mirror of
https://codeberg.org/icewind/vbsp-to-gltf.git
synced 2026-06-03 18:24:07 +02:00
store prop transforms as matrix instead of TRS
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parent
81672af828
commit
08650afed8
2 changed files with 11 additions and 29 deletions
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@ -1,6 +1,5 @@
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use crate::materials::{load_material_fallback, MaterialData, TextureData};
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use crate::pad_byte_vector;
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use bytemuck::{Pod, Zeroable};
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use gltf_json::buffer::View;
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use gltf_json::image::MimeType;
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use gltf_json::material::{AlphaCutoff, AlphaMode, PbrBaseColorFactor, PbrMetallicRoughness};
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@ -11,24 +10,6 @@ use image::png::PngEncoder;
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use image::{ColorType, DynamicImage, GenericImageView};
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use tf_asset_loader::Loader;
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#[derive(Copy, Clone, Debug, Default, Zeroable, Pod)]
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#[repr(C)]
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pub struct Vertex {
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position: [f32; 3],
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normal: [f32; 3],
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uv: [f32; 2],
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}
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impl From<&vmdl::vvd::Vertex> for Vertex {
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fn from(vertex: &vmdl::vvd::Vertex) -> Self {
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Vertex {
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position: vertex.position.into(),
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uv: vertex.texture_coordinates,
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normal: vertex.normal.into(),
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}
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}
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}
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pub fn push_or_get_material(
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buffer: &mut Vec<u8>,
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gltf: &mut Root,
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21
src/main.rs
21
src/main.rs
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@ -7,10 +7,10 @@ mod prop;
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use crate::bsp::{bsp_models, push_bsp_model};
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use crate::prop::push_or_get_model;
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use cgmath::Matrix4;
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use clap::Parser;
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pub use error::Error;
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use gltf::Glb;
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use gltf_json::scene::UnitQuaternion;
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use gltf_json::{Buffer, Index, Node, Root, Scene};
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use miette::Context;
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use std::borrow::Cow;
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@ -81,24 +81,25 @@ fn export(bsp: Bsp, loader: &Loader) -> Result<Glb<'static>, Error> {
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for prop in bsp.static_props() {
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let mesh = push_or_get_model(&mut buffer, &mut root, loader, prop.model(), prop.skin);
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let rotation = prop.rotation();
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let matrix = Matrix4::from_translation(map_coords(prop.origin).into())
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* Matrix4::from(prop.rotation());
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let node = Node {
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camera: None,
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children: None,
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extensions: Default::default(),
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extras: Default::default(),
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matrix: None,
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matrix: Some([
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matrix.x.x, matrix.x.y, matrix.x.z, matrix.x.w, matrix.y.x, matrix.y.y, matrix.y.z,
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matrix.y.w, matrix.z.x, matrix.z.y, matrix.z.z, matrix.z.w, matrix.w.x, matrix.w.y,
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matrix.w.z, matrix.w.w,
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]),
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mesh: Some(mesh),
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name: None,
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rotation: Some(UnitQuaternion([
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rotation.v.x,
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rotation.v.y,
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rotation.v.z,
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rotation.s,
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])),
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rotation: None,
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scale: None,
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translation: Some(map_coords(prop.origin)),
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translation: None,
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skin: None,
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weights: None,
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};
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