198 lines
10 KiB
JavaScript
198 lines
10 KiB
JavaScript
// Baut die Waffen aus dem ASIS Weapons Pack zu GLB um (docs/superpowers/specs/2026-09-17-animationen-design.md,
|
||
// "Umbau der Waffen"):
|
||
//
|
||
// node tools/assets/weapons.mjs <Ordner WeaponsPack> -> public/models/weapons/<id>.glb
|
||
//
|
||
// Das Pack bleibt außerhalb des Repos. Die Geometrie kommt über three.js' FBXLoader, die Materialien werden neu
|
||
// gebaut: T_ ist die Grundfarbe, N_ die Normalmap (schon im OpenGL-Format von glTF), M_ eine TGA-Maske mit
|
||
// Grau = Rauheit und Alpha = Metall (am AK47-Holz gemessen, s. Entwurf).
|
||
import { mkdir, readFile, stat } from "node:fs/promises";
|
||
import { dirname, join } from "node:path";
|
||
import { fileURLToPath, pathToFileURL } from "node:url";
|
||
import { Document, NodeIO } from "@gltf-transform/core";
|
||
import { ALL_EXTENSIONS, EXTTextureWebP } from "@gltf-transform/extensions";
|
||
import { getBounds, meshopt, weld } from "@gltf-transform/functions";
|
||
import { MeshoptEncoder } from "meshoptimizer";
|
||
import sharp from "sharp";
|
||
import { Vector3 } from "three";
|
||
|
||
export const TEXTURE_SIZE = 1024;
|
||
const QUALITY = 80;
|
||
// Verlustbehaftetes WebP erzeugt in Normal-Maps sonst Blockmuster (wie in tools/assets/places.mjs).
|
||
const NORMAL_QUALITY = 92;
|
||
|
||
/** Die fünf Waffen des Packs. length ist die erwartete Länge in Metern und fängt eine falsche Einheit ab. */
|
||
export const WEAPON_SOURCES = [
|
||
{ id: "pistol", dir: "Pistol", mesh: "SM_Pistol.fbx", base: "T_Pistol.png", normal: "N_Pistol.png", mask: "M_Pistol.tga", length: [0.15, 0.25] },
|
||
{ id: "ak47", dir: "AK47_Option2(Same Socketing)", mesh: "SM_AK47.fbx", base: "T_AK47.png", normal: "N_AK47.png", mask: "M_AK47.tga", length: [0.7, 1.3] },
|
||
{ id: "m4", dir: "M4 Carbine", mesh: "SM_M4_Carbine.fbx", base: "T_M4_Carbine.png", normal: "N_M4_Carbine.png", mask: "M_M4_Carbine.tga", length: [0.7, 1.3] },
|
||
{ id: "shotgun870", dir: "870 Shotgun", mesh: "SM_870_Shotgun.fbx", base: "T_870_Shotgun.png", normal: "N_870_Shotgun.png", mask: "M_870_Shotgun.tga", length: [0.7, 1.3] },
|
||
{ id: "l96", dir: "L96 Sniper Rifle", mesh: "SM_L96_Sniper_Rifle.fbx", base: "T_L96_Sniper_Rifle.png", normal: "N_L96_Sniper_Rifle.png", mask: "M_L96_Sniper_Rifle.tga", length: [0.7, 1.3] },
|
||
];
|
||
|
||
/**
|
||
* Liest ein unkomprimiertes 32-Bit-TGA (Typ 2) und gibt RGBA mit der obersten Bildzeile zuerst zurück. Mehr kann
|
||
* der Leser nicht, und mehr steckt auch nicht im Pack: alle fünf Masken sind Typ 2, 32 Bit, Ursprung unten links.
