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Add highly experimental b3d to glTF conversion
This commit is contained in:
parent
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commit
f7d2b005e1
498
b3d.lua
498
b3d.lua
@ -1,10 +1,12 @@
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-- Localize globals
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local assert, error, math, modlib, next, ipairs, pairs, setmetatable, string_char, table
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= assert, error, math, modlib, next, ipairs, pairs, setmetatable, string.char, table
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local assert, error, math, minetest, modlib, next, ipairs, pairs, setmetatable, string_char, table
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= assert, error, math, minetest, modlib, next, ipairs, pairs, setmetatable, string.char, table
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local mat4 = modlib.matrix4
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local read_int, read_single = modlib.binary.read_int, modlib.binary.read_single
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local write_int, write_single = modlib.binary.write_int, modlib.binary.write_single
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local write_int, write_uint, write_single = modlib.binary.write_int, modlib.binary.write_uint, modlib.binary.write_single
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local fround = modlib.math.fround
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@ -534,6 +536,496 @@ function write(self, stream)
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end
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end
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-- B3D to glTF converter
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-- See https://registry.khronos.org/glTF/specs/2.0/glTF-2.0.html
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--! Highly experimental; expect bugs!
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do
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-- glTF constants
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local array_buffer = 34962 -- "Buffer containing vertex attributes, such as vertices, texcoords or colors."
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local element_array_buffer = 34963 -- "Buffer used for element indices."
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local component_type = {
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signed_byte = 5120,
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unsigned_byte = 5121,
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signed_short = 5122,
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unsigned_short = 5123,
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unsigned_int = 5125,
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float = 5126,
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}
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-- Coordinate system conversions:
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-- "Blitz 3D uses a left-handed system: X+ is to the right. Y+ is up. Z+ is forward."
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-- "glTF uses a right-handed coordinate system. glTF defines +Y as up, +Z as forward, and -X as right;
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-- the front of a glTF asset faces +Z."
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local function translation_to_gltf(vec)
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return {-vec[1], vec[2], vec[3]} -- invert the X-axis
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end
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local function quaternion_to_gltf(quat)
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-- TODO (!) is this correct?
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return {-quat[1], quat[2], quat[3], quat[4]} -- invert the X-axis
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end
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-- Convert a color from table format to glTF RGBA list format
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local function color_to_gltf(col)
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return {col.r, col.g, col.b, col.a}
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end
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-- Basic helpers for writing to the buffer, all parameterized in terms of `write_byte`
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local function write_index(write_byte, index)
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write_uint(write_byte, index - 1 --[[1-based to 0-based]], 4)
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end
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local function write_float(write_byte, float)
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assert(-math.huge < float and float < math.huge)
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assert(-math.huge < fround(float) and fround(float) < math.huge, ("%.18g got %.18g"):format(float, fround(float)))
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write_single(write_byte, fround(float))
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end
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local function write_floats(write_byte, floats, expected_len)
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assert(#floats == expected_len)
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for i = 1, expected_len do
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write_float(write_byte, floats[i])
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end
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end
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local function write_vector(write_byte, vec)
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return write_floats(write_byte, vec, 3)
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end
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local function write_translation(write_byte, vec)
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return write_vector(write_byte, translation_to_gltf(vec))
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end
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local function write_quaternion(write_byte, quat)
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-- XYZW order is already correct, but we still need to convert left-handed to right-handed
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return write_floats(write_byte, quaternion_to_gltf(quat), 4)
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end
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function to_gltf(self)
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-- Accessor helper: Stores arrays of raw data in a buffer, produces views & accessors.
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-- Everything is dumped in the same large buffer.
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local buffer_rope = {} -- buffer content (table of strings)
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local buffer_views = {} -- glTF buffer views
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local accessors = {} -- glTF accessors
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local offset = 0 -- current byte offset
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local function add_accessor(
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type, -- name of the composite type (e.g. SCALAR, VEC3, VEC4, MAT4, ...)
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comp_type, -- name of the component type (e.g. float, unsigned_int, ...)
