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8 Commits
Author SHA1 Message Date
tresabhi 91ac93670f more control over model parts 2026-06-12 20:22:02 -05:00
tresabhi 8a9b02e584 okay, i swear, this is actually proper grouping 2026-06-12 20:12:19 -05:00
tresabhi c16ccc4b4c proper grouping 2026-06-12 19:45:37 -05:00
tresabhi 5dc11473bb format 2026-06-12 14:36:02 -05:00
tresabhi 2213f7d032 Merge branch 'ue' of https://github.com/blitzkit/blitzkit into ue 2026-06-12 14:18:05 -05:00
tresabhi 9d12c936b4 print 2026-06-12 14:17:43 -05:00
tresabhi 3f54e467d8 names groups 2026-06-12 14:17:29 -05:00
tresabhi 3dd0c4916d recursive mesh exporitng 2026-06-12 13:43:58 -05:00
9 changed files with 312 additions and 132 deletions

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+5 -1
View File
@@ -10,7 +10,11 @@
"hocs",
"cooldown",
"Lods",
"Skia"
"Skia",
"RMAO",
"Verts",
"drei",
"frameloop"
],
"userWords": [
"WOTB",
+44 -17
View File
@@ -7,12 +7,16 @@ using CUE4Parse_Conversion.Meshes;
using CUE4Parse_Conversion.Textures;
using CUE4Parse_Conversion.UEFormat.Enums;
using CUE4Parse.UE4.Assets.Exports;
using CUE4Parse.UE4.Assets.Exports.Component;
using CUE4Parse.UE4.Assets.Exports.Engine;
using CUE4Parse.UE4.Assets.Exports.Material;
using CUE4Parse.UE4.Assets.Exports.SkeletalMesh;
using CUE4Parse.UE4.Assets.Exports.StaticMesh;
using CUE4Parse.UE4.Assets.Exports.Texture;
using CUE4Parse.UE4.Assets.Objects;
using CUE4Parse.UE4.Assets.Objects.Properties;
using CUE4Parse.UE4.Objects.Engine;
using CUE4Parse.UE4.Objects.GameplayTags;
using CUE4Parse.UE4.Objects.UObject;
using Microsoft.JavaScript.NodeApi;
using SharpGLTF.Materials;
@@ -245,25 +249,48 @@ public partial class GameInterface
var visualData = row.Get<UObject>("VisualData");
var meshSettings = visualData.Get<FStructFallback>("MeshSettings");
var meshes = new List<UStaticMesh>();
// var meshes = CollectMeshes(meshSettings);
// var gltf = new MonoGltf(meshes);
foreach (var property in meshSettings.Properties)
{
var name = property.Name.Text;
if (name == "CollisionMesh")
{
continue;
}
if (meshSettings.TryGet<UStaticMesh>(name, out var mesh))
{
meshes.Add(mesh);
}
}
var gltf = new MonoGltf(meshes);
var gltf = new MonoGltf(meshSettings);
return gltf.Write($"{tag}/{part}");
}
static List<(string, UObject)> CollectMeshes(FStructFallback settings)
{
var meshes = new List<(string, UObject)>();
foreach (var property in settings.Properties)
{
var key = property.Name.Text;
if (settings.TryGet<UStaticMesh>(key, out var staticMesh))
{
meshes.Add((key, staticMesh));
continue;
}
if (settings.TryGet<USkeletalMesh>(key, out var skeletalMesh))
{
meshes.Add((key, skeletalMesh));
continue;
}
if (settings.TryGet<FStructFallback[]>(key, out var array))
{
foreach (var item in array)
{
meshes.AddRange(CollectMeshes(item));
}
continue;
}
// Console.WriteLine(
// $"{key} -> {property.Tag} ({property.TagData}) [{property.PropertyTagFlags}]"
// );
}
return meshes;
}
}
+139 -81
View File
@@ -1,15 +1,15 @@
using System.Numerics;
using System.Text;
using BlitzKit.Game.JSExport;
using CUE4Parse_Conversion;
using CUE4Parse_Conversion.Materials;
using CUE4Parse_Conversion.Meshes;
using CUE4Parse_Conversion.Meshes.glTF;
using CUE4Parse_Conversion.Meshes.PSK;
using CUE4Parse_Conversion.Textures;
using CUE4Parse.UE4.Assets.Exports;