|
||
*/
|
||
export function readTga(bytes) {
|
||
const idLength = bytes[0];
|
||
const colorMapType = bytes[1];
|
||
const imageType = bytes[2];
|
||
const width = bytes[12] | (bytes[13] << 8);
|
||
const height = bytes[14] | (bytes[15] << 8);
|
||
const depth = bytes[16];
|
||
const flags = bytes[17];
|
||
if (colorMapType !== 0 || imageType !== 2 || depth !== 32) {
|
||
throw new Error(`TGA: nur unkomprimiert mit 32 Bit lesbar (Typ ${imageType}, ${depth} Bit, Farbtabelle ${colorMapType})`);
|
||
}
|
||
if (flags & 0x10) throw new Error("TGA: Zeilen von rechts nach links werden nicht unterstützt");
|
||
const start = 18 + idLength;
|
||
if (bytes.length < start + width * height * 4) throw new Error("TGA: Datei kürzer als ihre Bildgröße");
|
||
const originTop = (flags & 0x20) !== 0;
|
||
const data = new Uint8Array(width * height * 4);
|
||
for (let row = 0; row < height; row++) {
|
||
const sourceRow = originTop ? row : height - 1 - row;
|
||
for (let x = 0; x < width; x++) {
|
||
const from = start + (sourceRow * width + x) * 4;
|
||
const to = (row * width + x) * 4;
|
||
data[to] = bytes[from + 2]; // TGA speichert BGRA
|
||
data[to + 1] = bytes[from + 1];
|
||
data[to + 2] = bytes[from];
|
||
data[to + 3] = bytes[from + 3];
|
||
}
|
||
}
|
||
return { width, height, data };
|
||
}
|
||
|
||
/** Maske -> metallicRoughness von glTF: Rauheit nach G, Metall nach B. R bleibt ungenutzt. */
|
||
export function maskToMetallicRoughness({ width, height, data }) {
|
||
const rgb = new Uint8Array(width * height * 3);
|
||
for (let i = 0; i < width * height; i++) {
|
||
rgb[i * 3] = 255;
|
||
rgb[i * 3 + 1] = data[i * 4];
|
||
rgb[i * 3 + 2] = data[i * 4 + 3];
|
||
}
|
||
return rgb;
|
||
}
|
||
|
||
/**
|
||
* Eckpunkte, Normalen und UVs eines FBX-Meshes für glTF. Die Knotendrehung wird eingerechnet (die L96 liegt im
|
||
* Pack um 180° gedreht), der Knotenmaßstab nicht: Die Eckpunkte liegen schon in Metern, die Pistole trägt
|
||
* zusätzlich den Maßstab 100. Die v-Achse wird gespiegelt, weil FBX den UV-Ursprung unten links hat, glTF oben links.
|
||
*/
|
||
export function meshArrays(geometry, quaternion) {
|
||
const source = geometry.index ? geometry.toNonIndexed() : geometry;
|
||
const position = source.getAttribute("position");
|
||
const normal = source.getAttribute("normal");
|
||
const uv = source.getAttribute("uv");
|
||
if (!position || !normal || !uv) throw new Error("Mesh ohne position, normal oder uv");
|
||
const positions = new Float32Array(position.count * 3);
|
||
const normals = new Float32Array(position.count * 3);
|
||
const uvs = new Float32Array(position.count * 2);
|
||
const point = new Vector3();
|
||
for (let i = 0; i < position.count; i++) {
|
||
point.fromBufferAttribute(position, i).applyQuaternion(quaternion).toArray(positions, i * 3);
|
||
point.fromBufferAttribute(normal, i).applyQuaternion(quaternion).normalize().toArray(normals, i * 3);
|
||
uvs[i * 2] = uv.getX(i);
|
||
uvs[i * 2 + 1] = 1 - uv.getY(i);
|
||
}
|
||
return { positions, normals, uvs };
|
||
}
|
||
|
||
/** Längste Ausdehnung in Metern. */
|
||
export function longestExtent(positions) {
|
||
const min = [Infinity, Infinity, Infinity];
|
||
const max = [-Infinity, -Infinity, -Infinity];
|
||
for (let i = 0; i < positions.length; i += 3) {
|
||
for (let axis = 0; axis < 3; axis++) {
|
||
min[axis] = Math.min(min[axis], positions[i + axis]);
|
||
max[axis] = Math.max(max[axis], positions[i + axis]);
|
||
}
|
||
}
|
||
return Math.max(max[0] - min[0], max[1] - min[1], max[2] - min[2]);
|
||
}
|
||
|
||
/** Bricht ab, wenn die Waffe nicht die erwartete Länge hat — dann stimmt die Einheit nicht. */
|
||
export function checkLength(id, positions, [min, max]) {
|
||
const length = longestExtent(positions);
|
||
if (!(length >= min && length <= max)) {
|
||
throw new Error(`${id}: ${length.toFixed(3)} m lang, erwartet ${min}–${max} m — falsche Einheit?`);
|
||
}
|
||
return length;
|
||
}
|
||
|
||
/** Zielpfad einer Waffe, unabhängig vom Arbeitsverzeichnis (wie placeTarget in tools/assets/places.mjs). */
|
