Files
lightspeed64/scripts/oot/make_all_skeletons.py
m000z0rz a3ca8cfbda [OoT/MM] Support ZAPD bone enums for skeleton import (#396)
* Ignore IntelliJ editor data

* [OoT] Add skeleton import test scripts

In preparation for fixing skeleton imports from the MM decomp, make a
script for testing skeleton imports.

Running `python3 scripts/make_all_skeletons.py <decomp path> <output
folder>` will attempt to import all skeletons from every file in the
decomp that appears to contain a skeleton, and report on how many
files raised exceptions during the import. The generated .blend files
are stored in the output folder. Including a third argument of ` will
attempt to import all animations for files that contain a single
skeleton as well.

Running this on the mm decomp at commit
803ff1fb1593cdc0c62d14882973af04dc0f988e (from 2024-07-13) results in
only 3/174 (1.7%) of files with skeletons importing them without exceptions.

* [OoT] Strip comments in limb list

The MM decomp specifies `EnumName` values for limbs in the asset XML,
which generates an enum naming bone indicies. These enum values are
also generated in comments in the limb list:

  void* gDekuButlerSkelLimbs[] = {
    &gDekuButlerRootLimb, /* DEKU_BUTLER_LIMB_ROOT */

Fast64's current limb list parsing does not expect comments here,
which causes the limb list parse to fail.

Add a function to strip comments of this style, and strip them before
parsing limb list entires.

* [OoT] Identify and parse enums when importing skeletnos

The MM decomp defines EnumNames for limbs in asset XML, which causes
ZAPD to generate limb definitions that use these enum values for the
next child and next sibling (with an offset of 1).

  StandardLimb gDekuButlerRootLimb = {
    { 0, 2775, 0 }, DEKU_BUTLER_LIMB_PELVIS - 1, LIMB_DONE,

ootGetLimb currently only supports int values, hex values, or
LIMB_DONE here.

In preparation for supporting limb enum values of this form, add the
object's header file to skeletonData and parse all enums found during
skeleton import. The next patch in this series will use the parsed
enums to handle limb definitions of this form.

* [OoT] Support limb enums for limb nextChild / nextSibling

Use the parsed enums to support next child and next sibling
definitions of the form `<limb enum value> - 1`.

With this change and the others from this patch series,
`make_all_skeletons.py` goes from just 3/174 (1.1%) of MM decomp files
with successful skeleton imports to 169/174 (97.1%).
2024-08-02 17:27:15 +02:00

95 lines
3.0 KiB
Python

import re
import subprocess
import sys
import shutil
from pathlib import Path
from typing import List
"""
A test script to try import skeletons (and optionally animations) in a decomp
folder, generating .blend files for file, and report on successes & failures.
WARNING: the specified output folder is unconditionally deleted before generating
new output!
Usage:
python3 make_all_skeletons.py <path to decomp> <output folder> ["1" to import animations too]
Example:
python3 make_all_skeletons.py ~/git/mm blend-files 1
"""
def main():
filePaths: List[Path] = []
failFiles: List[Path] = []
successFiles: List[Path] = []
print(f"args {sys.argv}")
decompPath = Path(sys.argv[1])
outputPath = Path(sys.argv[2])
importAnimations = len(sys.argv) > 3 and sys.argv[3] == "1"
# Delete the output folder if it already exists
if outputPath.exists():
shutil.rmtree(outputPath)
# populate filePaths with paths to all files in the decomp
# that appear to contain a skeleton
for inPath in (Path(decompPath) / "assets" / "objects").rglob("*.c"):
with open(inPath, "r") as file:
contents = file.read()
if re.search(r"(Flex)?SkeletonHeader\s*(?P<name>[A-Za-z0-9\_]+)\s*=", contents) is not None:
filePaths.append(inPath)
for i, inPath in enumerate(filePaths):
# Generate the output path as a subdir in the output folder with the same structure
# as the file's location in the decomp
outPath: Path = outputPath.joinpath(*inPath.parts[len(decompPath.parts) :]).with_suffix(".blend")
objectName = inPath.parts[-2]
# Make sure all the subdirs exist
outPath.parent.mkdir(parents=True, exist_ok=True)
# Run make_skeletons.py in blender to build the .blend file
args = [
"blender",
"--background",
"--python-exit-code", # note: python-exit-code MUST come before python, or you'll always get 0!
"1",
"--python",
"make_skeletons.py",
"--",
decompPath,
inPath,
outPath,
objectName,
]
if importAnimations:
args.append("1")
res = subprocess.run(args)
if res.returncode == 0:
successFiles.append(inPath)
else:
failFiles.append(inPath)
print("! Failed")
# Report progress
print(f"Progress: {i + 1}/{len(filePaths)} done")
percentSuccessful = round(len(successFiles) / len(filePaths) * 100, 1)
percentFailed = round(len(failFiles) / len(filePaths) * 100, 1)
print(f"\tSuccessful: {len(successFiles)} {percentSuccessful:.1f}%")
print(f"\tFailed: {len(failFiles)} {percentFailed:.1f}%", flush=True)
# After all imports have been tried, list all the files with any failures
print("Files with failures:")
print("\n".join(str(f) for f in failFiles))
if __name__ == "__main__":
main()