--THIS FILE IS INACTIVE, VERY BROKEN --appgurueu: -- B3D to glTF converter -- See https://registry.khronos.org/glTF/specs/2.0/glTF-2.0.html --! Highly experimental; expect bugs! -- glTF constants local write_int, write_uint, write_single = leef.binary.write_int, leef.binary.write_uint, leef.binary.write_single local array_buffer = 34962 -- "Buffer containing vertex attributes, such as vertices, texcoords or colors." local element_array_buffer = 34963 -- "Buffer used for element indices." local component_type = { signed_byte = 5120, unsigned_byte = 5121, signed_short = 5122, unsigned_short = 5123, unsigned_int = 5125, float = 5126, } function write_gltf(self, file) modlib.json:write_file(self:to_gltf(), file) end -- Coordinate system conversions: -- "Blitz 3D uses a left-handed system: X+ is to the right. Y+ is up. Z+ is forward." -- "glTF uses a right-handed coordinate system. glTF defines +Y as up, +Z as forward, and -X as right; -- the front of a glTF asset faces +Z." local function translation_to_gltf(vec) return {-vec[1], vec[2], vec[3]} -- invert the X-axis end local function quaternion_to_gltf(quat) -- TODO (!) is this correct? return {-quat[1], quat[2], quat[3], quat[4]} -- invert the X-axis end -- Convert a color from table format to glTF RGBA list format local function color_to_gltf(col) return {col.r, col.g, col.b, col.a} end -- Basic helpers for writing to the buffer, all parameterized in terms of `write_byte` local function write_index(write_byte, index) write_uint(write_byte, index - 1 --[[1-based to 0-based]], 4) end local function write_float(write_byte, float) assert(-math.huge < float and float < math.huge) assert(-math.huge < fround(float) and fround(float) < math.huge, ("%.18g got %.18g"):format(float, fround(float))) write_single(write_byte, fround(float)) end local function write_floats(write_byte, floats, expected_len) assert(#floats == expected_len) for i = 1, expected_len do write_float(write_byte, floats[i]) end end local function write_vector(write_byte, vec) return write_floats(write_byte, vec, 3) end local function write_translation(write_byte, vec) return write_vector(write_byte, translation_to_gltf(vec)) end local function write_quaternion(write_byte, quat) -- XYZW order is already correct, but we still need to convert left-handed to right-handed return write_floats(write_byte, quaternion_to_gltf(quat), 4) end function leef.b3d.to_gltf(self) -- Accessor helper: Stores arrays of raw data in a buffer, produces views & accessors. -- Everything is dumped in the same large buffer. local buffer_rope = {} -- buffer content (table of strings) local buffer_views = {} -- glTF buffer views local accessors = {} -- glTF accessors local offset = 0 -- current byte offset local function add_accessor( type, -- name of the composite type (e.g. SCALAR, VEC3, VEC4, MAT4, ...) comp_type, -- name of the component type (e.g. float, unsigned_int, ...) index, -- true / false / nil: whether this is an index (true) or vertex data (false) or neither (nil) func -- `function(write_byte) ... return count, min, max end` to be called to write to the buffer view; -- the count of elements written must be returned; min and max may be returned ) -- Always add padding to obtain a multiple of 4 -- TODO (?) don't add padding if it isn't required table.insert(buffer_rope, ("\0"):rep(offset % 4)) offset = math.ceil(offset / 4) * 4 local bytes_written = 0 local count, min, max = func(function(byte) table.insert(buffer_rope, string_char(byte)) bytes_written = bytes_written + 1 end) assert(count) -- Add buffer view table.insert(buffer_views, { buffer = 0, -- 0-based - there only is one buffer byteOffset = offset, byteLength = bytes_written, target = ((index == true) and element_array_buffer) -- index data or ((index == false) and array_buffer) -- vertex data or nil, -- no target hint }) table.insert(accessors, { bufferView = #buffer_views - 1, -- 0-based byteOffset = 0, -- view has correct offset componentType = assert(component_type[comp_type]), type = type, count = count, min = min, max = max, }) offset = offset + bytes_written return #accessors - 1 -- 0-based index of the accessor end local textures = {} -- glTF textures local function add_texture(name) -- TODO (?) add an appropriate sampler table.insert(textures, {name = name}) return #textures - 1 -- 0-based texture index end for _, tex in ipairs(self.textures) do -- Assert that all values we don't map properly yet are defaults -- TODO dig into Blitz3D sources to figure out the meaning of flags & blend -- TODO (...) deal with flag value of 65536: -- "The flags field value can conditional an additional flag value of '65536'. -- This is used to indicate that the texture uses secondary UV values, ala the TextureCoords command." assert(tex.flags == 1) -- TODO (?) see https://github.com/blitz-research/blitz3d/blob/master/gxruntime/gxcanvas.h#L59 assert(tex.blend == 2) -- Assert that the texture isn't transformed assert(tex.rotation == 0) assert(tex.pos[1] == 0 and tex.pos[2] == 0) assert(tex.scale[1] == 1 and tex.scale[2] == 1) add_texture(tex.file) end -- Map brushes to materials (& textures) local materials = {} for i, brush in ipairs(self.brushes) do -- Assert defaults -- See https://github.com/blitz-research/blitz3d/blob/6beb288cb5962393684a59a4a44ac11524894939/blitz3d/brush.cpp#L164-L167: -- 0 = default/replace, 1 = alpha, 2 = multiply, 3 = add assert(brush.blend == 1) -- (alpha) -- TODO (...) figure out what these "effects" are and if/how to map them to glTF assert(brush.fx == 0) assert(#brush.texture_id <= 1) -- TODO (...) this supports only a single texture per brush for now local index if brush.texture_id[1] then index = brush.texture_id[1] -- 0-based else -- Implementations seem to implicitly assume textures for brushes index = add_texture(brush.name) end materials[i] = { name = brush.name, alphaMode = "BLEND", pbrMetallicRoughness = { baseColorFactor = color_to_gltf(brush.color), metallicFactor = brush.shininess, -- TODO (?) are these really equivalent? -- Add texture if there is none baseColorTexture = { index = index, -- `texCoord = 0` is the default already, no need to set it }, }, } end local meshes = {} local function add_mesh(mesh, weights, add_neutral_bone) local attributes = {} local vertices = mesh.vertices attributes.POSITION = add_accessor("VEC3", "float", false, function(write_byte) local inf = math.huge local min_pos, max_pos = {inf, inf, inf}, {-inf, -inf, -inf} for _, vertex in ipairs(mesh.vertices) do local pos = translation_to_gltf(vertex.pos) write_vector(write_byte, pos) min_pos = modlib.vector.combine(min_pos, pos, math.min) max_pos = modlib.vector.combine(max_pos, pos, math.max) end return #mesh.vertices, min_pos, max_pos -- vertex accessors MUST provide min & max end) local has_normals = vertices.flags % 2 == 1 -- lowest bit set? if has_normals then attributes.NORMAL = add_accessor("VEC3", "float", false, function(write_byte) for _, vertex in ipairs(mesh.vertices) do -- Some B3D models don't seem to have their normals normalized. -- TODO (?) raise a warning when handling this gracefully write_translation(write_byte, modlib.vector.normalize(vertex.normal)) end return #mesh.vertices end) end local has_colors = vertices.flags % 4 >= 2 -- second lowest bit set? if has_colors then attributes.COLOR_0 = add_accessor("VEC4", "float", false, function(write_byte) for _, vertex in ipairs(mesh.vertices) do write_floats(write_byte, color_to_gltf(vertex.color), 4) end return #mesh.vertices end) end if vertices.tex_coord_sets >= 1 then assert(vertices.tex_coord_set_size == 2) for tex_coord_set = 1, vertices.tex_coord_sets do local tcs_id = tex_coord_set - 1 -- 0-based attributes[("TEXCOORD_%d"):format(tcs_id)] = add_accessor("VEC2", "float", false, function(write_byte) for _, vertex in ipairs(mesh.vertices) do write_floats(write_byte, vertex.tex_coords[tex_coord_set], 2) end return #mesh.vertices end) end end if next(weights) ~= nil then -- Count (& pack into list) joints influencing vertices, normalize weights local max_count = 0 local joint_ids = {} local normalized_weights = {} -- Handle (supposedly) animated/dynamic vertices (can still be static by having zero weights) for vertex_id, joint_weights in pairs(weights) do local total_weight = 0 local count = 0 for _, weight in pairs(joint_weights) do total_weight = total_weight + weight count = count + 1 end if total_weight > 0 then -- animated? joint_ids[vertex_id] = {} normalized_weights[vertex_id] = {} for joint, weight in pairs(joint_weights) do table.insert(joint_ids[vertex_id], joint) table.insert(normalized_weights[vertex_id], weight / total_weight) end max_count = math.max(max_count, count) end end -- Now search for static vertices for vertex_id in ipairs(mesh.vertices) do if not joint_ids[vertex_id] then -- Vertex isn't influenced by any bones => Add a dummy neutral bone to influence this vertex -- See https://github.com/KhronosGroup/glTF/issues/2269 -- and https://github.com/KhronosGroup/glTF-Blender-IO/pull/1552/ joint_ids[vertex_id] = {add_neutral_bone()} normalized_weights[vertex_id] = {1} max_count = math.max(max_count, 1) -- it is (theoretically) possible that all vertices are static end end assert(max_count > 0) -- TODO (?) warning for max_count > 4 for set_start = 1, max_count, 4 do -- Iterate sets of 4 bones local set_id = math.floor(set_start / 4) -- 0-based => floor rather than ceil -- Write the joint IDs attributes[("JOINTS_%d"):format(set_id)] = add_accessor("VEC4", "unsigned_short", false, function(write_byte) for vertex_id in ipairs(mesh.vertices) do for i = set_start, set_start + 3 do local vrt_joint_ids, vrt_norm_weights = assert(joint_ids[vertex_id]), assert(normalized_weights[vertex_id]) assert(#vrt_joint_ids == #vrt_norm_weights) local id = vrt_joint_ids[i] or 0 local weight = vrt_norm_weights[i] or 0 if weight == 0 then id = 0 -- required by the glTF spec end write_uint(write_byte, id, 2) end end return #mesh.vertices end) -- Write the corresponding weights attributes[("WEIGHTS_%d"):format(set_id)] = add_accessor("VEC4", "float", false, function(write_byte) for vertex_id in ipairs(mesh.vertices) do for i = set_start, set_start + 3 do local weight = (normalized_weights[vertex_id] or {})[i] or 0 write_float(write_byte, weight) end end return #mesh.vertices end) end end -- Write the indices per triangle set local primitives = {} for i, triangle_set in ipairs(mesh.triangle_sets) do local index_accessor = add_accessor("SCALAR", "unsigned_int", true, function(write_byte) for _, tri in ipairs(triangle_set.vertex_ids) do -- Flip winding order due to the coordinate system transformation -- TODO (!) is this correct? for j = 3, 1, -1 do write_index(write_byte, tri[j]) end end return 3 * #triangle_set.vertex_ids end) -- Each triangle set is equivalent to one glTF "primitive" local brush_id = triangle_set.brush_id or mesh.brush_id if brush_id == 0 then -- default brush brush_id = nil -- TODO (?) add default material if there are UVs else brush_id = brush_id - 1 -- 0-based end primitives[i] = { attributes = attributes, indices = index_accessor, material = brush_id, -- `mode = 4` (triangles) is the default already, no need to set it } end table.insert(meshes, {primitives = primitives}) return #meshes - 1 -- 0-based end -- glTF lists local nodes = {} local skins = {} local samplers = {} local channels = {} local function add_node( node, -- b3d node to add bind_mat, -- bind matrix of the parent bone (may be `nil` if none) fps, -- fps of the parent bone (may be `nil` if none) anim -- shared animation of the parent mesh ) table.insert(nodes, false) -- HACK first insert a placeholder to get a fixed ID local node_id = #nodes - 1 -- 0-indexed <=> before `table.insert`! -- Animation (speed)? fps = node.animation and node.animation.fps or fps -- Keyframes? if node.keys then -- Convert from a list of keyframes of three overrides to three lists of channels local targets = { translation = {output_type = "VEC3", b3d_field = "position", write_value = write_translation}, scale = {output_type = "VEC3", b3d_field = "scale", write_value = write_vector}, rotation = {output_type = "VEC4", b3d_field = "rotation", write_value = write_quaternion} } for _, keyframe in ipairs(node.keys) do local frame = keyframe.frame for _, target in pairs(targets) do local value = keyframe[target.b3d_field] if value then table.insert(target, {frame = frame, value = value}) end end end for target, keyframes in pairs(targets) do if #keyframes > 0 then -- Write input (timestamps) local input = add_accessor("SCALAR", "float", nil, function(write_byte) local min, max = math.huge, -math.huge for _, keyframe in ipairs(keyframes) do local sec = keyframe.frame / (fps or 60) -- convert frames to seconds; default FPS is 60 write_float(write_byte, sec) min, max = math.min(min, sec), math.max(max, sec) end return #keyframes, {min}, {max} -- min and max are mandatory end) -- Write output (overrides) local output = add_accessor(keyframes.output_type, "float", nil, function(write_byte) for _, keyframe in ipairs(keyframes) do keyframes.write_value(write_byte, keyframe.value) end return #keyframes end) table.insert(samplers, { input = input, output = output, -- interpolation default is already linear, matching b3d }) table.insert(channels, { sampler = #samplers - 1, -- 0-based target = { node = node_id, path = target, } }) end end end if node.mesh then -- Initialize skeletal animation assert(not anim) anim = { weights = {}, joints = {}, inv_bind_mats = {}, } end if node.bone then local joint_id = #anim.joints table.insert(anim.joints, node_id) -- "To compose the local