using CUE4Parse.UE4.Assets.Exports.Material;
using CUE4Parse.UE4.Assets.Exports.SkeletalMesh;
using CUE4Parse.UE4.Assets.Exports.StaticMesh;
using CUE4Parse.UE4.Assets.Exports.Texture;
using CUE4Parse.UE4.Assets.Objects;
using CUE4Parse.UE4.Objects.Core.Math;
using CUE4Parse.UE4.Objects.Meshes;
using SharpGLTF.Geometry;
@@ -18,7 +18,6 @@ using SharpGLTF.Materials;
using SharpGLTF.Memory;
using SharpGLTF.Scenes;
using SharpGLTF.Schema2;
using SharpGLTF.Validation;
namespace BlitzKit.Game.Models;
@@ -31,7 +30,10 @@ using ConfiguredMeshBuilder = MeshBuilder<
public class MonoGltf
{
readonly SceneBuilder scene = new();
readonly Dictionary<string, MaterialBuilder> materialMap = [];
readonly MaterialBuilder emptyMaterial = new("empty_material");
readonly ExporterOptions options = new() { TextureFormat = ETextureFormat.Jpeg };
public static readonly Dictionary<string, KnownChannel> knownChannels = new()
{
{ "BaseColor", KnownChannel.BaseColor },
@@ -41,92 +43,153 @@ public class MonoGltf
};
readonly byte[] stubBytes = File.ReadAllBytes("../game/stub/small.png");
public MonoGltf(List<UStaticMesh> meshes)
public MonoGltf(FStructFallback settings)
{
var options = new ExporterOptions() { TextureFormat = ETextureFormat.Jpeg };
var root = new NodeBuilder("root");
foreach (var mesh in meshes)
Traverse(settings, root);
scene.AddNode(root);
}
void Traverse(FStructFallback settings, NodeBuilder parent)
{
foreach (var property in settings.Properties)
{
mesh.TryConvert(out var converted);
var lod0 =
converted.LODs.Find(lod => !lod.SkipLod) ?? throw new Exception("Failed to find lod0");
var key = property.Name.Text;
var emptyMaterial = new MaterialBuilder("empty_material");
var materialMap = new Dictionary<string, MaterialBuilder>();
int sectionIndex = 0;
foreach (var section in lod0.Sections.Value)
if (settings.TryGet<UStaticMesh>(key, out var staticMesh))
{
var meshBuilder = new ConfiguredMeshBuilder();
MaterialBuilder materialBuilder;
AddMesh(key, parent, staticMesh);
continue;
}
if (section.Material == null || section.MaterialName == null)
if (settings.TryGet<USkeletalMesh>(key, out var skeletalMesh))
{
AddMesh(key, parent, skeletalMesh);
continue;
}
if (settings.TryGet<FStructFallback[]>(key, out var array))
{
var group = parent.CreateNode(key);
foreach (var item in array)
{
materialBuilder = emptyMaterial;
}
else if (materialMap.TryGetValue(section.MaterialName, out MaterialBuilder? value))
{
materialBuilder = value;
}
else
{
var materialInterface = section.Material.Load<UMaterialInterface>()!;
var materialData = new MaterialData() { Parameters = new() };
materialInterface.GetParams(materialData.Parameters, options.MaterialFormat);
materialBuilder = new();
materialMap.Add(section.MaterialName, materialBuilder);
foreach (var parameterTexture in materialData.Parameters.Textures)
{
if (knownChannels.TryGetValue(parameterTexture.Key, out var channel))
{
var texture = parameterTexture.Value;
var name = Path.GetFileNameWithoutExtension(texture.GetPathName());
var path = $"../../../textures/{name}.webp";
var lastIndex = stubBytes.Length - 1;
stubBytes[lastIndex] = (byte)(++stubBytes[lastIndex] % 255);
var uniqueBytes = (byte[])stubBytes.Clone();
var stubImage = new MemoryImage(uniqueBytes);
// Console.WriteLine(
// $"created stub image {stubImage} @ {stubImage.SourcePath} w/ byte {uniqueBytes[lastIndex]}"
