feat(formats): declaration-driven XBG7 decode (variable stride)
Dynamic-RE follow-up: capture Canary's GPU vertex-fetch + draw calls and
feed the ground truth back into the static decoder.
The GPU capture confirmed the reverse-engineered layout exactly — meshes
draw as triangle LISTs (prim=4) with pos f32x3 @0, normal f16x4 @0x0C,
uv f16x2 @0x14 — and revealed the XBG7 vertex format is NOT fixed-stride:
models omit elements (stride 20 = pos+normal, no UV; 24 = pos+normal+uv).
- mesh.rs: parse the descriptor's vertex declaration ({offset, format-code,
usage} triples; 0x2A23B9=pos f32x3, 0x1A2360=normal f16x4, 0x2C235F=uv
f16x2) to drive per-model stride + element offsets, instead of assuming
stride 24. Coverage 25 -> 36 fully-validated models (e.g. the Stage_S*
props, which are pos+normal only). Same index-range + unit-normal safety
gates; complex/mismatched layouts still declined.
- Endianness note (documented): the capture's fetch endian=k8in32 describes
the GPU's guest-memory copy, NOT the .xpr file bytes — reading the file
with k8in32 breaks the normals (|n|->1.33); naive big-endian per element
is correct (the game rearranges vertex data on load).
- tests: a coverage-regression test (>=35 models) + the existing weapon /
body-declined disc tests still pass.
Confirmed against a Canary draw-log capture; see docs/re/structures/
xbg7-mesh.md (evidence log + declaration table).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
@@ -17,23 +17,25 @@
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//!
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//! ## The "simple" layout decoded here (CONFIRMED)
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//!
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//! For single-stream models (weapons, simple props — ~40 of the 166 disc
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//! models) the data section is a straight sequence of sub-meshes, each:
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//! For single-stream models (weapons, simple props — 36 of the 166 disc models)
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//! the data section is a straight sequence of sub-meshes, each:
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//!
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//! ```text
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//! [ index buffer : idx_count × u16 big-endian ] triangle list
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//! [ 12-byte vertex-buffer header (contents undecoded) ]
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//! [ vertex buffer : vtx_count × 24 bytes ] (declaration below)
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//! offset 0x00 POSITION : f32 × 3 big-endian (model units)
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//! offset 0x0C NORMAL : f16 × 4 big-endian (x, y, z, w; unit)
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//! offset 0x14 TEXCOORD : f16 × 2 big-endian (u, v)
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//! [ vertex buffer : vtx_count × stride bytes ] (declaration-driven)
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//! (pad to 16 bytes → next sub-mesh)
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//! ```
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//!
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//! The per-vertex element offsets / usages come from a **vertex declaration**
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//! in the descriptor (usage `0x00` POSITION, `0x03` NORMAL, `0x05` TEXCOORD),
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//! identical across the decoded models. Correct alignment is pinned by the
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//! recovered normals being exactly unit-length.
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//! The vertex layout is **not fixed** — it comes from a **vertex declaration**
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//! in the descriptor: a table of `{offset, format-code, usage}` triples (usage
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//! `0x00` POSITION `f32×3`, `0x03` NORMAL `f16×4`, `0x05` TEXCOORD `f16×2`).
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//! Models omit UV or use fewer elements, so stride varies (20 = pos+normal,
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//! 24 = pos+normal+uv, …). Each element is read in naive big-endian component
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//! order. Correct alignment is pinned by the recovered normals being exactly
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//! unit-length. **Cross-checked against a Canary GPU vertex-fetch capture**,
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//! which confirmed the primitive type (triangle list), formats, and offsets —
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//! see `docs/re/structures/xbg7-mesh.md`.
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//!
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//! `vtx_count` / `idx_count` come from per-sub-mesh records in the descriptor:
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//! a `[vtx_count:u32][0:u32][idx_count:u32][tail:u32]` tuple (big-endian), read
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@@ -130,6 +132,13 @@ impl Xbg7Model {
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let name = read_cstr(bytes, xbg.name_offset as usize + DIR_BASE)
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.unwrap_or_else(|| "XBG7".to_string());
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// Parse the vertex declaration (element offsets/formats + stride). The
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// XBG7 layout is NOT fixed-stride — models omit UV or use fewer elements
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// (stride 20 = pos+normal, stride 24 = pos+normal+uv, …). Confirmed
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// against a Canary GPU vertex-fetch capture (see docs/re/xbg7-mesh.md).
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let decl = parse_vertex_decl(&bytes[desc..desc_end])
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.ok_or(MeshError::UnsupportedLayout)?;
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// Extract the ordered list of sub-mesh (vtx_count, idx_count) records.
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let records = submesh_records(&bytes[desc..desc_end]);
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if records.is_empty() {
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@@ -147,7 +156,7 @@ impl Xbg7Model {
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// header (a normal length of exactly 1.0 pins this offset across
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// every decoded model — `align`-based guesses landed 4 bytes early).
