mirror of
https://github.com/appgurueu/modlib.git
synced 2024-11-19 22:03:45 +01:00
fc0585e86c
Introduces a "neutral bone" to attach static vertices to.
1148 lines
34 KiB
Lua
1148 lines
34 KiB
Lua
-- 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 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_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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-- Set environment
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local _ENV = {}
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setfenv(1, _ENV)
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local metatable = {__index = _ENV}
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--+ Reads a single BB3D chunk from a stream
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--+ Doing `assert(stream:read(1) == nil)` afterwards is recommended
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--+ See `b3d_specification.txt` as well as https://github.com/blitz-research/blitz3d/blob/master/blitz3d/loader_b3d.cpp
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--> B3D model
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function read(stream)
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local left = 8
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local function byte()
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left = left - 1
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return assert(stream:read(1):byte())
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end
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local function int()
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return read_int(byte, 4)
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end
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local function id()
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return int() + 1
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end
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local function optional_id()
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local id = int()
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if id == -1 then
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return
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end
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return id + 1
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end
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local function string()
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local rope = {}
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while true do
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left = left - 1
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local char = assert(stream:read(1))
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if char == "\0" then
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return table.concat(rope)
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end
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table.insert(rope, char)
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end
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end
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local function float()
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return read_single(byte)
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end
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local function float_array(length)
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local list = {}
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for index = 1, length do
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list[index] = float()
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end
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return list
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end
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local function color()
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local ret = {}
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ret.r = float()
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ret.g = float()
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ret.b = float()
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ret.a = float()
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return ret
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end
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local function vector3()
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return float_array(3)
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end
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local function quaternion()
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local w = float()
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local x = float()
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local y = float()
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local z = float()
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return {x, y, z, w}
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end
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local function content()
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if left < 0 then
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error(("unexpected EOF at position %d"):format(stream:seek()))
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end
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return left ~= 0
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end
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local chunk
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local chunks = {
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TEXS = function()
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local textures = {}
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while content() do
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local tex = {}
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tex.file = string()
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tex.flags = int()
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tex.blend = int()
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tex.pos = float_array(2)
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tex.scale = float_array(2)
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tex.rotation = float()
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table.insert(textures, tex)
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end
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return textures
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end,
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BRUS = function()
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local brushes = {}
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local n_texs = int()
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assert(n_texs <= 8)
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while content() do
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local brush = {}
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brush.name = string()
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brush.color = color()
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brush.shininess = float()
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brush.blend = int()
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brush.fx = int()
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brush.texture_id = {}
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for index = 1, n_texs do
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brush.texture_id[index] = optional_id()
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end
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table.insert(brushes, brush)
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end
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return brushes
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end,
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VRTS = function()
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local vertices = {}
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vertices.flags = int()
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vertices.tex_coord_sets = int()
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vertices.tex_coord_set_size = int()
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assert(vertices.tex_coord_sets <= 8 and vertices.tex_coord_set_size <= 4)
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local has_normal = (vertices.flags % 2 == 1) or nil
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local has_color = (math.floor(vertices.flags / 2) % 2 == 1) or nil
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while content() do
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local vertex = {}
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vertex.pos = vector3()
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vertex.normal = has_normal and vector3()
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vertex.color = has_color and color()
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vertex.tex_coords = {}
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for tex_coord_set = 1, vertices.tex_coord_sets do
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local tex_coords = {}
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for tex_coord = 1, vertices.tex_coord_set_size do
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tex_coords[tex_coord] = float()
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end
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vertex.tex_coords[tex_coord_set] = tex_coords
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end
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table.insert(vertices, vertex)
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end
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return vertices