// );
materialBuilder.WithChannelImage(channel, stubImage);
materialBuilder.GetChannel(channel).Texture.PrimaryImage.Name = path;
}
else
{
// Console.WriteLine($"Unsupported texture type: {parameterTexture.Key}");
}
}
Traverse(item, group);
}
var primitive = meshBuilder.UsePrimitive(materialBuilder);
continue;
}
for (int faceIndex = 0; faceIndex < section.NumFaces; faceIndex++)
// Console.WriteLine(
// $"{key} -> {property.Tag} ({property.TagData}) [{property.PropertyTagFlags}]"
// );
}
}
void AddMesh(string key, NodeBuilder parent, UObject mesh)
{
var meshNode = parent.CreateNode(key);
if (mesh is UStaticMesh staticMesh)
{
staticMesh.TryConvert(out var convertedStaticMesh);
var lod0 = convertedStaticMesh.LODs.Find(lod => !lod.SkipLod)!;
var i = 0;
foreach (var section in lod0.Sections!.Value)
{
var sectionNode = meshNode.CreateNode($"{i++}");
var configured = ParseSection(section, lod0, lod0.Verts!);
scene.AddRigidMesh(configured, sectionNode);
}
return;
}
if (mesh is USkeletalMesh skeletalMesh)
{
skeletalMesh.TryConvert(out var convertedSkeletalMesh);
var lod0 = convertedSkeletalMesh.LODs.Find(lod => !lod.SkipLod)!;
var i = 0;
foreach (var section in lod0.Sections!.Value)
{
var sectionNode = meshNode.CreateNode($"{i++}");
var configured = ParseSection(section, lod0, lod0.Verts!);
scene.AddRigidMesh(configured, sectionNode);
}
return;
}
}
ConfiguredMeshBuilder ParseSection(CMeshSection section, CBaseMeshLod lod, CMeshVertex[] vertices)
{
var meshBuilder = new ConfiguredMeshBuilder();
MaterialBuilder materialBuilder;
if (section.Material == null || section.MaterialName == null)
{
materialBuilder = emptyMaterial;
}
else if (materialMap.TryGetValue(section.MaterialName, out MaterialBuilder? value))
{
materialBuilder = value;
}
else
{
var materialInterface = section.Material.Load<UMaterialInterface>()!;
var materialData = new MaterialData() { Parameters = new() };
materialInterface.GetParams(materialData.Parameters, options.MaterialFormat);
materialBuilder = new();
materialMap.Add(section.MaterialName, materialBuilder);
foreach (var parameterTexture in materialData.Parameters.Textures)
{
if (knownChannels.TryGetValue(parameterTexture.Key, out var channel))
{
var wedgeIndex = new int[3];
for (var k = 0; k < wedgeIndex.Length; k++)
{
wedgeIndex[k] = (int)lod0.Indices.Value[section.FirstIndex + faceIndex * 3 + k];
}
var texture = parameterTexture.Value;
var name = Path.GetFileNameWithoutExtension(texture.GetPathName());
var path = $"../../../textures/{name}.webp";
var vertex1 = lod0.Verts[wedgeIndex[0]];
var vertex2 = lod0.Verts[wedgeIndex[1]];
var vertex3 = lod0.Verts[wedgeIndex[2]];
var lastIndex = stubBytes.Length - 1;
stubBytes[lastIndex] = (byte)(++stubBytes[lastIndex] % 255);
var uniqueBytes = (byte[])stubBytes.Clone();
var stubImage = new MemoryImage(uniqueBytes);
var (v1, v2, v3) = PrepareTris(vertex1, vertex2, vertex3);
var (c1, c2, c3) = PrepareUVsAndTexCoords(lod0, vertex1, vertex2, vertex3, wedgeIndex);
primitive.AddTriangle((v1, c1), (v2, c2), (v3, c3));
materialBuilder.WithChannelImage(channel, stubImage);
materialBuilder.GetChannel(channel).Texture.PrimaryImage.Name = path;
}
scene.AddRigidMesh(meshBuilder, Matrix4x4.Identity);
}
}
var primitive = meshBuilder.UsePrimitive(materialBuilder);
for (int faceIndex = 0; faceIndex < section.NumFaces; faceIndex++)
