0x10, [0x24] = 0x04, [0x25] = 0x04, [0x26] = 0x14, } StadiumFragment.CMD_SIZES = CMD_SIZES -- ------- rounding -- -- Python rounds half to EVEN, and the packer's numbers go through `round` -- three times over (fold a track to a constant, quantise a scale to 16.16, -- quantise a UV to 1/512). Rounding half away from zero instead would put -- this one off by one wherever a value lands exactly on a boundary, and a -- single byte is all it takes for the oracle diff to fail -- so it is worth -- the six lines to do it the same way. local function roundHalfEven(x) local f = floor(x) local d = x - f if d > 0.5 then return f + 1 end if d < 0.5 then return f end if f % 2 == 0 then return f end return f + 1 end -- Python's round(x, nd). Multiplying by 10^nd first is WRONG: the multiply -- itself rounds, and a value just under a decimal boundary can land exactly -- on it -- Magmar's attack scale track holds 1.008874999..., whose *1e5 is -- exactly 100887.5, and the fold then differed from the oracle by one bit. -- Python rounds the EXACT binary expansion, and so does LuaJIT's own float -- formatter, so the digits come from string.format instead. local function roundTo(x, nd) if nd == 0 then return roundHalfEven(x) end if x ~= x or x == math.huge or x == -math.huge then return x end -- A true decimal tie -- the exact expansion terminating one digit past nd -- with a 5 -- only a dyadic value can produce, and its zeros then run out -- forever; any other double shows a nonzero digit within ~18 places. The -- formatter rounds such a tie away from zero where Python rounds it to -- even, so it is the one case the digits cannot settle. local s = string.format("%." .. (nd + 24) .. "f", x) local dot = s:find(".", 1, true) local tail = s:sub(dot + nd + 1) if not tail:match("^50*$") then return tonumber(string.format("%." .. nd .. "f", x)) end local head = s:sub(1, dot + nd) -- sign, integer part, nd digits local last = head:byte(-1) - 48 if last % 2 == 0 then return tonumber(head) end -- an odd digit bumps to even with no carry return tonumber(head:sub(1, -2) .. string.char(head:byte(-1) + 1)) end StadiumFragment.roundHalfEven = roundHalfEven StadiumFragment.roundTo = roundTo -- Two's-complement reading of an n-bit field. local function signed(v, bits) local m = 2 ^ (bits - 1) if v >= m then return v - m * 2 end return v end StadiumFragment.signed = signed -- The distinct values of an array, in the order they first appear. The Python -- reached for a set here and that decided the order textures were registered -- in -- see fragment.py's own `unique`. local function unique(seq, n) local seen, out, m = {}, {}, 0 for i = 1, n or #seq do local v = seq[i] if v ~= nil and not seen[v] then seen[v] = true m = m + 1 out[m] = v end end return out, m end -- ------- the module local Frag = {} Frag.__index = Frag function Frag:u8(o) return byte(self.d, o + 1) end function Frag:s8(o) local v = byte(self.d, o + 1) if v >= 128 then return v - 256 end return v end function Frag:u16(o) local a, b = byte(self.d, o + 1, o + 2) return a * 256 + b end function Frag:s16(o) local a, b = byte(self.d, o + 1, o + 2) local v = a * 256 + b if v >= 32768 then return v - 65536 end return v end function Frag:u32(o) local a, b, c, d = byte(self.d, o + 1, o + 4) return ((a * 256 + b) * 256 + c) * 256 + d end function Frag:s32(o) local v = self:u32(o) if v >= 2147483648 then return v - 4294967296 end return v end -- A pointer as a file offset, or nil for the null pointer. function Frag:off(ptr) if ptr == 0 then return nil end return ptr - BASE end function Frag:ptr(o) return self:off(self:u32(o)) end -- The entry stub ends with `lui rX, hi; addiu rX, rX, lo`, which is MIPS for -- "load the