only read icons once, and if we need to
pretty much makes it faster, and buffer is now clumped together with all vertex data, since the other bytes from the normals, uv and colour information adds up, and since they don't change, this makes sense, at least to me.
This commit is contained in:
parent
654fa45e69
commit
f418828a71
163
gltf-exporter.js
163
gltf-exporter.js
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@ -25,48 +25,27 @@ function rgb5a1_rgb8(colour) {
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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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function imf2gltf(icon = null, 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 ${icon.numberOfShapes} shapes.)`;
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let shapesArray = new Array(icon.numberOfShapes);
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for (let index = 0; index < icon.numberOfShapes; index++) {
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shapesArray[index] = new Array();
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}
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const gltfOutput = new Object();
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//setting up GLTF
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gltfOutput.scene = 0;
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gltfOutput.scenes = [{"nodes": [0]}];
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gltfOutput.nodes = [{"mesh": 0, "name": filename, "rotation": [1,0,0,0]}];
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gltfOutput.meshes = [{
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"primitives": [{
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"attributes": {
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"POSITION": 0,
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"NORMAL": 1,
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"TEXCOORD_0": 2,
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"COLOR_0": 3,
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},
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"material": 0
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}]
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}]; // no indices because who needs indexing when you're transcoding?
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gltfOutput.materials = [{
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"name": `Material (${filename}_${shape})`,
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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);
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verticesArray.push(vertexObject.shapes[shape].z);
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for (let index = 0; index < icon.numberOfShapes; index++) {
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shapesArray[index].push(vertexObject.shapes[index].x);
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shapesArray[index].push(vertexObject.shapes[index].y);
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shapesArray[index].push(vertexObject.shapes[index].z);
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}
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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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@ -78,30 +57,66 @@ function imf2gltf(icon = null, shape = 0, filename = "untitled") {
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colourArray.push(Math.pow((vertexObject.color.b/255), 2.2));
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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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shapesArray.forEach(function(arr) {
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verticesArray = [...verticesArray, ...arr];
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});
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let outputFloatArray = new Float32Array([...verticesArray, ...normalsArray, ...uvArray, ...colourArray]); // 3[nOS], 3, 2, 4#
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let gltfOutputArray = new Array(icon.numberOfShapes);
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for (let index = 0; index < icon.numberOfShapes; index++) {
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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 = [{"name": filename, "nodes": [0]}];
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gltfOutput.nodes = [{"mesh": 0, "name": `${filename}#${index}`, "rotation": [1,0,0,0]}];
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gltfOutput.meshes = [{
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"name": `Mesh (${filename}#${index})`,
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"primitives": [{
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"attributes": {
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"POSITION": 0,
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"NORMAL": 1,
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"TEXCOORD_0": 2,
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"COLOR_0": 3,
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},
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"material": 0
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}]
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}]; // no indices because who needs indexing when you're transcoding?
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gltfOutput.materials = [{
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"name": `Material (${filename}#${index})`,
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"pbrMetallicRoughness": {
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"baseColorFactor": [1.0, 1.0, 1.0, 1.0],
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"metallicFactor": 0.0,
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"roughnessFactor": 1.0
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},
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"extensions": { // or else artifacts.
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"KHR_materials_specular": {
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"specularFactor": 0, // this value is less respected then sCF, blender/glTF is main example of this.