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end,
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TRIS = function()
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local tris = {}
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tris.brush_id = id()
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tris.vertex_ids = {}
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while content() do
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local i = id()
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local j = id()
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local k = id()
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table.insert(tris.vertex_ids, {i, j, k})
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end
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return tris
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end,
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MESH = function()
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local mesh = {}
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mesh.brush_id = optional_id()
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mesh.vertices = chunk{VRTS = true}
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mesh.triangle_sets = {}
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repeat
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local tris = chunk{TRIS = true}
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table.insert(mesh.triangle_sets, tris)
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until not content()
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return mesh
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end,
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BONE = function()
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local bone = {}
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while content() do
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local vertex_id = id()
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assert(not bone[vertex_id], "duplicate vertex weight")
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local weight = float()
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if weight > 0 then
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-- Many exporters include unneeded zero weights
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bone[vertex_id] = weight
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end
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end
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return bone
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end,
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KEYS = function()
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local flags = int()
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local _flags = flags % 8
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local rotation, scale, position
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if _flags >= 4 then
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rotation = true
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_flags = _flags - 4
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end
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if _flags >= 2 then
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scale = true
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_flags = _flags - 2
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end
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position = _flags >= 1
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local bone = {
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flags = flags
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}
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while content() do
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local frame = {}
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frame.frame = int()
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if position then
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frame.position = vector3()
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end
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if scale then
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frame.scale = vector3()
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end
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if rotation then
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frame.rotation = quaternion()
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end
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table.insert(bone, frame)
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end
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return bone
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end,
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ANIM = function()
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local ret = {}
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ret.flags = int() -- flags are unused
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ret.frames = int()
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ret.fps = float()
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return ret
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end,
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NODE = function()
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local node = {}
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node.name = string()
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node.position = vector3()
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node.scale = vector3()
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node.keys = {}
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node.rotation = quaternion()
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node.children = {}
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local node_type
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-- See https://github.com/blitz-research/blitz3d/blob/master/blitz3d/loader_b3d.cpp#L263
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-- Order is not validated; double occurrences of mutually exclusive node def are
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while content() do
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local elem, type = chunk()
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if type == "MESH" then
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assert(not node_type)
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node_type = "mesh"
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node.mesh = elem
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elseif type == "BONE" then
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assert(not node_type)
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node_type = "bone"
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node.bone = elem
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elseif type == "KEYS" then
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modlib.table.append(node.keys, elem)
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elseif type == "NODE" then
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table.insert(node.children, elem)
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elseif type == "ANIM" then
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node.animation = elem
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else
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assert(not node_type)
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node_type = "pivot"
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end
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end
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-- Ensure frames are sorted ascendingly
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table.sort(node.keys, function(a, b)
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assert(a.frame ~= b.frame, "duplicate frame")
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return a.frame < b.frame
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end)
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return node
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end,
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BB3D = function()
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local version = int()
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local self = {
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version = {
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major = math.floor(version / 100),
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minor = version % 100,
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},
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textures = {},
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brushes = {}
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}
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assert(self.version.major <= 2, "unsupported version: " .. self.version.major)
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while content() do
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local field, type = chunk{TEXS = true, BRUS = true, NODE = true}
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if type == "TEXS" then
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modlib.table.append(self.textures, field)
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elseif type == "BRUS" then
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modlib.table.append(self.brushes, field)
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else
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self.node = field
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end
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end
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return self
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end