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index, -- true / false / nil: whether this is an index (true) or vertex data (false) or neither (nil)
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func -- `function(write_byte) ... return count, min, max end` to be called to write to the buffer view;
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-- the count of elements written must be returned; min and max may be returned
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)
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local bytes_written = 0
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local count, min, max = func(function(byte)
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table.insert(buffer_rope, string_char(byte))
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bytes_written = bytes_written + 1
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end)
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assert(count)
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-- Add buffer view
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table.insert(buffer_views, {
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buffer = 0, -- 0-based - there only is one buffer
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byteOffset = offset,
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byteLength = bytes_written,
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target = ((index == true) and element_array_buffer) -- index data
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or ((index == false) and array_buffer) -- vertex data
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or nil, -- no target hint
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})
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table.insert(accessors, {
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bufferView = #buffer_views - 1, -- 0-based
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byteOffset = 0, -- view has correct offset
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componentType = assert(component_type[comp_type]),
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type = type,
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count = count,
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min = min,
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max = max,
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})
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offset = offset + bytes_written
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return #accessors - 1 -- 0-based index of the accessor
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end
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local textures = {} -- glTF textures
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local function add_texture(name)
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-- TODO (?) add an appropriate sampler
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table.insert(textures, {name = name})
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return #textures - 1 -- 0-based texture index
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end
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for _, tex in ipairs(self.textures) do
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-- Assert that all values we don't map properly yet are defaults
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-- TODO dig into Blitz3D sources to figure out the meaning of flags & blend
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-- TODO (...) deal with flag value of 65536:
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-- "The flags field value can conditional an additional flag value of '65536'.
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-- This is used to indicate that the texture uses secondary UV values, ala the TextureCoords command."
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assert(tex.flags == 1) -- TODO (?) see https://github.com/blitz-research/blitz3d/blob/master/gxruntime/gxcanvas.h#L59
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assert(tex.blend == 2)
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-- Assert that the texture isn't transformed
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assert(tex.rotation == 0)
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assert(tex.pos[1] == 0 and tex.pos[2] == 0)
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assert(tex.scale[1] == 1 and tex.scale[2] == 1)
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add_texture(tex.file)
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end
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-- Map brushes to materials (& textures)
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local materials = {}
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for i, brush in ipairs(self.brushes) do
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-- Assert defaults
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-- See https://github.com/blitz-research/blitz3d/blob/6beb288cb5962393684a59a4a44ac11524894939/blitz3d/brush.cpp#L164-L167:
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-- 0 = default/replace, 1 = alpha, 2 = multiply, 3 = add
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assert(brush.blend == 1) -- (alpha)
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-- TODO (...) figure out what these "effects" are and if/how to map them to glTF
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assert(brush.fx == 0)
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assert(#brush.texture_id <= 1) -- TODO (...) this supports only a single texture per brush for now
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local index
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if brush.texture_id[1] then
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index = brush.texture_id[1] -- 0-based
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else
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-- Implementations seem to implicitly assume textures for brushes
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index = add_texture(brush.name)
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end
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materials[i] = {
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name = brush.name,
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alphaMode = "BLEND",
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pbrMetallicRoughness = {
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baseColorFactor = color_to_gltf(brush.color),
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metallicFactor = brush.shininess, -- TODO (?) are these really equivalent?
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-- Add texture if there is none
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baseColorTexture = {
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index = index,
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-- `texCoord = 0` is the default already, no need to set it
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},
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},
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}
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end
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local meshes = {}
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local function add_mesh(mesh, weights)
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local attributes = {}
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local vertices = mesh.vertices
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attributes.POSITION = add_accessor("VEC3", "float", false, function(write_byte)
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local inf = math.huge
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local min_pos, max_pos = {inf, inf, inf}, {-inf, -inf, -inf}
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for _, vertex in ipairs(mesh.vertices) do
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local pos = translation_to_gltf(vertex.pos)
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write_vector(write_byte, pos)
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min_pos = modlib.vector.combine(min_pos, pos, math.min)
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max_pos = modlib.vector.combine(max_pos, pos, math.max)
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end
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return #mesh.vertices, min_pos, max_pos -- vertex accessors MUST provide min & max
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end)
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local has_normals = vertices.flags % 2 == 1 -- lowest bit set?
