#!/usr/bin/env python3 """Keep one colourway of a mesh that ships several stacked on top of each other. fbx_strip_variant.py --list ... what variants a file carries fbx_strip_variant.py --keep A01 ... drop every other one, in place `KingCobra` is the one model in this library whose mesh is two co-located copies of the same surface, one per material — the game asset shipped two colourways of the same mob, and the export merged both variant meshes into a single object instead of keeping them separable. Every vertex of one copy sits within 0.0002 of a vertex of the other, their normals agree to 1.0000, and they share a UV layout, so the two surfaces coincide exactly: a renderer has to pick one, and which one it picks is draw order. That is z-fighting, and it is why the same species renders brown from one batch of clips and dark red from the other. Keeping one variant removes the coincident surfaces and halves the mesh. The material to keep is named, not indexed, because the two export batches connect the same two materials to the mesh in opposite orders — `A01` is material 1 in the `Cobra-*` files and material 0 in `run`/`walk fast`. Polygons of the other material are dropped, the surviving vertices are renumbered, and every array that indexes them follows: normals and vertex colours (per vertex), UV indices (per polygon vertex), the material array (per polygon) and each skin cluster's indices and weights. The materials, textures and embedded images that nothing references any more are removed with them. Nothing touches the skeleton, the curves or the bind matrices. Correctness gate: with no edits the serializer must reproduce its input byte for byte, and the kept vertices must still carry weights summing to 1. Writes through a temporary file and renames it into place, so a hardlinked source keeps its bytes. """ import collections, os, struct, sys sys.path.insert(0, os.path.dirname(os.path.abspath(__file__))) from fbx_graft_mesh import (parse, serialize, Node, objects, connections, clean, sval, top, rd_array, wr_array, uid_prop) def geometry_of(tree): for u, (c, n, s, node) in objects(tree).items(): if c == b"Geometry": return node return None def material_order(tree): """Material names in the order they connect to the mesh — the index the per-polygon material array refers to.""" o = objects(tree) mesh = {u for u, (c, n, s, _) in o.items() if c == b"Model" and s == b"Mesh"} out = [] for con in connections(tree): if con[0] == b"OO" and con[2] in mesh and con[1] in o and o[con[1]][0] == b"Material": out.append((clean(o[con[1]][1]), con[1])) return out def layer_field(node, name): return next((ch for ch in node.children if ch.name == name), None) def variants(path): t = parse(path) geo = geometry_of(t) if geo is None: return None order = material_order(t) V = rd_array(layer_field(geo, b"Vertices").props[0])[0] pvi = rd_array(layer_field(geo, b"PolygonVertexIndex").props[0])[0] lem = layer_field(geo, b"LayerElementMaterial") mats = rd_array(layer_field(lem, b"Materials").props[0])[0] if lem else [0] polys, cur = [], [] for i in pvi: cur.append(-i - 1 if i < 0 else i) if i < 0: polys.append(cur); cur = [] grp = collections.defaultdict(set) for p, m in zip(polys, mats if len(mats) == len(polys) else [0] * len(polys)): grp[m].update(p) return {"verts": len(V) // 3, "polys": len(polys), "materials": order, "groups": {m: len(v) for m, v in grp.items()}} def strip(path, keep_sub, dry=False): t = parse(path) geo = geometry_of(t) if geo is None: raise ValueError("no geometry") order = material_order(t) hit = [i for i, (nm, _) in enumerate(order) if keep_sub in nm] if len(hit) != 1: raise ValueError("%r matches %d materials: %s" % (keep_sub, len(hit), [n for n, _ in order])) keep_i = hit[0] keep_uid = order[keep_i][1] log = ["保留材质 %s(索引 %d)" % (order[keep_i][0], keep_i)] V, venc = rd_array(layer_field(geo, b"Vertices").props[0]) pvi_node = layer_field(geo, b"PolygonVertexIndex") pvi, pienc = rd_array(pvi_node.props[0]) lem = layer_field(geo, b"LayerElementMaterial") mats, menc = rd_array(layer_field(lem, b"Materials").props[0]) polys, pvpos, cur, cpos = [], [], [], [] for k, i in enumerate(pvi): cur.append(-i - 1 if i < 0 else i); cpos.append(k) if i < 0: polys.append(cur); pvpos.append(cpos); cur, cpos = [], [] if len(mats) != len(polys): raise ValueError("material array is not per polygon") keep_poly = [k for k, m in enumerate(mats) if m == keep_i] if not keep_poly: raise ValueError("that material covers no polygon") kv = sorted({v for k in keep_poly for v in polys[k]}) vmap = {v: i for i, v in enumerate(kv)} keep_pv = [p for k in keep_poly for p in pvpos[k]] log.append("多边形 %d → %d,顶点 %d → %d" % (len(polys), len(keep_poly), len(V) // 3, len(kv))) new_pvi = [] for k in keep_poly: idx = [vmap[v] for