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}
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local function chunk_header()
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left = left - 4
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return stream:read(4), int()
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end
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function chunk(possible_chunks)
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local type, new_left = chunk_header()
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local parent_left
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left, parent_left = new_left, left
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if possible_chunks and not possible_chunks[type] then
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error("expected one of " .. table.concat(modlib.table.keys(possible_chunks), ", ") .. ", found " .. type)
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end
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local res = assert(chunks[type])()
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assert(left == 0)
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left = parent_left - new_left
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return res, type
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end
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local self = chunk{BB3D = true}
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return setmetatable(self, metatable)
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end
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-- Writer
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local function write_rope(self)
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local rope = {}
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local written_len = 0
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local function write(str)
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written_len = written_len + #str
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table.insert(rope, str)
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end
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local function byte(val)
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write(string_char(val))
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end
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local function int(val)
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write_int(byte, val, 4)
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end
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local function id(val)
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int(val - 1)
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end
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local function optional_id(val)
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int(val and (val - 1) or -1)
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end
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local function string(val)
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write(val)
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write"\0"
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end
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local function float(val)
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write_single(byte, fround(val))
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end
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local function float_array(arr, len)
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assert(#arr == len)
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for i = 1, len do
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float(arr[i])
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end
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end
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local function color(val)
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float(val.r)
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float(val.g)
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float(val.b)
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float(val.a)
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end
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local function vector3(val)
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float_array(val, 3)
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end
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local function quaternion(quat)
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float(quat[4])
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float(quat[1])
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float(quat[2])
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float(quat[3])
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end
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local function chunk(name, write_func)
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write(name)
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-- Insert placeholder for the 4-bit len
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table.insert(rope, false)
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written_len = written_len + 4
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local len_idx = #rope -- save index of placeholder
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local prev_written_len = written_len
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write_func()
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-- Write the length of this chunk
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local chunk_len = written_len - prev_written_len
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local len_binary = {}
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write_int(function(byte)
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table.insert(len_binary, string_char(byte))
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end, chunk_len, 4)
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rope[len_idx] = table.concat(len_binary)
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end
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local function NODE(node)
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chunk("NODE", function()
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string(node.name)
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vector3(node.position)
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vector3(node.scale)
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quaternion(node.rotation)
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local mesh = node.mesh
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if mesh then
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chunk("MESH", function()
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optional_id(mesh.brush_id)
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local vertices = mesh.vertices
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chunk("VRTS", function()
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int(vertices.flags)
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int(vertices.tex_coord_sets)
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int(vertices.tex_coord_set_size)
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for _, vertex in ipairs(vertices) do
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vector3(vertex.pos)
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if vertex.normal then vector3(vertex.normal) end
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if vertex.color then color(vertex.color) end
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for tex_coord_set = 1, vertices.tex_coord_sets do
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local tex_coords = vertex.tex_coords[tex_coord_set]
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for tex_coord = 1, vertices.tex_coord_set_size do
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float(tex_coords[tex_coord])
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end
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end
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end
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end)
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for _, triangle_set in ipairs(mesh.triangle_sets) do
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chunk("TRIS", function()
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id(triangle_set.brush_id)
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for _, tri in ipairs(triangle_set.vertex_ids) do
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id(tri[1])
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id(tri[2])
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id(tri[3])
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end
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end)
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end
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end)
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end
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if node.bone then
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chunk("BONE", function()
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for vertex_id, weight in pairs(node.bone) do
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id(vertex_id)
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float(weight)
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end
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end)
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end
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if node.keys then
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local keys_by_flags = {}
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for _, key in ipairs(node.keys) do