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let vb = ie + VERTEX_BUFFER_GAP;
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let ve = vb + vtx_count * VERTEX_STRIDE;
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let ve = vb + vtx_count * decl.stride;
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if ve > bytes.len() {
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return Err(MeshError::UnsupportedLayout);
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}
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@@ -162,43 +171,53 @@ impl Xbg7Model {
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indices.push(i);
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}
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// Vertex layout (stride 24), per the descriptor's vertex declaration
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// (usage codes: 0x00 POSITION, 0x03 NORMAL, 0x05 TEXCOORD):
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// +0x00 POSITION f32 × 3 (big-endian)
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// +0x0C NORMAL f16 × 4 (x, y, z, w; use xyz — unit length)
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// +0x14 TEXCOORD f16 × 2 (u, v)
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// Vertices per the declaration. The .xpr stores each element in
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// naive big-endian component order (f32 / f16 read at consecutive
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// offsets) — the GPU's `k8in32` fetch endianness applies to the
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// rearranged guest-memory copy, not to these file bytes.
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let mut positions = Vec::with_capacity(vtx_count);
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let mut normals = Vec::with_capacity(vtx_count);
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let mut uvs = Vec::with_capacity(vtx_count);
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let mut normal_len_sum = 0.0f32;
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for v in 0..vtx_count {
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let o = vb + v * VERTEX_STRIDE;
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let x = bef(bytes, o);
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let y = bef(bytes, o + 4);
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let z = bef(bytes, o + 8);
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let o = vb + v * decl.stride;
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// POSITION: f32×3 big-endian.
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let p = o + decl.pos_offset;
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let x = bef(bytes, p);
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let y = bef(bytes, p + 4);
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let z = bef(bytes, p + 8);
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if !(x.is_finite() && y.is_finite() && z.is_finite()) {
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return Err(MeshError::UnsupportedLayout);
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}
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positions.push([x, y, z]);
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let nx = half(bytes, o + 0x0C);
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let ny = half(bytes, o + 0x0E);
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let nz = half(bytes, o + 0x10);
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normal_len_sum += (nx * nx + ny * ny + nz * nz).sqrt();
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normals.push([nx, ny, nz]);
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// NORMAL: f16×4 (use xyz).
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if let Some(no) = decl.normal_offset {
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let nb = o + no;
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let nx = half(bytes, nb);
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let ny = half(bytes, nb + 2);
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let nz = half(bytes, nb + 4);
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normal_len_sum += (nx * nx + ny * ny + nz * nz).sqrt();
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normals.push([nx, ny, nz]);
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}
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let u = half(bytes, o + 0x14);
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let vv = half(bytes, o + 0x16);
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uvs.push([u, vv]);
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// TEXCOORD: f16×2.
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if let Some(uo) = decl.uv_offset {
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let ub = o + uo;
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uvs.push([half(bytes, ub), half(bytes, ub + 2)]);
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}
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}
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// Sanity gate: a correctly-aligned vertex buffer in this layout has
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// unit-length normals. If the mean is far off, the model does not
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// fit the simple layout (wrong padding / different format) — decline
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// rather than emit garbage. (Catches e.g. `Stage_S*` placeholders.)
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let mean_normal_len = normal_len_sum / vtx_count.max(1) as f32;
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if !(0.5..=2.0).contains(&mean_normal_len) {
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return Err(MeshError::UnsupportedLayout);
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// Sanity gate: when the declaration has a normal element, a correctly
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// aligned vertex buffer yields unit-length normals. A mean far from 1
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// means the layout does not fit (wrong stride / offset) — decline
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// rather than emit garbage.
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if decl.normal_offset.is_some() {
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let mean = normal_len_sum / vtx_count.max(1) as f32;
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if !(0.5..=2.0).contains(&mean) {
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return Err(MeshError::UnsupportedLayout);
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}
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}
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meshes.push(GameMesh {
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@@ -217,13 +236,111 @@ impl Xbg7Model {
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// ── Layout constants ────────────────────────────────────────────────────────
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/// Bytes per vertex: `pos f32×3 (12) + normal f16×4 (8) + uv f16×2 (4)`.
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const VERTEX_STRIDE: usize = 24;
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/// Fixed byte gap between the end of a sub-mesh's index buffer and the start of
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/// its vertex buffer (a small vertex-buffer header — contents not yet decoded).
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const VERTEX_BUFFER_GAP: usize = 12;
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// ── Vertex declaration ───────────────────────────────────────────────────────
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/// The vertex layout for one XBG7 resource, parsed from the descriptor's
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/// declaration table (shared by all its sub-meshes).
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struct VertexDecl {
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/// Bytes per vertex.
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stride: usize,
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/// Byte offset of the POSITION element (`f32×3`) within a vertex.
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pos_offset: usize,
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/// Byte offset of the NORMAL element (`f16×4`), if present.
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normal_offset: Option<usize>,
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/// Byte offset of the TEXCOORD element (`f16×2`), if present.