transformation matrix, TRS properties MUST be converted to matrices and postmultiplied in -- the T * R * S order; first the scale is applied to the vertices, then the rotation, and then the translation." local translation = translation_to_gltf(node.position) local rotation = modlib.quaternion.normalize(quaternion_to_gltf(node.rotation)) local scale = node.scale local loc_trans_mat = mat4.scale(scale) :compose(mat4.rotation(rotation)) :compose(mat4.translation(translation)) -- Compute a proper inverse bind matrix as the inverse of the product of the transformation matrices -- along the path from the root (the mesh) to the current node (the bone). -- See e.g. https://stackoverflow.com/questions/17127994/opengl-bone-animation-why-do-i-need-inverse-of-bind-pose-when-working-with-gp -- https://computergraphics.stackexchange.com/questions/7603/confusion-about-how-inverse-bind-pose-is-actually-calculated-and-used bind_mat = bind_mat and bind_mat:multiply(loc_trans_mat) or loc_trans_mat table.insert(anim.inv_bind_mats, bind_mat:inverse()) -- Insert into reverse lookup `anim.weights[vertex_id][joint_id] = weight` -- such that writing the mesh can then write the weights per vertex for vertex_id, weight in pairs(node.bone) do if weight > 0 then anim.weights[vertex_id] = anim.weights[vertex_id] or {} anim.weights[vertex_id][joint_id] = weight end end end local children = {} for _, child in ipairs(node.children) do table.insert(children, add_node(child, bind_mat, fps, anim)) end local mesh, skin_id, neutral_node_id if node.mesh then local neutral_joint_id -- Lazily adds a placeholder for the neutral joint, returns joint ID local function add_neutral_joint() if neutral_joint_id then return neutral_joint_id end neutral_node_id = #nodes -- 0-based table.insert(nodes, { name = "neutral_bone", -- We need to flip the hierarchy: The neutral bone must be a parent of the mesh root; -- if it were a sibling, there would be no common skeleton root (accepted by Blender but not by glTF validator); -- if it were a child, transformations of the mesh root would affect it and it wouldn't be a neutral bone anymore. children = {node_id}, -- translation, scale, rotation all default to identity }) neutral_joint_id = #anim.joints -- 0-based table.insert(anim.joints, neutral_node_id) return neutral_joint_id -- 0-based end mesh = add_mesh(node.mesh, anim.weights, add_neutral_joint) if anim.joints and anim.joints[1] then if neutral_joint_id then -- Duplicate the inverse bind matrix of the parent (which the neutral bone will be a child of) table.insert(anim.inv_bind_mats, bind_mat or mat4.identity()) end table.insert(skins, { inverseBindMatrices = add_accessor("MAT4", "float", nil, function(write_byte) for _, inv_bind_mat in ipairs(anim.inv_bind_mats) do assert(#inv_bind_mat == 4) -- glTF uses column-major order (we use row-major order) for i = 1, 4 do for j = 1, 4 do write_float(write_byte, inv_bind_mat[j][i]) end end end return #anim.inv_bind_mats end), joints = anim.joints, skeleton = neutral_node_id, -- make the neutral bone the skeleton root }) skin_id = #skins - 1 -- 0-based end end -- Now replace the placeholder nodes[node_id + 1 --[[0-based to 1-based]]] = { name = node.name, mesh = mesh, skin = skin_id, children = children[1] and children, -- glTF does not allow empty lists translation = translation_to_gltf(node.position), scale = node.scale, rotation = quaternion_to_gltf(node.rotation), } -- If a neutral bone exists, return the neutral bone (which has the node as a child) instead of the node return neutral_node_id or node_id -- 0-based end local scene, scenes if self.node then scene, scenes = 0, {{nodes = {add_node(self.node)}}} end local buffer_string = table.concat(buffer_rope) return { asset = { generator = "modlib b3d:to_gltf", version = "2.0" }, -- Textures textures = textures[1] and textures, -- glTF does not allow empty lists materials = materials[1] and materials, -- Accessors, buffer views & buffers accessors = accessors, bufferViews = buffer_views, buffers = { { byteLength = #buffer_string, uri = "data:application/octet-stream;base64," .. modlib.base64.encode(buffer_string) -- Note: Blender requires base64 padding }, }, -- Meshes & nodes meshes = meshes, nodes = nodes, -- A scene is not strictly needed but is useful for getting rid of validator warnings & having a proper root defined scene = scene, scenes = scenes, -- Animation skins = skins, -- B3D only contains (up to) a single animation animations = channels[1] and { { channels = channels, samplers = samplers, }, }, } end