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BMSSD refactor #226

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2 changes: 1 addition & 1 deletion README.md
Original file line number Diff line number Diff line change
Expand Up @@ -44,7 +44,7 @@ Construct type definitions for Mercury Engine
| BMSNAV | ✓ | ✓ | ✓ | ✓ | Navigation Meshes |
| BMSND | ✗ | ✗ | Missing | Missing | Sound (?) |
| BMSSA | ✗ | ✗ | Missing | Missing | SSA (?) |
| BMSSD | ✗ | ✗ | ✓ | ✓ | Static Scenario Data (background dressing) |
| BMSSD | ✓ | ✓ | ✓ | ✓ | Scene Data (scene blocks, objects, msr lighting) |
| BMSSH | Missing | Missing | ✓ | ✓ | GUI Shape |
| BMSSK | Missing | Missing | ✓ | ✓ | GUI Skin |
| BMSSS | Missing | Missing | ✓ | ✓ | GUI SpriteSheet |
Expand Down
1 change: 1 addition & 0 deletions src/mercury_engine_data_structures/common_types.py
Original file line number Diff line number Diff line change
Expand Up @@ -21,6 +21,7 @@
CVector2D = construct.Array(2, Float)
CVector3D = construct.Array(3, Float)
CVector4D = construct.Array(4, Float)
Transform3D = construct.Struct("position" / CVector3D, "rotation" / CVector3D, "scale" / CVector3D)


class VersionAdapter(Adapter):
Expand Down
343 changes: 234 additions & 109 deletions src/mercury_engine_data_structures/formats/bmssd.py
Original file line number Diff line number Diff line change
@@ -1,7 +1,11 @@
from __future__ import annotations

from collections import defaultdict
from enum import Enum

import construct
from construct import (
from construct.core import (
Adapter,
Byte,
Const,
Construct,
Expand All @@ -13,133 +17,254 @@

from mercury_engine_data_structures import game_check
from mercury_engine_data_structures.base_resource import BaseResource
from mercury_engine_data_structures.common_types import CVector3D, StrId, VersionAdapter, make_vector
from mercury_engine_data_structures.construct_extensions.strings import StaticPaddedString
from mercury_engine_data_structures.game_check import Game
from mercury_engine_data_structures.common_types import (
CVector3D,
StrId,
Transform3D,
VersionAdapter,
make_dict,
make_vector,
)
from mercury_engine_data_structures.crc import crc32, crc64

