Files
RP412/tools/pages/navmap.py
T
Cyd 56b2af5208 The track plans are the course, not the wall markers
Drawing what the map screen draws never was going to give a map. Nearly
every placement in every track is one piece, cn3, and its gauge image is
two 25x5 bars at x 19.5..44.5 and -44.5..-19.5 - not a wall along the
route but a wall across it with a 39 unit gate in the middle. The
collision solid agrees exactly. A few hundred of those is a row of ticks.

The gate is the point: cn3's origin sits in the opening, so every
placement marks somewhere the race passes through. Walking the gates
nearest to nearest, from the end furthest out, draws the track itself -
Brewer's Bane comes out as its L with the junction chambers, Zaxxis as a
circuit, and the small arena as the maze it always was.

Guarded, because chaining nearest neighbours across a regular grid
invents a maze-like path out of nothing but visit order. Each track is
tested first on how many neighbours a gate has within 1.6x the typical
spacing: a corridor gives 2, a floor of obstacles gives 4 or more. The
separation is not close - seventeen tracks score 1 or 2, the demolition
arena scores 8 on an exact 100 unit grid and keeps its wall blocks.

Most of the arcade tracks really are near-straight canyon runs, a few
hundred units wide and several thousand long. The plans say so now
rather than implying otherwise.
2026-08-07 11:31:25 -05:00

