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oot/tools/assets/descriptor/z64resources.py
Dragorn421 1e556e3a3d
New assets system (#2481)
* wip: New assets system tm

Builds gc-eu-mq-dbg OK from clean after
1) make setup
2) python3 -m tools.assets.extract -j
3) replace 0x80A8E610 with sShadowTex in extracted/gc-eu-mq-dbg/assets/overlays/ovl_En_Jsjutan/sShadowMaterialDL.inc.c
4) make various symbols in extracted data like sTex static

* use variables from config.yml for gMtxClear and sShadowTex addresses

* Write source with static for overlays using `HACK_IS_STATIC_ON` hack

* gc-eu-mq-dbg OK from clean with `make setup && make`

* implement more skeleton-related types, cleanups, fixups

* fix extracted data to no longer produce compilation warnings

* implement more of RoomShapeImage types

* yeet XmlPath from ExternalFile usage

* Implement PlayerAnimationDataResource (link_animetion data)

* fix csdis CS_TIME extra arg

* dmadata file names no longer hardcoded for gc-eu-mq-dbg

* ntsc-1.0 OK

* xml fixes

* slightly improve standard output

* rm extract_assets.py

* generate and use Limb enums (TODO: check Skin skels and implement for Curve skels)

* handle dependencies between xmls

* introduce RawPointers xml attribute to ignore specific pointers and keep them raw

* add tools/extract_assets.sh

* fixups

* only extract if xmls changed or if -f (force) is used

* fixups, gc-eu OK

* all versions OK

* check attributes of xml resources elements

* Implement legacy skelanime resources

* fix ASSET_FILES_BIN_EXTRACTED/COMMITTED: look for .u8.bin specifically instead of just .bin

* implement JFIFResource

* fix png/jpg wildcards: look specifically for .u64.png .u32.png .u64.jpg

* Makefile: Add rules to build .png, .bin and .jpg in assets/ too

* start writing actual docs

* extract sTransCircleDL and sTransWipeDL

* misc cleanup/fixes, pygfxd 1.0.3

* refactor CDataExt.set_write callback args to use a dataclass

* Move {} to in-source

* misc

* more progress on spec

* fix missing braces in n64dd_error_textures.c

* finish xml spec doc

* assets xmls fixes

* some cleanup, use `gNameTex_WIDTH/HEIGHT` macros in dlists

* handle hackmode_syotes_room, fix compile

* C build_from_png

* rm tools/assets/bin2c

* rm ZAPD

* format

* remove rule to generate dmadata_table.py

* CC0 license (and some import cleanup)

* dont try to build zapd (rmd)

* simplify palettes with single user (ci images with a non-shared palette)

* add docs on how images are handled

* bss

* allow -j N

* fix n64texconv python bindings memory management

* move -j at the end of calling extraction script

* with -j, update last_extracts.json as each job completes rather than only if all complete

* make interrupting less jank by making child processes ignore sigint

* use enum names in `SCENE_CMD_SKYBOX_SETTINGS`

* `multiprocessing.get_context("fork")`

* import rich, except ImportError s

* fix optional rich usage

* .bss

* .bss

* .bss

* assets extraction: -j -> -j$(N_THREADS)

* .bss

* change LIMB_NONE/MAX defaults to be FILE_OFFSET instead of SKELNAME

* 0XHEX -> 0xHEX

* fix bss

* Proper includes for assets

mostly proper, some includes like dlists resources always causing a sys_matrix.h include (when not every dlist references gIdentityMtx) could be done better

* rm z64.h

* rm z64.h take two

* bss

* Make .u64 suffix for pngs optional

* fixup: rm .u64 suffix from n64dd image paths

* Remove elemtype suffixes from .bin and .jpg files

* Update images.md

* some build_from_png cleanup, more error handling, comments

* Handle skybox textures

Introduce "sub-format" suffix for pngs, with sub-formats split_lo and split_hi being used for skybox textures