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local flags = 0
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flags = flags
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+ (key.position and 1 or 0)
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+ (key.scale and 2 or 0)
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+ (key.rotation and 4 or 0)
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keys_by_flags[flags] = keys_by_flags[flags] or {}
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table.insert(keys_by_flags[flags], key)
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end
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for flags, keys in pairs(keys_by_flags) do
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chunk("KEYS", function()
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int(flags)
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for _, frame in ipairs(keys) do
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int(frame.frame)
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if frame.position then vector3(frame.position) end
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if frame.scale then vector3(frame.scale) end
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if frame.rotation then quaternion(frame.rotation) end
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end
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end)
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end
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end
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local anim = node.animation
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if anim then
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chunk("ANIM", function()
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int(anim.flags)
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int(anim.frames)
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float(anim.fps)
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end)
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end
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for _, child in ipairs(node.children) do
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NODE(child)
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end
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end)
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end
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chunk("BB3D", function()
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int(self.version.major * 100 + self.version.minor)
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if self.textures[1] then
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chunk("TEXS", function()
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for _, tex in ipairs(self.textures) do
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string(tex.file)
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int(tex.flags)
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int(tex.blend)
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float_array(tex.pos, 2)
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float_array(tex.scale, 2)
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float(tex.rotation)
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end
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end)
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end
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if self.brushes[1] then
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local max_n_texs = 0
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for _, brush in ipairs(self.brushes) do
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for n in pairs(brush.texture_id) do
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if n > max_n_texs then
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max_n_texs = n
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end
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end
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end
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chunk("BRUS", function()
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int(max_n_texs)
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for _, brush in ipairs(self.brushes) do
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string(brush.name)
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color(brush.color)
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float(brush.shininess)
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int(brush.blend)
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int(brush.fx)
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for index = 1, max_n_texs do
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optional_id(brush.texture_id[index])
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end
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end
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end)
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end
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if self.node then
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NODE(self.node)
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end
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end)
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return rope
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end
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function write_string(self)
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return table.concat(write_rope(self))
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end
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function write(self, stream)
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for _, str in ipairs(write_rope(self)) do
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stream:write(str)
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end
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end
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|
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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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|
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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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|
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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`
|
|
|
|
local function write_index(write_byte, index)
|
|
write_uint(write_byte, index - 1 --[[1-based to 0-based]], 4)
|
|
end
|
|
|
|
local function write_float(write_byte, float)
|
|
assert(-math.huge < float and float < math.huge)
|
|
assert(-math.huge < fround(float) and fround(float) < math.huge, ("%.18g got %.18g"):format(float, fround(float)))
|
|
write_single(write_byte, fround(float))
|
|
end
|
|
|
|
local function write_floats(write_byte, floats, expected_len)
|
|
assert(#floats == expected_len)
|
|
for i = 1, expected_len do
|
|
write_float(write_byte, floats[i])
|
|
end
|
|
end
|
|
|
|
local function write_vector(write_byte, vec)
|
|
return write_floats(write_byte, vec, 3)
|
|
end
|
|
|
|
local function write_translation(write_byte, vec)
|
|
return write_vector(write_byte, translation_to_gltf(vec))
|
|
end
|
|
|
|
local function write_quaternion(write_byte, quat)
|
|
-- XYZW order is already correct, but we still need to convert left-handed to right-handed
|
|
return write_floats(write_byte, quaternion_to_gltf(quat), 4)
|
|
end
|
|
|
|
function to_gltf(self)
|
|
-- Accessor helper: Stores arrays of raw data in a buffer, produces views & accessors.
|
|
-- Everything is dumped in the same large buffer.
|
|
local buffer_rope = {} -- buffer content (table of strings)
|
|
local buffer_views = {} -- glTF buffer views
|
|
local accessors = {} -- glTF accessors
|
|
local offset = 0 -- current byte offset
|
|
local function add_accessor(
|
|
type, -- name of the composite type (e.g. SCALAR, VEC3, VEC4, MAT4, ...)
|
|
comp_type, -- name of the component type (e.g. float, unsigned_int, ...)
|
|
index, -- true / false / nil: whether this is an index (true) or vertex data (false) or neither (nil)
|
|
func -- `function(write_byte) ... return count, min, max end` to be called to write to the buffer view;
|
|
-- the count of elements written must be returned; min and max may be returned
|
|
)
|
|
-- Always add padding to obtain a multiple of 4
|
|
-- TODO (?) don't add padding if it isn't required
|
|
table.insert(buffer_rope, ("\0"):rep(offset % 4))
|
|
offset = math.ceil(offset / 4) * 4
|
|
local bytes_written = 0
|
|
local count, min, max = func(function(byte)
|
|
table.insert(buffer_rope, string_char(byte))
|
|
bytes_written = bytes_written + 1
|
|
end)
|
|
assert(count)
|
|
|
|
-- Add buffer view
|
|
table.insert(buffer_views, {
|
|
buffer = 0, -- 0-based - there only is one buffer
|
|
byteOffset = offset,
|
|
byteLength = bytes_written,
|
|
target = ((index == true) and element_array_buffer) -- index data
|
|
or ((index == false) and array_buffer) -- vertex data
|
|
or nil, -- no target hint
|
|
})
|
|
table.insert(accessors, {
|
|
bufferView = #buffer_views - 1, -- 0-based
|
|
byteOffset = 0, -- view has correct offset
|
|
componentType = assert(component_type[comp_type]),
|
|
type = type,
|
|
count = count,
|
|
min = min,
|
|
max = max,
|
|
})
|
|
|
|
offset = offset + bytes_written
|
|
return #accessors - 1 -- 0-based index of the accessor
|
|
end
|
|
|
|
local textures = {} -- glTF textures
|
|
local function add_texture(name)
|
|
-- TODO (?) add an appropriate sampler
|
|
table.insert(textures, {name = name})
|
|
return #textures - 1 -- 0-based texture index
|
|
end
|
|
for _, tex in ipairs(self.textures) do
|
|
-- Assert that all values we don't map properly yet are defaults
|
|
-- TODO dig into Blitz3D sources to figure out the meaning of flags & blend
|
|
-- TODO (...) deal with flag value of 65536:
|
|
-- "The flags field value can conditional an additional flag value of '65536'.