address of the root struct". Finding that pair is how the root is -- located without a symbol table. function Frag:root() for o = 0x20, 0x7C, 4 do local w = self:u32(o) if floor(w / 0x4000000) == 0x0F then -- lui local reg = floor(w / 0x10000) % 0x20 local w2 = self:u32(o + 4) if floor(w2 / 0x4000000) == 0x09 -- addiu rX, rX, imm and floor(w2 / 0x200000) % 0x20 == reg then return self:u16(o + 2) * 65536 + self:s16(o + 6) - BASE end end end return nil end -- A null-terminated run of pointers. function Frag:ptrList(o) local out, n = {}, 0 while true do local p = self:ptr(o) if p == nil then return out, n end n = n + 1 out[n] = p o = o + 4 end end -- `data` is one decompressed archive entry. function StadiumFragment.open(data, name) if type(data) ~= "string" or #data < 0x20 then return nil, (name or "?") .. ": too short to be a module" end if sub(data, 9, 16) ~= "FRAGMENT" then return nil, (name or "?") .. ": not a FRAGMENT module" end return setmetatable({ d = data, name = name or "<bytes>" }, Frag) end -- ------- walking the geo layout and running the display lists local Model = {} Model.__index = Model local function newModel(frag) local r = frag:root() if not r then return nil, frag.name .. ": could not locate root struct" end local geo = frag:ptr(r + 0x08) local anims = frag:ptr(r + 0x0C) local aux = frag:ptr(r + 0x10) local m = setmetatable({ f = frag, species = frag:u16(r), geoLayouts = geo and frag:ptrList(geo) or {}, anims = anims and frag:ptrList(anims) or {}, auxAnims = aux and frag:ptrList(aux) or {}, textures = {}, -- { fmt, siz, w, h, texels, data } tluts = {}, -- palettes: { count, data, dl } bones = {}, -- { parent, boneId, flags, chan, t, r, s } boneById = {}, prims = {}, -- { tex, tlut, mat, texAnim, cull, verts, tris } primsByKey = {}, rootScale = { 1.0, 1.0, 1.0 }, fx = {}, -- geo cmd 0x08 procedural effect nodes warnings = {}, }, Model) return m end function Model:readTextureTable(off, count) local f = self.f local t = self.textures for i = 0, count - 1 do local o = off + i * 0xC t[#t + 1] = { fmt = f:u8(o), siz = f:u8(o + 1), w = f:s16(o + 2), h = f:u16(o + 4), texels = f:u16(o + 6), data = f:ptr(o + 8), } end end -- Palettes reuse the texture-record layout: the count sits in the width -- field, the palette data in the next word, and unk_08 is the display list -- that loads it (src/12D80.c func_80015B20). The list is authoritative, so it -- is run rather than trusted. function Model:readTlutTable(off, count) local f = self.f for i = 0, count - 1 do local o = off + i * 0xC local rec = { count = f:u16(o + 2), data = f:ptr(o + 4), dl = f:ptr(o + 8) } local dl = rec.dl if dl ~= nil then for _ = 1, 16 do local w0, w1 = f:u32(dl), f:u32(dl + 4) local op = floor(w0 / 0x1000000) if op == 0xFD then -- G_SETTIMG rec.data = f:off(w1) elseif op == 0xF0 then -- G_LOADTLUT rec.count = floor(w1 / 0x4000) % 0x400 + 1 elseif op == 0xDF then break end dl = dl + 8 end end self.tluts[#self.tluts + 1] = rec end end -- The bone whose matrix is live. Mirrors gCurGraphNodeList in -- src/geo_layout.c: the top of the stack is the slot the NEXT node command -- writes to, so the node that owns the current one is the slot below -- (func_80017AC4). function Model:curBone() local n = #self.stack if n >= 2 then return self.stack[n - 1] end return -1 end function Model:build() self.curTex = -1 self.curTlut = -1 self.curMat = nil self.curTexAnim = -1 self.stack = { -1 } -- The RSP vertex cache persists ACROSS display lists: a bone's list often -- preloads vertices that the next bone's list then indexes, which is how -- these models get blended joints. Each slot remembers the bone whose -- matrix was current when it was loaded. self.vbuf = {} if