{
var wedgeIndex = new int[3];
for (var k = 0; k < wedgeIndex.Length; k++)
{
wedgeIndex[k] = (int)lod.Indices!.Value[section.FirstIndex + faceIndex * 3 + k];
}
var vertex1 = vertices[wedgeIndex[0]];
var vertex2 = vertices[wedgeIndex[1]];
var vertex3 = vertices[wedgeIndex[2]];
var (v1, v2, v3) = PrepareTriangles(vertex1, vertex2, vertex3);
var (c1, c2, c3) = PrepareUVsAndTexCoords(lod, vertex1, vertex2, vertex3, wedgeIndex);
primitive.AddTriangle((v1, c1), (v2, c2), (v3, c3));
}
return meshBuilder;
}
public byte[] Write(string name)
@@ -138,11 +201,8 @@ public class MonoGltf
var mappedTextures = new Dictionary<MemoryImage, string>();
// Console.WriteLine($"found {model.LogicalImages.Count} logical images");
foreach (var image in model.LogicalImages)
{
// Console.WriteLine($"mapping {image.Content} ({image.Name})");
mappedTextures[image.Content] = image.Name!;
image.Name = null;
}
@@ -156,8 +216,6 @@ public class MonoGltf
ImageWriting = ResourceWriteMode.SatelliteFile,
ImageWriteCallback = (context, assetName, image) =>
{
// Console.WriteLine($"got {image} -> {mappedTextures[image]}");
return mappedTextures[image];
},
}
@@ -172,7 +230,7 @@ public class MonoGltf
VertexPositionNormalTangent,
VertexPositionNormalTangent,
VertexPositionNormalTangent
) PrepareTris(CMeshVertex vert1, CMeshVertex vert2, CMeshVertex vert3)
) PrepareTriangles(CMeshVertex vert1, CMeshVertex vert2, CMeshVertex vert3)
{
var v1 = new VertexPositionNormalTangent(
SwapYZ(vert1.Position * 0.01f),
@@ -228,7 +286,7 @@ public class MonoGltf
vert1,
vert2,
vert3,
lod.ExtraUV.Value,
lod.ExtraUV!.Value,
indices
);
}
@@ -3,10 +3,12 @@ import {
type StageParameters,
} from "@protos/blitz_static_tank_upgrade_single_stage";
import { OrbitControls } from "@react-three/drei";
import { Canvas, useLoader } from "@react-three/fiber";
import { Mesh, MeshStandardMaterial } from "three";
import { GLTFLoader } from "three-stdlib";
import { Canvas } from "@react-three/fiber";
import { useProtagonist } from "../../hooks/useProtagonist";
import { useTankChassisModel } from "../../hooks/useTankChassisModel";
import { useTankGunModel } from "../../hooks/useTankGunModel";
import { useTankHullModel } from "../../hooks/useTankHullModel";
import { useTankTurretModel } from "../../hooks/useTankTurretModel";
import styles from "./index.module.css";
interface TankopediaSandboxProps {
@@ -40,47 +42,26 @@ function Content({ parameters }: TankopediaSandboxProps) {
({ tank_part }) => tank_part === VisualChanges_TankPart.TANK_PART_GUN,
)!.name;
const hull = useLoader(GLTFLoader, `/models/tanks/${tank.id}/hull.glb`);
const chassis = useLoader(GLTFLoader, `/models/tanks/${tank.id}/chassis.glb`);
const turret = useLoader(
GLTFLoader,
`/models/tanks/${tank.id}/${selectedTurret}.glb`,
);
const gun = useLoader(
GLTFLoader,
`/models/tanks/${tank.id}/${selectedGun}.glb`,
);
const collision = false;
const gltfs = [turret, gun, hull, chassis];
for (const gltf of gltfs) {
gltf.scene.traverse((child) => {
if (
child instanceof Mesh &&
child.material instanceof MeshStandardMaterial
) {
// TODO: remove this hack and fix the gltf
child.material.vertexColors = false;
}
child.castShadow = true;
child.receiveShadow = true;
});
}
const hull = useTankHullModel();
const chassis = useTankChassisModel();
const turret = useTankTurretModel(parameters);