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if has_normals then
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attributes.NORMAL = add_accessor("VEC3", "float", false, function(write_byte)
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for _, vertex in ipairs(mesh.vertices) do
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write_translation(write_byte, vertex.normal)
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end
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return #mesh.vertices
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end)
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end
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local has_colors = vertices.flags % 4 >= 2 -- second lowest bit set?
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if has_colors then
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attributes.COLOR_0 = add_accessor("VEC4", "float", false, function(write_byte)
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for _, vertex in ipairs(mesh.vertices) do
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write_floats(write_byte, color_to_gltf(vertex.color), 4)
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end
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return #mesh.vertices
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end)
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end
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if vertices.tex_coord_sets >= 1 then
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assert(vertices.tex_coord_set_size == 2)
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for tex_coord_set = 1, vertices.tex_coord_sets do
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local tcs_id = tex_coord_set - 1 -- 0-based
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attributes[("TEXCOORD_%d"):format(tcs_id)] = add_accessor("VEC2", "float", false, function(write_byte)
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for _, vertex in ipairs(mesh.vertices) do
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write_floats(write_byte, vertex.tex_coords[tex_coord_set], 2)
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end
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return #mesh.vertices
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end)
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end
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end
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if next(weights) ~= nil then
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-- Count (& pack into list) joints influencing vertices, normalize weights
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local max_count = 0
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local joint_ids = {}
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local normalized_weights = {}
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for vertex_id, joint_weights in pairs(weights) do
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local total_weight = 0
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local count = 0
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for _, weight in pairs(joint_weights) do
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total_weight = total_weight + weight
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count = count + 1
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end
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joint_ids[vertex_id] = {}
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normalized_weights[vertex_id] = {}
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for joint, weight in pairs(joint_weights) do
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table.insert(joint_ids[vertex_id], joint)
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table.insert(normalized_weights[vertex_id], weight / total_weight)
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end
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max_count = math.max(max_count, count)
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end
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assert(max_count > 0) -- TODO (?) warning for max_count > 4
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for set_start = 1, max_count, 4 do -- Iterate sets of 4 bones
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local set_id = math.floor(set_start / 4) -- 0-based => floor rather than ceil
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-- Write the joint IDs
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attributes[("JOINTS_%d"):format(set_id)] = add_accessor("VEC4", "unsigned_short", false, function(write_byte)
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for vertex_id in ipairs(mesh.vertices) do
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for i = set_start, set_start + 3 do
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assert(#normalized_weights[vertex_id] == #joint_ids[vertex_id])
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local id = (joint_ids[vertex_id] or {})[i] or 0
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local weight = (normalized_weights[vertex_id] or {})[i] or 0
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if weight == 0 then
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id = 0 -- required by the glTF spec
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end
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write_uint(write_byte, id, 2)
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end
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end
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return #mesh.vertices
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end)
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-- Write the corresponding weights
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attributes[("WEIGHTS_%d"):format(set_id)] = add_accessor("VEC4", "float", false, function(write_byte)
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for vertex_id in ipairs(mesh.vertices) do
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for i = set_start, set_start + 3 do
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local weight = (normalized_weights[vertex_id] or {})[i] or 0
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write_float(write_byte, weight)
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end
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end
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return #mesh.vertices
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end)
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end
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end
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-- Write the indices per triangle set
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local primitives = {}
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for i, triangle_set in ipairs(mesh.triangle_sets) do
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local index_accessor = add_accessor("SCALAR", "unsigned_int", true, function(write_byte)
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for _, tri in ipairs(triangle_set.vertex_ids) do
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-- Flip winding order due to the coordinate system transformation
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-- TODO (!) is this correct?