not self.geoLayouts[1] then self.warnings[#self.warnings + 1] = "no geo layout" return end self:walk(self.geoLayouts[1], 0) end function Model:walk(o, depth) local f = self.f if depth > 32 or o == nil then return end while true do local cmd = f:u8(o) local size = CMD_SIZES[cmd] if size == nil then self.warnings[#self.warnings + 1] = ("unknown geo cmd 0x%02x at 0x%x"):format(cmd or -1, o) return end if cmd == 0x01 or cmd == 0x04 then -- end / return return elseif cmd == 0x00 or cmd == 0x03 then -- branch (with return) self:walk(f:ptr(o + 4), depth + 1) elseif cmd == 0x02 then -- jump (no return) o = f:ptr(o + 4) if o == nil then return end cmd = nil -- skip the o = o + size elseif cmd == 0x05 then -- open node local n = #self.stack self.stack[n + 1] = self.stack[n] elseif cmd == 0x06 then -- close node self.stack[#self.stack] = nil elseif cmd == 0x17 then -- model header self:readTextureTable(f:ptr(o + 8), f:s16(o + 2)) if f:ptr(o + 0xC) then self:readTlutTable(f:ptr(o + 0xC), f:s16(o + 4)) end self.vtxBase = f:ptr(o + 0x10) self.nVerts = f:s16(o + 6) elseif cmd == 0x08 then -- effect callback self.fx[#self.fx + 1] = { bone = self:curBone(), callback = f:u32(o + 4), arg = f:ptr(o + 8) } elseif cmd == 0x1C then -- uniform scale node self.rootScale = { f:s32(o + 4) / 65536.0, f:s32(o + 8) / 65536.0, f:s32(o + 0xC) / 65536.0 } elseif cmd == 0x1D then -- bone / joint node local idx = #self.bones -- 0-based, as the file self.bones[idx + 1] = { parent = self:curBone(), boneId = f:u8(o + 1), flags = f:u8(o + 2), chan = f:s8(o + 3), t = { f:s16(o + 4), f:s16(o + 6), f:s16(o + 8) }, r = { f:s16(o + 0xA), f:s16(o + 0xC), f:s16(o + 0xE) }, s = { f:s32(o + 0x10) / 65536.0, f:s32(o + 0x14) / 65536.0, f:s32(o + 0x18) / 65536.0 }, } self.boneById[f:u8(o + 1)] = idx self.stack[#self.stack] = idx elseif cmd == 0x23 then -- set texture / material self.curTex = f:s16(o + 8) self.curTlut = f:s16(o + 0xA) self.curMat = f:ptr(o + 4) -- offset 0x02 is the texture-animation channel; -1 means static. -- func_800176DC swaps this material's texture per frame out of the -- auxiliary animation's stream. self.curTexAnim = f:s16(o + 2) elseif cmd == 0x22 then -- DL on current bone self:runDL(f:ptr(o + 4), self:curBone(), 0) elseif cmd == 0x1E then -- DL on named bone local named = self.boneById[f:s16(o + 2)] self:runDL(f:ptr(o + 4), named or self:curBone(), 0) elseif cmd == 0x20 or cmd == 0x21 then -- DL + own transform self:runDL(f:ptr(o + (cmd == 0x20 and 0x10 or 0xC)), self:curBone(), 0) end if cmd ~= nil then o = o + size end end end function Model:primFor(tex, tlut, mat, texAnim, cull) local key = tex .. "," .. tlut .. "," .. tostring(mat) .. "," .. texAnim .. "," .. cull local p = self.primsByKey[key] if p == nil then p = { tex = tex, tlut = tlut, mat = mat, texAnim = texAnim, cull = cull, verts = {}, nverts = 0, tris = {}, ntris = 0, remap = {} } self.primsByKey[key] = p self.prims[#self.prims + 1] = p end return p end -- Bitwise AND and OR over the low `bits` bits, in arithmetic. See the module -- header for why there is no `bit` library in here. local function band(a, b, bits) local r, p = 0, 1 for _ = 1, bits do if a % 2 == 1 and b % 2 == 1 then r = r + p end a, b, p = floor(a / 2), floor(b / 2), p * 2 end return r end local function bor(a, b, bits) local r, p = 0, 1 for _ = 1, bits do if a % 2 == 1 or b % 2 == 1 then r = r + p end a, b, p = floor(a / 2), floor(b / 2), p * 2 end return r end -- One triangle out of the vertex cache and into a prim, deduplicating -- vertices as it goes. -- -- A file-level function rather than a closure inside runDL: it is called -- once per triangle -- some two hundred thousand times over the set -- and a -- closure there