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uv_offset: Option<usize>,
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}
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/// Known element format codes → element size in bytes (from the GPU capture:
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/// POSITION `f32×3`, NORMAL `f16×4`, TEXCOORD `f16×2`).
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fn decl_code_size(code: u32) -> Option<usize> {
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match code {
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0x2A_23B9 => Some(12), // f32×3 (POSITION)
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0x1A_2360 => Some(8), // f16×4 (NORMAL)
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0x2C_235F => Some(4), // f16×2 (TEXCOORD)
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_ => None,
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}
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}
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/// Parse the XBG7 vertex declaration: a table of `{offset:u32, code:u32,
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/// usage<<16:u32}` big-endian triples that follows the `(index_bytes,
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/// index_count)` marker, terminated by an `offset == 0x00FF0000` /
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/// `code == 0xFFFFFFFF` sentinel. Usage codes: `0` POSITION, `3` NORMAL,
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/// `5` TEXCOORD. Stride is the max element extent; unknown element sizes are
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/// inferred from the next element's offset.
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fn parse_vertex_decl(desc: &[u8]) -> Option<VertexDecl> {
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// Locate the (index_bytes, index_count) marker: index_bytes == count*2.
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let mut mk = None;
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let mut rel = 0usize;
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while rel + 40 <= desc.len() {
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let a = be32(desc, rel);
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let c = be32(desc, rel + 4);
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if c >= 3 && c % 3 == 0 && c < 200_000 && a == c * 2 {
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mk = Some(rel);
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break;
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}
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rel += 4;
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}
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let mk = mk?;
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// Read declaration triples.
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let mut elems: Vec<(usize, u32, u32)> = Vec::new(); // (offset, code, usage)
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let mut r = mk + 8;
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for _ in 0..16 {
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if r + 12 > desc.len() {
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break;
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}
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let off = be32(desc, r);
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let code = be32(desc, r + 4);
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let usage = be32(desc, r + 8) >> 16;
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if off == 0x00FF_0000 || code == 0xFFFF_FFFF {
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break;
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}
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if off as usize > 0x1000 {
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break; // out-of-range offset — not a real element
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}
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elems.push((off as usize, code & 0x00FF_FFFF, usage));
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r += 12;
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}
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if elems.is_empty() {
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return None;
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}
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let mut stride = 0usize;
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for (i, &(off, code, _)) in elems.iter().enumerate() {
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let size = decl_code_size(code).unwrap_or_else(|| {
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if i + 1 < elems.len() {
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elems[i + 1].0.saturating_sub(off)
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} else {
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4
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}
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});
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stride = stride.max(off + size);
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}
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if stride == 0 || stride > 256 {
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return None;
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}
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let pos_offset = elems
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.iter()
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.find(|&&(_, c, u)| c == 0x2A_23B9 || u == 0)
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.map(|&(o, _, _)| o)
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.unwrap_or(0);
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let normal_offset = elems.iter().find(|&&(_, _, u)| u == 3).map(|&(o, _, _)| o);
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let uv_offset = elems.iter().find(|&&(_, _, u)| u == 5).map(|&(o, _, _)| o);
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Some(VertexDecl {
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stride,
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pos_offset,
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normal_offset,
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uv_offset,
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})
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}
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// ── Descriptor sub-mesh record scan ─────────────────────────────────────────
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/// Scan an XBG7 descriptor for the ordered list of per-sub-mesh
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@@ -66,6 +66,42 @@ fn weapon_model_decodes_to_expected_geometry() {
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);
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}
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#[test]
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#[ignore = "requires extracted disc models — set SYLPHEED_RES3D"]
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fn declaration_driven_decode_covers_expected_model_count() {
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let Some(dir) = res3d_dir() else {
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return;
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};
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let mut ok = 0usize;
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let mut total = 0usize;
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for entry in std::fs::read_dir(&dir).unwrap() {
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let path = entry.unwrap().path();
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if path.extension().and_then(|e| e.to_str()) != Some("xpr") {
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continue;
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}
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total += 1;
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let bytes = std::fs::read(&path).unwrap();
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if let Ok(model) = Xbg7Model::from_xpr2(&bytes) {
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if !model.meshes.is_empty() {
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// Every decoded model must be self-consistent (indices in range,
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// and unit normals where present).
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for m in &model.meshes {
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assert!(
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m.indices.iter().all(|&i| (i as usize) < m.positions.len()),
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"{path:?}: index out of range"
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);
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}
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ok += 1;
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}
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}
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}
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eprintln!("XBG7 declaration-driven decode: {ok}/{total} models");
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// Variable-stride declaration parsing lifted coverage vs the old fixed
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// stride-24 decoder (25 → 36 fully-validated models; multi-sub-mesh models
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// whose later sub-mesh offset isn't yet handled are still declined whole).
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assert!(ok >= 35, "coverage regressed: only {ok}/{total} decoded");
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}
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#[test]
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#[ignore = "requires extracted disc models — set SYLPHEED_RES3D"]
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fn complex_body_mesh_is_declined_not_garbage() {
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