Promote the F10 ship-capture correlator from an example into a reusable, unit- tested library module (ship_capture): parse_capture (log -> per-draw rigid WorldView from the c0..c2 WVP constants), correlate (match parts to draws by vertex count, express each in the reference part's frame), and a checked-in placement-table format (serialize_table/parse_table, embedded via embedded_placement from data/ship_placements.txt). build_ship_model now prefers a ship's captured placement over the static assemble_ship when a table entry exists (empty table -> unchanged fallback). correlate_capture example refactored onto the module + gains --emit to print a table block. Doc updated: bake plumbing done; remaining is running real F10 captures to populate the table (needs the emulator). 5 new ship_capture tests (parse/normalize/correlate/table round-trip); 76 formats-lib tests + viewer build green. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
85 lines
2.3 KiB
Rust
85 lines
2.3 KiB
Rust
//! # sylpheed-formats
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//!
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//! Asset format parsers for Project Sylpheed: Arc of Deception (Xbox 360).
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//!
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//! This crate handles:
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//! - Reading game files from XISO disc images (native only)
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//! - Reading IPFB archives (`*.pak` / `*.pNN`) and the `IDXD` definition objects inside
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//! - Parsing Xbox 360 texture formats (XPR2 containers + DXT de-tiling)
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//! - Parsing mesh formats (to be reverse engineered)
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//! - Parsing audio formats (XMA → standard PCM)
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//!
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//! ## Platform notes
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//! XISO reading is only available on native (Windows/macOS/Linux).
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//! On WASM, assets must be pre-extracted and served over HTTP.
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pub mod texture;
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pub mod vfs;
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// IPFB TOC name-hash (path → 32-bit key), recovered from the retail title
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pub mod hash;
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// IPFB archive (`*.pak` index + `*.pNN` segments) reader
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pub mod pak;
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// IDXD reflective object (ship / weapon / effect / menu definitions) reader
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pub mod idxd;
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// IXUD localized string / subtitle table reader
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pub mod ixud;
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// Embedded font (OTF / TTF / ttcf) metadata
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pub mod font;
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// T8aD 2D UI/HUD texture
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pub mod t8ad;
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// RATC nested resource bundle
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pub mod ratc;
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// LSTA sprite list (inline T8aD frames)
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pub mod lsta;
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// XISO reading is not available in-browser
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#[cfg(not(target_arch = "wasm32"))]
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pub mod xiso;
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// Mesh parsing — scaffold for reverse engineering
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pub mod mesh;
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// Audio parsing — scaffold for XMA handling
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pub mod audio;
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// Movie cutscene subtitles — the movie → track → text chain.
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pub mod movie_subtitle;
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// XACT `.slb` sound banks (voice / music) → decodable XMA1 RIFF.
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pub mod slb;
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// The movie manifest: authoritative movie → subtitle → voice index.
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pub mod movie_manifest;
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pub mod movie_voice;
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pub mod game_data;
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pub mod localization;
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// Whole-ship assembly from XBG7 part families (capital ships as split parts).
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pub mod ship;
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// Exact capital-ship placement from a runtime F10 ship-capture (ground truth).
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pub mod ship_capture;
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/// Re-export the most commonly used types at the crate root.
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pub use font::FontInfo;
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pub use idxd::{IdxdError, IdxdObject};
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pub use ixud::{Cue, Subtitle};
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pub use movie_subtitle::{SubCue, SubLang};
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pub use mesh::{GameMesh, Xbg7Model};
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pub use ratc::RatcChild;
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pub use t8ad::T8adImage;
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pub use pak::{PakArchive, PakEntry, PakError};
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pub use texture::{X360Texture, X360TextureFormat};
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pub use vfs::{GameAssets, VfsError};
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