would allocate one per display-list command. -- -- A triangle naming a cache slot that was never loaded is DROPPED, not -- faulted. That happens where a display list indexes past what its own G_VTX -- filled, which the hardware would read as stale cache; there is nothing -- meaningful to draw. -- -- It is abandoned MID-TRIANGLE, exactly where the missing corner is found, -- and the corners already walked keep the slots they were just given in the -- vertex list. That looks like a detail and is not: those vertices stay in -- the prim, so they shift every later vertex's index by one. Checking all -- three corners up front instead -- which is what a careful reader writes -- -- silently produces a different, equally plausible vertex list, and every -- index in the file after that point moves. local function emit(prim, vbuf, flip, ia, ib, ic) local remap, verts = prim.remap, prim.verts local tri = { 0, 0, 0 } for k = 1, 3 do local v = vbuf[k == 1 and ia or (k == 2 and ib or ic)] if v == nil then return end local key = v[1] .. "," .. v[2] .. "," .. v[3] .. "," .. v[4] .. "," .. v[5] .. "," .. v[6] .. "," .. v[7] .. "," .. v[8] .. "," .. v[9] .. "," .. v[10] local j = remap[key] if j == nil then j = prim.nverts -- 0-based, as the file remap[key] = j prim.nverts = j + 1 verts[j + 1] = v end tri[k] = j end if flip then tri[1], tri[3] = tri[3], tri[1] end prim.ntris = prim.ntris + 1 prim.tris[prim.ntris] = tri end function Model:runDL(o, bone, depth) if o == nil or depth > 8 then return end local f = self.f local vbuf = self.vbuf local cull = 0x400 while true do local w0, w1 = f:u32(o), f:u32(o + 4) local op = floor(w0 / 0x1000000) o = o + 8 if op == 0xDF then -- G_ENDDL return elseif op == 0xDE then -- G_DL self:runDL(f:off(w1), bone, depth + 1) if floor(w0 / 0x10000) % 256 ~= 0 then -- branch, not call return end elseif op == 0x01 then -- G_VTX local n = floor(w0 / 0x1000) % 256 local v0 = floor((w0 % 0x1000) / 2) - n local a = f:off(w1) if a then for i = 0, n - 1 do local p = a + i * 0x10 local slot = v0 + i if slot >= 0 and slot < 64 then -- s and t are S10.5 and kept RAW here; the /32 happens once, on -- the way out, so that the dedup key below compares integers vbuf[slot] = { f:s16(p), f:s16(p + 2), f:s16(p + 4), f:s16(p + 8), f:s16(p + 10), f:s8(p + 12), f:s8(p + 13), f:s8(p + 14), f:u8(p + 15), bone } end end end elseif op == 0xD9 then -- G_GEOMETRYMODE -- `cull = (cull & (w0 & 0xFFFFFF)) | w1`. -- -- Only bits 9 and 10 -- G_CULL_FRONT and G_CULL_BACK -- are ever read -- out of this, so the whole word is kept to eleven bits and the AND and -- OR done over those. Bits above that cannot influence bits 9 and 10 -- under either operator, so nothing is lost and the two loops that used -- to run 24 times each now run 11. cull = bor(band(cull, w0 % 0x800, 11), w1 % 0x800, 11) elseif op == 0x05 or op == 0x06 then -- G_TRI1 / G_TRI2 local prim = self:primFor(self.curTex, self.curTlut, self.curMat, self.curTexAnim, cull % 0x800 - cull % 0x200) local flip = (floor(cull / 0x200) % 2 == 1) and (floor(cull / 0x400) % 2 == 0) emit(prim, vbuf, flip, floor(floor(w0 / 0x10000) % 256 / 2), floor(floor(w0 / 0x100) % 256 / 2), floor(w0 % 256 / 2)) if op == 0x06 then emit(prim, vbuf, flip, floor(floor(w1 / 0x10000) % 256 / 2), floor(floor(w1 / 0x100) % 256 / 2), floor(w1 % 256 / 2)) end end -- everything else (SETTILE / sync / ...) is render state this rebuilds -- from the texture table instead, so it is skipped end end -- CI4 selects a 16-entry block of the palette through the render tile's -- palette field; read it out of the material display list's last G_SETTILE. function Model:tilePalette(mat) if mat == nil then return 0 end local f = self.f local pal = 