|
|
-- This is used to indicate that the texture uses secondary UV values, ala the TextureCoords command."
|
|
assert(tex.flags == 1) -- TODO (?) see https://github.com/blitz-research/blitz3d/blob/master/gxruntime/gxcanvas.h#L59
|
|
assert(tex.blend == 2)
|
|
-- Assert that the texture isn't transformed
|
|
assert(tex.rotation == 0)
|
|
assert(tex.pos[1] == 0 and tex.pos[2] == 0)
|
|
assert(tex.scale[1] == 1 and tex.scale[2] == 1)
|
|
add_texture(tex.file)
|
|
end
|
|
|
|
-- Map brushes to materials (& textures)
|
|
local materials = {}
|
|
for i, brush in ipairs(self.brushes) do
|
|
-- Assert defaults
|
|
-- See https://github.com/blitz-research/blitz3d/blob/6beb288cb5962393684a59a4a44ac11524894939/blitz3d/brush.cpp#L164-L167:
|
|
-- 0 = default/replace, 1 = alpha, 2 = multiply, 3 = add
|
|
assert(brush.blend == 1) -- (alpha)
|
|
-- TODO (...) figure out what these "effects" are and if/how to map them to glTF
|
|
assert(brush.fx == 0)
|
|
assert(#brush.texture_id <= 1) -- TODO (...) this supports only a single texture per brush for now
|
|
local index
|
|
if brush.texture_id[1] then
|
|
index = brush.texture_id[1] -- 0-based
|
|
else
|
|
-- Implementations seem to implicitly assume textures for brushes
|
|
index = add_texture(brush.name)
|
|
end
|
|
materials[i] = {
|
|
name = brush.name,
|
|
alphaMode = "BLEND",
|
|
pbrMetallicRoughness = {
|
|
baseColorFactor = color_to_gltf(brush.color),
|
|
metallicFactor = brush.shininess, -- TODO (?) are these really equivalent?
|
|
-- Add texture if there is none
|
|
baseColorTexture = {
|
|
index = index,
|
|
-- `texCoord = 0` is the default already, no need to set it
|
|
},
|
|
},
|
|
}
|
|
end
|
|
|
|
local meshes = {}
|
|
local function add_mesh(mesh, weights, add_neutral_bone)
|
|
local attributes = {}
|
|
|
|
local vertices = mesh.vertices
|
|
attributes.POSITION = add_accessor("VEC3", "float", false, function(write_byte)
|
|
local inf = math.huge
|
|
local min_pos, max_pos = {inf, inf, inf}, {-inf, -inf, -inf}
|
|
for _, vertex in ipairs(mesh.vertices) do
|
|
local pos = translation_to_gltf(vertex.pos)
|
|
write_vector(write_byte, pos)
|
|
min_pos = modlib.vector.combine(min_pos, pos, math.min)
|
|
max_pos = modlib.vector.combine(max_pos, pos, math.max)
|
|
end
|
|
return #mesh.vertices, min_pos, max_pos -- vertex accessors MUST provide min & max
|
|
end)
|
|
|
|
local has_normals = vertices.flags % 2 == 1 -- lowest bit set?
|
|
if has_normals then
|
|
attributes.NORMAL = add_accessor("VEC3", "float", false, function(write_byte)
|
|
for _, vertex in ipairs(mesh.vertices) do
|
|
-- Some B3D models don't seem to have their normals normalized.
|
|
-- TODO (?) raise a warning when handling this gracefully
|
|
write_translation(write_byte, modlib.vector.normalize(vertex.normal))
|
|
end
|
|
return #mesh.vertices
|
|
end)
|
|
end
|
|
|
|
local has_colors = vertices.flags % 4 >= 2 -- second lowest bit set?