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"specularColorFactor": [0, 0, 0]
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}
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}
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}];
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gltfOutput.buffers = [{"uri": `${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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"byteOffset": (((icon.vertices.length*3)*4)*index),
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"byteLength": ((icon.vertices.length*3)*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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"byteOffset": (((icon.vertices.length*3)*4)*icon.numberOfShapes),
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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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"byteOffset": ((((icon.vertices.length*3)*4)*icon.numberOfShapes)+(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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"byteOffset": (((((icon.vertices.length*3)*4)*icon.numberOfShapes)+(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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"bufferView": 0,
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"componentType": gltfConstants.FLOAT,
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"count": verticesArray.length/3,
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"count": icon.vertices.length,
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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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@ -119,7 +134,7 @@ function imf2gltf(icon = null, shape = 0, filename = "untitled") {
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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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"count": icon.vertices.length,
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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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@ -128,7 +143,7 @@ function imf2gltf(icon = null, shape = 0, filename = "untitled") {
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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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"count": icon.vertices.length,
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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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{
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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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"count": icon.vertices.length,
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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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@ -145,21 +160,24 @@ function imf2gltf(icon = null, shape = 0, filename = "untitled") {
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}
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];
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gltfOutput.asset = {"version": "2.0", "generator": `icondumper2/${icondumper2.version}`}
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return {object: gltfOutput, buffer: outputFloatArray};
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gltfOutput.extensionsUsed = ["KHR_materials_specular"];
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gltfOutputArray[index] = (gltfOutput);
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}
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return {objects: gltfOutputArray, buffer: outputFloatArray};
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}
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function loadAndConvertIcon(inputData, state = "-") {
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function loadAndConvertIcon(inputData, attemptedFilename = "-") {
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if (inputData.hasOwnProperty("numberOfShapes") === false) {
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throw "Expected a icondumper2 Intermediate Model Format object.";
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}
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const filename = encodeURIComponent(attemptedFilename).replaceAll(/\%[0-9A-F]{2,2}/g, "").replaceAll(".", "_");
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const glTF_output = imf2gltf(inputData, filename);
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for (let index = 0; index < (inputData.numberOfShapes); index++) {
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const filename = `export_${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", "${filename}.bin" pair.`);
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(require("fs")).writeFileSync(`${filename}_${index}.gltf`, new TextEncoder().encode(JSON.stringify(glTF_output.objects[index])));
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console.log(`Saved shape ${filename}#${index} as "${filename}_${index}.gltf".`);
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}
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(require("fs")).writeFileSync(`${filename}.bin`, glTF_output.buffer);
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console.log(`Saved glTF buffer as "${filename}.bin".\n`);
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}
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// can anything de-dupe this code somehow? (index.js)
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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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loadAndConvertIcon(iconjs.readIconFile(parsed[parsed.rootDirectory][PS2D.filenames.n].data), PS2D.filenames.n);
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if(PS2D.filenames.n !== PS2D.filenames.c) {
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loadAndConvertIcon(iconjs.readIconFile(parsed[parsed.rootDirectory][PS2D.filenames.c].data), PS2D.filenames.c);
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}
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if(PS2D.filenames.n !== PS2D.filenames.d) {
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loadAndConvertIcon(iconjs.readIconFile(parsed[parsed.rootDirectory][PS2D.filenames.d].data), PS2D.filenames.d);
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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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const PS2D = iconjs.readPS2D(parsed["icon.sys"]);
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//i should probably make PSV readers more like the others, but why should I? It's giving me shortcuts to what I want.
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loadAndConvertIcon(iconjs.readIconFile(parsed.icons.n), PS2D.filenames.n)
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if(PS2D.filenames.n !== PS2D.filenames.c) {
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loadAndConvertIcon(iconjs.readIconFile(parsed.icons.c), PS2D.filenames.c)
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}
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if(PS2D.filenames.n !== PS2D.filenames.d) {
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loadAndConvertIcon(iconjs.readIconFile(parsed.icons.d), PS2D.filenames.d)
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}
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break;
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}
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case "sps":
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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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loadAndConvertIcon(iconjs.readIconFile(parsed[parsed.rootDirectory][PS2D.filenames.n].data), PS2D.filenames.n);
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if(PS2D.filenames.n !== PS2D.filenames.c) {
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loadAndConvertIcon(iconjs.readIconFile(parsed[parsed.rootDirectory][PS2D.filenames.c].data), PS2D.filenames.c);
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}
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if(PS2D.filenames.n !== PS2D.filenames.d) {
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loadAndConvertIcon(iconjs.readIconFile(parsed[parsed.rootDirectory][PS2D.filenames.d].data), PS2D.filenames.d);
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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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const PS2D = iconjs.readPS2D(inputFile.buffer.slice(inputFile.byteOffset, inputFile.byteOffset + inputFile.byteLength));
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let getFile = filesystem.readFileSync(PS2D.filenames.n);
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loadAndConvertIcon(iconjs.readIconFile(getFile.buffer.slice(getFile.byteOffset, getFile.byteOffset + getFile.byteLength)), PS2D.filenames.n);
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if(PS2D.filenames.n !== PS2D.filenames.c) {
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let getFile = filesystem.readFileSync(PS2D.filenames.c);
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loadAndConvertIcon(iconjs.readIconFile(getFile.buffer.slice(getFile.byteOffset, getFile.byteOffset + getFile.byteLength)), PS2D.filenames.c);
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}
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if(PS2D.filenames.n !== PS2D.filenames.d) {
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let getFile = filesystem.readFileSync(PS2D.filenames.d);
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loadAndConvertIcon(iconjs.readIconFile(getFile.buffer.slice(getFile.byteOffset, getFile.byteOffset + getFile.byteLength)), PS2D.filenames.d);
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}
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break;
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}
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default: {
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