0 for _ = 1, 16 do local w0, w1 = f:u32(mat), f:u32(mat + 4) local op = floor(w0 / 0x1000000) if op == 0xF5 and floor(w1 / 0x1000000) % 8 == 0 then -- render tile pal = floor(w1 / 0x100000) % 16 elseif op == 0xDF then break end mat = mat + 8 end return pal end -- ------- animations -- src/F420.c func_80010500: a signed `bits`-wide field at bit index*bits. -- -- C integer division truncates toward zero and Lua's floor() does not, which -- only differs for a NEGATIVE index -- and a negative index is exactly what an -- empty channel produces, so the truncating form is the one that matches the -- hardware. -- -- The shift is the part that needs care. `(v << rem) & 0xFFFFFFFF` on a -- 32-bit v would want 63 bits of intermediate, and a double holds 53 exactly. -- Masking FIRST -- dropping the bits the shift would push out anyway -- keeps -- the product under 2^32 and therefore exact. local function bitfield(f, base, index, bits) local bitpos = index * bits local word if bitpos >= 0 then word = floor(bitpos / 16) else word = -floor(-bitpos / 16) end local rem = bitpos - word * 16 local o = base + word * 2 local v = f:u16(o) * 65536 + f:u16(o + 2) local shift = rem % 32 local keep = 2 ^ (32 - shift) v = (v % keep) * 2 ^ shift return signed(floor(v / 2 ^ (32 - bits)), bits) end StadiumFragment.bitfield = bitfield local Anim = {} Anim.__index = Anim local function newAnim(frag, off) return setmetatable({ f = frag, off = off, -- the u16 at +0: the flag bits live in its LOW byte, so a u8 read at +0 -- gets the always-zero high byte and silently hides hermite mode flags = frag:u16(off), startFrame = frag:u16(off + 4), loopStart = frag:u16(off + 6), nChannels = frag:u16(off + 8), nFrames = frag:u16(off + 0xA), chanTable = frag:ptr(off + 0xC), scaleData = frag:ptr(off + 0x10), rotData = frag:ptr(off + 0x14), transData = frag:ptr(off + 0x18), }, Anim) end function Anim:chan(i) local o = self.chanTable + i * 0xA local f = self.f return { nScale = f:u8(o), nRot = f:u8(o + 1), nTrans = f:u8(o + 2), interp = f:u8(o + 3), oScale = f:u16(o + 4), oRot = f:u16(o + 6), oTrans = f:u16(o + 8) } end -- Packed per-frame streams (flags & 8 == 0). -- -- A count of 0 means the component has no stream. In the ROM that only ever -- happens in HERMITE animations, where a count under 2 means "the offset -- field IS the constant value" -- no packed animation of any of the 151 -- species carries an empty channel, so the bind-pose fallback (the nil -- return) is dead code kept as a safety net. function Anim:transPacked(c, frame) if c.nTrans == 0 then return nil end local wide = floor(self.flags / 4) % 2 == 1 local bits = wide and 16 or 12 if c.nTrans == 1 then -- func_80016848 reads the u16 offset field back as a SIGNED constant if wide then return signed(c.oTrans, 16) + 0.0 end return floor(signed(c.oTrans * 16 % 65536, 16) / 16) + 0.0 end local i = c.oTrans + (frame < c.nTrans - 1 and frame or c.nTrans - 1) return bitfield(self.f, self.transData, i, bits) + 0.0 end function Anim:rotPacked(c, frame) if c.nRot == 0 then return nil end if c.nRot == 1 then return signed(c.oRot * 16 % 65536, 16) end local i = c.oRot + (frame < c.nRot - 1 and frame or c.nRot - 1) return signed(bitfield(self.f, self.rotData, i, 12) * 16 % 65536, 16) end function Anim:scalePacked(c, frame) if c.nScale == 0 then return nil end if c.nScale == 1 then return c.oScale / 1000.0 end local i = c.oScale + (frame < c.nScale - 1 and frame or c.nScale - 1) return self.f:s16(self.scaleData + i * 2) / 1000.0 end -- Hermite keyframes (flags & 8): Pidgeot, Dodrio, Exeggutor, Tangela and -- Magmar. src/17300.c func_80016934 (narrow, 6-byte keys) and func_80016B30 -- (wide, 8-byte keys with a separate