|
|
if has_colors then
|
|
attributes.COLOR_0 = add_accessor("VEC4", "float", false, function(write_byte)
|
|
for _, vertex in ipairs(mesh.vertices) do
|
|
write_floats(write_byte, color_to_gltf(vertex.color), 4)
|
|
end
|
|
return #mesh.vertices
|
|
end)
|
|
end
|
|
|
|
if vertices.tex_coord_sets >= 1 then
|
|
assert(vertices.tex_coord_set_size == 2)
|
|
for tex_coord_set = 1, vertices.tex_coord_sets do
|
|
local tcs_id = tex_coord_set - 1 -- 0-based
|
|
attributes[("TEXCOORD_%d"):format(tcs_id)] = add_accessor("VEC2", "float", false, function(write_byte)
|
|
for _, vertex in ipairs(mesh.vertices) do
|
|
write_floats(write_byte, vertex.tex_coords[tex_coord_set], 2)
|
|
end
|
|
return #mesh.vertices
|
|
end)
|
|
end
|
|
end
|
|
|
|
if next(weights) ~= nil then
|
|
-- Count (& pack into list) joints influencing vertices, normalize weights
|
|
local max_count = 0
|
|
local joint_ids = {}
|
|
local normalized_weights = {}
|
|
-- Handle (supposedly) animated/dynamic vertices (can still be static by having zero weights)
|
|
for vertex_id, joint_weights in pairs(weights) do
|
|
local total_weight = 0
|
|
local count = 0
|
|
for _, weight in pairs(joint_weights) do
|
|
total_weight = total_weight + weight
|
|
count = count + 1
|
|
end
|
|
if total_weight > 0 then -- animated?
|
|
joint_ids[vertex_id] = {}
|
|
normalized_weights[vertex_id] = {}
|
|
for joint, weight in pairs(joint_weights) do
|
|
table.insert(joint_ids[vertex_id], joint)
|
|
table.insert(normalized_weights[vertex_id], weight / total_weight)
|
|
end
|
|
max_count = math.max(max_count, count)
|
|
end
|
|
end
|
|
-- Now search for static vertices
|
|
for vertex_id in ipairs(mesh.vertices) do
|
|
if not joint_ids[vertex_id] then
|
|
-- Vertex isn't influenced by any bones => Add a dummy neutral bone to influence this vertex
|
|
-- See https://github.com/KhronosGroup/glTF/issues/2269
|
|
-- and https://github.com/KhronosGroup/glTF-Blender-IO/pull/1552/
|
|
joint_ids[vertex_id] = {add_neutral_bone()}
|
|
normalized_weights[vertex_id] = {1}
|
|
max_count = math.max(max_count, 1) -- it is (theoretically) possible that all vertices are static
|
|
end
|
|
end
|
|
assert(max_count > 0) -- TODO (?) warning for max_count > 4
|
|
for set_start = 1, max_count, 4 do -- Iterate sets of 4 bones
|
|
local set_id = math.floor(set_start / 4) -- 0-based => floor rather than ceil
|
|
-- Write the joint IDs
|
|
attributes[("JOINTS_%d"):format(set_id)] = add_accessor("VEC4", "unsigned_short", false, function(write_byte)
|
|
for vertex_id in ipairs(mesh.vertices) do
|
|
for i = set_start, set_start + 3 do
|
|
local vrt_joint_ids, vrt_norm_weights = assert(joint_ids[vertex_id]), assert(normalized_weights[vertex_id])
|
|
assert(#vrt_joint_ids == #vrt_norm_weights)
|
|
local id = vrt_joint_ids[i] or 0
|
|
local weight = vrt_norm_weights[i] or 0
|
|
if weight == 0 then
|
|
id = 0 -- required by the glTF spec
|
|
end
|
|
write_uint(write_byte, id, 2)
|
|
end
|
|
end
|
|
return #mesh.vertices
|
|
end)
|
|
-- Write the corresponding weights
|
|
attributes[("WEIGHTS_%d"):format(set_id)] = add_accessor("VEC4", "float", false, function(write_byte)
|
|
for vertex_id in ipairs(mesh.vertices) do
|
|
for i = set_start, set_start + 3 do
|
|
local weight = (normalized_weights[vertex_id] or {})[i] or 0
|
|
write_float(write_byte, weight)
|
|
end
|
|
end
|
|
return #mesh.vertices
|
|
end)
|
|
end
|
|
end
|
|
|
|
-- Write the indices per triangle set
|
|
local primitives = {}
|
|
for i, triangle_set in ipairs(mesh.triangle_sets) do
|
|
local index_accessor = add_accessor("SCALAR", "unsigned_int", true, function(write_byte)
|
|
for _, tri in ipairs(triangle_set.vertex_ids) do
|
|
-- Flip winding order due to the coordinate system transformation
|
|
-- TODO (!) is this correct?
