Add a glTF exporter to project.
Has a few bugs, however: * Doesn't support textures. * Exports upside down, and attempting to fix it inverts geometry. This is probably my last commit to this project from amaryllis. At least for a while.
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const icondumper2 = require("./icon.js");
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const iconjs = icondumper2.readers;
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const filesystem = require("fs");
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const processObj = require("process");
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const gltfConstants = {
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"FLOAT": 5126,
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"ARRAY_BUFFER": 34962,
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"LINEAR": 9729,
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"NEAREST_MIPMAP_LINEAR": 9986,
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"REPEAT": 10497
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};
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function rgb5a1_rgb8(colour) {
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let b = ( colour & 0b11111);
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let g = ((colour >> 5) & 0b11111);
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let r = ((colour >> 10) & 0b11111);
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//let a = ( color >> 15 );
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let output = new Number();
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output |= ((r * 8) << 16);
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output |= ((g * 8) << 8);
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output |= ((b * 8) << 0);
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output *= 256;
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output += (255); // couldn't do a |= as that converts it to signed, (a+1)*255
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return output;
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} // TODO: support textures :P
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function imf2gltf(icon = null, shape = 0, filename = "untitled") {
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if (icon === null) {
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throw "Missing first argument, of which should be a icondumper2 Intermediate Model Format object.";
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}
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if (icon.hasOwnProperty("numberOfShapes") === false) {
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throw "Expected a icondumper2 Intermediate Model Format object.";
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}
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if(shape >= icon.numberOfShapes) {
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throw `Shape out of bounds. (object has ${icon.numberOfShapes} shapes.)`;
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}
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const gltfOutput = new Object();
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//setting up GLTF
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gltfOutput.scene = 0;
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gltfOutput.scenes = [{"nodes": [0]}];
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gltfOutput.nodes = [{"mesh": 0}];
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gltfOutput.meshes = [{
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"primitives": [{
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"attributes": {
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"POSITION": 0,
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"NORMAL": 1,
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"TEXCOORD_0": 2,
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"COLOR_0": 3,
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},
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"material": 0
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}]
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}]; // no indices because who needs indexing when you're transcoding?
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gltfOutput.materials = [{
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"pbrMetallicRoughness": {
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"baseColorFactor": [1.0, 1.0, 1.0, 1.0],
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"metallicFactor": 0.0,
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"roughnessFactor": 1.0
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}
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}];
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let verticesArray = new Array();
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let normalsArray = new Array();
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let uvArray = new Array();
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let colourArray = new Array();
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icon.vertices.forEach(function(vertexObject){
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verticesArray.push(vertexObject.shapes[shape].x);
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//verticesArray.push(-vertexObject.shapes[shape].y); // -2.75
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//if the above is applied, it completely breaks the orientation of the triangles
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//just rotate 180deg in an authoring tool
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verticesArray.push(vertexObject.shapes[shape].y);
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verticesArray.push(vertexObject.shapes[shape].z);
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normalsArray.push(vertexObject.normal.x);
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normalsArray.push(vertexObject.normal.y);
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normalsArray.push(vertexObject.normal.z);
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uvArray.push(vertexObject.uv.u);
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uvArray.push(vertexObject.uv.v);
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colourArray.push(vertexObject.color.r/255);
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colourArray.push(vertexObject.color.g/255);
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colourArray.push(vertexObject.color.b/255);
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colourArray.push((vertexObject.color.a > 1) ? (vertexObject.color.a/255): 1);
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});
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let outputFloatArray = new Float32Array([...verticesArray, ...normalsArray, ...uvArray, ...colourArray]); // 3, 3, 2, 4
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gltfOutput.buffers = [{"uri": `${filename}.bin`, "byteLength": outputFloatArray.byteLength}];
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gltfOutput.bufferViews = [
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{
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"buffer": 0,
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"byteOffset": 0,
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"byteLength": (verticesArray.length*4),
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"target": gltfConstants.ARRAY_BUFFER
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},
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{
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"buffer": 0,
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"byteOffset": (verticesArray.length*4),
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"byteLength": (normalsArray.length*4),
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"target": gltfConstants.ARRAY_BUFFER
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},
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{
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"buffer": 0,
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"byteOffset": ((verticesArray.length*4)+(normalsArray.length*4)),
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"byteLength": (uvArray.length*4),
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"target": gltfConstants.ARRAY_BUFFER
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},
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{
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"buffer": 0,
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"byteOffset": (((verticesArray.length*4)+(normalsArray.length*4))+(uvArray.length*4)),
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"byteLength": (colourArray.length*4),
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"target": gltfConstants.ARRAY_BUFFER
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}
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];
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gltfOutput.accessors = [
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{
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"bufferView": 0,
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"componentType": gltfConstants.FLOAT,
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"count": verticesArray.length/3,
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"type": "VEC3",