261 lines
10 KiB
Python

"""Recreate the map display's own overhead track drawing.
NavDisplay::DrawStatic (RP_L4/RPL4GAUG.cpp) walks the static entities, looks
up each one's L4GaugeImage by resource id, and draws it through
localToWorld x worldToView. An entity with no gauge image is skipped. This
does the same thing offline: same outlines, same placements, straight down.
GaugeImage stream (MUNGA_L4/L4GAUIMA.cpp):
int vertexCount
Point3D vertices[vertexCount]
int LODCount
Scalar LODScales[LODCount]
per LOD: int primitiveCount
per primitive: int type, int colour, int attributes,
int indexCount, int indices[indexCount]
"""
import math, re, statistics, struct
def resource_table(res, listing):
rows = []
for line in open(listing, encoding='latin1'):
m = re.match(r'\s*(\d+)\s+(\d+)?\s*(.*)$', line.rstrip('\n'))
if m and m.group(3).strip():
rows.append((int(m.group(1)), m.group(3).strip()))
walk, o, n = [], res.find(b'StaticAudioStream\x00') - 8, len(res)
while o + 0x38 <= n:
name = res[o + 8:o + 0x28].split(b'\x00')[0].decode('latin1', 'replace')
addr, size = struct.unpack_from('<II', res, o + 0x30)
if addr != o + 0x38 or addr + size > n:
break
walk.append((name, addr, size))
o = addr + size
table, i = {}, 0
for rid, desc in rows:
if desc == 'Not Used':
continue
if i < len(walk):
nm, addr, size = walk[i]
table[rid] = {'name': nm, 'addr': addr, 'size': size, 'desc': desc}
i += 1
return table
def read_gauge_image(res, addr, size):
"""-> (vertices, [polyline of (x,y,z) ...]) using the finest LOD."""
o = addr
def i32():
nonlocal o
v = struct.unpack_from('<i', res, o)[0]; o += 4; return v
def f32():
nonlocal o
v = struct.unpack_from('<f', res, o)[0]; o += 4; return v
vcount = i32()
if not (0 < vcount < 100000):
return None
verts = []
for _ in range(vcount):
verts.append((f32(), f32(), f32()))
lods = i32()
if not (0 < lods < 64):
return None
scales = [f32() for _ in range(lods)]
lines = []
for lod in range(lods):
pcount = i32()
if not (0 < pcount < 100000):
return None
prims = []
for _ in range(pcount):
ptype = i32(); i32(); i32() # type, colour, attributes
n = i32()
if not (0 < n <= vcount * 4):
return None
idx = [i32() for _ in range(n)]
prims.append(idx)
if lod == 0: # finest detail
lines = prims
if o > addr + size:
return None
return verts, lines
def instances(res, addr, size, count, gauge_ids):
"""Map instance records: 76 bytes, model gauge-image id at +44,
position at +48, unit quaternion at +60. The quaternion validates the
record; a record whose +44 is not a gauge image is simply not drawn,
exactly as DrawStatic skips it."""
out, o, end = [], addr + 4, addr + size
while len(out) < count and o + 76 <= end:
pos = struct.unpack_from('<3f', res, o + 48)
q = struct.unpack_from('<4f', res, o + 60)
if abs(sum(v * v for v in q) - 1.0) < 0.02 and all(abs(v) < 1e5 for v in pos):
gid = struct.unpack_from('<i', res, o + 44)[0]
out.append((gid if gid in gauge_ids else None, pos, q))
o += 76
else:
o += 4
return out
def gate_positions(res, table, map_addr, map_size, map_count, snap=20.0):
"""Where the course goes, one point per gate.
cn3 is not a wall along the route - it is a wall ACROSS it, spanning
x -44.5..44.5 with a 39 unit opening in the middle, and the collision
solid agrees exactly. The piece's own origin sits in that opening, so
every placement marks a point the course passes through. Walls stacked
for height repeat the same opening, hence the snap."""
gauge = {rid for rid, r in table.items() if r['desc'].endswith(': GaugeImage')}
seen, out = set(), []
for gid, pos, q in instances(res, map_addr, map_size, map_count, gauge):
if gid is None:
continue
key = (round(pos[0] / snap), round(pos[2] / snap))
if key not in seen:
seen.add(key)
out.append((pos[0], pos[2]))
return [a for a in out
if any(b is not a and math.dist(a, b) < 200 for b in out)]
def route_lines(res, table, map_addr, map_size, map_count):
"""-> (chains, kind). Walk the gates in the order the course visits them.
kind is 'route' when the gates really do form a course and 'field' when
they do not. The test is how many neighbours a gate has within 1.6x the
typical spacing: a corridor gives each gate the one ahead and the one
behind, a floor of obstacles gives it four or more. The two cases are
nowhere near each other - seventeen tracks score 1 or 2, and the
demolition arena scores 8 on an exact 100 unit grid. That matters,
because chaining nearest neighbours across a grid invents a maze-like
path out of nothing but the order they happened to be visited in, and
a drawing has no business inventing a track layout."""
P = gate_positions(res, table, map_addr, map_size, map_count)
if len(P) < 3:
return [], 'field'
spacing = statistics.median(
min(math.dist(a, b) for b in P if b is not a) for a in P)
if spacing <= 0:
return [], 'field'
radius = spacing * 1.6
degree = statistics.median(
sum(1 for b in P if b is not a and math.dist(a, b) <= radius) for a in P)
if degree > 2.5:
return [], 'field'
# Nearest neighbour from the end furthest out, restarting when the next
# gate is too far to be the next gate. Restarting rather than forcing one
# line is what keeps a branch or a separate loop honest.
maxlink = max(260.0, spacing * 4)
left, chains = set(P), []
while left:
cx = sum(p[0] for p in left) / len(left)
cz = sum(p[1] for p in left) / len(left)
cur = max(left, key=lambda p: math.dist(p, (cx, cz)))
left.discard(cur)
path = [cur]
while left:
nxt = min(left, key=lambda p: math.dist(path[-1], p))
if math.dist(path[-1], nxt) > maxlink:
break
path.append(nxt)
left.discard(nxt)
if len(path) > 1:
chains.append(path)
return chains, 'route'
def spine(seg):
"""A track is built almost entirely from one model, cn3: a wall bar
drawn as two closed 25x5 rectangles. Five metres of wall thickness is
below the map's own resolution, so drawing the rectangle puts two
parallel lines and two end caps where the wall is one line - and a few
hundred bars of that is the hatching that swamps the plan. Collapse a
thin closed quad to the centreline joining its two short edges: the
same wall, drawn as the single stroke it reads as."""
p = seg[:-1] if len(seg) >= 5 and seg[0] == seg[-1] else None
if not p or len(p) != 4:
return [seg]
edge = [math.hypot(p[(i + 1) % 4][0] - p[i][0],
p[(i + 1) % 4][2] - p[i][2]) for i in range(4)]
if max(edge) == 0 or min(edge) / max(edge) > 0.5:
return [seg] # not a bar - leave it alone
lo = min(range(4), key=lambda i: edge[i])
a, b = p[lo], p[(lo + 1) % 4]
c, d = p[(lo + 2) % 4], p[(lo + 3) % 4]
mid = lambda u, v: tuple((u[k] + v[k]) / 2 for k in range(3))
return [[mid(a, b), mid(c, d)]]
def rotate(q, p):
"""Quaternion (x,y,z,w) applied to a point."""
qx, qy, qz, qw = q
x, y, z = p
tx = 2.0 * (qy * z - qz * y)
ty = 2.0 * (qz * x - qx * z)
tz = 2.0 * (qx * y - qy * x)
return (x + qw * tx + qy * tz - qz * ty,
y + qw * ty + qz * tx - qx * tz,
z + qw * tz + qx * ty - qy * tx)
def track_lines(res, table, map_addr, map_size, map_count):
"""Every drawn outline in the track, in world space, flattened to XZ."""
gauge = {}
for rid, r in table.items():
if r['desc'].endswith(': GaugeImage'):
gauge[rid] = r
segs = []
drawn = skipped = 0
placed = instances(res, map_addr, map_size, map_count, set(gauge))
# Fourteen of the eighteen tracks carry a single bar parked at exactly
# (1200, 0, 0), well off the course; the four that don't are the four
# that always framed correctly. One stray placement drags the bounding
# box out to twelve times the width of the course and squeezes the
# track into a sliver, so drop placements that stand alone. A real
# branch - Paingod's second canyon is sixty bars out at x=-400 - has
# neighbours and stays.
def isolated(i):
x, _, z = placed[i][1]
for j, (g, p, _) in enumerate(placed):
if j != i and g is not None and (p[0] - x) ** 2 + (p[2] - z) ** 2 < 200 ** 2:
return False
return True
for i, (gid, pos, q) in enumerate(placed):
if gid is None:
skipped += 1
continue
if isolated(i):
skipped += 1
continue
r = gauge[gid]
img = read_gauge_image(res, r['addr'], r['size'])
if img is None:
skipped += 1
continue
verts, prims = img
drawn += 1
for idx in prims:
pts = []
for k in idx:
if 0 <= k < len(verts):
wx, wy, wz = rotate(q, verts[k])
pts.append((wx + pos[0], wy + pos[1], wz + pos[2]))
if len(pts) > 1:
segs.extend(spine(pts))
# Walls are stacked to build height. Seen from above those copies land
# on each other exactly, so draw each distinct wall once.
seen, out = set(), []
for s in segs:
key = tuple(round(v, 1) for p in s for v in (p[0], p[2]))
if key not in seen:
seen.add(key)
out.append(s)
return out, drawn, skipped