|
|
for j = 3, 1, -1 do
|
|
write_index(write_byte, tri[j])
|
|
end
|
|
end
|
|
return 3 * #triangle_set.vertex_ids
|
|
end)
|
|
-- Each triangle set is equivalent to one glTF "primitive"
|
|
local brush_id = triangle_set.brush_id or mesh.brush_id
|
|
if brush_id == 0 then -- default brush
|
|
brush_id = nil -- TODO (?) add default material if there are UVs
|
|
else
|
|
brush_id = brush_id - 1 -- 0-based
|
|
end
|
|
primitives[i] = {
|
|
attributes = attributes,
|
|
indices = index_accessor,
|
|
material = brush_id,
|
|
-- `mode = 4` (triangles) is the default already, no need to set it
|
|
}
|
|
end
|
|
|
|
table.insert(meshes, {primitives = primitives})
|
|
return #meshes - 1 -- 0-based
|
|
end
|
|
|
|
-- glTF lists
|
|
local nodes = {}
|
|
local skins = {}
|
|
local samplers = {}
|
|
local channels = {}
|
|
local function add_node(
|
|
node, -- b3d node to add
|
|
bind_mat, -- bind matrix of the parent bone (may be `nil` if none)
|
|
fps, -- fps of the parent bone (may be `nil` if none)
|
|
anim -- shared animation of the parent mesh
|
|
)
|
|
table.insert(nodes, false) -- HACK first insert a placeholder to get a fixed ID
|
|
local node_id = #nodes - 1 -- 0-indexed <=> before `table.insert`!
|
|
|
|
-- Animation (speed)?
|
|
fps = node.animation and node.animation.fps or fps
|
|
|
|
-- Keyframes?
|
|
if node.keys then
|
|
-- Convert from a list of keyframes of three overrides to three lists of channels
|
|
local targets = {
|
|
translation = {output_type = "VEC3", b3d_field = "position", write_value = write_translation},
|
|
scale = {output_type = "VEC3", b3d_field = "scale", write_value = write_vector},
|
|
rotation = {output_type = "VEC4", b3d_field = "rotation", write_value = write_quaternion}
|
|
}
|
|
for _, keyframe in ipairs(node.keys) do
|
|
local frame = keyframe.frame
|
|
for _, target in pairs(targets) do
|
|
local value = keyframe[target.b3d_field]
|
|
if value then
|
|
table.insert(target, {frame = frame, value = value})
|
|
end
|
|
end
|
|
end
|
|
for target, keyframes in pairs(targets) do
|
|
if #keyframes > 0 then
|
|
-- Write input (timestamps)
|
|
local input = add_accessor("SCALAR", "float", nil, function(write_byte)
|
|
local min, max = math.huge, -math.huge
|
|
for _, keyframe in ipairs(keyframes) do
|
|
local sec = keyframe.frame / (fps or 60) -- convert frames to seconds; default FPS is 60
|
|
write_float(write_byte, sec)
|
|
min, max = math.min(min, sec), math.max(max, sec)
|
|
end
|
|
return #keyframes, {min}, {max} -- min and max are mandatory
|
|
end)
|
|
|
|
-- Write output (overrides)
|
|
local output = add_accessor(keyframes.output_type, "float", nil, function(write_byte)
|
|
for _, keyframe in ipairs(keyframes) do
|
|
keyframes.write_value(write_byte, keyframe.value)
|
|
end
|
|
return #keyframes
|
|
end)
|
|
|
|
table.insert(samplers, {
|
|
input = input,
|
|
output = output,
|
|
-- interpolation default is already linear, matching b3d
|
|
})
|
|
|
|
table.insert(channels, {
|
|
sampler = #samplers - 1, -- 0-based
|
|
target = {
|
|
node = node_id,
|
|
path = target,
|
|
}
|
|
})
|
|
end
|
|
end
|
|
end
|
|
|
|
if node.mesh then
|
|
-- Initialize skeletal animation
|
|
assert(not anim)
|
|
anim = {
|
|
weights = {},
|
|
joints = {},
|
|
inv_bind_mats = {},
|
|
}
|
|
end
|
|
|
|
if node.bone then
|
|
local joint_id = #anim.joints
|
|
table.insert(anim.joints, node_id)
|
|
|
|
-- "To compose the local transformation matrix, TRS properties MUST be converted to matrices and postmultiplied in
|
|
-- the T * R * S order; first the scale is applied to the vertices, then the rotation, and then the translation."