const gun = useTankGunModel(parameters);
return (
<>
<group>
<primitive object={chassis.scene} />
<primitive object={hull.scene} />
<primitive object={chassis} />
<primitive object={hull} />
</group>
<group position={[0, 0, 5]}>
<primitive object={turret.scene} />
<primitive object={turret} />
</group>
<group position={[0, 0, -5]}>
<primitive object={gun.scene} />
<primitive object={gun} />
</group>
<spotLight
@@ -89,6 +70,12 @@ function Content({ parameters }: TankopediaSandboxProps) {
intensity={2 ** 10}
penumbra={1}
/>
<spotLight
castShadow
position={[-3, -10, -5]}
intensity={2 ** 10}
penumbra={1}
/>
<ambientLight />
<mesh receiveShadow rotation={[-Math.PI / 2, 0, 0]}>
@@ -0,0 +1,17 @@
import { useProtagonist } from "./useProtagonist";
import { useTankModel } from "./useTankModel";
export function useTankChassisModel() {
const tank = useProtagonist();
const map = {
Wheels: true,
LeftTracks: true,
RightTracks: true,
LeftTrackCrashed: false,
RightTrackCrashed: false,
CollisionMesh: false,
};
return useTankModel(`/models/tanks/${tank.id}/chassis.glb`, map);
}
@@ -0,0 +1,21 @@
import {
VisualChanges_TankPart,
type StageParameters,
} from "@protos/blitz_static_tank_upgrade_single_stage";
import { useProtagonist } from "./useProtagonist";
import { useTankModel } from "./useTankModel";
export function useTankGunModel(parameters: StageParameters) {
const tank = useProtagonist();
const selected = parameters.visual_changes.find(
({ tank_part }) => tank_part === VisualChanges_TankPart.TANK_PART_GUN,
);
const map = {
GunMesh: true,
MaskMesh: true,
CollisionMesh: false,
};
return useTankModel(`/models/tanks/${tank.id}/${selected!.name}.glb`, map);
}
@@ -0,0 +1,13 @@
import { useProtagonist } from "./useProtagonist";
import { useTankModel } from "./useTankModel";
export function useTankHullModel() {
const tank = useProtagonist();
const map = {
Mesh: true,
CollisionMesh: false,
};
return useTankModel(`/models/tanks/${tank.id}/hull.glb`, map);
}
@@ -0,0 +1,33 @@
import { useLoader } from "@react-three/fiber";
import { Mesh, MeshStandardMaterial } from "three";
import { GLTFLoader } from "three-stdlib";
export function useTankModel(url: string, map: Record<string, boolean>) {
const gltf = useLoader(GLTFLoader, url);
const [root] = gltf.scene.children;
root.traverse((child) => {
if (
child instanceof Mesh &&
child.material instanceof MeshStandardMaterial
) {
// TODO: remove this hack and fix the gltf
child.material.vertexColors = false;
}
child.castShadow = true;
child.receiveShadow = true;
});
for (const child of root.children) {
if (child.name in map) {
child.visible = map[child.name];
continue;
}
child.visible = false;
console.warn(`Root child ${child.name} isn't recognized`);
}
return root;
}
@@ -0,0 +1,20 @@
import {
VisualChanges_TankPart,
type StageParameters,
} from "@protos/blitz_static_tank_upgrade_single_stage";
import { useProtagonist } from "./useProtagonist";
import { useTankModel } from "./useTankModel";
export function useTankTurretModel(parameters: StageParameters) {
const tank = useProtagonist();
const selected = parameters.visual_changes.find(
({ tank_part }) => tank_part === VisualChanges_TankPart.TANK_PART_TURRET,
);
const map = {
Mesh: true,
CollisionMesh: false,
};
return useTankModel(`/models/tanks/${tank.id}/${selected!.name}.glb`, map);
}