BMSSD = Struct(
_magic=Const(b"MSSD"),
unk1=VersionAdapter(),
part_info=game_check.is_at_most(
Game.SAMUS_RETURNS,
"_magic" / Const(b"MSSD"),
"_version"
/ game_check.is_sr_or_else(
VersionAdapter("1.12.0"),
VersionAdapter("1.19.0"),
),
# static models (just bcmdl and bsmat), stored en mass in maps/levels/c10_samus/<scenario>/models/
"scene_blocks"
/ game_check.is_sr_or_else(
make_vector(
Struct(
model_name=StrId,
byte0=Byte,
byte1=Byte,
byte2=Byte,
int3=Int32ul,
int4=Int32ul,
farr4=CVector3D,
farr5=CVector3D,
"model_name" / StrId,
"byte0" / Byte,
"byte1" / Byte,
"byte2" / Byte,
"int3" / Int32ul,
"int4" / Int32ul,
"farr4" / CVector3D,
"farr5" / CVector3D,
)
),
make_vector(
Struct(
model_name=StrId,
byte0=Byte,
byte1=Byte,
byte2=Byte,
int3=Int32ul,
byte4=Byte,
farr4=CVector3D,
farr5=CVector3D,
farr6=CVector3D,
"model_name" / StrId,
"byte0" / Const(1, Byte),
"byte1" / Const(1, Byte),
"byte2" / Const(1, Byte),
"int3" / Const(1, Int32ul),
"byte4" / Const(1, Byte),
"transform" / Transform3D,
)
),
),
model_info=make_vector(
# map objects (bcmdl, bsmat and bcskla), stored in the standard actor format in maps/objects/
"objects" / make_vector(Struct("model_name" / StrId, "transforms" / make_vector(Transform3D))),
Const(0, Int32ul), # likely unused array
"lights"
/ make_vector( # only used in MSR
Struct(
str1=StrId,
elems=make_vector(
Struct(
float1=CVector3D,
float2=CVector3D,
float3=CVector3D,
)
),
"model_name" / StrId,
"char2" / Byte,
"char3" / Byte,
"char4" / Byte,
"int5" / Int32ul,
"int6" / Int32ul,
"int7" / Int32ul,
"char8" / Byte,
"char9" / Byte,
"int10" / Int32ul,
"float13" / CVector3D,
"int11" / Int8ul,
)
),
strings_a=make_vector(StrId),
unk_structs_a=game_check.is_at_most(
Game.SAMUS_RETURNS,
make_vector(
Struct(
str1=StrId,
char2=Byte,
char3=Byte,
char4=Byte,
int5=Int32ul,
int6=Int32ul,
int7=Int32ul,
char8=Byte,
char9=Byte,
int10=Int32ul,
float13=CVector3D,
int11=Int8ul,
)
),
make_vector(
Struct(
str1=StrId,
char2=Byte,
char3=Byte,
char4=Byte,
int5=Int32ul,
int6=Int32ul,
int7=Int32ul,
char8=Byte,
char9=Byte,
int10=Int32ul,
str11=StaticPaddedString(16, "utf-8"),
int12=Int32ul,
float13=CVector3D,
float14=CVector3D,
float15=CVector3D,
int16=Int32ul,
float17=CVector3D,
)
),
),
strings_b=make_vector(
StrId,
Const(0, Int32ul), # likely unused array
"scene_groups"
/ make_vector(
Struct(
"sg_name" / StrId,
"item_count" / Int32ul,
"item_groups" / make_dict(make_vector(game_check.is_sr_or_else(Int32ul, Int64ul)), Int32ul),
)
),
scene_groups=game_check.is_at_most(
Game.SAMUS_RETURNS,
make_vector(
Struct(
sg_name=StrId,
models_per_sg=Int32ul,
model_groups=make_vector(
Struct(
model_group=Int32ul,
models=make_vector(
Struct(
model_id=Int32ul,
)
),
construct.Terminated,
).compile()


def crc_func(obj):
return crc32 if obj._version == "1.12.0" else crc64


class ItemType(str, Enum):
group_index: int

SCENE_BLOCK = "scene_blocks", 0
OBJECT = "objects", 1
LIGHT = "lights", 2

def __new__(cls, name: int, index: str):
member = str.__new__(cls, name)
member._value_ = name
member.group_index = index
return member

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surely you can use the ItemType enum for whatever this is doing?

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I realized just now that the way i resolved this (using the enums as dict keys) breaks dumping json through cli. should I make it use strings to prevent this?

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Could possibly make it a IntEnum (or a StrEnum which is better for dumping but requires py3.11)

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class ItemType(str, Enum) will do anything you may need StrEnum for

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about that, lmao.

https://tomwojcik.com/posts/2023-01-02/python-311-str-enum-breaking-change

i think IntEnum would still work but eugh, StrEnum would be so much nicer.

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ok, so override __format__() if you need to guarantee specific behavior from it? I don't really see what the problem is

@classmethod
def from_index(cls, val: int):
for it in cls:
if it.group_index == val:
return it
return ValueError(f"Value {val} is not a valid index of ItemType")

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def __format__(self, format_spec: str) -> str:
return self.value.__format__(format_spec)


class BmssdAdapter(Adapter):
def _decode(self, obj, context, path):
crc = crc_func(obj)

res = construct.Container(
_version=obj._version,
_scene_blocks={crc(blk.model_name): blk for blk in obj.scene_blocks},
_objects=[
construct.Container(model_name=o.model_name, transform=t) for o in obj.objects for t in o.transforms
],
_lights={crc(lgt.model_name): lgt for lgt in obj.lights},
scene_groups=construct.Container(),
)

for sg in obj.scene_groups:
res.scene_groups[sg.sg_name] = construct.Container()

for ig_value, items in sg.item_groups.items():
group_type = ItemType.from_index(ig_value)