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for j = 3, 1, -1 do
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write_index(write_byte, tri[j])
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end
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end
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return 3 * #triangle_set.vertex_ids
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end)
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-- Each triangle set is equivalent to one glTF "primitive"
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primitives[i] = {
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attributes = attributes,
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indices = index_accessor,
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material = (triangle_set.brush_id or mesh.brush_id) - 1, -- 0-based
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-- `mode = 4` (triangles) is the default already, no need to set it
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}
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end
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table.insert(meshes, {primitives = primitives})
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return #meshes - 1 -- 0-based
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end
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-- glTF lists
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local nodes = {}
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local skins = {}
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local samplers = {}
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local channels = {}
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local function add_node(
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node, -- b3d node to add
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bind_mat, -- bind matrix of the parent bone (may be `nil` if none)
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fps, -- fps of the parent bone (may be `nil` if none)
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anim -- shared animation of the parent mesh
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)
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table.insert(nodes, false) -- HACK first insert a placeholder to get a fixed ID
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local node_id = #nodes - 1 -- 0-indexed <=> before `table.insert`!
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-- Animation (speed)?
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fps = node.animation and node.animation.fps or fps
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-- Keyframes?
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if node.keys then
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-- Convert from a list of keyframes of three overrides to three lists of channels
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local targets = {
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translation = {output_type = "VEC3", b3d_field = "position", write_value = write_translation},
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scale = {output_type = "VEC3", b3d_field = "scale", write_value = write_vector},
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rotation = {output_type = "VEC4", b3d_field = "rotation", write_value = write_quaternion}
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}
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for _, keyframe in ipairs(node.keys) do
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local frame = keyframe.frame
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for _, target in pairs(targets) do
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local value = keyframe[target.b3d_field]
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if value then
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table.insert(target, {frame = frame, value = value})
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end
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end
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end
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for target, keyframes in pairs(targets) do
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if #keyframes > 0 then
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-- Write input (timestamps)
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local input = add_accessor("SCALAR", "float", nil, function(write_byte)
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local min, max = math.huge, -math.huge
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for _, keyframe in ipairs(keyframes) do
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local sec = keyframe.frame / (fps or 60) -- convert frames to seconds; default FPS is 60
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write_float(write_byte, sec)
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min, max = math.min(min, sec), math.max(max, sec)
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end
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return #keyframes, {min}, {max} -- min and max are mandatory
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end)
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-- Write output (overrides)
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local output = add_accessor(keyframes.output_type, "float", nil, function(write_byte)
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for _, keyframe in ipairs(keyframes) do
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keyframes.write_value(write_byte, keyframe.value)
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end
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return #keyframes
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end)
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table.insert(samplers, {
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input = input,
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output = output,
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-- interpolation default is already linear, matching b3d
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})
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table.insert(channels, {
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sampler = #samplers - 1, -- 0-based
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target = {
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node = node_id,
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path = target,
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}
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})
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end
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end
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end
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if node.mesh then
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-- Initialize skeletal animation
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assert(not anim)
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anim = {
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weights = {},
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joints = {},
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inv_bind_mats = {},
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}
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end
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if node.bone then
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local joint_id = #anim.joints
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table.insert(anim.joints, node_id)
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-- "To compose the local transformation matrix, TRS properties MUST be converted to matrices and postmultiplied in
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-- the T * R * S order; first the scale is applied to the vertices, then the rotation, and then the translation."
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local translation = translation_to_gltf(node.position)
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local rotation = modlib.quaternion.normalize(quaternion_to_gltf(node.rotation))
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local scale = node.scale
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local loc_trans_mat = mat4.scale(scale)
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:compose(mat4.rotation(rotation))
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:compose(mat4.translation(translation))
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-- Compute a proper inverse bind matrix as the inverse of the product of the transformation matrices
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-- along the path from the root (the mesh) to the current node (the bone).
