modlib/b3d.lua
Lars Mueller aa327126bf b3d writing: Round Lua doubles to floats
rather than erroring if float (precision) bounds are exceeded
2022-07-02 17:39:43 +02:00

605 lines
14 KiB
Lua

-- Localize globals
local assert, error, math, modlib, next, ipairs, pairs, setmetatable, string_char, table
= assert, error, math, modlib, next, ipairs, pairs, setmetatable, string.char, table
local read_int, read_single = modlib.binary.read_int, modlib.binary.read_single
local write_int, write_single = modlib.binary.write_int, modlib.binary.write_single
local fround = modlib.math.fround
-- Set environment
local _ENV = {}
setfenv(1, _ENV)
local metatable = {__index = _ENV}
--+ Reads a single BB3D chunk from a stream
--+ Doing `assert(stream:read(1) == nil)` afterwards is recommended
--+ See `b3d_specification.txt` as well as https://github.com/blitz-research/blitz3d/blob/master/blitz3d/loader_b3d.cpp
--> B3D model
function read(stream)
local left = 8
local function byte()
left = left - 1
return assert(stream:read(1):byte())
end
local function int()
return read_int(byte, 4)
end
local function id()
return int() + 1
end
local function optional_id()
local id = int()
if id == -1 then
return
end
return id + 1
end
local function string()
local rope = {}
while true do
left = left - 1
local char = assert(stream:read(1))
if char == "\0" then
return table.concat(rope)
end
table.insert(rope, char)
end
end
local function float()
return read_single(byte)
end
local function float_array(length)
local list = {}
for index = 1, length do
list[index] = float()
end
return list
end
local function color()
local ret = {}
ret.r = float()
ret.g = float()
ret.b = float()
ret.a = float()
return ret
end
local function vector3()
return float_array(3)
end
local function quaternion()
local w = float()
local x = float()
local y = float()
local z = float()
return {x, y, z, w}
end
local function content()
if left < 0 then
error(("unexpected EOF at position %d"):format(stream:seek()))
end
return left ~= 0
end
local chunk
local chunks = {
TEXS = function()
local textures = {}
while content() do
local tex = {}
tex.file = string()
tex.flags = int()
tex.blend = int()
tex.pos = float_array(2)
tex.scale = float_array(2)
tex.rotation = float()
table.insert(textures, tex)
end
return textures
end,
BRUS = function()
local brushes = {}
local n_texs = int()
assert(n_texs <= 8)
while content() do
local brush = {}
brush.name = string()
brush.color = color()
brush.shininess = float()
brush.blend = int()
brush.fx = int()
brush.texture_id = {}
for index = 1, n_texs do
brush.texture_id[index] = optional_id()
end
table.insert(brushes, brush)
end
return brushes
end,
VRTS = function()
local vertices = {}
vertices.flags = int()
vertices.tex_coord_sets = int()
vertices.tex_coord_set_size = int()
assert(vertices.tex_coord_sets <= 8 and vertices.tex_coord_set_size <= 4)
local has_normal = (vertices.flags % 2 == 1) or nil
local has_color = (math.floor(vertices.flags / 2) % 2 == 1) or nil
while content() do
local vertex = {}
vertex.pos = vector3()
vertex.normal = has_normal and vector3()
vertex.color = has_color and color()
vertex.tex_coords = {}
for tex_coord_set = 1, vertices.tex_coord_sets do
local tex_coords = {}
for tex_coord = 1, vertices.tex_coord_set_size do
tex_coords[tex_coord] = float()
end
vertex.tex_coords[tex_coord_set] = tex_coords
end
table.insert(vertices, vertex)
end
return vertices
end,
TRIS = function()
local tris = {}
tris.brush_id = id()
tris.vertex_ids = {}
while content() do
local i = id()
local j = id()
local k = id()
table.insert(tris.vertex_ids, {i, j, k})
end
return tris
end,
MESH = function()
local mesh = {}
mesh.brush_id = optional_id()
mesh.vertices = chunk{VRTS = true}
mesh.triangle_sets = {}
repeat
local tris = chunk{TRIS = true}
table.insert(mesh.triangle_sets, tris)
until not content()
return mesh
end,
BONE = function()
local bone = {}
while content() do
local vertex_id = id()
assert(not bone[vertex_id], "duplicate vertex weight")
local weight = float()
if weight > 0 then
-- Many exporters include unneeded zero weights
bone[vertex_id] = weight
end
end
return bone
end,
KEYS = function()
local flags = int()
local _flags = flags % 8
local rotation, scale, position
if _flags >= 4 then
rotation = true
_flags = _flags - 4
end
if _flags >= 2 then
scale = true
_flags = _flags - 2
end
position = _flags >= 1
local bone = {