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"max": [ 4.0, 4.0, 4.0],
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"min": [-4.0, -4.0, -4.0],
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"name": "Vertex Position Accessor"
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},
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{
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"bufferView": 1,
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"componentType": gltfConstants.FLOAT,
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"count": (normalsArray.length/3),
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"type": "VEC3",
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"max": [ 1.0, 1.0, 1.0],
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"min": [-1.0, -1.0, -1.0],
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"name": "Normal Accessor"
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},
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{
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"bufferView": 2,
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"componentType": gltfConstants.FLOAT,
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"count": (uvArray.length/2),
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"type": "VEC2",
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"max": [ 1.0, 1.0],
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"min": [ 0.0, 0.0],
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"name": "Texture Coordinate Accessor"
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},
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{
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"bufferView": 3,
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"componentType": gltfConstants.FLOAT,
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"count": (colourArray.length/4),
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"type": "VEC4",
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"max": [ 1.0, 1.0, 1.0, 1.0],
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"min": [ 0.0, 0.0, 0.0, 1.0],
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"name": "Colour Accessor"
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}
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];
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gltfOutput.asset = {"version": "2.0", "extras": {"IU_rotation": [0, 180.0, 0]}}
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return {object: gltfOutput, buffer: outputFloatArray};
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}
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function loadAndConvertIcon(inputData, state = "-") {
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if (inputData.hasOwnProperty("numberOfShapes") === false) {
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throw "Expected a icondumper2 Intermediate Model Format object.";
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}
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for (let index = 0; index < (inputData.numberOfShapes); index++) {
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const filename = `export_${state}_${index}`;
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const gltfFile = imf2gltf(inputData, index, filename);
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(require("fs")).writeFileSync(`${filename}.gltf`, new TextEncoder().encode(JSON.stringify(gltfFile.object)));
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(require("fs")).writeFileSync(`${filename}.bin`, gltfFile.buffer);
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console.log(`Saved shape ${index} as "${filename}.gltf", "${filename}.bin" pair.`);
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}
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}
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// can anything de-dupe this code somehow? (index.js)
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console.log(`icon.js version ${icondumper2.version}, 2023 (c) yellows111`);
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switch(processObj.argv[2]) {
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case "psu": {
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let inputFile = filesystem.readFileSync(processObj.argv[3] ? processObj.argv[3] : "file.psu");
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const parsed = iconjs.readEmsPsuFile(inputFile.buffer.slice(inputFile.byteOffset, inputFile.byteOffset + inputFile.byteLength));
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const PS2D = iconjs.readPS2D(parsed[parsed.rootDirectory]["icon.sys"].data);
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Object.keys(PS2D.filenames).forEach(function(file) {
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loadAndConvertIcon(iconjs.readIconFile(parsed[parsed.rootDirectory][PS2D.filenames[file]].data), file);
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});
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break;
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}
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case "psv": {
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let inputFile = filesystem.readFileSync(processObj.argv[3] ? processObj.argv[3] : "file.psv");
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const parsed = iconjs.readPsvFile(inputFile.buffer.slice(inputFile.byteOffset, inputFile.byteOffset + inputFile.byteLength));
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loadAndConvertIcon(iconjs.readIconFile(parsed.icons.n), "n")
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loadAndConvertIcon(iconjs.readIconFile(parsed.icons.c), "c")
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loadAndConvertIcon(iconjs.readIconFile(parsed.icons.d), "d")
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break;
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}
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case "sps":
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case "xps": {
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let inputFile = filesystem.readFileSync(processObj.argv[3] ? processObj.argv[3] : "file.sps");
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const parsed = iconjs.readSharkXPortSxpsFile(inputFile.buffer.slice(inputFile.byteOffset, inputFile.byteOffset + inputFile.byteLength));
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const PS2D = iconjs.readPS2D(parsed[parsed.rootDirectory]["icon.sys"].data);
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Object.keys(PS2D.filenames).forEach(function(file) {
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loadAndConvertIcon(iconjs.readIconFile(parsed[parsed.rootDirectory][PS2D.filenames[file]].data), file);
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});
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break;
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}
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case "sys": {
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let inputFile = filesystem.readFileSync(processObj.argv[3] ? processObj.argv[3] : "icon.sys");
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const metadata = iconjs.readPS2D(inputFile.buffer.slice(inputFile.byteOffset, inputFile.byteOffset + inputFile.byteLength));
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Object.keys(metadata.filenames).forEach(function(file) {
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let getFile = filesystem.readFileSync(metadata.filenames[file]);
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loadAndConvertIcon(iconjs.readIconFile(getFile.buffer.slice(getFile.byteOffset, getFile.byteOffset + getFile.byteLength)), file);
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//console.log(individialIcon);
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});
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break;
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}
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default: {
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//Template literal goes here.
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console.log(
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`${(processObj.argv.length > 2) ? "Unknown argument: "+processObj.argv[2]+"\n\n": ""}icondumper2 node.js client (glTF exporter version) subcommands:
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psu: Read a EMS Memory Adapter export file.
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psv: Read a PS3 export file.
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sps: Read a SharkPort export file.
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xps: Read a X-Port export file.
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sys: Read a icon.sys (964 bytes) file, and attempt
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to read icon files from the current directory.
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` ); // end of template
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processObj.exit(1);
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}
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}
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console.log("All shapes were exported upside down. I recommend you rotate them yourself.");
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processObj.exit(0);
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