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-- See e.g. https://stackoverflow.com/questions/17127994/opengl-bone-animation-why-do-i-need-inverse-of-bind-pose-when-working-with-gp
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-- https://computergraphics.stackexchange.com/questions/7603/confusion-about-how-inverse-bind-pose-is-actually-calculated-and-used
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bind_mat = bind_mat and bind_mat:multiply(loc_trans_mat) or loc_trans_mat
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table.insert(anim.inv_bind_mats, bind_mat:inverse())
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-- Insert into reverse lookup `anim.weights[vertex_id][joint_id] = weight`
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-- such that writing the mesh can then write the weights per vertex
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for vertex_id, weight in pairs(node.bone) do
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if weight > 0 then
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anim.weights[vertex_id] = anim.weights[vertex_id] or {}
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anim.weights[vertex_id][joint_id] = weight
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end
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end
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end
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local children = {}
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for _, child in ipairs(node.children) do
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table.insert(children, add_node(child, bind_mat, fps, anim))
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end
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local mesh, skin_id
|
||||
if node.mesh then
|
||||
mesh = add_mesh(node.mesh, anim.weights)
|
||||
if anim.joints and anim.joints[1] then
|
||||
table.insert(skins, {
|
||||
inverseBindMatrices = add_accessor("MAT4", "float", nil, function(write_byte)
|
||||
for _, inv_bind_mat in ipairs(anim.inv_bind_mats) do
|
||||
assert(#inv_bind_mat == 4)
|
||||
-- glTF uses column-major order (we use row-major order)
|
||||
for i = 1, 4 do
|
||||
for j = 1, 4 do
|
||||
write_float(write_byte, inv_bind_mat[j][i])
|
||||
end
|
||||
end
|
||||
end
|
||||
return #anim.inv_bind_mats
|
||||
end),
|
||||
joints = anim.joints,
|
||||
skeleton = anim.joints[1],
|
||||
})
|
||||
skin_id = #skins - 1 -- 0-based
|
||||
end
|
||||
end
|
||||
-- Now replace the placeholder
|
||||
nodes[node_id + 1 --[[0-based to 1-based]]] = {
|
||||
name = node.name,
|
||||
mesh = mesh,
|
||||
skin = skin_id,
|
||||
children = children[1] and children, -- glTF does not allow empty lists
|
||||
translation = translation_to_gltf(node.position),
|
||||
scale = node.scale,
|
||||
rotation = quaternion_to_gltf(node.rotation),
|
||||
}
|
||||
return node_id -- 0-based
|
||||
end
|
||||
|
||||
local scene, scenes
|
||||
if self.node then
|
||||
scene, scenes = 0, {{nodes = {add_node(self.node)}}}
|
||||
end
|
||||
|
||||
local buffer_string = table.concat(buffer_rope)
|
||||
return {
|
||||
asset = {
|
||||
generator = "modlib b3d:to_gltf",
|
||||
version = "2.0"
|
||||
},
|
||||
-- Textures
|
||||
textures = textures[1] and textures, -- glTF does not allow empty lists
|
||||
materials = materials,
|
||||
-- Accessors, buffer views & buffers
|
||||
accessors = accessors,
|
||||
bufferViews = buffer_views,
|
||||
buffers = {
|
||||
{
|
||||
byteLength = #buffer_string,
|
||||
uri = "data:application/octet-stream;base64,"
|
||||
.. assert(minetest.encode_base64, "b3d:to_gltf needs `minetest.encode_base64`!")(buffer_string)
|
||||
},
|
||||
},
|
||||
-- Meshes & nodes
|
||||
meshes = meshes,
|
||||
nodes = nodes,
|
||||
-- A scene is not strictly needed but is useful for getting rid of validator warnings & having a proper root defined
|
||||
scene = scene,
|
||||
scenes = scenes,
|
||||
-- Animation
|
||||
skins = skins,
|
||||
-- B3D only contains (up to) a single animation
|
||||
animations = channels[1] and {
|
||||
{
|
||||
channels = channels,
|
||||
samplers = samplers,
|
||||
},
|
||||
},
|
||||
}
|
||||
end
|
||||
end
|
||||
|
||||
function write_gltf(self, file)
|
||||
modlib.json:write_file(self:to_gltf(), file)
|
||||
end
|
||||
|
||||
local binary_search_frame = modlib.table.binary_search_comparator(function(a, b)
|
||||
return modlib.table.default_comparator(a, b.frame)
|
||||
end)
|
||||
|
Loading…
Reference in New Issue
Block a user