Files
blitzkit/packages/game/Models/MonoGltf.cs
T
2026-06-12 14:17:29 -05:00

296 lines
8.1 KiB
C#

using System.Numerics;
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.Objects.Core.Math;
using CUE4Parse.UE4.Objects.Meshes;
using SharpGLTF.Geometry;
using SharpGLTF.Geometry.VertexTypes;
using SharpGLTF.Materials;
using SharpGLTF.Memory;
using SharpGLTF.Scenes;
using SharpGLTF.Schema2;
namespace BlitzKit.Game.Models;
using ConfiguredMeshBuilder = MeshBuilder<
VertexPositionNormalTangent,
VertexColorXTextureX,
VertexEmpty
>;
public class MonoGltf
{
readonly SceneBuilder scene = new();
readonly MaterialBuilder emptyMaterial = new("empty_material");
readonly ExporterOptions options = new() { TextureFormat = ETextureFormat.Jpeg };
public static readonly Dictionary<string, KnownChannel> knownChannels = new()
{
{ "BaseColor", KnownChannel.BaseColor },
{ "Normal", KnownChannel.Normal },
{ "RMAO", KnownChannel.MetallicRoughness },
// { "CDE", ?? },
};
readonly byte[] stubBytes = File.ReadAllBytes("../game/stub/small.png");
public MonoGltf(List<(string, UObject)> meshes)
{
var materialMap = new Dictionary<string, MaterialBuilder>();
foreach (var (key, mesh) in meshes)
{
var group = new NodeBuilder(key);
if (mesh is UStaticMesh staticMesh)
{
staticMesh.TryConvert(out var convertedStaticMesh);
var lod0 = convertedStaticMesh.LODs.Find(lod => !lod.SkipLod)!;
foreach (var section in lod0.Sections!.Value)
{
scene.AddRigidMesh(ParseSection(section, materialMap, lod0, lod0.Verts!), group);
}
}
else if (mesh is USkeletalMesh skeletalMesh)
{
skeletalMesh.TryConvert(out var convertedSkeletalMesh);
var lod0 = convertedSkeletalMesh.LODs.Find(lod => !lod.SkipLod)!;
foreach (var section in lod0.Sections!.Value)
{
scene.AddRigidMesh(ParseSection(section, materialMap, lod0, lod0.Verts!), group);
}
}
else
{
continue;
}
scene.AddNode(group);
}
}
ConfiguredMeshBuilder ParseSection(
CMeshSection section,
Dictionary<string, MaterialBuilder> materialMap,
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 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);
materialBuilder.WithChannelImage(channel, stubImage);
materialBuilder.GetChannel(channel).Texture.PrimaryImage.Name = path;
}
}
}
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)
{
var model = scene.ToGltf2();
model.Asset.Copyright = null;
model.Asset.Generator = null;
var mappedTextures = new Dictionary<MemoryImage, string>();
foreach (var image in model.LogicalImages)
{
mappedTextures[image.Content] = image.Name!;
image.Name = null;
}
var stream = new MemoryStream();
var context = WriteContext
.CreateFromStream(stream)
.WithSettingsFrom(
new()
{
ImageWriting = ResourceWriteMode.SatelliteFile,
ImageWriteCallback = (context, assetName, image) =>
{
return mappedTextures[image];
},
}
);
context.WriteBinarySchema2(name, model);
return stream.ToArray();
}
private static (
VertexPositionNormalTangent,
VertexPositionNormalTangent,
VertexPositionNormalTangent
) PrepareTriangles(CMeshVertex vert1, CMeshVertex vert2, CMeshVertex vert3)
{
var v1 = new VertexPositionNormalTangent(
SwapYZ(vert1.Position * 0.01f),
SwapYZAndNormalize((FVector)vert1.Normal),
SwapYZAndNormalize((Vector4)vert1.Tangent)
);
var v2 = new VertexPositionNormalTangent(
SwapYZ(vert2.Position * 0.01f),
SwapYZAndNormalize((FVector)vert2.Normal),
SwapYZAndNormalize((Vector4)vert2.Tangent)
);
var v3 = new VertexPositionNormalTangent(
SwapYZ(vert3.Position * 0.01f),
SwapYZAndNormalize((FVector)vert3.Normal),
SwapYZAndNormalize((Vector4)vert3.Tangent)
);
return (v1, v2, v3);
}
public static FVector SwapYZ(FVector vec)
{
var res = new FVector(vec.X, vec.Z, vec.Y);
return res;
}
public static FVector SwapYZAndNormalize(FVector vec)
{
var res = SwapYZ(vec);
res.Normalize();
return res;
}
public static Vector4 SwapYZAndNormalize(Vector4 vec)
{
return Vector4.Normalize(new Vector4(vec.X, vec.Z, vec.Y, vec.W));
}
public static (
VertexColorXTextureX,
VertexColorXTextureX,
VertexColorXTextureX
) PrepareUVsAndTexCoords(
CBaseMeshLod lod,
CMeshVertex vert1,
CMeshVertex vert2,
CMeshVertex vert3,
int[] indices
)
{
return PrepareUVsAndTexCoords(
lod.VertexColors ?? new FColor[lod.NumVerts],
vert1,
vert2,
vert3,
lod.ExtraUV!.Value,
indices
);
}
public static (
VertexColorXTextureX,
VertexColorXTextureX,
VertexColorXTextureX
) PrepareUVsAndTexCoords(
FColor[] colors,
CMeshVertex vert1,
CMeshVertex vert2,
CMeshVertex vert3,
FMeshUVFloat[][] uvs,
int[] indices
)
{
var (uvs1, uvs2, uvs3) = PrepareUVs(vert1, vert2, vert3, uvs, indices);
var c1 = new VertexColorXTextureX((Vector4)colors[indices[0]] / 255, uvs1);
var c2 = new VertexColorXTextureX((Vector4)colors[indices[1]] / 255, uvs2);
var c3 = new VertexColorXTextureX((Vector4)colors[indices[2]] / 255, uvs3);
return (c1, c2, c3);
}
private static (List<Vector2>, List<Vector2>, List<Vector2>) PrepareUVs(
CMeshVertex vert1,
CMeshVertex vert2,
CMeshVertex vert3,
FMeshUVFloat[][] uvs,
int[] indices
)
{
var uvs1 = new List<Vector2>() { (Vector2)vert1.UV };
var uvs2 = new List<Vector2>() { (Vector2)vert2.UV };
var uvs3 = new List<Vector2>() { (Vector2)vert3.UV };
foreach (var uv in uvs)
{
uvs1.Add((Vector2)uv[indices[0]]);
uvs2.Add((Vector2)uv[indices[1]]);
uvs3.Add((Vector2)uv[indices[2]]);
}
return (uvs1, uvs2, uvs3);
}
}