* fixup for older python

* improve collision output some

* fully use SURFACETYPE[01] macros in writing extracted surface types

* use WATERBOX_PROPERTIES in extracted waterboxes

* some SceneCommandsResource cleanup

* format EnvLightSettingsList output
2025-05-18 01:29:09 +02:00

218 lines
6.3 KiB
Python

# SPDX-FileCopyrightText: © 2025 ZeldaRET
# SPDX-License-Identifier: CC0-1.0
import dataclasses
import enum
from typing import Optional
from xml.etree.ElementTree import Element
from .base import (
ResourceDesc,
ResourcesDescCollection,
ResourceHandlerNeedsPass2Exception,
)
from . import xml_errors
@dataclasses.dataclass(eq=False)
class CollisionResourceDesc(ResourceDesc):
pass
def handler_Collision(symbol_name, offset, collection, reselem: Element):
xml_errors.check_attrib(reselem, {"Name", "Offset"})
return CollisionResourceDesc(symbol_name, offset, collection, reselem)
@dataclasses.dataclass(eq=False)
class AnimationResourceDesc(ResourceDesc):
pass
def handler_Animation(symbol_name, offset, collection, reselem: Element):
xml_errors.check_attrib(reselem, {"Name", "Offset"})
return AnimationResourceDesc(symbol_name, offset, collection, reselem)
@dataclasses.dataclass(eq=False)
class PlayerAnimationResourceDesc(ResourceDesc):
pass
def handler_PlayerAnimation(symbol_name, offset, collection, reselem: Element):
xml_errors.check_attrib(reselem, {"Name", "Offset"})
return PlayerAnimationResourceDesc(symbol_name, offset, collection, reselem)
@dataclasses.dataclass(eq=False)
class LegacyAnimationResourceDesc(ResourceDesc):
pass
def handler_LegacyAnimation(symbol_name, offset, collection, reselem: Element):
xml_errors.check_attrib(reselem, {"Name", "Offset"})
return LegacyAnimationResourceDesc(symbol_name, offset, collection, reselem)
@dataclasses.dataclass(eq=False)
class CutsceneResourceDesc(ResourceDesc):
pass
def handler_Cutscene(symbol_name, offset, collection, reselem: Element):
xml_errors.check_attrib(reselem, {"Name", "Offset"})
return CutsceneResourceDesc(symbol_name, offset, collection, reselem)
@dataclasses.dataclass(eq=False)
class SceneResourceDesc(ResourceDesc):
pass
def handler_Scene(symbol_name, offset, collection, reselem: Element):
xml_errors.check_attrib(reselem, {"Name", "Offset"})
return SceneResourceDesc(symbol_name, offset, collection, reselem)
@dataclasses.dataclass(eq=False)
class RoomResourceDesc(ResourceDesc):
pass
def handler_Room(symbol_name, offset, collection, reselem: Element):
xml_errors.check_attrib(reselem, {"Name", "Offset"}, {"HackMode"})
res = RoomResourceDesc(symbol_name, offset, collection, reselem)
if reselem.attrib.get("HackMode") == "syotes_room":
res.hack_modes.add("hackmode_syotes_room")
return res
@dataclasses.dataclass(eq=False)
class PlayerAnimationDataResourceDesc(ResourceDesc):
frame_count: int
def handler_PlayerAnimationData(symbol_name, offset, collection, reselem: Element):
xml_errors.check_attrib(reselem, {"Name", "Offset", "FrameCount"})
frame_count = int(reselem.attrib["FrameCount"])
return PlayerAnimationDataResourceDesc(
symbol_name, offset, collection, reselem, frame_count
)
@dataclasses.dataclass(eq=False)
class PathListResourceDesc(ResourceDesc):
num_paths: int
def handler_PathList(symbol_name, offset, collection, reselem: Element):
xml_errors.check_attrib(reselem, {"Name", "Offset", "NumPaths"})
num_paths = int(reselem.attrib["NumPaths"])
return PathListResourceDesc(symbol_name, offset, collection, reselem, num_paths)
class SkeletonType(enum.Enum):
NORMAL = enum.auto()
FLEX = enum.auto()
CURVE = enum.auto()
class LimbType(enum.Enum):
STANDARD = enum.auto()
LOD = enum.auto()
SKIN = enum.auto()
CURVE = enum.auto()
LEGACY = enum.auto()
@dataclasses.dataclass(eq=False)
class SkeletonResourceDesc(ResourceDesc):
type: SkeletonType
limb_type: LimbType
limb_enum_name: Optional[str]
limb_enum_none_member_name: Optional[str]
limb_enum_max_member_name: Optional[str]
def handler_Skeleton(symbol_name, offset, collection, reselem: Element):
xml_errors.check_attrib(
reselem,
{"Name", "Offset", "Type", "LimbType"},
{"EnumName", "LimbNone", "LimbMax"},
)
skel_type = SkeletonType[reselem.attrib["Type"].upper()]
limb_type = LimbType[reselem.attrib["LimbType"].upper()]
return SkeletonResourceDesc(
symbol_name,
offset,
collection,
reselem,
skel_type,
limb_type,
reselem.attrib.get("EnumName"),
reselem.attrib.get("LimbNone"),
reselem.attrib.get("LimbMax"),
)
@dataclasses.dataclass(eq=False)
class LimbResourceDesc(ResourceDesc):
limb_type: LimbType
limb_enum_member_name: Optional[str]
def handler_Limb(symbol_name, offset, collection, reselem: Element):
xml_errors.check_attrib(reselem, {"Name", "Offset", "LimbType"}, {"EnumName"})
limb_type = LimbType[reselem.attrib["LimbType"].upper()]
return LimbResourceDesc(
symbol_name,
offset,
collection,
reselem,
limb_type,
reselem.attrib.get("EnumName"),
)
@dataclasses.dataclass(eq=False)
class LimbTableResourceDesc(ResourceDesc):
limb_type: LimbType
count: int
def handler_LimbTable(symbol_name, offset, collection, reselem: Element):
xml_errors.check_attrib(reselem, {"Name", "Offset", "LimbType", "Count"})
limb_type = LimbType[reselem.attrib["LimbType"].upper()]
count = int(reselem.attrib["Count"])
return LimbTableResourceDesc(
symbol_name, offset, collection, reselem, limb_type, count
)
@dataclasses.dataclass(eq=False)
class CurveAnimationResourceDesc(ResourceDesc):
skeleton: SkeletonResourceDesc
def handler_CurveAnimation(
symbol_name, offset, collection: ResourcesDescCollection, reselem: Element
):
xml_errors.check_attrib(reselem, {"Name", "Offset", "SkelOffset"})
res = CurveAnimationResourceDesc(symbol_name, offset, collection, reselem, None)
skel_offset = int(reselem.attrib["SkelOffset"], 16)
def pass2_callback(pool):
matching_tlut_resources = [
res for res in collection.resources if res.offset == skel_offset
]
assert len(matching_tlut_resources) == 1, (
f"Found {len(matching_tlut_resources)} resources at SkelOffset "
f"0x{skel_offset:X} instead of exactly one"
)
assert isinstance(
matching_tlut_resources[0], SkeletonResourceDesc
), matching_tlut_resources[0]
res.skeleton = matching_tlut_resources[0]
raise ResourceHandlerNeedsPass2Exception(res, pass2_callback)