mirror of
https://github.com/appgurueu/modlib.git
synced 2024-11-25 08:43:44 +01:00
aa327126bf
rather than erroring if float (precision) bounds are exceeded
605 lines
14 KiB
Lua
605 lines
14 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 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 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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if vertex.pos then vector3(vertex.pos) end
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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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local binary_search_frame = modlib.table.binary_search_comparator(function(a, b)
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return modlib.table.default_comparator(a, b.frame)
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end)
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--> list of { bone_name = string, parent_bone_name = string, position = vector, rotation = quaternion, scale = vector }
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function get_animated_bone_properties(self, keyframe, interpolate)
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local function get_frame_values(keys)
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local values = keys[keyframe]
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if values and values.frame == keyframe then
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return {
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position = values.position,
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rotation = values.rotation,
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scale = values.scale
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}
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end
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local index = binary_search_frame(keys, keyframe)
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if index > 0 then
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return keys[index]
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end
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index = -index
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assert(index > 1 and index <= #keys)
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local a, b = keys[index - 1], keys[index]
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if not interpolate then
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return a
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end
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local ratio = (keyframe - a.frame) / (b.frame - a.frame)
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return {
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position = (a.position and b.position and modlib.vector.interpolate(a.position, b.position, ratio)) or a.position or b.position,
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rotation = (a.rotation and b.rotation and modlib.quaternion.slerp(a.rotation, b.rotation, ratio)) or a.rotation or b.rotation,
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scale = (a.scale and b.scale and modlib.vector.interpolate(a.scale, b.scale, ratio)) or a.scale or b.scale,
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}
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end
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local bone_properties = {}
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local function get_props(node, parent_bone_name)
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|
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
|