|
|
local translation = translation_to_gltf(node.position)
|
|
local rotation = modlib.quaternion.normalize(quaternion_to_gltf(node.rotation))
|
|
local scale = node.scale
|
|
local loc_trans_mat = mat4.scale(scale)
|
|
:compose(mat4.rotation(rotation))
|
|
:compose(mat4.translation(translation))
|
|
|
|
-- Compute a proper inverse bind matrix as the inverse of the product of the transformation matrices
|
|
-- along the path from the root (the mesh) to the current node (the bone).
|
|
-- See e.g. https://stackoverflow.com/questions/17127994/opengl-bone-animation-why-do-i-need-inverse-of-bind-pose-when-working-with-gp
|
|
-- https://computergraphics.stackexchange.com/questions/7603/confusion-about-how-inverse-bind-pose-is-actually-calculated-and-used
|
|
bind_mat = bind_mat and bind_mat:multiply(loc_trans_mat) or loc_trans_mat
|
|
table.insert(anim.inv_bind_mats, bind_mat:inverse())
|
|
|
|
-- Insert into reverse lookup `anim.weights[vertex_id][joint_id] = weight`
|
|
-- such that writing the mesh can then write the weights per vertex
|
|
for vertex_id, weight in pairs(node.bone) do
|
|
if weight > 0 then
|
|
anim.weights[vertex_id] = anim.weights[vertex_id] or {}
|
|
anim.weights[vertex_id][joint_id] = weight
|
|
end
|
|
end
|
|
end
|
|
|
|
local children = {}
|
|
for _, child in ipairs(node.children) do
|
|
table.insert(children, add_node(child, bind_mat, fps, anim))
|
|
end
|
|
local mesh, skin_id, neutral_node_id
|
|
if node.mesh then
|
|
local neutral_joint_id
|
|
-- Lazily adds a placeholder for the neutral joint, returns joint ID
|
|
local function add_neutral_joint()
|
|
if neutral_joint_id then
|
|
return neutral_joint_id
|
|
end
|
|
neutral_node_id = #nodes -- 0-based
|
|
table.insert(nodes, {
|
|
name = "neutral_bone",
|
|
-- We need to flip the hierarchy: The neutral bone must be a parent of the mesh root;
|
|
-- if it were a sibling, there would be no common skeleton root (accepted by Blender but not by glTF validator);
|
|
-- if it were a child, transformations of the mesh root would affect it and it wouldn't be a neutral bone anymore.
|
|
children = {node_id},
|
|
-- translation, scale, rotation all default to identity
|
|
})
|
|
neutral_joint_id = #anim.joints -- 0-based
|
|
table.insert(anim.joints, neutral_node_id)
|
|
return neutral_joint_id -- 0-based
|
|
end
|
|
mesh = add_mesh(node.mesh, anim.weights, add_neutral_joint)
|
|
if anim.joints and anim.joints[1] then
|
|
if neutral_joint_id then
|
|
-- Duplicate the inverse bind matrix of the parent (which the neutral bone will be a child of)
|
|
table.insert(anim.inv_bind_mats, bind_mat or mat4.identity())
|
|
end
|
|
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 = neutral_node_id, -- make the neutral bone the skeleton root
|
|
})
|
|
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),
|
|
}
|
|
-- If a neutral bone exists, return the neutral bone (which has the node as a child) instead of the node
|
|
return neutral_node_id or 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[1] and materials,
|
|
-- Accessors, buffer views & buffers
|
|
accessors = accessors,
|
|
bufferViews = buffer_views,
|
|
buffers = {
|
|
{
|
|
byteLength = #buffer_string,
|
|
uri = "data:application/octet-stream;base64,"
|
|
.. modlib.base64.encode(buffer_string) -- Note: Blender requires base64 padding
|
|
},
|
|
},
|
|
-- 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)
|
|
|
|
--> 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
|