gba-bitmap-engine/demos/demo2-blender-import/converter.js

101 lines
3.2 KiB
JavaScript

/*-----
partially reverse-engineered https://david.blob.core.windows.net/softengine3d/part3/index.html
added compatibility with newer Babylon export formats
try this in your browser:
copy(BABYLON.SceneSerializer.SerializeMesh(BABYLON.MeshBuilder.CreateBox("bla", {}, scene), true, true))
What's possible with the MeshBuilder? See for example https://doc.babylonjs.com/how_to/polyhedra_shapes
------*/
var fs = require('fs');
var args = process.argv.slice(2);
var jsonObject = JSON.parse(fs.readFileSync(args[0], 'utf8'));
var result =
"#include <libgba-sprite-engine/mesh.h>\n" +
"Mesh* createMesh() { \n" +
"\t auto obj = new Mesh();\n";
var vertices = 0;
function addMesh(x, y, z) {
result += `\t obj->add(VectorFx::fromFloat(${x}, ${y}, ${z}));\n`;
vertices++;
}
var faces = 0;
function addFace(a, b, c) {
result += `\t obj->addFace({ ${a}, ${b}, ${c}});\n`;
faces++;
}
function setPosition(position) {
result += `\t obj->setPosition(VectorFx::fromInt(${position[0]}, ${position[1]}, ${position[2]}));\n`;
}
function done() {
result +=
"\t return obj;\n" +
"}\n"
}
for(var meshIndex = 0; meshIndex < jsonObject.meshes.length; meshIndex++) {
const mesh = jsonObject.meshes[meshIndex];
var verticesArray = mesh.vertices;
var indicesArray = mesh.indices;
var uvCount = mesh.uvCount;
if(mesh.geometryId) {
const data = jsonObject.geometries.vertexData.find(v => v.id === mesh.geometryId);
verticesArray = data.positions
indicesArray = data.indices
// also contains .normals and .uvs
}
var verticesStep = 1;
switch(uvCount) {
case 0:
verticesStep = 6;
break;
case 1:
verticesStep = 8;
break;
case 2:
verticesStep = 10;
break;
default:
verticesStep = 3;
break;
}
var verticesCount = verticesArray.length / verticesStep;
var facesCount = indicesArray.length / 3;
//var mesh = new SoftEngine.Mesh(jsonObject.meshes[meshIndex].name, verticesCount, facesCount);
for(var index = 0; index < verticesCount; index++) {
var x = verticesArray[index * verticesStep];
var y = verticesArray[index * verticesStep + 1];
var z = verticesArray[index * verticesStep + 2];
if(x !== undefined && y !== undefined && z !== undefined) {
addMesh(x, y, z);
} else {
console.log(`WARN; vertices index ${index} with step ${verticesStep} contains invalid data: ${x}, ${y}, ${z}`)
}
}
for(var index = 0; index < facesCount; index++) {
var a = indicesArray[index * 3];
var b = indicesArray[index * 3 + 1];
var c = indicesArray[index * 3 + 2];
if(a !== undefined && b !== undefined && c !== undefined) {
addFace(a, b, c);
} else {
console.log(`WARN; indices index ${index} contains invalid data: ${a}, ${b}, ${c}`)
}
}
var position = mesh.position;
setPosition(position);
}
done();
fs.writeFileSync('src/mesh.cpp', result);
console.log(`mesh.cpp written; ${vertices} vertices and ${faces} faces. GLHF!`)
if(vertices > 800) {
console.log('WARNING lots of vertices detected, this will not run well...');
}