flags = flags
}
while content() do
local frame = {}
frame.frame = int()
if position then
frame.position = vector3()
end
if scale then
frame.scale = vector3()
end
if rotation then
frame.rotation = quaternion()
end
table.insert(bone, frame)
end
return bone
end,
ANIM = function()
local ret = {}
ret.flags = int() -- flags are unused
ret.frames = int()
ret.fps = float()
return ret
end,
NODE = function()
local node = {}
node.name = string()
node.position = vector3()
node.scale = vector3()
node.keys = {}
node.rotation = quaternion()
node.children = {}
local node_type
-- See https://github.com/blitz-research/blitz3d/blob/master/blitz3d/loader_b3d.cpp#L263
-- Order is not validated; double occurrences of mutually exclusive node def are
while content() do
local elem, type = chunk()
if type == "MESH" then
assert(not node_type)
node_type = "mesh"
node.mesh = elem
elseif type == "BONE" then
assert(not node_type)
node_type = "bone"
node.bone = elem
elseif type == "KEYS" then
modlib.table.append(node.keys, elem)
elseif type == "NODE" then
table.insert(node.children, elem)
elseif type == "ANIM" then
node.animation = elem
else
assert(not node_type)
node_type = "pivot"
end
end
-- Ensure frames are sorted ascendingly
table.sort(node.keys, function(a, b)
assert(a.frame ~= b.frame, "duplicate frame")
return a.frame < b.frame
end)
return node
end,
BB3D = function()
local version = int()
local self = {
version = {
major = math.floor(version / 100),
minor = version % 100,
},
textures = {},
brushes = {}
}
assert(self.version.major <= 2, "unsupported version: " .. self.version.major)
while content() do
local field, type = chunk{TEXS = true, BRUS = true, NODE = true}
if type == "TEXS" then
modlib.table.append(self.textures, field)
elseif type == "BRUS" then
modlib.table.append(self.brushes, field)
else
self.node = field
end
end
return self
end
}
local function chunk_header()
left = left - 4
return stream:read(4), int()
end
function chunk(possible_chunks)
local type, new_left = chunk_header()
local parent_left
left, parent_left = new_left, left
if possible_chunks and not possible_chunks[type] then
error("expected one of " .. table.concat(modlib.table.keys(possible_chunks), ", ") .. ", found " .. type)
end
local res = assert(chunks[type])()
assert(left == 0)
left = parent_left - new_left
return res, type
end
local self = chunk{BB3D = true}
return setmetatable(self, metatable)
end
-- Writer
local function write_rope(self)
local rope = {}
local written_len = 0
local function write(str)
written_len = written_len + #str
table.insert(rope, str)
end
local function byte(val)
write(string_char(val))
end
local function int(val)
write_int(byte, val, 4)
end
local function id(val)
int(val - 1)
end
local function optional_id(val)
int(val and (val - 1) or -1)
end
local function string(val)
write(val)
write"\0"
end
local function float(val)
write_single(byte, fround(val))
end
local function float_array(arr, len)
assert(#arr == len)
for i = 1, len do
float(arr[i])
end
end
local function color(val)
float(val.r)
float(val.g)
float(val.b)
float(val.a)
end
local function vector3(val)
float_array(val, 3)
end
local function quaternion(quat)
float(quat[4])
float(quat[1])
float(quat[2])
float(quat[3])
end
local function chunk(name, write_func)
write(name)
-- Insert placeholder for the 4-bit len
table.insert(rope, false)
written_len = written_len + 4
local len_idx = #rope -- save index of placeholder
local prev_written_len = written_len
write_func()
-- Write the length of this chunk
local chunk_len = written_len - prev_written_len
local len_binary = {}
write_int(function(byte)
table.insert(len_binary, string_char(byte))
end, chunk_len, 4)
rope[len_idx] = table.concat(len_binary)
end
local function NODE(node)
chunk("NODE", function()
string(node.name)
vector3(node.position)
vector3(node.scale)
quaternion(node.rotation)
local mesh = node.mesh
if mesh then
chunk("MESH", function()
optional_id(mesh.brush_id)
local vertices = mesh.vertices
chunk("VRTS", function()
int(vertices.flags)
int(vertices.tex_coord_sets)
int(vertices.tex_coord_set_size)
for _, vertex in ipairs(vertices) do
if vertex.pos then vector3(vertex.pos) end
if vertex.normal then vector3(vertex.normal) end
if vertex.color then color(vertex.color) end
for tex_coord_set = 1, vertices.tex_coord_sets do
local tex_coords = vertex.tex_coords[tex_coord_set]