# objects are indexed and not hashed
if ig_value == 1:
res.scene_groups[sg.sg_name][group_type] = construct.ListContainer(
[res._objects[block] for block in items]
)
),
)
),
make_vector(
Struct(
str1=StrId,
int2=Int32ul,
struct4=make_vector(
Struct(
int1=Int32ul,
long3=make_vector(Int64ul),
else:
res.scene_groups[sg.sg_name][group_type] = construct.ListContainer(
[
# use raw hash value instead of block value if it doesn't exist above
res[f"_{group_type}"][block] if res[f"_{group_type}"].get(block, None) else block
for block in items
]
)
),

return res

def _encode(self, obj, context, path):
def obj_to_tuple(o):
return (
o["model_name"],
o["transform"]["position"][0],
o["transform"]["position"][1],
o["transform"]["position"][2],
o["transform"]["rotation"][0],
o["transform"]["rotation"][1],
o["transform"]["rotation"][2],
o["transform"]["scale"][0],
o["transform"]["scale"][1],
o["transform"]["scale"][2],
)
),
),
rest=construct.GreedyBytes,
).compile()

objects = defaultdict(list)
for o in obj._objects:
objects[o["model_name"]].append(o)

object_order = {}
object_containers = construct.ListContainer()
i = 0
for name, objs in objects.items():
object_containers.append(
construct.Container(model_name=name, transforms=construct.ListContainer(o["transform"] for o in objs))
)
for o in objs:
object_order[obj_to_tuple(o)] = i
i += 1

crc = crc_func(obj)

res = construct.Container(
_version=obj._version,
scene_blocks=obj._scene_blocks.values(),
objects=object_containers,
lights=obj._lights.values(),
scene_groups=construct.ListContainer(),
)

for sg_name, sg in obj.scene_groups.items():
sg_cont = construct.Container(sg_name=sg_name, item_groups=construct.Container())
item_count = 0

for group_type, items in sg.items():
item_count += len(items)

if group_type == ItemType.OBJECT:
sg_cont.item_groups[group_type.group_index] = [object_order[obj_to_tuple(o)] for o in items]
else:
sg_cont.item_groups[group_type.group_index] = [
# handle integers (unmatched crc's in decode)
o if isinstance(o, int) else crc(o["model_name"])
for o in items
]

sg_cont["item_count"] = item_count
res.scene_groups.append(sg_cont)

return res


class Bmssd(BaseResource):
@classmethod
def construct_class(cls, target_game: Game) -> Construct:
return BMSSD
def construct_class(cls, target_game: game_check.Game) -> Construct:
return BmssdAdapter(BMSSD)

def get_item(self, item_name_or_id: str | int, item_type: ItemType) -> construct.Container:
if isinstance(item_name_or_id, int):
if item_type == ItemType.OBJECT:
return self.raw._objects[item_name_or_id]
else:
return self.raw[f"_{item_type}"].get(item_name_or_id, None)

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if item_type == ItemType.OBJECT:
raise ValueError("If accessing an Object type item, must use the index!")

crc = crc_func(self.raw)
return self.raw[f"_{item_type}"].get(crc(item_name_or_id), None)

def get_scene_group(self, scene_group: str) -> construct.Container:
return self.raw.scene_groups.get(scene_group, None)

def scene_groups_for_item(self, item: str | construct.Container, item_type: ItemType) -> list[str]:
if isinstance(item, str):
item = self.get_item(item, item_type)

return [sg_name for sg_name, sg_val in self.raw.scene_groups.items() if item in sg_val[item_type]]

def add_item(self, item: construct.Container, item_type: ItemType, scene_groups: list[str] = None):
if item_type == ItemType.OBJECT:
self.raw._objects.append(item)
else:
crc = crc_func(self.raw)
self.raw[f"_{item_type}"][crc(item["model_name"])] = item

for sg_name in scene_groups:
self.get_scene_group(sg_name)[item_type].append(item)

def remove_item_from_group(self, item: construct.Container, item_type: ItemType, scene_group: str):
sg = self.get_scene_group(scene_group)
if sg and item_type in sg and item in sg[item_type]:
sg[item_type].remove(item)

def remove_item(self, item: construct.Container, item_type: ItemType):
groups = self.scene_groups_for_item(item, item_type)
for sg in groups:
self.remove_item_from_group(item, item_type, sg)

self.raw[f"_{item_type}"].remove(item)
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