mirror of
https://github.com/appgurueu/modlib.git
synced 2024-11-22 07:13:45 +01:00
370 lines
9.0 KiB
Lua
370 lines
9.0 KiB
Lua
-- Localize globals
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local assert, error, math, modlib, next, pairs, setmetatable, table = assert, error, math, modlib, next, pairs, setmetatable, table
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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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--! experimental
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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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local value = byte() + byte() * 0x100 + byte() * 0x10000 + byte() * 0x1000000
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if value >= 2^31 then
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return value - 2^32
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end
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return value
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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 read_single = modlib.binary.read_single
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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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return {
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r = float(),
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g = float(),
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b = float(),
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a = float()
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}
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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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return {[4] = float(), [1] = float(), [2] = float(), [3] = float()}
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end
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local function content()
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assert(left >= 0, stream:seek())
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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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table.insert(textures, {
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file = string(),
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flags = int(),
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blend = int(),
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pos = float_array(2),
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scale = float_array(2),
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rotation = float()
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})
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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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brushes.n_texs = int()
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assert(brushes.n_texs <= 8)
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while content() do
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local brush = {
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name = string(),
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color = color(),
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shininess = float(),
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blend = float(),
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fx = float(),
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texture_id = {}
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}
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for index = 1, brushes.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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flags = int(),
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tex_coord_sets = int(),
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tex_coord_set_size = int()
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}
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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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pos = vector3(),
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normal = has_normal and vector3(),
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color = has_color and color(),
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tex_coords = {}
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}
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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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brush_id = id(),
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vertex_ids = {}
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}
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while content() do
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table.insert(tris.vertex_ids, {id(), id(), id()})
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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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brush_id = optional_id(),
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vertices = chunk{VRTS = true}
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}
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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 = {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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-- Ensure frames are sorted ascending
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table.sort(bone, function(a, b) return a.frame < b.frame end)
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return bone
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end,
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ANIM = function()
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return {
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-- flags are unused
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flags = int(),
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frames = int(),
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fps = float()
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}
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end,
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NODE = function()
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local node = {
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name = string(),
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position = vector3(),
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scale = vector3(),
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keys = {},
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rotation = quaternion(),
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children = {}
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}
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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 occurences 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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assert((node.keys[#node.keys] or {}).frame ~= (elem[1] or {}).frame, "duplicate frame")
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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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-- TODO somehow merge keys
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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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raw = version
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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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-- TODO function write(self, stream)
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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}
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if node.keys and next(node.keys) ~= nil then
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properties = modlib.table.add_all(properties, get_frame_values(node.keys))
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end
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for _, property in pairs{"position", "rotation", "scale"} do
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properties[property] = properties[property] or modlib.table.copy(node[property])
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end
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if node.bone then
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properties.bone_name = node.name
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table.insert(bone_properties, properties)
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end
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for _, child in pairs(node.children or {}) do
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get_props(child, properties.bone_name)
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end
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end
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get_props(self.node)
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return bone_properties
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end
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-- Export environment
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return _ENV |