for tex_coord = 1, vertices.tex_coord_set_size do
float(tex_coords[tex_coord])
end
end
end
end)
for _, triangle_set in ipairs(mesh.triangle_sets) do
chunk("TRIS", function()
id(triangle_set.brush_id)
for _, tri in ipairs(triangle_set.vertex_ids) do
id(tri[1])
id(tri[2])
id(tri[3])
end
end)
end
end)
end
if node.bone then
chunk("BONE", function()
for vertex_id, weight in pairs(node.bone) do
id(vertex_id)
float(weight)
end
end)
end
if node.keys then
local keys_by_flags = {}
for _, key in ipairs(node.keys) do
local flags = 0
flags = flags
+ (key.position and 1 or 0)
+ (key.scale and 2 or 0)
+ (key.rotation and 4 or 0)
keys_by_flags[flags] = keys_by_flags[flags] or {}
table.insert(keys_by_flags[flags], key)
end
for flags, keys in pairs(keys_by_flags) do
chunk("KEYS", function()
int(flags)
for _, frame in ipairs(keys) do
int(frame.frame)
if frame.position then vector3(frame.position) end
if frame.scale then vector3(frame.scale) end
if frame.rotation then quaternion(frame.rotation) end
end
end)
end
end
local anim = node.animation
if anim then
chunk("ANIM", function()
int(anim.flags)
int(anim.frames)
float(anim.fps)
end)
end
for _, child in ipairs(node.children) do
NODE(child)
end
end)
end
chunk("BB3D", function()
int(self.version.major * 100 + self.version.minor)
if self.textures[1] then
chunk("TEXS", function()
for _, tex in ipairs(self.textures) do
string(tex.file)
int(tex.flags)
int(tex.blend)
float_array(tex.pos, 2)
float_array(tex.scale, 2)
float(tex.rotation)
end
end)
end
if self.brushes[1] then
local max_n_texs = 0
for _, brush in ipairs(self.brushes) do
for n in pairs(brush.texture_id) do
if n > max_n_texs then
max_n_texs = n
end
end
end
chunk("BRUS", function()
int(max_n_texs)
for _, brush in ipairs(self.brushes) do
string(brush.name)
color(brush.color)
float(brush.shininess)
int(brush.blend)
int(brush.fx)
for index = 1, max_n_texs do
optional_id(brush.texture_id[index])
end
end
end)
end
if self.node then
NODE(self.node)
end
end)
return rope
end
function write_string(self)
return table.concat(write_rope(self))
end
function write(self, stream)
for _, str in ipairs(write_rope(self)) do
stream:write(str)
end
end
local binary_search_frame = modlib.table.binary_search_comparator(function(a, b)
return modlib.table.default_comparator(a, b.frame)
end)
--> list of { bone_name = string, parent_bone_name = string, position = vector, rotation = quaternion, scale = vector }
function get_animated_bone_properties(self, keyframe, interpolate)
local function get_frame_values(keys)
local values = keys[keyframe]
if values and values.frame == keyframe then
return {
position = values.position,
rotation = values.rotation,
scale = values.scale
}
end
local index = binary_search_frame(keys, keyframe)
if index > 0 then
return keys[index]
end
index = -index
assert(index > 1 and index <= #keys)
local a, b = keys[index - 1], keys[index]
if not interpolate then
return a
end
local ratio = (keyframe - a.frame) / (b.frame - a.frame)
return {
position = (a.position and b.position and modlib.vector.interpolate(a.position, b.position, ratio)) or a.position or b.position,
rotation = (a.rotation and b.rotation and modlib.quaternion.slerp(a.rotation, b.rotation, ratio)) or a.rotation or b.rotation,
scale = (a.scale and b.scale and modlib.vector.interpolate(a.scale, b.scale, ratio)) or a.scale or b.scale,
}
end
local bone_properties = {}
local function get_props(node, parent_bone_name)
local properties = {parent_bone_name = parent_bone_name}
if keyframe > 0 and node.keys and next(node.keys) ~= nil then
modlib.table.add_all(properties, get_frame_values(node.keys))
end
if not properties.position then -- animation not present, fall back to node position
properties.position = modlib.table.copy(node.position)
end
if properties.rotation then -- animation is relative to node rotation
properties.rotation = modlib.quaternion.compose(node.rotation, properties.rotation)
else
properties.rotation = modlib.table.copy(node.rotation)
end
if not properties.scale then -- animation not present, fall back to node scale
properties.scale = modlib.table.copy(node.scale)
end
if node.bone then
properties.bone_name = node.name
table.insert(bone_properties, properties)
end
for _, child in pairs(node.children or {}) do
get_props(child, properties.bone_name)
end
end
get_props(self.node)
return bone_properties
end
-- Export environment
return _ENV