||
export function weaponTarget(id) {
|
||
if (!/^[a-z0-9]+$/.test(id)) throw new Error(`Ungültige Waffen-ID "${id}": nur Kleinbuchstaben und Ziffern.`);
|
||
return fileURLToPath(new URL(`../../public/models/weapons/${id}.glb`, import.meta.url));
|
||
}
|
||
|
||
async function encodeWebp(image, quality) {
|
||
const buffer = await image
|
||
.resize({ width: TEXTURE_SIZE, height: TEXTURE_SIZE, fit: "inside", withoutEnlargement: true })
|
||
.webp({ quality })
|
||
.toBuffer();
|
||
return new Uint8Array(buffer);
|
||
}
|
||
|
||
/** Baut das Dokument einer Waffe. loadFbx kommt von außen, damit nur main() die Browser-Platzhalter zieht. */
|
||
export async function buildWeapon(source, packDir, loadFbx) {
|
||
const dir = join(packDir, source.dir);
|
||
const fbx = await loadFbx(join(dir, source.mesh));
|
||
let mesh = null;
|
||
fbx.traverse((object) => { if (!mesh && object.isMesh) mesh = object; });
|
||
if (!mesh) throw new Error(`${source.id}: kein Mesh in ${source.mesh}`);
|
||
const { positions, normals, uvs } = meshArrays(mesh.geometry, mesh.quaternion);
|
||
const length = checkLength(source.id, positions, source.length);
|
||
|
||
const document = new Document();
|
||
const buffer = document.createBuffer();
|
||
const accessor = (array, type) => document.createAccessor().setArray(array).setType(type).setBuffer(buffer);
|
||
const mask = readTga(await readFile(join(dir, source.mask)));
|
||
const [baseColor, normalMap, metallicRoughness] = await Promise.all([
|
||
encodeWebp(sharp(join(dir, source.base)).removeAlpha(), QUALITY),
|
||
encodeWebp(sharp(join(dir, source.normal)), NORMAL_QUALITY),
|
||
encodeWebp(sharp(Buffer.from(maskToMetallicRoughness(mask)),
|
||
{ raw: { width: mask.width, height: mask.height, channels: 3 } }), QUALITY),
|
||
]);
|
||
const texture = (name, image) => document.createTexture(name).setImage(image).setMimeType("image/webp");
|
||
const material = document.createMaterial(source.id)
|
||
.setBaseColorTexture(texture(`${source.id}_baseColor`, baseColor))
|
||
.setNormalTexture(texture(`${source.id}_normal`, normalMap))
|
||
.setMetallicRoughnessTexture(texture(`${source.id}_metallicRoughness`, metallicRoughness))
|
||
.setMetallicFactor(1)
|
||
.setRoughnessFactor(1);
|
||
const primitive = document.createPrimitive()
|
||
.setAttribute("POSITION", accessor(positions, "VEC3"))
|
||
.setAttribute("NORMAL", accessor(normals, "VEC3"))
|
||
.setAttribute("TEXCOORD_0", accessor(uvs, "VEC2"))
|
||
.setMaterial(material);
|
||
const node = document.createNode(source.id).setMesh(document.createMesh(source.id).addPrimitive(primitive));
|
||
document.getRoot().setDefaultScene(document.createScene(source.id).addChild(node));
|
||
document.createExtension(EXTTextureWebP).setRequired(true);
|
||
await MeshoptEncoder.ready;
|
||
await document.transform(weld(), meshopt({ encoder: MeshoptEncoder, level: "medium" }));
|
||
return { document, length, vertices: positions.length / 3 };
|
||
}
|
||
|
||
async function main() {
|
||
const [packDir] = process.argv.slice(2);
|
||
if (!packDir) {
|
||
console.error("Aufruf: node tools/assets/weapons.mjs <Ordner WeaponsPack aus ASISWeaponsPack.zip>");
|
||
process.exit(1);
|
||
}
|
||
const { loadFbx } = await import("./fbx.mjs");
|
||
const io = new NodeIO().registerExtensions(ALL_EXTENSIONS).registerDependencies({ "meshopt.encoder": MeshoptEncoder });
|
||
for (const source of WEAPON_SOURCES) {
|
||
const { document, length, vertices } = await buildWeapon(source, packDir, loadFbx);
|
||
const target = weaponTarget(source.id);
|
||
await mkdir(dirname(target), { recursive: true });
|
||
await io.write(target, document);
|
||
const { min, max } = getBounds(document.getRoot().listScenes()[0]);
|
||
console.log(`${source.id}.glb ${((await stat(target)).size / 1e6).toFixed(2)} MB, ${length.toFixed(2)} m lang,`,
|
||
`${vertices} Eckpunkte, Maße ${min.map((value, axis) => (max[axis] - value).toFixed(2)).join(" × ")} m`);
|
||
}
|
||
}
|
||
|
||
if (process.argv[1] && import.meta.url === pathToFileURL(process.argv[1]).href) await main();
|