out-tangent). function Anim:hermite(base, n, frame, wide) local f = self.f local stride = wide and 8 or 6 local function key(i) local o = base + i * stride return f:s16(o), f:s16(o + 2), f:s16(o + 4), wide and f:s16(o + 6) or f:s16(o + 4) end local k0t, k0v = key(0) if k0t >= frame then return k0v + 0.0 end local lt, lv = key(n - 1) if frame >= lt then return lv + 0.0 end local i = 0 while i < n - 2 do if frame < (key(i + 1)) then break end i = i + 1 end local at, av, ao, aw = key(i) local bt, bv, bo = key(i + 1) local x = (frame - at) / 30.0 local y = 30.0 / (bt - at) local x2, x3 = x * x, x * x * x local y2, y3 = y * y, y * y * y return av * (2 * x3 * y3 - 3 * x2 * y2 + 1) + bv * (-2 * x3 * y3 + 3 * x2 * y2) + (wide and aw or ao) * (x3 * y2 - 2 * x2 * y + x) + bo * (x3 * y2 - x2 * y) end function Anim:transKey(c, frame) if c.nTrans < 2 then return signed(c.oTrans, 16) + 0.0 end return self:hermite(self.transData + c.oTrans * 2, c.nTrans, frame, c.interp % 2 == 1) end function Anim:rotKey(c, frame) local deg if c.nRot < 2 then deg = signed(c.oRot, 16) / 10.0 else deg = self:hermite(self.rotData + c.oRot * 2, c.nRot, frame, floor(c.interp / 2) % 2 == 1) / 10.0 end deg = deg % 360.0 -- func_80016DE0 returns s16: the f32 -> s16 cast WRAPS an angle above 180 -- degrees to its negative twin, and the pack writer clamps i16, so an -- unwrapped value would pin at 32767 instead return signed(floor(deg / 360.0 * 65536.0) % 65536, 16) end function Anim:scaleKey(c, frame) if c.nScale < 2 then return signed(c.oScale, 16) / 100.0 end return self:hermite(self.scaleData + c.oScale * 2, c.nScale, frame, floor(c.interp / 4) % 2 == 1) / 100.0 end -- (translation, rotation, scale) for one bone at one frame. Components whose -- channel carries no data fall back to the bone's bind value. function Anim:sampleTrs(chanIndex, frame, bt, br, bs) local base = chanIndex * 3 if base < 0 or base + 2 >= self.nChannels then return nil end local c1, c2, c3 = self:chan(base), self:chan(base + 1), self:chan(base + 2) local t, r, s = {}, {}, {} if floor(self.flags / 8) % 2 == 1 then t[1], t[2], t[3] = self:transKey(c1, frame), self:transKey(c2, frame), self:transKey(c3, frame) r[1], r[2], r[3] = self:rotKey(c1, frame), self:rotKey(c2, frame), self:rotKey(c3, frame) s[1], s[2], s[3] = self:scaleKey(c1, frame), self:scaleKey(c2, frame), self:scaleKey(c3, frame) else t[1], t[2], t[3] = self:transPacked(c1, frame), self:transPacked(c2, frame), self:transPacked(c3, frame) r[1], r[2], r[3] = self:rotPacked(c1, frame), self:rotPacked(c2, frame), self:rotPacked(c3, frame) s[1], s[2], s[3] = self:scalePacked(c1, frame), self:scalePacked(c2, frame), self:scalePacked(c3, frame) end for k = 1, 3 do if t[k] == nil then t[k] = bt[k] end if r[k] == nil then r[k] = br[k] end if s[k] == nil then s[k] = bs[k] end end return t, r, s end -- Texture animation (src/18140.c). Same header shape as a skeletal animation, -- but each channel is a per-frame stream of texture-table indices that -- func_800176DC substitutes into a material. local Aux = {} Aux.__index = Aux local function newAux(frag, off) return setmetatable({ f = frag, flags = frag:u16(off), -- low byte, same layout as Anim startFrame = frag:u16(off + 4), loopStart = frag:u16(off + 6), nChannels = frag:u16(off + 8), nFrames = frag:u16(off + 0xA), chanTable = frag:ptr(off + 0xC), data = frag:ptr(off + 0x10), }, Aux) end -- func_80017540: index into the stream, clamped to the channel's length. function Aux:sample(chan, frame) if chan < 0 or chan >= self.nChannels or self.chanTable == nil then return nil end local o = self.chanTable + chan * 4 local count, base = self.f:u16(o), self.f:u16(o + 2) if count == 0 then return nil end local i = base + (frame < count and frame or count - 1) return self.f:u8(self.data + i) end function Aux:track(chan) local n = self.nFrames > 1 and self.nFrames or 1 local out = {} for i = 0, n - 1 do out[i + 1] = self:sample(chan, i) end return out, n end -- ------- textures local function rgba5551(p) return floor(floor(p / 2048) % 32 * 255 / 31), floor(floor(p / 64) % 32 * 255 / 31), floor(floor(p / 2) % 32 * 255 / 31), (p % 2 == 1) and 255 or 0 end -- (w, h, RGBA8 string) for the N64 texture formats these models use. local function decodeTexture(f, tex, tlut, palette) local w, h, fmt, siz, addr = tex.w, tex.h, tex.fmt, tex.siz, tex.data local n = w * h if n <= 0 or addr == nil then return w, h, string.rep("\255\0\255\255", n > 0 and n or 0) end local d = f.d local out = {} local function nibble(i) local v = byte(d, addr + floor(i / 2) + 1) if i % 2 == 1 then return v % 16 end return floor(v / 16) end if fmt == 0 and siz == 2 then -- RGBA16 (5/5/5/1) for i = 0, n - 1 do local a, b = byte(d, addr + i * 2 + 1, addr + i * 2 + 2) out[i + 1] = char(rgba5551(a * 256 + b)) end elseif fmt == 0 and siz == 3 then -- RGBA32 return w, h, sub(d, addr + 1, addr + n * 4) elseif fmt == 2 then -- CI4 / CI8 local pal, np = {}, 0 if tlut ~= nil and tlut.data ~= nil then local base = tlut.data + (siz == 0 and palette * 16 * 2 or 0) np = (siz == 0) and 16 or 256 for i = 0, np - 1 do local a, b = byte(d, base + i * 2 + 1, base + i * 2 + 2) pal[i + 1] = char(rgba5551(a * 256 + b)) end end if np == 0 then np = 256 for i = 1, np do pal[i] = "\255\0\255\255" end end for i = 0, n - 1 do local idx = (siz == 0) and nibble(i) or byte(d, addr + i + 1) out[i + 1] = pal[idx % np + 1] end elseif fmt == 3 then -- IA16 / IA8 / IA4 for i = 0, n - 1 do local l, a if siz == 2 then local x, y = byte(d, addr + i * 2 + 1, addr + i * 2 + 2) l, a = x, y elseif siz == 1 then local v = byte(d, addr + i + 1) l, a = floor(v / 16) * 17, v % 16 * 17 else local v = nibble(i) l, a = floor(floor(v / 2) * 255 / 7), (v % 2 == 1) and 255 or 0 end out[i + 1] = char(l, l, l, a) end elseif fmt == 4 then -- I8 / I4 for i = 0, n - 1 do local l = (siz == 1) and byte(d, addr + i + 1) or nibble(i) * 17 out[i + 1] = char(l, l, l, 255) end else for i = 0, n - 1 do out[i + 1] = "\255\0\255\255" end end return w, h, concat(out) end StadiumFragment.decodeTexture = decodeTexture -- ------- the whole model -- Constant tracks collapse to a scalar; most channels never move, and that -- fold is most of the reason the packed set is 34 megabytes rather than a -- great deal more. local function compress(values, n, nd) local first = roundTo(values[1], nd) for i = 2, n do if roundTo(values[i], nd) ~= first then local out = {} for k = 1, n do out[k] = roundTo(values[k], nd) end return out end end return first end -- Every distinct effect callback in the geo layout, once, in the order it -- first appears -- see fragment.py's dedupe_fx for why the order is written -- down rather than left to a hash table. local function dedupeFx(nodes) local seen, out = {}, {} for i = 1, #nodes do local node = nodes[i] local key = node.bone .. "," .. node.callback .. "," .. tostring(node.arg) if not seen[key] then seen[key] = true out[#out + 1] = { bone = node.bone, callback = node.callback, arg = node.arg } end end return out end -- One decompressed archive entry -> the table StadiumBuild packs. Mirrors -- fragment.extract, including which fields exist and what they are named. function StadiumFragment.extract(data, name) local frag, err = StadiumFragment.open(data, name) if not frag then return nil, err end local m, mErr = newModel(frag) if not m then return nil, mErr end m:build() local auxAnims = {} for i = 1, #m.auxAnims do