v in polys[k]] new_pvi += idx[:-1] + [-idx[-1] - 1] layer_field(geo, b"Vertices").props[0] = wr_array( "d", [V[3 * v + j] for v in kv for j in range(3)], venc) pvi_node.props[0] = wr_array("i", new_pvi, pienc) layer_field(lem, b"Materials").props[0] = wr_array("i", [0] * len(keep_poly), menc) # every other layer element, by how it is mapped for ch in geo.children: if not ch.name.startswith(b"LayerElement") or ch.name == b"LayerElementMaterial": continue mapping = next((clean(cc.props[0][1]) for cc in ch.children if cc.name == b"MappingInformationType"), "") for cc in ch.children: if not (cc.props and cc.props[0][0] in "dfil"): continue if cc.name.endswith(b"Index"): if mapping == "ByPolygonVertex": a, e = rd_array(cc.props[0]) cc.props[0] = wr_array("i", [a[p] for p in keep_pv], e) continue a, e = rd_array(cc.props[0]) if mapping == "ByVertice": w = len(a) // (len(V) // 3) cc.props[0] = wr_array(cc.props[0][0], [a[w * v + j] for v in kv for j in range(w)], e) elif mapping == "ByPolygonVertex" and len(a) == len(pvi): cc.props[0] = wr_array(cc.props[0][0], [a[p] for p in keep_pv], e) # skin clusters follow the surviving vertices o = objects(t) dropped = 0 for u, (c, n, s, node) in o.items(): if c != b"Deformer" or s != b"Cluster": continue gi = layer_field(node, b"Indexes"); gw = layer_field(node, b"Weights") if not gi: continue idx, ie = rd_array(gi.props[0]); wt, we = rd_array(gw.props[0]) pair = [(vmap[i], w) for i, w in zip(idx, wt) if i in vmap] dropped += len(idx) - len(pair) gi.props[0] = wr_array("i", [p[0] for p in pair], ie) gw.props[0] = wr_array("d", [p[1] for p in pair], we) log.append("蒙皮索引丢弃 %d 条(属于被剥离的那套)" % dropped) # drop the materials nothing uses now, then the textures and images they held tobj, tcon = top(t, b"Objects"), top(t, b"Connections") before_n = len(objects(t)) dead = {uid for nm, uid in order if uid != keep_uid} tcon.children = [ch for ch in tcon.children if not ({sval(ch.props[1]), sval(ch.props[2])} & dead)] tobj.children = [ch for ch in tobj.children if not (len(ch.props) >= 3 and sval(ch.props[0]) in dead)] # A texture is alive only if a surviving material still reaches it. These files # also connect every texture straight to the mesh node, a legacy edge that says # nothing about which material uses it, so reachability is walked from the # materials rather than taken from "appears in some connection". o = objects(t) feeds = collections.defaultdict(list) for con in connections(t): feeds[con[2]].append(con[1]) alive, stack = set(), [u for u, (c, n, s, _) in o.items() if c == b"Material"] while stack: u = stack.pop() for src in feeds.get(u, []): if src in alive or src not in o: continue if o[src][0] in (b"Texture", b"LayeredTexture", b"Video"): alive.add(src); stack.append(src) dead = {u for u, (c, n, s, _) in o.items() if c in (b"Texture", b"LayeredTexture", b"Video") and u not in alive} # One image can appear as two `Video` objects with the same filename, only one # of which carries pixels — here the shared normal map, whose bytes hang off the # slot of the variant being removed while the surviving slot points at an empty # shell. Move the pixels across before the shell's twin is deleted, or the kept # colourway loses a map it had. def content_of(node): return next((ch for ch in node.children if ch.name == b"Content"), None) def filename_of(node): for key in (b"RelativeFilename", b"Filename"): ch = next((c for c in node.children if c.name == key), None) if ch and ch.props: return clean(ch.props[0][1]).replace("\\", "/").rsplit("/", 1)[-1] return None pixels = {} for u, (c, n, sub, node) in o.items(): if c != b"Video": continue ct = content_of(node) if ct and ct.props and len(ct.props[0][1]) > 64: pixels.setdefault(filename_of(node), ct) rescued = 0 for u, (c, n, sub, node) in o.items(): if c != b"Video" or u in dead: continue ct = content_of(node) if ct and ct.props and len(ct.props[0][1]) > 64: continue donor = pixels.get(filename_of(node)) if donor is None: continue if ct is not None: ct.props = list(donor.props) else: cp = Node(b"Content"); cp.props = list(donor.props) node.children.insert(len(node.children) - 1, cp) rescued += 1 if rescued: log.append("补回 %d 张贴图的像素(像素挂在被剥离那套的槽位上)" % rescued) if dead: tcon.children = [ch for ch in tcon.children if not ({sval(ch.props[1]), sval(ch.props[2])} & dead)] tobj.children = [ch for ch in tobj.children if not (len(ch.props) >= 3 and sval(ch.props[0]) in dead)] log.append("移除 %d 个对象(材质、及只有它用的贴图与内嵌图像)" % (before_n - len(objects(t)))) defs = top(t, b"Definitions") if defs: want = collections.Counter(c for c, _, _, _ in objects(t).values()) for ch in defs.children: if ch.name == b"ObjectType" and sval(ch.props[0]) in want: for cc in ch.children: if cc.name == b"Count": cc.props[0] = ("I", struct.pack("