auxAnims[i] = newAux(frag, m.auxAnims[i]) end local texIndexMap, texOut = {}, {} local function register(texIdx, tlut, pal) local key = texIdx .. "," .. tlut .. "," .. pal local hit = texIndexMap[key] if hit ~= nil then return hit end if texIdx < 0 or texIdx >= #m.textures then return -1 end local slot = #texOut -- 0-based, as the file texIndexMap[key] = slot local tl = (tlut >= 0 and tlut < #m.tluts) and m.tluts[tlut + 1] or nil local w, h, rgba = decodeTexture(frag, m.textures[texIdx + 1], tl, pal) texOut[slot + 1] = { index = texIdx, w = w, h = h, rgba = rgba } return slot end -- an animated material can swap to any texture its channel names, so all of -- them have to be decoded up front for _, p in ipairs(m.prims) do if p.ntris > 0 then local pal = m:tilePalette(p.mat) register(p.tex, p.tlut, pal) if p.texAnim >= 0 then for _, a in ipairs(auxAnims) do local tr, tn = a:track(p.texAnim) local vals, vn = unique(tr, tn) for i = 1, vn do register(vals[i], p.tlut, pal) end end end end end local prims = {} for _, p in ipairs(m.prims) do if p.ntris > 0 then local pal = m:tilePalette(p.mat) local ti = texIndexMap[p.tex .. "," .. p.tlut .. "," .. pal] or -1 -- texture-table index -> slot in texOut, for the animated swap local texMap = nil if p.texAnim >= 0 then for _, a in ipairs(auxAnims) do local tr, tn = a:track(p.texAnim) local vals, vn = unique(tr, tn) for i = 1, vn do local slot = texIndexMap[vals[i] .. "," .. p.tlut .. "," .. pal] if slot ~= nil then texMap = texMap or {} texMap[vals[i]] = slot end end end end local tw, th = 32, 32 if ti >= 0 then tw, th = m.textures[p.tex + 1].w, m.textures[p.tex + 1].h end local pos, uv, nrm, skin, idx = {}, {}, {}, {}, {} for i = 1, p.nverts do local v = p.verts[i] pos[i * 3 - 2], pos[i * 3 - 1], pos[i * 3] = v[1], v[2], v[3] uv[i * 2 - 1] = (v[4] / 32.0) / tw uv[i * 2] = (v[5] / 32.0) / th nrm[i * 3 - 2] = v[6] / 127.0 nrm[i * 3 - 1] = v[7] / 127.0 nrm[i * 3] = v[8] / 127.0 skin[i] = v[10] end local ni = 0 for i = 1, p.ntris do local tri = p.tris[i] idx[ni + 1], idx[ni + 2], idx[ni + 3] = tri[1], tri[2], tri[3] ni = ni + 3 end prims[#prims + 1] = { tex = ti, cull = p.cull, texAnim = p.texAnim, texMap = texMap, pos = pos, uv = uv, nrm = nrm, skin = skin, nverts = p.nverts, idx = idx, nidx = ni, } end end local anims = {} for i = 1, #m.anims do local a = newAnim(frag, m.anims[i]) local nf = a.nFrames > 1 and a.nFrames or 1 local tracks = {} for bi = 1, #m.bones do local b = m.bones[bi] local ch = b.chan if ch >= 0 and a:sampleTrs(ch, 0, b.t, b.r, b.s) ~= nil then local ts, rs, ss = {}, {}, {} for k = 1, 3 do ts[k], rs[k], ss[k] = {}, {}, {} end for fr = 0, nf - 1 do local t, r, s = a:sampleTrs(ch, fr, b.t, b.r, b.s) for k = 1, 3 do ts[k][fr + 1], rs[k][fr + 1], ss[k][fr + 1] = t[k], r[k], s[k] end end tracks[bi] = { t = { compress(ts[1], nf, 3), compress(ts[2], nf, 3), compress(ts[3], nf, 3) }, r = { compress(rs[1], nf, 0), compress(rs[2], nf, 0), compress(rs[3], nf, 0) }, s = { compress(ss[1], nf, 5), compress(ss[2], nf, 5), compress(ss[3], nf, 5) }, } end end anims[i] = { index = i - 1, frames = nf, flags = a.flags, channels = a.nChannels, loopStart = a.loopStart, tracks = tracks } end local auxOut = {} for i = 1, #auxAnims do local a = auxAnims[i] local chans = {} for c = 0, a.nChannels - 1 do local tr, tn = a:track(c) tr.n = tn chans[c + 1] = tr end auxOut[i] = { index = i - 1, frames = a.nFrames > 1 and a.nFrames or 1, flags = a.flags, loopStart = a.loopStart, channels = chans } end return { species = m.species, file = name, rootScale = m.rootScale, bones = m.bones, textures = texOut, prims = prims, anims = anims, auxAnims = auxOut, fx = dedupeFx(m.fx), warnings = m.warnings, } end return StadiumFragment